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[]
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