Mage: Difference between revisions
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=== Active === | === Active === | ||
{{Skill}} | |||
=== Passive === | === Passive === | ||
{{Passive}} | |||
== Attributes == | == Attributes == | ||
Latest revision as of 21:55, 12 December 2025
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| Class Overview | |
|---|---|
| Role | Elemental Magic |
| Weapons | Staff |
| Attributes | |
| 1 | |
| 9 | |
| 1 | |
| 12 | |
| 9 | |
| 1 | |
Mages channel elemental forces, specializing in destructive spells cast from a distance. Ideal for players who prefer ranged combat, the Mage excels at overwhelming enemies with powerful area-of-effect attacks and precise elemental strikes.
The class emphasizes timing and positioning, as spellcasting requires careful management of cast times and mana. Though physically fragile, Mages make up for it with high burst damage and battlefield control, shaping the flow of combat with fire, ice, lightning, and earth magic.
As a Base Class, the Mage offers players a foundation in ranged magical combat, rewarding those who value strategic play and the thrill of unleashing devastating spells.
Mage Skills
edit edit sourceThese skills are unique to the Mage class.
Active
edit edit sourceCure | Channels purifying energy to dispel harmful afflictions, restoring clarity where corruption once lingered. |
|---|---|
| General | |
| Max level | 1 |
| Classes | Acolyte, Knight, Mage, Rogue, Scout, Summoner, Warrior, Weaver |
| Type | |
| Damage type | None |
| Element | Neutral |
| Target | Ally |
| Cast type | Target |
| Mechanics | |
| Range | 10 |
| Autocast multiplier | 1 |
| Timing | Effect Cast Time: 0.9 |
| Resource cost | MP: Base 10 |
| Status effects | |
| Removes | Poison, Blind, Silence – Base 1 |
Earth Spikes | The ground erupts in a sudden burst of jagged stone, impaling enemies from below. |
|---|---|
| General | |
| Max level | 10 |
| Classes | Mage, Weaver |
| Monsters | Cyclops Giant, Goblin Giant Mage, Plant Chewer, Spore, Sunflora Pixie, Sunflower Fairy |
| Requirements | |
| Required skills | Earthbolt (Lv.3) |
| Type | |
| Damage type | Magic |
| Element | Earth |
| Target | Enemy |
| Cast type | Ground |
| Mechanics | |
| Range | 12 |
| Area | Size: Medium Distance: Base 3 Effective: 3 |
| Autocast multiplier | 1 |
| Timing | Cast Time: Base 0.75 Cooldown: Base 1 Duration: Base 1.5 Effect Cast Time: 0.3 |
| Resource cost | MP: Base 20, 10 / Lv |
| Special mechanics | Hits – Base 2 |
| Damage and scaling | |
| Main damage | Damage – 0.4% / Lv, MATK-based |
| Scaling | Intelligence – 2%, MATK-based |
| Status effects | |
| Applies | Target – Slow (Duration Base 2, 1 / Lv, Chance Base 0.5, 0.05 / Lv) Target – Fire Exposure (Duration Base 10, Chance Base 1) |
Earthbolt | Harnesses the pulse of the earth to strike a single foe with crushing, earthen might. |
|---|---|
| General | |
| Max level | 10 |
| Classes | Mage, Weaver |
| Monsters | Sunflora Pixie, Treant Forest Evergreen, Wisp Yellow |
| Type | |
| Damage type | Magic |
| Element | Earth |
| Target | Enemy |
| Cast type | Target |
| Mechanics | |
| Range | 12 |
| Autocast multiplier | 0.5 |
| Timing | Cast Time: 0.4 / Lv Cooldown: Base 1 Effect Cast Time: 0.4 |
| Resource cost | MP: Base 5, 5 / Lv |
