Mage

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Mage
Mage.png
Attributes
⚔ Damage ■ ■ ■ ■ ■
♥ Defence ■ ■ ■ ■ ■
➵ Range ■ ■ ■ ■ ■
✺ Spells ■ ■ ■ ■ ■
Difficulty ★ ★
Weapon Wand
Donor-Exclusive Reskin Dark Wizard
Knowledge is power. Mages are naturally talented in the mystical arts, not only can they produce powerful incantations to destroy enemies, they can also heal allies and protect their friends. Although alone mages are not the most powerful, they are a valuable asset to any team.
~ Official website

The Mage is one of Wynncraft's five playable classes 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 their opponents. With their great party support spells, they 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 four 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. Each percent of increased water damage increases heal power by 0.5%, up to an increase of 50% and down to -100%. Mouse buttons: (Right-Left-Right)

  • Note: Heal percentages are from maximum health

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

  • Mana: 8
  • Heal: 15%

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

  • Mana: 7
  • Heal: 20%
  • + Purification: clears all negative effects and fire

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

  • Mana: 6
  • Heal: 20%
  • + Pulse: gives back 5% of max health back twice

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 I (Lv. 11)[edit | edit source]

  • Mana: 4

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

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

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

  • Mana: 4
  • Damage: 100%
  • + Eye Piercing: blinds mobs you damage for 1 second
  • 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 I (Lv. 21)[edit | edit source]

  • Mana: 8
  • Damage: 500%
  • Earth Damage: +20%
  • Fire Damage: +20%

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

  • Mana: 8
  • Damage: 500%
  • + Mesosphere Fall: the meteor now falls much faster
  • Earth Damage: +30%
  • Fire Damage: +20%

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

  • Mana: 8
  • Damage: 500%
  • + 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 I (Lv. 31)[edit | edit source]

  • Mana: 6
  • + Slow down enemies 30%

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

  • Mana: 5
  • Damage: 70%
  • + Freezing: freezes the enemies for 1 second
  • Water Damage: +50%

Grade III (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%

Trivia[edit | edit source]

  • Prior to the Silent Expanse Update, the Mage was the only class with a healing spell.
  • Despite technically having the same base armor as the assassin (100%), the Mage actually has slightly lower base armor.
  • The two most damaging Mage weapons are Fatal and Warp. Fatal has extremely high damage potentials, being able to hit 22k meteors. However, it has a large range for damage, meaning it either does very high or very low damage. Warp has a more stable amount of damage, and can potentially be able to hit 16k meteors. However, due to its negative health and mana regen, it is generally disliked for combat. Singularity does not lag far behind, and is becoming increasingly popular.