Mage
Mage
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| Max Level: | 40 | ||||||||||||
| Base HP/Level: Variable HP/Level: Base MP/Level: |
4 0.3 5 | ||||||||||||
| Unlocks from: Apprentice | |||||||||||||
| Unlocks: Wizard | |||||||||||||
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Class Bonuses
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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 |
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.
- 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:
- Uses Healing Touch on critically low allies
- Uses MP potions when running low
- Activates Mana Shield when HP drops
- Casts the appropriate bolt based on enemy weakness
- Defaults to Earth Bolt when no weakness is detected
- Idles if no enemies are present
- Steps forward if enemies are out of range
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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
- Max level: 80
- Range: 3
- Available on: Mage, Wizard
- Enhanced by: 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
| 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
- Max level: 80
- Range: 3
- Available on: Mage, Wizard
- Enhanced by: Elemental Bolt
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
- Max level: 80
- Range: 3
- Available on: Mage, Wizard
- Enhanced by: Elemental Bolt
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
- Max level: 80
- Range: 3
- Available on: Mage, Wizard
- Enhanced by: Elemental Bolt
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
- Max level: 80
- Available on: Mage, Wizard
- Enhanced by: 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.
| 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 |