The Magician is Madrigal’s master of the arcane, specializing in devastating long-range elemental spells. While they possess lower defense and HP than other classes, they compensate with overwhelming offensive power that can destroy enemies before they even get close. Silent and mysterious, these spellcasters use the elements to not only damage foes but also to manipulate the battlefield.
At Level 15, you can promote to a Magician. Upon reaching Level 60, you must choose between two specialized paths:
Elementor: The ultimate master of Area of Effect (AoE) elemental magic, leading to the Arcanist.
Psykeeper: A specialist in mental magic and gravity manipulation, leading to the Mentalist.
Magicians rely on specialized tools to focus their magical energy. While they can carry over weapons from their time as a Vagrant, their powerful First Class spells require their primary tools.
Staves: Powerful two-handed magical weapons.
Wands: One-handed magical tools.
Shields: Can be equipped only when a Wand is being used.
Building a Magician requires a focus on magical potential and basic survival.
Primary Stat: INT (Intelligence)
Recommendation: Pure INT or Heavy Investment.
Why? INT directly increases your magical damage and the size of your MP pool, allowing you to cast more high-level spells.
Secondary Stat: STA (Stamina)
Recommendation: Moderate Investment.
Why? Magicians naturally have lower HP and defense. Adding STA provides a vital safety net to survive hits from enemies that manage to close the distance.
Avoid: STR & DEX
Strength (STR): Provides no benefit to magical damage.
Dexterity (DEX): Does not affect the casting speed or accuracy of spells.
Magician skills are primarily elemental. Note that many advanced spells require "Pre-Skills" to be leveled up first. All skills below can be used with either Staves or Wands.
| Skill | Lvl | Pre-Skill | Type | Description |
|---|---|---|---|---|
| Mental Strike | 15 | None | Attack | A basic ranged mental energy attack. |
| Flame Ball | 18 | Mental Strike 3 | Fire | Strikes the enemy with a ball of flame. |
| Static Ball | 18 | Mental Strike 5 | Electric | Damages the enemy with a ball of static electricity. |
| Stone Spike | 18 | Mental Strike 2 | Earth | A spike of stone that has a chance to Stun the enemy. |
| Ice Missile | 20 | Mental Strike 3 | Water | Blasts the enemy with a missile of ice. |
| Swordwind | 20 | Mental Strike 5 | Wind | A ranged wind-based attack. |
| Flame Geyser | 25 | Flame Ball 5 | Fire | Deals continuous fire damage to an enemy. |
| Lighting Ram | 25 | Static Ball 5 | Electric | Damages the enemy with a concentrated electric ball. |
| Rock Crash | 25 | Stone Spike 5 | Earth | Damages the enemy with a giant falling stone. |
| Strongwind | 25 | Swordwind 5 | Wind | A wind attack that pushes the enemy back. |
| Waterball | 25 | Ice Missile 5 | Water | Shoots multiple water orbs; power increases with skill level. |
| Blinkpool | 30 | Mental Strike 3 | Utility | Allows the caster to teleport. |
| Fire Strike | 30 | Flame Geyser 7 | Fire | A fireball that causes health loss over time. |
| Lighting Shock | 30 | Lighting Ram 7 | Electric | A small but incredibly fast lightning ball. |
| Rooting | 30 | Rock Crash 7 | Earth | Prevents an enemy from moving toward you. |
| Water Well | 30 | Waterball 7 | Water | A splash attack that deals damage over time. |
| Wind Cutter | 30 | Strongwind 7 | Wind | A specialized ranged wind attack. |
While Magicians can technically use either weapon, your choice defines your defensive capabilities and your future specializations. Here is how the two styles stack up:
Best suited for players who prefer high-damage "kiting" and intend to become an Elementor.
| Pros | Cons |
|---|---|
| High Raw Damage: Generally provides the highest base magic attack power available. | Glass Cannon: Requires both hands, preventing the use of a shield and leaving you with low defense. |
| Kiting Efficiency: Ideal for destroying enemies from a maximum distance before they can reach you. | High Risk: Because Magicians have naturally lower HP, mistakes without a shield are often fatal. |
| Elementor Ready: The natural primary weapon for the Level 60 Elementor path. | No Extra Slots: Unlike wand users, you miss out on the potential "Piercing" slots provided by a shield. |
Best suited for players who prefer survival, tactical control, and the Psykeeper path.
| Pros | Cons |
|---|---|
| Shield Support: Can be used with a Shield to significantly boost Defense. | Lower Burst: Usually offers slightly lower base attack power compared to heavy staves. |
| Customization: Shields allow for extra "Piercing" card slots to customize your HP or Defense. | Slower Grinding: Lower damage output can lead to slightly slower kill times while leveling solo. |
| Psykeeper Ready: The standard weapon choice for those pursuing the Psykeeper specialization. | Inventory Maintenance: Requires upgrading and maintaining two pieces of gear instead of one. |
| Feature | Staff Magician | Wand Magician |
|---|---|---|
| Primary Weapon | Staves | Wands & Shields |
| Combat Style | High Damage / Kiting | Tactical / Defensive |
| Ease of Use | Medium (Requires good distance management) | High (More forgiving if hit) |
| Best For... | Rapid Leveling (Elementor path) | Bossing & PvP (Psykeeper path) |