Table of Contents
1: Basics of a Mage
Image1.2: The Man of Many Faces
Image1.3: Weapons of a Mage
Image1.4: Statistics
2: Talents of a Mage
3: The Mage’s Rubies
4: The Mage’s Builds

The Magus Lexicon
The mage is one of the most versatile classes playable in Allods. They are able to adapt to many different situations that allow them to tap into the elements that make up this world. Depending on which elements you choose to pursue, you can develop and use different skills with the help of these elements.

Another advantage of mage is their roles in party groups. They cause fear in groups of mobs with their Area of Effect (AoE) spells, make powerful monsters cower with their devastating attacks, help any party out with their crowd control abilities, have an attack increase buff and health/mana/energy increase buff, and are able to nullify multiple hits from even the strongest mobs.

Now that I have caught your eye, let’s take a look and breakdown our stats and skills and why they’re important to us.

1: Basics of a Mage
A mage is a master of the Earth’s elements. Every skill they use they will either generate or consume mage specific buffs called Entropies. There are three different Entropy elements. Fire, ice, and lightning. Every skill you cast also has an element type. Depending on the type of skill you successfully cast you will generate an entropy of that element. As in the world; however, Entropies can can cancel each other out. Fire cancels lightning, lightning cancels ice, and ice cancels fire.
Image Image
You can’t produce unlimited amounts of these Entropies without consequences either. You are only able to obtain 5 of each element at one time. Once you successfully cast that sixth spell of the same element, one of 4 effects can happen. You will either damage your health, heal yourself, deplete 1/3rd of your mana, or replenish 1/3rd of your mana. It is said on the tool tips that there is a 70% chance for you to be effected by all positive affects, and the remaining 30% goes to the negative affects. At times this ratio does not seem to be true, but hey, it’s a ratio.

You can use your Entropies before you go over that limit of 5 in one of two ways. The First way is a set of three skills you automatically obtain upon character creation that you can find in your skill book. These skills are called Molten Core (Fire), Electrical Surge (Electric), Friged Winter (Ice).

If you have 5 Entropies or below you can use the skill that corresponds with the type of elemental entropy you want to remove. The use of these three skills have some different effects compared to if you were to exceed the 5 Entropy limit. All three can hurt or heal your health and mana, but not as drastic as if you were to cast a 6th entropy. In addition to these effects, you can also increase or decrease damage in a certain elemental class. This does not increase the damage of the elemental field for the Entropies you consumed. If you consume fire Entropies you can increase or decrease ice damage, ice Entropies increases or decreases lightning damage, and lightning Entropies increases or decreases fire damage. These skills also have a 70% to produce positive effects, and 30% to produce negative affects.

The second way to consume these Entropies is to use them in ruby specific skills. These skills can require a single Entropy element or they will require a collaboration with two or more elemental Entropies.

1.2: The Man of Many Faces

As with many professions on Earth, many different races are able to study and perfect specific job. There are 3 races in all. The Empire mage is an Arisen; the undead, robotic beings who originally hailed from the mighty Zem civilization. The Arisen are referred to as a Sorcerer.

The remaining two reside in the opposing faction call League. The first is Elven; the oldest race in all of Sarnaut.

The Elves were once an enormous family tied together often called the Great Ball of Families, but through a sudden change of events; in which nearly wiped out their race, they were reduced to eight remaining families. The Elves call themselves Archmages.

The last of the mages are called Kanians. The Kanians are essentially a kingdom built upon the Church of Light. Even throughout their bloody feud with their ancient rivals, the Xadaganias, they still remain loyal to their morals within their beliefs and their noble bloodlines. Kanias prefer to be called Magicians.

The only notable difference between the different races are their exceptional looks, and more importantly their racial skills. Each race will get a racial skill after completing an easy quest around level 7. Each skill is different in appearance and effect.

The Arisen mages acquire a skill called Astral Arrow. Astral Arrow is the only one of the three racial skills that causes direct damage. The devastating damage this skill causes is not the only beneficial factor, though. If the skill successfully lands on your target it causes them to be knocked down and helpless for 2 seconds. It has a 2 minute cooldown and a relatively low mana costs for the effects it insues.

Elven mages gain a buff called Arcane Mastery. With the use of this buff it increases their intelligence by 30% for the next spell cast within a 30 second time limit. This can make even the weakest spells cast turn into a nightmare to whomever they call their enemy. (There have been reports about this skill being broken and not increasing intelligence at all since the Astral Odyssey patch. Will keep you updated if it changes or is proven false.)

Kanian mages can obtain a skill called Focus Mind. This buff allows the mage to become extremely focused on the spells in which they are casting. This allows them to become imune to spell casting interruptions for 20 seconds, but has a 2 min cooldown timer.

1.3: Weapons of a Mage
A mage has the choice between two different weapons he can use in his or her main hand. The mage can choose between a two handed staff or a dagger with an off hand included. Here I will explain the difference between the two. Aside from your main hands, we also have a wand as our secondary weapon that can increase the amount of damage our spells deal.

A staff is the only two handed weapon a mage can use. While it has more physical damage than a dagger; physical damage is useless for a mage. Staves include both offensive and defensive stats on the same weapon.

Dagger and Offhand:
The dagger and offhand combination is the only alternative weapon choice from a staff. Although,the dagger has less physical DPS, I find that a dagger is more advantageous to use than a staff because it allows you to customize your stats slighty more. The dagger contains all your main stats (Luck, Intelligence, Perception, and Wisdom) and the offhand you can use contains all the secondary stats. This allows you to find the perfect combination of main and secondary stats.

Wands are used as our secondary weapon and can be used with our primary weapons. While we can’t physically attack with them, they do transfer what is called “Magical Power” into the spells we cast. the Magical Power is different on each wand. The higher level and rank of each wand, the more magical power it gives. Wands also add offensive and defensive stats. There is also no alternative weapons for your secondary weapon, so wand is the only item that you will be using in this slot.

