
But after having tried so many builds, we felt the conjuring spell was useless and only useful for Hastle IV. However, many would argue that we should have given the Conjuring spell importance. We tried a lot of mage characters with this build, including Shaman. You can see, we have used all our karma acquired in the game on this build, and this is by far the most straightforward and effective mage builds that we have developed. Below are the stats that you should have by the end. Cyberware Tank MageĪfter several days of gameplay, research, and testing, we have finally landed on a perfect build.

Since our guide focuses more on perfecting the mage build in Shadowrun Hong Kong, we will provide the best build for a mage. Many players shift their focus on a secondary build at the halfway stage rather than developing their mage build, such as Decking (to replace Is0bel) or Conjuring )for Hastel IV). Additionally, the game provides +1 spellcasting through items and +3 Willpower through cyberware or items. However, it would be best to play along based on what you want to specialize in and not divide your build.

Since you accumulated a max of 240 karmas and all these items should cost around 120 karmas, it will leave you with 120 karmas at the end, which can tempt you to max out your Spellcasting/Willpower. Let us take a look at the core build that you would probably have around mid-game: Firstly on your race selection and secondly, on the amount of optional karma collected during the game. However, it’s a rough estimate, and it varies based on two conditions.


The number varies if you play a regular game and should be around the 215-220 mark. Shadowrun Hong Kong runs a Bonus Campaign, and by the end of it, you should have 230-240 karma in your bag. Cyberware Tank Mage Shadowrun Hong Kong Mage Stat Allocation
