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The Mage's weapon

The Mage is one of the four playable classes in Wynncraft and uses a wand as its weapon. With a base armour rating of 80%, the mage is known for its unique attack, powerful spells, and team support, the Mage uses magic spells to get rid of his/her opponents. With his/her great party support spells, he/she can be an important part of your party. The Mage is a good "all-rounder" class, with decent defense and range, but it does however have the weakest attack, with all three other classes doing far more basic damage. The Mage overcompensates with its extremely powerful Meteor spell, ofttimes dealing the most damage out of all spells with the right build. Despite Meteor having such high damage, Mages can turn that potential into support capabilities as a battle medic.

For in-depth information about play-style tips and tricks please refer to the Mage Guide.

Spells[edit | edit source]

The Mage uses several great spells that help the class excel when it comes to being powerful and noxious.

Heal[edit | edit source]

The Mage's first spell, unlocked immediately at level 1, is the Heal. Upgrades for the Heal spell are unlocked by reaching levels 16 and 36. This is one of the Mage's most important spells, as it eliminates the need for health potions and can heal other players in the vicinity as well. It's healing capabilities go up with water damage.

Mouse buttons: (Right-Left-Right)

Grade 1 (Lv. 1)[edit | edit source]

  • Mana: 8
  • Heal: 30%

Grade 2 (Lv. 16)[edit | edit source]

  • Mana: 7
  • Heal: 35%
  • + Purification, remove all negative effects and fire

Grade 3 (Lv. 36)[edit | edit source]

  • Mana: 6
  • Heal: 70%
  • + Pulse, gives 2 hearts back after a few seconds

Teleport[edit | edit source]

The second spell, unlocked at level 11, is the Teleport. Upgrades for the Teleport spell are unlocked by reaching levels 26 and 46. This is among the largest benefits of being a Mage. The Teleport spell allows you to teleport quickly to escape or get into a strategic position and allows you to travel using this spell. However, you must be within 20 blocks of your target(s) to successfully teleport to the intended location.

Mouse buttons: (Right-Right-Right); look in the direction you wish to teleport

Grade 1 (Lv. 11)[edit | edit source]

  • Mana: 4

Grade 2 (Lv. 26)[edit | edit source]

  • Mana: 4
  • Damage: 100%
  • + Slash, hit enemies you cross while teleporting
  • Thunder Damage: +40%

Grade 3 (Lv. 46)[edit | edit source]

  • Mana: 4
  • Damage: 100%
  • + Eye Piercing, blinds mobs you damage for 5 seconds
  • Thunder Damage: +40%

Meteor[edit | edit source]

The third spell, unlocked at level 21, is the Meteor. Upgrades for the Meteor spell are unlocked by reaching levels 36 and 56. This spell is the only attacking spell for the Mage that deals more than 100% base damage, though not the only one that deals damage. It allows you to hit large numbers of enemies at once and has a longer targeting range than the Mage's normal attack. Along with the bonus in damage, it also provides a larger area of effect since it explodes on impact.

Mouse buttons: (Right-Left-Left)

Grade 1 (Lv. 21)[edit | edit source]

  • Mana: 8
  • Damage: 400%
  • Earth Damage: +20%
  • Fire Damage: +20%

Grade 2 (Lv. 36)[edit | edit source]

  • Mana: 8
  • Damage: 400%
  • + Mesosphere Fall, the meteor now falls much faster
  • Earth Damage: +30%
  • Fire Damage: +20%

Grade 3 (Lv. 56)[edit | edit source]

  • Mana: 8
  • Damage: 400%
  • + Burning Ground, burn the ground for a few seconds, damaging anyone who enters the area 100% damage
  • Earth Damage: +30%
  • Fire Damage: +30%

Ice Snake[edit | edit source]

The fourth and final spell for the Mage, unlocked at level 31, is the Ice Snake. Upgrades for the Ice Snake spell are unlocked by reaching levels 46 and 66. This spell allows you to freeze opponents and do damage over long distances. The spell will cast a snake of ice at the opponent it is directed at and freeze them for a short period of time.

Mouse buttons: (Right-Right-Left)

Grade 1 (Lv. 31)[edit | edit source]

  • Mana: 6
  • + Slow down enemies for 5 seconds

Grade 2 (Lv. 46)[edit | edit source]

  • Mana: 5
  • Damage: 70%
  • + Freezing, freezes the enemies for 2 seconds
  • Water Damage: +50%

Grade 3 (Lv. 66)[edit | edit source]

  • Mana: 4
  • Damage: 70%
  • + Slow down enemies for 4 seconds
  • + Mind Control, you can control the snake by moving your head left or right
  • Water Damage: +50%

Builds (Outdated)[edit | edit source]

  • Cleric (70 INT, 70 DEF, 8 STR) This build has been the most popular since it gives you survival ability in the wild and you can spam a lot of spells before you go into the cooldown. Even though your power isn't strong enough to kill people, you are the best support out there since you can carry your friends to victory. You will have endless heals especially if you carry some Mana Regen buffs on you. Note that level 3 heal now casts healing effect 3 times. This is far beyond enough to make you the best support using this build. Recommended for guild war and PvE.
  • Rift Walker (70 INT, 70 AGI, 8 DEF) This build is designed to help the Mage make the most of it's powerful spells with 70 INT, while also avoiding most attacks with 70 AGI. The build gets it's name because mages can adios most attacks and warp across the battlefield in seconds. You will however struggle to deal damage without spells.
  • Spell Caster (50 STR, 70 DEF, 28 INT)This build is very strong especially if you are a level 75 mage with Bob's wand. Your Meteor will destroy any enemies with low level armours, no matter what their level is. Be warned you have very limited mana in this build and you always need to stockpile mana potions with you. Mana regen isn't going to be helpful as you need Mana Steal in this case.
  • Semi-Tank (38 STR, 40 INT, 70 DEF) High Defense , Mid-Damage. Pretty Good in Duels.

Trivia[edit | edit source]

  • The only class with a healing spell.
  • Can heal the person they are dueling. More recent testing suggests that this accidental feature may be fixed.
  • Despite technically having the same base armour as the assassin (100%), the Mage actually has slightly lower base armour.