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Mage


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.

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.

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

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These skills are unique to the Mage class.

Active

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Cure
Channels purifying energy to dispel harmful afflictions, restoring clarity where corruption once lingered.
General
Max level1
ClassesAcolyte, Knight, Mage, Rogue, Scout, Summoner, Warrior, Weaver
Type
Damage typeNone
ElementNeutral
TargetAlly
Cast typeTarget
Mechanics
Range10
Autocast multiplier1
TimingEffect Cast Time: 0.9
Resource costMP: Base 10
Status effects
RemovesPoison, Blind, Silence – Base 1
 
Earth Spikes
The ground erupts in a sudden burst of jagged stone, impaling enemies from below.
General
Max level10
ClassesMage, Weaver
MonstersCyclops Giant, Goblin Giant Mage, Plant Chewer, Spore, Sunflora Pixie, Sunflower Fairy
Requirements
Required skillsEarthbolt (Lv.3)
Type
Damage typeMagic
ElementEarth
TargetEnemy
Cast typeGround
Mechanics
Range12
AreaSize: Medium
Distance: Base 3
Effective: 3
Autocast multiplier1
TimingCast Time: Base 0.75
Cooldown: Base 1
Duration: Base 1.5
Effect Cast Time: 0.3
Resource costMP: Base 20, 10 / Lv
Special mechanicsHits – Base 2
Damage and scaling
Main damageDamage – 0.4% / Lv, MATK-based
ScalingIntelligence – 2%, MATK-based
Status effects
AppliesTarget – 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 level10
ClassesMage, Weaver
MonstersSunflora Pixie, Treant Forest Evergreen, Wisp Yellow
Type
Damage typeMagic
ElementEarth
TargetEnemy
Cast typeTarget
Mechanics
Range12
Autocast multiplier0.5
TimingCast Time: 0.4 / Lv
Cooldown: Base 1
Effect Cast Time: 0.4
Resource costMP: Base 5, 5 / Lv
Special mechanicsHits – 1 / Lv
Damage and scaling
Main damageDamage – 1% / Lv, MATK-based
ScalingIntelligence – 5%, MATK-based
Status effects
AppliesSelf – 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 level5
ClassesMage
MonstersHydro Turtle, Solar Turtle, Storm Turtle, Turtle Champion
Requirements
Required skillsWand Mastery (Lv.1)
Type
Damage typeNone
ElementNeutral
TargetSelf
Cast typeNone
Mechanics
Autocast multiplier1
Resource costMP: Base 20
Status effects
AppliesTarget – 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 level10
ClassesMage, Weaver
MonstersCyclops, Cyclops Giant, Dog Bowwow, Dragon Fire, Dragon Inferno, Glow Wisp Yellow, Imp Devil, Scorpion King, Solar Turtle
Requirements
Required skillsFirebolt (Lv.3)
Type
Damage typeMagic
ElementFire
TargetEnemy
Cast typeTarget
Mechanics
Range12
AreaSize: Medium
Distance: Base 3
Effective: 3
Autocast multiplier1
TimingCast Time: Base 0.75
Cooldown: Base 1
Duration: Base 1
Effect Cast Time: 0.32
Resource costMP: Base 20, 10 / Lv
Special mechanicsKnockback – Base 6
Velocity – Base 30
Damage and scaling
Main damageDamage – 0.5% / Lv, MATK-based
ScalingIntelligence – 3%, MATK-based
Status effects
AppliesTarget – Water Exposure (Duration Base 10, Chance Base 1)
Events
TriggersOn Completion → Firewall
 
Firebolt
Launches a concentrated flame that scorches a single enemy with fire-element Magic damage.
General
Max level10
ClassesMage, Weaver
MonstersFire Mage, Flame, Imp Devil, Scorpion King, Treant Forest Autumn, Wisp Red
Type
Damage typeMagic
ElementFire
TargetEnemy
Cast typeTarget
Mechanics
Range12
Autocast multiplier0.5
TimingCast Time: 0.4 / Lv
Cooldown: Base 1
Resource costMP: Base 5, 5 / Lv
Special mechanicsHits – 1 / Lv
Damage and scaling
Main damageDamage – 1% / Lv, MATK-based
ScalingIntelligence – 5%, MATK-based
Status effects
AppliesSelf – Fire Attunement (Duration Base 10, Chance Base 1)
 
Haste
A surge of energy rushes through the limbs, quickening reflexes and footwork.
General
Max level1
ClassesAcolyte, Knight, Mage, Rogue, Scout, Summoner, Warrior, Weaver
Type
Damage typeNone
ElementNeutral
TargetSelf
Cast typeNone
Mechanics
Autocast multiplier1
Resource costMP: Base 20
Status effects
AppliesTarget – Haste (Duration 60 / Lv, Chance Base 1)
RemovesSlow – Base 1
 
Heal
Channels holy energy to restore health to a target ally.
General
Max level1
ClassesAcolyte, Knight, Mage, Rogue, Scout, Summoner, Warrior, Weaver
SummonsAngel Mage
MonstersAngel, Archangel, Bogbloom, Butterfly Hue, Fangroot, Sporeling, Sun Blossom
Type
Damage typeHealing
ElementHoly
TargetAlly
Cast typeTarget
Mechanics
Range10
Autocast multiplier1
TimingCooldown: Base 3
Effect Cast Time: 0.6
Resource costMP: Base 10, 5 / Lv
Damage and scaling
HealingYes
Main damageHealing – 0.5% / Lv
ScalingIntelligence – 1%
Vitality – 1%
 
