Mage Guide

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The Mage Guide provides useful information and tips for playing the Mage class. The basics section covers topics for players that just started the Mage class and want to know about its spells and how to use them, as well as some basic tactics. The advanced section covers more in depth topics that should not be attempted by beginners until they have mastered the basics. Most of those topics will be more useful in The Nether than in Wynn Province.

Basics[edit | edit source]

First off, what is the Mage class exactly? Pros

  • Heal
  • Decent range
  • Good mobility
  • Good spell kit


  • Weak damage

Spells[edit | edit source]

Heal[edit | edit source]

Unlocked at level 1, and upgraded at levels 16 and 36. Cast: Right-Left-Right

This spell is probably the most useful spell in the game, as it restores health instantly in a small area around you - this is useful because there's no delay between cast and heal, and a decent amount of health is restored at low cost. At later levels it even clears all negative effects such as fire or blindness.​

Teleport[edit | edit source]

Unlocked at level 11, and upgraded at levels 26 and 46. Cast: Right-Right-Right

A transportation spell, this spell blinks the user forward 20 blocks in the direction you are looking at. It allows you to bypass many traps and obstacles, take shortcuts, cover long distances in seconds, or escape from a dangerous situation. At later levels it deals damage and blinds enemies as well.​

Meteor[edit | edit source]

Unlocked at level 21, and upgraded at levels 36 and 56. Cast: Right-Left-Left

The Mage's main damage spell, it deals 500% damage per cast. It has a large cast range and a large area of effect as well, enabling the mage to deal massive damage to a crowd of enemies. This is the only purely offensive spell in the mage's arsenal. It also auto-targets roughly to the nearest monster to where your cursor is, and is able to go through walls in certain situations.​ Its upgrades increase the rate of falling (so you can cast more often) and add a massive field of flames to deal extra damage.

Ice Snake[edit | edit source]

Unlocked at level 31, and upgraded at levels 46 and 66. Cast: Right-Right-Left

Ice Snake slows and deals damage to enemies- good for setting monsters/players up for other attacks like meteor. It has a ridiculously long range of about 30 blocks, and also goes through walls, allowing for a wide range of uses. At later levels it completely freezes the enemy for a little bit as well.

Basic Tactics[edit | edit source]

Most players consider the Mage a support class, due to Heal and Ice Snake, and it's low damage. However, this is only true against bosses such as the Corrupter of Worlds, Qira, or Bob's Reincarnation. This is due to the mage's lack of high single-target burst damage - all of the Mage's spells are AoE (area of effect)., which makes it seem like the spells and attacks are a lot weaker than they actually are. Against large crowds of mobs or just any other PvE situation, the mage does just as well as any other class would.

The spell kit of the mage allows players to safely kill enemies from long distances, preventing enemies from chasing/running, recovering extremely quick in battle, and escaping unpredictably.

Try to stay away from corners/walls​[edit | edit source]

Although it seems like a good idea to run along the walls of a building or cave, and camp in corners to make it harder for monsters to get to you, it actually is the opposite for Mages. This is due to teleport not working when too close too a block - if you're in a corner you could end up being trapped and dying. Instead, stay just beside them. The only exception to this is if you are in a safe spot where mobs cannot reach you.

Make sure you have enough mana at all times​[edit | edit source]

Mana is the single most important thing to a Mage - virtually all of its power comes from spells. The minimum amount to have in a hostile environment is 4 bars - so if need be, heal can be cast.

Use the basic attack​[edit | edit source]

A very effective way to increase damage output is to interlace a few basic attacks when casting spells - it also helps to regulate spell casting to have more mana to spare. The Mage's basic attack is so great because it reaches 10 blocks allowing for Mages to strike more or farther mobs - it allows for sitting in camping spots above what Warriors and Assassins usually can, and kills faster than Archers firing bows.

