Last Chaos Mage Guide



Last Chaos Mage Guide by hennajin

I wanted to write some form of a general guide that can be adapted as need be. We lack that kind of guide here in the mage section, so I atempted to do it. If there is something that needs to be changed, please post and I wil change it.

I – Introduction

The mage is a versatile class. This class is a bit different than most others, in the fact that it must rely solely upon the skills that are available to the player. Through the debuffs you are able to use you can choose to either tank a monster or kite, a hit and run tactic. You receive several attack skills early on, as well as many buffs to help you or your party members. Eventually you’ll get even more skills when you select a dual class. Your choices are: a) Witch that wields a wand, and b) Wizard that wields a staff. You will receive more skills when you select a dual class.

II. Pros & Cons of the Mage Class

Pros
-High magic attack
-High magic defense
-Largest mana pool (pre-dual class)
-Plenty of skills
-several attack options
-debuffs
-Transformation
-4 multiplayer buffs & 1 self-buff

Cons
-Low Health
-Low Defense
-Slow running speed
-Requires more Skill Point Farming than any other class

III – Dual Class

At level 31, you may choose to become either a Witch or a Wizard, providing you have the level 30 Skill Nova Break maxed and 50,000 gold. You can select your dual class by visiting the Master Mage in Randol, Dratan, or Merac. You will receive a completely new set of skills when you choose your Dual Class. Also, when you choose a Dual Class, you will not lose the ability to place skill points into your pre-level 31 skills.

A. Witch
The Witch class is based around reducing the effectiveness of her opponents through skills such as Stone, Stat Poll, Decay and Blind. She receives an multi-player stun at level 70, called Fog of Sleep. Also, the Witch gains the ability to heal herself with a skill called Drain. The major drawback to the Witch class is the fact that she gets no new attack skills. Her passives boost her Health and evasion from melee attacks.

B. Wizard
The Wizard class is all about dealing heavy damage to rip through the oppenents vitality with skills such as Terra Spear, Chaos Nova, Freeze Arrow, and Flame Field. While the Wizard doesn’t get the support skills that the Witch does in making her battles easier, the Wizard does have a nifty trick with the skill Fear. This move makes an enemy turn around and make a monster run for 5 seconds. This gives oppoturties to heal without taking damage, get to safety, or even save another player. The most flawed part about the Wizard is the fact that while they do incredible amounts of damage, the monster tends to see them as the largest threat, thus making the Wizard the target. A Wizards passives boost Defense, Evasion, Health, and Mana.

C. Stat Points
As a Mage from Level 1 to 99, you will receive, every time you level up, Stat Points. These points can be used in any of four categories: Strength, Dexterity, Intelligence, Constitution. Once you choice a Dual Class, placing these points in the correct place is vital to use many skills and boosting many stats.

Pre-Level 31 you will receive these bounses for each Stat Point placed into the following category:
Strength – 3 Health, .67 Physical Attack, +0.08% Weight Carry Limit
Dexterity – You receive bonuses to Close Range Evasion, Long Range Evasion, and Magical Hit Rate. However it is unclear as to how much it takes to give 1 point of each.
Intelligence – 10 Mana, .67 Magical Attack, and a bonus to Magical Resistance, however it is unclear as to how much it takes to give 1 point.
Constitution – 8 Health, 1 Mana

If you decide to go Witch this is what you will get when you place a Stat Point placed into the following category:
Strength – 4 Health, .67 Physical Attack, +0.15% Weight Carry Limit
Dexterity – You receive bonuses to Close Range Evasion, Long Range Evasion, and Magical Hit Rate. However it is unclear as to how much it takes to give 1 point of each.
Intelligence – 10 mana, .67 Magical Attack, and a bonus to Magical Resistance, however it is unclear as to how much it takes to give 1 point.
Constitution – 10 Health, 1 Mana

If you decide to go Wizard, this is what you will get when you place a Stat Point placed into the following category:
Strength – .67 Physcial Attack, +0.75% Weight Carry Limit
Dexterity – You receive bonuses to Close Range Evasion, Long Range Evasion, and Magical Hit Rate. However it is unclear as to how much it takes to give 1 point of each.
Intelligence – .67 Magical Attack, .08~.10 Magical Resistance
Constitution – 3 Health, 3 Mana

