DragonFable Mages Guide



DragonFable Mages Guide by Hopeful Guy

Contents (Use CTRL+F to browse) 

{001} Introduction
{002} The Skills and Analysis
{003} Stat Builds
{004} Strategies
{005} Other classes

{001} Introduction

The Mage is one of the 3 base classes in DragonFable, along with Rogue and Warrior. At first, the Mage does not seem to be powerful, but when you look closer, it is a class that can devastate multiple enemies, and set up incredibly damaging combos. It is not exactly the easiest of the base classes to use, but once you get the hang of using it, it is an excellent class. Which is why this guide is here: to help you get the hang of using your Mage class! If you have any corrections or suggestions, drop me a pm.

{002}The Skills and Analysis

All of this information is verified by both me and the pedia, so it is accurate.

 Acid

MP Cost: 3
Level unlocked: 15
Cooldown: 5 turns
Effect: 50% Melee Fire damage and a 20% DoT for 5 turns.

This is, seemingly, 150% damage. However, in reality enemies rarely last 5 turns, so this is a skill for boss fights. 

 Root

MP Cost: 3
Level unlocked: 12
Cooldown: 5 turns
Effect: 100% damage, and prevents enemies from fleeing battle for 20 turns

Not really a very good filler skill, in comparison to Blind. However, it does its job (enemies rarely run away, though). Also, it is almost impossible to guess when an enemy will flee.

 Mana Blackout

MP Cost: 11
Level unlocked: 10
Cooldown: 0 turns
Effect: 150% damage to enemy’s mana.

Not very useful, as there are only a few non-bosses that use mana, (Deft) Minx Fairies being an example. However, this is set to change, as Rolith and Geo have both mentioned that more monsters will use mana soon.

 Blind

MP Cost: 11
Level unlocked: 10
Cooldown: 6 turns
Effect: 0 damage, -50 Bonus to enemy for 5 turns.

An excellent filler skill, and an integral part of Mage’s defence. However, you don’t really need a filler skill in the Elemental Rage strategy, so it’s best used in boss fights. In fact, if you use this as soon as you get the opportunity, you can give an enemy -50 Bonus for 5 out of 6 turns. 

 Sleep

MP Cost: 15
Level unlocked: 6
Cooldown: 15 turns
Effect: 0 damage, 3 turn stun, and +25 Boost for 3 turns

Now this is an excellent skill. It’s a major part of all Mage strategies. In the defensive strategy, a stun is very useful, while in offensive strategy, +25 Boost is excellent. In two words: a must.

 Meditate

MP Cost: 0
Level unlocked: 4
Cooldown: 3 turns
Effect: Restores 1% Mana to you

USELESS. 1% Mana, even at higher levels, is only about 20 Mana. You’re better off pressing Attack/using potions when you’re low on MP.

 Thorny Shield

MP Cost: 9
Level unlocked: 2
Cooldown: 9 turns
Effect: +140 Block/Dodge/Parry for 2 turns. If an enemy hits you, he takes 100% damage. Another hit would be 50%. The pedia says 25% for the next hit, but in-game it would not happen. This is because the effect only lasts 2 turns.

Interesting skill. Rather than your typical defence skill, this has the side effect. Useful for when you need the defences. Note, however, that the general consensus on Block/Dodge/Parry is that you need an extremely high amount to be close to unhittable. Estimates of 140 Block/Dodge/Parry’s value range from 35% chance of blocking to around 60% chance. Generally, it is close to 50%. No-one is sure how the formula works, though, other than staff. Block/Dodge/Parry is set for a possible change:

quote:

ORIGINAL: Rolith

As for Dodge/Block/Parry there has been some discussion as to merging them into one miss-stat driver, on scaling code that’s already being done (monsters get a global defense buff that affects all three stats in the cases where we buff their defense).

 Power Boost

MP Cost: 11
Level unlocked: 3
Cooldown: 5 turns
Effect: +20 Boost for 5 turns, and does a buffed attack.

An excellent skill. It buffs damage and attacks, so what more could you want? A part of Elemental Rage, too.

 Fireball

MP Cost: 15
Level unlocked: 6
Cooldown: 5 turns
Effect: 125% Fire damage, but if Ice Strike was used beforehand, it is 250% damage.

Now then. We are starting to get into the core of the Elemental Rage strategy here. Ice—> Fire is probably the most well known combo that Mage has, doing 375% damage over 2 turns. In fact, Fire (after using Ice) can be more powerful than Final, due to a Critical Hit. Remember, Final gets its damage from being a Instant-Crit! However, 19% of monsters in DF have a resistance to either Ice or Fire, making this combo far less effective against them. Add in Energy and it’s a flat 20%. Against normal monsters though, VERY effective.

 Ice Strike

MP Cost: 10
Level unlocked: 6
Cooldown: 5 turns
Effect: 125% Ice damage, -20 to Fire for 5 turns for enemy, but if Fireball is used after this it instantly does double damage.

Again, it is used to set up the Ice—> Fire combo. Core to Elemental Rage.

 Wind Strike

MP Cost: 8
Level unlocked: 6
Cooldown: 5 turns
Effect: 125% Ice damage, +20 to Bonus for 5 turns for you

Unfortunately, out of all the elemental spells (Fire, Ice, Wind and Lightning) this is probably the least effective. The reason is that +20 Bonus is not very useful, as you barely ever miss anyway. To be exact, the chance is ~1%. Some players did 500 attacks with 0 Bonus, against monsters with no defenses, and they missed about 4-6 times. I can self-verify this too, as I did this test recently.

 Lightning

MP Cost: 13
Level unlocked: 6
Cooldown: 5 turns
Effect: 125% Energy damage, +25 to Boost for 5 turns for you

This is basically an improved Power, but Power, Lightning and Sleep stack, so it is possible to get 70% Boost! Which means that the Elemental Rage combo does significantly more damage than it would without these skills! 

 MageFury

MP Cost: 19
Level unlocked: 10
Cooldown: 0 turns
Effect: 140% damage, to all enemies.

This skill is so awesome at dealing with the multiple enemies, that you basically just can spam it! However, note the high mana cost.

 Final Blast

MP Cost: 8
Level unlocked: 18
Cooldown: 15 turns
Effect: 125% damage, but an instant-crit, so 250% overall

A must in any strategy, for the high damage. As I mentioned above, though, Ice—> Fire can do more damage with Critical Strikes. If you have Final, Ice or Fire all available, with 50+ Crit, use Ice—> Fire.
{003}Stat Builds

Mages get a damage boost from INT, so train that up. They also need mana, so put some into WIS. LUK only gives you anything if you have 50 (or a multiple of 50) in it.

The Dattack/Affense Build, AKA Balanced

At Level 80:

INT: 200
WIS: 50
END: 75
LUK: 50
CHA: 20

At Level 70:

INT: 200
WIS: 50
END: 75
CHA: 20

At Level 60:

INT: 200
WIS: 45
END: 50

At Level 50:

INT: 200
WIS: 25
END: 20

At Level 40:

INT: 150
WIS: 25
END: 20

At Level 30:

INT: 100
WIS: 25
END: 20

At Level 20:

INT: 50
WIS: 25
END: 20

At Level 10:

INT: 20
WIS: 25

Arcane Destroyer

At Level 80:

INT: 200
LUK: 150
WIS: 45

At Level 70:

INT: 200
LUK: 100
WIS: 45

At Level 60:

INT: 200
LUK: 50
WIS: 45

At Level 50:

INT: 200
WIS: 45

At Level 40:

INT: 170
WIS: 25

At Level 30:

INT: 120
WIS: 25

At Level 20:

INT: 70
WIS 25

At Level 10:

INT: 20
WIS: 25

Tank

At Level 80:

INT: 150
END: 200
WIS: 45

At Level 70:

INT: 150
END: 150
WIS: 45

At Level 60:

INT: 150
END: 100
WIS: 45

At Level 50:

INT: 100
END: 100
WIS: 45

At Level 40:

INT: 75
END: 75
WIS: 45

At Level 30:

INT: 75
END: 45
WIS: 25

At Level 20:

INT: 40
END: 30
WIS: 25

At Level 10:

INT: 10
END: 10
WIS: 25

{004}Strategies

“So what is the Elemental Rage thing that you’ve been going on about?” you ask? Well, here it is!

Sleep—>Lightning —>Ice —>Fire—>Power—>Final—>Lightning—>Ice—>Fire

All strategies are generally modified versions of this.

I will give 2 strategies, one for below level 18, and one for level 18 and above. When you are below level 18, if you cannot use a skill, leave it out. If you can’t leave the skill out, because the next skill is on cooldown, use another skill to fill in the gap.
When using Ice/Fire/Lightning/Wind, equip your strongest weapon.

Single Enemies:

Below Level 18:

Sleep—>Lightning —>Ice —>Fire —>Power—>Attack—>Lightning —>Ice—>Fire

Above Level 18:

Sleep—>Lightning —>Ice —>Fire —>Power—>Final—>Lightning —>Ice—>Fire

Multiple Enemies:

At All Levels:

Repeatedly use MageFury.

Boss Fights
Below Level 18:

Sleep—>Lightning—>Ice—>Fire—>Thorny Shield—>Blind—>Lightning—>Ice—>Fire—> Power—> Thorny ShieldLightning—

Above Level 18:

Sleep—>Lightning—>Final—>Ice—>Fire—>Thorny Shield—>Blind—>Lightning—>Ice—>Fire—> Power—>Thorny Shield—>Lightning

{005}Other Classes

DoomKnight

This can do more damage than all Mage’s best moves just by spamming Attack. This silver lining has two clouds, unfortunately: one cloud is that you need to have a DA for 2 years, then either buy 40000 DCs (DragonCoins) and the armor, Necrotic Sword of Doom, DoomKnight Helm, and DoomKnight Cloak all at once for $64.95, or buy one package each 6 months of 10000 DCs for $19.95 until you reach the 4th package. The other cloud is that it makes the game a cakewalk. See here and here for the guides.

enTropy

The second best defensive class in the game, after DragonLord, and about 3x more damage than DL. Costs 1800 DCs. Of course, Doomknight is tenfold better offensively and defensively, but still, the second best non-DmK class offensively and defensively is no mean feat. Kathool Adept is slightly better offensively; there is a negligible difference. Seehere for a guide.

Kathool Adept Armor

The best offensive class in game, aside from DmK. Costs 1800 DCs. The main qualms are the ridiculous mana costs (Shadow costs 264 MP). OKish defence and an excellent class overall. Guide here and here. 

SoulWeaver

The third most powerful class (non-DmK) and it’s FREE. However, a Dragon Amulet is required to use the right hand side of the skills. A very good offense is slightly let down by the defense, but still very reasonable. Guide here.

Frost Moglin Armor

An excellent class- 4th best damage in game and an infinite Blind makes this VERY awesome. What’s even better is that it’s free at Frostval, with no Dragon Amulet required to use the right hand side of the skills! That’s why, for the Frostval season, it is the best non-DA and non-DC armor. Its best skill involves magic damage: even better for specialist magi. However, to use it all year round you need a DA and 1000 DCs for an Armor Closet. Guide here.

Technomancer

A very reasonable class. Does good average damage and it can beat Meltface Akriloth. Also, it can drain full enemy mana, useful against the aforementioned (Deft) Minx Fairies. Not bad, overall. The guide is here.

DragonLord Armor

It’s lousy at offence. But defence? AMAZING! Infinite heal, infinite mana regen, +50 All, a working shield (Melee Defence). Its best skill involves magic damage: even better for specialist mages. Guide is right here, and we have another one over here.

ChickenCow and Evolved ChickenCow 
CCA and ECCA have major bugs that allow them to do close to 5000 damage in one turn. There is the Firebrand/lock/line bug, where the special stays activated once triggered. This is considered bug abuse and is not recommended. There is also the bug where it adds INT damage boost to every hit. Guide for you here.

DeathKnight

Deathknight. A 15% HP steal, powerful offense, decent defense, but high mana costs. Still an excellent class. Guide right over here.

PumpkinLord and Evolved PumpkinLord 
Like FMA, these are awesome seasonal armors, for Mogloween (however, to use it all year round you need a DA and 1000 DCs to buy an Armor Closet). Eternal Night and Final are unbelievable, it can get +25 All. Downside is the high mana costs. Guide here for this one. 

GPS Mk 2

Infinite blind, and a spammable 200% damage hit after that. Pretty cool. Guide here.

Zardbie

A DoT class, and its best DoT can do 300+ damage A TURN! However, the mana costs are extremely high (50+ for many skills). There is no approved guide to using this armor.

Most other classes are slightly less powerful (in my opinion) than the Mage, like Ninja and Pirate. I don’t really recommend them for use unless you are attempting to unlock the Quest Log Badges for these respective classes. However, I shall still give you a summary of these classes.

Ninja

Ninja. Deadly Strike, Inbo, and Qi are pretty useful, but aside from them, the other moves are pretty lacklustre. For example, Kai, for 40 mana, only gives you +10 darkness; not really worth it. Fade only gives +80 Dodge, only about 10% chance of blocking. Guide here.

Pirate

Arrrr, Ninja’s counterpart be as lacklustre a class, mehearties. Ye has good skills, arrr, like summonin’ ol’ Crackers or the Pirate Ghost, swab. Shout ‘n’ 1st Mate Aid be good defensively, yarr. Yet the rest be underpowered, landlubbers.There be a guide, maties.*

* In English: Ninja’s counterpart is just as lacklustre. It has a few good skills, like Summon Crackers or the Pirate Ghost. Shout and 1st Mate Aid are good defensively. However, the rest is underpowered. There is no guide as of now.

Paladin

The real reason this is so hated is that the left-hand side of the skills (except for Heal and Protection) all involve a 20% chance to do something. The DA side of the skills are actually not too bad. However, they are fairly expensive on the MP, they are Light element fixed, and there are better classes for DAs. Guide here.

Ranger

This class is okay-ish for Rogues, but for Mages, this is not very useful. This is because nearly all the skills hit Pierce damage, while Mages use Magic damage. If you are going to use it, put your stats in DEX, and read the guide.

DragonSlayer

This class is no good against anything but dragons. Against dragons, it’s still not so good. It’s a real pain to train too, with only a 30% chance each time you try to get the Enchanter’s Stone. Also, 9 skills are DA-only. Overall, NOT recommended. No guide.

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