| Special mechanics | Hits – 1 / Lv |
| Damage and scaling | |
| Main damage | Damage – 1% / Lv, MATK-based |
| Scaling | Intelligence – 5%, MATK-based |
| Status effects | |
| Applies | Self – Earth Attunement (Duration Base 10, Chance Base 1) |
Energy Shield | A shimmering barrier hums with arcane force, absorbing harm until its energy fades. Redirects a portion of incoming damage to MP instead of HP. |
|---|---|
| General | |
| Max level | 5 |
| Classes | Mage |
| Monsters | Hydro Turtle, Solar Turtle, Storm Turtle, Turtle Champion |
| Requirements | |
| Required skills | Wand Mastery (Lv.1) |
| Type | |
| Damage type | None |
| Element | Neutral |
| Target | Self |
| Cast type | None |
| Mechanics | |
| Autocast multiplier | 1 |
| Resource cost | MP: Base 20 |
| Status effects | |
| Applies | Target – Energy Shield (Duration 60 / Lv, Chance Base 1) |
Fireball | Casts a fiery orb that explodes on impact, dealing fire damage in an area. Leaves behind a Firewall at the impact zone. |
|---|---|
| General | |
| Max level | 10 |
| Classes | Mage, Weaver |
| Monsters | Cyclops, Cyclops Giant, Dog Bowwow, Dragon Fire, Dragon Inferno, Glow Wisp Yellow, Imp Devil, Scorpion King, Solar Turtle |
| Requirements | |
| Required skills | Firebolt (Lv.3) |
| Type | |
| Damage type | Magic |
| Element | Fire |
| Target | Enemy |
| Cast type | Target |
| Mechanics | |
| Range | 12 |
| Area | Size: Medium Distance: Base 3 Effective: 3 |
| Autocast multiplier | 1 |
| Timing | Cast Time: Base 0.75 Cooldown: Base 1 Duration: Base 1 Effect Cast Time: 0.32 |
| Resource cost | MP: Base 20, 10 / Lv |
| Special mechanics | Knockback – Base 6 Velocity – Base 30 |
| Damage and scaling | |
| Main damage | Damage – 0.5% / Lv, MATK-based |
| Scaling | Intelligence – 3%, MATK-based |
| Status effects | |
| Applies | Target – Water Exposure (Duration Base 10, Chance Base 1) |
| Events | |
| Triggers | On Completion → Firewall |
Firebolt | Launches a concentrated flame that scorches a single enemy with fire-element Magic damage. |
|---|---|
| General | |
| Max level | 10 |
| Classes | Mage, Weaver |
| Monsters | Fire Mage, Flame, Imp Devil, Scorpion King, Treant Forest Autumn, Wisp Red |
| Type | |
| Damage type | Magic |
| Element | Fire |
| Target | Enemy |
| Cast type | Target |
| Mechanics | |
| Range | 12 |
| Autocast multiplier | 0.5 |
| Timing | Cast Time: 0.4 / Lv Cooldown: Base 1 |
| Resource cost | MP: Base 5, 5 / Lv |
| Special mechanics | Hits – 1 / Lv |
| Damage and scaling | |
| Main damage | Damage – 1% / Lv, MATK-based |
| Scaling | Intelligence – 5%, MATK-based |
| Status effects | |
| Applies | Self – Fire Attunement (Duration Base 10, Chance Base 1) |
Haste | A surge of energy rushes through the limbs, quickening reflexes and footwork. |
|---|---|
| General | |
| Max level | 1 |
| Classes | Acolyte, Knight, Mage, Rogue, Scout, Summoner, Warrior, Weaver |
| Type | |
| Damage type | None |
| Element | Neutral |
| Target | Self |
| Cast type | None |
| Mechanics | |
| Autocast multiplier | 1 |
| Resource cost | MP: Base 20 |
| Status effects | |
| Applies | Target – Haste (Duration 60 / Lv, Chance Base 1) |
| Removes | Slow – Base 1 |
Heal | Channels holy energy to restore health to a target ally. |
|---|---|
| General | |
| Max level | 1 |
