In this section we'll talk about spells, how do they work, what effects them, wich are best to be had for wichever reasons, ect.
The Mage has three Categories of spells, ones are Talent spells - wich you usually refer as your general usage spells, seconds are World Mystery Spells - wich you get from different quests along the world and third are Ruby spells, wich mostly come in a form of passives , but with some expections.
Lets start with the normal spells available to each mage from level 1 wich are Talent spells, they come in three different elements, Fire, Ice and Lightning and some exceptions to three barriers and a mana restoration spell.
Talent spell:
First line of spells, wich is available from level one:
Fire Arrow: - your first and most basic fire spell, it has a 1.5 second cast time and no cooldown, the mana usage is minimal thus its quite spammable, its usually the most often used spell for a fire mage, deals decent amount of damage , higher than Shocking Gasp, and has a long range of 40yards, its highly recommended getting it to rank 3 as soon as possible for Fire mages.
Especially works well with crit type mages since its ranged, has fast casting time and thus crits come out often, and some ruby passives allow the mage to regenerate mana on crits.
Its also possible to Precast it.
Get to rank 3.
Icy Flow: - your first and most basic Ice spell, its a channeling type spell that has to be cast for 3 seconds, you can't move while channeling it or it will get interruped, getting hit will also interrupt it, it deals low continuous damage but leaves a a debuff on the target, each second of this spell caster leaves 2 stacks of a debuff on the target, wich reduces its movement speed and attack power by 15% per stack, to a maximum of 6 stacks can be on the target at once, thus reducing speed and attack by 90%! No cooldown also.
Each next hit will deplete 2 stacks of damage from the target, thus it won't be under ice effect after 3 hits. But there is a flaw also, any kind of damage depletes the stacks and cancels the effect, even DoT's, so in a party where several members are attacking the same monster - this spell is kind of useless.
If the next source of damage was caused by your Fire, then there will be addiotional damage bonus dealt.
This spell has a relatively high mana cost later on and the damage isn't as great, but its a decent way to slow down a target, investing poitns isn't recommended since it only slightly increases the damage dealth..wich already is insignificant.
Leave at rank 1.
Shocking Gasp: - your first Lightning type spell, unlike the other two previous spells that were long ranged, this one is actually a close ranged spell. But with the sacrificing of range it gets a instant cast time and no cooldown, also the damage is 40% lower than Fire Arrows but it has a trick to it, when the opponents Health reaches lower than 25%, it starts dealing double damage to him, so its a great finishing move. The mana cost is also minimal so its spammable and its the main mean of damage that a Lightning type mage prefers, overall its probably got the fastest DPS in between all of the classes.
Its highly recommended to invest points into this spell and get it to rank 3.
Get to rank 3.
The second row of spells, you have to spend 1 point into the previous spells to unlock them and thats available at character level: 5
Fire Ball: This is the second Fire Spell you get , it one of the highest damage ratings in the game, its also a AoE (Area of Effect) type spell wich can be precasted.
The mana consumption is quite fair for the amount of damage it deals, but the downside is that its casting time is 5 seconds, wich is quite long and unusable in combat, so you would prefer casting it beforehand.
The recommended rank for this spell is 3.
Icy Grave: This is your second Ice Spell, it doesn't deal damage but only freezes enemies, making them enable to move. Cancels any fire effects on the target and the ice will break if the enemy is hit.
Its a great mean of control and the higher the rank of the spell, the longer it lasts and the less chances that your opponent will resist it.
Casting time of 2.5 seconds and a cooldown of 10 seconds. Lasts 20/25/30 seconds, relatively cheap mana cost.
A well handed mage with this ability and icy flow can keep under control 3 at once enemies.
Can also be precasted, recommended rank for this spell is 2.
Stone Barrier: This is your first Barrier spell you get. Its a must for any mage to have this spell in his arsenal, it adds 5/7/10 layers of Stone Barrier to your character, wich each absorb a certain amount of damage, the damage absorbed is determined by your characters Intelligence and some ruby talents.
Casting time is instant, cooldown is 45 seconds, mana usage is mediocre.
As we see mana usage is pretty high tho so it comes at a price, use it too much and it won't be long before your out of mana, but there are ways to avoid the mana burn wich i will talk about later in the guide.
A Magician with heavy Intelligence can even fully absorb blows from warriors with Two-Handed weapons trough this barrier.
Must get rank 3 of this spell regardless of what kind of mage you are since without it, your a piece of meat.
We've reached the third row of the mage spells now, to get access to these spells, you have to spend 9 points into your previous spells first, wich will enable you to get them at level: 12
Reflections: your second barrier, its a Ice spell, wich generates and creates 5/6/7 illusions around you, that can help you avoid any kind of damage sometimes, but sometimes the damage can go trough the illusions and hit you dirrectly while still eating a illusion. The best part about this spell is that it can block even magic and any kind of high numbers, the flaw of this spell is that all the illusions will get deleted if your caught in a AoE and that sometimes you they will fail to absorb incoming damage and you will get hit dirrectly.
Instant casting time, 30 seconds cooldown, mediocre mana cost so casting it too much in combat will lead to a mana insufficiency.
Recommended spell rank 1.
The only difference between different ranks is the addition of 1 extra illusion, wich is not worth extra points spent for.
Thunderbolt: This is your second lightning spell, it has a 3 seconds casting time and deals slightly higher than a rank 3 Fire Arrow, but it burns trough the Mana of your enemy when hit by it, but it also eats a good amount of mana so its mainly useless in PvE and well to be honest pretty useless in PvP also since the amount it deplets isn't worth it and its too long of a casting time with low damage to it.
Don't get this at all.
Meditation: This is the Mages main means of mana regeneration, thus is why he never needs a mana potion around. In the interval of 10 seconds, the mage will recover all of his mana with this spell, in combat it takes 20 seconds. Also while under the effect of Meditation, the mage will receive double the damage, so using in combat is not recommended.
30 Seconds cooldown, doesn't require mana to use.
At rank 2 and 3 it only decreases time , each respectively by 2 seconds.
Get it to rank 1 and leave it like that, you won't really feel a need to regenerate faster than it does at rank 1, plus with a good amount if wisdom, you won't need to as often.
Next we've arrived at the 4th row of mage spells, wich require 17 talents points to be spent into your previous spells to gain access to: level 17
Wall of Flame: This is your third fire spell, it creates a wall of flame over the area it was casted upon and damages the area per second, enemies caught inside it will be immobilized while the effect is on.
This spell is a great mean of control, you can try catch 1~3 enemies with it and keep them stopped for 8 seconds while dealing fire damage each second, no cooldown, 40 yards range.
Is a channeling spell that lasts up to 8 seconds, mana consumption is rather high.
Recommended getting this spell at rank 1 atleast for the control ability in different situations.
Anyways it works also great with the Kanian concentration ability and the Elf Arcane ability. The damage dealt is quite good so it will be very useful in Mass PvP and some PvE raids, but its a situational spell so don't expect to use it too often.
Pulse Lightning: The third Lightning spell that a mage has, its quite useless also but oh well.
Its a Channeling spell, deals damage in a inverval of 8 seconds, 14 times, 20 seconds cooldown, 40 yards range.
Has high mana cost but the total damage dealt is also high, might be worth it for Kanian Mages wich have the ability to make spells uninterrupable. But doubtful.
Anyways they say that sometimes back in time this spell had a knockdown to each ball of lightning but it doesn't seem as of now like that, so its not worth it , but it might change if the Knockdown effect is applied.
No point investment.
Fifth row of spells for a Mage, requires 25 points to get there, level : 24
Ice Comet: The third and last Ice spell in the Spell talent tree for a Mage. This spell flies out and damages everything in its way up to the target.
4 Second casting time, can be precasted, eats a average-high amount of mana and has no cooldown, 40 yards range.
Interesting spell with a interesting mechanic, but i won't go into details since its not worth it.
No point investment at all.
Resist Elements: Finally the last shield a Mage has available, it works around exactly the same as Stone Barrier but! Its against magic instead of physical attacks, cannot be stacked with Stone Barrier and creates 3/5/7 shields against magic wich each absorb a certain amount of damage wich is affected by intelligence.
Well by description it seems to be a nice spell but well there are alot of flaws to it.
DoTs hit right trough it, ignoring the barrier, same do channel spells so its only really useful against other Mages.
Against a Paladin you should rather keep your stone barrier up since his physical dmg is alot higher than Light damage, against a necromancer again its better keeping up stone since his pet will deal more damage than himself, and same applies to Warden as to necromancer.
But generally its better not to ignore this spell and try to throw atleast two ranks into it.
Instant casting time, 45 second cooldown, mediocre mana cost.
Suggested - rank 2-3.
And finally we've reached the last row of the mage spells, needs 33 points spent to unlock, thus leadind to minimal level required: 30
Conflagrate: Your last Fire spell as a Mage in the spell talent tree, target is thrown into searing flames that deal damage each second for a interval of 4 seconds, while the target is under effect, it runs around in panic (Similar to fear effect) and can't do anything in the meantime, also damage doesn't cancel the effect.
Cast time is instant, cooldown is 60 seconds, mana consupmtion is mediocre.
A excellent spell, even rank one under good gear can rise its effect up to 5 seconds, at that time it already does pretty decent damage also, around as much as a FireBall.
Pretty much a must have for Fire Mages, it also ignores Elemental shields and such and makes a great combo with Icy Flow, plus you can cast it right away under icy Grave , then icy grave again for longer control.
Rank 3 for Fire inclined mages
For the rest, atleast rank 1.
Prism Lightning: The last and most powerful mage Lightning Spell, Ability can be precasted and hits up to 3 targets in a range of 10 yards. It works pretty much like Chain Lightning in WoW, you throw it into the target and if there are any other targets around, it jumps to them too, it also blinds the main target on wich it was casted on for 4 seconds, wich makes it useful.
If Cascade is taken in the build, this thing hits 3 times, thus a 30% chance that you can activate it again, sometimes it can be casted 3 times i a row.
Mana consumption is Mediocre, range is 40yards, casting time 3 seconds, precastable.
Recommended rank for it, 3.
With that were done talking about the Talent tree spells, lets move on now shall we?
World Mysteries:
Invisibility - short cast time , lasts 10 seconds with a cooldown of 60 seconds.
Doesn't fade away from DoT's, a useful tool when you need to escape combat or temporarily get away to heal up and get shields up again.
Tenesse's Gift - ressurects on fallen ally once in 20 hours, 15 seconds cast time. Pretty much a one time per day ressurect, quite useless.
Exodus - Teleports you and your party back to your saved point, or to a dungeons entrance.
Ruby passives and active spells:
The mage has three Ruby tree grids, one is for Fire, one is for Ice and the third is for Lightning.
This ability activates at level 10 and you can buy one ruby point each level with gold from your class trainer, in total you can buy 31 ruby's at level 40 and you can aquire 7 more by doing different World Mystery quests and by getting the last PvP title.
So that ends up to a total of 38 ruby points available at the very end.
Lets start off with Active abilities from the Ruby Grids.
Fire Ruby Active Abilities:
Lava Spill - this spell is your first aquirable active fire ruby spell, it takes youur fire Entrophies and throws them at your enemy, causing a burn effect DoT, wich deals damage every two seconds and with each additional fire Entrophy it last 2 seconds longer, in total it can last 10 seconds and damage the target 6 times.
A great way to get rid of fire Entrophy early game , for fire mages its a must.
Plus it works well with Icy Flow.
Fire Trap - casting time 4 seconds, lays a trap down and anyone who enters its range activates it, thus it explodes and deals damage to targets in 10yards range.
Its a bit stronger than Fire Ball, long cast, you will only cast it outside of combat as preparation, in Mass PvP will get popped by pets quickly, no point in taking it.
Elemental Contrast - removes one negative effect, uses fire and ice entrophies, if succesful then you regenerate 10% mana for each used entrophy.
Well it would of been useful if it would actually remove Necromancer DoTs but since it doesn't, theres not much use for it, plus its kinda of positioned awkwardly so its a waste of several points to get.
Enlargement - quite useless, it makes your character bigger and changes some stats for others, the change isn't worth the ruby's spent, plus you become a easy target in PvP that stands out.
Seismic Snap - takes fire and lightning entrophies and knocks down the target for a time of 0.5 seconds for each spent entrophy.
This could of been useful if the time would of been atleast 1 second for each entrophy, but as it is now, its useless, you spend too many entrophies for it that you could of used elsewhere.
Elemental Harmony - after the nerf , the damage it deals became insignificant and physical so its quite useless.
Ice Ruby Active Abilities:
Snowstorm - channeling spell that deals damage over a area of 15 yards range for 8 seconds, each two seconds, slowing the targets in range by 90%.
Since its a channeling spell it could make a good addition for a Kenian mage, for others not as much bit still i'd take it, its still a very good mean of control and annoyiance for Mass PvP.
Hypothermia - a very useful ice ability, eats Ice Entrophies, for each entrophy it freezes the target for 1 second, the target can't move or attack, it consumes no mana like all the other Entrophy based spells and its a great move to cancel someones cast, or stop them from running , ect.
Element Cooperation - a must have ability, its the only heal that a mage has, consumes ice and electric entrophies and heals you for a certain amount for each entrophy spent. It has many uses and tricks to it, you can run away and recover HP at the same time by using a Flash and Ice Quake, then heal yourself, this can be done when under some effects like conflagrate or bee swarm so you can recover a bit of HP. The only downside of this spell is like with any other heal...the really random range between minimum and maximum healed health.
Ice Quake - once again a must have ability, it eats very low amounts of mana and generates ice entrophies very fast, a intant cast time, aoe around yourself does damage and has a 2 second cooldown.
Different uses, can regenerate mana on crits, can reset your cooldowns on ice if you have the respective ruby's, can get someone out of invis if hes in range, ect.
Boiling Plume - damage is too low, not worth aquiring.
Minimization - makes your character smaller, the stat bonus is insignificant but it has other uses, like making you a harder to target person in PvP or less standing out.
Lightning Ruby Active Abilities:
Dissplacement - eats a ton of mana, doesn't give 100% physical hit dodge, has a cast time, has a huge cooldown for a mage, useless ability, don't bother.
Flash - a must have spell, teleports the mage in the dirrection he is facing by 35 yards, our means of escape and generation of extra electric entrophies.
Hive Mind - increases your party's mana regeneration rate, is affected by your wisdom, useful ability if you have a good amount of wisdom. Recommended in having but thats up to you.
Elemental Fortification - a very useful spell, at the cost of fire and electricity entrophies, it adds layers back to your Stone Barrier, this is the spell i mentioned in the Stone Barrier description where i said you could avoid mana costs.
You just have to keep the Barrier on yourself and periodically renew it with this baby, it eats no mana and generates one lost barrier per entrophy spent, so if you wish to totally recover your Stone barrier that went down from 10 layers to 1, you will have to use this spell once and use 4 fire and 5 lightning entrophies, or vice-versa.
Is very useful in combat when monsters come close and you just have those few leftover entrophies after killing it.
Or when fighting against melee characters, you keep spamming them with fire and lightning and renewing your barrier everytime.
Tempest - its the best mean of DPS early game, spamming Shock 5 times then tempest is the best damage output, later game its useful in Mass PvP when you have a couple of melee targets on you or in range wich you can scratch with it.
Arctic Shock - a well versed control ability that enables you to freeze all the targets around you in a 10 years radius for 1 second per each Entrophy spent. Uses Ice and Lightning Entrophy.
Passive Ruby Abilities:
Calefaction/Chill/Energize - passive ability wich increases your damage with Fire/Ice/Lightning spells by 3/6/10%.
This ability is a must have if your concentrating on a respective elemental build.
Its recommended having 10% in lightning and you will automatically also have 6% in Fire.
Sage Intelligence/Cunning Thoughts/Propitious Magic - passive abilities that increase your Intelligence, Perception and Luck by 5/10/15%.
These three passives are a must-have for any mage since they increase your stats noticeably.
Poise - same as the ones above but increases convinction stat by 5/10/15%, wich isn't really needed by a mage so most people usually skip this, plus its located deep inside each trees, thus hard and wasteful to get.
Avalanche/Cascade/Extinguisher - theres two levels of this ability in each Ruby Grid, gramts a 5/10% chance that your next Fire/Ice/Lightning spell will be a instant cast if you successfully land a critical hit.
More for the critical build mages, not very useful for Int/Perc mages.
Burning Desire/ - 10/20/30% chance to restore 25% of your maximum mana on a critical hit with Fire/Ice/Lightning.
Another fine addition for Crit mages, they can recover quite a considerable amount of mana in combat trough these abilities.
Fire/Cold/Lightning Absorbtion - passive ability with a 5/10% chance to recover 33% of your mana after receiving Fire/Ice/Lightning damage.
Quite useless ability , skip, the chances are low and it only works against certain classes like the magicial and warden.
Fire/Lightning/Ice Advantages - passive ability that builds up 1/2% extra damage for each respective entrophy buff at the time on you.
Lets say if you have 1 Fire Entrophy, then the next fire spell will be 2% stronger, if you have five of them , then the next fire spell will be 10% stronger.
But its not really recommended in having them since the damage is not stable and it slowly builds up and decreases with each use.
Fire/Ice/Lightning Auspice - passive ability, works around same as the one above but instead of damage it adds elemental resistance against each respective element depending on how many entrophies are present.
Invulnerability - passive ability that activates with a chance of 10/15/20% when your Health drops below 10%, wich makes you invulnerable to any kind of damage for a period of time, consumes 6/3/1% of your mana each second under the effect of the barrier and gets canceled out if you use a spell.
Well frankly it only sounds good but chances are that you will get killed assap if your HP is below 15% and i won't reach to the point of activating the barrier, plus its got a 1 out of 5 chances to activate and you might not even notice that it did and tap a spell button, thus leading in it canceling.
