Mage Elite Skills universally increase their ability to do magical damage, usually focused on specific types depending on the secondary class.
[edit]
Mage / Druid
(Druid/Mage)
The Mage/Druid combination favors strong single-target damage at the lower-levels from Fireball and Flame in sync with Control Flame, and then adds some Area of Effect capabilities once the player learns the Earth Attack buff to make Earth Pulse more effective. Green Guardian makes the Mother Earth's Protection buff even more covetable with its healing ability. Boiling Rock works in sync with Magma Blade to cause more damage on top of giving mana regeneration. Finally, Elven Mystic allows the player to build up energy to unleash a powerful burst of energy.
| Icon |
Skill Name |
Lvl |
Consume |
Cast Time |
Cooldown |
Range |
Skill Effect |
Upgradeable
|
|
Perception
|
15
|
100 mana
|
Instant
|
?
|
Self
|
Temporarily increases your maximum MP by 1.0% + 30.0 points and magic attack power by 1.0% + 30.0 points for 900.0 seconds.
|
+10 mana cost, +0.05% & +6 points maximum MP and +0.05% & +4 points attack per level
|
|
Magic Target
|
20
|
100 mana
|
Instant
|
?
|
Self
|
Temporarily increases your magic accuracy by 5.0 for 1800.0 seconds.
|
+0.3 accuracy per level
|
|
Control Flame
|
25
|
N/A
|
Passive
|
20 Seconds
|
Self
|
When your Eruption effect is triggered, magic attack increases by 8%
|
+0.4 magic attack
|
|
Green Guardian
|
30
|
N/A
|
Passive
|
none
|
Self
|
After Mother Earth's Protection effect ends, restores 30 + 2% HP every 2 seconds for 10 seconds.
|
|
Magma Blade
|
35
|
30 Mana
|
Instant
|
6 Seconds
|
Range 250
|
Forms the power of earth and fire into a blade dealing 30...480* + .15x INT Fire damage and 30...480** +.15x INT Earth damage.
|
+9 damage per rank.
|
|
Boiling Rock
|
40
|
N/A
|
Passive
|
N/A
|
N/A
|
The critical hit rate for your Magma Blade's Fire damage is increased and its Earth damage can recover MP.
|
|
|
Earth Attack
|
45
|
N/A
|
Passive
|
N/A
|
N/A
|
Causes the damage range of Earth Pulse to become fan-shaped and reduces cooldown by 5 seconds.
|
|
|
Elven Mystic
|
50
|
300 Mana
|
Instant
|
180 Seconds
|
Self
|
Using ancient Elven magic lets you concentrate magical energy inside your body for 40 seconds. While in effect casting offensive spells will give you the chance to get Energetically Charged. Having stacked this effect 5 times further casting of offensive spells will give you the chance of receiving Mystic Energy. Mystic Energy can be released to inflict 700 + .20x INT wind damage on your target.
|
+35 damage per level
|
[edit]
Mage / Knight
The Mage / Knight combination focuses on increasing and strengthening their repertoire of Light-based magics, giving them a Light nuke (Holy Light Strike), a Light damage over time (Stars of Light), a buff to the Light nuke (Enhanced Holy Light Strike), a buff increasing all Light damage done (Messenger of Light), and a Light-based nuke with a slowing component (Light Charge).
(Knight/Mage)
| Icon |
Skill Name |
Lvl |
Consume |
Cast Time |
Cooldown |
Range |
Skill Effect |
Upgradeable
|
|
Holy Light Strike
|
15
|
15 mana(+1.5 perupgrade)
|
2.0 seconds
|
None
|
150
|
Inflicts 35.0 (+14.0 per upgrade) +.40x INT points of Light damage on the target.
|
+14 damage and +1.5 (rounded down) mana per upgrade
|
|
Stars of Light
|
20
|
30 mana
|
Instant
|
2.0 seconds
|
200
|
The opponent is showered with exploding hexagrams of Light. For 5.0 seconds each second one flare explodes, dealing 25.0 (+10.0 per upgrade) +.10x INT Light damage.
