Mage / Knight

Mage / Knight -- The Holy Caster
== Main Way of Playing ==
The Mage / Knight has a "magical DPS role" designed around heavy Light damage. Its elite skills fit the aesthetic of delivering pure holy judgement on enemies, both with the Light damage and with control effects. This combination pulls from Strength, Stamina, Intelligence, and Wisdom; more specifically, its Light damage stems from both Physical and Magical sources, and both of its classes draw from a mana pool, generally wanting a hybrid of stats. However, it can choose to focus exclusively on Light Magical damage, instead.
Key abilities for Mage / Knight are Energy Influx, Elemental Weakness, Holy Strike, and Punishment.
== Equipment Available ==
== Mage General ==
Icon	Skill Name 	Level	Cost 	Cast Time	Cooldown 	Range	Skill Effect 	Upgrade
 	Fireball 	4 	30 MP 	Instant 	6 seconds 	225 	Casts a fireball, causing 70.0 + 0.30 x INT Fire Damage. 	+28.0 per level
 	Lightning 	8 	20 MP 	Instant 	20 seconds	150 	A lightning strike inflicts 35.8 + 0.10 x INT Wind Damage, rooting the target for 3.0 seconds.
(For players this effect lasts for 3.0 seconds.)	+6.95 and +0.12 (+0.09) per level
 	Wisdom 	12 	 	 	 	 	Increases Intelligence by (current Intelligence + 11.0) x 1.0% + 11.0.	+0.99 and +0.9% per level
 	Intensification	16 	10 MP 	Instant 	2 minutes 	 	For 20.0 seconds, Magical Damage is increased by 100.0. 	+45.0 per level
 	Silence 	20 	50 MP 	Instant 	24 seconds	150 	Silences the target for 4.0 seconds.
(For players this effect lasts for 2.0 seconds.)	+0.12 (+0.06) per level
 	Fire Ward 	24 	120 MP	Instant 	 	 	Increase the party's Fire resistance by 10.0 points for 10 minutes. 	+2.0 per level
== Mage Class-Specific ==
Icon	Skill Name	Level	Cost 	Cast Time 	Cooldown 	Range 	Skill Effect 	Upgrade
 	 	1 	- 	Instant 	5 minutes 	Self 	For 20.0 seconds magical damage is enhanced by 20.0% and every 2 seconds 2.0% Mana is regained. 	-
 	 	1 	20 MP	3 seconds 	- 	225 	Launches a searing fireball, which deals 70.0 points of Fire damage. 	+21.0 per level
 	 	2 	75 MP	Instant 	2 minutes 	Self 	Absorbs as much damage as 2.0% of your maximum HP for 60.0 seconds. 	0,56% per level.
 	 	2 	15 MP	2 seconds 	- 	200 	Causes 45.0 + 0.10 x INT Wind Damage and puts you in Charged state which in turn temporarily increases your critical magical hit rate by 22.0. 	+13.5 and +2.75 per level
 	 	8 	- 	Fireball and Flame (chance: 10%)	- 	- 	Fireball and Flame have a chance of exploding and causing Fire damage (damage doubles).
Double Damage Chance: 10.0%. 	-
 	 	10 	30 MP	1 second 	- 	200 	Inflicts 30.0 + 0.10 x INT Wind Damage, and afterwards 8.0 every 2 seconds for a total of 12.0 seconds. 	+7.5 and +3.2 per level
 	 	10 	40 MP	Instant 	15 seconds	Self Circle (R: 50) 	Inflicts 55.0 + 0.10 x INT Wind Damage to targets within range and a Stun for 5.0 seconds.
(For players this effect lasts for 3.0 seconds.) 	+13.75 per level
 	 	14 	35 MP	Instant(holding time: ?) 	- 	150 	Conjures a meteor shower which causes 5 hits with 40.0 + 0.10 x INT Non-Elemental Damage. 	+6.8 per level
 	 	16 	10 MP	2 seconds 	- 	200 	Causes 60.0 + 0.20 x INT Wind Damage to the target.
When used in Charged state, it will deal 60.0 + 0.30 x INT Wind Damage to the target. 	+18.0 per level
 	 	18 	40 MP	Instant 	10 seconds	Self (Cone: 120) 	Summon a phoenix that causes 55.0 + 0.10 x INT Fire Damage to targets in its path. Effective up to a range of 120. 	+16.5 per level
 	 	20 	- 	Instant 	- 	Self 	When used in Charged state, the power of thunder and lightning is stored deep within you and allows for the use of Static Field. 	-
 	 	20 	20 MP	1 second 	- 	150 	Static Field Charge is needed. You use the power of thunder and lightning of your Electric Compression to attack your target, making it unable to move or attack for 10.0 seconds. (Effect will be removed if attacked; only one target at a time can be kept under control.)	+0.4 per level
 	 	22 	- 	- 	- 	- 	Increases resistance to Wind by 2.0 points, and increases magical Wind Damage by 5.0%. 	+0.464 and +1.16% per level
 	 	22 	- 	- 	- 	- 	Increases resistance to Fire by 2.0 points and increases magical Fire Damage by 5.0%. 	+0.464 and +1.16% per level
 	 	26 	35 MP	Instant 	- 	Self (Circunference: 50)	Summons purgatory fire, causing 45.0 + 0.10 x INT Fire Damage to targets within a range of 50. 	+13.5 per level
 	 	28 	45 MP	Instant 	2 minutes 	Self 	The chance to inflict critical damage with magical attacks is increases by 25.0 for 30.0 seconds. 	+3.824 and +1.5 per level
 	 	30 	- 	Instant 	2 minutes 	Self 	Mana cost for all skills are reduced by 10.0% for 50.0 seconds. 	+0.6% per level
 	 	32 	50 MP	Instant 	- 	250 	Reduces all of target's resistance by 30.0 points for 30.0 seconds. 	+6.0 per level
 	 	34 	50 MP	Instant (Holding: 3s?) 	- 	180 (Radius: 60) 	Requires .
Summon a thunderstorm that inflicts 40.0 + 0.10 x INT Wind Damage to targets 3 times within range with a chance of causing an additional Slowdown in movement and attacks for 5.0 seconds. 	+12.0 per level
== Knight General ==
Icon	Skill Name 	Level	Cost 	Cast Time	Cooldown 	Range	Skill Effect 	Upgrade
 	Holy Strike 	1 	15 MP	Instant 	 	50 	Deals 65% to 483,6% main hand weapon Physical Light Damage per second, and adds one layer of Holy Seal effect. Each skill level adds to aggro. Holy Seal: Causes 2 Physical Damage every 2 seconds for 10 seconds. It can be stacked up to 4 times. (This skill stat will increase and decrease based on equipment and target strength)	+4.55% per level
 	Punishment 	1 	20 MP	Instant 	8 seconds 	50 	Activates the Light Seals on the target.
If the target has the Holy Seal effect, according to the amount of the effect stacks, the Holy Seal will deal extra 30 to 120 + current Stamina x 0.16 to 0.64 Physical Light Damage. Every Holy Seal stack adds 30 + current Stamina x 0.16 Light damage. It can be stacked up to 4 times. (This skill stat will increase and decrease based on equipment and target strength)
(Requires at least one Light Seal on the target.)	+9 light damage per level per seal
 	Disarmament 	4 	20 MP	Instant 	 	50 	Inflicts 65.0% main hand weapon DPS to the target and reduces its armor value by 3% to 12% for 8.0 seconds. Can be stacked 4 times.
Reduces targets physical defence 	+4.76% dps per level
 	Shield of Atonement 	8 	6 MP 	Instant 	30 seconds	90 	Attacks target with a shield, causing 20.0 physical damage. Also prevents the opponent from using physical and common attacks for 3.0 seconds. (Shield must be equipped.)
Removed 	+5 and +0.055 per level
 	Enhanced Armor 	12 	20 MP	Instant 	 	 	Increases Physical Defense by 5.0% for 300.0 seconds.
