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=Mage=
{{ClassInfobox
Mage is a tier 2 class that is unlocked by leveling Apprentice to level 30. It is a spellcaster who specializes in using magic to attack and defend. They are skilled at harnessing the elements to unleash powerful spells on their enemies. Unlike Apprentice, Mages have full control over their spell element, allowing them to choose the type of magic they want to use in a given situation. They also have the ability to use mana shield, which creates a protective barrier around the mage using their magical energy increasing their P.DEF and M.DEF and using MP to absorb some of the incoming damage to protect themselves from harm. Overall, the mage is a formidable spellcaster who is able to harness the power of magic to attack and defend in battle.
|name=Mage
|image=https://roidle.com/regular/assets/images/classes/9.png
|portrait=https://irowiki.org/w/images/c/c7/Wizard.png
|maxLevel=40
|baseHp=4
|varHp=0.3
|baseMp=5
|unlocksFrom=[[Apprentice]]
|unlocksTo=[[Wizard]]
|strBonus=0
|agiBonus=1
|vitBonus=1
|intBonus=8
|dexBonus=2
|wisBonus=5
}}


==The Raw Spellcaster==
''Focusing their studies on a more primitive, rawer type of magic, the Mage bends the elements - and mana itself - at will. With such control, they cast bolts of pure elemental power, able to inflict status ailments to their enemies, or create a protective barrier of mana to shield them from harm.''


=Skills=
Mages channel the primal forces of nature through their spells. Unlike the Apprentice's random elemental attacks, Mages have mastered control over each element individually, allowing them to exploit enemy weaknesses with precision. Their defensive Mana Shield provides some needed extra durability, as they are one of the frailest classes in the game.
* '''Mana Shield''': Casts a protective shield around the Mage, increasing the Mage’s P.DEF and M.DEF by 30 and uses MP to shield up to 50% of the incoming damage for 14 rounds at skill level 100. If there is not enough MP, then the Mage will take any remaining damage not absorbed by MP.
 
{| class="wikitable" style="width: 80%;"
 
|-
==Unlock==
! Skill level !! Damage !! MP Cost !! Other Effects/durations
The Mage is a tier 2 class that is unlocked by leveling the [[Apprentice]] class to level 25. As all T2 classes, it retains all of the previous T1 class' skills.
|-
 
| style="width: 10%"| Level 0
 
| style="width: 15%"| N/A
==Pros and Cons==
| style="width: 10%"| 6 MP
''Comparisons are made considering classes from the same tier''
| style="width: 65%"| +10 P.DEF and M.DEF and uses MP to absorb up to 0% of the incoming damage.
 
|-
Mages bring elemental mastery to the battlefield. Four distinct bolt spells - [[Mage#Fire Bolt | Fire Bolt]], [[Mage#Cold Bolt | Cold Bolt]], [[Mage#Lightning Bolt | Lightning Bolt]], and [[Mage#Earth Bolt | Earth Bolt]] - each deal strong damage and apply unique status effects: Burn, Freeze, Shocked, and Pinned respectively.
|| Level 10
 
|| N/A
[[Mage#Mana Shield | Mana Shield]] grants a baseline defensive bonus, so even with a small HP pool, they can survive long enough for the healer to do their job.
|| 9 MP
 
|| +12 P.DEF and M.DEF and uses MP to absorb up to 5% of the incoming damage.
[[Mage#Arcane Mastery | Arcane Mastery]] further enhances their M.Atk, solidifying their role as the prime magical damage dealer.
|-
 
|| Level 20
The challenge for Mages is their fragility. With very low HP scaling and suffering from not using Heavy Armor to avoid the decrease in M.Atk associated with them, if physical damage dealers reach them, they will die quickly.
|| N/A
 
|| 13 MP
*'''Strengths:'''
|| +14 P.DEF and M.DEF and uses MP to absorb up to 10% of the incoming damage.
**Strong elemental coverage with four distinct bolt spells
|-
**Each bolt applies a different debilitating status effect
|| Level 30
**[[Mage#Mana Shield | Mana Shield]] provides some self-defense
|| N/A
**High M.Atk scaling through [[Mage#Arcane Mastery | Arcane Mastery]]
|| 16 MP
**Strong single-target magic damage
|| +16 P.DEF and M.DEF and uses MP to absorb up to 15% of the incoming damage.
 
*'''Weaknesses:'''
**Lowest HP pool among Tier 2 classes
**No multi-target or AoE damage options
**High MP consumption requires careful management or potions
**Must choose the correct element for each enemy
 
 
==Stats==
Mages scale almost exclusively with [[Stats & Attributes#Intelligence | INT]] for M.Atk and [[Stats & Attributes#Wisdom | WIS]] for defenses, MP regeneration and some healing support.
 
[[Stats & Attributes#Intelligence | INT]] is the primary stat, directly increasing spell damage. [[Stats & Attributes#Wisdom | WIS]] ensures MP sustainability for continuous spellcasting, M.Def, a bit of P.Def and improves [[Apprentice#Healing Touch | Healing Touch]] if used.
 