1.4: Statistics

There are four major stats that a mage needs to manage and balance. These stats are Luck, Perception, Wisdom, and Intelligence. Along with these major stats there are also seven minor stats that are not as important, but will help you in the long run. The minor stats include Faith, Agility, Rage, Stamina, Endurance, Conviction, and Willpower.

This stat determines how low your glancing blow rate is and how high your critical chance is. A glancing blow, in a nutshell, is halving the damage of an attack. You will want your glancing blow rate as low as possible. Critical chance is doubling the damage of an attack. Not only do you deal more damage when you crit, but with the use of rubies that a mage has at his/her disposal; you can generate more desirable affects that I will discuss later on. Most mages will be able to keep this stat fairly high with the gear that comes there way. 50% critical rate it the bare minimum i will go too. I currently run around with an 80% critical rate.

This stat determines how much of your magical damage dealt to an enemy gets resisted. This stat alone can make or break a mage. All of your other major stats could be stacked up as high as you could possible want them, but without your perception at a decent percentage, all your damage dealt will be resisted and become null. I find that; for me, the minimum you want your perception percentage at is between 20-25%

There is also another use for perception with a special ruby skill called Elemental Wrath, which I will also describe later on.

This stat plainly increases your mana pool. The higher this stat, the more mana you receive in your pool. Many people have different preferences on how much wisdom they like to have. Also, there will be a major difference between a mage’s wisdom depending if they are either a critical, or Elemental Wrath mage. I will explain this when I talk about Elemental Wrath. Mages will need to stack more wisdom with the Astral Odyssey patch, since our mana regenerations rubies were nerfed to only regenerating 5% total mana per proc. You’ll be best off getting you wisdom to 300+ to survive.

This stat increases the amount of damage you can deal with your magical attacks. I would suggest balancing out your other skills first before you focus on this one, because while this is a very important stat, it doesn’t hurt you as much to be below par with this as the other Three.


This stat decreases the affect that wound complexity has on your healing. Wound complexity decreases healing effects done by yourself. Mages have only two uses for this stat. One is a ruby skill called Elemental Harmony. Elemental Harmony is a self heal that requires the consumption of ice and electric Entropies. The second is when you heal yourself after detonating your Entropies stack either by manually consuming them or exceeding their limit.

This stat determines the dodge rate for a mage. This is probably the least important out of all the stats I’ve mentioned, considering most mages will be hitting and being hit by more than one mob which makes dodging inefficient.

This stat increases the amount of wound complexity you spells inflict. This is purely a play versus player (PvP) skill, with the few exceptions of some mobs that are able to heal themselves.

This stat increases the amount of health you have. This is semi-important to a mage. As I mentioned before a mage has barriers they can use to nullify damage, but there will be times where you can’t always use them. For these moments stamina and the next stat, endurance, become very useful.

This stat decreases the chance you have to be crit by enemies and raises your chance to receive glancing blows. This stat can decrease a lot of damage that can be dealt out to you simply by overcoming your opponent’s luck and forcing them to glancing blow you. It would be wise to get as much endurance and stamina as possible without unbalancing your major stats.

This stat decrease your chance to be affect by crowd controll (CC) skills. If your effected by a CC it decreases the effect of the skill. This can be used in both PvP and player versus element (PvE), but mostly considered a PvP stat.

This stat increases the effects of your own CC skills. This is important if your are thinking of becoming a support CC mage. If you have the choice between conviction and willpower on a piece of gear I would almost always go conviction.

2: Talents of a Mage
A mage uses his talents as a means of disposing his enemies, by harnessing the power of harsh elemental damage or to increase the fighting capabilities of his or her companions.

The first three skills a mage gets, and automatically starts out with, are Fire Arrow, Ice Flow, and Shocking Grasp.

Fire Arrow:
Fire Arrow is the first fire skill a mage is introduced to. This is the most basic and most used fire skill in a mage’s arsenal. This skill has a range of 40 yards, a cast time of 1.5 seconds,an instant cooldown time, can be pre-casted ( cast out of combat for an instant cast in combat), and a very low mana cost. This makes the skill a very good candidate to spam for fire Entropies during combat. The damage is mediocre, but sufficient enough to invest into.

I would recommend increasing this to at least rank two.

Ice Flow:
Ice Flow is the first crowd control and ice skill a mage acquires. This has an instant cast time with a channel that lasts for 6 second, instant cooldown time, has a range of 40 yards, and the mana cost is a little more than double that of Fire Arrow. The damage is very low, but that is not the power behind this skill. For every second you channel this skill it adds a stack called Ice Flow. For each stack of this debuff it decreases movement speed and physical damage dealt by 15%. This adds up to a 90% decrease for both movement speed and physical damage. Each stack of the Ice Flow affect lasts for 2 seconds and each stack is canceled if the target affected by the debuff is hit by any other attack. Also if a mob is effected by Ice flow and is hit by a fire skill, then the skill deals extra damage. Although this skill has some amazing effects, the damage is way to low to think about investing in.

I would recommend keeping this skill at rank one.

Shocking Grasp:
Shocking Grasp is the first lightning skill a mage possesses. Unlike the previous two skills this skill has no range; therefore, this is basically an up close and personal melee magical spell. Shocking Grasp has an instant cast, instant cooldown, deals damage about 1/3rd less than Fire Arrow and uses a little less mana than Fire Arrow. The only other distinguishing factor with this skill, other than it is incredibly easy to spam, is that once your target is at 25% health or below, when you cast shocking grasp on it; and it successfully lands, you deal double damage with that spell. This is a very handy skill when you come into close contact fights and are constantly getting your spell casts interrupted.

