Mage

MAGE

Powerful spellcasters, able to wield three distinct types of spells with either instant or prolonged effect. Mages excel in controlling the battlefield and they can even summon otherworldly beings to do their bidding for a short time.

Playstyle:

As a Mage you want to keep your distance from the fight while bombarding the battlefield with powerful spells. While playing, keep in mind that you are fragile and if a Fighter can manage to close the distance, you might be in trouble. Using your utility spells to be able to survive is a skill not many Mages possess.

Resource:

As a resource, the Mage uses attunements. An attunement is a state in which the Mage has his abilities empowered by a selected school of magic.

The attunement state is decided by the primary spell the Mage has cast last. There are three different primary spells: Fireball (Elemental), Cosmic Shards (Cosmic) and Energetic Sphere (Shock). For example, if a Mage has cast a Fireball, he takes on the Elemental attunement, gaining a flat casting speed increase across all his spells. Being in the Cosmic attunement, the Mage gains a substantial critical chance bonus. And the Shock attunement reduces the damage the Mage takes from enemies.

A good Mage must keep track of his attunements and switch between them depending on the circumstances he finds himself in.

Specializations:

Specializations further enhance Mage’s abilities. A Mage can choose between the following specializations:

Abilities:

World Distortion

Summons a portal that grants line of sight for all spells.

Summon a portal that extends mage’s line of sight. The portal can be summoned in normal or spirit dimension and provides line of sight to the normal dimension.

Cast time: 0.25 s
Range: 3000.0
Cooldown: 25.0 s
Unlocks at level 9

Energetic Sphere

A medium damage projectile that applies a slow debuff.

Conjure a ball of pure energy, dealing 700 damage and applying a stack of slow.

Cast time: 2.0 s
Range: 2200.0
Cooldown: 0.0 s
Unlocks at level 1

Crystal Trap

Incapacitates the target. Damage will break the effect.

Encase the enemy target into a crystal trap for 6 seconds. Any damage will break this effect. Only one target at a time can be affected by this spell.

Cast time: 2.0 s
Range: 1700.0
Cooldown: 0.0 s
Unlocks at level 6

Aether Recoil

An instant projectile based on your current attunement.

Fires an instant projectile based on your current attunement. Cooldown of Aether Recoil is reduced by 4 seconds when taking any direct damage.

Instant cast
Range: 2200.0
Cooldown: 45.0 s
Unlocks at level 5

Fire Ball

Low damage projectile that applies a stacking damage over time effect.

Hurl a ball of fire at target, dealing 150 damage on impact. Applies a stack of damage over time.

Cast time: 2.0 s
Range: 2200.0
Cooldown: 0.0 s
Unlocks at level 5

Cosmic Shards

A moderate damage projectile.

Gather cosmic dust, reshaping it to sharp shards and sending them flying with high speed at the target, dealing 800 points of damage.

Cast time: 2.0 s
Range: 2200.0
Cooldown: 0.0 s
Unlocks at level 1

Possess

Deals moderate damage and spawns a spirit.

Empower target’s shadow to forcefully merge with the target, dealing 800 points of damage in the process. Spawns a spirit based on your current attunement.

Cast time: 2.0 s
Range: 2200.0
Cooldown: 25.0 s
Unlocks at level 4

Flash

Dash forward, decreasing your next spell’s casting time but reducing it’s damage.

Dash forward, increasing the casting speed and decreasing damage done by 50% for 3s.

Instant cast
Range: 2500.0
Cooldown: 15.0 s
Unlocks at level 1

Lightning

Effect based on current attunement type: damage over time replication, direct damage or slow.

Conduct a violent discarge of electricity, applying a singed debuff and applying an effect based on your current attunement: DoT damage replication (elemental), damage (cosmic) or three stacks of slow (shock).

Cast time: 0.25 s
Range: 2200.0
Cooldown: 12.0 s
Unlocks at level 1

Spirit Explosion

Spawns a spirit and deals moderate area of effect damage around the target.

Coerce the spirits to disperse in an explosive manner, dealing 1100 damage in an area of effect around the target. Hits players in both normal and spirit world.

Cast time: 2.5 s
Range: 2200.0
Cooldown: 60.0 s
Unlocks at level 7

Spirit Voyage

Sends the enemy target to the spirit dimension.

Open the rift between the worlds and send the enemy target to the spirit realm for 6 seconds.

Cast time: 1.0 s
Range: 1700.0
Cooldown: 45.0 s
Unlocks at level 8

Spirit Warp

Escape to the spirit dimension.

Go on a detour through the spirit world for 5 seconds. Using the spell again returns the caster to the normal world.

Cast time: 0.25 s
Range: 1700.0
Cooldown: 45.0 s
Unlocks at level 8

Ice Age

Roots nearby enemies around you.

Immobilizes targets in your vicinity for 4 seconds.

Cast time: 0.25 s
Cooldown: 22.0 s
Unlocks at level 1

Solar Flare

A high damage spell that ignores shields and modifiers.

Use intricate magic to produce a solar flare, dealing 1050 damage to the target. This spell has a 70% critical hit chance. This damage cannot be prevented with shields and is not altered by modifiers on the target.

Cast time: 2.5 s
Range: 2200.0
Cooldown: 25.0 s
Unlocks at level 3

Conduit

Your next basic projectile spell is an instant cast.

Your next basic projectile spell becomes an instant cast after the Conduit is cast.

Instant cast
Cooldown: 10.0 s
Unlocks at level 2

Primary spells

Advanced spells

Control spells

Misc

Elemental masteries:

  • Well-versed Elementalist: Increases the damage done by any damaging spell by 7-70 for each DoT on the target. (1-10 points)
  • Elemental Ampflication: Gain 1%-10% haste while in elemental aspect. (1-10 points)
  • Glowing Embers: The damage over time effect ticks faster by 2%-20% faster. (1-10 points)
  • Flavour Switching: When switching attunements, that projectile leaves a small AoE arena that ticks additional 75 damage every second for 6 seconds. (7 points)

Stargazer masteries:

  • Critical Assesment: Gain 1%-10% damage boost for 10 s after switching to cosmic school. (1-10 points)
  • Critical Empowerment: Gain 3%-30% critical strike change for 10 seconds whenever switching attunements. (1-10 points)
  • One with the Universe: Deal 0.75%-7.5% more damage to targets without damage over time. (1-10 points)
  • Orbital Offense: Gain an orb everytime you cast elemental or shock projectile, stacking up to 3 orbs. Cosmic shards consumes all orbs and deals 25-250 additional damage per orb. (1-10 points)

Oracle masteries:

  • Shockweave Armor: Reduces damage taken by 1%-10% while in shock school. (1-10 points)
  • Refreshing Jolt: Reduces the CD of all spells for 0.3-3 s after switching from shock spells. (1-10 points)
  • Capitalize of Flaws: Players gains 100% critical strike chance versus stunned, controlled or immobilized targets. If targets are slowed, the critical strike chance is increased by 20%.
    (7 points)
  • Dispute Observations: When player falls under 20% health, he becomes immune to all damage for 1-6 seconds. 60 s CD. (1-6 points)

Screenshots:

Mage_4

Mage_2

Video guide: