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Mage
Mage
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 free to play classes and uses a wand as its weapon. With a base armor rating of 80%, the mage is known for its unique attack, powerful spells, and team support. The Mage is a good "all-rounder" class, with potent sustainability and range, but it does however have the lowest base damage, with all four other classes having far more base damage. Despite this, the Mage's Meteor spell boasts the highest spell multiplier in the game. Mage's healing and support capability is great, but the Mage can also take on any challenge on their own thanks to their own tools.

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

Overview[]

The Mage's main attack damages all enemies in a straight line. It hits all enemies instantly, with no travel time, and can pierce an infinite amount of them.

The Mage's first spell, Heal, is a simple spell that heals the player as well as all nearby players. The amount of health healed is based on the user's maximum health and their Water Damage % Identification. At higher levels, it gains upgrades that let it heal for a greater amount and cleanse debuffs from the player. The following abilities replace this spell if they are unlocked on the Ability Tree:

  • Arcane Transfer: Meteor and Ice Snake will add 5 Mana to a Mana Bank for every hostile enemy hit. Upon using Arcane Transfer, all Mana from the Mana Bank will be transferred to usable Mana.

The Mage's second spell, Teleport, is a mobility spell that instantly teleports the player in the direction they are looking. Teleport's upgrades make it deal damage to enemies you teleport past and stun them.

Its third and most powerful spell, Meteor, boasts high damage at the cost of a delayed impact. Meteor calls down an explosion to hit a target location after a short delay, dealing damage to anything in the explosion's radius. Its upgrades reduce the amount of time it takes for the meteor to fall and add an additional burning effect to the spell. The following abilities replace this spell if they are unlocked on the Ability Tree:

  • Ophanim: 2 orbs of light will be summoned with 200 HP and attack when the main attack is used. When an enemy is damaged, 20% of their HP will be lost, but it can be healed back.

Finally, the Mage's fourth spell, Ice Snake, provides some crowd control as it deals damage to and slows all enemies in a straight line. It gains the ability to completely freeze mobs at a higher-level upgrade.

Base Resistance[]

All classes in Wynncraft have a different base resistance value that affects how much damage they take. The Mage, having a base resistance of 80%, 20% more damage from all attacks.

The Mage takes slightly more damage to offset its moderate range and ability to heal itself.

Class
Archer

Warrior

Mage

Assassin

Shaman
Base Resistance 70% 100% 80% 100% 60%
Damage Taken Takes 30% more damage Takes neither more or less damage Takes 20% more damage Takes neither more or less damage Takes 40% more damage

Main Attack[]

The Mage's main attack damages all enemies in a straight line. It hits all enemies instantly, with no travel time, and pierces through blocks. Its main attack is not that wide however, so you will still have to aim at your target.

Ability Tree[]

