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Mage

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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

Increase SP Recovery
JobMage
TypePassive
TargetSelf
Max level10

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

Sight
JobMage
TypeSupportive (no damage)
TargetSelf
Max level1
SP cost10
Area7×7 cells
Duration10 (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

Napalm Beat
JobMage
TypeOffensive (Magic)
TargetEnemy
ElementGhost
Max level1
SP cost9
Range9
Knockback3 cells
Cast time0.25 (sec)
After-cast delay0.75 (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

Cold Bolt
JobMage
TypeOffensive (Magic)
TargetEnemy
ElementWater
Max level10
SP cost12 → 30
Range9
Cast time0.5 × SkillLv (sec)
After-cast delay0.8 + 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

Frost Diver
JobMage
TypeOffensive (Magic)
TargetEnemy
ElementWater
Max level10
SP cost25 → 16
Range9
Cast time0.8 (sec)
After-cast delay1.5 (sec)
Frozen duration3 × SkillLv (sec)
RequiresCold 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

Stone Curse
JobMage
TypeSupportive (Magic, no damage)
TargetEnemy
ElementEarth
Max level5
SP cost20
Range3
Cast time0.25 (sec)
After-cast delay0.75 (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

Earth Spike
JobMage
TypeOffensive (Magic)
TargetEnemy
ElementEarth
Max level5
SP cost12 → 20
Range9
Cast time0.5 × SkillLv (sec)
After-cast delay0.8 (sec)
RequiresStone 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

Soul Strike
JobMage
TypeOffensive (Magic)
TargetEnemy
ElementGhost
Max level5
SP cost15 → 35
Range9
Cast time0.5 (sec)
After-cast delay1.4 (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

Safety Wall
JobMage
TypeSupportive (Ground, no damage)
TargetGround
Max level10
SP cost30 → 40
Range9
Duration5 × SkillLv (sec)
Cast time4 → 1 (sec)
Catalyst1 Blue Gemstone
RequiresSoul 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

Fire Ball
JobMage
TypeOffensive (Magic)
TargetEnemy (area)
ElementFire
Max level5
SP cost25
Range9
Area5×5 cells
Cast time1 (sec)
After-cast delay0.7 (sec)
RequiresFire 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

Fire Bolt
JobMage
TypeOffensive (Magic)
TargetEnemy
ElementFire
Max level10
SP cost12 → 30
Range9
Cast time0.5 × SkillLv (sec)
After-cast delay0.8 + 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

Fire Wall
JobMage
TypeOffensive (Magic, ground)
TargetGround
ElementFire
Max level10
SP cost40
Range9
Cast time2.15 − 0.15 × SkillLv (sec)
Duration4 + SkillLv (sec)
RequiresSight 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

Lightning Bolt
JobMage
TypeOffensive (Magic)
TargetEnemy
ElementWind
Max level10
SP cost12 → 30
Range9
Cast time0.5 × SkillLv (sec)
After-cast delay0.8 + 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

Thunder Storm
JobMage
TypeOffensive (Magic, ground)
TargetGround
ElementWind
Max level10
SP cost29 → 74
Range9
Area5×5 cells
Cast time0.7 × SkillLv (sec)
After-cast delay2 (sec)
RequiresLightning 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

Energy Coat
JobMage
TypeSupportive (no damage)
TargetSelf
Max level1
SP cost30
Duration300 (sec)
Cast time5 (sec)
Unlocked byQuest

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