I recommend increasing this to rank 3.

You can unlock the next row of your skill tree once you spend one point into any skill on the first row. The next row consists of Meteor, Icy Grave, and Stone Barriers.

Meteor is a mage’s first AoE skill. This is a very powerful fire skill with a huge AoE range. Although, this is one of the hardest hitting skills a mage can have it comes with a price. Meteor has a 5 second cast time, and a a very deadly mana cost, but the pros far outweigh the consequences if you use it right. Even though it has such a long cast time, it can be pre-casted and it has no limit to the amount of mobs it can hit, as long as they are inside its AoE range.

I would recommend getting this to rank 3 if your pursuing a fire build.

Icy Grave:
Icy Grave is essential to a CC mage. This talent allows you to freeze a single mob for a amount of time depends on what rank your icy grave is and how much conviction you have versus the amount of willpower your target has. Rank one freezes the target for 20 seconds, rank 2 increases it to 25 seconds, and rank 3 increases it to 30 seconds. Normally you will be able to freeze your target for a couple seconds more than the tool tip suggests. This skill has a 10 second cooldown time and a 2.5 second cast time, so you can keep your target on a permanent freeze if timed right. If you get rank 3 you can keep two mobs on permanent freeze easily. You are also able to pre-cast this skill before you go into combat to quickly and efficiently stop your target dead in its tracks before it can make a move.

Increasing the rank of this skill depends on what your role and build is. If you find yourself wishing you could completely stop enemies from attacking you then get this to at least rank 1; otherwise, leave this talent alone. One other note about this skill. If your in a PvP match and your opponent has incense active, then the effects of your icy grave are decreased by 80%.
Stone Barriers:
Stone Barriers have the ability to nullify physical damage that lands on you. Each rank of Stone Barriers increases the number of barriers that you can cast on yourself and the amount you can absorb. Intelligence also increases amount your stone barrier can absorb. Rank 1 casts five barriers, rank 2 casts 7 barriers, and rank 3 casts 10 barriers. If you receive any physical damage it automatically cancels one stack of your Stone Barriers. This talent has a cooldown of 45 seconds and an automatic cast time; this method makes it easy to replenish your barriers once your current ones go down if you manage them right. The downside to constantly replenishing barriers is the mana cast. If you are continuously refreshing your barriers you will have a lack of mana to cast your attack spells.

Due to the overall usefulness of this talent for mages of all builds, I recommend getting this to rank 3 as soon as possible.

Row three becomes available after a total of nine skill points are spent on the previous two rows. This row contains Reflections, Thunderbolt, and Dispel.
Reflections are the second barriers you will receive. Both Stone Barriers and Reflections can be used at the same time. The biggest difference between the two is Reflections absorbs ALL damage, except damage over time (DoTs). Reflections also receive less stacks of the effect per rank than Stone Barriers. Rank 1 gives you 5 stacks, rank 2 allows you 6 stacks, and rank 3 allows 7 stacks. Reflections have a shorter cooldown time than Stone Barriers with a thirty second wait time after being cast. These barriers also require about 1/3rd less mana to cast than Stone Barriers. Reflections are one of the mage’s most used skills in the game, but they do contain a loophole; however. If you are hit by an AoE affect all your Reflections are removed by it. You will only have to worry about this happening in PvP battles in most cases.

I recommend getting this to at least rank 1 regardless of your build.
Thunderbolt is part of a mage’s lightning arsenal. This skill a 3 second cast time, a manageable mana consumption, and can be pre-casted, but has very minor damage compared to a Meteor of the same rank. The beauty of this talent is not in the damage or the cast time; though. This skill boasts a mana depletion effect on your opponents hit by Thunderbolt. The amount of mana you can drain per hit of Thunderbolt is increased by every rank you add to the talent and by increasing your intelligence stat.

Due to the mana draining potential and lesser damage it deals I have dubbed this a PvP skill, with the exception of mana using mobs (which are very few, and are not worth wasting the talent points on). If you are looking for a pure PvP build, or a build that revolves around lightning I would recommend getting this talent to rank 3; otherwise, leave it alone.
Dispel allows you to remove negative effects on you and friendly targets, and allows you to remove positive effects from enemies. Effects that are available to remove include; heals from enemies, summoner’s Blood Aegis, enemy mage barriers, Blinding Light from yourself or friendlies, a mage’s Lava Spill, Firestarter, and Wall of Flames (When your not feared). The only difference in ranking up Dispel is the cast time. Rank one’s cast time is 3.5 seconds, rank two’s cast time is 2.5 seconds, and rank three’s cast time is 1.5 seconds. This is mostly useful in PvP

If your thinking about getting this talent, it is a absolutely necessary to get rank 3. Without this talent maxed out, the cast time takes way too long to cast in combat before the affect is done and gone, or being hit.

Row four contains two skills; Wall of Flames and Electric Pulse. This row becomes available when you spend 17 points altogether in your tree
Wall of Flames:
Wall of Flames (commonly referred to as Firewall or FW) is a very unique fire talent. It allows you to place a barrier of flame anywhere you see fitting within a 40 yard radius. If an enemy happens to touch your Wall of Flames then they will be affected by a 6 second debuff that fears them and constantly ticks them for damage until the end of the debuff. After the debuff disappears they will gain a 30 second buff that makes them immune to your Wall of Flames fear effect. This buff does not stop them from taking damage if they stand inside your Wall of Flames; though. Each rank you add to your Wall of Flames decreases the cooldown and damage per tick. Rank one’s cooldown is 30 min, rank two’s cooldown is 15 min, and rank three’s cooldown is 5 min.

