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Masters of elemental magicks, Mages rain down destruction on their enemies while keeping their party alive with restorative abilities.
- Primary Weapon: Staff
- Primary Offensive stat: Magick
- Armor: in general Spellcaster Armor Sets and like components - iron, due it its deleterious effect on magic is avoided like the plague.
Strengths and RoleEdit
Offensive Magick: Mages possess deadly magickal abilities allowing them to control the battle.
Healing and Curing: In addition to their offensive abilities, Mages possess healing magicks, permitting them to tend to their party’s wounds and cure Debilitations.
Enchanting: Mages can enchant their companions’ weapons, allowing the party to exploit the weaknesses of enemies.
Field Mobility: The skill Levitate can be used for increased mobility when moving around the map. It is useful because you can float up some steep hills to grab the ledge above you that even the Double Vault skill can't reach. An example of this is the Witchwood entrance near Cassardis, a quick way to get to the Witch's House.
Anti-undead: The Mage's healing magick inflicts damage to Undead creatures.
Low Physical Defense: The Mage does not fare well against most enemies that come within close proximity. Most enemies tend to kill Mages within a few strikes since most enemies inflict physical damage. Long range attack can prevent this in conjunction with watching your surroundings. When bombarded with enemies, find another place to use a long range attack and then move again to another place. This will split the enemies' numbers in half.
Low Health and Stamina: Mages gain low health and have the lowest stamina gain of any class. Their combined HP and Stamina gain between level 10 and 100 is only 31 points per-level, tied with the Sorcerer, whereas most other classes have a combined health/stamina gain of nearly 50.
Silence: If Silenced, the Mage cannot cast any spells.
No Defensive or Evasive Moves: The Mage cannot perform evasive moves or block attacks. It can jump away from attacks (the Feather Jump core skill), which will interrupt spells. This can be alleviated with late-game armor with very high knockdown/stagger resistances, but the Mage will be vulnerable until that point, which is typically most of the lifetime activity of the pawn.
Golems: A Golem's discs are immune to magick, therefore Mages are unable to damage them unless using the Heavy attack or fighting bare-handed.
Total: 78,800 DP
Skills in bold are unique to the Mage.
|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.|
|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. (Heavy Attack)|
|Magick Bolt||Already learned||-||Launches a magick bolt from your staff. Press repeatedly for additional effect. Can add elemental effect via enchantments. (Light Attack)|
|Levitate||2||600||An advanced form of Feather Jump that mitigates gravity's pull, enabling a gentle landing even from great heights. (Use Jump Whilst in Mid-Air)|
|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. Charge the staff by holding the light attack down until the top of the Staff 'pops', then release at will.|
|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.
- Anodyne can be used to heal NPCs.
- Grapnel is very useful at trapping groups, and cannot be used by a Sorcerer.
- Augments from Sorcerer are very useful for the Mage as well.
- It's best to have pawns that can Enchant, as it can be very tiresome to do it yourself.
- Fire Boon/Fire Affinity is useful early game. Holy Boon/Holy Affinity is useful post-dragon.
- Boons/Affinities alter basic magic attacks.
- 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.
- Spellscreen specifically enhances Defense, Magick Defense , Stagger Resistance, and Knockdown Resistance. The stagger/knockdown effect is shared by the Magic Archer Bracer Arrow spells.
- 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:
- This is the Wizard's Set with some minor changes.