Avoid casting spells in a panic[edit | edit source]

Whenever in a situation where there is a high chance of dying, don't frantically click out the combinations for spells - it could result in casting the wrong spells too many times, and is usually fatal. For example, accidentally casting ice snake instead of casting heal when there's only 4 mana bars remaining. Instead of panicking, calmly hit the right keys the right amount of times. Many times, when in dangerous situations, players take longer than they think to die. Taking that extra half second to be sure of what was cast can end up saving your life. Getting in a habit of doing this will allow for faster spell casting in the future, and chaining spells together.

Aiming Meteor​[edit | edit source]

Meteor is the Mage's main attack spell - it deals 500% damage with a large range of attack, and a large explosion radius. Aiming it is quite simple, as there is only a few things to remember:

  • Meteor auto-targets to the mob closest to your cursor at the time
  • The auto-target indicator is a trail of tiny fire particles in a line showing the path of the meteor.

Using this knowledge, it becomes extremely easy to land meteors, even on moving targets. Just aim where they will be at and voila, a meteor lands right on their face. One thing to remember when attempting to meteor enemies above you is to aim slightly above them as well, to prevent meteor from auto-locking on any mobs below your target.

Using Teleport​[edit | edit source]

Teleport is a key part of the Mage's kit of spells. It allows for fast travel, escaping, chasing, shortcuts, and a number of other useful features.

Teleporting up Slopes​[edit | edit source]

Teleporting up slopes can be a tricky business sometimes - if not done right, it could result in falling down/off the hill, or a lot of frustration and wasted time. The key part to teleporting up steep surfaces is to have room - you cannot be right against the side of blocks or else the teleport will not work. To successfully teleport, stand on the back half of the block and aim 2 blocks above the one you are trying to teleport on.

When CAN'T you teleport?​[edit | edit source]

Teleport is blocked when you are

  • Inside a block
  • Against a corner
  • Aiming at a tangible block, but with a hitbox (ex. vines, tripwire)

Learning the Distance of Teleport​[edit | edit source]

This is the beginning of the transition from beginner to advanced - teleport has very high potential as it can be used it almost any situation. When you can judge roughly what 20 blocks is, there will be a significant improvement in performance, especially in The Nether. It also allows for skipping a lot of areas, like parts of the Decrepit Sewers. Practice this by trying to teleport onto a 1 block big elevated surface, such as the dock posts in Nesaak. Taking teleport to the extreme can lead to traveling safely across the treetops of the Jungle.

Advanced Tactics[edit | edit source]

Spell Chaining​[edit | edit source]

The concept is simple, and using it is simple. However, it requires a lot of concentration and attention at first, but practicing enough can lead to amazing spell combos cast so fast it seems like one gigantic super spell. The way to do this is to start off casting slowly, and then gradually ramping up the speed. Make sure to practice each spell's click combo individually as well. Spell chaining is extremely rewarding in The Nether if done right, sometimes resulting in an instant kill. But if there is ONE wrong click, the whole pattern goes off track and you end up with no mana, and an enemy still killing you. An example is right-left-left-right-right-left-right-right-right-right-left-left. (Meteor, ice snake, teleport, meteor). One extra right click could turn this into meteor, and then a whole gigantic mess of random clicks. Mastering spell chaining can make anybody nearly unkillable and dominate the nether.

Knockback​[edit | edit source]

A nice part of the Mage's kit is that a lot of spells have very high knockback, if aimed right. Correct usage of knockback means pushing players into lava in the nether, having bosses never touch you (even Corrupter of Worlds) and a lot of fun times trolling people. The spells that have large knockback are:

  • Meteor
  • Area of effect burn of meteor
  • Teleport
  • Ice snake
  • Basic attack

The biggest thing to remember about knockback is that all these spells do not knock back too much on ground, but when in mid air they launch the enemy huge distances at huge speeds. An example of knockback being useful is when ice snaking someone off a hill, then basic attack them while they are in mid air. This gives 2x the knockback and pushes them back very far, but even better - the enemy cannot move after landing due to ice snake's freezing. This then enables you to rain meteors and hell upon them from a safe distances while they struggle to get back to you, but the burn effect and explosions of meteor stopping them.

