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  3. Weekly Update: 10/3/2018 - Arcane Mage and White Mage Changes (Part 3 of 8)

Weekly Update: 10/3/2018 - Arcane Mage and White Mage Changes (Part 3 of 8)

Part 3 of the 8-day series on detailed class changes. Today I'm covering the start of Mages, the Arcane Mage and the White Mage. Again, any old spell contents that have been removed will be striked through, and any content that is new is going to be bold.

Mages got the short end of the stick with weak weapons and armor. I tried to compensate by giving them strong abilities, but they pretty much always got outclassed warriors. Since warriors now rely more on support units, mages can step up to the plate with more powerful buffs and tons of utility that give them a valuable niche.

Arcane Mage

The Arcane Mage is probably the largest rework of all the classes. He used to be a straightforward burst unit, with each Active ability having damage as well as a debuff component. I felt it was a little lazy so I completely converted him into something else! He has a powerful debuff with Melter, he can turn into an ethereal damage machine with Arcane Form, and Arcane Training still makes him useful while he's Silenced.

Actives
Absorption
  • Deals 100% Spell Damage and returns Mana equal to 30% of the Damage Dealt (capped at the Mana Cost of this spell) Steals 15% of the Target's Mana
  • Cost: 50 35 Mana; Cooldown: 2 Turns
  • Upgrade: -10 Mana Cost +10% Mana Steal
  • Upgrade: +20% Mana Return Additionally deals bonus Damage equal to the Mana Stolen
Fireball
  • Deals 100% Spell Damage to the Target and 65% Damage to adjacent Targets, reducing the Armor of each Enemy hit by 25 for 3 turns
  • Cost: 35% Mana (35 minimum); Cooldown: 5 Turns
  • Upgrade: +20% Main Target Damage
  • Upgrade: +10 Armor Shred
Divine Blast
  • Deals Divine Damage equal to 30% of the Target's Maximum Health (deals half Damage to Bosses)
  • Cost: 35% Mana (35 minimum); Cooldown: 5 Turns
  • Upgrade: +20% Maximum Health Damage
  • Upgrade: Additionally deals half Damage to surrounding Enemies
Freeze
  • Deals 125% Spell Damage and Slows the Target by 30% for 3 turns
  • Cost: 35% Mana (35 minimum); Cooldown: 5 Turns
  • Upgrade: +20% Slow
  • Upgrade: Shatters the Enemy for the duration, converting all Damage they take into Divine Damage
Melter
  • Sets every Enemy's total Damage and Defense to 1 for 1 turn
  • Cost: 25% Mana (20 minimum); Cooldown: 5 Turns
  • Upgrade: Additionally Exposes every Enemy by 25% for the duration
  • Upgrade: Additionally Silences every Enemy for the duration
Shock
  • Deals 100% Spell Damage and grants a 25% chance to Stun each Enemy for 2 turns
  • Cost: 35% Mana (35 minimum); Cooldown: 5 Turns
  • Upgrade: +10% Stun Chance
  • Upgrade: Stunned Enemies take an additional 50% Spell Damage
Arcane Form
  • For 5 turns you cannot Attack, cannot be Silenced, have no Spell Costs, and each Spell's Cooldown is reduced by 2 (not affecting Arcane Form)
  • Cost: 100% Mana (100 minimum); Cooldown: 7 Turns
  • Upgrade: Additionally increases the Damage Dealt of Absorption and Divine Blast by 35%
  • Upgrade: Additionally increases the Debuff Duration of Melter by 1 turn


Passives
Deeper Knowledge
  • +4 bonus Maximum Mana per Intelligence
  • Upgrade: +3 Maximum Mana per Intelligence
  • Upgrade: +1 Bonus Damage per Intelligence
Arcane Training
  • While Silenced, Attack Damage Dealt converts to Spell Damage
  • Upgrade: Additionally Restores 25% Mana when Silenced
  • Upgrade: Additionally Reduces your Cooldowns by 1 turn when Silenced
Equilibrium
  • The Arcane Mage Restores 6% of his Missing Mana per turn
  • Upgrade: +4 Mana Regen
  • Upgrade: +5% bonus Mana Regen
Forceful Spells
  • Absorption and Divine Blast gain a 15% chance to Stun for 1 turn
  • Upgrade: +10% Chance
  • Upgrade: Additionally deals Spell Damage equal to 15% of the Target's Maximum Health on Stun


