Gun Mage=====================
Unlocking Gun Mage requires Gunner 5 and Warmage 5. Gun Mage could only equip Gun, Light Armor, Heavy Armor.
Skills:
Infused Ammo : Works like Warmage's Infused Edge.
Frost Bolt : 8 mana, 0.9x Water damage (ATK+MIND) with 75% slow
Flame Bolt : 8 mana, 0.9x Fire damage (ATK+MIND) with 75% cripple
Magnetic Bolt : 8 mana, 0.9x Earth damage (ATK+MIND) with 75% root
Lightning Bolt : 8 mana, 0.9x Thunder damage (ATK+MIND) with 75% blind
Overdraw Potential : Gives AtkUp MindAtkUp Focus to the character, while also giving DefDown MDefDown Bleed. Also cost 1/5 of current HP.
Plasma Ray : 18 mana, 1.3x Magic damage (ATK+MIND) in a line.
Aether Explosion : All MP, deals scaling damage to all enemies on the map based on MP spent.
Suppression : Knight's One For All.
Ultima : 24 mana, 2x Magic damage (ATK+MIND) to a single target while also dispelling buffs. 100% accuracy.
Quicken : As per usual.
Passives:
Gunslinger : Dual Wield + Doublecast.
Clarity : Versatile + Initiative.
Counter:
Addle : Counter with bleed and slow.
Time Mage=====================
Unlocking Time Mage requires Mender 5 Wizard 3 Alchemystic 5 and Druid 3. Time Mage could equip Rapier, Rod, Staff, Robe, Light Armor.
Skills:
Stasis Strike : 8 mana, 1.3x Regular attack with delaying effect.
Improved Dispel : 10 mana, 1x Magic damage (MIND) single target with dispelling effect. 100% accuracy.
Improved Quicken : 20 mana, Same as quicken but without exhausted.
Mass Haste : As per usual
Dispelga : 18 mana, 1.25x Magic damage (MIND) cross shape with dispelling effect. 100% accuracy.
Passives:
Auto-Haste : Permanent Haste + Initiative.
Instant Teleportation : Replaces normal movement with teleportation.
Counter:
Teleport Other : Teleport attacker to a random dry land spot.
Unlocking Gun Mage requires Gunner 5 and Warmage 5. Gun Mage could only equip Gun, Light Armor, Heavy Armor.
Skills:
Infused Ammo : Works like Warmage's Infused Edge.
Frost Bolt : 8 mana, 0.9x Water damage (ATK+MIND) with 75% slow
Flame Bolt : 8 mana, 0.9x Fire damage (ATK+MIND) with 75% cripple
Magnetic Bolt : 8 mana, 0.9x Earth damage (ATK+MIND) with 75% root
Lightning Bolt : 8 mana, 0.9x Thunder damage (ATK+MIND) with 75% blind
Overdraw Potential : Gives AtkUp MindAtkUp Focus to the character, while also giving DefDown MDefDown Bleed. Also cost 1/5 of current HP.
Plasma Ray : 18 mana, 1.3x Magic damage (ATK+MIND) in a line.
Aether Explosion : All MP, deals scaling damage to all enemies on the map based on MP spent.
Suppression : Knight's One For All.
Ultima : 24 mana, 2x Magic damage (ATK+MIND) to a single target while also dispelling buffs. 100% accuracy.
Quicken : As per usual.
Passives:
Gunslinger : Dual Wield + Doublecast.
Clarity : Versatile + Initiative.
Counter:
Addle : Counter with bleed and slow.
Time Mage=====================
Unlocking Time Mage requires Mender 5 Wizard 3 Alchemystic 5 and Druid 3. Time Mage could equip Rapier, Rod, Staff, Robe, Light Armor.
Skills:
Stasis Strike : 8 mana, 1.3x Regular attack with delaying effect.
Improved Dispel : 10 mana, 1x Magic damage (MIND) single target with dispelling effect. 100% accuracy.
Improved Quicken : 20 mana, Same as quicken but without exhausted.
Mass Haste : As per usual
Dispelga : 18 mana, 1.25x Magic damage (MIND) cross shape with dispelling effect. 100% accuracy.
Passives:
Auto-Haste : Permanent Haste + Initiative.
Instant Teleportation : Replaces normal movement with teleportation.
Counter:
Teleport Other : Teleport attacker to a random dry land spot.