[[Stats & Attributes#Dexterity | DEX]] provides HIT for spell accuracy and S.Atk for landing status effects. [[Stats & Attributes#Vitality | VIT]] can help survivability but synergizes poorly with their low HP pool (VIT increases HP by a percentage).
=== Class Bonuses===
The Levels in which one receives a certain bonus
{|class="wikitable"
!Stat\Amount||+1||+2||+3||+4||+5||+6||+7||+8||+9
|-
|-
|| Level 40
!STR
|| N/A
| || || || || || || || || 
|| 20 MP
|| +18 P.DEF and M.DEF and uses MP to absorb up to 20% of the incoming damage.
|-
|| Level 50
|| N/A
|| 23 MP
|| +20 P.DEF and M.DEF and uses MP to absorb up to 25% of the incoming damage.
|-
|-
|| Level 60
!AGI
|| N/A
|28|| || || || || || || || 
|| 27 MP
|| +22 P.DEF and M.DEF and uses MP to absorb up to 30% of the incoming damage.
|-
|-
|| Level 70
!VIT
|| N/A
|24|| || || || || || || || 
|| 30 MP
|| +24 P.DEF and M.DEF and uses MP to absorb up to 35% of the incoming damage.
|-
|-
|| Level 80
!INT
|| N/A
|1||7||16||22||30||34||38||40|| 
|| 34 MP
|| +26 P.DEF and M.DEF and uses MP to absorb up to 40% of the incoming damage.
|-
|-
|| Level 90
!DEX
|| N/A
|13||32|| || || || || || || 
|| 37 MP
|| +28 P.DEF and M.DEF and uses MP to absorb up to 45% of the incoming damage.
|-
|-
|| Level 100
!WIS
|| N/A
|4||10||26||36||39|| || || || 
|| 41 MP
|| +30 P.DEF and M.DEF and uses MP to absorb up to 50% of the incoming damage.
|}
|}
===Recommended Builds===
*For maximum damage Mage:
Pour almost everything into INT, with a small amount of DEX for accuracy. No WIS, rely on MP potions. Glass cannon approach - kill before being killed.


* '''Fire Bolt''': A single target fire elemental magic spell dealing 175% M.ATK with a chance to apply the '''Burned''' status on the target. The chance depends on the caster’s S.ATK stat.
*For a balanced Mage:
{| class="wikitable" style="width: 80%;"
Still focus mostly on INT, then some WIS and DEX. Good damage with better MP management and minor healing capability through Healing Touch.
|-
 
! Skill level !! Damage !! MP Cost !! Other Effects/durations
*For a durable Mage:
INT primary, but invest in VIT and WIS, with a minimum of DEX. Use Mana Shield actively. Slower kills but much harder to take down.
 
 
''Note: ''
''Mages benefit enormously from taking advantage of enemies' elemental weaknesses. Using the correct bolt spell can dramatically increase damage output.''
 
 
==Gear==
'''Recommended gear for Mages'''
 
* Weapons
**'''Staves:''' Maximum M.Atk for raw spell damage, both types could work, with Hit type allowing for less investment on DEX
**'''Wands:''' Balanced option with M.Atk and either C.Chance or S.Atk, depending on wand type
**'''Tomes/Manuals:''' M.Def focused with MP/MP Regen for sustainability
 
* Armor
**'''Light Armor:''' Essential for MP regeneration and M.Def
**'''Medium Armor:''' Possible balanced option, as it provides both P.Def and M.Def, but little of both. You'll lack MP regeneration
**'''Heavy Armor:''' Use only if you desperately need more P.Def and HP, as each piece will decrease your M.Atk
 
* Accessories
**M.Atk accessories directly boost all spell damage
**INT and WIS accessories for stat scaling
**MP Regen accessories help maintain spell output
 
 
==Scripts==
===Default===
The default script exploits elemental weaknesses:
 
# Uses Healing Touch on critically low allies<br>
# Uses MP potions when running low<br>
# Activates Mana Shield when HP drops<br>
# Casts the appropriate bolt based on enemy weakness<br>
# Defaults to Earth Bolt when no weakness is detected<br>
# Idles if no enemies are present<br>
# Steps forward if enemies are out of range<br>
 
<pre>{"script":[{"conditions":[{"key":"allyHpLowerThan","not":false,"number":10}],"action":{"key":"skillHealingTouch","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":3},{"conditions":[{"key":"selfMpLowerThan","not":false,"number":10}],"action":{"key":"useItem","itemIds":[18006,18005]},"target":{"key":"ally","characterId":0},"cooldown":3},{"conditions":[{"key":"selfHpLowerThan","not":false,"number":50},{"key":"selfIfBuffActive","not":true,"number":null}],"action":{"key":"skillManaShield","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"foeIsFireWeak","number":null,"not":null}],"action":{"key":"skillFireBolt"},"target":{"key":"foe"},"cooldown":0},{"conditions":[{"key":"foeIsWaterWeak","number":null,"not":null}],"action":{"key":"skillColdBolt"},"target":{"key":"foe"},"cooldown":0},{"conditions":[{"key":"foeIsAirWeak","not":null,"number":null}],"action":{"key":"skillLightningBolt","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"true"}],"action":{"key":"skillEarthBolt","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"foeLessThan","not":false,"number":0}],"action":{"key":"idle","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"foeNearest","not":null,"number":null},{"key":"foeCellFartherAwayThan","not":false,"number":4}],"action":{"key":"stepForward","itemIds":[]},"target":{"key":"self"},"cooldown":0}],"position":"midline"}</pre>
===Ideas and suggestions===
''These are all suggestions, you can't have 1 script which is perfect for every hunt, gear or playstyle''
 
