Mage
From DNFwiki
[edit] Basic Mage info
Weapon(s) of choice: Staff, Rod, Stick, Spear
Armor Mastery: Cloth
Physical/Magical Damage: mostly magical
Ranged/Close Quarters: mostly ranged
Specialty Element(s): any
Party Support: none
Class Trainer: Sharon
[edit] Subclasses
- Mages are the smallest in terms of physical stature, but wield considerable powers by using magic. They come from "the Magical World" (魔界)
- Elemental Masters: it is said that the beginning of Mages are the Elemental Masters. In the Title of the Elemental Masters Mages who chose this path control the four nature elements. Fire(火) Water (水) Electricity (光) And the Darkness (闇). They Amplify normal spells to make all their enemy's Disappear. Elemental Masters thinks that They are the Pure Mages and They only thinks they are the right path so they tend to Boast a lot It is said that once they know the True World and have the Complete understanding of The four elements The power within them will emerge and have the power to destroy everything in their path. ArchMage at level 48. .
- Summoner The Mages who chose the path of summoning is called the Summoners. They borrow the Power of the "Core" Which is the source of all Magical Energy. Without stopping they summon the spirits of the elements. Naias (Water) Stalker (Darkness) Adoru (Fire) Wisp (Electricity) and The spirit king Eshenberia who rules over all the spirits. The current Leader of Circle Mage Kaite had a contract from monsters also can be summoned in battle by the Summoners. As they grow stronger they can summon more spirits or contracted monsters faster and they will grow stronger. Moon Empress at level 48. .
- Battle Mages are a deviation from the usual mage class, preferring to use their weapons and closer range attacks to take down their opponents. They have various skills that can be chained together to form a continuous combo chain, which would increase the potency and damage of their magical attacks call chasers. Chasers are magical spheres infused with various elemental properties (clear, light, water, fire, dark). Chasers are formed when a battle mage successfully damages an enemy with a certain physical skill. For example, water chaser is formed when a skilled called "Yonga" (a thrust) hits the enemy. Once chasers are formed, they float behind the Battle Mage until they are launched to the enemy. They can only be launched when the mage hits the enemy normally or with a skill. If a launched chaser hit the enemy, the Battle Mage receives a buff (stat increase) corresponding to the chaser. For instance, a light chaser increases the attack speed of the Battle Mage. Bellatrix at level 48. .
- Scholars believe in mathematical probability, relying on percentages to help her science and alchemy to succeed. This unique subclass uses a broom that increases her survivability, which makes her versatile in either melee based attacks or ranged based attacks. Unlike the Elemental Master, who harnesses the power of the four elemental familiars, the Scholar befriends them--which increases the probability of powerful attacks.
[edit] Mage Common Skills
These skills are common to all Mages and all Mage subclasses. Offensive mage spells typically have the option to "charge" by pressing and holding its key. Charging spells makes them stronger, but requires longer cast times to execute. The Mage will flicker when her spell is fully charged.
* = Spells that can be charged.
- Magic Missile*
- The beginning Mage spell. The percent chance that it can pass through enemies is based on how it hits the enemy; for example if it hits the enemy directly, it would have a lower chance of passing, but higher damage whereas if it hit the enemy on the side, it would have lower damage but a higher chance of piercing through. Has a slight homing property.
- Cancel Magic Missile
- Allows you to cancel magic missile whilst charging.
- Heaven Strike
- The Mage swings her staff in an upward motion at the enemy. Upon contact, launches enemies into the air.
- Dragon Fang
- The Mage lunges her cane at the enemies. This skill has a very long range and can hit multiple enemies as long as they are aligned with the cane.
- Whipping
- A basic whip swing in front of the Mage, mostly intended for the Mage's minions. Very slightly increases ally/minion damage, minion aggressiveness, and deals physical damage based on the Mage's weapon damage to enemies.
- Lantern Fire*
- Launches a Jack O' Lantern at the enemy. Able to hit multiple enemies on contact. Has the property of fire element. This skill also has a slight homing property. The higher the skill level the higher the damage.
- Aerial Lantern Fire
- Allows you to use the Fire Lantern skill while in the air.
- Fluorescent*
- Creates three orbs of electricity at the location of the caster for a limited time. These orbs deal magical, light-based damage if the enemy walks in to them. The orbs will stay longer and do more damage as the skill level increases.
- Elemental Burn
- Self buff that creates four dormant elements around the Mage that light up when their corresponding spell type is cast. Each element increases the mage's intelligence by a large amount, with the fourth element to light up giving a greater bonus. Lasts for a short time, though.
- Showtime
- Decreases the cooldown time and maximum charge time of all spells, and increases the casting speed of the Mage for 20 seconds.
- Disenchant
- Dispels all buffs on an enemy. Higher ranks increase the range and decrease the cooldown time and casting time.
- Palm Flower*
- The mage puts her palm out and propels her self forward into enemies, causing substantial damage, and knocking the enemies down, and in the direction of the attack. If an enemy gets pushed into a wall with this skill, it gets flung up into the air very far.
- Provocation Doll Shururu
- Throws a doll onto the floor to attract enemies while also giving a decrease in magic defense. This skill does not affect champions, bosses, or players. The doll has a set amount of HP and if the doll's HP is depleted, the doll will disappear. As the level of the skill increases, so does the level of the doll thrown, as well as the HP of the doll and the decrease of magic defense.
- Summon Hodor
- Summons a goblin to fight enemies for you. The goblin will walk around the map, hitting enemies with his mace and occasionally throwing stones. As the skill level increases, the level of the goblin increases. At rank 5, the goblin can throw 3 consecutive stones. At rank 10, the goblin can throw bombs.
- Phase Shift
- This skill becomes usable when the Mage is hit and put in a usual "struck" state, or when the Mage is completely knocked down. Causes the Mage to instantly teleport a distance away from where she was hit , dropping a straw doll in her place. The direction the Mage teleports can be controlled by pressing the arrow keys while casting. The doll can then be picked up by the Mage or her party-mates and gives them a temporary increase in physical attack speed and run speed. Ranks of this skill past Lvl. 1 also provide the mage with a temporary increase to her physical defense.
- Frosthead*
- This skill drops a snowball onto the ground with the property of ice element. The snowball then bounces across the floor until it hits an enemy. This skill has medium homing ability. This skill also has a low probability freeze effect on top of dealing ice damage. Charging up does not effect the probability at which it can freeze. The higher the skill level the larger damage and the increased probability in which the enemy can be frozen. (level 1 probability - 10%, level 5 probability, 15%).
- Pluto*
- Launches a damage-dealing purple cat of the dark element. This skill can hit twice per cast; once launching towards the enemy and again returning to the caster (usually causing a 'back attack' upon the second strike because enemies usually tend to face the player). This skill can be charged up for a higher damage bonus. The higher the skill level the higher the overall damage.
- Ancient Library
- This skill increases the Mage's MP regeneration drastically for a limited time, and has a long cooldown.
- Aura Shield
- A shield that converts a percentage of damage dealt to a Mage so that it reduces their MP instead of HP.


