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Mage
Magestats
Wand

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 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 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

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

Heal

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)

Grade 1 (Lv. 1)

  • Mana: 8
  • Heal: 15%

Grade 2 (Lv. 16)

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

Grade 3 (Lv. 36)

  • Mana: 6
  • Heal: 10%
  • + Pulse, heals 3 three times, in pulses

Teleport

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)

  • Mana: 4

Grade 2 (Lv. 26)

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

Grade 3 (Lv. 46)

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

Meteor

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)

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

Grade 2 (Lv. 36)

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

Grade 3 (Lv. 56)

  • 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

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)

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

Grade 2 (Lv. 46)

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

Grade 3 (Lv. 66)

  • 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

  • Tree Mage: These Mages usually have over 21k HP and are nigh unkillable due to their heals. However, they are extremely immobile and need to use teleport to move around. Commonly use Statue and Infused Hive Wand.
  • Earth Mage: These Mages do not deal any spell damage at all, but are lethal at mid-close range. They deal about 4k damage with a very fast attack speed, so be careful! It is easier to counter these Mages with Archer, but it will be much harder to do so with Assassin, as getting too close may prove lethal. The stereotypical weapon of an Earth Mage is Gaia, but Bismuthinite is a good replacement assuming Gaia is unavailable. They usually don a Chestplate of Ineptitude or a Centipede to increase attack speed. They are quite glassy however, as they sometimes focus too much on increasing their melee damage and end up with little health.
  • Water Mage: These Mages can be a little glassy at times, but they have massive spell damage and you should be wary around them at all times. To make matters worse, meteors are extremely cheap for them, so they are extremely spammable. They usually use Aquarius or Third Eye. With the addition of Inscribed Uth Weapons, Lament is less popular now, with Nepta Floodbringer taking over. Sometimes, Mages who have a lot of proficiency and skill in the Mage Class can use this build to “fly”, which is basically using the Teleport spell to travel distances mid-air. Adomorn, a Wynncraft YouTuber, once used a Water Build to “fly” from Detlas to Ahmsord.

Trivia

  • 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.
  • There are two most damaging Mage weapons. One is Fatal and the other is 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.
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