*Learn enemy elemental weaknesses and adjust your script to prioritize the correct bolt spell.
*[[Mage#Mana Shield | Mana Shield]] is excellent when you expect to take damage - activate it proactively.
*Position in the midline to stay safe while maintaining spell range.
*Idle when MP is low to regenerate. A great moment is when regular monsters are dead and only gathering nodes are left, as they take reduced ranged damage.
*[[Mage#Cold Bolt | Cold Bolt]]'s Freeze effect is particularly powerful as it completely stops enemy actions.
 
 
==Skills==
===Fire Bolt===
''active | attack | single target | burn''
*Max level: 80
*Range: 3
*Available on: [[Mage]], [[Wizard]]
*Enhanced by: [[Apprentice#Elemental Bolt | Elemental Bolt]]
 
A fiery blast with a chance to leave its target burning, depending on S.Atk. Enhanced by Elemental Bolt, adding 0~30% M.Atk and 0~6 S.Atk on top. Damage ranges from 100~170% M.Atk, increased by both skills levels, has 0~10 bonus S.Atk and might apply Burn for 2~5 rounds.
 
'''Element:''' Fire | '''AoE:''' No
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
| style="width: 10%"| Level 0
! Skill level !! MP Cost !! Damage !! Other Effects
| style="width: 15%"| 125% M.ATK
| style="width: 10%"| 3 MP
| style="width: 65%"| Chance to apply the '''Burned''' status
|-
|-
|| Level 10
|| 0
|| 130% P.ATK
|| 5 MP
|| Chance to apply the ‘‘‘Burned’’’ status
|-
|| Level 20
|| 135% P.ATK
|| 7 MP
|| 7 MP
|| Chance to apply the ‘‘‘Burned’’’ status
|| +0% M.ATK
|| +0 S.Atk, Burn 2 rounds
|-
|-
|| Level 30
|| 20
|| 140% P.ATK
|| 9 MP
|| Chance to apply the ‘‘‘Burned’’’ status
|-
|| Level 40
|| 145% P.ATK
|| 11 MP
|| 11 MP
|| Chance to apply the ‘‘‘Burned’’’ status
|| +10% M.ATK
|| +2.5 S.Atk, Burn 2 rounds
|-
|-
|| Level 50
|| 40
|| 150% P.ATK
|| 13 MP
|| Chance to apply the ‘‘‘Burned’’’ status
|-
|| Level 60
|| 155% P.ATK
|| 15 MP
|| 15 MP
|| Chance to apply the ‘‘‘Burned’’’ status
|| +20% M.ATK
|| +5 S.Atk, Burn 3 rounds
|-
|-
|| Level 70
|| 60
|| 160% P.ATK
|| 17 MP
|| Chance to apply the ‘‘‘Burned’’’ status
|-
|| Level 80
|| 165% P.ATK
|| 19 MP
|| 19 MP
|| Chance to apply the ‘‘‘Burned’’’ status
|| +30% M.ATK
|| +7.5 S.Atk, Burn 4 rounds
|-
|-
|| Level 90
|| 80
|| 170% P.ATK
|| 21 MP
|| Chance to apply the ‘‘‘Burned’’’ status
|-
|| Level 100
|| 175% P.ATK
|| 23 MP
|| 23 MP
|| Chance to apply the ‘‘‘Burned’’’ status
|| +40% M.ATK
|| +10 S.Atk, Burn 5 rounds
|}
|}


* '''Cold Bolt''': A single target water/ice elemental magic spell dealing 175% M.ATK with a chance to apply the '''Frozen''' status on the target. The chance depends on the caster’s S.ATK stat.
<br>
{| class="wikitable" style="width: 80%;"
===Cold Bolt===
|-
''active | attack | single target | freeze''
! Skill level !! Damage !! MP Cost !! Other Effects/durations
*Max level: 80
|-
*Range: 3
| style="width: 10%"| Level 0
*Available on: [[Mage]], [[Wizard]]
| style="width: 15%"| 125% M.ATK
*Enhanced by: [[Apprentice#Elemental Bolt | Elemental Bolt]]
| style="width: 10%"| 3 MP
 
| style="width: 65%"| Chance to apply the '''Frozen''' status
A chilling spear with a chance to leave its target frozen, depending on S.Atk. Enhanced by Elemental Bolt, adding 0~30% M.Atk and 0~6 S.Atk on top. Damage ranges from 100~170% M.Atk, increased by both skills levels, has 0~10 bonus S.Atk and might apply Freeze for 2 rounds.
 
