Mage

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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.

More information about strategies and tips in PvP for a Mage can be found here.

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.

Arcane

It is not an element. It is the collection of fundamental spells for a Mage that come in a wide degree of helpful effects, ranging from mobility, spell interruption, as well as mana restoration & preservation. Other effects include invisibility, stealing or removing negative magic effects from enemies placed on allies, controlling spirits and enhancing magic. It is important for all Mages to at least include some of these spells in addition to the element that they are focusing on for their overall survival and damage growth.

Survival Spells

Movement Spells

Support Spells

Misc. Spells

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, recovering some of their mana in the process. Fast heavy hitting attacks and prolonged burning combos make up the bulk of their skills:

Primary Spells

  • Fire Bolt
    • Fire Bolt is a primary fire spell that hits a single enemy multiple times at higher levels. It is a ranged magic attack that is useful against earth and wind monsters. Serves as the main staple of damage for all fire spells used with it.
  • Embers
    • Embers is a fire spell that deals damage over time. The embers are required to use Ignite, serving as an important mana recovery skill while at the same time dealing damage. Infernal Heat allows Embers to have a chance of casting Pyromaniac on yourself, increasing casting speed.
  • Ignite
    • Ignite is a fire spell that serves as a follow-up skill to Embers. While requiring embers on a target, it inflicts good damage and restores 55% of the damage you dealt as mana.

AoE Spells

  • Fire Wall
    • Fire Wall is a fire spell capable of dealing lots of damage within 10 seconds to targets that come in contact with the fire wall itself. It gains knockback properties when points are put into Infernal Heat.
  • Fire Hail
    • Fire Hail is a fire spell that summons several hailing bolts in the targeted area, causing constant damage to all enemies within it's range. Powerful but expensive in mana consumption when used. It must be maintained by channeling the skill when in use.

Passive Spells

  • Infernal Heat
    • It is a passive spell that improves the overall damage of your fire spells by up to 10%. It determines the increase in casting speed that Pyromaniac gives through the Embers skill, as well as allowing your Fire Wall to knock back enemies when coming too close into it.

Ice

Also known as Water to some, these Mages hone the element 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

Support Spells

Passive Spells

Wind

Those who carry the flow of electricity in their bodies, Mages who walk in the path of Wind are capable of manipulating air currents to electrocute those that wish to harm them. Electricity is just another form of wind, which moves the energy that drives it, thus channeling it into a form of conductible mana. High burst damage attacks and spell chaining make up the sheer volume of their spells:

Primary Spells

AoE Spells

Passive Spells

Earth

Mages who find themselves the most attuned to the Earth beneath their feet, utilize the land in catastrophic disasters to batter their foes. Hidden in the vast stretch of land are runes; mystical instruments of ancient magic carved in stone that either strengthen allies or weaken enemies with it's mysterious powers. Supportive and hindering effects, as well as multi-hit attacks are found in the root of all Earth spells:

Primary Spells

AoE Spells

Support Spells