Mage
A spell point caster who deals elemental damage at range, controls a fight with roots and walls, and specializes permanently in one of four elements at level 20.
Mages cast elemental attacks, defensive wards and utility spells. Their spells include restraining enemies, interrupting spells, travel by portal and teleport, and looking into distant places. Cloth armor gives little protection, so wards and control spells do much of the defending.
An Explorer of level 10 or higher joins with join mage at the Entrance to the Mage Tower in Aurin. Veylara Dawnmere trains the guild in the Instructor's Study, where advance spends experience on new levels.
At level 20, specialize binds the character permanently to Fire, Ice, Earth or Air. Spells tagged with an element then need that school, and a mage past level 20 who has not chosen cannot cast any of them. Spark, Shock and Frostbolt carry no element tag and stay open to every mage. Fire is damage and burning; Ice is slows and control. Earth has protection, terrain effects and a golem, and Air has movement, interruption and lightning. The school tables below list the restricted spells.
Resources#
The mage spends SP and nothing else. Spells cost from 5 SP (tome, magelight) up to 200 SP (arcanebastion and enchant), so the size of the pool limits how long you can keep casting.
The class has a few tools for managing that pool.
| Tool | Level | What it does |
|---|---|---|
manatap |
14 | Restores your own SP in pulses for 60 to 120 seconds, out of combat only |
style aetherflow |
19 | The mage combat style; a cast can cost less, or now and then almost nothing |
| Mana Shield (passive) | 45 | 10% of incoming damage drains SP instead of health |
Mana Shield spends SP to protect your health, which leaves less for the next spell. siphon at level 39 is the class's one self heal: it drains a foe's life and gives you back half of what it deals.
Passives are equipped with passives, two at a time. The four school passives (Pyromaniac, Frost Conduit, Stone Conduit and Storm Caller) are never equipped: each is always on for a mage of its school from its level, and takes no slot. Talents give you a point every ten guild levels, ten at most and ten at most in one tree, spent with talents spend <tree>. Each point in a tree makes every skill in it 2% better: it strikes and heals 2% harder and comes back 2% sooner, so ten points give 20% of each. Passives are untouched, and each point in Arcane also makes your own weapon blows 2% stronger. A golem you raise strikes harder for your points in Earth.
Talent Trees#
A mage has seven trees but holds only one school tree. Fire, Frost, Air or Earth opens when you specialize (Frost for an Ice mage), and the other three never appear for you. Arcane, Warding and Enchantment are open to every mage.
Arcane#
The backbone of the class, holding most of what a mage casts in a fight. It has direct damage from missile upward, including Spark, Shock and Frostbolt; the debuffs and spell stripping from arcanevuln to unravel and mindwipe; manatap to refill your SP and siphon to heal yourself from a foe; the Aetherflow style; and the general passives Arcane Surge, Mana Echo, Quickcast and Glass Cannon.
Fire#
The fire school: Immolate, Flame Shield, Bloodboil, Fireball, Firestorm, Conflagration and the meteor finisher, with Pyromaniac, which sets the target of every fire spell you land burning.
Frost#
The ice school. Cold damage with slows, roots and freezes from Ice Knife to Blizzard, frostarmor for defense, coldsnap to bring your cold spells back at once and shatter as its heavy finisher, with Frost Conduit, which chills the target of every cold spell you land.
Air#
The air school: Chain Lightning, Wind Walk, Counterspell, Cyclone, Blink, Tempest and Thunderclap, with Storm Caller, which sends a lightning spell on to a second foe at half damage.
Earth#
The largest of the school trees: Stone Fist, Stoneskin, Petrify, Stone Wall, Stone Spike, Earthquake, Summon Golem and Terraform, with Stone Conduit, which cracks the armor of anything an earth spell lands on.
Warding#
The defensive layer: Arcane Shield, Mirror Image, Ward of Melee, Spell Barrier and Arcane Bastion, with the Mana Shield passive. Points here make your shields ready again sooner.