'''Element:''' Water | '''AoE:''' No
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
|| Level 10
! Skill level !! MP Cost !! Damage !! Other Effects
|| 130% P.ATK
|| 5 MP
|| Chance to apply the ‘‘‘Frozen’’’ status
|-
|-
|| Level 20
|| 0
|| 135% P.ATK
|| 7 MP
|| 7 MP
|| Chance to apply the ‘‘‘Frozen’’’ status
|| +0% M.ATK
|-
|| +0 S.Atk, Freeze 2 rounds
|| Level 30
|| 140% P.ATK
|| 9 MP
|| Chance to apply the ‘‘‘Frozen’’’ status
|-
|-
|| Level 40
|| 20
|| 145% P.ATK
|| 11 MP
|| 11 MP
|| Chance to apply the ‘‘‘Frozen’’’ status
|| +10% M.ATK
|| +2.5 S.Atk, Freeze 2 rounds
|-
|-
|| Level 50
|| 40
|| 150% P.ATK
|| 13 MP
|| Chance to apply the ‘‘‘Frozen’’’ status
|-
|| Level 60
|| 155% P.ATK
|| 15 MP
|| 15 MP
|| Chance to apply the ‘‘‘Frozen’’’ status
|| +20% M.ATK
|-
|| +5 S.Atk, Freeze 2 rounds
|| Level 70
|| 160% P.ATK
|| 17 MP
|| Chance to apply the ‘‘‘Frozen’’’ status
|-
|-
|| Level 80
|| 60
|| 165% P.ATK
|| 19 MP
|| 19 MP
|| Chance to apply the ‘‘‘Frozen’’’ status
|| +30% M.ATK
|| +7.5 S.Atk, Freeze 2 rounds
|-
|-
|| Level 90
|| 80
|| 170% P.ATK
|| 21 MP
|| Chance to apply the ‘‘‘Frozen’’’ status
|-
|| Level 100
|| 175% P.ATK
|| 23 MP
|| 23 MP
|| Chance to apply the ‘‘‘Frozen’’’ status
|| +40% M.ATK
|| +10 S.Atk, Freeze 2 rounds
|}
|}


* '''Lightning Bolt''': A single target thunder/air elemental magic spell dealing 175% M.ATK with a chance to apply the '''Blind''' status on the target. The chance depends on the caster’s S.ATK stat.
<br>
{| class="wikitable" style="width: 80%;"
===Lightning Bolt===
|-
''active | attack | single target | shocked''
! Skill level !! Damage !! MP Cost !! Other Effects/durations
*Max level: 80
|-
*Range: 3
| style="width: 10%"| Level 0
*Available on: [[Mage]], [[Wizard]]
| style="width: 15%"| 125% M.ATK
*Enhanced by: [[Apprentice#Elemental Bolt | Elemental Bolt]]
| style="width: 10%"| 3 MP
 
| style="width: 65%"| Chance to apply the '''Blind''' status
An electric surge with a chance to leave its target shocked, depending on S.Atk. Enhanced by Elemental Bolt, adding 0~30% M.Atk and 0~6 S.Atk on top. Damage ranges from 100~170% M.Atk, increased by both skills levels, has 0~10 bonus S.Atk and might apply Shocked for 2~3 rounds.
 
'''Element:''' Air | '''AoE:''' No
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
|| Level 10
! Skill level !! MP Cost !! Damage !! Other Effects
|| 130% P.ATK
|| 5 MP
|| Chance to apply the ‘‘‘Blind’’’ status
|-
|-
|| Level 20
|| 0
|| 135% P.ATK
|| 7 MP
|| 7 MP
|| Chance to apply the ‘‘‘Blind’’’ status
|| +0% M.ATK
|-
|| +0 S.Atk, Shocked 2 rounds
|| Level 30
|| 140% P.ATK
|| 9 MP
|| Chance to apply the ‘‘‘Blind’’’ status
|-
|-
|| Level 40
|| 20
|| 145% P.ATK
|| 11 MP
|| 11 MP
|| Chance to apply the ‘‘‘Blind’’’ status
|| +10% M.ATK
|| +2.5 S.Atk, Shocked 2 rounds
|-
|-
|| Level 50
|| 40
|| 150% P.ATK
|| 13 MP
|| Chance to apply the ‘‘‘Blind’’’ status
|-
|| Level 60
|| 155% P.ATK
|| 15 MP
|| 15 MP
|| Chance to apply the ‘‘‘Blind’’’ status
|| +20% M.ATK
|-
|| +5 S.Atk, Shocked 2 rounds
|| Level 70
|| 160% P.ATK
|| 17 MP
|| Chance to apply the ‘‘‘Blind’’’ status
|-
|-
|| Level 80
|| 60
|| 165% P.ATK
|| 19 MP
|| 19 MP
|| Chance to apply the ‘‘‘Blind’’’ status
|| +30% M.ATK
|| +7.5 S.Atk, Shocked 3 rounds
|-
|-
|| Level 90
|| 80
|| 170% P.ATK
|| 21 MP
|| Chance to apply the ‘‘‘Blind’’’ status
|-
|| Level 100
|| 175% P.ATK
|| 23 MP
|| 23 MP
|| Chance to apply the ‘‘‘Blind’’’ status
|| +40% M.ATK
|| +10 S.Atk, Shocked 3 rounds
|}
|}


