Mage is one of three "base" classes available at the beginning of the game, during character creation, along with Warrior and Rogue. Chosen as one's default class, players may not change it unless they use Dragon Coins at B.M. Moglin to switch their base class to another.
Armed with the staff by default, one is able to equip any weapon. However, some Mage abilities will not work if not using a staff, wand, scythe or dagger. These may still be used, but the character will not attack and a message will pop-up ("*Fizzle* Equip a staff or wand!").[1] Such skills are: Fireball, Ice Strike, Wind Strike, Lightning, MageFury, and Final Blast (that is, most slots on the right side of the ability bar).
The class has an artifact, Cloak Scrap. When equipped, using Final Blast has a 50% chance to give an additional health potion if the player has less than five.
Abilities[]
Notes:The "Cost" column in the following table shows the MP amount needed to use the skill. "Elem." is Element, and "Dmg." is Damage Type; unless stated, they are the same as the weapon currently equipped. The "CD" column shows the skill's Cooldown period upon usage, measured in turns. Text in italics is the skill's in-game tooltip description.
Name
Cost
Elem.
CD
Dmg.
Effect
Notes
Attack
--
--
--
--
1 hit of 100% damage with staff/wand/ dagger/scythe equipped, 1 hit of 50% damage otherwise
--
--
Thorny Shield
9 MP
N/A
9
N/A
Applies 'Shielded' (+140 Block/Parry/Dodge) and retaliation (1 hit of X100/(2^Enemy's Hits)% dmg.) to self for 2 turns
Acquire: Level 2.
Defense Barrier for 2 turns.
Power Boost
11 MP
--
4
--
1 hit of 100% damage; applies 'Power' (+20% Boost) to self for ~5 turns
Acquire: Level 3.
+20% Power Boost for 5 rounds.
Meditate
0 MP
N/A
2
N/A
Recovers 1% of self's max MP
Acquire: Level 4.
Restores 1% Mana.
Fireball
15 MP
Fire
4
Magic
1 hit of 250% damage when Frozen effect is active on target; 1 hit of 125% damage otherwise
Acquire: Level 6.
+25% Fire damage, Extra damage when Frozen.
Ice Strike
10 MP
Ice
4
Magic
1 hit of 125% damage; applies 'Frozen' (-25 Fire res.) to target for ~5 turns
+25% Ice damage, adds -25 Fire.
Wind Strike
8 MP
Wind
4
Magic
1 hit of 125% damage; applies 'Wind' (+20 Bonus) to self for ~5 turns
Acquire: Level 6.
+25% Wind damage, +20 BtH for 5 turns.
Lightning
13 MP
Energy
4
Magic
1 hit of 100% damage; applies 'Zapped' (+25% Boost) to self for ~5 turns
Energy, +25% damage for 5 turns.
Sleep
15 MP
--
14
--
Applies 'Sapped' (+25% Boost) to self for 4 turns; applies 'Sleep' (paralysis) to target for 3 turns
Acquire: Level 6.
Buff self and target sleeps for 3 rounds.
Blind
11 MP
--
5
Magic
Applies 'Blind' (-50 Bonus) to target for 4 turns
Acquire: Level 8.
-50 Hit for enemy.
Mana Blackout
11 MP
--
--
--
1 hit of 150% damage to target's MP
Acquire: Level 10.
Damages Target's Mana.
MageFury
19 MP
--
--
Magic
1 hit of 140% damage to all enemies
Cast to all enemies.
Root
3 MP
--
9
--
1 hit of 100% damage; applies 'Rooted' (-100 Flee » +30 Health res.) to target for 19 » 3 turns
Acquire: Level 12.
Stops a foe from running away. Reduce your foe's healing with a well placed kick.
Acid
3 MP
Fire
4
--
1 hit of 50% damage; applies 'Acid' (20% Melee elem. dmg.) to target for 5 turns
Acquire: Level 15.
20% Dmg for 5 turns.
Final Blast
8 MP
--
14
Magic
1 hit of 125% damage with +200 Crit
Acquire: Level 18.
Guaranteed Crit.
Strategy[]
Mages' main stat is INT. It is recommended to use a Fire staff or scythe when using skills not locked to an element to take advantage of Frozen's effect.
Possible rotations are:
Offensive - Energy → Ice → Power → Fire → Final or Acid or Fury (then repeat)
Defensive - Sleep → Ice → Fire → Blind → Final → Power → Ice → Shield → Fire → Blind → Acid → Fury (then repeat)
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Notes[]
Fully training this armor (or any of the other base classes) unlocks the Base Armor badge.
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Temporary
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See also
Weapon • Head • Back • Neck • Waist • Finger • Trinket • Wrist • Armor • House • Other