Ability mage
Meteor
Click Combo: RIGHT - LEFT - LEFT
Summon a slow but powerful meteor from the sky, dealing massive damage over a large area.
Mana Cost: 50
  • Total Damage: 400% (of your DPS)
  • ( Damage: 330%)
  • ( Earth: 70%)
Range: 18 Blocks
Area of Effect: 5 Blocks (Circle-Shaped)
Ability Points: 1
Notes
Meteor has an auto-aim radius of 2 blocks where the meteor will automaticaly lock onto an enemy's position instead of where you aimed at.
It takes 2.5s for the meteor to land after being cast.
Branch 1
Ability 0
Wand Proficiency I
Improve your Main Attack's damage and range when using a wand.
Main Attack Damage: +5%
Main Attack Range: +2 Blocks
Ability Points: 1
Branch 0
Ability 0
Cheaper Meteor
Reduce the Mana cost of Meteor.
Mana Cost: -10
Ability Points: 1
Branch 1
Ability 1
Shooting Star
Drastically increase the speed of your Meteor ability.
Ability Points: 1
Notes
Shooting Star doubles the speed of Meteor, making it only take 1.25s for the meteor to land.
Branch 1
Ability 0
Wand Proficiency II
Improve your Main Attack's damage and range when using a wand.
Main Attack Damage: +5%
Main Attack Range: +2 Blocks
Unlocking will block:
- Wisdom
Riftwalker Archetype
Ability Points: 1
Branch 0
Ability mage
Teleport
Click Combo: RIGHT - RIGHT - RIGHT
Instantly teleport in the direction you're facing.
Mana Cost: 25
Range: 16 Blocks
Ability Points: 1
Notes
Teleport's distance decreases the more you aim vertically up or down; at most, you can teleport 6 blocks upwards and 3 blocks downwards.
Branch 0
Ability 0
Wisdom
For every 2% or 2 Raw Spell Damage you have from items, gain +1/5s Mana Regen. (Max +5/5s)
Unlocking will block:
- Wand Proficiency II
Arcanist Archetype
Ability Points: 1
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Ability mage
Heal
Click Combo: RIGHT - LEFT - RIGHT
Heals you and nearby allies in a large area around you.
(When healing others, you can't heal more than 30% of their max health)
Mana Cost: 35
Total Heal: 15% (of your max health)
Range: 5 Blocks
Ability Points: 1
Notes
Heal does not instantly restore health but rapidly heals over 1s. Recasting Heal while healing is already in progress will cancel the previous heal.
Branch 0
Ability 0
Cheaper Teleport
Reduce the Mana cost of Teleport.
Mana Cost: -5
Ability Points: 1
Branch 0
Ability mage
Ice Snake
Click Combo: RIGHT - RIGHT - LEFT
Summon a fast-moving ice snake that damages and slows enemies.
Mana Cost: 30
  • Total Damage: 100% (of your DPS)
  • ( Damage: 70%)
  • ( Water: 30%)
Range: 18 Blocks
Area of Effect: 2 Blocks (Circle-Shaped)
🛡 Effect: 40% Slowness to Enemies
Duration: 3s
Ability Points: 1
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Ability 0
Air Mastery
Increase your base damage for all Air attacks.
Air Damage: +3-4
Air Damage: +15%
Riftwalker Archetype
Ability Points: 1
Ability 0
Thunder Mastery
Increase your base damage for all Thunder attacks.
Thunder Damage: +1-8
Thunder Damage: +10%
Riftwalker Archetype
Ability Points: 1
Branch 0
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Ability 0
Fire Mastery
Increase your base damage for all Fire attacks.
Fire Damage: +3-5
Fire Damage: +15%
Arcanist Archetype
Ability Points: 1
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Ability 0
Earth Mastery
Increase your base damage for all Earth attacks.
Earth Damage: +2-4
Earth Damage: +20%
Arcanist Archetype
Ability Points: 1
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Ability 0
Water Mastery
Increase your base damage for all Water attacks.
Water Damage: +2-4
Water Damage: +15%
Light Bender Archetype
Ability Points: 1
Branch 1
Ability 1
Wind Slash
When using Teleport, slash through the air and deal damage to enemies you pierce.
  • Total Damage: 100% (of your DPS)
  • ( Damage: 75%)
  • ( Air: 25%)
Area of Effect: 1.5 Blocks (Circle-Shaped)
Riftwalker Archetype
Ability Points: 2
Required Ability: Teleport
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Ability 1
Thunderstorm
After casting Meteor, summon 3 lightning strikes and deal additional damage.
  • Total Damage: 45% (of your DPS, per strike)
  • ( Damage: 30%)
  • ( Thunder: 15%)
Area of Effect: 2 Blocks (Circle-Shaped)
Unlocking will block:
- Ophanim
Ability Points: 2
Notes
Each lightning strike counts as a hit for Arcane Transfer's Mana Bank and will trigger Breathless's Winded damage bonuses.
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Ability 1
Burning Sigil
Meteor and Ophanim will leave a sigil of fire on the ground that damage enemies every 0.4s.
  • Total Damage: 40% (of your DPS)
  • ( Damage: 25%)
  • ( Fire: 15%)