* '''Earth Bolt''': A single target earth elemental magic spell dealing 175% M.ATK with a chance to apply the '''Pinned''' status on the target. The chance depends on the caster’s S.ATK stat.
<br>
{| class="wikitable" style="width: 80%;"
===Earth Bolt===
|-
''active | attack | single target | pinned''
! Skill level !! Damage !! MP Cost !! Other Effects/durations
*Max level: 80
|-
*Range: 3
| style="width: 10%"| Level 0
*Available on: [[Mage]], [[Wizard]]
| style="width: 15%"| 125% M.ATK
*Enhanced by: [[Apprentice#Elemental Bolt | Elemental Bolt]]
| style="width: 10%"| 3 MP
 
| style="width: 65%"| Chance to apply the '''Pinned''' status
A violent impact with a chance to leave its target pinned, depending on S.Atk. Enhanced by Elemental Bolt, adding 0~30% M.Atk and 0~6 S.Atk. Damage ranges from 100~170% M.Atk, increased by both skills levels, has 0~10 bonus S.Atk and might apply Pinned for 2 rounds.
 
'''Element:''' Earth | '''AoE:''' No
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
|| Level 10
! Skill level !! MP Cost !! Damage !! Other Effects
|| 130% P.ATK
|| 5 MP
|| Chance to apply the ‘‘‘Pinned’’’ status
|-
|-
|| Level 20
|| 0
|| 135% P.ATK
|| 7 MP
|| 7 MP
|| Chance to apply the ‘‘‘Pinned’’’ status
|| +0% M.ATK
|-
|| +0 S.Atk, Pinned 2 rounds
|| Level 30
|| 140% P.ATK
|| 9 MP
|| Chance to apply the ‘‘‘Pinned’’’ status
|-
|-
|| Level 40
|| 20
|| 145% P.ATK
|| 11 MP
|| 11 MP
|| Chance to apply the ‘‘‘Pinned’’’ status
|| +10% M.ATK
|| +2.5 S.Atk, Pinned 2 rounds
|-
|-
|| Level 50
|| 40
|| 150% P.ATK
|| 13 MP
|| Chance to apply the ‘‘‘Pinned’’’ status
|-
|| Level 60
|| 155% P.ATK
|| 15 MP
|| 15 MP
|| Chance to apply the ‘‘‘Pinned’’’ status
|| +20% M.ATK
|| +5 S.Atk, Pinned 2 rounds
|-
|-
|| Level 70
|| 60
|| 160% P.ATK
|| 17 MP
|| Chance to apply the ‘‘‘Pinned’’’ status
|-
|| Level 80
|| 165% P.ATK
|| 19 MP
|| 19 MP
|| Chance to apply the ‘‘‘Pinned’’’ status
|| +30% M.ATK
|| +7.5 S.Atk, Pinned 2 rounds
|-
|-
|| Level 90
|| 80
|| 170% P.ATK
|| 21 MP
|| Chance to apply the ‘‘‘Pinned’’’ status
|-
|| Level 100
|| 175% P.ATK
|| 23 MP
|| 23 MP
|| Chance to apply the ‘‘‘Pinned’’’ status
|| +40% M.ATK
|| +10 S.Atk, Pinned 2 rounds
|}
|}


* '''Arcane Mastery''' ''(passive)'': Gives +40 M.ATK and +50 MP regeneration to Apprentice/Mage when idling at skill level 100. This skill gains skill EXP when the Apprentice/Mage casts a spell.
<br>
{| class="wikitable" style="width: 80%;"
===Arcane Mastery===
''passive''
*Max level: 80
*Available on: [[Mage]], [[Wizard]]
*Enhanced by: [[Apprentice#Arcane Knowledge | Arcane Knowledge]]
 
Further increases M.ATK by +0.4 per level, for a total of 32 M.Atk at max level. Levels up on casting magic abilities.
 
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! Damage !! MP Cost !! Other Effects/durations
! Skill level !! M.Atk Bonus
|-
|-
| style="width: 10%"| Level 0
|| 0
| style="width: 15%"| N/A
|| +0 M.Atk
| style="width: 10%"| N/A
| style="width: 65%"| +0 M.ATK. +0 MP generation
|-
|-
|| Level 10
|| 20
|| N/A
|| +8 M.Atk
|| N/A
|| +4 M.ATK. +5 MP generation
|-
|-
|| Level 20
|| 40
|| N/A
|| +16 M.Atk
|| N/A
|| +8 M.ATK. +10 MP generation
|-
|-
|| Level 30
|| 60
|| N/A
|| +24 M.Atk
|| N/A
|| +12 M.ATK. +15 MP generation
|-
|-
|| Level 40
|| 80
|| N/A
|| +32 M.Atk
|| N/A
|}
|| +16 M.ATK. +20 MP generation
 
<br>
===Mana Shield===
''active | buff | self''
*Max level: 80
*Available on: [[Mage]], [[Wizard]]
 
Magical barrier that surrounds the caster. Grants +0~10 P.Def and M.Def for 4~20 rounds.
 