|
+10.0 damage per upgrade
|
|
Enhanced Holy Light Strike
|
25
|
N/A
|
Passive
|
N/A
|
N/A
|
Holy Light Strike now has a 30.0% chance to Stun the target.
|
No
|
|
Messenger of Light
|
30
|
30 mana(+3 perupgrade)
|
Instant
|
None
|
Self
|
When activated, all damage caused by your Light based spells is increased by 5.0%...60.0%. This will last 900.0 seconds. Max lvl 50.
|
+1% damage and +3 mana per upgrade
|
|
Light Charge
|
35
|
30 mana
|
Instant
|
8.0 seconds
|
150
|
The power of Light enters your enemy's body with a violent shock, inflicting 40.0 (+10.0 per upgrade) +.30x INT Light damage and Slowing him down by 10.0% (+0.6% per upgrade) for 5 seconds.
|
+10.0 damage and -0.6% speed per upgrade
|
|
Concentrated Attention
|
40
|
N/A
|
Passive
|
N/A
|
N/A
|
Causes your Messenger of Light to increase your magic accuracy. Increases magic accuracy by 1 (upgradeable by 1.1 per level, max level 50.)
|
No
|
|
Light of Day
|
45
|
N/A
|
Passive
|
N/A
|
N/A
|
Has a chance to increase your Light damage for 15 seconds when using a successful Holy Light Strike and Light Charge attack. Increases Light Damage by 57, upgradeable by +2.8 per level of skill. (This effect will only trigger once every 20 seconds.)
|
No
|
|
Energy Recovery
|
50
|
N/A
|
Passive
|
N/A
|
N/A
|
Causes your Energy Influx to boost your critical magic damage. While this is in effect, Holy Light Strike will also recover 240 mana points, if it lands a critical hit.
|
+ 4.5 mana per upgrade
|
[edit]
Mage / Priest
The Mage / Priest combination is the most utilitarian of the combinations, affording access to the desirable Essence of Magic buff, the ability to remove curses (Purify), an increase in the potential of Flame and Fireball (Eruption), a change in Rising Tide's mechanics (Rising Tide Mastery), and a self-healing effect to Holy Aura (Shrine of the Holy Aura).
(Priest/Mage)
| Icon |
Skill Name |
Lvl |
Consume |
Cast Time |
Cooldown |
Range |
Skill Effect |
Upgradeable
|
|
Essence of Magic
|
15
|
35 Mana
|
Instant
|
None
|
200
|
Raises magical damage by 10.0 (+6.0 per upgrade) points for 900.0 seconds.
|
+6.0 damage per upgrade
|
|
Purify
|
20
|
150 Mana
|
Instant
|
10.0 seconds
|
200
|
Removes a curse from target.
|
No
|
|
Outburst
|
25
|
N/A
|
Passive
|
N/A
|
N/A
|
Flame and Fireball now have a higher chance to deal additional damage.
|
No
|
|
Rising Tide Mastery
|
30
|
N/A
|
Passive
|
N/A
|
N/A
|
Your Rising Tide is now an instant cast with a cooldown of 4.0 seconds.Also increases mana cost. Lowers range to 200 from 217
|
No
|
|
Shrine of the Holy Aura
|
35
|
N/A
|
Passive
|
N/A
|
N/A
|
Used with a Holy Aura, there is extra recovery of HP but all mana costs raise by 1%.Holy Aura will heal you 2% HP every second.
|
No
|
|
Grand Dispel
|
40
|
N/A
|
Passive
|
N/A
|
N/A
|
Allows your Purify to also dispel Harmful Effects. (Or you can dispel two curses at once)
|
No
|
|
Disable
|
45
|
N/A
|
Passive
|
N/A
|
N/A
|
A successful Flame or Plasma Arrow hit has the chance to decrease the targets resistance to magic critical hits for 15.0 seconds (can be used only once every 20 seconds)
|
No
|
|
Magic Drain
|
50
|
40 mana
|
Instant
|
60 seconds
|
180
|
Steal the target's attack power, and lower the target's magical and physical attacks by 2%. It will also increase your own magical attack by 2%. Effective for 15 seconds.
|
0.16% per upgrade
|
[edit]
Mage / Rogue
The Mage / Rogue combination focuses on Dark magic with a vampiric theme, giving a powerful damage over time effect (Cursed Fangs), a 30 second cooldown life-draining nuke (Kiss of the Vampire), a powerful PVP cooldown (Demoralized), a self-buff increasing Dark damage done (Fang Ritual), and a skill that temporarily moves you to the bottom of the aggro table (Distract).
(Rogue/Mage)
| Icon |
Skill Name |
Lvl |
Consume |
Cast Time |
Cooldown |
Range |
Skill Effect |
Upgradeable
|
|
Cursed Fangs
|
15
|
30 Energy
|
Instant
|
None
|
200
|
Puts a curse on your hidden weapons. Targets hit with these cursed projectiles suffer 16.0...352 (+4.8 per upgrade) +.30x INT points of Dark damage every 2 seconds. (As long as your Fang Ritual is active, additional 20.0 (+5.0 per upgrade) points of damage will be done.)
|
+4.8 damage per upgrade, +5.0 damage from Fang Ritual per upgrade
|
|
Kiss of the Vampire
|
20
|
40 mana
|
Instant
|
30.0 seconds
|
150
|
Turns your cursed fangs into the phantasm of a vampire inflicting 30.0 (+7.5 per upgrade) points of Dark damage on your opponent and restoring 10% to your HP.
|
+7.5 damage per upgrade
|
|
Demoralized
|
25
|
30 energy
|
Instant
|
60.0 seconds
|
150
|
Your target cannot attack for 6.0 seconds.
|
No
|
|
Fang Ritual
|
30
|
30 mana
|
Instant
|
None
|
Self
|
Raises the damage dealt by Dark magic by 5.0...60% (?% per skill level) for 900.0 seconds. Max lvl 50.
|
+0.3% damage per upgrade
|
|
Distract
|
35
|
70 mana
|
Instant
|
2 minutes
|
50
|
Conjures a phantasm to fool the target, so it doesn't notice you. You get the lowest place in the aggro table for 5.0 seconds.
|
No
|
|
Shadow Shroud
|
40
|
N/A
|
Passive
|
N/A
|
N/A
|
Sinister magic shrouds your target, causing your Demoralize to additionally lower the target's magic defense by 10%.
|
No
|
|
Shadow Protection
|
45
|
60 mana
|
Instant
|
15 seconds
|
Self
|
Increases your casting speed by 1%(+0.18% per level) for 300 seconds. If you receive a critical physical hit while it is in effect, your moving speed is instantly increased by ?% for ? seconds. (This effect will only trigger once every 15 seconds.)
|
?
|
|
Gift of the Baron
|
50
|
N/A
|
Passive
|
N/A
|
N/A
|
When you succeed in casting Kiss of the Vampire, there is a chance you will increase the damage of your next two magic attacks. Effective for 15 seconds.
|
No
|
[edit]
Mage / Scout
The Mage / Scout combination focuses on Fire damage, giving them a Root (Thunderclap), a buff imbuing their arrows with Fire (Fire Arrow), a Fire damage over time (Seed), a nuke dependant on the DoT (Fire Rose Explosion), the ability to summon a Fire-based pet (Flame Spirit), and the pet's primary nuke (Flame of Fire).
