Mage
A spellpoint-fuelled arcane caster who deals elemental damage at range, controls the battlefield with roots and walls, and permanently specialises into one of four elements at level 20.
The Mage is the game's glass cannon and its utility toolbox at the same time. You have the widest spell list of any class, from a level 1 homing missile that cannot miss, through roots, stuns, walls and petrification, out to teleports, portals, scrying, invisibility and enchanting. You also have the thinnest survivability, so much of playing a mage well is about never letting anything reach you.
The defining decision comes at level 20, when you specialize into Fire, Ice, Earth or Air. That binding is permanent and irreversible. It does not remove the enormous shared Arcane spell list, but it does gate the elemental passive that suits your path and shapes how your kit plays. Fire is straightforward destruction and burning, Ice is control and slows, Earth is defence and summoning, Air is speed and chaining lightning.
Resources#
The mage spends SP and nothing else. Every spell is priced in spellpoints, from tome at 5 up to blizzard and earthquake at 300, and your effective power level is entirely a question of how much SP you can bring to a fight and how efficiently you spend it.
Because of that, the mage has an unusual number of tools for manipulating its own pool.
| Tool | Level | What it does |
|---|---|---|
manatap |
18 | Damages a target using their SP and returns some to you |
siphon |
52 | Drains SP from a target directly into your pool |
style aetherflow |
20 | Combat style reducing all spell SP costs while fighting |
| Arcane Surge (passive) | 10 | Improves the return on every cast |
| Mana Shield (passive) | 45 | Diverts part of incoming damage from health to SP |
style aetherflow is worth switching on and leaving on for most mages, since it is a flat discount on everything with no downside beyond occupying your style slot. Mana Shield is the closest thing the class has to armour, but it burns the resource you need to fight with, so it suits sustained fights more than burst ones.
Passives are equipped with passives, two at a time. Four of the mage passives require a matching specialisation and cannot be equipped otherwise. Talents give one point every ten levels up to ten, spent with talents spend <tree>.
Talent Trees#
Arcane#
The class backbone and by far the largest tree, holding most of what a mage actually casts. Direct damage from missile upward, the defensive layer of shields and wards, the crowd control, and nearly all of the utility: teleportation, portals, scrying, invisibility, astral projection and pocket storage. Several element-themed spells such as Fireball, Blizzard, Stone Spike and Cyclone also live here rather than in their element trees, which means an unspecialised mage still has access to a full spread of damage types.
Enchantment#
Magical enhancement and detection. mdetect reveals auras on items, creatures and rooms, enchantweapon adds elemental damage to a weapon, and enchant puts a persistent bonus on a piece of armour. Small tree, high practical value, and one of the few reliable ways a mage makes money.
Fire#
Fire specialisation material: a passive that trades SP efficiency for damage, a resistance-piercing single-target spell, and the meteor finisher.
Frost#
Ice specialisation material and the largest of the element trees. Cold damage with slows, roots and freezes, plus frostarmor for defence.
Cold#
A single Ice-specialisation passive that strengthens the slow effect of cold spells.
Earth#
A single Earth-specialisation passive that adds an armour-reduction effect to earth spells.
Storm#
A single Air-specialisation passive that makes lightning spells chain to an additional target.
Skills#
Passive rows show the level at which passives equip will accept them.