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
|| Level 50
! Skill level !! MP Cost !! Duration !! Defensive Bonus
|| N/A
|| N/A
|| +20 M.ATK. +25 MP generation
|-
|-
|| Level 60
|| 0
|| N/A
|| 12 MP
|| N/A
|| 4 rounds
|| +24 M.ATK. +30 MP generation
|| +0 P.Def, +0 M.Def
|-
|-
|| Level 70
|| 20
|| N/A
|| 17 MP
|| N/A
|| 8 rounds
|| +28 M.ATK. +35 MP generation
|| +2.5 P.Def, +2.5 M.Def
|-
|-
|| Level 80
|| 40
|| N/A
|| 22 MP
|| N/A
|| 12 rounds
|| +32 M.ATK. +40 MP generation
|| +5 P.Def, +5 M.Def
|-
|-
|| Level 90
|| 60
|| N/A
|| 27 MP
|| N/A
|| 16 rounds
|| +36 M.ATK. +45 MP generation
|| +7.5 P.Def, +7.5 M.Def
|-
|-
|| Level 100
|| 80
|| N/A
|| 32 MP
|| N/A
|| 20 rounds
|| +40 M.ATK. +50 MP generation
|| +10 P.Def, +10 M.Def
|}
|}
* '''Efficient Spellcasting''' ''(passive)'': When casting a spell, there is a 30% chance for the Mage to recover the MP used to cast the spell at skill level 100. This skill gains skill EXP when the Mage cast any spell.
 
{| class="wikitable" style="width: 80%;"
<br>
|-
 
! Skill level !! Damage !! MP Cost !! Other Effects/durations
 
|-
==Titles==
| style="width: 10%"| Level 0
Mage titles are earned by leveling up the Mage class:
| style="width: 15%"| N/A
 
| style="width: 10%"| N/A
{| class="wikitable skill-table" style="width: 80%;"
| style="width: 65%"| 0% chance to recover the MP used to cast the spell.
|-
|-
|| Level 10
! Class level !! Title
|| N/A
|| N/A
|| 3% chance to recover the MP used to cast the spell.
|-
|-
|| Level 20
| Level 0 || N/A
|| N/A
|| N/A
|| 6% chance to recover the MP used to cast the spell.
|-
|-
|| Level 30
| Level 20 || Elemental Adept
|| N/A
|| N/A
|| 9% chance to recover the MP used to cast the spell.
|-
|-
|| Level 40
| Level 40 || Archmage
|| N/A
|| N/A
|| 12% chance to recover the MP used to cast the spell.
|-
|| Level 50
|| N/A
|| N/A
|| 15% chance to recover the MP used to cast the spell.
|-
|| Level 60
|| N/A
|| N/A
|| 18% chance to recover the MP used to cast the spell.
|-
|| Level 70
|| N/A
|| N/A
|| 21% chance to recover the MP used to cast the spell.
|-
|| Level 80
|| N/A
|| N/A
|| 24% chance to recover the MP used to cast the spell.
|-
|| Level 90
|| N/A
|| N/A
|| 27% chance to recover the MP used to cast the spell.
|-
|| Level 100
|| N/A
|| N/A
|| 30% chance to recover the MP used to cast the spell.
|}
|}
{{Main|Titles}}


[[Category:Mage]]
[[Category:Mage]]

Latest revision as of 13:59, 8 January 2026

Mage 9.png
Wizard.png
Max Level: 40
Base HP/Level:
Variable HP/Level:
Base MP/Level:
4
0.3
5
Unlocks from: Apprentice
Unlocks: Wizard

Class Bonuses

STR AGI VIT INT DEX WIS
+0 +1 +1 +8 +2 +5

The Raw Spellcaster

Focusing their studies on a more primitive, rawer type of magic, the Mage bends the elements - and mana itself - at will. With such control, they cast bolts of pure elemental power, able to inflict status ailments to their enemies, or create a protective barrier of mana to shield them from harm.

Mages channel the primal forces of nature through their spells. Unlike the Apprentice's random elemental attacks, Mages have mastered control over each element individually, allowing them to exploit enemy weaknesses with precision. Their defensive Mana Shield provides some needed extra durability, as they are one of the frailest classes in the game.


Unlock

The Mage is a tier 2 class that is unlocked by leveling the Apprentice class to level 25. As all T2 classes, it retains all of the previous T1 class' skills.


