Wiki / Classes & abilities / Mage
| Role | Armour worn | Trainer |
|---|---|---|
| DPS / control | Cloth | Dervla Cinderlaid |
Take a provisional class from a trainer in Greenhollow at level 5; it is free and can be dropped at any time. At level 20 you dedicate to a class for life, or remain a Wayfarer.
Abilities (21)
Sorted by the level at which you can learn them. Abilities are free to learn; you choose six active and four passive ones for your loadout. At Master rank an ability opens two optional sidegrades, A and B, shown under it.
Sets a slow ember within the foe that smoulders and burns it again and again.
A: Banked Coals. The brand stacks up to 3 times on a foe, each 40% as strong (keep it lit to build it up).
B: Flash Brand. The same burn over 4 s instead of 10.
A glowing ember flung at the foe, scorching it for a solid amount.
A: Walking Flame. You can walk while you cast it, but the dart is 20% lighter.
B: Kindling Dart. 20% lighter up front, but the foe burns for 30% of that hit over 4 s (a burn Ember Reckoning can blast).
A snapped spark at range that breaks a foe's concentration and locks the spell it was weaving.
A: Long Lock. The ability you cut stays locked 2 s longer, but a 20 s cooldown instead of 16.
B: Spark Return. A snap that cuts a cast short gives back half its cooldown.
Roots burst from the ground to bind the foe in place for several seconds, with a little wounding.
A: Choking Roots. Holds 3 s instead of 5, but the foe takes damage every second while held.
B: Long Roots. Holds 8 s instead of 5, but any damage to the foe breaks the hold.
Bursts glowing cinders across the target and everything standing close to it.
A: Wide Burst. Radius 3.5 instead of 2.5, but 20% lighter.
B: Tight Burst. Radius 1.5 instead of 2.5, but 30% harder.
Binds the foe in a cord of cooling embers that slows it and singes it a little.
A: Cinder Chain. Also slows up to 2 more foes within 3 tiles of the target (only the target is singed); the slow lasts 4 s instead of 6.
B: Searing Bind. A 25% slow instead of 40%, but the foe burns for 6 s.
Picks apart one Magical benefit on the foe (a dispel) and stings it.
A: Twofold. Strips 2 magical benefits instead of 1, but no sting and a 14 s cooldown instead of 8.
B: Sear the Seam. Each benefit stripped bursts into the foe for extra damage, but a 12 s cooldown.
A crust of ash forms over your skin, absorbing a fair amount of the next blows.
A: Cinder Skin. The ward is 30% smaller, but foes that strike you are singed (once a second each).
B: Ash Burst. The ward is 20% smaller; when it breaks, foes within 2 tiles are slowed 40% for 3 s.
Snatches the fire from your burning marks on the foe and turns it into a sudden blast.
A: Banked Fire. Your burns keep burning after the blast, but the blast is half as big.
B: Wildfire. Foes within 2 tiles of the target take half the blast too, but a 16 s cooldown instead of 12.
Sticky dew-leaves cling to the foe, slowing it by half for several seconds.
A: Sticky Dew. A 30% slow instead of 50%, but it lasts 12 s instead of 6.
B: Sundew Trap. Set it at your feet instead: the first foe to step on it within 30 s is stung and slowed 60% for 6 s. One trap at a time.
An instant tithe of fire, struck at once for a sharp burst of damage.
A: Last Ember. +50% on a foe under 30% health, 20% less otherwise.
B: Blood Tithe. Costs 4% of your health instead of mana. Not usable if it would leave you under 20% health.
A pulse of molten slag blasts everything around the target and staggers them briefly.
A: Molten Pool. No daze and 20% lighter, but the slag burns on the ground for 6 s, hurting every foe in it each second.
B: Staggering Nova. Dazes 2.5 s instead of 1.5, but half the damage.
Bracken and brambles erupt around the target, slowing and scratching every foe in the patch.
A: Thorned Ground. Half the damage, but the bracken stays 6 s and slows every foe in it.
B: Snapping Bracken. Radius 1.5 instead of 2.5, but it holds the foes 2 s instead of slowing them.
A tall column of hearth-fire roars down on the target area, burning a wide circle for heavy damage.
A: Smouldering Pillar. 70% of the damage up front, but the ground burns for 8 s, hurting every foe in it each second.
B: Quick Pillar. A 1.5 s cast instead of 2, but radius 2.5 instead of 4 and 20% lighter.
A spear of winter ice that bites deep and numbs the foe's pace.
A: Deep Frost. A 60% slow instead of 35%, but 20% lighter.
B: Shatter. No slow, but +40% on a foe that is held, dazed or slowed.
Lightning leaps from the target to everything standing near it.
A: Forked Arc. Lightning leaps from the target foe to foe, up to 4 more (each within 3 tiles of the last), each leap 15% weaker.
B: Grounded Bolt. One foe only, but 1.4x the damage.
The ground goes to sucking bog under the foe, holding it fast for four seconds.
A: Sinking Mire. Holds 3 s instead of 4, but the foe takes 10% more damage from everyone while it sinks.
B: Wide Mire. Every foe within 2 tiles of the target is held, but only 2 s.
A smouldering curse that rains slow cinders on the foe for twelve seconds.
A: Spreading Curse. If the foe dies, the curse jumps to the nearest foe within 5 tiles. Each tick 15% weaker.
B: Heavy Cinders. 20% less damage, but the foe is slowed 15% while it burns.
A ring of hail falls on a patch of ground, battering and slowing every foe in it.
A: Lingering Hail. The hail falls for 6 s instead of at once: the same damage to foes that stay, and it slows all in it.
B: Hail Crack. A 1.2 s cast instead of 1.8, but no slow.
A sudden crack of thunder that stuns the foe for two and a half seconds.
A: Rolling Thunder. Dazes every foe within 2 tiles of the target, but only 1.2 s instead of 2.5.
B: Deafening Clap. No daze; the foe is silenced for 4 s instead (no spells, no shots of magic).
Call down a comet of burning ash on one foe after a long wind-up. The mage's heaviest single strike.
A: Comet Shower. Splits on the target and up to 2 more foes within 3 tiles, each 45%.
B: Slow Burn. A 1.5 s cast instead of 2.2: 60% up front, and the rest burns over 8 s.
Passives (6)
+6% spell power.
+10% maximum mana.
Your spells carry the weather in them: +5% spell power.
The old words come easy by a fire: +8% maximum mana.
You see the weak thread in every weave: +3% critical chance.
A mind like a deep well: +3% spell power and +5% maximum mana.