So its a spell with a beautiful description in theory but is doubtful in actually practice.
Eruption/Ice Age/Lightning Jolt - passives that grant a 56% chance ability to reset all of your Fire/Ice/Lightning cooldowns when you receive a critical strike from Fire/Ice/Lightning.
In reality this chance is lower, about 20% and its useless for Ice and Lightning spells since those almost don't have cooldowns.
Concrete Mind - ability that increases the effectiveness of your Stone Barrier by 20/40/60%, this ruby is a must have for any mage, all three ranks.
Amber/Crystal/Obsidian Mirrors - passives that increase your resistance against Fire/Ice/Lightning by 5/10% and have a 3/6% chance to reflect some Fire/Ice/Lightning damage back at the opponent when he strikes you.
The reflected damage isn't high and the chances are quite low for it to activate but the resistances are a good addition.
With this we've finally completed the Spells section, more to come shortly ^^
5. Entrophy
A entrophy is a certain debuff that generates after using a respective school of magic, something like energy gathering inside you after using magic.
The more you use your magic, the more entrophy you generate.
As in if you would use Fire Magic then for each used magic spell you will generate 1 Fire Entrophy.
When the number of entrophies reaches 6, they will automatically disscharge either creating a buff at a 70% success rate, or a debuff at a 30% success rate.
The effects of a possitive Entrophy disscharge could be one of the following:
-Healing effect
-Mana refilling effect
-Resets cooldowns for your respective Magic School.
-Will strengthen the next spell out of a respective school of magic by 150% power.
-Will decrease casting time by 20% for each entrophy disscharged for a respective school of magic.
Negative effects that it might lead it are the following:
-You will get hit when the force disscharges and lose health
-Your mana will get burnt when it disscharges
-The cooldowns for a respective school of magic will be increased for 8 seconds.
The amounts of Mana or Health refilled or burned are affected by your maximum amount of Health and Mana.
Also when using a certain school of magic that is opposite to the other, they will cancel each others Entrophies when casted, thus if you have 5 Fire Entrophies and use a Ice spell, then it will generate 1 Ice Entrophy and decrease your fire Entrophy by 1.
The order they decrease each other is the following
This is very important to keep in mind and know what spells will affect your current entrophies since they are used for more than just ordinary buffing, wich i will explain a bit lower.
Entrophy usage:
There are several spells in the game available for your mage that use Fire/Ice/Lightning Entrophies. These spells are all inside your Ruby grids, thus you will have to build your characters respectively to get them.
Each of them is very special and unique, they usually do not require mana and do not have casting time but instead they require a certain combination of Entrophies from each school to be used.
For example the Elemental Cooperation Spell:
It requires one Ice and one Lightning Entrophy to be used, for each entrophy it will heal you for a certain amount of HP that is affected by your Intelligence.
Also take note that Ice is weak against Lightning and it will be decreased the number of Ice Entrophy's if you use them incorrectly, as i said above.
So the correct way of using this would be by first aquiring 5 Lightning Entrophies then 5 Ice entrophies to fully maximize the effect of the spell.
There are also several other interesting spells in the Ruby grids that require entrophy, i've described them in the spell section.
6. Builds section
In this section we will talk about possible build ups of both spells and talents for each type of mage, i'll bring up as example alot of builds that were even suggested on this very forum by different users.
But with that said there is a basic gentleman's hand ruby build that is considered as a minimal requirement to be had as any kind of mage, without it, proper Mages won't even have a second look at your build for disscusions.
And the raw minimum that every mage should have in their ruby grids would look like this.

With that you have 12 points left wich you are free to allocate wherever you feel like best, thats where disscusions about builds beggin, wich is better, more effecient, cheaper to keep up with, most effective in PvP, PvE, ect, ect. But all in all its just additional costumization.
As of talent spell builds, well there is no Gentleman's Hand build for one , its totally optional wich spells you use, are used to using and prefer using for your own comforting play style.
But the most basic ones that you could come across most often are something like this, personally i also use it myself.
As of some people might argue about it and say that they don't like using Fire Wall and would prefer these points somewhere else like Meditation for example, or that some prefer to heavily use lightning or just fire arrow thus they don't need the other, some say they don't use fire ball at all and don't want it in their build.
BUT in reality neither of those spell builds is wrong!! It all comes down to your own play style and preferences. So i won't go into detail about Talent Spell buildings, with the above example i'll just leave it at that, plus with the detailed Description i gave about spells in the previous section, you should already know yourself what would YOU prefer for yourself.
Credits: Lawful
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