Pros and Cons

Comparisons are made considering classes from the same tier

Mages bring elemental mastery to the battlefield. Four distinct bolt spells - Fire Bolt, Cold Bolt, Lightning Bolt, and Earth Bolt - each deal strong damage and apply unique status effects: Burn, Freeze, Shocked, and Pinned respectively.

Mana Shield grants a baseline defensive bonus, so even with a small HP pool, they can survive long enough for the healer to do their job.

Arcane Mastery further enhances their M.Atk, solidifying their role as the prime magical damage dealer.

The challenge for Mages is their fragility. With very low HP scaling and suffering from not using Heavy Armor to avoid the decrease in M.Atk associated with them, if physical damage dealers reach them, they will die quickly.

  • Strengths:
    • Strong elemental coverage with four distinct bolt spells
    • Each bolt applies a different debilitating status effect
    • Mana Shield provides some self-defense
    • High M.Atk scaling through Arcane Mastery
    • Strong single-target magic damage
  • Weaknesses:
    • Lowest HP pool among Tier 2 classes
    • No multi-target or AoE damage options
    • High MP consumption requires careful management or potions
    • Must choose the correct element for each enemy


Stats

Mages scale almost exclusively with INT for M.Atk and WIS for defenses, MP regeneration and some healing support.

INT is the primary stat, directly increasing spell damage. WIS ensures MP sustainability for continuous spellcasting, M.Def, a bit of P.Def and improves Healing Touch if used.

DEX provides HIT for spell accuracy and S.Atk for landing status effects. VIT can help survivability but synergizes poorly with their low HP pool (VIT increases HP by a percentage).

Class Bonuses

The Levels in which one receives a certain bonus

Stat\Amount +1 +2 +3 +4 +5 +6 +7 +8 +9
STR                  
AGI 28                
VIT 24                
INT 1 7 16 22 30 34 38 40  
DEX 13 32              
WIS 4 10 26 36 39        
  • For maximum damage Mage:
Pour almost everything into INT, with a small amount of DEX for accuracy. No WIS, rely on MP potions. Glass cannon approach - kill before being killed.
  • For a balanced Mage:
Still focus mostly on INT, then some WIS and DEX. Good damage with better MP management and minor healing capability through Healing Touch.
  • For a durable Mage:
INT primary, but invest in VIT and WIS, with a minimum of DEX. Use Mana Shield actively. Slower kills but much harder to take down.


Note: Mages benefit enormously from taking advantage of enemies' elemental weaknesses. Using the correct bolt spell can dramatically increase damage output.


Gear

Recommended gear for Mages

  • Weapons
    • Staves: Maximum M.Atk for raw spell damage, both types could work, with Hit type allowing for less investment on DEX
    • Wands: Balanced option with M.Atk and either C.Chance or S.Atk, depending on wand type
    • Tomes/Manuals: M.Def focused with MP/MP Regen for sustainability
  • Armor
    • Light Armor: Essential for MP regeneration and M.Def
    • Medium Armor: Possible balanced option, as it provides both P.Def and M.Def, but little of both. You'll lack MP regeneration
    • Heavy Armor: Use only if you desperately need more P.Def and HP, as each piece will decrease your M.Atk
  • Accessories
    • M.Atk accessories directly boost all spell damage
    • INT and WIS accessories for stat scaling
    • MP Regen accessories help maintain spell output


Scripts

Default

The default script exploits elemental weaknesses:

  1. Uses Healing Touch on critically low allies
  2. Uses MP potions when running low
  3. Activates Mana Shield when HP drops
  4. Casts the appropriate bolt based on enemy weakness
  5. Defaults to Earth Bolt when no weakness is detected
  6. Idles if no enemies are present
  7. Steps forward if enemies are out of range
{"script":[{"conditions":[{"key":"allyHpLowerThan","not":false,"number":10}],"action":{"key":"skillHealingTouch","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":3},{"conditions":[{"key":"selfMpLowerThan","not":false,"number":10}],"action":{"key":"useItem","itemIds":[18006,18005]},"target":{"key":"ally","characterId":0},"cooldown":3},{"conditions":[{"key":"selfHpLowerThan","not":false,"number":50},{"key":"selfIfBuffActive","not":true,"number":null}],"action":{"key":"skillManaShield","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"foeIsFireWeak","number":null,"not":null}],"action":{"key":"skillFireBolt"},"target":{"key":"foe"},"cooldown":0},{"conditions":[{"key":"foeIsWaterWeak","number":null,"not":null}],"action":{"key":"skillColdBolt"},"target":{"key":"foe"},"cooldown":0},{"conditions":[{"key":"foeIsAirWeak","not":null,"number":null}],"action":{"key":"skillLightningBolt","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"true"}],"action":{"key":"skillEarthBolt","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"foeLessThan","not":false,"number":0}],"action":{"key":"idle","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"foeNearest","not":null,"number":null},{"key":"foeCellFartherAwayThan","not":false,"number":4}],"action":{"key":"stepForward","itemIds":[]},"target":{"key":"self"},"cooldown":0}],"position":"midline"}

Ideas and suggestions

These are all suggestions, you can't have 1 script which is perfect for every hunt, gear or playstyle

  • Learn enemy elemental weaknesses and adjust your script to prioritize the correct bolt spell.
  • Mana Shield is excellent when you expect to take damage - activate it proactively.
  • Position in the midline to stay safe while maintaining spell range.
  • Idle when MP is low to regenerate. A great moment is when regular monsters are dead and only gathering nodes are left, as they take reduced ranged damage.
  • Cold Bolt's Freeze effect is particularly powerful as it completely stops enemy actions.