| Classes | Acolyte, Knight, Mage, Rogue, Scout, Summoner, Warrior, Weaver |
| Summons | Angel Mage |
| Monsters | Angel, Archangel, Bogbloom, Butterfly Hue, Fangroot, Sporeling, Sun Blossom |
| Type | |
| Damage type | Healing |
| Element | Holy |
| Target | Ally |
| Cast type | Target |
| Mechanics | |
| Range | 10 |
| Autocast multiplier | 1 |
| Timing | Cooldown: Base 3 Effect Cast Time: 0.6 |
| Resource cost | MP: Base 10, 5 / Lv |
| Damage and scaling | |
| Healing | Yes |
| Main damage | Healing – 0.5% / Lv |
| Scaling | Intelligence – 1% Vitality – 1% |
Ice Shard | Fires a fast-moving ice projectile that shatters on impact, damaging and potentially freezing enemies. |
|---|---|
| General | |
| Max level | 10 |
| Classes | Mage, Weaver |
| Monsters | Dragon Blizzard, Dragon Ice, Flora, Glow Wisp Blue, Hermit King, Hydro Turtle, Ice Mage, Octopus King, Starflake, Vanilla Ice |
| Requirements | |
| Required skills | Icebolt (Lv.3) |
| Type | |
| Damage type | Magic |
| Element | Water |
| Target | Enemy |
| Cast type | Target |
| Mechanics | |
| Range | 12 |
| Area | Size: Medium Distance: Base 3 Effective: 3 |
| Autocast multiplier | 1 |
| Timing | Cast Time: Base 0.75 Cooldown: Base 1 Duration: Base 1.5 Effect Cast Time: 0.8 |
| Resource cost | MP: Base 20, 10 / Lv |
| Special mechanics | Velocity – Base 30 |
| Damage and scaling | |
| Main damage | Damage – 0.5% / Lv, MATK-based |
| Scaling | Intelligence – 3%, MATK-based |
| Status effects | |
| Applies | Target – Frozen (Duration Base 2, 1 / Lv, Chance Base 0.5, 0.05 / Lv) Target – Wind Exposure (Duration Base 10, Chance Base 1) |
Icebolt | Hurls a shard of ice to deal water-element Magic damage to a single enemy. |
|---|---|
| General | |
| Max level | 10 |
| Classes | Mage, Weaver |
| Monsters | Fish, Hermit King, Ice Mage, Icicle, Vanilla Ice, Wisp Blue |
| Type | |
| Damage type | Magic |
| Element | Water |
| Target | Enemy |
| Cast type | Target |
| Mechanics | |
| Range | 12 |
| Autocast multiplier | 0.5 |
| Timing | Cast Time: 0.4 / Lv Cooldown: Base 1 |
| Resource cost | MP: Base 5, 5 / Lv |
| Special mechanics | Hits – 1 / Lv |
| Damage and scaling | |
| Main damage | Damage – 1% / Lv, MATK-based |
| Scaling | Intelligence – 5%, MATK-based |
| Status effects | |
| Applies | Self – Water Attunement (Duration Base 10, Chance Base 1) |
Thunder Storm | Calls down a storm of lightning over a target area, striking all enemies within. |
|---|---|
| General | |
| Max level | 10 |
| Classes | Mage, Weaver |
| Summons | Cat Bolt |
| Monsters | Cat Bolt, Elder Wisp Purple, Glow Wisp Purple, Ice Mage, Storm Turtle, Wind Mage |
| Requirements | |
| Required skills | Thunderbolt (Lv.3) |
| Type | |
| Damage type | Magic |
| Element | Wind |
| Target | Enemy |
| Cast type | Ground |
| Mechanics | |
| Range | 12 |
| Area | Size: Medium Distance: Base 5 Effective: 5 |
| Autocast multiplier | 1 |
| Timing | Cast Time: 0.5 / Lv Cooldown: Base 2 Effect Cast Time: 0.1 |
| Resource cost | MP: Base 30, 15 / Lv |
| Special mechanics | Hits – 1 / Lv |
| Damage and scaling | |
| Main damage | Damage – 1% / Lv, MATK-based |
| Scaling | Intelligence – 5%, MATK-based |
| Status effects | |
| Applies | Target – Earth Exposure (Duration Base 10, Chance Base 1) |
Thunderbolt | Calls down a high-voltage bolt that strikes a single enemy, dealing wind-element Magic damage. |
|---|---|
| General | |
| Max level | 10 |
| Classes | Mage, Weaver |
| Summons | Cat Bolt |
| Monsters | Cat Bolt, Cat Lightning, Cat Meow, Sting, Stormstinger, Wisp Purple |
| Type | |
| Damage type | Magic |
| Element | Wind |
| Target | Enemy |
| Cast type | Target |
| Mechanics | |
| Range | 12 |
| Autocast multiplier | 0.5 |
| Timing | Cast Time: 0.4 / Lv Cooldown: Base 1 Effect Cast Time: 0.3 |
| Resource cost | MP: Base 5, 5 / Lv |
| Special mechanics | Hits – 1 / Lv |
| Damage and scaling | |
| Main damage | Damage – 1% / Lv, MATK-based |
| Scaling | Intelligence – 5%, MATK-based |
| Status effects | |
| Applies | Self – Wind Attunement (Duration Base 10, Chance Base 1) |
Passive
edit edit sourceFree Cast | Allows the caster to move and attack while casting, at the cost of reduced movement and attack speed. |
|---|---|
| General | |
| Max Level | 1 |
| Passive Effects | |
| Free Cast While Moving | Base 15, 10 / Lv |
| Free Cast While Attacking | Base 50, 10 / Lv |
| Notes | |
| Notes |
|
Increased Flee | Improves evasion against physical attacks. |
|---|---|
| General | |
| Max Level | 5 |
| Passive Effects | |
| Flee | 8 / Lv |
Increased Health | Increases maximum health. |
|---|---|
| General | |
| Max Level | 5 |
| Passive Effects | |
| Health Points | 100 / Lv |
Increased Mana | Expands total mana capacity. |
|---|---|
| General | |
| Max Level | 5 |
| Passive Effects | |
| Mana Points | 40 / Lv |
Increased Recovery | Accelerates mana regeneration. |
|---|---|
| General | |
| Max Level | 5 |
| Passive Effects | |
| Mana Regeneration | 2 / Lv |
| Max Mana Regeneration | 0.2 / Lv |
Wand Mastery | Boosts magical attack when wielding a wand or book. |
|---|---|
| General | |
| Max Level | 10 |
| Passive Effects | |
| Weapon Magic Attack | 2 / Lv, Wand |
| Weapon Magic Attack | 2 / Lv, Book |
| Weapon Magic Attack | 2 / Lv, Sword |
| Cast Speed | 1 / Lv |
Attributes
edit edit source| Primary Attributes | |
|---|---|
| The core damage stat for Mages. Raises MATK, MP, and MDEF, cleanly scaling the power and efficiency of nearly all spells. | |
| Essential for casting responsiveness. Reduces cast time (CTR) for smoother rotations; also contributes to Block when using shields. | |
| The backbone of Mage survivability. Increases HP and physical defense, offsetting the class’s naturally low health pool. | |
| Key to faster spell chaining. Reduces post-cast delay so multiple spells can be linked more quickly; ASPD/FLEE gains are incidental for casters. | |
| Secondary Attributes | |
| Increases melee ATK for physical hits. Not relevant to Mage damage, which is spell-based. | |
| Raises critical chance and critical damage in general. Mage spells cannot crit, so LUK doesn’t boost spell damage. | |
Job Advancement
edit edit sourceUpon reaching Job Level 50, players may advance to a specialized class. To change jobs, find your class representative in the world, speak with them, and follow their instructions to complete the change. You can advance as soon as you reach JL50 on the base class.
| Advanced Classes | ||
|---|---|---|
| Wizard | ??? | ??? |
Additional Guides
edit edit sourceHere is a full list of all build guides currently for the Mage Class: