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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. Your utility spells are untouched, but from that point every spell tagged with an element is locked to the school you picked, and most of those spells sit in the Arcane tree rather than in the element trees. Fire keeps Immolate, Flame Shield, Bloodboil, Fireball, Firestorm, Conflagration and Meteor; Ice keeps Ice Knife, Frost Armor, Frost Nova, Cold Snap, Blizzard and Shatter; Earth keeps Stone Fist, Stoneskin, Petrify, Stone Wall, Stone Spike, Earthquake, Summon Golem and Terraform; Air keeps Chain Lightning, Wind Walk, Counterspell, Cyclone, Blink, Tempest and Thunderclap. The other three schools become uncastable, and a mage who passes level 20 without choosing an element can cast none of them at all. Spark, Shock and Frostbolt carry no element tag and stay open to every mage. Specialisation also unlocks 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 tempest at 220, 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 14 Restores your own SP in pulses for 30 seconds, out of combat only
siphon 39 Drains SP from a target directly into your pool
style aetherflow 39 The mage combat style, themed around spending spellpoints more freely
Mana Shield (passive) 45 Diverts part of incoming damage from health to SP

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#

Talent points can be spent in six categories: Arcane, Fire, Frost, Earth, Air and Enchantment.

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 is a bookkeeping detail rather than a mechanical one - each of them still carries its own element lock, so from level 20 onwards only a mage of the matching school can cast it, and an unspecialised mage cannot cast any of them at all.

Enchantment#

Magical enhancement and detection. 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 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 leaves a short burn on every fire spell you land, a single-target damage-over-time spell, a room-wide firestorm, 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 and shatter as its heavy finisher. The Frost Conduit passive, which lengthens the slow on cold spells, is grouped under a separate Cold heading in the skill listing but belongs to this path.

Earth#

Earth specialisation material. Its Stone Conduit passive, which adds an armour-reduction effect to earth spells, is the tree's own entry; the earth spells themselves are filed under Arcane.

Air#

Air specialisation material. Its Storm Caller passive, which makes lightning spells chain to an additional target, is listed under a separate Storm heading; the air spells themselves are filed under Arcane.

Skills#

Passive rows show the level at which passives equip will accept them. Skills whose cost is listed as Scales are priced from your level rather than at a flat rate.

