An Agent is one of the three main classes of Shapers. The Agent can be played in Geneforge 1, 2, 3, and 5. In

Vital statistics
Title Agent
Gender Female {Typically}
Race Human
Faction Shapers
Health Varies
Level Varies
Status N/A
Location Virtually all locations and games
Geneforge 4, the Infiltrator class is the equivalent of the Agent. This class of shapers excel in a magic skills, are average in physical combat, but do not specialize well in the shaping arts. Of the three classes, Agents are awarded the most Spell Energy.


The Agent class appeared before the events of Geneforge 1, possibly as a result of the Mages into the Shaping sect. Agents were often given tasks that dealt with stealth, celerity, and innovation. Some of these jobs included diplomacy, spying, thieving, and sabotage. Agents, for the most part, were mixed in their views about the shaping community, as there were agents on both sides of the rebellion and a great converts.


As an agent, straight-up warfare is not the best choice, especially in Torment in the beginning stages. Thus, beginning players can have a few challenges as to how to play an agent, and die often. Saving is especially crucial while using this class.

Skill Allocation

For Agents, players are recommended to concentrate their skill points in the Magic skills section (Battle Magic, Blessing Magic, Mental Magic, and Spellcraft. Depending on the player's style, he or she may either wish to concentrate on either two of the first three skills. For most games (Geneforge 2 and up), the most powerful spells are unlocked at Level 9 for each of the first three skills. Spell-craft is different as it affects all spells including Healing Craft, but costs a hefty price to level. This however is worth it. A more moderate player may wish to invest a few points into their Combat Skills. Players should be aware that these skills require a slightly higher amount of points to level up. Quick Action should be primary on a player's list, after that should be Parry (unless the player is playing Geneforge 1, in which this is Anatomy.) It is the player's choice as to whether points should be invested into Melee Weapons or Missile Weapons. Melee Weapons is usually the choice as swords can give many bonuses. In the General class of skills, players should concentrate on improving Intelligence and Dexterity. Intelligence will help increase the agent's ability to cast more spells while Dexterity will improve the agent's accuracy and ability to dodge incoming attacks. Strength is not vital unless the agent is overtaken with encumbrance rapidly (an item known as the Talisman of Strength can be found late-game in some Geneforge games) and Dexterity is a much better alternative than Endurance.

As Agents do not specialize in Shaping skills, investing points in this class can ruin the build of the character (one level up of a skill can be three times one of a magic skill.) The only skill worth leveling is Healing Craft. The last three skills, Mechanics, Leadership, and Luck are definitely useful in the agent's development; much more than the other two classes.


Spells are essential for Agents. In Geneforge 1, as there is a very limited spells, tactics are limited to repeatedly using Battle Magic spells (Firebolt, Searer, and Essence Orbs.) Disabling certain enemies can be useful, but it is best to take them one-on-one outside the 3-AP range.

In Geneforge 2 and up, the tactics for Agents is greatly enhanced with threefold more spells to choose from.

Battle Magic

The regular progression of spells up to Essence Orbs is best, with players skipping Burning Spray as this does not deal immediate damage. There are two high hitting spells, Kill from Geneforge 2 and on and Essence Lances from Geneforge 4 and on. By the endgame, a high-intelligence Agent could cast these as default spells (although they do not appear as the default left-click attack.) There are also two area effect spells: Acid Shower and Aura of Flames. These two are primarily endgame. For players that like using Daze and Strong Daze both Battle Magic spells counteract the two Mental Magic spells, so there is no use.


Agents best equip light armor that provides slight protection but does not seriously hamper accuracy. An agent is perfectly capable of functioning with heavy armor but does not have the health point capacity to take damage. Some of the best options include a dexterity-boosting objects. Action point boosting armor is also great, as long as it does not remove Spell craft points. For a weapon, choose a powerful sword and (in Geneforge 3 and up) enchant it with either a Runed Amethyst or Etheral Bindings. This allows the weapon to excel as a general all-around combat weapon.

Combat Movement

While playing the Agent class, it is vital to use the terrain for an advantage. A open field provides no cover and excellent ground for melee units to get up close. Luring enemies to corridors and trapping them is a great tactic to use. As the agent primarily uses ranged magic attacks, action points are not a problem as it is sometimes for Guardians. Agents are able to attack outside the 3-AP range of all melee-based creatures, so the average hit of an Agent is only required to be more than half of the total HP of the enemy in order to kill it without taking any damage.

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