Area of Effect: 7 Blocks (Circle-Shaped)
Duration: 5s
Ability Points: 2
Notes
Damage from Burning Sigil does not count for Arcane Transfer's Mana Bank and does not trigger Breathless's Winded damage bonuses.
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Ability 1
Sunshower
Heal emits a strong light, damaging nearby enemies.
Arcane Transfer will damage nearby enemies when transferring 30+ Mana.
  • Total Damage: 100% (of your DPS)
  • ( Damage: 70%)
  • ( Water: 30%)
Light Bender Archetype
Ability Points: 2
Required Ability: Heal
Notes
Sunshower's damaging range is the same as your healing range. Larger Heal will increase the size of Sunshower's damaging area as well.
Orphion's Pulse will trigger Sunshower's damage on each pulse in addition to the initial cast.
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Ability 0
Stronger Meteor
Increase the damage of Meteor.
  • Total Damage: +120% (of your DPS)
  • ( Damage: +90%)
  • ( Earth: +30%)
Arcanist Archetype
Ability Points: 1
Required Ability: Meteor
Min. Arcanist Archetype: 2
Notes
Does not affect Ophanim in any way.
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Ability 3
Windsweeper
Your Main Attack will add +1 Winded to enemies you hit. (Max 10, 0.5s Cooldown)
Ice Snake will deal additional damage to enemies for every Winded they have.
  • Total Damage: 15% (of your DPS, per Winded)
  • ( Damage: 10%)
  • ( Water: 5%)
Riftwalker Archetype
Ability Points: 2
Required Ability: Ice Snake
Min. Riftwalker Archetype: 3
Notes
Winded decays from mobs over time. 1 Winded is lost every 5s.
The extra damage from Winded is not directly added onto the original spell but is instead a separate instance of damage. Elemental defenses will affect both the original and Winded hits, and each hit can crit independently of each other.
Ability 3
Ophanim
When casting Meteor, instead summon 2 orbs of light with 200 Health that will attack when you use your Main Attack.
When they damage an enemy, they lose 20% of their Health. They can be healed back.
Mana Cost: +30
  • Total Damage: 120% (of your DPS)
  • ( Damage: 90%)
  • ( Thunder: 15%)
  • ( Water: 15%)
Range: 22 Blocks
Unlocking will block:
- Psychokinesis
- Thunderstorm
Light Bender Archetype
Ability Points: 2
Required Ability: Meteor
Min. Light Bender Archetype: 2
Notes
Healing the orbs will contribute to effects that require you to heal health, like Fortitude, Lightweaver, and Sunflare.
The orbs' damage will be boosted on Winded enemies if you have Breathless.
The color of the orbs indicates their current health: blue means above 70% HP, yellow means 50%-70% HP, and red means 50% HP or lower.
Ophanim's orbs also lose health at a rate of 1% HP per second even if they aren't attacking.
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Ability 3
Arcane Transfer
Meteor and Ice Snake will add +5 Mana to a Mana Bank for every aggressive enemy you hit.
Heal will now transfer the contents of your Mana Bank into usable Mana instead of healing.
Unlocking will block:
- Larger Heal
- Orphion's Pulse
- Timelock
Arcanist Archetype
Ability Points: 2
Required Ability: Heal
Min. Arcanist Archetype: 2
Notes
The base size of your Mana Bank is 60 Mana. Further abilities can increase this.
Arcane Transfer also completely removes the Mana cost of casting Heal.
Thunderstorm's lightning strikes count as Meteor hits for adding Mana to your Mana Bank.
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Ability 0
Cheaper Heal
Reduce the Mana cost of Heal.
Mana Cost: -5
Ability Points: 1
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Ability 2
Purification
Heal and Arcane Transfer will purify you of all negative effects and fire. (3s Cooldown)
Ability Points: 2
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Ability 1
Sentient Snake
Ice Snake will follow the direction you're facing and move with you, allowing you to control it.
  • Total Damage: +30% (of your DPS)
  • ( Damage: +20%)
  • ( Water: +10%)
Ability Points: 2
Required Ability: Ice Snake
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Ability 1
Eye Piercer
Teleport will blind enemies, confusing them for a brief period of time.
🛡 Effect: Blindness to Enemies
Duration: 1s
Ability Points: 2
Required Ability: Teleport
Ability 1
Breathless
Meteor and Ophanim will deal additional damage to enemies for every Winded they have.
  • Total Damage: 30% (of your DPS, per Winded)
  • ( Damage: 25%)
  • ( Earth: 5%)
  • Total Damage: 10% (of your DPS, with Thunderstorm, per Winded)
  • ( Damage: 8%)
  • ( Earth: 2%)
  • Total Damage: 4% (of your DPS, with Ophanim, per Winded)