I recommend getting rank 3 in this skill, it is very useful for when your are in a tight space and find yourself swarmed by numerous enemies; don’t go any lower than rank 3 if you want to get it though. It is almost useless for get only rank one or two simply because the cooldown is way too long to be useful.
Electric Pulse:
Electric Pulse is an electric skill which includes an 8 second channel that requires an insane amount of mana to make up for the less than mediocre amount of damage it deals. What’s more, is that if you take damage while you’re in the process of the attack, the channel will be canceled and the mana you spent will have been for nothing. It has a 40 yard casting distance that helps from having this situation happen. If you decide to rank up this talent the only affects it add is a minor damage adjustment.

I recommend not taking this skill at all, since it has more cons than pros.

Row five boasts two skills within it. These skills are Icy Comet and Elemental Barriers. In order to access this row, you will need to have spent 25 talent points in the previous.
Icy Comet:
Icy Comet is a skill with a 4 second cast time that is allowed to be pre-casted. This talent deals damage that follows closely behind Meteor and requires less mana. Icy Comet does deal AoE damage, but it does not follow the same principles as Meteor. Unlike, Meteor, Icy Comet is cast on a single target, but it can also hit every enemy included in the path it follows to meet it’s target. Icy Comet Is also able to be cast when your target is out of your line of sight, because it is basically a homing missile.

I would take this skill if you are pursuing an ice oriented build. If this is not the case, leave it alone.
Elemental Shield:
Elemental Shield is the third barrier skill a mage has at his disposal. Unlike Reflections and Stone Barriers this absorbs Fire, Ice, Lightning, Acid, Shadow, Holy, and Astral damage. Elemental Barriers are essentially the opposite of Stone Barriers and as such, can not be used at the same time. If you were to cast Elemental Shield while you have Stone Barriers active, your Stone Barriers would be replaced with their elemental counterpart. Elemental Shield also has the same cooldown and mana cost as Stone Barriers. Each rank put into these barriers increases the amount of stacks added to your character on cast. Rank one adds 3 stacks, rank two adds 4 stacks, and rank three adds 5 stacks.

I would only recommend getting this if you’re PvPing a lot or are using it for a specific boss. I personally get at least rank one in case I would ever need it in any situation.

Row six of a mage’s talent tree requires 33 previously spent talent points. This row includes three skills called Conflagrate, Prismatic Lightning, and Aura of Health.
Conflagrate is an instant cast fear fire skill with a 60 second cooldown. With a very low mana cost for a skill with such a long cooldown, it is very useful in tight situations when you would need a couple seconds to fall back and heal, cast a devastating spell, retreat, or simply generate a fire entropy. Each rank in this skill only increases only damage per tick of the debuff. One thing you need to realize about this skill, is that it is not like a conventional fear. It does not cripple the affected person’s ability to cast spells. As long as the skill they want to use has no cast time and their target is in range, then there is nothing stopping them from casting it regardless of the Conflagrate affect.

I would recommend getting only rank one in this skill because the extra damage delt by the extra ranks are minimal and the spare talent points could be better spent. Rank one is almost a necessity.

Prismatic Lightning:
Prismatic Lightning is the mage’s first AoE electric talent. Prismatic Lightning has almost the same damage, mana cost, and cast time as Thunderbolt. Instead of Prismatic Lightning being able to drain mana, however, it has a different effect. When Prismatic Lightning successfully hit its target, it chains to up to 3 other mobs withing a 10 yard radius from the primary target. This gives Prismatic Lightning more of a PvE feel than Thunderbolt.

I would recommend at least rank 2 if you are pursuing a lightning build. If you are not going lightning then get this rank 1 if you have spare talents.

Aura of Fortitude:
Aura of Health is one of a set of two party skill a mage can possess. Only one Aura from a single person can be active at a time. Aura of Health increases; those affected by it, Health and either their mana or energy depending on which they require to use their skills. Each rank increases the amount of Health, mana, and energy gained. Rank one increases each by 10%, rank two increases them by 20% and rank three increases it by 30%.

Acquiring this skill is dependent solely on the player’s intentions. I personally have rank 3.

After Completing the Quintessence of Knowledge quest at level 44 you will be able to gain upgraded skills of Meteor, Electric Pulse, Icy Comet, and Stone Barriers. In order to begin increasing the upgraded skills rank, you will need to up grade the previous lesser skill to at least rank one. You can’t rank your upgraded skill past the current rank of your lesser skill; however. For example if you have Meteor rank 2, you can only upgrade Flaming Meteor to rank 2.

Flaming Meteor is the upgraded version of Meteor. The only changes in Flaming Meteor from the original is there is a damage increase and the graphics. You will need at least rank two Flaming Meteor for it to surpass the damage of the Original Meteor at rank 3.

Electric Jolt:
Thunderhead is the upgraded version of Electric Pulse. Like Flaming Meteor the only difference in Thunderhead from Electric Pulse is the damage dealt and the look of the skill. It is still as useless as Electric Pulse so I would recommend saving your talent points for the other skills.
Icy Astroid:
Icy Meteor is the upgraded version of Icy Comet. Icy Meteor is only an upgrade on the damage dealt from Icy Comet and the difference between the graphic design.
Stone Wall:
Stone Wall is the last upgraded skill you can obtain from the completing the Quintessence of Knowledge quest. Stone Wall increases the amount of damage you can absorb from physical attacks from the original Stone Barriers. Stone Wall and Stone Barrier both share a cooldown so it is impossible to use both of them within a 45 second period.

3: The Mage’s Rubies
Once you hit level 10 you will be able to buy extra passive and active skills with objects you can buy once every level you advance called rubies. Many players will have different amount of rubies when they hit maximum level, because you can also acquire rubies through storyline quests and cash shop items. The majority of players will have 42 rubies total at level 47.
Let’s look at what the ruby grids look like for mage’s.
Image Fire TreeImage Ice TreeImage Lightning Tree

Before we Talk about the specific skills inside each individual tree, let’s touch upon rubies that are found in all three.

