Class · Mage

Mage

High-risk elemental AoE. Less HP than any other class, slightly more damage and a rain skill that can reshape a crowded room. Fire and Frost share the mechanic; the feel is different.

Fire mage casting in the dungeon
Identity

Survival is a cooldown.

Every Mage run is decided by how well you use Rain. The Mage chassis cannot brute-force a bad room — it bends the room into a shape that's clear-able.

Subclass A

Fire Mage

  • HP: 65% (−35%).
  • Damage: +10%.
  • Skill: Fire Rain — aggressive AoE clearing.
  • Feel: rooms burn fast; commit to clearing before repositioning.
  • Best for: aggressive players who prefer to end fights early.
Subclass B

Frost Mage

  • HP: 65% (−35%).
  • Damage: +10%.
  • Skill: Frost Rain — control-focused AoE.
  • Feel: rooms slow down; reposition while enemies are out of position.
  • Best for: careful players who use AoE to buy time, not to finish.
Subclass choice

Same stats, different runs.

Fire and Frost have identical numbers. The difference is timing: Fire wants to land Rain on a tight cluster and finish the room; Frost wants to land Rain to scatter the cluster and recover. Pick whichever matches how you panic — aggressive or evasive.

Shop priority — Mage

  1. Health Potion first — the 65% HP base means one or two early potions are the difference between a deep run and a floor-8 death.
  2. Attack Boost next. Mage's auto-attack matters more than it looks, especially after v3.4's cooldown changes.
  3. Weapon upgrades on the elemental staff tier.
  4. Enchantments when stable — Mage scales the most off enchantment levels because every cast benefits.

Rain timing (post-v3.4)

v3.4 increased Rain cooldowns. Spamming the skill is no longer viable. Strong Mage play now treats Rain as a finisher or a panic-out tool, not as a clear-button. The right times to use it:

  • Boss-room entry — Rain on a clustered start.
  • Rooms with 5+ simultaneous enemies.
  • When HP dropped below 35% and you need crowd separation.

Movement

Mage dashes more than any other class. Every dash is a re-aim — staff projectiles fire fast enough that a dash + cast often resolves a fight that would have ended in a hit otherwise. Treat dash like a reload.

Co-op role

The crowd-control specialist. In multiplayer, Mage should not try to out-DPS Archer or out-tank Warrior — they should save Rain for the moment teammates are about to get overwhelmed. A correctly-timed Rain in co-op feels like the moment that saves a run.

Common mistakes

  • Spending Rain on the first wave of every room. Cooldowns are now too long for that.
  • Ignoring health upgrades. 65% HP makes every avoidable hit far more punishing than on Warrior.
  • Standing in melee range. Mage attack speed is not built for face-to-face fights.
  • Picking Mage as a first-ever class. Mage is the deepest experience, but it punishes inexperienced spacing.