IV – Skills

As a Mage you will need to rely upon your skills heavily. You receive a large mana pool for this reason. You are highly advised to max all the skills, but if you do not want to, you can leave the Level 1 Skill Energy Bolt and the Personal Dungeon Skill Energy Field alone. They are really not worth your time, however they do allow you to store Skill Points in them should you need them at a later date. ALL Passive skills should be maxed. You MUST max Nova Break to be able to pick a Dual Class.

A. Mage Skills

Mage Skills – General

Energy Bolt
63 Skill Points to max.
Must be level 1 to learn this skill.
A basic, quick attack.

Energy Field
65 Skill Points to max
Must be level 5 and have Level 1 Energy Bolt to learn.
Personal Dungeon Skill. Only usable inside the Personal Dungeon.

Energy Cutter
97 Skill Points to max
Must be level 10 and have Level 1 Energy Field to learn.
Does more damage than Energy Bolt, but takes 1.5times longer to cast and recharge.

Flame Storm
130 Skill Points to max
Must be level 15 to learn Level 1, 20 to learn Level 2, 25 to Learn level 3, and 30 to learn Level 4.
An Area of Effect Skill, able to hit up to 6 targets at once.

Curse
130 Skill Points to max
Must be Level 15 and have Level 1 Energy Cutter to learn.
Lowers the movement speed of the target by up to 50%.

Sloth
130 Skill Points to learn
Must be level 15 and have Level 1 Amplication to learn
Reduces the attack speed of the target by up to 75%

Mana Recovery
50 Skill Points to max
Must be Level 15 to learn.
Restores 6 Mana Points per second

Chakra Shield
130 Skill Points to max
Must be Level 15 and have Level 1 Curse to learn.
Increases the movement speed of the selected target. At Level 5 it grants the same speed as a Potion of Haste.

Arch Enemy
163 Skill Points to max
Must be Level 20 and have Level 1 Curse to learn
A strong attack that works best with a staff. Still useable with a wand.

Haste
162 Skill Points to max
Must be Level 20 to learn.
Increases the cast time of skills. (Whether or not it does increase the refresh time of the skill is unverified).

Transformation
163 Skill Points to max
Must be Level 20 and have Level 1 Sloth to learn.
Converts Health Points into Mana Points. At level 5 it takes 200 HP and changes it into 300 MP.

Scud
196 Skill Points to max
Must be Level 25 and have Level 1 Anti-Magic to learn.
Increases attack speed by 15% at Level 5

Nova Break
228 Skill Points to max
Must be Level 30 and have Level 1 Arch Enemy to learn
A slow, powerful attack.

Spell Focus
228 Skill Points to max
Must be Level 30 and have Level 1 Anti-Magic to learn.
This skill is supposed to increase the amount of Critical and Deadly hits you get. It has been many mages testing that this DOES NOT seem to work.

Mage Skills – Passives

Casting Guard
97 Skill Points to max
Must be Level 10 to learn and have Level 1 Energy Field.
Increases Defense by 150 points.

Secret Study
130 Skill Points to max
Must be Level 10 to learn.
Increases Magic Attack by 30 points.

Amplication
74 Skill Points to max
Must be Level 10 to learn.
Increases Max Hp by 30%. Applies to leveling up as well.

Mage Armour
228 Skill Points to max
Must be Level 20 to learn and have Level 1 Transformation.
Increases Mana Point regeneration 6 points per second.

Anti-Magic
228 Skill Points to max
Must be Level 25 to learn and have Level 1 Transformation.
Increases Magic Defense by 60 points.

Fast Spell Casting
228 Skill Points to max
Must be Level 25 to learn and have Level 1 Anti-Magic.
Increases skill refresh time by 10%.

B. Witch Skills

Witch General Skills

For these Dual Class specific skills, you must have a Wand equipped to use the actives, or have the passives in effect. The only exceptions to this rule are the 50 and 60 passive skills.