Statistics Increasing Rubies:
There are 3 perception, intelligence, luck, and conviction rubies scattered throughout all three trees. The perception ruby is called Cunning Thoughts, intelligence is Sage’s Intelligence, luck is called Propitious Magic, and the conviction ruby is Stoic Soul. Each rank in the same ruby will increase that stat by 5% for a total of 15% at rank 3. If at all possible get the perception, intelligence, and luck rubies as soon as you can. Conviction is only needed if your lacking in this area and your interested in becoming a CC build. These will help you balance stats that are lacking very easily.

Concrete Mind:
Concrete Mind increases the amount of physical damage your Stone Barriers are able to absorb. There are three rubies in all. Each ruby increases the amount of available damage to absorb by 20% for a total of 60% increase at rank three.

Only one or two ranks of this ruby are really necessary for the PvE element of this game, but for PvP get all three ranks.

Mana Critical Regeneration:
Burning Desire (Fire tree), Northern Lights (Ice tree), and Positive Feedback (Lightning tree) are used to produce a chance to regenerate mana back to your pool upon critical strikes in the right school of magic. There is a 10% at rank one and a 20% chance at rank two to replenish 5% of your total mana. These rubies are essential to a crit mage. There are 6 of them in all, 2 for each branch of magic. Getting all of these will gimp your true potential in a single branch of magic. I would choose the element you want to stay true too, and also think of an off branch you can spend your surplus rubies in.

Some skills do not abide by this ruby though. Meteor does not replenish mana to you upon critting. Enemies that are hit by the chain from the main target of Prismatic Lightning do not produce this affect. Only the first tick of Conflagrate, Firestarter, and Wall of Flames generates mana. Critical strikes from Electrical Pulse do not procure the desired mana regen effect.

Mana Absorption:
The Flame, Ice, and Electric Absorption rubies work similar to the critical strike rubies, but produce the effect under different circumstances. Instead of dealing critical damage to regenerate mana back to your pool, you must receive damage in the elemental field you spent a ruby in. There are two ranks for these rubies. Rank one gives you a 5% chance to restore 33% of your maximum mana when damage is taken in the elemental class, and rank 2 gives you a 10% chance to restore 33% when damage is taken.

Unless you plan on fighting a lot of mages in PvP I do not recommend taking this ruby as you will have very few times in achieving the desired effect.

Insrtant Cast Critical Strike Rubies:
Endless Flames (Fire tree), Avalanche (Ice tree), and Cascade (Lightning tree) are used to produce a chance to generate a buff that allows you to reduce the next cast time in that branch of magic by 100% upon a crit of that elemental class. There is a 5% chance to acquire an instant cast at rank one and a 10% chance at rank two. There are 6 of them in all, 2 for each branch of magic.

There are some exceptions to this skill. Meteor does not produce this effect. Only the target you hit with the initial Prismatic Lighting has a chance to produce the instant cast lightning buff. Only the first hit of Conflagrate, Firestarter, and Wall of Flames has a chance to produce the buff. Electric pulse can’t produce the buff at all.

Elemental Damage Increase Rubies:
The Calefaction (Fire tree), Intense Cold (Ice tree), and Unstable Energy (Lightning tree) rubies are used to directly increase the damage of the element for which is represents. Rank one increases damage by 3%, rank two increases damage by 6%, and rank 3 increases damage by 10%

As with the previous two, you should only get ranks of this ruby that compliment the element your build revolves around, but definitely increase it to rank three.

Entropy Advantage Rubies:
Entropies play a big part in increasing a mage’s total damage with our Advantage Rubies. There are three different Advantage rubies. Seering Advantage (Fire), Frosty Advantage (Ice), and Thundering Advantage (Electric). The Advantage rubies increase your total damage dealt with the elemental type that it corresponds with depending on how many Entropies of that elemental class you have stored up. Rank one of the Advantages increases your total damage dealt per attack of that elemental spell type by 1% for each entropy you have stored up for a maximum of 5% at 5 stacks. Rank two increases your total damage dealt per entropy stack by 2% for a maximum of 10% at 5 stacks.

I recommend getting both ranks of these rubies for the element you represent if at all possible.

Entropy Auspices Rubies:
A mage’s Auspices rubies resemble a lot of qualities as that of the Advantage rubies. They work the same exact way, except instead of increasing damage; it reduces damage taken per entropy stored. Rank one reduces damage taken by 1% per entropy for a total of 5% at 5 stacks. Rank two decreases damage taken by 2% per entropy for a total of 10% at 5 stacks. Unlike the Advantage rubies these do not decrease damage from a certain element type. These rubies reduce all damage that successfully lands on you.

I find that these rubies are not as important as our advantage rubies simply because of our reliance on barriers. If you find a path with these rubies included in your final build, then by all means go for it. I would recommend not going out of your way for them though.

Elemental Mirrors:
Mirrors are a very interesting part of the mage’s ruby tree. Each mirror increases your resistance for one of the 3 elements (Elemental, Divine, and Nature) and they also have a low chance to reflect a set amount of damage back to the attacker. There are 3 different types of mirrors Obsidian Mirror, Crystal Mirror, and Amber Mirror. Each of the different mirrors increases your resistance by different elements. Obsidian Mirror increases Elemental Resistance (Fire, Ice, and Lightning), Crystal Mirrors increase Divine Resistance (Astral, Holy, and Shadow), and Amber Mirror increases Natural Resistance (Acid, Poison, and Disease). Each mirror has two ranks. Rank one increases the resistance described by 5% and reflect damage back by 3%. Rank two increases resistance described by 10% , your chance to reflect damage back to 6%, and also increases damage reflected. One thing most people don’t realize about this ruby is that it can reflect back ALL types of damage inflicted on you. You do not have to receive the damage that is mentioned in the resist list in order to reflect the damage back.