Ice Shard
Fires a fast-moving ice projectile that shatters on impact, damaging and potentially freezing enemies.
General
Max level10
ClassesMage, Weaver
MonstersDragon Blizzard, Dragon Ice, Flora, Glow Wisp Blue, Hermit King, Hydro Turtle, Ice Mage, Octopus King, Starflake, Vanilla Ice
Requirements
Required skillsIcebolt (Lv.3)
Type
Damage typeMagic
ElementWater
TargetEnemy
Cast typeTarget
Mechanics
Range12
AreaSize: Medium
Distance: Base 3
Effective: 3
Autocast multiplier1
TimingCast Time: Base 0.75
Cooldown: Base 1
Duration: Base 1.5
Effect Cast Time: 0.8
Resource costMP: Base 20, 10 / Lv
Special mechanicsVelocity – Base 30
Damage and scaling
Main damageDamage – 0.5% / Lv, MATK-based
ScalingIntelligence – 3%, MATK-based
Status effects
AppliesTarget – 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 level10
ClassesMage, Weaver
MonstersFish, Hermit King, Ice Mage, Icicle, Vanilla Ice, Wisp Blue
Type
Damage typeMagic
ElementWater
TargetEnemy
Cast typeTarget
Mechanics
Range12
Autocast multiplier0.5
TimingCast Time: 0.4 / Lv
Cooldown: Base 1
Resource costMP: Base 5, 5 / Lv
Special mechanicsHits – 1 / Lv
Damage and scaling
Main damageDamage – 1% / Lv, MATK-based
ScalingIntelligence – 5%, MATK-based
Status effects
AppliesSelf – 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 level10
ClassesMage, Weaver
SummonsCat Bolt
MonstersCat Bolt, Elder Wisp Purple, Glow Wisp Purple, Ice Mage, Storm Turtle, Wind Mage
Requirements
Required skillsThunderbolt (Lv.3)
Type
Damage typeMagic
ElementWind
TargetEnemy
Cast typeGround
Mechanics
Range12
AreaSize: Medium
Distance: Base 5
Effective: 5
Autocast multiplier1
TimingCast Time: 0.5 / Lv
Cooldown: Base 2
Effect Cast Time: 0.1
Resource costMP: Base 30, 15 / Lv
Special mechanicsHits – 1 / Lv
Damage and scaling
Main damageDamage – 1% / Lv, MATK-based
ScalingIntelligence – 5%, MATK-based
Status effects
AppliesTarget – 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 level10
ClassesMage, Weaver
SummonsCat Bolt
MonstersCat Bolt, Cat Lightning, Cat Meow, Sting, Stormstinger, Wisp Purple
Type
Damage typeMagic
ElementWind
TargetEnemy
Cast typeTarget
Mechanics
Range12
Autocast multiplier0.5
TimingCast Time: 0.4 / Lv
Cooldown: Base 1
Effect Cast Time: 0.3
Resource costMP: Base 5, 5 / Lv
Special mechanicsHits – 1 / Lv
Damage and scaling
Main damageDamage – 1% / Lv, MATK-based
ScalingIntelligence – 5%, MATK-based
Status effects
AppliesSelf – Wind Attunement (Duration Base 10, Chance Base 1)

Passive

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Free Cast
Allows the caster to move and attack while casting, at the cost of reduced movement and attack speed.
General
Max Level1
Passive Effects
Free Cast While MovingBase 15, 10 / Lv
Free Cast While AttackingBase 50, 10 / Lv
Notes
Notes
  • At higher skill levels this passive will reduce the amount of attack speed and movement speed the player loses while Free Cast is active.
 
Increased Flee
Improves evasion against physical attacks.
General
Max Level5
Passive Effects
Flee8 / Lv
 
Increased Health
Increases maximum health.
General
Max Level5
Passive Effects
Health Points100 / Lv
 
Increased Mana
Expands total mana capacity.
General
Max Level5
Passive Effects
Mana Points40 / Lv
 
Increased Recovery
Accelerates mana regeneration.
General
Max Level5
Passive Effects
Mana Regeneration2 / Lv
Max Mana Regeneration0.2 / Lv
 
Wand Mastery
Boosts magical attack when wielding a wand or book.
General
Max Level10
Passive Effects
Weapon Magic Attack2 / Lv, Wand
Weapon Magic Attack2 / Lv, Book
Weapon Magic Attack2 / Lv, Sword
Cast Speed1 / Lv

Attributes

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Primary Attributes
  INT The core damage stat for Mages.
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 Mage 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 Mage damage, which is spell-based.
  LUK Raises critical chance and critical damage in general.
Mage spells cannot crit, so LUK doesn’t boost spell damage.

Job Advancement

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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
Wizard ??? ???



Additional Guides

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


See Also

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Classes
Base KnightWarriorMageSummonerRogueAcolyteScout
Advanced I WizardShinobiPriestPaladin
Game Systems
Character ClassesAttributesSkillsStorageCoin
Items ConsumablesEquipmentCardsArtifactsMaterials
Combat Dodge RollElementsMonstersArena
World WaypointsMapsNon-Player CharactersRefinementCrafting