  • ( Damage: 3%)
  • ( Earth: 1%)
Riftwalker Archetype
Ability Points: 2
Required Ability: Windsweeper
Notes
Breathless's damage boost will trigger each time you hit a Winded mob with Meteor, Thunderstorm, or Ophanim.
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Ability 0
Larger Heal
Increase your Heal's range.
Range: +2 Blocks
Unlocking will block:
- Arcane Transfer
Light Bender Archetype
Ability Points: 1
Required Ability: Heal
Notes
Also increases the damaging area of Sunshower.
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Ability 0
Larger Mana Bank
Increase your maximum Mana Bank by +30.
Arcanist Archetype
Ability Points: 1
Required Ability: Arcane Transfer
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Ability 0
Cheaper Ice Snake
Reduce the Mana cost of Ice Snake.
Mana Cost: -5
Ability Points: 1
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Ability 2
Fortitude
Healing 120% of your Max Health within 10s will make your next Heal apply a damage bonus to all nearby allies. (15s Cooldown)
🛡 Effect: 60% Damage Bonus to Allies
Duration: 5s
Light Bender Archetype
Ability Points: 2
Min. Light Bender Archetype: 2
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Ability 0
Cheaper Teleport
Reduce the Mana cost of Teleport.
Mana Cost: -5
Ability Points: 1
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Ability 2
Pyrokinesis
When your Mana Bank reaches 30, your Main Attack explodes upon impact with enemies.
(Damage is dealt as Main Attack Damage)
  • Total Damage: 150% (of your Main Attack Damage)
  • ( Damage: 150%)
Area of Effect: 4 Blocks (Circle-Shaped)
Arcanist Archetype
Ability Points: 2
Min. Arcanist Archetype: 4
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Ability 1
Blink
Teleport will trigger 2 times in quick succession.
Range: -4 Blocks
Riftwalker Archetype
Ability Points: 2
Required Ability: Teleport
Notes
The second teleport happens 0.5s after the first, and you can quickly adjust your facing direction to change the direction you teleport in.
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Ability 0
Healthier Ophanim I
Increase the health of Ophanim's orbs by +800 and reduce the damage they take when attacking by -5%.
Light Bender Archetype
Ability Points: 1
Required Ability: Ophanim
Notes
This brings the total health of Ophanim's orbs to 1000, and the damage they take when attacking to -15% of their HP.
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Ability 1
Snake Nest
Ice Snake will summon 3 snakes.
  • Total Damage: +50% (of your DPS)
  • ( Damage: +35%)
  • ( Water: +15%)
Ability Points: 2
Required Ability: Ice Snake
Notes
Mobs can only take damage from 1 snake per cast, even if they are near enough to get hit by all three snakes.
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Ability 0
Seance
For every 5/3s Life Steal you have from items, gain +1% Spell Damage. (Max +50%)
Ability Points: 1
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Ability 2
Transonic Warp
Teleport will deal additional damage to enemies for every Winded they have.
  • Total Damage: 16% (of your DPS, per Winded)
  • ( Damage: 10%)
  • ( Thunder: 3%)
  • ( Air: 3%)
Riftwalker Archetype
Ability Points: 2
Required Ability: Windsweeper
Min. Riftwalker Archetype: 5
Notes
Transonic Warp's damage boost will trigger each time you hit a Winded mob with Teleport or Explosive Entrance, including the second teleport from Blink.
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Ability 1
Fluid Healing
For every 1% Water Damage Bonus you have from items, buff Heal's healing power by +0.3%.
Light Bender Archetype
Ability Points: 2
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Ability 2
Orphion's Pulse
Heal will trigger 2 more times, increasing your overall healing.
Pulse Self Heal: 20% (of your max health)
Delay: 1.5s (per pulse)
Unlocking will block:
- Arcane Transfer
Light Bender Archetype
Ability Points: 2
Required Ability: Heal
Min. Light Bender Archetype: 5
Notes
Like Heal, each pulse also does not instantly restore health but rapidly heals over 1s.
Each pulse occurs every 1.5s after Heal is initially cast. Recasting Heal will override previous pulses from happening.
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Ability 1
Arcane Restoration
Pyrokinesis will add +1 Mana every 1s to your Mana Bank when hitting an aggressive enemy.
Duration: 4s
Arcanist Archetype
Ability Points: 2
Required Ability: Pyrokinesis
Notes
Hitting multiple enemies with Pyrokinesis does not increase the Mana given, and further hits will only refresh the duration.
Hitting an enemy with Pyrokinesis also adds +1 Mana to your Mana Bank instantly.
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Ability 0
Stronger Ophanim
Increase the damage of Ophanim.
  • Total Damage: +30% (of your DPS)
  • ( Damage: +20%)
  • ( Air: +10%)
Ability Points: 1
Required Ability: Ophanim
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Ability 3
Diffusion
After you kill an enemy with Winded on them, the leftover Winded will spread to other nearby foes. (Max 10)
Range: 8 Blocks
Riftwalker Archetype
Ability Points: 2
Min. Riftwalker Archetype: 6
Notes
All of the dying mob's Winded will be evenly divided among all mobs in range, with the remainder going to mobs randomly.
Ability 3
Lightweaver
Healing 50% of your Max Health within 10s will summon a rotating orb that damages enemies upon contact. (Max 3 orbs)
  • Total Damage: 200% (of your DPS)
  • ( Damage: 150%)
  • ( Fire: 50%)
Range: 7 Blocks
Area of Effect: 1 Blocks (Circle-Shaped)
Duration: 20s
Light Bender Archetype
Ability Points: 2
Min. Light Bender Archetype: 7
Notes
Despite having an identical appearance to Ophanim's orbs, Lightweaver's orbs have a duration and do not have health.
Lightweaver will not damage enemies that are too close or too far; they have to be directly in the path of the orbs, which are on a fixed radius of 7 blocks away from the player.
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Ability 1
Arcane Speed
You gain a +80% speed buff for 4s after casting Heal or Arcane Transfer. (8s Cooldown)
Arcanist Archetype
Ability Points: 2
Required Ability: Heal
Branch 2
Ability 0
Larger Mana Bank
Increase your maximum Mana Bank by +30.
Arcanist Archetype
Ability Points: 1
Required Ability: Arcane Transfer
Ability 0
More Winded
Increase your maximum Winded by +10.
Riftwalker Archetype
Ability Points: 1
Required Ability: Windsweeper
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Ability 1
Psychokinesis
Shoot Meteor from you as a slow projectile instead of calling it from the sky.
Range: +20 Blocks
Unlocking will block:
- Ophanim
Arcanist Archetype
Ability Points: 2
Required Ability: Meteor
Min. Arcanist Archetype: 5
Notes
Psychokinesis essentially turns Meteor into a long-range lobbed projectile instead of delayed damage in an area. This allows Meteor to hit mobs faster if you are close and makes it easier to hit on mobs with large hitboxes.
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Ability 0
Cheaper Ice Snake
Reduce the Mana cost of Ice Snake.
Mana Cost: -5
Ability Points: 1
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Ability 1
Explosive Entrance
Deal damage in an area around the location you Teleport to.
  • Total Damage: 80% (of your DPS)
  • ( Damage: 60%)
  • ( Fire: 20%)
Area of Effect: 3 Blocks (Circle-Shaped)
Ability Points: 2
Required Ability: Teleport
Notes
Explosive Entrance's damage will trigger Transonic Warp's Winded damage bonuses.
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Ability 0
Cheaper Meteor
Reduce the Mana cost of Meteor.
Mana Cost: -5
Ability Points: 1
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Ability 3
Chaos Explosion
When your Mana Bank reaches 120, casting Arcane Transfer will rapidly unleash the last 3 spells you've cast in order.
Arcanist Archetype
Ability Points: 2
Min. Arcanist Archetype: 8
Notes
Arcane Transfer does not count as a spell to be recast, and Chaos Explosion will just cast the next-last spell besides Arcane Transfer, and Chaos Explosion takes 0.4s to cast each spell.
Activating Chaos Explosion will still transfer your Mana Bank into usable Mana, on top of recasting spells.
Hitting aggressive mobs with Meteor and Ice Snake during Chaos Explosion will still add Mana to your Mana Bank.
Ability 2
Time Dilation
Creates an area of effect when sprinting that increases the walk speed of all allies the longer they run in it.
(Step out or stop sprinting to cancel)
🛡 Effect: +10% Speed Bonus to Allies (per 1s, +300% Max)
Area of Effect: 2 Blocks (Circle-Shaped)
Riftwalker Archetype
Ability Points: 2
Min. Riftwalker Archetype: 5
Ability 1
Gust
Ice Snake will add +1 Winded to enemies and deal more damage.
  • Total Damage: +40% (of your DPS)
  • ( Damage: +20%)
  • ( Air: +20%)
Riftwalker Archetype
Ability Points: 2
Required Ability: Windsweeper
Min. Riftwalker Archetype: 7
Notes
Winded added from Gust shares the same 0.5s stack cooldown as your Main Attack.
Mobs hit by multiple snakes from Snake Nest will still only take damage from 1 snake and only have +1 Winded added to them.
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Ability 0