Arcane#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 1 | Mystic Missile | Combat | 20 SP | - | Homing ARCANE missile that cannot miss. |
| 2 | Detect Invis | Utility | 10 SP | - | See invisible creatures and concealed traps for 5 minutes. |
| 5 | Tome | Utility | 5 SP | - | Summon and customise your personal spellbook. |
| 6 | Spark | Combat | 20 SP | 15s | Cheap FIRE cantrip. |
| 7 | Arcane Shield | Buff | 50 SP | - | Barrier absorbing a level-scaling amount of damage. |
| 9 | Create Spring | Utility | 100 SP | 20m | Create a spring of water that restores health to those who drink. |
| 10 | Arcane Surge | Passive | - | - | Improves the damage of every spell you cast. |
| 10 | Shock | Combat | 25 SP | 15s | LIGHTNING damage with a chance to stun briefly. |
| 14 | Immolate | Combat | 30 SP | 45s | Heavy FIRE damage plus a lingering burn. |
| 15 | Arcane Sight | Passive | - | - | Permanently see invisible creatures and casters. |
| 16 | Ice Knife | Combat | 60 SP | 1m | COLD shard with a bleed chance against cold-vulnerable targets. |
| 18 | Mana Tap | Utility | - | 2m | Damage a target from their SP and restore some of yours. |
| 20 | Aetherflow | Utility | - | - | Unlocks style aetherflow, cutting spell SP costs in combat. |
| 20 | Familiar | Utility | 100 SP | - | Call an arcane familiar bonded to your element that grows as you do. |
| 20 | Levitate | Utility | 25 SP | - | Float clear of ground traps and take reduced falling damage. |
| 20 | Mana Echo | Passive | - | - | Improved SP regeneration in combat. |
| 24 | Dispel | Utility | 30 SP | 20s | Strip active spells from a target. |
| 25 | Portal | Utility | 200 SP | 20m | Open a one-way portal to a known waypoint. |
| 29 | Scry | Utility | 100 SP | 30s | View a remote location at limited range. |
| 33 | Arcane Weakness | Combat | 40 SP | 30s | Mark a target so it takes extra ARCANE damage for 10 seconds. |
| 34 | Flame Shield | Buff | 30 SP | - | Reflect part of incoming melee damage back as FIRE. |
| 36 | Arc Lightning | Combat | 50 SP | 12s | Lightning arcing through several enemies, weakening with each jump. |
| 37 | Astral Projection | Utility | 30 SP | 15s | Scout at range while your body remains vulnerable. |
| 38 | Burst | Combat | 75 SP | 20s | Area ARCANE damage around yourself. |
| 42 | Wind Walk | Utility | 25 SP | 2m | Faster and silent movement for 60 seconds. |
| 43 | Mirror Image | Buff | 100 SP | 5m | Three illusory copies, each absorbing one attack. |
| 45 | Mana Shield | Passive | - | - | Part of incoming damage drains SP instead of health. |
| 45 | Stoneskin | Buff | 50 SP | 5m | Fully absorb the next three attacks. |
| 50 | Petrify | Combat | 80 SP | 2m | Turn a target to stone: it cannot act, but cannot be damaged either. |
| 50 | Quickcast | Passive | - | - | Chance for any spell to be cast instantly. |
| 52 | Siphon | Combat | 35 SP | 15s | Drain a target's SP straight into your own pool. |
| 54 | Invisibility | Utility | 30 SP | 1m | Invisible for 30 seconds; breaks on attacking or offensive casting. |
| 55 | Cyclone | Combat | 50 SP | 5m | Pull nearby enemies in and deal area LIGHTNING damage. |
| 55 | Glass Cannon | Passive | - | - | Substantially more spell damage at the cost of maximum health. |
| 60 | Ward of Melee | Buff | 50 SP | 5m | Halve incoming melee damage for 12 seconds. |
| 61 | Spell Barrier | Buff | 60 SP | 5m | Halve incoming spell damage for 8 seconds. |
| 63 | Fireball | Combat | 80 SP | 30s | Exploding area FIRE damage. |
| 64 | Blink | Utility | 20 SP | 20s | Short teleport several squares in a chosen direction. |
| 68 | Stone Wall | Utility | 45 SP | 45s | Raise a wall blocking sight and movement for 30 seconds. |
| 69 | Stone Spike | Combat | 200 SP | 2m | PIERCING spike from below with a short root. |
| 70 | Pocket Dimension | Utility | 60 SP | - | Open a pocket dimension for safe item storage. |
| 72 | Blizzard | Combat | 300 SP | 3m | Area COLD damage and a slow. |
| 77 | Teleport | Utility | 100 SP | - | Long-range teleport to a known or marked waypoint. |
| 78 | Tempest | Combat | 300 SP | 3m | Sustained channel striking random enemies each second. |
| 79 | Scribe | Utility | 60 SP | - | Write a spell onto a scroll for later use. |
| 81 | Mind Wipe | Combat | 75 SP | 30s | Disrupt a target's action queue and cancel its current cast. |
| 83 | Magic Wall | Utility | 40 SP | 3m | Invisible wall blocking movement and projectiles for 20 seconds. |
| 87 | Earthquake | Combat | 300 SP | 3m | Area BLUNT damage and a stagger on everything in the room. |
