Mages are masters of destruction. They can deal massive amounts of long range damage, capable of dealing large AoE (area-of-effect) damage and utilize elemental forces to take down foes. Starting the journey as a low level mage is wrought with danger. Mages start with an ample amount of hit points, not to mention that they can only wear cloth armors. They can only use spellbooks as their weapons. Aside from the their two starting spells, (Fire Bolt I, and Restraint), mages need to purchase additional spells from their Mage Trainer. The mages’ only way of healing would be the generic bandage skill, food or potions. Mages also suffer from slow mana regeneration. Due to their vulnerability, pursuing solo missions while starting as a mage can be challenging and dangerous. Fortunately, monsters in starting areas for fledgling mages won’t easily target them like easy prey. This will give apprentice mages lots of hunting opportunities without drawing huge enemy crowds in the process. Like other basic classes, mages can start their Ascension quest starting level 9 where they gain access to even more powerful spells when they become a Daeva, as well as the chance to become one of the two subclasses available for mages: Sorcerer and Spiritmaster. Sorcerers are elite mages, capable of using nature against foes – a mage can summon fireballs; a sorcerer can create infernos. Spiritmasters have the capability to summon elemental spirits and make them as stalwart companions. Though not as immensely damaging as sorcerers, the spirits under the spiritmasters’ command provide additional protection and distraction making them a bit resilient than sorcerers and mages.
The mage’s skill tree is rather simple. Their only unique passive skill increases concentration. They start with a rooting spell and fire damage. This is needed since mages can’t handle too much damage; rooting an enemy will provide adequate distance or buy mages time to blast them to smithereens. More elemental spells will be unlocked along the way. Conveniently, after reaching LV7, mages will have access to a protective skill called Stone Skin. This will allow them to form a protective shield for 5 minutes and or after absorbing a certain amount of damage. Once mages reach LV9, they’ll have the ability to replenish their lost mana instantaneously with a cooldown of a minute only. The Mages’ combat combos are pretty simple and straightforward; Flame Arrow + Blaze or Ice Chain + Cold Wave are the available chains they have in their arsenal. Only the second chain mentioned has additional effects (Ice Chain – reduces enemy movement for a few seconds, Cold Wave – staggers/ knocks enemies back).
As mentioned, starting as a mage can be challenging and risky. However, once they earned their wings and chosen their specialties, they are definitely a force to be reckoned with.