I do not recommend getting these rubies unless it is along the path of least resistance in order for you to develop your desired ruby build. The damage resisted and reflected back is too insignificant for you to spend rubies on.

Mana Shield:
Mana Shield posses an effect similar to a healer’s Holy Shield. When you obtain the shield you absorb all damage that lands on you until the shield fades. There are three ranks to be obtained altogether, one In each tree. When your health drops below 10% at rank one Mana Shield has a 10% chance to produce the desired effect, lasts 30seconds, and it drains 6% mana per second. At rank two Mana Shield has a 15% chance to obtain the shield when you drop below 10%, lasts 30 seconds, and it drains 3% mana per second. Rank three has a 20% chance to unveil your shield when your health drops below 10%, lasts 30 seconds, and consumes 1% mana per second.

While this ruby sounds good in theory, it has a very low rate to produce the effect you desire. Even if you do obtain the Mana Shield it only lasts for 30 seconds and it can also be broken if you cast any spell. So if you were to gain the shield, but didn’t expect it, and cast a spell; then the shield would become useless. I would not obtain this ruby considering it is not very practical in the situations that call for it.

Elemental Cooldown Reset Rubies:
Mage’s have three different rubies in each tree that allow them to reset skills of the specific element type in which they acquired the ruby in. The three rubies are called Eruption (Fire), Ice Age (Ice), and Lightning Jolt (Thundering). Each ruby has a 56% chance to reduce the cooldowns of each elemental type in the tree it is found in after receiving a critical strike from that elemental type.

The only one of these rubies that is really worth getting would be Eruption since it is the only ruby with actual cooldown skills. I still would not recommend getting even Eruption since it only produces the desired effects when you receive damage, making this more a PvP oriented skill. If you can skip these, by all means, please do.

Aura of Potency:
Aura of Potency is the second party aura skill a mage can acquire. This ruby increases the magical damage dealt by all members of your party by a certain percentage depending on your rank. Rank one increases damage percentage by 5%, rank two increases it by 10%, and rank three increases it by 15%. The Aura of Potency effect is only applied to your party members for 10 seconds everytime you attack, so as long as your attacking your aura is permanently on your party members. The only downside to this aura is that the caster of the aura (this is you) is affected by a 50% healing decrease (regardless of rank) effect as long as the aura is active.

Personally I prefer to use Aura of Health over Potency simply because it increases your maximum health and mana pool substantially and it does not lessen your ability to be healed. It is really hard to dodge these rubies while pursuing your build since they are so close to the beginning. Again this is a personal choice if you want to get this aura or not.

Elemental Wrath:
Elemental Wrath can become either a mage’s best friend or worst enemy. This is a mage’s most powerful spell when used correctly. Elemental Wrath is the only spell in a mage’s arsenal that is physical. There are three rubies to acquire, one for each tree. In order for you to produce the maximum damage possible from Wrath you will need all three ranks, it is pointless for you to get less than that.

Elemental Wrath is one of the rubies that require you to have entropies active on you to cast. You will need at least one Ice, one Fire, and one Electric Entropies (with a maximum of 10 altogether) in order to cast it. The damage is increased exponentially per entropy you use. As you may recall Entropies also cancel each other out if you cast their counterpart successfully. In order to generate the maximum amount of Entropies possible you need to figure out a skill rotation that is both practical, and effective.

For PvE fights I like to have a charged meteor and go in with 2 Fire Arrow casts before they reach me. Once they reach me I use a Conflagrate. While they are running around in fear I will throw my Meteor and cast one more Fire Arrow (or a Wall of Flames if I see it fit). With 5 fire Entropies stacked I proceed to let off 5 shocking grasps for a total of 5 fire Entropies and 5 Lightning Entropies. Now I need to just use one ice attack in order for me to use Elemental Wrath. I like to use Icy Quake (an Ice AoE skill I will explain later on) to generate this. My last attack will vary between mage’s of a different race. Since I am an Arisen mage I use my racial, Astral Arrow, in order to knock them down before I unleash my wrath. Since Elemental Wrath is a physical spell this gives your targets a chance to dodge, parry, and block the attack. Using Astral Arrow’s knockdown affect (Along with great damage) this eliminates those variables and leaves Elemental Wrath no chance to be dodged, parried or blocked. PvP rotations differ from my PvE rotation.

In PvP I usually find myself face to face with my enemy more times than not. This makes Shocking Grasp a very reliable start for my rotation. Once I generate 5 stacks of electric Entropies from my Grasp I proceed to use my Icy Quake 5 times. This brings me to a total of 5 electric and 5 ice Entropies. For my final entropy I need to generate a fire. The best choice, for me, would be to use a Wall of Flames on my opponent. This sends him in a 6 second fear where they are unable to do anything but run. In this moment, I like to hit them with my Astral Arrow and then unleash my Elemental Wrath on them for a devastating hit.

Perception and Wisdom are used very differently with Elemental Wrath, since it is a physical spell. Wisdom affects your armor penetration abilities and Perception determines your miss rate. Your perception should be around 10-15% chance to miss if your Elemental Wrath build, and your Wisdom should not be low for your level. I can’t give you a good wisdom amount because it differs between levels, but at max level I would estimate your wisdom should be around 330 minimum.

Now that we have covered the similar rubies that appear in all three trees, let’s get down with the specifics and start with the Fire Arrow tree.