(Scout/Mage)
| Icon |
Skill Name |
Lvl |
Consume |
Cast Time |
Cooldown |
Range |
Skill Effect |
Upgradeable
|
|
Thunderclap
|
15
|
20 concentration
|
1.0 second
|
10.0 seconds
|
225
|
A magical arrow binds the target for 5 seconds to his location. (The effect is removed when the target is attacked.)
|
No
|
|
Fire Arrow
|
20
|
30 mana
|
Instant
|
None
|
Self
|
The chance to inflict critical damage with magic attacks is increased by 30 and your Shot inflicts additional Fire damage. This effect lasts for 900 seconds.
|
No
|
|
Fire Rose
|
25
|
35 mana
|
Instant
|
None
|
225
|
Plants a rose inside the target that causes 8.0 (+1.6 per upgrade) damage every 2 seconds for 12 seconds. Stacks up to 3 times.
|
+1.6 damage per grade
|
|
Fire Rose Explosion
|
30
|
45 mana
|
Instant
|
10.0 seconds
|
225
|
Instantly ignites all Fire Roses planted in target, causing 60.0 (+18.0 per upgrade) Fire damage. (Requires 3 seeds in the target.)
|
+18.0 damage per upgrade
|
|
Flame Spirit
|
35
|
250 mana
|
Instant
|
180.0 seconds
|
Self
|
Turns your flame energy for 40 seconds into concrete substance to support your attacks.Currently, Flame Spirit will not cast Flame of Fire.
|
No
|
|
Flame of Fire
|
35
|
60 mana(+6 perupgrade)
|
2.0 seconds
|
None
|
Self
|
Causes 40.0 (+12.0 per upgrade) fire damage.This ability causes the Flame Spirit to cast Flame of Fire.
|
+12.0 damage and +6.0 mana per upgrade
|
|
Power of the Wind
|
40
|
30 mana
|
Instant
|
None
|
None
|
Increases magic accuracy by 5 points and adds Wind damage to your Shot for 900 seconds.
|
+0.25 accuracy
|
|
Fire Rose Storm
|
45
|
N/A
|
Passive
|
N/A
|
N/A
|
May cause extra magical damage when you successfully launch a Fire Rose. (This effect will only trigger once every 20 seconds.)
|
No
|
|
Magic Crossflow
|
50
|
30 mana
|
Instant
|
40 seconds
|
?
|
Raise the casting speed for the character and his pet by 1%. Effective for 25 seconds. (If the pet disappears, this effect will be cancelled.)
|
0.18% per upgrade
|
[edit]
Mage / Warden
(Warden/Mage)
The Mage/Warden combination receives most of its abilities from its Elite Skills set. The most common spells this combination features is Fireball, Earth Surge, and Earth Groaning Wind Blade. Although this doesn't favor Area of Effect damage, these two boast powerful single-target damage. Elves' Favor causes the Elven Amulet ability to not only reduce melee damage but to also cause melee attacks to make your spells be fired faster. Earth Marking makes the player's abilities even more powerful, increasing critical chance with all spells by a ridiculous amount, and earth spells, specifically, an even higher critical chance.
| Icon |
Skill Name |
Lvl |
Consume |
Cast Time |
Cooldown |
Range |
Skill Effect |
Upgradeable
|
|
Earth Surge
|
15
|
20 mana
|
Instant
|
3 sec
|
200
|
Causes massive damage to target, but the chance of hitting the target is pretty low. Inflicts 140 +.60x INT Earth damage.
|
+42 damage per level
|
|
Absence
|
20
|
50 mana
|
Instant
|
60 seconds
|
200
|
Causes target to become absent minded, reducing magical accuracy by 5% for 20 seconds.
|
+0.25% per level (max 50 lvl)
|
|
Flame Follower
|
25
|
N/A
|
Passive
|
N/A
|
N/A
|
The flame follower understands the flow of flame energy, reducing your Fireball cooldown by 1 second and increasing your Fireball critical rate.
