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[ | ]
(1H) Dagger |
1H Sword |
1H Axe |
1H Hammer |
2H Sword |
2H Axe |
2H Hammer |
(1H) Wand |
(2H) Staff |
(R) Bow |
(R) Crossbow |
(R) Thrown |
---|---|---|---|---|---|---|---|---|---|---|---|
Cloth | Leather | Chain | Plate | Shield | Talisman |
---|---|---|---|---|---|
Mage General[ | ]
Mage Class-Specific[ | ]
Icon | Skill Name | Level | Cost | Cast Time | Cooldown | Range | Skill Effect | Upgrade |
---|---|---|---|---|---|---|---|---|
Elemental Catalysis | 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. | - | |
Flame | 1 | 20 MP | 3 seconds | - | 225 | Launches a searing fireball, which deals 70.0 points of Fire damage. | +21.0 per level | |
Electrostatic Charge | 2 | 75 MP | Instant | 2 minutes | Self | Absorbs as much damage as 2.0% of your maximum HP for 60.0 seconds.
The maximum level of this skill is 50. |
0,56% per level. | |
Plasma Arrow | 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 | |
Eruption | 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%. |
- | |
Electric Bolt | 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 | |
Discharge | 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 | |
Meteor Shower | 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 | |
Electric Explosion | 16 | 10 MP | 2 seconds | - | 200 | Causes 60.0 + 0.20 x INT Wind Damage to the target.
|
+18.0 per level | |
Phoenix | 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 | |
Electric Compression | 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. | - | |
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.)
The maximum level of this skill is 50. |
+0.4 per level | |
Wind Knowledge | 22 | - | - | - | - | Increases resistance to Wind by 2.0 points, and increases magical Wind Damage by 5.0%.
The maximum level of this skill is 50. |
+0.464 and +1.16% per level | |
Fire Knowledge | 22 | - | - | - | - | Increases resistance to Fire by 2.0 points and increases magical Fire Damage by 5.0%.
The maximum level of this skill is 50. |
+0.464 and +1.16% per level | |
Purgatory Fire | 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 | |
Energy Influx | 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 | |
Energy Well | 30 | - | Instant | 2 minutes | Self | Mana cost for all skills are reduced by 10.0% for 50.0 seconds.
The maximum level of this skill is 50. |
+0.6% per level | |
Elemental Weakness | 32 | 50 MP | Instant | - | 250 | Reduces all of target's resistance by 30.0 points for 30.0 seconds. | +6.0 per level | |
Thunderstorm | 34 | 50 MP | Instant (Holding: 3s?) | - | 180 (Radius: 60) | Requires Lightning +15. 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[ | ]
Mage / Knight[ | ]
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.