The Fire Arrow tree contains rubies that effect and are effected by fire skills and or Entropies developed by fire. We use the rubies that lay inside this grid for powerful and potent fire attacks, that never cease to end.
Lava Spill:
Lava Spill is considered a fire Entropy eater. If you have stacks of the fire Entropy available for disposal you can use this ruby to consume them and add a DoT de-buff on your target. For each Entropy consumed the DoT will last longer and deal more damage each time it ticks. Each fire Entropy consumed will increase the duration of the DoT by 2 seconds for a total of 10 seconds. Lava Spill damage is also increased when used in collaboration with Ice Flow. Every time Lava Spill ticks while the Icy Flow de-buff is on your target, it will deal more damage. This is a very useful combination at low levels.

I recommend getting this ruby if you are a lower level and have no other uses for your Entropies. Most people end up getting this ruby anyways, since it is usually included in their path for their final ruby build.

Fire Trap:
Fire Trap is found in the upper left hand of the Fire Arrow tree. This ruby is used to lay an invisible trap beneath your feet where you stand for a cost of a fairly decent amount of mana. If an enemy were to venture into your Fire Trap it would damage him for about as much as a Rank 3 meteor would, and hit all other enemies in a 10 yard radius from the blast. The trap is invisible to enemies and friendlies alike but you can see it.There is an exception to your Fire Trap being invisible, though. When you start to do Astral Confrontation with your guild (Raid PvP vs. another guild for control over an allod) if you were to use a Fire Trap all your allies would be able to see it.

The main problem with Fire Trap is that it can’t be cast in combat. So you would either have to anticipate an attack and set one before you engage in combat, or just get very lucky while setting one. Unless you were heading for the Incineration ruby at the very top left corner or the Endless Flames rubies, I recommend not getting this ruby.

Maximize is a single target buff acquired from the left side of your Fire Arrow tree. Using this you can increase your targets actual size and while doing this you decrease their agility by 10%, but increase their stamina and strength by 50% of the lost agility. This is very helpful in raids or parties when you want that little damage boost from the newly found strength or just want an extra helping of stamina. Please note that agility is important for tanks in some fights, so they will not always appreciate being handed this buff. So, ask them before handing them Maximize. Yes, you can right click it to remove, but it is annoying after awhile to repeat the same action over and over.

I would recommend taking this buff if you are constantly raiding Gorluxor’s Tower, heroics. Or astral. Otherwise leave it alone.

Purge is one of the rubies that require multiple Entropies to use its effect. Purge acts similar to our talent Dispel. The difference between the two is that Purge only removes negative effects from friendly targets while Dispel can remove both negative from friendly and positive effects from enemies. In order to use purge you will need at least one fire entropy and one ice entropy stored up. I have not found a difference between using multiple Entropies when using purge.

I don’t recommend getting this ruby. It doesn’t remove many affects and you will need those wasted Entropies for more productive rubies.

Seismic Snap:
Seismic Snap is a rather misleading ruby. This ruby is said to use your acquired fire and lightning Entropies to knock down your target for one second for every Entropy consumed. The skill doesn’t quite work as the tool tip suggests. Instead of knocking down your target for one second per Entropy consumed, it only knocks them down for about half a second for a maximum of 5 seconds.

This ruby is a complete waste in my opinion. If it were to work as the tool tip says it does, then I would certainly invest in it. There are just better opportunities to be spent with the saved ruby.

Incineration works in cooperation with your Meteor skill. Incineration increase the damage dealt by your meteor by 10% at the cost of 40% extra mana at rank 1, 30% at rank 2. and 20% at rank 3. You can gain a total of 10 stacks of this buff for a grand total of an extra 100% damage added on to your regular meteor attack but for either 400%, 300%, or 200% increased mana cost depending on your rank.

If you do not run out of mana very easily (and i mean rarely ever run out) then i would definitely recommend getting this ruby, but this can cause major mana problems. You also would need to be oriented around fire damage to make use of this.

Firestarter is equates to a total of 3 rubies found in a mage’s Fire Arrow tree. If you were to successfully land a Fire Arrow, Meteor, or Flaming Meteor (Upgraded Meteor) then you will have a chance to set a 10 second DoT on your target. The damage gained from this is minimal, but it is very useful seeing as how you can gain extra damage without deterring from your original rotation of damage. Each rank increases the damage delt by Firestater ticks by roughly 6%.

If you are looking into going a fire build, or even fire a fire hybrid; I would recommend getting at least rank 2 (rank 3 is strongly suggested though).

Playing with Fire:
Playing with Fire is a very useful ruby to fire built mages with very low luck. Each time you deal a non-critical hit to your target you gain a stack of a buff called playing with fire, this increases your critical strike rate by 10% per stack. At rank one you can only hold 3 stacks of this, rank 2 grants you the ability to hold 6 stacks, and rank 3 allows you to gain 10 stacks.

If your glancing blow rate is higher than than your crit rate I would advise you putting points into this ruby. If you have a very high crit rate this will, instead of helping you, hurt the maximum damage you can deal.

After the Fire Arrow tree comes the Ice Flow tree.
The Ice Flow tree offers some much needed support during combat along side massive damage. Let’s delve into what makes up this tree.
Hypothermia is a miniature version of Icy Grave. Using the ice Entropies you produce from using you spells you can temporarily encase you target in ice. Each ice entropy spent increases the time the effect lasts by 2 seconds for a total of 10 seconds. If used properly with the right rank in Icy Grave you can easily permanently CC 3 mobs, and 4 mobs for a short period of time. I also find that this is a good method to pull groups of mobs to you without moving from your spot. Simply charge an ice Entropy then target mobs within a 40 yard distance and use Hypothermia. You can gather enormous groups of mobs with this and not take damage until they all get to you. In PvP this is especially useful for canceling spells being cast at you by your opponents, or by creating distance when they are within melee range.

This is a very easy skill to acquire, especially if you are going to get Elemental Harmony. I recommend getting this.