|
None
|
|
Earth Groaning Wind Blade
|
30
|
30 mana
|
Instant
|
6 Seconds
|
250
|
Combines the power of earth and wind. The broken air makes the earth groan, inflicting 30...480* +.20x INT points of Wind damage and 30...480** +.20x INT points of Earth damage on the target.
|
+9*, +9** Per Level
|
|
Earth Scepter
|
35
|
30 mana
|
Instant
|
None
|
Self
|
Your done magical Earth damage is increased by 5...60%* for 1800 seconds.
|
+1.1% Per Level (max 50 lvl)
|
|
Feedback
|
40
|
N/A
|
Passive
|
N/A
|
N/A
|
A successful hit of your Earth Groaning Wind Blade can recover MP.
|
None
|
|
Elves' Favor
|
45
|
N/A
|
Passive
|
5 Seconds
|
N/A
|
When you use Elven Amulet, any attack damage suffered while the effect lasts may cause your next two spell casting times to be 1 second. (Elves' Favor effect can only be triggered once every 5 seconds.)
|
|
|
Earth Marking
|
50
|
200 Mana
|
Instant
|
120 Seconds
|
Self
|
Earth Markings branded on your body will increase your chance to inflict critical damage with magic attacks by 60...270 for 30 seconds. When using earth spells this chance will be increased by another 20...1420 points. This effect can be stacked up to 10 times.
|
+3 attack and +20 points per level
|
[edit]
Mage / Warrior
Mage / Warriors trade fixed increments of rage for powerful buffs, giving them an increase in maximum MP (Magical Talent), a buff to mana regeneration (Magical Enlightenment), increased chance to crit (Elemental Explosion), a straight rage to mana conversion (Rage Mana), and the ability to turn mana into rage (Activate Mana).
(Warrior/Mage)
| Icon |
Skill Name |
Lvl |
Consume |
Cast Time |
Cooldown |
Range |
Skill Effect |
Upgradeable
|
|
Magical Talent
|
15
|
20 rage
|
Instant
|
None
|
Self
|
Temporarily increase your maximum mana by 1%+50.0 (+10.0 per upgrade) for 900.0 seconds.
|
+10.0 mana per upgrade
|
|
Magical Enlightenment
|
20
|
35 rage
|
Instant
|
None
|
Self
|
Lets you regenerate 10.0 (+1.0 per upgrade) mana every 5 seconds for 900.0 seconds.
|
+1.0 mana per upgrade
|
|
Elemental Explosion
|
25
|
35 rage
|
Instant
|
None
|
Self
|
Your chance to inflict critical damage with magical attacks is increased by 2.0 (+1.2 per upgrade) for 900.0 seconds.
|
+1.2 critical chance per upgrade
|
|
Rage Mana
|
30
|
35 rage
|
Instant
|
120.0 seconds
|
Self
|
Convert your rage into 20.0 (+20.0 per upgrade) points of mana.
|
+20.0 mana per upgrade
|
|
Activate Mana
|
35
|
5% + 80 mana
|
Instant
|
90.0 seconds
|
Self
|
Transforms your mana into 5 (+1.9 per upgrade) points of rage.
|
+1.9 rage per upgrade (max 50 lvl = 100 rage)
|
|
Magic Boost
|
40
|
N/A
|
Passive
|
N/A
|
N/A
|
Lets your Berserk simultaneously raise your magic attack and physical attack while lowering your physical and magic defense.
|
No
|
|
Enhanced Intensification
|
45
|
N/A
|
Passive
|
N/A
|
N/A
|
Increases magical damage of your next 3 magical attacks. Also increases critical strength while in effect. Ends when expended or time runs out.
|
No
|
|
Meditative Current
|
50
|
N/A
|
Passive
|
N/A
|
N/A
|
Whenever you hit a target with Plasma Arrow or Flame, there is a chance of increasing your own casting speed. Effective for 10 seconds. (This effect can only be triggered once in a 20-second period.)
|
?
|