Stone
262 Skill Points to max
Must be Level 32 and have 12 Stat Points in Dexterity to learn and use this skill.
Petrifies target and removes all buffs and debuffs. Also does not allow any other buffs or debuffs to be placed on the target.

HP Drain
283 Skill Points to max
Must be Level 38 and have 17 Stat Points in Constitution to learn and use this skill.
Takes Health Points from the target and heals the user. It’s effect is either diminished or completely removed during Player versus Player. During Player versus Monster, the enemy’s magic defense is lower.

Decay
283 Skill Points to max
Must be Level 38 and have 17 Stat Points in Dexterity to learn and use this skill.
Decreases the ability that an opponent’s skills will connect and their accuracy is reduced as well.

Blind
283 Skill Points to max
Must be Level 38 and have 35 Stat Points in Intelligence to learn and use this skill.
Causes target’s screen to go black. The higher the level of the skill, the darker it is. This skill is useless on monsters.

Stat Poll
327 Skill Points to max
Must be Level 44 and have 52 Stat Points in Intelligence to learn and use this skill.
Reduces the peripheral stats of the target. Their Health, Mana, Strength, Defense, and Hit Rate lowered.

Fog of Sleep
1450 Skill Points to max
Must be Level 70 and have 100 Stat Points in Intelligence to learn and use this skill. Also, you need 3 million gold to max the skill.
Puts up to 6 targets to sleep until the counter runs out or the target is hit.

Witch Passives

Astral Energy
327 Skill Points to max
Must be Level 32 and have 2 Stat Points in Intelligence to learn and have its effect working.
Increases Health by 200

Mana Barrier
276 Skill Points to max
Must be Level 32 and have 12 Stat Points in Constitution to learn and have its effect working.
This skill grants a 25% chance that when a monster attacks you, the attack will miss.

Mental Reserve
573 Skill Points to max
Must be Level 50 to learn this skill.
Increases Defense by 100 and Attack Speed by 15%.

Support Magic
889 Skill Points to max
Must be Level 60 to learn this skill.
Increases Health and Mana by 100 each.

C. Wizard Skills

Wizard General Skills

For these Dual Class specific skills, you must have a Staff equipped to use the actives, or have the passives in effect. The only exceptions to this rule are the 50 and 60 passive skills.

Terra Spear
262 Skill Points to max
Must be Level 32 and have 12 Stat Points in Dexterity to learn and use this skill.
A powerful attack that does 550% damage based upon your magic attack.

Fear
283 Skill Points to max
Must be Level 38 and have 17 Stat Points in Dexterity to learn and use this skill.
This does not do damage, however at level 5 it has a 90% chance of making a monster turn and walk/run away for 5 seconds.

Flame Field
283 Skill Points to max
Must be Level 38 and have 35 Stat Points in Intelligence to learn and use this skill.
An upgraded version of Flame Storm. The damage does not increase when only one monster is hit, as opposed to the 6 that it can.

Freeze Arrow
327 Skill Points to max
Must be Level 44 and have 52 Stat Points in Intelligence to learn and use this skill.
A powerful attack that decreases the targets movement speed by 30%.

Chaos Nova
1450 Skill Points to max
Must be Level 70 and have 100 Stat Points in Intelligence to learn and use this skill. Also, you will need 3 million gold to max this skill as well.
An incredibly strong attack that hits up to 9 targets surrounding the user and increases their attack.

Wizard Passives

Staff Mastery
327 Skill Points to max
Must be Level 32 and have 2 Stat Points in Intelligence to learn and have its effect working.
Increases Magic Attack by 35 points.

Mana Barrier
276 Skill Points to max
Must be Level 32 and have 12 Stat Points in Constitution to learn and have its effect working.
This skill grants a 25% chance that when a monster attacks you, the attack will miss.

Robe Mastery
310 Skill Points to max
Must be Level 38 and have 17 Stat Points in Dexterity to learn and have it’s effect working.
Increases Defense by 125 points.

Magic Rod
573 Skill Points to max
Must be Level 50 to learn.
Increases Defense by 50 points and Attack Speed by 15%.

Mana Flow
889 Skill Points to max
Must be Level 60 to learn.
Increases Health and Mana by 50 points each.

D. Chainable Skills
At Level 20, you will receive a buff called Haste which increases the skill animation time, for most skills. Because of this skill and the nature of several others you receive along the way during your mage career, you can chain these skills right after one another and not pause to do a regular attack.

Here is a list of chainable skills that I know of:
Terra Spear
Freeze Arrow
Flame Field
Arch Enemy (I’m not completely sure you can chain this skill with others, but you can chain this skill 3 or 4 times in a row. Nor is it great to use during a chain, because it forces you face to face with your opponent).
Flame Storm
Fear (Not always great to use, but Fear does have its uses).
Stone (I am not sure of any other Witch Skills that can be chained).
Energy Bolt
Energy Cutter

V – Equipment

Good equipment can make all the difference in a tough fight. Upgrading weapon and armor is generally the best way to win against your opponents.

A. Weapons
As a Mage you get two choices for weapons, the Wand and the Staff. The difference is the Wand attacks faster, but causes less damage, whereas the Staff does more damage, but attacks slower. You may use a weapon that is 4 levels higher than you. The only exception to this rule is the 73 weapon. You must be Level 73 to use it. Also, when you begin to upgrade weapons (meaning you use Smelts, Heaven Stones, Lucky Smelts, or Extreme Stones), you will notice more and more damage. This highest upgrade is +15.

When you choose to become a Witch or Wizard you will have to use the weapon specific to that class to use the class specific skills. A Witch uses a wand, while the Wizard uses the staff.

Also, should you choose to go through the Guardian System, and you acheive Level 20 in 10 days, you will receive what is known as the event weapon. It is called the Rhine Order. It is a Level 21 weapon that has the power of the Level 29 Wand, but you may use it 8 Levels earlier.

B. Armor
Armor is your key for survival, without it, you lose a considerable amount of defense, and as the class with the second lowest defense, you need every point you can get. You may use armor that is 5 levels higher than you. The only exception to this rule is the 75, 76, and 77 armor. You must be the level of the armor to wear it. As with weapons, you may upgrade armor with Smelts, Heaven Stones, Lucky Smelts, or Extreme Stones. This will add defensive bonuses, and if you get your armor high enough, you may even receive Magic Defense bonuses. But that only occurs at +10 or +15.

Armor does not change with Dual Class, nor do you get anything through the Guardian System.

Please note that when you begin to upgrade your armor beyond +3, it has the chance of breaking and you will lose all the money you have invested into it.

C. Crafting
Beyond the Level 33 weapons, and the Level 30 armor sets, you cannot buy them from the Weapon or Armor Traders. Sometimes you can buy them from other players already upgraded, but if you’re not that fortunate, you must make it.

This requires 3 things. First you need a manual of the peice of equipment you are trying to make, whether it be weapon or armor. You will most likely find this from another player or as a drop from a monster. Once you have the manual, open it up to see what Materials you will need to make the item. This will vary from item to item. Third you will need the proper level of crafting that you can learn from NPCs. The higher the level, the higher the skill must be.

Once you have these 3 things, you may attempt to make the item. Please note that the production can FAIL. And the rate of failure goes up as the level of the item goes up.

D. Bloodsealing
As a mage, you will want to look for specific seals. By seals I mean innate abilities that are built into your armor and weapons. You must first have the items equipped and then you must fight with them for some time until the message, “You may use a Bloodseal on [insert equipment name here].”. To unlock the ability after you get this message you need an item called a Bloodseal Gem. You may buy this item from any NPC with “Merchant” in his/her name. Each gem costs 1,000 gold. Each weapon can have 5 seals on it, and each peice of armor may have 3 seals.

Seals that benefit a mage most are:

Weapon – Above all else, get as much Magical Hit Rate and Hit Rate. The max is six, but if you don’t wish to continually spend money over and over, and end up with 5 total, that is fine. Power of the Mind is a good thing too. You receive a small attack boost and some extra mana.

Armor – These seals may depend on situation, although for certain parts, such as the boots, getting a 6 or 8 Dexterity boost is best.
Helm – Magical Hit Rate or Magical Resistance is the best to get, although Power of the Mind is decent too. And at times the bonus from Long Range Evasion is good too.
Shirt & Pants – Evasion and Magical Resistance are best here. You can get bonuses to Health and Mana, but the ability to dodge physical and magical hits is far better. It wouldn’t matter if you had 1 hp or 7,500 if you never got hit.
Boots – Swiftness of Reflexes and Close or Long Range evasion are best here. Getting both on the same pair of boots is awesome. You’ll take less hits this way.
Gloves – Be on the look out for Physical Prowess here. This is the only stat that benefits the Mage class when it comes to sealing our gloves.

E. Accessories
Accessories play a very large role in Last Chaos. If you plan things right, you can make your time spent grinding for exp or sp shorter, you can avoid being hit less often, or you can boost your Hp or Mp. All depends on the situation.

Some accessories to be on the look out for are ones that have these bonuses:
Evasion – Each point of Evasion gives you 1 Close Range, 1 Long Range, and Magical Resistance
Magical Hit Rate & Hit Rate – These stats increase a Mage’s damage by several-fold. And when it comes to multiplier skills like Terra Spear that take your magic attack and mulitply it, the damage is increased drastically.
Magical Resistance – A stat that’s really overlooked. This stat will allow you to dodge hits from magical monsters. Really helpful later on.

These bonuses are helpful, but are a subjective list. If you find another type to be more helpful, then go ahead and use it.

A quick note on rare accessories, while most of these accessories are decent, the Rage of Demon and the Eye of Wiseman, only give you a larger mana pool. They do not boost your damage as much as most people seem to believe.
Ignore the Tears of Knight or the Chain of Tiger, neither help the Mage Class. All of the others, the Stone of Shadow, the Crest of Rainbow, the Pierce of Wind, the Eye of Spirit, the Stone of Life, and the Origin of Land, all have useful effects.

F. Pets
The best pet to mount for a Mage early on, is a Horse. Mages have low Hp and low Defense to start with so, any boosts in either of these areas in a considerable help. Dragon’s are great for low level SP farming, but after Level 42, it’s hard to use a dragon to sp farm.

VI – Grinding

From the moment you exit the personal dungeon that you start the game in, you should be fighting monsters whose names are white. These monsters will give you the optimal amount of Skill Experience. It takes 10,000 Skill Experience to give one point of SP. It sounds like a lot, but remember early on, you can use a dragon to farm faster.

Later on when you really wish to level to learn new skills, the best place to go is to the Egeha map. The exp that you can gain there is phenominal.

During grinding accessories play a huge role. Depending on the monster you are fighting, you may need to equip certain accessories to boost damage, health, mana or evasion from physical and/or magical attacks.

Basically to gain exp, fight monsters that are a much higher level than you, and to gain SP, fight monsters that are closest to your level.

There are several strategies to grinding, experiment a little and figure out what works best for you. But do note that Wizards have a bit of an easier time grinding because of their high damage skills. Witches work too, but it takes a bit longer to kill.

VII – Partying

As a Mage, in the mid levels 35~55 you will be asked to party people rather frequently, even if it’s for leveling or sp farming. Knowing how to play your class is an important measure to making a sucessful mage.

First off, your buffs are incredibly useful. Haste increases the cast time of skills, Chakra Shield allows you to run faster, Spell Focus is supposed to make your hits more accurate, and Mana Recovery restores mana quite quickly, so using these buffs on yourself and party members is a good idea as it allows for faster killing and faster movement.

If you choose to become a Witch, you will bring several debuffs to the table, allowing you to save your party members with Stone, or control the damage with Stat Poll, or even increase the damage taken with HP Drain.
As a Wizard, you will become a front line fighter and dish out damage faster than any other class. This also makes you the target more often than not, so come prepared and hope the party can help you out when you need them to.

Always remember to treat others with respect and courtesy. Otherwise you will get the same in return.

VIII – Player versus Player

As with most MMORPGs there is a Player versus Player, commonly known as PvP. Each class has its strengths and weaknesses, and the point of this section is to help mages who don’t know what to do, get started on becoming a good player killer.

Titans
Fighting a Titan is easy. Simply use the debuff Curse and then run away and alternate between attack skills. Chances are, if he catches you, you’re dead. The only thing is at Level 70 the Titan Dual Class – Highlander gets a long range attack which guaruntees a hit against Mages.

Knights
The same strategy applies to Knights as it does for Titans, use Curse then run away and start using your strongest skills. There are a few noticalbe differences with Knights though. Most knights choose to change into the Dual Class – Royal Knight. They get two major damaging skills as well as a buff called Concentration. This ensures that their Shield Strike works. And at Level 70 the Royal Knight gets Dash, which is a long range stun.
The other Dual Class, Temple Knight, gets a move called Telekinesis which teleports a player to the knight. This makes kiting, the hit and run tactic, uselss against Temple Knights.

Healers
Healers are easy early on. Their low health combined with low defense and low damage makes them easy to kill. And this same tactic applies to Healers who choose to become Clerics. Clerics are built for support, not PvP. The real challenge is Archers. Archers get 5 highly strong moves that carry many annoying debuffs in accordance with their high damage. Silence Arrow is the worst for mages. This skill, if the effect lands, is death for the mage. It locks every single skill. Which although our regular attacks are strong enough to take out a healer fast, it’s a race against the Archer’s ability to skill spam. The only good thing about Silence Arrow is the fact that it has a cure.

Mages
The best way to beat another Mage is to use your high damage skills. Ignore Sloth and Curse. If you are fighting a Witch, get ready to take damage, becase the Witch possesses the skill Stone and this stun makes you unable to move, attack, and it removes all of your buffs. To add to the chaos, a Witch also knows Blind. If this move works, you will get a dark screen and lose target on the Witch. If you cannot find the Witch, you’re most likely gonna be killed. If you do somehow manage to survive Stone and Blind, you can continue fighting.
Against Wizards, your only hope is to be able to launch as many skills as possible.

Rogues
A Rogue’s best weapon against a mage is Poison and the Invisible + Hyde Step/Shot combo. Once they launch those moves, immediately click the Rogue and skill spam. Ignore if they use Snare you. It’s worthless.
Stun them if you’re a Witch, skill spam if you’re a Wizard. They’ll go down eventually.

Sorcerers
Both types of Sorcerers possess a stun, the only difference is the Specialist’s stun does damage. But if you play a Witch and fighting a Specialist, you’re better off trying to Stone him before he gets close, then doing your best to kill him. If he does start to get close, cast Curse and start kiting. If you’re fighting an Elementalist, you’re best off ignoring the spirits and concentrate on the Sorcerer first. If he manages to stun you with Water Jail, hope you live. Same strategy applies to a Wizard. Cast Curse or Freeze Arrow and then spam away. Kite the Specialist if you have to. The Elementalist will fall very, very fast. Elementalists possess even lower hp than the Mage class.

Cures
These are items that can be purchased, or dropped (in two of these case). They remove a debuff cast by your opponent, or make a Rogue appear.

Remedy – Removes the stun from Dash, Shield Strike, or Potion of True Sight.
Potion of Cure Silence – Removes the effect of Silence Arrow.
Potion of Cure Blindness – Removes the effect of Blind.
Potion of Cure Stone – Removes the effect of Stone, Sonaba Break, or Water Jail.
Potion of Escape – Removes the effect of Snare and it is tested to remove the effects of Paralyzing Arrows.
Anitdote – Removes the effect of Poison.
Potion of True Sight – Makes an invisible Rogue appear and stuns them.

IX – Conclusion

I hope this guide has helped you out with any questions you may have had with Mages. We’re a good class with many assets and also have our weaknesses. We take time to build, but so does any class. Remember, to pick a style of playing that is suited to you!

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