Enchantment#
Enchantment, detection and nearly all of the utility, and by far the largest tree. Teleportation, portals, scrying, invisibility, astral projection and pocket storage sit here beside identify, reveal, the familiar and the summoned staff. mdetect totals the spell damage bonuses on your own worn and wielded gear and shows which pieces supply them, enchantweapon adds elemental damage to a weapon, and enchant puts a lasting bonus on a piece of armor, which you can offer as a service to other characters. The Arcane Sight passive sits here too.
Skills#
Passive rows show the level at which passives equip accepts them; the four school passives switch on by themselves at that level. A cost listed as Scales rises with your level. Cast is the time a spell takes before it lands; a dash means it is instant.
Arcane#
| Level | Skill | Type | Cost | Cooldown | Cast | Effect |
|---|---|---|---|---|---|---|
| 1 | Mystic Missile | Combat | Scales | None | None | A homing ARCANE missile that cannot miss. |
| 5 | Spark | Combat | Scales | 15s | 1s | A cheap attack whose element is chosen at random each cast: FIRE, COLD, LIGHTNING or BLUNT (stone). |
| 9 | Shock | Combat | Scales | 15s | None | LIGHTNING damage with a chance to stun the target briefly. |
| 10 | Frostbolt | Combat | Scales | 15s | 4s | COLD bolt with a chance to chill the target, costing it a third of its attacks. An ice mage casts it in 2 seconds instead of 4, hits harder, and freezes the target for 2 or 4 seconds on a critical. |
| 10 | Arcane Surge | Passive | None | None | None | Every spell you cast deals 10% more damage. |
| 14 | Mana Tap | Utility | None | 2m | None | Restores SP to yourself in pulses every five seconds for 60 seconds (growing to 120 seconds at level 100), and cannot be used while in combat. |
| 17 | Caustic Spray | Combat | 20 EP | 25s | None | A sheet of clinging acid bursts across the room two rounds after casting and strikes up to ten targets for ACID damage: every creature present and any other player outside your group, unless player combat is off there. It costs stamina, not SP. |
| 18 | Dispel | Utility | 15 SP | 20s | 2s | Strip one buff from a target, chosen at random. |
| 19 | Aetherflow | Utility | None | None | None | Unlocks style aetherflow, the mage combat style. |
| 20 | Missile Orbit | Utility | SP per missile | None | 3s | Out of combat, conjure mystic missiles that circle you until you use them: three when learned, rising to ten at level 100. Your next Mystic Missile costs nothing and looses them all, two a round. |
| 20 | Mana Echo | Passive | None | None | None | One extra SP each round while you are in combat. |
| 25 | Arcane Vulnerability | Combat | 25 SP | 30s | 2s | Mark a target so it takes 15% to 20% more magic damage as you level, lasting from 30 seconds up to two minutes. |
| 28 | Burst | Combat | 25 SP | 20s | None | A blast at one target whose element you pick with burst set <element>; arcane until you choose. |
| 39 | Siphon | Combat | 28 SP | 15s | None | Drain a target's life for magic damage on the next combat round, healing you for half of what it deals. |
| 41 | Empower | Utility | 60 SP | 2m | None | Lift every one of another person's attributes for ten minutes. Cannot be cast on yourself. |
| 49 | Unravel | Combat | 80 SP | 5m | None | Tear every spell off a target at once for heavy damage. Fails half the time, and costs the same either way. |
| 50 | Quickcast | Passive | None | None | None | Any spell has a 5% chance to skip its cast time. |
| 54 | Mind Wipe | Combat | 75 SP | 30s | None | Drain a large part of another player's spell points and absorb part of what is taken. A creature is stunned for 3 rounds, and its special attacks and spells pass you by for 5; a boss is never stunned, but its abilities still pass you by. |
| 55 | Glass Cannon | Passive | None | None | None | 20% more spell damage, and 10% less maximum health. |
Fire#
| Level | Skill | Type | Cost | Cooldown | Cast | Effect |
|---|---|---|---|---|---|---|
