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Mage
Mage.png
Attributes
⚔ Damage ■ ■ ■ ■ ■
♥ Defence ■ ■ ■ ■ ■
➵ Range ■ ■ ■ ■ ■
✺ Spells ■ ■ ■ ■ ■
Difficulty ★ ★
Weapon Wand
Donor-Exclusive Reskin Dark Wizard
Knowledge is power. Mages are naturally talented in the mystical arts, not only can they produce powerful incantations to destroy enemies, they can also heal allies and protect their friends. Although alone mages are not the most powerful, they are a valuable asset to any team.
~ Official website

The Mage is one of Wynncraft's five playable classes and uses a wand as its weapon. With a base armour rating of 80%, the mage is known for its unique attack, powerful spells, and team support. The Mage is a good "all-rounder" class, with potent sustainability and range, but it does however have the lowest base damage, with all four other classes having far more base damage. Despite this, the Mage's Meteor spell boasts the highest spell multiplier in the game. Mage's healing and support capability is great, but the Mage can also take on any challenge on their own thanks to their own tools.

For in-depth information about play-style tips and tricks, refer to the Mage Guide.

Overview[]

The Mage's main attack damages all enemies in a straight line. It hits all enemies instantly, with no travel time, and can pierce an infinite amount of them.

The Mage's first spell, Heal, is a simple spell that heals the player as well as all nearby players. The amount of health healed is based on the user's maximum health and their Water Damage % Identification. At higher levels, it gains upgrades that let it heal for a greater amount and cleanse debuffs from the player.

The Mage's second spell, Teleport, is a mobility spell that instantly teleports the player in the direction they are looking. You can also teleport upward or downward to an extent. Teleport's upgrades make it deal damage to enemies you teleport past and stun them.

Its third and most powerful spell, Meteor, boasts high damage at the cost of a delayed impact. Meteor calls down an explosion to hit a target location after a short delay, dealing damage to anything in the explosion's radius. Its upgrades reduce the amount of time it takes for the meteor to fall and add an additional burning effect to the spell.

Finally, the Mage's fourth spell, Ice Snake, provides some crowd control as it deals damage to and slows all enemies in a straight line. It gains the ability to completely freeze mobs at a higher-level upgrade.

Base Resistance[]

All classes in Wynncraft have a different base resistance value that affects how much damage they take. Mage, having a base resistance of 80%, means it will take 1.2 times more damage than a class like Assassin, who has a base resistance of 100%.

Class
Archer

Warrior

Mage

Assassin

Shaman
Base Resistance 60% 120% 80% 100% 50%

Main Attack[]

The Mage's main attack damages all enemies in a straight line. It hits all enemies instantly, with no travel time, and pierces through blocks. Its main attack is not that wide however, so you will still have to aim at your target.

Spells[]

The Mage uses several powerful spells that help the class excel when it comes to being powerful, as well as maintaining decent sustainability even without the support of other players.

Heal[]

Heal-I.png

Cast Pattern: (Right - Left - Right)

The Mage's first spell, unlocked immediately at level 1, is Heal. This is one of the Mage's most important spells, as it reduces or eliminates the need for health potions and can also heal other players around you. Its healing capabilities scale with your water damage % identification. Each 1% of water damage % changes the heal's strength by a 0.5% boost, capping at -100% water damage for healing reduction and +150% water damage for healing amplification.

Heal Grade I (Lv. 1)[]

  • Mana: 8
  • Heal: 12% of the player's maximum health to the player, and 20% of the player's maximum health to allies

Heal restores a higher amount of health to allies than it does to the player. However, the amount healed is still based on the casting player's maximum health, not the player receiving the heal.

Heal Grade II (Lv. 16)[]

Heal-II.png
  • Mana: 7
  • Heal: 12% of the player's maximum health to the player, and 20% of the player's maximum health to allies
  • + Purification: Clear all negative effects and fire from the players healed.

Heal Grade II adds the additional effect of cleansing negative potion effects from players, as well as extinguishing them if they are on fire. The potion effects it can remove include slowness, weakness, nausea, and blindness.

Heal Grade III (Lv. 36)[]

Heal-III.png
  • Mana: 6
  • Heal: 12% of the player's maximum health to the player, and 20% of the player's maximum health to allies
  • + Purification: Clear all negative effects and fire from the players healed.
  • ++ Pulse: Heals for a reduced amount every second for 2 additional seconds after casting Heal. These secondary heals also clear negative effects and fire.

Heal Grade III causes Heal to reactivate two more times after it was initially cast, healing the player and allies for a reduced amount. For the player, they are healed for 6% of their maximum health twice, while allies are healed for 5% of the player's maximum health. These secondary heals are also affected by the water damage % ID and cleanse negative effects and fire as well.

In total, this means the player will be healed for 12%/6%/6%, for a total of 24% of their maximum health. Allies will be healed for 20%/5%/5%, for a total of 30% of the player's maximum health.

Teleport[]

Teleport-I.png

Cast Pattern: (Right - Right - Right)

The Mage's second spell, unlocked at level 11, is Teleport. This spell instantly teleports the player up to 20 blocks in the direction they are facing, prioritizing blocks to land on. Like other movement spells, it also cancels fall damage. You cannot cast Teleport while too close to blocks.

Teleport Grade I (Lv. 11)[]

  • Mana: 4

Teleport Grade II (Lv. 26)[]

Teleport-II.png
  • Mana: 4
  • Damage: 100%
    • Elemental Conversions: Thunder Damage: 40%
  • + Slash: Hit enemies you cross while teleporting for 100% damage.

Teleport Grade II adds the ability to deal damage with Teleport if they teleport through a mob. Interestingly, this upgrade makes Teleport the Mage's secondmost-damaging spell, with a spell multiplier of 100%.

Teleport Grade III (Lv. 46)[]

Teleport-III.png
  • Mana: 4
  • Damage: 100%
    • Elemental Conversions: Thunder Damage: 40%
  • + Slash: Hit enemies you cross while teleporting for 100% damage.
  • + Eye-Piercing: Blind mobs you damage for 1 second.

Teleport Grade III adds the unique and powerful blind crowd control effect to Teleport, allowing the Mage to stop a mob in its tracks using the spell. Blind is a similar effect to the stun of the Assassin's Spin Attack, except it forces the mob to lose sight of the player and move in a random direction for a second. Both effects are blocked by mobs with Blindness Crowd Control Immunity.

Meteor[]

Meteor-I.png

Cast Pattern: (Right - Left - Left)

The third spell, unlocked at level 21, is Meteor. Meteor summons a fireball at the target location that explodes once it hits the ground, healing a high amount of area damage. Meteor will automatically target and lock onto enemies if you aim near them. Otherwise, it will target the location on the ground you are looking at.

Meteor Grade I (Lv. 21)[]

  • Mana: 8
  • Damage: 500%
    • Elemental Conversions: Earth Damage: 20%, Fire Damage: 20%

Meteor's animation of falling from the sky does not actually collide with blocks or other enemies, so you can use Meteor with no issue inside caves or other enclosed areas.

Meteor Grade II (Lv. 36)[]

Meteor-II.png
  • Mana: 8
  • Damage: 500%
    • Elemental Conversions: Earth Damage: 30%, Fire Damage: 20%
  • + Mesosphere Fall: Meteor now falls much faster.

Meteor Grade II greatly increases the speed at which Meteor falls, increasing the speed at which you can cast Meteor as well as making it more likely to hit enemies before they are able to escape its blast radius.

Meteor Grade III (Lv. 56)[]

Meteor-III.png
  • Mana: 8
  • Impact Damage: 500%
    • Elemental Conversions: Earth Damage: 30%, Fire Damage: 30%
  • Burn Damage: 100%
  • + Mesosphere Fall: Meteor now falls much faster.
  • ++ Burning Ground: The impact creates a large burning area for few seconds, damaging enemies on it for 100% damage each second.

Meteor Grade III adds an additional burning area for 2 seconds after the impact, dealing periodic damage to enemies on top of it. This area has a wider radius than Meteor itself, allowing for crowd control over a larger area.

Ice Snake[]

IceSnake-I.png

Cast Pattern: (Right - Right - Left)

The fourth and final spell for the Mage, unlocked at level 31, is Ice Snake. It casts a moving snake of ice in the direction the player is facing that damages and slows enemies. It has a range of about 30 blocks, and the enemies it damages are slowed by 30% for 3 seconds.

Ice Snake Grade I (Lv. 31)[]

  • Mana: 6
  • Damage: 70%
    • Elemental Conversions: Water Damage: 50%

Ice Snake is always locked to a horizontal path, so you cannot cast it upwards or downwards.

Ice Snake Grade II (Lv. 46)[]

IceSnake-II.png
  • Mana: 5
  • Damage: 70%
    • Elemental Conversions: Water Damage: 50%
  • + Freezing: Freeze enemies hit for 1 second.

Ice Snake Grade II adds an additional freeze effect to Ice Snake, completely preventing enemies from moving. This adds onto its original 3 second slow, meaning the mob will spend 1 second frozen and 3 seconds slowed afterward.

Ice Snake Grade III (Lv. 66)[]

IceSnake-III.png
  • Mana: 4
  • Damage: 70%
    • Elemental Conversions: Water Damage: 50%
  • + Freezing: Freeze enemies hit for 1 second.
  • ++ Mind Control: You can control Ice Snake's path by moving your head left or right.

Ice Snake Grade III adds the ability to control Ice Snake's direction by facing a different direction after it is cast.

Trivia[]

  • Prior to the Silent Expanse Update, the Mage was the only class with a healing spell.
    • The Shaman became the second class to feature a healing spell.
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