Infinites
Spell Amplify: +1% Chance to increase Spell Damage Dealt by 35% per level Divine Power: +1% Divine Damage Dealt per level

Spiritsteal: +1% Spell Damage Dealt converts to Mana per level Soul Explosion: +1% Maximum Mana deals Divine Damage to every Enemy on Death per level

Spell Strike: +1% Chance to deal bonus Damage equal to 20% of the Arcane Mage's Maximum Mana on Cast per level Arcane Resistance: +1% Spell Damage Reduction per level

White Mage

The White Mage was another easy, straightforward unit more geared for support. He still is a support unit but with more layers. His support spells are pretty simple except Haste which has tons of potential given the right party. His Passives grant Party bonuses, and his Infinites provide bonuses to his Healing and Mana/Mana Regen. Still pretty simple, but my aim was to make the simplicity more interesting!

Actives
Magic Strike
  • Deals 100% Spell Damage
  • Cost: 10% Mana (10 minimum); Cooldown: 0 Turns
  • Upgrade: +20% Damage
  • Upgrade: Converts 50% of the Spell Damage to Divine Damage
Energy Blast
  • Deals 100% Spell Damage plus bonus Damage equal to 15% of your Missing Mana
  • Cost: 10% Mana (5 minimum); Cooldown: 0 Turns
  • Upgrade: +15% Initial Damage
  • Upgrade: +10% Missing Mana Damage
Wither
  • Reduces an Enemy's Damage Dealt by 30% for 3 turns
  • Cost: 50 Mana; Cooldown: 5 Turns
  • Upgrade: +20% Damage Reduction
  • Upgrade: +2 Turn Duration
Energy Shield
  • Grants each Ally 30% Damage Reduction for 3 turns
  • Cost: 65 Mana; Cooldown: 6 Turns
  • Upgrade: +20% Damage Reduction
  • Upgrade: Additionally Reflects 50% Damage Taken before Reduction for the duration
Divine Touch
  • Heals an Ally by 35% of their Missing Health
  • Cost: 65 Mana; Cooldown: 5 Turns
  • Upgrade: Additionally Heals by 25% of the Ally's Maximum Health over 3 turns
  • Upgrade: Additionally reduces the Ally's Damage Taken by 35% for 3 turns
Restoration
  • Heals an Ally by 30% of their Missing Health
  • Cost: 20% Mana (25 minimum); Cooldown: 3 Turns
  • Upgrade: Increases the Missing Health Multiplier by 20% if Cast on an Ally below 35% Health
  • Upgrade: Reduces the Cooldown by an immediate 2 turns if Cast on an Ally below 35% Health
Rejuvinate
  • Restores 30% of all Allies' Mana over 5 turns
  • Cost: 100 Mana; Cooldown: 5 Turns
  • Upgrade: +20% Rejuvination
  • Upgrade: -2 Turn Duration
Haste
  • Buffs an Ally for 5 turns, their next Spell Cast activating twice
  • Cost: 250 Mana; Cooldown: 6 Turns
  • Upgrade: -50 Mana Cost and -1 Cooldown
  • Upgrade: Additionally Refreshes the Target's Cooldowns


Passives
Spell Weaver
  • Heals additionally grant 30% Debuff Resistance for 3 turns
  • Upgrade: +20% Debuff Resistance
  • Upgrade: Additionally increases the Target's Main Stat by 20 for the duration
Divine Protection
  • When an Ally takes Damage, they Heal by 6.5% of their Missing Health
  • Upgrade: +3.5% Missing Health Heal
  • Upgrade: Additionally provides each Ally with a 10% Revive once per Combat
Mystic Magic
  • Provides all Allies with 15% Mana Cost Reduction
  • Upgrade: +10% Mana Cost Reduction
  • Upgrade: Additionally provides +1 Cooldown Reduction


Infinites
Heal Potency: +1% Healing Dealt per level
Mana Bolster: +15 Maximum Mana per level

Rejuvination: +0.25% bonus Mana Regen per level Equilibrium: +0.5% Missing Mana Regen per level