| 22 | Immolate | Combat | 9 SP | 12s | None | Heavy FIRE damage plus a lingering burn. |
| 24 | Flame Shield | Buff | 15 SP | None | None | For 5 minutes, rising to 30 at level 100, any attacker whose blow lands on you is burned for 3 to 5 damage each hit. It does not reduce the damage you take. |
| 30 | Pyromaniac | Passive | None | None | None | Always on for a fire mage. A fire spell you land sets the target burning for two rounds, unless it is burning already. |
| 36 | Bloodboil | Combat | 20 SP | None | None | FIRE damage over time, ticking every combat round. Cannot be used on the undead, who have no blood to boil. |
| 42 | Fireball | Combat | 22 SP | 1m | 2s | FIRE damage to one target with a chance to set the target burning. |
| 50 | Firestorm | Combat | 28 SP | 30s | 6s | A six second cast, then the room becomes a furnace, burning every foe present. |
| 55 | Conflagration | Combat | 88 SP | 10m | 8s | An eight second gathering, then one massive blast of FIRE damage to every foe present, leaving them scorched. |
| 59 | Meteor | Combat | 88 SP | 2m | 8s | Very heavy FIRE damage to one target, which is set burning for 15 seconds, and half as much to every other foe in the room you are fighting; your own group is spared. Moving during the cast breaks it. |
Frost#
| Level | Skill | Type | Cost | Cooldown | Cast | Effect |
|---|---|---|---|---|---|---|
| 22 | Ice Knife | Combat | 19 SP | 1m | None | A delayed area attack: shards of ice land two combat rounds later and strike up to ten targets in the room for COLD damage, other players outside your group included unless player combat is off there. |
| 25 | Frost Conduit | Passive | None | None | None | Always on for an ice mage. A cold spell you land chills the target for four seconds, and a chilled foe loses a third of its swings. |
| 27 | Frost Armor | Buff | 25 SP | 5m | None | Plates of ice blunt the physical blows against you for several minutes, and some of the attackers who strike you are chilled. |
| 38 | Frost Nova | Combat | 16 SP | 20s | None | COLD damage to every enemy in the room, freezing each of them solid for four seconds; fire breaks them loose early. |
| 47 | Blizzard | Combat | 98 SP | 3m | 8s | An eight second gathering, then heavy COLD damage to every foe present, chilling them for 10 seconds. |
| 55 | Cold Snap | Utility | 25 SP | 3m | None | Clear the cooldowns of frostnova, iceknife and frostbolt at once. |
| 59 | Shatter | Combat | 155 SP | 1m 30s | 2s | Drive the cold in a single target inward until it detonates, for huge COLD damage doubled against frozen or chilled targets. |
Air#
| Level | Skill | Type | Cost | Cooldown | Cast | Effect |
|---|---|---|---|---|---|---|
| 22 | Chain Lightning | Combat | 25 SP | 12s | None | Lightning that arcs through several enemies, weakening with each jump. |
| 31 | Wind Walk | Utility | 20 SP | 2m | None | For a couple of minutes, any physical blow aimed at you has a chance to miss outright. No help against spells. |
| 33 | Counterspell | Combat | 35 SP | 30s | None | Interrupt whatever a caster is casting and leave them dazed, or jolt them for minor LIGHTNING damage if they were not casting. |
| 38 | Cyclone | Combat | 40 SP | 5m | None | Lift one foe into a vortex: it is rooted and stunned while LIGHTNING damage strikes it in bursts, longer as you level. Every other attack still lands on it. |
| 40 | Storm Caller | Passive | None | None | None | Always on for an air mage. A lightning spell you land leaps on to another foe fighting you at half damage, once a cast. |
| 42 | Blink | Utility | 15 SP | 20s | None | For 20 seconds, the next three physical attacks against you pass through an afterimage. It also shakes off a chill. |
| 50 | Tempest | Combat | 139 SP | 3m | 8s | Storm that hammers every enemy in the room with LIGHTNING damage every four seconds for 20 seconds, knocking them from their feet. |
| 57 | Thunderclap | Combat | 135 SP | 2m | 4s | LIGHTNING damage to every foe in the room, every cast in progress broken, and everything left briefly stunned. |
Earth#
