Mage

Mage is one of the three base classes, along with Warrior and Rogue.

Mage has two evolutions:

* The Dragon Base DragonMage.
* The Atealan Base Ascendant.

In addition, there is also the Heromart Shadow Mage, which is mostly a cosmetic variant, but is separate from Base Classes.

* Mage
* DragonMage
* Ascendant

**Mage** is the base the other two classes iterate upon.

## Skills

* Acid
	+ Required Level: 15
	+ 3 MP, 4 CD
	+ Attacks for 1 hit of 50% Fire damage.
	+ Inflicts 'Acid' for 5 turns, a 20% weapon + stat damage Fire DoT.

* Root
	+ Requires Level: 12
	+ 3 MP, 9 CD
	+ Attacks for 1 hit of 100% damage.
	+ Inflicts 'Rooted' for 4 turns inclusive.
		- +30 Health.

* Mana Blackout
	+ Requires Level: 10
	+ 10 MP, 0 CD
	+ Attacks for 1 hit of 150% MP damage.

* Blind
	+ Requires Level: 8
	+ 11 MP, 5 CD
	+ Attacks for 1 hit of 0% Magic damage.
	+ Inflicts 'Blind' for 4 turns.
		- -50 Bonus.

* Sleep
	+ Requires Level: 6
	+ 15 MP, 14 CD
	+ Applies 'Sapped Boost' for 5 turns inclusive.
		- +25 Boost.
	+ Attacks for 1 hit of 0% damage.
	+ Inflicts 'Sleep' for 3 turns, a stun.

* Meditate
	+ Requires Level: 4
	+ 0 MP, 2 CD
	+ Heals the player for 1% of their maximum MP.

* Thorny Shield
	+ Requires Level: 2
	+ 9 MP, 9 CD
	+ Applies 'Shielded' for 2 turns inclusive.
		- +140 Block/Parry/Dodge.
		- Retaliates 50% weapon damage, halving each time.

* Attack
	+ 0 MP, 0 CD
	+ If the equipped weapon is a staff, wand, scythe, or dagger, attacks for 1 hit of 100% Magic damage.
	+ Otherwise, attacks for 1 hit of 50% damage.

* Power Boost
	+ Requires Level: 3
	+ 11 MP, 4 CD
	+ Applies 'Power Boost' for 5 turns inclusive.
		- +20 Boost.
	+ Attacks for 1 hit of 100% damage.

* Fireball
	+ Requires Level: 6
	+ 15 MP, 4 CD
	+ If neither a staff, wand, scythe, nor dagger is equipped, do nothing.
	+ Attacks for 1 hit of 125% Fire Magic damage.
	+ If the target is affected by 'Frozen', attacks for 1 hit of 250% Fire Magic damage instead.

* Ice Strike
	+ Required Level: 6
	+ 10 MP, 4 CD
	+ If neither a staff, wand, scythe, nor dagger is equipped, do nothing.
	+ Attacks for 1 hit of 125% Ice Magic damage.
	+ Inflicts 'Frozen' for 5 turns inclusive.
		- -25 Fire.

* Wind Strike
	+ Required Level: 6
	+ 8 MP, 4 CD
	+ If neither a staff, wand, scythe, nor dagger is equipped, do nothing.
	+ Applies 'Wind' for 5 turns inclusive.
		- +20 Bonus.
	+ Attacks for 1 hit of 125% Wind Magic damage.

* Lightning
	+ Requires Level: 6
	+ 13 MP, 4 CD
	+ If neither a staff, wand, scythe, nor dagger is equipped, do nothing.
	+ Applies 'Zapped Boost' for 5 turns inclusive.
		- +25 Boost.
	+ Attacks for 1 hit of 100% Energy Magic damage.

* MageFury
	+ Requires Level: 10
	+ 19 MP, 0 CD
	+ If neither a staff, wand, scythe, nor dagger is equipped, do nothing.
	+ Attacks all enemies for 1 hit of 140% Magic damage.

* Final Blast
	+ Requires Level: 18
	+ 8 MP, 14 CD
	+ If neither a staff, wand, scythe, nor dagger is equipped, do nothing.
	+ Attacks for 1 hit of 125% Magic damage with +200 Crit.

