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Wiki Classes Mage

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.