The mage retains the previous games’ magic recuperation mechanic, which means magic will simply replenish over time. Of course, there will be skills and passive abilities that will ameliorate the rate of magic return. This means that mages that are more focused on ranged combat can gain magic from safety — away from the heated battle.
Mages also have a weapon that we haven’t seen before in the series, the orb and dagger. The orb will float and collide with enemies to do damage, and build up “arcane mark”. When “arcane mark” is full, then the dagger does critical damage. They can still use their magic staff for ranged combat, but now they can switch to the dagger and orb for when enemies close the gap. Most of the subclasses typically cater more towards one of the class’s weapons.
Mage Specializations
Mage Traits
- Mortal Concentration
- Sustaining your Ranged attack gradually increases its damage output the longer it is active, to a maximum of 3 seconds.
- Mind Blast
- While Defending, consume 50 Mana to unleash a shockwave 6 meters in all directions. Deals damage based on your equipped Staff.
- Fade Strike
- Use your speed to unleash a powerful attack with any weapon after using Fade Step.
- Also unlocks an additional follow-up attack while Sprinting.
Ultimate Ability
Destructive Light
Damage: 2,416 Fire
Summon a concentrated beam of primal elemental energy.
Deals damage each second to all enemies caught in the beam while applying Burning.