## Mechanics

### Cloak Scrap

Cloak Scrap is an Artifact shared with the other base classes:

* Final Blast gains a 50% chance to grant an extra HP potion, if you are not already at 5.

### Weapon Restriction

If a Melee weapon is equipped, most right side skills will do nothing, and Attack deals half damage.

## Rotation

Defensive: Sleep, Ice Strike, Fireball, Blind, Final Blast, Power Boost, Ice Strike, Thorny Shield, Fireball, Blind, Acid or MageFury, loop

Offensive: Lightning, Ice Strike, Power Boost, Fireball, Final Blast or Acid or MageFury, loop

## Strategy

This class is a base class, and should be avoided for endgame play as there are multiple better options including straight-up upgrades to the class. Of course, it is still a nice class with a somewhat strong spammable multi, many loopable boosts, and a loopable blind, but there is always multiple better options for any endgame strategy. Use a Fire staff/scythe when using skills not locked to an element to take advantage of Frozen's effect.

**DragonMage** is the Dragon Mage Base Class. It is available from Jonath in Dragonsgrasp. This class requires a Dragon Amulet.

DragonMage uses a mechanic called **Dragon's Tempest**, conditionally raising Crit and damage.

## Skills

* Dragon's Acid
	+ 30 MP, 8 CD
	+ Attacks for 1 hit of 125% Poison damage.
	+ Inflicts 'Dragon's Acid' for 6 turns inclusive.
		- -50 All.

* Dragon Hex
	+ 25 MP, 4 CD
	+ Attacks for 1 hit of 100% damage.
	+ Inflicts 'Hexed' for 4 turns inclusive.
		- +40 Health.

* Dragon's Cleanse
	+ 35 MP, 4 CD
	+ Attacks for 1 hit of 50% MP damage.
	+ Purges the player of all effects besides 'Stuffed' and permanent effects.

* Blind
	+ 30 MP, 7 CD
	+ Attacks for 1 hits of 50% Magic damage.
	+ Inflicts 'Blind' for 4 turns.
		- -50 Bonus.

* Sleep
	+ 30 MP, 14 CD
	+ Applies 'Sapped Boost' for 5 turns inclusive.
		- +25 Boost.
	+ Attacks for 1 hits of 0% damage.
	+ Inflicts 'Sleep', a 3-turn stun.

* Meditate
	+ 0 MP, 19 CD(carries between battles)
	+ Heals the player for 35% of their maximum HP and MP.

* Thorny Shield
	+ 20 MP, 7 CD
	+ Applies 'Shielded' for 2 turns inclusive.
		- +140 Block/Parry/Dodge.
		- Retaliates 50% weapon damage, halving each time.

* Attack
	+ 0 MP, 0 CD
	+ Attacks for 1 hit of 100% damage.

* Charge
	+ 25 MP, 4 CD
	+ Applies 'Charge Boost' for 5 turns inclusive.
		- +25 Boost.
	+ Attacks for 1 hit of 100% damage.

* Dragon Fire
	+ 30 MP, 3 CD
	+ Applies 'Dragon's Fire' for 6 turns inclusive.
		- +30 Boost.
	+ Attacks for 1 hit of 125% Fire Magic damage.

* Dragon's Ice
	+ 30 MP, 3 CD
	+ Attacks for 1 hit of 125% Ice Magic damage.
	+ Inflicts 'Dragon's Ice' for 5 turns.
		- -30 Boost.

* Dragon's Breath
	+ 30 MP, 3 CD
	+ Attacks for 1 hits of 125% Wind Magic damage.
	+ Inflicts 'Dragon's Breath' for 6 turns inclusive.
		- -100 Melee/Pierce/Magic.

* Dragon's Spirit
	+ 30 MP, 3 CD
	+ Attacks for 1 hit of 125% Energy Magic damage.
	+ Inflicts 'Dragon's Spirit' for 5 turns.
		- -100 Crit.

* MageFury
	+ 30 MP, 0 CD
	+ Attacks all enemies for 1 hit of 140% damage.

