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Mage

Everything the mage casts comes out of one intelligence pool, and whatever is left in it surges the next cast. An empty pool never stops you casting, so the question is which spell hits hardest right now. Open with a full pool, spend it, then rest. Cinder is cheap and comes round as fast as your staff swings, every 2.4 s with the Apprentice Staff; Frost Lance hits harder and slows what it hits; Sear is the heaviest of all.

When something turns on you, Barrier and Frost Nova are how you get out: the barrier soaks blows, and the nova roots whatever it hits in place. Frost Nova is also the mage's PvP spell. Clarity is the mage's party buff: for a while every pool in your party within reach refills faster.

Blizzard falls on everything within 8 m of the target, bleeding its damage away and slowing what it reaches. Arcane Bind stuns one foe for 3 s. Blink puts you 10 m ahead in an instant, and Arcane Power is your cooldown: your spells hit 30% harder for 12 s.

A mage wields only a staff.

The mage's arcana panel shows the hardest-hitting spell that is ready, and a warning when something is on you, naming the way out.

Abilities

In hotbar order. Every ability also waits on the 1 s global cooldown.

AbilityRoleDamageHealingCostCooldownEffect
CinderOffensive15—4 Intelligencethe weapon's swing—
Frost LanceOffensive12—4 Intelligence6 sSlows the target by 30% for 4 s
SearOffensive20—6 Intelligence20 s—
BarrierDefensive——3 Intelligence30 sA shield soaking 8 damage, surged by the pool, for 12 s
ClarityParty buff——4 Intelligence60 sYour party's pools refill 50% faster for 20 s
Frost NovaPvP6—5 Intelligence20 sRoots the target in place for 4 s
BlizzardOffensive16—6 Intelligence18 sThe damage bleeds away over 8 s in 4 ticks. Slows the target by 30% for 8 s. On every foe within 8 m of the target
Arcane BindControl4—4 Intelligence25 sStuns the target for 3 s
BlinkUtility——2 Intelligence15 sBlinks 10 m forward
Arcane PowerCooldown——2 Intelligence90 sYou deal 30% more damage for 12 s

Skill tree

A mage starts knowing Cinder and Barrier, and learns the rest on its skill tree: a skill point every 2 levels, spent on an ability whose requirements it already knows. See Levelling.

AbilityRequiresTier
CinderKnown from the start1
BarrierKnown from the start1
Frost LanceCinder2
ClarityBarrier2
SearFrost Lance3
BlizzardFrost Lance3
BlinkClarity3
Frost NovaClarity3
Arcane BindBlizzard4
Arcane PowerSear and Blink4

Attributes

Every class starts with 50 points, in a different shape. Each level grows each by a share of its level-1 value.

AttributeLevel 1Level 20
Stamina823
Strength515
Dexterity926
Intelligence1544
Willpower1338

Starting kit

Wears Apprentice Staff, Linen Tunic, Linen Trousers, and carries Chamberstick and Leechwood Staff.

Dungeon sets

Epic armour only a mage may wear, a piece at a time from a dungeon's keeper. See Gear and loot.