Skills

Fire Bolt

active | attack | single target | burn

A fiery blast with a chance to leave its target burning, depending on S.Atk. Enhanced by Elemental Bolt, adding 0~30% M.Atk and 0~6 S.Atk on top. Damage ranges from 100~170% M.Atk, increased by both skills levels, has 0~10 bonus S.Atk and might apply Burn for 2~5 rounds.

Element: Fire | AoE: No

Skill level MP Cost Damage Other Effects
0 7 MP +0% M.ATK +0 S.Atk, Burn 2 rounds
20 11 MP +10% M.ATK +2.5 S.Atk, Burn 2 rounds
40 15 MP +20% M.ATK +5 S.Atk, Burn 3 rounds
60 19 MP +30% M.ATK +7.5 S.Atk, Burn 4 rounds
80 23 MP +40% M.ATK +10 S.Atk, Burn 5 rounds


Cold Bolt

active | attack | single target | freeze

A chilling spear with a chance to leave its target frozen, depending on S.Atk. Enhanced by Elemental Bolt, adding 0~30% M.Atk and 0~6 S.Atk on top. Damage ranges from 100~170% M.Atk, increased by both skills levels, has 0~10 bonus S.Atk and might apply Freeze for 2 rounds.

Element: Water | AoE: No

Skill level MP Cost Damage Other Effects
0 7 MP +0% M.ATK +0 S.Atk, Freeze 2 rounds
20 11 MP +10% M.ATK +2.5 S.Atk, Freeze 2 rounds
40 15 MP +20% M.ATK +5 S.Atk, Freeze 2 rounds
60 19 MP +30% M.ATK +7.5 S.Atk, Freeze 2 rounds
80 23 MP +40% M.ATK +10 S.Atk, Freeze 2 rounds


Lightning Bolt

active | attack | single target | shocked

An electric surge with a chance to leave its target shocked, depending on S.Atk. Enhanced by Elemental Bolt, adding 0~30% M.Atk and 0~6 S.Atk on top. Damage ranges from 100~170% M.Atk, increased by both skills levels, has 0~10 bonus S.Atk and might apply Shocked for 2~3 rounds.

Element: Air | AoE: No

Skill level MP Cost Damage Other Effects
0 7 MP +0% M.ATK +0 S.Atk, Shocked 2 rounds
20 11 MP +10% M.ATK +2.5 S.Atk, Shocked 2 rounds
40 15 MP +20% M.ATK +5 S.Atk, Shocked 2 rounds
60 19 MP +30% M.ATK +7.5 S.Atk, Shocked 3 rounds
80 23 MP +40% M.ATK +10 S.Atk, Shocked 3 rounds


Earth Bolt

active | attack | single target | pinned

A violent impact with a chance to leave its target pinned, depending on S.Atk. Enhanced by Elemental Bolt, adding 0~30% M.Atk and 0~6 S.Atk. Damage ranges from 100~170% M.Atk, increased by both skills levels, has 0~10 bonus S.Atk and might apply Pinned for 2 rounds.

Element: Earth | AoE: No

Skill level MP Cost Damage Other Effects
0 7 MP +0% M.ATK +0 S.Atk, Pinned 2 rounds
20 11 MP +10% M.ATK +2.5 S.Atk, Pinned 2 rounds
40 15 MP +20% M.ATK +5 S.Atk, Pinned 2 rounds
60 19 MP +30% M.ATK +7.5 S.Atk, Pinned 2 rounds
80 23 MP +40% M.ATK +10 S.Atk, Pinned 2 rounds


Arcane Mastery

passive

Further increases M.ATK by +0.4 per level, for a total of 32 M.Atk at max level. Levels up on casting magic abilities.

Skill level M.Atk Bonus
0 +0 M.Atk
20 +8 M.Atk
40 +16 M.Atk
60 +24 M.Atk
80 +32 M.Atk


Mana Shield

active | buff | self

Magical barrier that surrounds the caster. Grants +0~10 P.Def and M.Def for 4~20 rounds.

Skill level MP Cost Duration Defensive Bonus
0 12 MP 4 rounds +0 P.Def, +0 M.Def
20 17 MP 8 rounds +2.5 P.Def, +2.5 M.Def
40 22 MP 12 rounds +5 P.Def, +5 M.Def
60 27 MP 16 rounds +7.5 P.Def, +7.5 M.Def
80 32 MP 20 rounds +10 P.Def, +10 M.Def



Titles

Mage titles are earned by leveling up the Mage class:

Class level Title
Level 0 N/A
Level 20 Elemental Adept
Level 40 Archmage

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