* Final Blast
	+ 30 MP, 14 CD
	+ Attacks for 1 hits of (225 + 25X)% Magic damage with +200 Crit.
	+ X is equal to stacks of **Dragon's Tempest** (max 350%, but effectively 400%).

## Mechanics

### Dragon's Tempest

* DragonMage has a Dragon's Tempest counter that starts at 0 and caps at 5.
	+ For each of the following effects on the targeted enemy, Dragon's Tempest increases by 1:
		- 'Dragon's Acid'
		- 'Dragon's Ice'
		- 'Dragon's Breath'
		- 'Dragon's Spirit'
	+ If the player is affected by 'Dragon's Fire', Dragon's Tempest increases by 1.
* For each stack of Dragon's Tempest, all non-Trinket skills gain +10% base damage and +25 Crit.
	+ *Dragon's Tempest: +25X Crit, +10X Boost.*

## Rotation

* Dragon Fire
* Dragon's Acid (Dragon's Breath if not up)
* Charge
* Dragon's Ice
* Dragon's Spirit
* Final (Pick a random other skill if Final isn't up)

## Strategy

Try to keep as many stacks of Dragon's Tempest up as possible, but don't forgo using Boost or Sleep for it. Attempt to get as close to 100 Crit as you can reasonably get from gear and stats, as the passive Crit boost will often be making the crits almost guaranteed. Be careful of using Cleanse, as it clears your own self buffs. Use Dragon's Acid as much as possible, as -50 All is very powerful. INT/END is a must, as most attacks are Magic-locked and the class inherently has high Crit due to Dragon's Tempest.

**Ascendant** is the Atealan Mage class. It is obtained by completing "Read the Signs!" from Isiri in Atrea (The Anomaly), which is accessible only after completing Book 1. This class requires a Dragon Amulet.

Ascendant uses a mechanic called **Ageisk - Lost Chapter**, which increases the base damage of each hit over time.

## Skills

* Tolm's Wrath
	+ Required Level: 15
	+ 15 MP, 4 CD
	+ Attacks for 2 hits of 55% damage (110% total).
	+ Inflicts 'Tolm's Wrath' for 5 turns, a 50% weapon + stat damage DoT.

* Trip
	+ Required Level: 12
	+ 10 MP, 4 CD
	+ Attacks for 1 hit of 150% damage.
	+ Inflicts 'Tripped' for 3 turns inclusive.
		- -100 Melee/Pierce/Magic.

* Mana Break
	+ Required Level: 10
	+ 20 MP, 12 CD
	+ Attacks for 1 hit of 150% MP damage.
	+ If the hit connects, heals the player for 15% of their maximum HP.
	+ Inflicts 'Mana Break' for 2 turns inclusive.
		- +30 Health.

* Aksal's Light
	+ Required Level: 8
	+ 20 MP, 5 CD
	+ Attacks for 1 hit of 150% Magic damage.
	+ Inflicts 'Blind' for 4 turns.
		- -60 Bonus.

* The Hammer
	+ Required Level: 6
	+ 30 MP, 14 CD
	+ Applies 'Tolm's Hammer' for 6 turns inclusive.
		- +30 Boost.
	+ Attacks for 2 hits of 55% damage (110% total).
	+ Inflicts 'Sleep' for 3 turns, a stun.

* The Book - Chapter 2
	+ Required Level: 4
	+ 0 MP, 2 CD
	+ Heals the player for 10% of their maximum MP.

* Thorny Shield
	+ Required Level: 2
	+ 15 MP, 9 CD
	+ Applies 'Shielded' for 3 turns inclusive.
		- +180 Block/Parry/Dodge.
		- Retaliates 75% weapon damage, halving each time.

* Attack
	+ 0 MP, 0 CD
	+ Attacks for 2 hits of 50% damage (100% total).

* The Staff
	+ Required Level: 3
	+ 15 MP, 4 CD
	+ Applies 'Aksal's Fury' for 5 turns inclusive.
		- +75 Crit.
	+ Attacks for 1 hit of 100% damage.

