Mage

Revision as of 00:59, 19 August 2018 by Localguest (talk | contribs)
Jump to: navigation, search

Having practised the arts of dark magic for ages, mages are masters of the elements. They summon fire out of thin air, scorching enemies in their path, freeze them with ice spells, and scatter them with the element of wind. A skilled mage has many tricks up their sleeve, making them cunning and deadly opponents.

Like priests, mages draw their power from mana, a pool of magic energy that regenerates over time, which allows you to protect yourself from damage, while using strong elemental spells against on your foes.


Elements

Mages are able to use different elements, which are: Fire, Water, Wind, and Earth; with the ability to use four different elements, they are able to take advantage of their targets' elemental characteristic, but are susceptible to elemental disadvantages (in other words, use Water against Fire, but using Water against Water is bad). From the Elemental Property Table, you can see what effects an element has on another element (Attacking Element v.s. Defending Element). Refer to the Elemental Property Table if needed.

Example: Fruit Bug is Earth 1. A Mage attacks the Fruit Bug with Fire Bolt. In this situation, the Fruit Bug is receiving the fiery attack, which makes the Fruit Bug's element (Earth 1) the Defending Element. The Fire Bolt is the one attacking the bug, making it the Attacking Element. When referring to the defending element, there is always a number associated with it, multiplying how effective or weaker the attacking element becomes. Because the bug is earth, and earth is weak to fire, the Fire Bolt will deal 25% (25% x 1) more damage than usual to the bug.

General Gameplay

A Mage gets Mana Shield (Lv. 2) because it is their defense, and Arcane Focus (Lv. 1) to boost the Mana Shield's efficiency. Also, a Mage gets Harvest Mana to gain 60% of their maximum mana, which is useful if low on mana. Disrupt Magic does what it says, disrupts a spell that is being casted; this skill is used to stop spells from the same school (elemental set) from casting for a short a period of time. This is used to stop devastating spells casted by bosses (not needed at low levels). Skip is used to save walk time and trick your target (you can Skip to their back); that's where the cunning part of Mage is. Invisibility is useful for traveling in treacherous places and go undetected in boss battles (which resets the boss). Teleport allows you to go to the last village you've been to, while Bind Earth upgrades Teleport so you can choose to save up to three spots where you want to teleport later on. Arcane Focus can improve the Mana Shield's ability to absorb damage using mana, and cast a nasty AoE at the start of battle for free against monsters.

Other skills acting in utility such as Bind Elemental come in handy to possess monsters which are of the Elemental or Formless race, while Dispel Magic can prevent a monster or boss from placing a nasty debuff on you or one of your group members. Steal Magic works well in PvP by being able to steal magic buffs from a target, such as a opposing Priest's Revitalise. Arcane Might can help increase a Mage's magic, allowing them to deal more overall damage from their skills, improve magic for the rest of their group members and amp up the potential from pets.

Each elemental set (Fire, Water, Wind, Earth) has their own play style, but all of them are given a way to recover mana in battle; however, some elemental sets are able to gain mana easier or provide additional bonuses, such as higher DPS.

Avoiding Builds With More than One Element

It is not recommended for a Mage to spread their skill points across different elemental sets; for instance, three points in the Fire set, four points in the Water set and five points in the Wind set. Doing this will decrease the amount of damage a Mage can do because a Mage usually uses only one elemental set in battle. Because of this situation, a Mage usually has one elemental set, either Fire, Water, Wind, or Earth; therefore, they will need to reset their skills when their current elemental set isn't doing well. There is a way to stop yourself from going back to town and resetting your skill points, which is annoying and time consuming. In Midnight Mountain, you will be able to find Rhizel, who find allow you to remember up to four skill sets (you can only switch skill sets outside of combat).

However, it is possible to pursue one or two skills within different elemental sets, given that it does not hinder the element that you are focusing on. For example, a Fire set lacks the ability to deal with crowd-control, something that a Water set would have. Investing four points into the Water set to obtain Flash Freeze, but dedicating most of your skills to Fire and essential Arcane skills is an effective strategy. This would allow you to continue using a Fire set but still have the crowd-control capability from a Water set.

Fire

Mages that focus on the fiery aspects of their skills to send their foes into oblivion. Such destruction is nimble, and the element of Fire understands the need to bombard their enemies with it. Fast heavy hitting attacks and prolonged burning combos make up the bulk of their skills:

Primary Spells

AoE Spells

Passive Spells

Ice

Also known as Water to some, these Mages hone the elements of Ice to devastate enemies and weaken them in a never-ending cycle of frost. Because mana is all around them, they gradually gather it through the remnants of their attacks and store it through the crystallization state. Concentrations of continuous damage over time, crowd control and critical strikes play a key role in their arsenal:

Primary Spells

AoE Spells

Crowd-control Spells

Active Spells

Passive Spells