The maximum level of this skill is 50. 	+1.15% per level
 	Defense Technique 	16 	 	 	 	 	Increases parry rate by 25.0. 	+3.4 per level
 	Resilience 	20 	 	 	 	 	Increases Stamina by (current Stamina + 12) x 1.0% + 12. 	+1.0 and +0.1% per level
 	Shield of Discipline	36 	99 MP	Instant 	60 seconds	 	Changed from “class-specific skill” to “general skill”, and the skill description now reads
Enhances the shield with the power of Light to absorb 5% Magical Damage in the next 30 seconds. Also deals 100 points Light damage to the attacking spell caster. (Must have a shield equipped)
The maximum level of this skill is 50. 	+1.2% per level
== Mage / Knight ==
Icon	Skill Name 	Level	Cost 	Cast Time	Cooldown 	Range	Skill Effect 	Upgrade
 	Holy Light Strike 	15 	15..210 MP	2 seconds	 	150 	Inflicts 40.0..1480.0 + 0.40 x INT Light damage on the target. 	+16.0 per level
 	Stars of Light 	20 	30..420 MP	Instant 	2 seconds	200 	The opponent is showered with exploding hexagrams of Light. For 5 seconds each second one flare explodes, dealing 25.0..925.0 + 0.10 x INT Light damage. 	+10.0 per level
 	Enhanced Holy Light Strike	25 	 	 	 	 	Holy Light Strike now has a 30% chance to Stun the target.
Stun duration 4 seconds. 	Cannot be upgraded
 	Messenger of Light 	30 	30..180 MP	Instant 	 	 	When activated, all damage caused by your Light based spells is increased by 5.0..60.0%. This lasts 900.0 seconds.
The maximum level of this skill is 50. 	+1.1% per level
 	Light Charge 	35 	30..420 MP	Instant 	8 seconds	150 	The power of Light enters your enemy's body with a violent shock, inflicting 40.0..1120.0 + 0.30 x INT Light damage and Slowing him down by 10.0..40.0% for 5.0 seconds.
(This skill slows the target down by a maximum of 40.0%.)
(Players get slowed down by 10.0..40.0%.)	+12.0 and +0.6% per level
 	Concentrated Attention 	40 	 	 	 	 	Causes your Messenger of Light to increase your Magical Accuracy.
+2% Magical Accuracy. 	Cannot be upgraded
 	Light of Day 	45 	 	 	 	 	When you successfull strike your opponent with Holy Light Strike or Light Charge, it instantly increases your Light damage for 15.0 seconds.
(After the effect has ended it cannot be triggered again for 20.0 seconds.)
+8% Light damageWhen this buff ends it interupts the caster's current gathering/casting/item-use - this is probably a bug.	Cannot be upgraded
 	Energy Recovery 	50 	 	 	 	 	Causes your Energy Influx to boost your Critical Magical Damage by an additional 2.0..16.4%. While this is in effect, each critical strike your Holy Light Strike lands will also recover (current Maximum MP x 1.0..9.1%) + 15.0..420.0 MP.	
 	Brilliance Award 	60 	 	 	 	 	Reduces your Stars of Light chant time by half. Also increases target's Light damage by 3%. Can be stacked 5 times.
Each time Stars of Light inflicts damage to the target, it adds a stackable debuff that increases the Light damage taken by 3% per stack, 5 stacks max, it lasts for 12 seconds.Stars of Light:Paints a light hexagram on the target and detonates. Cast out 1 light bolt and causes (same damage) Light damage on the target. Lasts for 5 seconds.	Cannot be upgraded
 	Saint's Resilience 	70 	 	Instant 	5 minutes	 	Removes Helpless, Dizzy, Root, Slow and Fear states. (Target must be in a Root, Slow or Dizzy state for removal effect to work.) This skill can be used under any state that hinders casting. Also reduces your received damage by 60% and lasts for 7 seconds. After the Saint's Resilience effect wears off, it causes an extra increase in your Movement Speed. Lasts for 7 seconds.
+20% Movement Speed	Cannot be upgraded
== Tips and Tactics ==
* A large mana pool is vital while using this combination, seeing as how both classes use the same resource for their abilities. Gaining Wisdom as a stat in early levels is very beneficial, though in later levels stacking Intellect may meet one's needs.
* While Enhanced Holy Strike encourages the use of Holy Strike, you can opt to focus solely on Magical damage over Physical and use Holy Strike only for a stun instead of as a source of damage.
* A hybridized build will probably want to use a staff, while a magical-focused one will probably want to use a wand and talisman.
* Rather than invest in Flame and Fireball, this combination could instead make the most of Wind spells such as Plasma Arrow to make the most of Energy Recovery with critical damage, or Lightning with Light Charge for kiting.
* Switching to a Knight / Mage gives the player access to arguably the strongest magical tank in the game with tremendous AoE Light damage to hold aggro.
== Notes ==
Mage / Knight drawing heavily on a mana pool can make the early levels difficult, if not downright arduous. Higher levels will give the combination a chance to truly shine, dealing tremendous Light damage that can't be found in any other class.