Mage
More actions
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.
Active
editCure
Channels purifying energy to dispel harmful afflictions, restoring clarity where corruption once lingered. Level 1 / 1 Target Ally Cast Target Range 10 Area — Cost 10 MP Cast Time — Cooldown — Duration — No Special Mechanics | |
| Removes | Status – 100% |
|---|---|
Earth Spikes
The ground erupts in a sudden burst of jagged stone, impaling enemies from below. Level 10 / 10 Damage Magic Element Earth Hits 2 Target Enemy Cast Ground Modifier Magic Attack Damage 100% Scaling 2% Intelligence Range 12 Area Medium (3) Cost 110 MP Cast Time 0.75s Cooldown 1s Duration 1.5s No Special Mechanics | |
| Applies | Target – Slow (Duration: 11s, Chance: 100%) Target – Fire Exposure (Duration: 10s, Chance: 100%) |
|---|---|
Earthbolt
Harnesses the pulse of the earth to strike a single foe with crushing, earthen might. Level 10 / 10 Damage Magic Element Earth Hits 9 Target Enemy Cast Target Modifier Magic Attack Damage 100% Scaling 5% Intelligence Range 12 Area — Cost 50 MP Cast Time 3.6s Cooldown 1s Duration — No Special Mechanics | |
| Applies | Self – Earth Attunement (Duration: 10s, Chance: 100%) |
|---|---|
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. Level 5 / 5 Target Self Range — Area — Cost 20 MP Cast Time — Cooldown — Duration 300s No Special Mechanics | |
| Applies | Target – Energy Shield (Chance: 100%) |
|---|---|
Fireball
Casts a fiery orb that explodes on impact, dealing fire damage in an area. Leaves behind a Firewall at the impact zone. Level 10 / 10 Damage Magic Element Fire Target Enemy Cast Target Modifier Magic Attack Damage 100% Scaling 3% Intelligence Range 12 Area Medium (3) Cost 110 MP Cast Time 0.75s Cooldown 1s Duration 1s Knockback 6 | |
| Applies | Target – Water Exposure (Duration: 10s, Chance: 100%) |
|---|---|
| Triggers | On event → Firewall |
Firebolt
Launches a concentrated flame that scorches a single enemy with fire-element Magic damage. Level 10 / 10 Damage Magic Element Fire Hits 9 Target Enemy Cast Target Modifier Magic Attack Damage 100% Scaling 5% Intelligence Range 12 Area — Cost 50 MP Cast Time 3.6s Cooldown 1s Duration — No Special Mechanics | |
| Applies | Self – Fire Attunement (Duration: 10s, Chance: 100%) |
|---|---|
Haste
A surge of energy rushes through the limbs, quickening reflexes and footwork. Level 1 / 1 Target Self Range — Area — Cost 20 MP Cast Time — Cooldown — Duration 60s No Special Mechanics | |
| Applies | Target – Haste (Chance: 100%) |
|---|---|
| Removes | Status – 100% |
Heal
Channels holy energy to restore health to a target ally. Level 1 / 1 Damage Healing Element Holy Target Ally Cast Target Healing 75% Scaling 2% Intelligence 2% Vitality Range 10 Area — Cost 10 MP Cast Time — Cooldown 3s Duration — No Special Mechanics |
Ice Shard
Fires a fast-moving ice projectile that shatters on impact, damaging and potentially freezing enemies. Level 10 / 10 Damage Magic Element Water Target Enemy Cast Target Modifier Magic Attack Damage 100% Scaling 3% Intelligence Range 12 Area Medium (3) Cost 110 MP Cast Time 0.75s Cooldown 1s Duration 1.5s No Special Mechanics | |
| Applies | Target – Frozen (Duration: 11s, Chance: 100%) Target – Wind Exposure (Duration: 10s, Chance: 100%) |
|---|---|
Icebolt
Hurls a shard of ice to deal water-element Magic damage to a single enemy. Level 10 / 10 Damage Magic Element Water Hits 9 Target Enemy Cast Target Modifier Magic Attack Damage 100% Scaling 5% Intelligence Range 12 Area — Cost 50 MP Cast Time 3.6s Cooldown 1s Duration — No Special Mechanics | |
| Applies | Self – Water Attunement (Duration: 10s, Chance: 100%) |
|---|---|
Thunder Storm
Calls down a storm of lightning over a target area, striking all enemies within. Level 10 / 10 Damage Magic Element Wind Hits 9 Target Enemy Cast Ground Modifier Magic Attack Damage 100% Scaling 5% Intelligence Range 12 Area Medium (5) Cost 165 MP Cast Time 4.5s Cooldown 2s Duration — No Special Mechanics | |
| Applies | Target – Earth Exposure (Duration: 10s, Chance: 100%) |
|---|---|
Thunderbolt
Calls down a high-voltage bolt that strikes a single enemy, dealing wind-element Magic damage. Level 10 / 10 Damage Magic Element Wind Hits 9 Target Enemy Cast Target Modifier Magic Attack Damage 100% Scaling 5% Intelligence Range 12 Area — Cost 50 MP Cast Time 3.6s Cooldown 1s Duration — No Special Mechanics | |
| Applies | Self – Wind Attunement (Duration: 10s, Chance: 100%) |
|---|---|
Passive
editFree Cast
Allows the caster to move and attack while casting, at the cost of reduced movement and attack speed. Level 1 / 1 Free Cast While Moving 15% Free Cast While Attacking 50% |
Increased Flee
Improves evasion against physical attacks. Level 5 / 5 Flee 40 |
Increased Health
Increases maximum health. Level 5 / 5 Health Points 500 |
Increased Mana
Expands total mana capacity. Level 5 / 5 Mana Points 200 |
Increased Recovery
Accelerates mana regeneration. Level 5 / 5 Mana Regeneration 10 Max Mana Regeneration 100% |
Wand Mastery
Boosts magical attack when wielding a wand or book. Level 10 / 10 Weapon Magic Attack 20 Weapon Magic Attack 20 Weapon Magic Attack 20 Cast Speed 10% |
Attributes
edit| 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
editUpon 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.
Additional Guides
editHere is a full list of all build guides currently for the Mage Class: