Mages are spellcasters, employing primarily a magick Staff to enable them to cast offensive and defensive spells. They can be skilled healers, give aid in battle through weapon enchantment, or fight with magick in their own right, with a wide range of powerful spells in each of the Five Archmagicks. For armor or clothing in general they can wear Spellcaster Armor Sets and like components - iron, such as found in armor, due it its deleterious effect on magic is avoided like the plague.
Mages have low physical defense, as well as low health and low stamina - though both their magick and Magick Defense are good -as such they should avoid direct contact with hostile creatures, engaging with spells froma a safe distance. Their attack power comes primarily from their magick power, and have very limited access to physically damaging attacks.
Skills and Augments
- Skills in bold are unique to the Mage.
- Skills in italics can only be obtained via skill rings found in Dark Arisen.
|Feather Jump||Already learned||-||A light jump. More effective when grabbing platforms or rocks.|
|Magick Billow||Already learned||-||Swing your staff downward to stagger the enemy. Follow-up attacks can send the enemy to the ground.|
|Magick Bolt||Already learned||-||Launches a magick bolt from your staff. Press repeatedly for additional effect. Can add elemental effect via enchantments.|
|Levitate||2||600||An advanced form of Feather Jump that mitigates gravity's pull, enabling a gentle landing even from great heights.|
|Magick Agent||6||3000||An advanced form of Magick Billow. Conjures spheres of magickal energy around the user to attack encroaching foes.|
|Focused Bolt||6||3000||An advanced form of Magick Bolt. Focuses the user's active enchantment into a powerful burst that can be fired from the ground or air.|
|Ingle||Fire||Already learned||-||Looses a ball of fire that explodes upon contact, engulfing both the target and surrounding foes.|
|Anodyne||Holy||Already learned||-||Invokes a magickal sigil which recovers the Health of those who enter.|
|Frazil||Ice||1||200||Creates a concentrated field of cold in front of the user that freezes solid whatever enemies it visits.|
|Levin||Lightning||1||200||Smites the enemy from above with tongues of lightning. Especially effective at driving foes out of hiding.|
|Fire Boon||Fire||1||200||Launches a bolt of magick that enchants and ally's weapon with fire.|
|Ice Boon||Ice||1||200||Launches a bolt of magick that enchants an ally's weapon with ice.|
|Thunder Boon||Lightning||1||200||Launches a bolt of maigck that enchants an ally's weapon with thunder.|
|Holy Boon||Holy||3||500||Launches a bolt of magick that enchants an ally's weapon with holy light.|
|Dark Boon||Dark||3||500||Launches a bolt of magick that enchants an ally's weapon with darkness.|
|High Ingle||Fire||3||700||An advanced form of Ingle that looses a number of fiery projectiles that explode on contact.|
|High Frazil||Ice||3||700||An advanced form of Frazil that creates an expanded field of cold around the user that deals ice damage to those it touches.|
|High Levin||Lightning||3||700||An advanced form of Levin that smites foes with multiple lighting bolts from above.|
|Halidom||Holy||3||800||Invokes a magickal sigil which clears the following from those who enter: Poison, Torpor, Silence, Burns, and Frostbite.|
|Silentium||Dark||4||1,000||Invokes a magickal sigil around the user that silences foes who enter.|
|Blearing||Dark||4||1,000||Invokes a magickal sigil around the user that blinds foes who enter.|
|Comestion||Fire||5||1,400||Generates a towering wall of flame; though only modest in power, it ignites adversaries with ease.|
|Frigor||Ice||5||1,400||Generates a giant chunk of ice that can serve as a stepping stone.|
|Brontide||Lightning||5||1,400||Wraps the users body in a whip-like bolt of lightning capable of damaging foes. (Attack with heavy and light attacks, press Jump to cancel)|
|Grapnel||Dark||5||1,800||Fires a magickal anchor that can bind a foe for a time.|
|Fire Affinity||Fire||6||1,200||An advanced form of Fire Boon that extends and amplifies the enchantment, as well as the recipient's Magick.|
|Ice Affinity||Ice||6||1,200||An advanced form of Ice Boon that extends and amplifies the enchantment, as well as the recipient's Magick.|
|Thunder Affinity||Lightning||6||1,200||An advanced form of Thunder Boon that extends and amplifies the enchantment, as well as the recipient's Magick.|
|Holy Affinity||Holy||6||1,200||An advanced form of Holy Boon that extends and amplifies the enchantment, as well as the recipient's Magick.|
|Dark Affinity||Dark||6||1,200||An advanced form of Dark Boon that extends and amplifies the enchantment, as well as the recipient's Magick.|
|High Silentium||Dark||6||1,400||An advanced form of Silentium that calls forth a larger aura around the user, silencing foes who enter.|
|High Blearing||Dark||6||1,400||An advanced form of Blearing that invokes a larger aura around the user, blinding foes who enter.|
|High Comestion||Fire||7||1,800||An advanced form of Comestion that invokes an even longer wall of flame easily able to ignite foes.|
|High Frigor||Ice||7||1,800||An advanced form of Frigor that generates three spires of ice. The last one can serve as a stepping stone.|
|High Brontide||Lightning||7||1,800||An advanced form of Brontide that calls forth a longer-lasting whip of lightnig that drops more bolts when dismissed.|
|High Anodyne||Holy||7||2,800||An advanced form of Anodyne whose sigil is larger, and persists for a longer period of time, and recovers more Health. Targets will also be healed for a small amount of time after leaving the sigil.|
|High Halidom||Holy||7||2,800||An advanced form of Halidom whose sigil persists for a longer period of time and cures a wider variety of debilitations.|
|High Grapnel||Dark||8||5,000||An advanced form of Grapnel that binds even large foes for a longer period of time.|
|Spellscreen||Holy||8||5,000||Invokes a magickal sigil around the user that enhances attributes. The user may move while the sigil is active.|
|High Spellscreen||Holy||9||7,000||An advanced form of Spellscreen that enhances the user's attributes for a longer duration.|
|Grand Ingle||Fire||Requires Staff-Bearer's Ring/Band||-||An advanced form of High Ingle that looses a greater number of fiery projectiles that explode on contact.|
|Grand Levin||Lightning||Requires Staff-Bearer's Ring/Band||-||An advanced form of High Levin that smites foe with an even greater number of lightning bolts.|
|Grand Frigor||Ice||Requires Staff-Bearer's Ring/Band OR Mage's Ring/Band||-||An advanced form of High Frigor that generates an even greater quantity of icy spires.|
|Grand Brontide||Lightning||Requires Staff-Bearer's Ring/Band OR Mage's Ring/Band||-||An advanced form of High Brontide that erodes less Stamina and periodically drops lightning bolts around the user.|
|Grand Anodyne||Holy||Requires Mage's Ring/Band||-||An advanced form of High Anodyne that restores more Health and lasts for an even longer period.|
|Fire Pact||Fire||Requires Staff Enchanter's Ring/Band||-||An advanced form of Fire Affinity that extends its duration and power, and further boosts the recipient's Magick.|
|Ice Pact||Ice||Requires Staff Enchanter's Ring/Band||-||An advanced form of Ice Affinity that extends its duration and power, and further boosts the recipient's Magick.|
|Thunder Pact||Lightning||Requires Staff Enchanter's Ring/Band||-||An advanced form of Thunder Affinity that extends its duration and power, and further boosts the recipient's Magick.|
|Holy Pact||Holy||Requires Staff Enchanter's Ring/Band||-||An advanced form of Holy Affinity that extends its duration and power, and further boosts the recipient's Magick.|
|Dark Pact||Dark||Requires Staff Enchanter's Ring/Band||-||An advanced form of Dark Affinity that extends its duration and power, and further boosts the recipient's Magick.|
|Equanimity||2||700||While your health is critical, Magick is increased by 20%.|
|Intervention||2||700||Reduces cumulative damage when you are debilitated by Archmagicks by 15%.|
|Apotropaism||4||1800||Increases Magick Defense by 30.|
|Beatitude||4||1800||Increases the duration of Curative Magick by 50%.|
|Perpetuation||7||3500||Increases the duration of Enchantments by 30%.|
|Attunement||9||7000||Increases Magick by 10%.|
|Inflection||9||7000||Halves the damage taken while preparing a spell.|
|HP||Stamina||Attack||Defense||Magick Attack||Magick Defense|
|HP||Stamina||Attack||Defense||Magick Attack||Magick Defense|
|Under Lvl 10||22||20||2||3||4||3|
- Note Between levels 10 and 100 Mage stat growth is inferior to all other classes. When compared with other vocations with the same aggregate attack and defence stat growths (11 total per level, e.g., Fighter), the aggregate HP and Stamina growth is lower, that is 31 per level, compared with a 50 or more for other vocations.
- Stat growths between levels 1 and 10, and levels 100 and 200 are comparatively equal to other vocations.
- Levitate will not stop falling damage; it only serves as an extended jump, similar to Double Vault.
- Boons and Affinities alter Magick Bolt and Focused Bolt spells.
- Clicking down on the Left Analog Stick will target yourself (with applicable spells) or switch to manual targeting (with applicable spells); clicking down on the Right Analog will focus your targeting on one target (for offensive spells) and multi-hit spells like High Levin will focus all strikes on that one target, rather than spreading the damage out.
- When Undead are in the field of Anodyne, Halidom, or Spellscreen, Holy damage is dealt to them.
- Blearing and Silentium do not deal Darkness damage, though they are listed as Dark elemental spells. Grapnel does actually deal slight Dark elemental damage.
The Equipment of the Mage in the Change Vocation Menu is the Wizard's Set with some minor changes :
- Wooden Staff [Weapon]
- Blessed Vest / Magician's Surcoat [Torso]
- Bronze Bangles [Arms]
- Cotton Hosen / Wizard's Boots [Legs]
- Mahogany Cape [Cloak]
- Mage www.dragonsdogma.com