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Revision as of 20:04, 13 September 2025 by Eviand (talk | contribs)



Mage


Class Overview
Role Elemental Magic
Weapons Staff
Attributes
STR 1
AGI 9
VIT 1
INT 12
DEX 9
LUK 1


A student of elemental magic, capable of casting destructive spells from a distance. Ideal for players who enjoy powerful ranged damage and skilled timing.

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.

General Skills

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Mage Skills

These skills are unique to the Mage class.

Active

Earthbolt — Harnesses the pulse of the earth to strike a single foe with crushing, earthen might.

  • Max Level: 10
  • Element: Earth
  • Damage: 100% MATK per level
  • +5% MATK per INT
  • Hits: 1 per level
  • Cast Time: 0.4 seconds per level
  • Cooldown: 1 second
  • Cost: 5 + 5 mana per level
  • Buff Applied: Earth Attunement
    • Earth Damage: +3% per level
    • Duration: 10 seconds

Earth Spikes — The ground erupts in a burst of jagged stone, impaling enemies from below.

  • Max Level: 10
  • Element: Earth
  • Damage: 50% MATK per level
  • +3% MATK per INT
  • Hits: 0.5 + 0.5 per level
  • Area: Medium
  • Cast Time: 0.75 seconds
  • Cooldown: 1 second
  • Cost: 20 + 10 mana per level
  • Debuff Applied: Stone
    • Fire Resistance: −25%
    • Duration: 2 + 0.5 seconds per level
  • Debuff Applied: Slow
    • Move Speed: −50%
    • Cast Speed: −25%
    • Attack Speed: −25%
    • Duration: 2 + 0.5 seconds per level
    • Chance: 50% + 5% per level

Energy Shield — A shimmering arcane barrier absorbs harm until its energy fades, redirecting a portion of incoming damage to MP instead of HP.

  • Max Level: 5
  • Cost: 20 mana
  • Buff Applied: Energy Shield
    • Damage Reduction: +10% per level
    • Duration: 60 seconds per level

Fireball — Casts a fiery orb that explodes on impact, leaving behind a firewall at the impact zone.

  • Max Level: 10
  • Element: Fire
  • Damage: 50% MATK per level
  • +3% MATK per INT
  • Area: Medium
  • Cast Time: 0.75 seconds
  • Cooldown: 1 second
  • Cost: 20 + 10 mana per level
  • Effect: Knockback
  • Ground AoE: Firewall
    • Element: Fire
    • Damage: 100% MATK
    • +2% MATK per INT
    • Hit Limit: 2 + 1 per level
    • Area: Small
    • Duration: 2 + 1 seconds per level
    • Effect: Knockback

Firebolt — Launches a concentrated flame that scorches a single enemy with fire-element magical damage.

  • Max Level: 10
  • Element: Fire
  • Damage: 100% MATK per level
  • +5% MATK per INT
  • Hits: 1 per level
  • Cast Time: 0.4 seconds per level
  • Cooldown: 1 second
  • Cost: 5 + 5 mana per level
  • Buff Applied: Fire Attunement
    • Fire Damage: +3% per level
    • Duration: 10 seconds

Icebolt — Hurls a shard of ice to deal water-element magical damage to a single enemy.

  • Max Level: 10
  • Element: Water
  • Damage: 100% MATK per level
  • +5% MATK per INT
  • Hits: 1 per level
  • Cast Time: 0.4 seconds per level
  • Cooldown: 1 second
  • Cost: 5 + 5 mana per level
  • Buff Applied: Water Attunement
    • Water Damage: +3% per level
    • Duration: 10 seconds

Ice Shard — Fires a fast-moving ice projectile that shatters on impact, damaging and potentially freezing enemies.

  • Max Level: 10
  • Element: Water
  • Damage: 50% MATK per level
  • +3% MATK per INT
  • Area: Medium
  • Cast Time: 0.75 seconds
  • Cooldown: 1 second
  • Cost: 20 + 10 mana per level
  • Debuff Applied: Soak
    • Wind Resistance: −25%
    • Duration: 2 + 1 seconds per level
  • Debuff Applied: Frozen
    • Effect: Cannot Attack or Move, Flee Disabled
    • Duration: 2 + 1 seconds per level
    • Chance: 50% + 5% per level

Thunderbolt — Calls down a high-voltage bolt that strikes a single enemy, dealing wind-element magical damage.

  • Max Level: 10
  • Element: Wind
  • Damage: 100% MATK per level
  • +5% MATK per INT
  • Hits: 1 per level
  • Cast Time: 0.4 seconds per level
  • Cooldown: 1 second
  • Cost: 5 + 5 mana per level
  • Buff Applied: Wind Attunement
    • Wind Damage: +3% per level
    • Duration: 10 seconds

Thunder Storm — Calls down a storm of lightning over a target area, striking all enemies within.

  • Max Level: 10
  • Element: Wind
  • Damage: 100% MATK per level
  • +5% MATK per INT
  • Hits: 1 per level
  • Area: Medium
  • Cast Time: 0.7 seconds per level
  • Cooldown: 2 seconds
  • Cost: 25 + 12 mana per level

Passive

Wand Mastery — Boosts magical attack when wielding a wand or book.

  • Max Level: 10
  • Wand MATK: +2 per level
  • Book MATK: +2 per level
  • Cast Speed: +1% per level

Attributes

Wizard is the advanced upgrade of Mage; stat priorities remain the same.

Primary Attributes

INT The core damage stat for Wizards.
Raises MATK, MP, and MDEF, cleanly scaling the power and efficiency of nearly all spells.
DEX Essential for casting responsiveness.
Reduces cast time (CTR) for smoother rotations; also contributes to Block when using shields.
VIT The backbone of Wizard survivability.
Increases HP and physical defense, offsetting the class’s naturally low health pool.
AGI 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

STR Increases melee ATK for physical hits.
Not relevant to Wizard damage, which is spell-based.
LUK Raises critical chance and critical damage in general.
Wizard spells cannot crit, so LUK doesn’t boost spell damage.

Job Advancement

Upon 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

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Additional Guides

Here is a full list of all build guides currently for the Mage Class:


See Also

Navigation
Classes
Base
KnightWarriorMageSummonerRogueAcolyteScout
Advanced I
Special