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'''Mage''' is a [[First Classes|first class]] reached from Novice and the primary spellcasting path of the Mage line. Mages trade durability for raw magical power: they wield the three elemental bolts | '''Mage''' is a [[First Classes|first class]] reached from Novice and the primary spellcasting path of the Mage line. Mages trade durability for raw magical power: they wield the three elemental bolts ([[Cold Bolt]], [[Fire Bolt]] and [[Lightning Bolt]]) alongside crowd control such as [[Frost Diver]] and [[Stone Curse]], and early area spells like [[Fire Ball]] and [[Thunder Storm]]. They rely on high INT for magic damage and DEX to shorten cast time, and advance into the [[Wizard]] or [[Sage]] second classes. | ||
== Skills == | == Skills == | ||
Revision as of 12:56, 24 June 2026
Mage is a first class reached from Novice and the primary spellcasting path of the Mage line. Mages trade durability for raw magical power: they wield the three elemental bolts (Cold Bolt, Fire Bolt and Lightning Bolt) alongside crowd control such as Frost Diver and Stone Curse, and early area spells like Fire Ball and Thunder Storm. They rely on high INT for magic damage and DEX to shorten cast time, and advance into the Wizard or Sage second classes.
Skills
Increase SP Recovery
| Job | Mage |
|---|---|
| Type | Passive |
| Target | Self |
| Max level | 10 |
A passive that improves both the Mage's natural SP regeneration and the amount of SP restored by recovery items, keeping a spellcaster topped up for longer. → Increase SP Recovery
Sight
| Job | Mage |
|---|---|
| Type | Supportive (no damage) |
| Target | Self |
| Max level | 1 |
| SP cost | 10 |
| Area | 7×7 cells |
| Duration | 10 (sec) |
A self-centered detection skill that reveals hidden enemies around the caster and strips away Hide, Tunnel Drive and Cloaking. The detection zone follows the Mage as they move. → Sight
Napalm Beat
| Job | Mage |
|---|---|
| Type | Offensive (Magic) |
| Target | Enemy |
| Element | Ghost |
| Max level | 1 |
| SP cost | 9 |
| Range | 9 |
| Knockback | 3 cells |
| Cast time | 0.25 (sec) |
| After-cast delay | 0.75 (sec) |
A fast, cheap single-target Ghost-element strike that knocks the enemy back. Reworked on this server into a pure single-target spell with no splash, giving early Mages a reliable, low-cost attack. → Napalm Beat
Cold Bolt
| Job | Mage |
|---|---|
| Type | Offensive (Magic) |
| Target | Enemy |
| Element | Water |
| Max level | 10 |
| SP cost | 12 → 30 |
| Range | 9 |
| Cast time | 0.5 × SkillLv (sec) |
| After-cast delay | 0.8 + 0.2 × SkillLv (sec) |
The Mage's Water-element single-target bolt, conjuring a volley of icy shards that strike in quick succession. A core nuke and the prerequisite for Frost Diver. → Cold Bolt
Frost Diver
| Job | Mage |
|---|---|
| Type | Offensive (Magic) |
| Target | Enemy |
| Element | Water |
| Max level | 10 |
| SP cost | 25 → 16 |
| Range | 9 |
| Cast time | 0.8 (sec) |
| After-cast delay | 1.5 (sec) |
| Frozen duration | 3 × SkillLv (sec) |
| Requires | Cold Bolt Lv 5 |
A Water-element shard that deals damage and has a chance to Freeze its target solid, the Mage's signature crowd-control spell. Boss and Undead enemies cannot be frozen. → Frost Diver
Stone Curse
| Job | Mage |
|---|---|
| Type | Supportive (Magic, no damage) |
| Target | Enemy |
| Element | Earth |
| Max level | 5 |
| SP cost | 20 |
| Range | 3 |
| Cast time | 0.25 (sec) |
| After-cast delay | 0.75 (sec) |
Attempts to petrify the target into stone. While stoned, the victim is immobilized, its defenses shift, its element turns to Earth, and it steadily loses health. A potent piece of control with no gemstone needed in pre-renewal. → Stone Curse
Earth Spike
| Job | Mage |
|---|---|
| Type | Offensive (Magic) |
| Target | Enemy |
| Element | Earth |