Better Ophanim
Increase your maximum orbs from Ophanim by +1.
Light Bender Archetype
Ability Points: 1
Required Ability: Ophanim
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Ability 1
Arctic Snake
Ice Snake will freeze enemies for 2s.
🛡 Effect: 100% Slowness to Enemies
Duration: 2s
Ability Points: 2
Required Ability: Ice Snake
Notes
This completely replaces the slow effect of Ice Snake. Enemies will not be slowed after the freeze expires.
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Ability 0
Stronger Sunshower
Increase the damage of Sunshower.
  • Total Damage: +80% (of your DPS)
  • ( Damage: +50%)
  • ( Water: +20%)
  • ( Fire: +10%)
Light Bender Archetype
Ability Points: 1
Required Ability: Ophanim
Branch 1
Ability 0
Arcane Power
Meteor and Ice Snake will add +2 Mana to your Mana Bank for each aggressive mob you hit.
Arcanist Archetype
Ability Points: 1
Required Ability: Arcane Transfer
Notes
This increases the Mana Bank gained from hitting mobs from +5 to +7.
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Ability 0
More Winded
Increase your maximum Winded by +10.
Riftwalker Archetype
Ability Points: 1
Required Ability: Windsweeper
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Ability 0
Dynamic Faith
For every 2% Sprint you have from items, gain +1% Thunder Damage. (Max +40%)
Ability Points: 1
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Ability 0
Healthier Ophanim II
Increase the health of your orbs from Ophanim by +3000.
Light Bender Archetype
Ability Points: 1
Required Ability: Healthier Ophanim I
Notes
This brings the total health of Ophanim's orbs to 4000.
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Ability 0
Larger Mana Bank
Increase your maximum Mana Bank by +30.
Arcanist Archetype
Ability Points: 1
Required Ability: Arcane Transfer
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Ability 1
Devitalize
Enemies will deal -0.5% damage for every Winded they have.
Riftwalker Archetype
Ability Points: 2
Min. Riftwalker Archetype: 5
Ability 2
Divination
Increase your maximum orbs from Ophanim by +3 and reduce their damage.
  • Total Damage: -30% (of your DPS)
  • ( Damage: -20%)
  • ( Thunder: -5%)
  • ( Water: -5%)
Light Bender Archetype
Ability Points: 2
Required Ability: Ophanim
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Ability 3
Sunflare
Healing 300% of your Max Health within 10s will make your next Heal give every nearby ally a temporary immunity buff. (20s Cooldown)
Range: 12 Blocks
🛡 Effect: 100% Resistance Bonus to Allies
Duration: 5s
Light Bender Archetype
Ability Points: 2
Min. Light Bender Archetype: 11
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Ability 0
Better Lightweaver
Increase your maximum orbs from Lightweaver by +2.
Light Bender Archetype
Ability Points: 1
Required Ability: Lightweaver
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Ability 3
Arcane Overflow
Arcane Transfer will allow you to overflow your Mana over its maximum limit. (Max 400)
Arcanist Archetype
Ability Points: 2
Required Ability: Arcane Transfer
Min. Arcanist Archetype: 12
Notes
Overflowed Mana decays at a rate of -5 Mana per 1s until you run out of overflowed Mana.
Mana Regen and Mana Steal IDs will not work while you have overflowed Mana.
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Ability 3
Timelock
Holding shift and casting Heal will absorb all Winded on nearby enemies and make you Timelocked.
While Timelocked, your mana will not be depleted and you become immovable from external forces. All enemies will receive extra damage as if they had the amount of Winded you absorbed. (Max 60)
Range: 12 Blocks
Duration: +1s per 10 Winded absorbed, Max 5s)
Unlocking will block:
- Arcane Transfer
Riftwalker Archetype
Ability Points: 2
Min. Riftwalker Archetype: 12
Notes
Becoming immovable from external forces means you become completely immune to knockback, and Teleport will deal damage as if you teleported, without actually teleporting you forward.
You cannot apply more Winded onto mobs while Timelocked, though other players can.
Branch 0
Ability 0
Cheaper Heal
Reduce the Mana cost of Heal.
Mana Cost: -5
Ability Points: 1
Branch 0
Branch 0
Ability 1
Manastorm
If you have more than 100 Mana, casting a spell will give you +10 Mana over 5s.
Arcanist Archetype
Ability Points: 2
Min. Arcanist Archetype: 4
Notes
Casting multiple spells while over 100 Mana will stack the Mana gained.
Ability 0
Memory Recollection
Chaos Explosion will cast +2 spells.
Arcanist Archetype
Ability Points: 1
Required Ability: Chaos Explosion