| 90 | Conflagration | Combat | 300 SP | 3m | Fire spreads from any burning enemy to an adjacent one. |
| 92 | Summon Golem | Combat | 60 SP | 3m | Summon a stone golem to tank for you for a minute. |
| 95 | Terraform | Combat | 55 SP | 1m 30s | Reshape the room, creating or removing small obstacles. |
| 99 | Summon Staff | Utility | - | - | Conjure a basic staff that vanishes after combat. |
| 100 | Arcane Bastion | Buff | 200 SP | 5m | Large spell resistance bonus for 30 seconds. |
Enchantment#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 19 | Magical Detection | Utility | - | - | Reveal magical auras on items, creatures and rooms. |
| 46 | Enchant Weapon | Utility | 150 SP | 30s | Add elemental bonus damage to a weapon. |
| 88 | Enchant Armor | Utility | 200 SP | - | Long ritual placing a persistent magical bonus on a piece of armour. |
Fire#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 30 | Pyromaniac | Passive | - | - | Fire spec only. Fire spells leave a short burn on impact. |
| 51 | Bloodboil | Combat | 50 SP | - | Heavy FIRE damage that ignores part of the target's resistances. |
| 96 | Meteor | Combat | 80 SP | 5m | Huge FIRE and BLUNT impact with a knockdown; requires a fire opal. |
Frost#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 11 | Frostbolt | Combat | 15 SP | 15s | COLD bolt that slows the target for 6 seconds. |
| 56 | Frost Nova | Combat | 30 SP | 20s | Area COLD burst with a short root. |
| 86 | Cold Snap | Combat | 50 SP | 3m | Area COLD burst with a brief freeze. |
| 91 | Frost Armor | Buff | 45 SP | 5m | Bonus armour class, and attackers who strike you are slowed. |
Cold#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 25 | Frost Conduit | Passive | - | - | Ice spec only. Cold spells slow their targets for longer. |
Earth#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 35 | Stone Conduit | Passive | - | - | Earth spec only. Earth spells reduce the target's armour. |
Storm#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 40 | Storm Caller | Passive | - | - | Air spec only. Lightning spells chain to an additional target. |
Playing a Mage#
The first twenty levels are about learning to fight at range and to respect your own fragility. missile cannot miss, costs little and works from level 1, so it is your default. spark and shock fill in cheaply, and arcaneshield at 7 is the ability that keeps you alive when something closes the distance. Take detectinvis early; it is not glamorous, but seeing what is about to jump you matters more for a mage than for anyone else.
At level 20 you specialize, and it is worth thinking about this properly because it cannot be undone. The command asks you to confirm twice for exactly that reason. Fire gives the highest raw output, at the cost of a passive that makes your spells more expensive. Ice gives the most reliable control, which is the safest choice for solo play because a slowed or rooted enemy is not hitting you. Earth is the most durable path and the one that gets summongolem, which is effectively a personal tank. Air is the mobility and multi-target option, and its passive turning every lightning spell into a chain is very strong in crowded rooms.
Whatever you pick, the core rotation stays the same shape: open at range with your hardest-hitting single-target spell, apply control the moment something starts closing, and keep a defensive layer up at all times. arcanevuln before a burst window is a real damage increase, and dispel on a buffed enemy caster is often worth more than another damage spell. Learn to weave the cheap spells between the expensive ones rather than dumping 300 SP spells until you are empty, because a mage with no SP is a mage with no class.
Prioritise Arcane with your talent points, since the overwhelming majority of your kit lives there. For passives, Arcane Surge plus Arcane Sight is a good general pair early, your element conduit belongs in one slot from the moment you can equip it, and Glass Cannon is for players who are confident nothing will ever touch them. Keep style aetherflow running.
In a group the mage is ranged damage plus control plus logistics. Nobody else can portal a party to a waypoint, teleport out of a bad situation, scry ahead, enchant the group's gear, or petrify a boss for six seconds while the healer catches up. Ask the tank to establish threat before you open, because your burst will pull aggro off an unprepared one instantly, and remember that mirrorimage and stoneskin are far cheaper than dying.