Arcane#

Level Skill Type Cost Cooldown Effect
1 Mystic Missile Combat Scales - Homing ARCANE missile that cannot miss.
2 Detect Invis Utility 5 SP - Sweep the room once and list any invisible creatures standing in it.
3 Magelight Utility 5 SP - Conjure a hovering orb of coloured light that follows you, recoloured or dismissed at will.
4 Tome Utility 5 SP - Summon and customise your personal spellbook.
5 Spark Combat Scales 15s Cheap cantrip-tier attack dealing FIRE damage.
6 Arcane Shield Buff 15 SP - Barrier that soaks half of every blunt, cutting or thrusting hit until its pool runs out, 50 points at level 5 rising to 410 at level 100.
7 Talking Purse Utility 10 SP 30s 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 Create a spring of water that restores EP to anyone who drinks, once every 20 seconds per drinker.
9 Shock Combat Scales 15s LIGHTNING damage with a chance to stun the target briefly.
19 Arcane Surge Passive - - Improves the damage of every spell you cast.
11 Reveal Utility 20 SP 30s Flood the room with unveiling light, exposing hidden exits, secrets and stealthed lurkers.
13 Identify Utility 15 SP - Read an item's arcane truth: make, enchantments, runes, bindings, curses and written lore.
14 Mana Tap Utility - 2m Restores SP to yourself in pulses every five seconds for 30 seconds, and cannot be used while in combat.
30 Arcane Sight Passive - - Permanently see invisible creatures and casters.
16 Familiar Utility 50 SP - Call an arcane familiar bonded to your element that grows as you do.
17 Levitate Utility 10 SP - Halves the stamina cost of rough terrain and keeps you from drowning.
18 Caustic Spray Combat - 25s A sheet of clinging acid bursts across the room two rounds after casting, hitting everyone present. Costs stamina rather than spellpoints.
19 Dispel Utility 15 SP 20s Strip one buff from a target, chosen at random.
20 Chain Lightning Combat 40 SP 12s Lightning arcing through several enemies, weakening with each jump.
20 Ice Knife Combat 30 SP 1m Delayed area attack: shards of ice land two combat rounds later, striking creatures in the room for COLD damage. It hits other players too.
20 Immolate Combat 15 SP 45s Heavy FIRE damage plus a lingering burn.
35 Mana Echo Passive - - Improved SP regeneration in combat.
20 Stone Fist Combat 10 SP 12s Drive a fist of packed earth into a target for BLUNT damage, the earth school's opener and filler.
21 Portal Utility 105 SP 20m Open a linked pair of portals between you and another player, one in each room, which either of you can step through.
22 Flame Shield Buff 15 SP - Reflect part of incoming melee damage back as FIRE.
23 Scry Utility 50 SP 30s View the room a named living target is standing in, anywhere in the world; the target may resist, and may notice you.
24 Stoneskin Buff 20 SP 5m Reduces incoming physical damage for a short time.
25 Arcane Vulnerability Combat 25 SP 30s Mark a target so it takes 15% to 20% more magic damage as you level, lasting from 30 seconds up to two minutes.
26 Astral Projection Utility 15 SP 15s Look into the next room in a chosen direction and list the living creatures standing there.
28 Burst Combat 40 SP 20s Single-target blast whose element you pick with burst set <element>, defaulting to arcane.
29 Seer's Eye Utility 25 SP 20s Look into the next room without entering it, and learn what secrets it keeps.
30 Summon Staff Utility - - Conjure your soulbound two-handed staff, a blunt weapon whose class scales with your level, which cannot be dropped, given away or stolen.
31 Wind Walk Utility 20 SP 2m Faster and silent movement.
32 Mirror Image Buff 50 SP 5m Illusory copies, one at level 32 rising to six at level 100, each absorbing one incoming skill or ability hit. Ordinary melee attacks pass straight through.
33 Counterspell Combat 35 SP 30s Interrupt whatever a caster is casting and leave them dazed, or jolt them for minor LIGHTNING damage if they were not casting.
34 Locate Object Utility 35 SP 30s Name a thing and learn which region of the world holds it. Guarded minds can refuse.
35 Petrify Combat 30 SP 2m Turn a target to stone: it cannot act, but cannot be damaged either.
38 Cyclone Combat 40 SP 5m Pull nearby enemies in and deal area LIGHTNING damage.
39 Aetherflow Utility - - Unlocks style aetherflow, the mage combat style.
39 Siphon Combat 45 SP 15s Drain SP from a target and convert it directly into your own pool.
40 Invisibility Utility 15 SP 1m Invisible until broken; moving, speaking, attacking or using any other skill ends it, as does casting it again.
41 Empower Utility 60 SP 2m Lift every one of another person's attributes for ten minutes. Cannot be cast on yourself.
42 Blink Utility 15 SP 20s Short teleport several squares in a chosen direction.
42 Fireball Combat 35 SP 1m Single-target FIRE damage with a chance to set the target burning.
43 Ward of Melee Buff 45 SP 5m Half of all melee attacks against you simply miss for a short time.
44 Stone Wall Buff 25 SP 3m Raise a wall blocking sight and movement.
80 Mana Shield Passive - - Part of incoming damage drains SP instead of health.
45 Stone Spike Combat 80 SP 2m BLUNT spike from below with a guaranteed knockdown.
46 Spell Barrier Buff 45 SP 5m Halve incoming spell damage briefly.
47 Blizzard Combat 155 SP 3m An eight second wind-up, then heavy COLD damage to every foe present, chilling them for 10 seconds.
48 Ward of Truth Utility 45 SP 2m Ward the room so nothing can hide in it, revealing anyone who enters and blocking re-hiding for two minutes.
49 Unravel Combat 80 SP 5m Tear every spell off a target at once for heavy damage. Fails half the time, and costs the same either way.
88 Quickcast Passive - - Chance for any spell to be cast instantly.
50 Tempest Combat 220 SP 3m Storm that hammers every enemy in the room with LIGHTNING damage every four seconds for 20 seconds, knocking them from their feet.
51 Pocket Dimension Utility 35 SP - Open a pocket dimension for safe item storage.
52 Teleport Utility 50 SP - Long-range teleport to a known or marked waypoint.
53 Scribe Utility 35 SP - Write a scroll of fireball that anyone can read. Fireball is the only spell that can currently be scribed.
54 Mind Wipe Combat 75 SP 30s Drain a large part of another player's spell points and absorb part of what is taken. It can only be cast on players, never NPCs.
55 Conflagration Combat 140 SP 10m An eight second wind-up, then one massive blast of FIRE damage to every foe present, leaving them scorched.
55 Earthquake Combat 120 SP 3m Area BLUNT damage and a four second stagger on everything in the room.
97 Glass Cannon Passive - - Substantially more spell damage at the cost of maximum health.
56 Magic Wall Utility 20 SP 3m Raise a stone wall sealing one exit in both directions, collapsing if you leave the room.
57 Summon Golem Combat 115 SP 3m Summon a stone golem to tank for you.
57 Thunderclap Combat 215 SP 2m LIGHTNING damage to every foe in the room, every cast in progress broken, and everything left briefly stunned.
59 Terraform Combat 115 SP 1m 30s Sanctify the ground beneath you for 30 seconds: the earth mauls your enemies each tick and knits your own wounds closed.
60 Arcane Bastion Buff 105 SP 5m 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 Effect
15 Magical Detection Utility - - List the spell damage bonuses on the gear you are wearing and wielding, totalled by damage type and broken down per item.
37 Enchant Weapon Utility 80 SP 30s Add elemental bonus damage to a weapon.
58 Enchant Armor Utility 105 SP - Long ritual placing a persistent magical bonus on a piece of armour.