| Max level | 5 |
| SP cost | 12 → 20 |
| Range | 9 |
| Cast time | 0.5 × SkillLv (sec) |
| After-cast delay | 0.8 (sec) |
| Requires | Stone Curse Lv 2 |
An Earth-element single-target nuke that thrusts jagged spikes up from the ground beneath the target, raising more spikes as it is mastered. → Earth Spike
Soul Strike
| Job | Mage |
|---|---|
| Type | Offensive (Magic) |
| Target | Enemy |
| Element | Ghost |
| Max level | 5 |
| SP cost | 15 → 35 |
| Range | 9 |
| Cast time | 0.5 (sec) |
| After-cast delay | 1.4 (sec) |
A Ghost-element single-target attack with a fast, fixed cast that hurls a barrage of spirit energy at the foe. Especially effective against Undead, it is a dependable nuke when quick casting matters. → Soul Strike
Safety Wall
| Job | Mage |
|---|---|
| Type | Supportive (Ground, no damage) |
| Target | Ground |
| Max level | 10 |
| SP cost | 30 → 40 |
| Range | 9 |
| Duration | 5 × SkillLv (sec) |
| Cast time | 4 → 1 (sec) |
| Catalyst | 1 Blue Gemstone |
| Requires | Soul Strike Lv 3 |
A single-cell barrier that absorbs incoming melee blows before shattering, shielding whoever stands on it. A vital protective tool that consumes a Blue Gemstone per cast. → Safety Wall
Fire Ball
| Job | Mage |
|---|---|
| Type | Offensive (Magic) |
| Target | Enemy (area) |
| Element | Fire |
| Max level | 5 |
| SP cost | 25 |
| Range | 9 |
| Area | 5×5 cells |
| Cast time | 1 (sec) |
| After-cast delay | 0.7 (sec) |
| Requires | Fire Bolt Lv 3 |
The Mage's first area spell: a Fire blast that engulfs a small zone, hitting hardest at its center and tapering off toward the edges. → Fire Ball
Fire Bolt
| Job | Mage |
|---|---|
| Type | Offensive (Magic) |
| Target | Enemy |
| Element | Fire |
| Max level | 10 |
| SP cost | 12 → 30 |
| Range | 9 |
| Cast time | 0.5 × SkillLv (sec) |
| After-cast delay | 0.8 + 0.2 × SkillLv (sec) |
The Mage's Fire-element single-target bolt, hurling a rising volley of flame at the target. A core nuke and the prerequisite for Fire Ball and Fire Wall. → Fire Bolt
Fire Wall
| Job | Mage |
|---|---|
| Type | Offensive (Magic, ground) |
| Target | Ground |
| Element | Fire |
| Max level | 10 |
| SP cost | 40 |
| Range | 9 |
| Cast time | 2.15 − 0.15 × SkillLv (sec) |
| Duration | 4 + SkillLv (sec) |
| Requires | Sight Lv 1, Fire Bolt Lv 5 |
A wall of flame raised across the cast direction that burns and repels enemies who walk into it. A classic kiting and area-denial tool, though Boss, Fire and Undead enemies are not pushed back. → Fire Wall
Lightning Bolt
| Job | Mage |
|---|---|
| Type | Offensive (Magic) |
| Target | Enemy |
| Element | Wind |
| Max level | 10 |
| SP cost | 12 → 30 |
| Range | 9 |
| Cast time | 0.5 × SkillLv (sec) |
| After-cast delay | 0.8 + 0.2 × SkillLv (sec) |
The Mage's Wind-element single-target bolt, calling down a flurry of lightning on the target. A core nuke and the prerequisite for Thunder Storm. → Lightning Bolt
Thunder Storm
| Job | Mage |
|---|---|
| Type | Offensive (Magic, ground) |
| Target | Ground |
| Element | Wind |
| Max level | 10 |
| SP cost | 29 → 74 |
| Range | 9 |
| Area | 5×5 cells |
| Cast time | 0.7 × SkillLv (sec) |
| After-cast delay | 2 (sec) |
| Requires | Lightning Bolt Lv 4 |
A Wind-element ground spell that rains lightning down over an area, the Mage's main tool for striking clustered enemies. → Thunder Storm
Energy Coat
| Job | Mage |
|---|---|
| Type | Supportive (no damage) |
| Target | Self |
| Max level | 1 |
| SP cost | 30 |
| Duration | 300 (sec) |
| Cast time | 5 (sec) |
| Unlocked by | Quest |
A quest-learned self-buff that wraps the Mage in protective energy, reducing incoming physical damage at the cost of SP drained on every hit. The protection weakens as SP runs low, and the buff is toggled off by recasting. → Energy Coat
See also
Sage · Wizard · First Classes · Second Classes · Classes