| Level | Skill | Type | Cost | Cooldown | Cast | Effect |
|---|---|---|---|---|---|---|
| 22 | Stone Fist | Combat | 6 SP | 12s | None | Drive a fist of packed earth into a target for BLUNT damage; the earth school's cheap opener. |
| 24 | Stoneskin | Buff | 20 SP | 5m | None | Reduces incoming physical damage for a short time. |
| 35 | Petrify | Combat | 30 SP | 2m | 6s | Turn a target to stone: it cannot act, but cannot be damaged either. |
| 35 | Stone Conduit | Passive | None | None | None | Always on for an earth mage. An earth spell you land cracks the target's armor for six seconds, and physical blows hurt it 10% more. |
| 44 | Stone Wall | Buff | 25 SP | 3m | None | You and every party member in the room each get a stone ward for 30 seconds that absorbs 100 damage plus one per level before it crumbles. |
| 45 | Stone Spike | Combat | 50 SP | 2m | 6s | BLUNT spike from below with a guaranteed knockdown. |
| 55 | Earthquake | Combat | 120 SP | 3m | 8s | An eight second channel, then the ground pulses every few seconds, dealing earth damage to every foe in the room and knocking each off its feet for a moment. earthquake npcs spares other players. Leaving the room ends it. |
| 57 | Summon Golem | Combat | 115 SP | 3m | None | Summon a stone golem to tank for you. |
| 59 | Terraform | Combat | 115 SP | 1m 30s | None | Sanctify the ground beneath you for 30 seconds: the earth mauls your enemies each tick and knits your own wounds closed. |
Warding#
| Level | Skill | Type | Cost | Cooldown | Cast | Effect |
|---|---|---|---|---|---|---|
| 6 | Arcane Shield | Buff | 50 SP | None | None | A barrier that soaks part of every blunt, cutting, thrusting, water, lightning, cold, fire, acid or magic hit until its pool runs out. It soaks 80% of each hit with a 225 point pool at level 6, easing to half with 273 points at level 40, and its pool grows to 615 points at level 100. |
| 32 | Mirror Image | Buff | 50 SP | 5m | None | Illusory copies, one at level 32 rising to six at level 100, each absorbing one incoming skill or ability hit and any stun or knockdown it carries. Ordinary melee attacks pass straight through. |
| 43 | Ward of Melee | Buff | 45 SP | 4m | None | Half of all melee attacks against you miss for 90 seconds. |
| 45 | Mana Shield | Passive | None | None | None | 10% of all incoming damage drains SP instead of health. |
| 46 | Spell Barrier | Buff | 45 SP | 5m | None | Every member of your group in the room takes less damage from spells for a time; the reduction and the time both grow with your level. |
| 60 | Arcane Bastion | Buff | 200 SP | 5m | None | Barrier that soaks 80% of every incoming hit of any damage type until its 600 point pool runs out. It cannot be combined with Arcane Shield. |
Enchantment#
| Level | Skill | Type | Cost | Cooldown | Cast | Effect |
|---|---|---|---|---|---|---|
| 2 | Detect Invis | Utility | 5 SP | None | None | Sweep the room once and list any invisible creatures standing in it. |
| 3 | Magelight | Utility | 5 SP | None | None | Conjure a hovering orb of colored light that follows you; recolor or dismiss it at will. |
| 4 | Tome | Utility | 5 SP | None | None | Summon and customize your personal spellbook. |
| 7 | Talking Purse | Utility | 10 SP | 30s | None | Ward a coin purse so that it screams and foils the attempt if a thief tries to cut it. |
| 8 | Create Spring | Utility | 50 SP | 20m | None | Create a spring of water. Anyone who drinks from it rests twice as fast for five minutes. |
| 11 | Reveal | Utility | 20 SP | 30s | None | Flood the room with unveiling light, exposing hidden exits, secrets and stealthed lurkers. |
| 13 | Identify | Utility | 15 SP | None | None | Read an item's arcane truth: make, enchantments, runes, bindings, curses and written lore. |
| 15 | Magical Detection | Utility | None | None | None | List the spell damage bonuses on the gear you are wearing and wielding, totalled by damage type and broken down per item. |
| 15 | Arcane Sight | Passive | None | None | None | Permanently see invisible creatures and casters. |