Fire#

Level Skill Type Cost Cooldown Effect
47 Pyromaniac Passive - - Fire spec only. Fire spells leave a short burn on impact.
36 Bloodboil Combat 20 SP - FIRE damage over time, ticking every combat round. Cannot be used on the undead, who have no blood to boil.
50 Firestorm Combat 45 SP 30s A six second cast, then the room becomes a furnace, burning every foe present.
59 Meteor Combat 140 SP 2m Huge FIRE and BLUNT impact with a knockdown; requires a fire opal.

Frost#

Level Skill Type Cost Cooldown Effect
10 Frostbolt Combat Scales 15s COLD bolt with a chance to chill the target, costing it a third of its attacks.
27 Frost Armor Buff 25 SP 5m Bonus armour class, and attackers who strike you are slowed.
38 Frost Nova Combat 25 SP 20s Area COLD burst with a short root.
55 Cold Snap Utility 25 SP 3m Bank the cold and snap it back, instantly clearing the cooldowns of frost nova, ice knife and frostbolt.
59 Shatter Combat 155 SP 1m 30s Drive the cold in a single target inward until it detonates, for huge COLD damage doubled against frozen or chilled targets.

Cold#

Level Skill Type Cost Cooldown Effect
41 Frost Conduit Passive - - Ice spec only. Cold spells slow their targets for longer.

Earth#

Level Skill Type Cost Cooldown Effect
59 Stone Conduit Passive - - Earth spec only. Earth spells reduce the target's armour.

Storm#

Level Skill Type Cost Cooldown Effect
65 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 6 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 makes you type your choice a second time to confirm it, for exactly that reason. Fire gives the highest raw output, and its passive leaves a short burn on every fire spell you land. 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 your most expensive ones until you are empty, because a mage with no SP is a mage with no class.

Talent points are recorded and displayed but nothing in the game reads them yet, so where you spend them makes no mechanical difference today. Passives do matter: 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.

In a group the mage is ranged damage plus control plus logistics. Nobody else can portal a single stranded ally straight to your side, teleport out of a bad situation, scry the room someone is standing in, enchant the group's gear, or petrify a boss for the better part of a minute 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.