The Ability Tree for the Mage features three archetypes: the Riftwalker, the Light Bender, and the Arcanist.

The Riftwalker archetype revolves around stacking the Winded debuff on mobs. The more Winded a mob has, the more damage it takes from your spells. It can consume of all its Winded at once in a devastating Timelock that can deal massive amounts of damage. The Riftwalker also comes with movement-enhancing abilities that allow it to accelerate over time and teleport twice.

  • Difficulty: Easy
  • Damage: High
  • Defense: Low
  • Range: Medium
  • Speed: High

The Light Bender archetype heals and supports allies with empowering buffs, but it also comes with an offensive punch. Using Ophanim, the Light Bender can summon orbs of light that can attack enemies at the cost of their own health. By healing the orbs, the Light Bender can trigger its supportive abilities while also renewing its offensive power for as long as it wants. It can grant allies huge damage boosts and even make them invincible for a short period of time.

  • Difficulty: Medium
  • Damage: Medium
  • Defense: Medium
  • Range: High
  • Speed: Medium

The Arcanist archetype sacrifices its Heal ability in exchange for having a Mana Bank. Hitting enemies with Meteor and Ice Snake will add Mana to this bank, and Arcane Transfer can be used to instantly gain all the Mana stored. On top of its spells generating their own Mana, Chaos Explosion allows the Arcanist to unleash a rapid barrage of spells for free after casting Arcane Transfer with enough Mana Bank, unleashing a devastating amount of power onto enemies wherever you want.

  • Difficulty: Hard
  • Damage: High
  • Defense: Low
  • Range: High
  • Speed: Medium

Trivia[]

  • Prior to the Silent Expanse Update, the Mage was the only class with a healing spell.
    • The Shaman became the second class to feature a healing spell.
  • Its re-skin is the Dark Wizard Available to [VIP+] and higher
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