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Mage

Mage — Scars of Honor

Mage is a highly customizable caster class built around active spell use, talent synergies, and multiple combat identities. The source shows it as a long-range damage dealer with crowd control and mobility, but also as a class that can branch into elemental risk-taking or a barrier-based battle mage tank. Its core feel comes from chaining spells together rather than relying on passive attacks or a single fixed specialization.

Core Mage identity and combat rhythm

Mage is presented as a class for players who want active spellcasting, not passive auto-attacks. The class uses a repeatable basic spell with no resource cost and only a minimal global cooldown, so there is always something to press while stronger abilities are unavailable or mana is tight. That design is meant to keep combat input-driven and responsive.

Across the source, Mage is consistently framed as a ranged magical damage class with control and repositioning tools. Earlier showcase notes describe it as a high-pressure caster with burst damage, area damage, and battlefield control, while later material adds more specialized branches. The class is also described as highly mobile, with Blink and Warp Strike both appearing in the test build. Blink is the cleaner evasive movement tool, while Warp Strike is more aggressive and can be used to jump to enemies or allies depending on the build.

The talent structure is a major part of that identity. Rather than locking the class into a single spec, the tree is described as large and route-based, with mix-and-match archetypes and meaningful pathing choices. That makes Mage less about choosing one permanent role and more about shaping how its spells connect in play.

Elemental and cosmic builds shown in the showcase

The source shows two major offensive directions inside Mage: a cosmic/arcane path and an elemental path. The cosmic side is built around spells such as Cosmic Orb, Black Hole, Planar Shift, and Archon form. The discussion emphasizes that these nodes are meant to work together in rotations rather than as isolated upgrades. One described loop is that repeated Cosmic Orb casts help build access to the Mage's ultimate transformation, so faster orb casting leads to more frequent entries into Archon form.

Archon is presented as an upgraded state of Planar Shift. In its base form, Ponder Shift / Planar Shift is a defensive immunity state that regenerates mana over time, but the Mage cannot cast while inside it. Archon changes that by turning the transformation into a cosmic power window with unique abilities, including special spells while transformed. The source treats this as a major offensive payoff for a defensive setup.

The elemental side is described as powerful but risky. Some elemental spells apply a mana-draining debuff, so the build has to balance output against resource stability. The class does have tools to recover mana or mitigate that drawback, but the tension itself is part of the archetype. The showcase also highlights elemental missiles after Black Hole pulls enemies together, including a bouncing version that turns grouped targets into a damage cluster. Overcharge Conduit is another elemental spell shown as more mid-range or close-range, dealing damage around the Mage and moving with the caster's position. It can be paired with Warp Strike to teleport into a target and hit nearby enemies on arrival.

Phoenix Strike is also brought back as a fire-element spell. The source says it was already known from an earlier 2024 build and that its return is tied to the need for more fire-based elemental options. The visual concept is specifically described as a phoenix-shaped projectile rather than a plain meteor.

Battle mage tanking and barrier play

The battle mage branch turns Mage into a barrier-based tank with mobility, taunt access, and combo-driven defense. The source is clear that this is not a conventional heavy-armor tank. Instead, the class uses a visible barrier as a second defensive resource, with incoming damage absorbed by the barrier first and health only taking damage once the barrier is gone. The battle mage is also described as having less health and less armor than a conventional tank, so survivability depends on keeping that barrier active.

Several talents and abilities reinforce that loop. Arcane Surge Barrier visibly builds barrier in real time, and the showcase adds a UI effect that shows the barrier on the character model so players can judge how charged they are. Other talents increase maximum barrier by flat amounts, with the demonstration showing the pool rising from about 200 to 350 and then to 650 through further investment. Void Stare provides taunt, forcing enemies to attack the Mage, and one variant grants 300 barrier when used. Spectral Blade and Warp Strike also feed into the loop: Warp Strike can reset Spectral Blade, Spectral Blade can reduce Void Stare's cooldown, and another setup grants barrier when Spectral Blade is used.

Warp Strike is especially important here because it is not just movement. It can teleport the Mage to an enemy, or to an ally if the build allows it, and one variant silences the enemy target for 2 seconds but removes ally targeting. That makes it useful for tanking, interrupting, and repositioning. The source also notes that Overcharged Conduit and Stormbreaker can be combined with Warp Strike, letting the battle mage teleport into a group or onto a target while carrying area damage with them. The overall picture is a mechanically demanding front-line Mage that survives through magical shielding, threat tools, and tightly linked spell interactions.

Mobility, haste, and the class's active toolkit

Mobility is one of the clearest through-lines in the source. Blink is described as the class's cleaner evasive movement tool, and the broader movement plan says every class should have some form of dodge or repositioning. For Mage specifically, Blink is shown as a fast teleport with server-side line-of-sight restrictions and a brief moment where the character can be effectively untargetable or invulnerable. Warp Strike sits beside it as the more aggressive movement option, with the ability to teleport to enemies or allies and, in some variants, to silence or otherwise support combo play.

Haste is also highlighted as an important stat for Mage because it reduces cast times, cooldowns, and global cooldowns. The showcase compares a spell at zero haste with the same spell after investing in haste-related nodes, and the improvement is described as substantial. That matters because Mage is built around throughput: more haste means more spell casts, more frequent access to key abilities, and faster cycling into major windows like Archon form.

The class's active toolkit is intentionally broad. The source mentions crowd control, immunity, explosive effects, projectile attacks, delayed detonations, and channeled beams. Elemental Beam is one example of a more committed spell, since it roots the caster while firing, but talents can reduce its cooldown through repeated Elemental Missile casts, shorten the channel, extend the range, and increase damage. Stormbreaker is another combo spell, with a delayed lightning explosion that stuns enemies and can be paired with Warp Strike for a guaranteed critical strike on the next cast after teleporting. Across these examples, Mage is defined less by one signature button and more by how its active spells are sequenced.

What the showcase and articles still leave open

The source repeatedly says Mage is still in active development, so several parts of the kit are not settled. Some talents are described as unfinished, overtuned, or missing cooldown constraints, and the exact balance of damage, resource costs, and cooldowns is still expected to change. The battle mage in particular is presented as experimental, with the hosts explicitly noting that the numbers still need a full balancing pass.

There are also open questions about final build shape. The source shows multiple archetypes and many synergies, but it does not settle which routes will be strongest at launch or how many of these interactions will survive tuning. Planar Shift versus Archon, ranged elemental play versus close-range Overcharged Conduit, and battle mage tanking versus a more traditional caster all appear as valid directions, but not as final answers. The developers also mention possible future ideas such as a distinct block mechanic for the battle mage, but that is only discussed as a possibility.

Finally, some presentation details remain in flux. The class uses different weapon pairings depending on the branch, including staves, wands with off-hands, and a sword-and-staff setup for battle mage, but the source does not lock down every final equipment rule. In short, Mage is clearly a multi-role class, but the exact end-state of its talent tree and balance is still being worked out.

What is still unknown

The source does not settle the final balance of Mage, including which archetypes will be strongest or whether current talents will keep their shown numbers and cooldown behavior. It also does not confirm the full final kit, equipment rules, or whether experimental ideas like a distinct battle mage block mechanic will make it into release.

Compiled from 44 knowledge base articles about this class. The game is unreleased — everything below describes what the developers have shown, not final mechanics.

Tools & references

Talents

The Mage talent tree has 206 named nodes. Keystones are summarized below; the full tree lives in the interactive planner.

Tree overview

Talent points
4
Named nodes
206
Total nodes
208
Node-type breakdown
TypeCount
Greater (keystone)6
Key passive9
Major43
Minor148

Keystone talents

  • Greater (keystone)

    Warp Strike

    After short delay teleports to your target dealing damage.

  • Greater (keystone)

    Sharper Cosmic Orb

    Cosmic Orb flies 30% faster and cost is reduced by 20.

  • Greater (keystone)

    Elemental Instability

    Overcharged Conduit and Elemental Beam does 20% more DMG.

    Howerver each time you cast Overcharged Conduit or Elemental Beam gains an Mana Hunger burning 20 Mana every second for 5 seconds, the negative effect can stack.

  • Greater (keystone)

    Bouncing Elemental Missiles

    Elemental Missiles bounces to an additional target but their damage is reduced by 25%

  • Greater (keystone)

    Slowing Ring of Ice

    Ring of Ice also slow for 6 seconds with 30%.

  • Greater (keystone)

    Arcane Surge Barrier

    The Battle Mage gain 30 barrier on using this spell.

  • Key passive

    Black Hole

    Conjures a Black Hole at the target location, pulling nearby enemies toward its center does damage every second for 5 seconds.

  • Key passive

    Planar Shift

    Become immune to damage and regenerate 10% mana for every second for 5 seconds. You can't cast spells while you are in Planar Shift state.

  • Key passive

    Spectral Blade

    Hurls a spectral image of your sword towards a taget, damaging all enemies along its path as it travels and returns.

  • Key passive

    Stormbreaker

    Channels volatile lightning energies for few seconds, rapidly generating Barrier and increasing the radius of the effect over the duration. Once the effect is over explosion erupts doing damage and stuns enemies caught in the explosion.

  • Key passive

    Void Stare

    Taunts from a range a target and forcing it to attack you.

  • Key passive

    Ice Lance

    Throws an IIce Lance at a target dealing damage and slowing it down with 20%.

  • Key passive

    Phoenix Comet

    Phoenix dives at a targeted area, dealing damage on impact to all enemies within with a 5 meter radius and create fire pool on the ground with damage over time effect.

  • Key passive

    Astral Syphon

    Channel the spell to gain massive amount of mana every second for several seconds.

  • Key passive

    Overcharged Conduit

    Surges with pure energy, zapping enemies doing damage within several meters every second with Lightning for 10 seconds.

From the knowledge base