| 16 | Levitate | Utility | 10 SP | None | None | Halves the stamina cost of rough terrain and keeps you from drowning. |
| 21 | Familiar | Utility | 50 SP | None | None | Call an arcane familiar bonded to your element that grows as you do. |
| 23 | Scry | Utility | 50 SP | 30s | None | View the room a named living target is standing in, anywhere in the world; the target may resist, and may notice you. |
| 24 | Portal | Utility | 100 SP | 5m | 6s | Open a gateway between you and another player; they can step through with enter portal and arrive beside you. Warded places cannot be reached or left this way. Fire and earth mages learn it at 27. |
| 26 | Astral Projection | Utility | 15 SP | 15s | None | Look into the next room in a chosen direction and list the living creatures standing there. |
| 29 | Seer's Eye | Utility | 25 SP | 20s | None | Look into the next room without entering it, and learn what secrets it keeps. |
| 30 | Summon Staff | Utility | None | None | None | Conjure your soulbound two-handed staff, a blunt weapon whose class scales with your level. It cannot be dropped, given away or stolen. |
| 34 | Locate Object | Utility | 35 SP | 30s | None | Name a thing and learn which region of the world holds it. Guarded minds can refuse. |
| 37 | Enchant Weapon | Utility | 80 SP | None | 3s | Add elemental bonus damage to a weapon. |
| 40 | Invisibility | Utility | 15 SP | 1m | None | Invisible until broken; moving, speaking, attacking or using any other skill ends it, as does casting it again. |
| 48 | Ward of Truth | Utility | 45 SP | 2m | None | Ward the room so nothing can hide in it for two minutes: anyone who enters is revealed, and no one can hide again. |
| 51 | Pocket Dimension | Utility | 35 SP | None | 30s | Open a container in your inventory that holds more as you level. It lasts until you log out or die, and anything inside is then lost. |
| 52 | Teleport | Utility | 50 SP | None | 20s | Bind the place you stand to a numbered slot with teleport set <number>, then return to it later with teleport <number> after twenty seconds of concentration. |
| 53 | Scribe | Utility | 35 SP | None | None | Write a scroll that anyone can read, holding one cast of fireball, ice knife or chain lightning. |
| 56 | Magic Wall | Utility | 20 SP | 3m | None | Raise a stone wall sealing one exit in both directions, collapsing if you leave the room. |
| 58 | Enchant Armor | Utility | 200 SP | None | 5m | A five minute ritual placing a lasting magical bonus on a piece of armor. |
Playing a Mage#
missile is yours from level 1, with Spark and Shock as other cheap attacks, and arcaneshield adds protection at level 6. Check each spell's range and cast time. An enemy that walks into your room cuts short the time you had to prepare.
At level 20, read the school lists before you type specialize. The choice is permanent and asks for confirmation. Fire leans on damage and burning, Ice on slows and control, Earth on protection and a golem, and Air on movement, interruption and lightning. The general Arcane, Warding and Enchantment spells stay with you whichever school you choose.
Control spells and wards buy time for more casting, but the same SP pays for defense and attack. A damaging spell is not always the best next cast; stripping an enemy's buff or pinning it in place can matter more. Mana Shield takes part of each hit from your SP, so a long fight drains the pool faster.
Talent points strengthen the trees you pick. Arcane covers the general spells, your school tree its own list, and Warding your protection. You have two passive slots. Read the cost of an offensive passive before you equip it; Glass Cannon takes a tenth of your maximum health.
Outside a fight the class is travel and enchanting. Portals, teleportation, scrying and enchantments each have their own requirements and targets, so read their help before planning a journey around them. In a party, let the tank take the enemy's attention before you open with a large spell, and keep a defensive spell ready in case it turns on you.