Things to remember are that ice snake does not have knockback against players on the ground as it freezes them in place, and that the basic attack can keep a walking/running player at bay indefinitely.

Attacking Through Walls​[edit | edit source]

Mage has a spell that always goes through walls already - ice snake. However, other attacks can go through walls as well. The basic attack can hit through fences, and meteor can auto-lock on enemies under a 1 block thin floor. Meteor will also target enemies behind a wall if they are close enough to it. A good example of using this is casting ice snake, then turning around to have it curve back and push your enemy against the wall. Then, cast meteor and kill them.

Spell Combos​[edit | edit source]

The last part to the advanced part of this guide, is going to be a list of all the spell combos, and what they do. Reason this is in advanced is because a few of these require spell chaining to be used very effectively.

Meteor - Ice Snake - Teleport - Meteor[edit | edit source]

This one uses the fact there is a slight delay between casting meteor and it hitting the ground, as well as the time it takes for the ice snake to reach the target. Teleport is instantaneous, so if all 3 spells are cast with the right timing they will strike the enemy all at the same time, causing insane burst damage. Meteor will finish them off, unless it is a warrior, in where you basic attack while backing away.

Ice Snake - Basic Attack - Meteor - Meteor[edit | edit source]

This combo knocks back and freezes in place enemies allowing for safe casting of meteor.

Teleport - Ice Snake - Teleport - Ice Snake[edit | edit source]

This combo can be abused for trolling. However, it is effective against Warriors that like to spam charge if some basic attacks are laced in as well - it will knock them back every time they try to charge, or you will dodge their charge while constantly damaging them.

Ice Snake - Ice Snake - Ice Snake - Meteor[edit | edit source]

For use against those poor Assassins.

Teleport - Ice Snake - Heal[edit | edit source]

This escape combo blinds and slows enemies and gives you a ton more health. Useful for withdrawing to recover a bit and give yourself an edge over the enemy.

Meteor - Meteor - Meteor - Teleport[edit | edit source]

A triple meteor will either instantly kill anybody, or bring them down low enough that teleporting onto them and using a few basic attacks will finish them off.

Basic Attack - Basic Attack - Basic Attack - Heal[edit | edit source]

(repeat however many times it takes to get to a decent amount of health) This lets you keep your enemy at bay while slowly healing up and resisting up to two people at once. Landing the basic attacks are crucial to this however, and if done right you'll end up with a full mana bar and a full health bar while the enemy has been slowly whittled down.

Teleport - Heal - Basic Attack[edit | edit source]

This allows you to quickly escape from deadly situations while healing your self. Using basic attacks in between is essential due to the fact that you can easily damage enemies while getting away.

Teleport - Teleport - Meteor - Teleport[edit | edit source]

This is for all those spamming Archers.

Ice Snake - Basic attack - Ice Snake - Basic Attack - Ice Snake - Meteor[edit | edit source]

Use the ice snakes to strike from different directions (mind control at level 66) and confuse the enemy. Add in one or two basic attacks in between the ice snakes to get back mana (have mana steal on your wand to do this). The meteor should kill or lower the opponent to an extremely low amount of health. Extremely mana thirsty combo recommended for high levels. Useful against bosses and PvP (don't try against swarms, it won't work as well).

Ice Snake - Meteor - Ice Snake - Meteor - Ice Snake - Meteor - Ice Snake - Meteor...[edit | edit source]

Rrlrllrrlrll over and over again is a strong way to keep a boss, mob, or player immobilized while dishing out massive amounts of damage. The constant cycling of meteor and ice snake should keep the mana cost low. This combo can (slowly but) reliably break down heavily-defended mobs like those in Legendary Island. Be warned, it is very mana hungry and best done with high mana regen and over 68 intelligence.