* The Wand
	+ Required Level: 6
	+ 35 MP, 4 CD
	+ If neither a staff, wand, scythe, nor dagger is equipped, do nothing.
	+ Attacks for 5 hits of 25% Magic damage (125% total).
	+ If the target is affected by 'Preis', attacks for 5 hits of 115% damage instead (575% total).

* The Scythe
	+ Required Level: 6
	+ 25 MP, 4 CD
	+ If neither a staff, wand, scythe, nor dagger is equipped, do nothing.
	+ Attacks for 4 hits of 32.5% Magic damage (130% total).
	+ Inflicts 'Preis' for 5 turns inclusive.
		- -25 Weapon element.

* The Dagger
	+ Required Level: 6
	+ 25 MP, 4 CD
	+ If neither a staff, wand, scythe, nor dagger is equipped, do nothing.
	+ Applies 'Dagger' for 5 turns inclusive.
		- +75 Bonus.
	+ Attacks for 8 hits of 16.25% Magic damage (130% total).

* The Book - Chapter 1
	+ Required Level: 6
	+ 25 MP, 4 CD
	+ If neither a staff, wand, scythe, nor dagger is equipped, do nothing.
	+ Applies 'Ageisk Boost' for 5 turns inclusive.
		- +30 Boost.
	+ Attacks for 2 hits of 65% Magic damage (130% total).

* Ageisk's Fury
	+ Required Level: 10
	+ 30 MP, 0 CD
	+ Attacks all enemies for 1 hit of 140% damage.

* Ascension
	+ Required Level: 18
	+ 25 MP, 14 CD
	+ If neither a staff, wand, scythe, nor dagger is equipped, do nothing.
	+ Attacks for 1 hit of (225 + 10X)% Magic damage with +200 Crit (max 275%).
		- X is equal stacks of Ageisk - Lost Chapter.
	+ Resets 'Ageisk - Lost Chapter' stacks to 0.
		- *Ageisk - Lost Chapter boost reset to 0.*

## Mechanics

### Weapon Restriction

If a Melee weapon is equipped, most right side skills will do nothing.

### Ageisk - Lost Chapter

* Ascendant has an Ageisk - Lost Chapter counter that starts at 0 and caps at 5.
* Using any Ascendant skill except Ascension grants 1 stack of 'Ageisk - Lost Chapter'.
	+ *Ageisk - Lost Chapter boost increased to 5X.*
* All class skills gain 5% base damage per hit for each stack of Ageisk - Lost Chapter.
* Ascension resets Ageisk - Lost Chapter to 0 when used.

## Rotation

Ascendant has a damage rotation that inflicts enormous damage over 6 rounds, with the purpose of stacking Boost and Crit before casting Scythe -> Wand:

1. The Hammer
2. The Staff
3. The Book - Chapter 1
4. The Scythe
5. The Wand
6. The Dagger

The Wand gains a massive damage bonus on enemies affected by The Scythe's -element effect. As such, it is ideal to stack all of the +Boost and +Crit effects before using it. This is especially important at the start of the fight, as it will allow you to build up Ageisk stacks before your nukes.

## Strategy

Aim to keep the above rotation looped as much as possible. Ascendant can be rather inflexible outside of this rotation as many of the skills are needed to maximize damage from the Scythe -> Wand combo. Use defensive skills if absolutely necessary.

Since Ageisk provides a base damage bonus per hit, it is stronger when used with attacks that have a high hitcount. These will be the strongest attacks in your rotation, stacking with the buffs that were applied earlier in the rotation. As such, The Dagger tends to be your best filler move for damage, alongside giving a +Bonus buff.

Avoid using Ascension since it resets Ageisk. It's best used as the finishing attack. In general, you will not be using Tolm's Wrath, or The Book - Chapter 2, as they are not worth using.

Your defensive skills are Mana Break (a heal), Aksal's Light (a blind), and Thorny Shield (a BPD shield). Aksal's Light has a 5 Cooldown, meaning you can use it, then after its duration use Thorny Shield. Once Thorny Shield's effect is over, you can use Aksal's Light again.

INT/END is required as many skills are Magic-locked, and Ascendant has a strong loopable Crit buff from The Staff.