Elemental Harmony:
Elemental Harmony is the only controllable heal skill a mage can obtain. At the cost of at least on electric and one ice entropy you can instantly cast a heal on yourself at no mana cost. The number of Entropies you consume determines how powerful the heal it. The more Entropies you consume the more powerful the heal. Faith and wound complexity play a role in Elemental Harmony’s healing power as well. The more wound complexity you have the lower you heal will be, but you can over come wound complexity using your faith stat. Don’t be expecting to heal raids with this skill tough. Elemental Harmony is only a self heal, so you can’t use it to heal allies.

I highly recommend getting this skill. It helps in all situations PvE and PvP. Also if you can control your barrier management, with the combination of Elemental Harmony you can solo bosses that would otherwise be un-soloable.

Ice Quake:
Ice Quake is a spammable, AoE ice skill. With a very low mana cost instant cast, and only a 2 second cool down; it is a very valuable asset to a mage’s ice arsenal. Capable of generating 5 ice Entropies in only 10 second, it is the perfect skill to create these much needed stacks for use with other skills. Ice Quake also does not require you to be in combat in order for you to use it. You can sit inside your town and generate ice Entropies along with your electric Entropies to use your Elemental Harmony out of combat. Before a big boss fight you can also stack up 5 ice Entropies before the fight in order to get a head start on your Elemental Wrath rotation.

This is a must have ruby for mages of all builds. There are almost no exceptions to missing this ruby.

Snow Storm:
Snow Storm is yet another AoE ice skill. While it does not possess the same spammable quality as Icy Quake; due to it’s high mana cost, it does boast some more desired effects. Snow Storm allows you to place a giant tornado of ice where ever you choose within a 40 yard radius. You also are required to channel the spell in order to use it. As long as you don’t take damage or move, the spell with continue for 6 seconds. If an enemy is trapped within this tornado he/she will take constant damage and as a 50% chance to reduce movement speed by 90%. I find this skill to be more useful in PvP than in PvE, since I can usually just do away gangs of mobs with a simple Meteor and a Wall of Flames. In PvP Snow Storm is very useful against melee players, and caster players that need to channel their spells. Using the 90% movement speed debuff to your advantage you can easily frustrate and deal decent damage to a melee opponent with Snow Storm. Against caster players, as long as they are taking damage then they cannot channel their spells, this also frustrates them and forces them to produce more fruitful tactics.

I recommend taking this skill if you are looking for more in your PvP experience. If you are currently looking towards PvE, I would just leave it alone.

Icy Master:
Master of Frost is a passive ruby that decreases the cast time of your Icy Grave and Ice Flow by 10%. It also allows you a 10% chance for your Ice Flow stacks placed on enemies to not be removed when hit with another skill. The first two parts of Master of Frost are in working condition, but the last effect is considered broken. The original effect was for every 60 seconds you would have the option to have an instant cast Icy Grave, but this does not work.

I don’t recommend taking this ruby as of now. It will prove useful for the CC mages and has potential when it is in working condition.

Flaming Ice:
Obsidian Comet requires a tight bond between Fire Arrow and Icy Comet. Every time you cast a Fire Arrow, If you possess at least one rank in Obsidian Comet, you have a chance to receive a buff that decreases the cooldown of Icy Comet by 100%. There are 3 ranks to this ruby. Rank 1 increases Fire Arrow’s chance to produce the buff to 3%, rank 2 increases the percentage to 6%, and rank 3 further increases the chance to 10%. The buff can stack up to 3 times for a total of 3 instant cast Icy Comets. A common over looked aspect of this ruby is it doesn’t produce the effect on critical chance. Every time you cast Fire Arrow (regardless if it hits the target or not) you have a chance to decrease the cast time of Icy Comet.

Get this ruby if you are pursuing a fire and ice hybrid build.

Shocking Ice:
Amber Comet is almost exactly the same as Obsidian Comet. The only difference is that Thunderbolt produces the effect in place of Fire Arrow and it has a higher chance to reduce cast time of Icy Meteor.

Get this skill if you are pursuing a lightning and ice hybrid build. I also feel this is more for the PvP oriented people.

Boiling Plume:
Boiling Plume consumes one ice Entropy and one electric Entropy in order to deal minimal damage. I personally don’t like this skill, but I have met some other mages that do enjoy it since they don’t have any other skills in order to dump these spare Entropies in.

I wouldn’t recommend getting this skill. Not very practical with the amount of Entropies you sacrifice. There are better rubies with better effects than Boiling Plume.

Minimize is Maximize’s counterpart. If you cast this on your target it decreases their size, decreases their stamina by 10%, and increases their agility by 100% of the lost stamina. This is a useful ruby for agility tanks, but it pretty much useless for everyone else. Most people perfer to get maximize over Minimize based on overall usefulness. There is a sort of advantage to using this in PvP, though. Due to the decrease in size this leaves you harder to manually target, forcing most people to resort to tab targeting in order to find you.

If faced with the decision to either get Maximize or Minimize, I would recommend Maximize based on overall usefulness compared to Minimize. If you can get both and still end up with the build you want, then by all means go for it.

That Pretty much sums up the Ice Flow tree. Next and last up is the Shocking Grasp tree.
The Shocking Grasp Tree allows you to tap into the lightning element of the Earth. Using your knowledge of this element you can deal massive AoE damage, produce more barriers, or even mass CC.

Tempest is an AoE lightning Entropy eater ruby. If you have at least one lightning Entropy at your disposal you can use Tempest to consume that entropy and deal AoE lightning damage to all enemies within a 5 yard radius from yourself. The number of lightning Entropies consumed determines the amount of damage it deals. The more Entropies consumed the more damage it deals. At 5 lightning Entropies Tempest has the potential to deal double the damage of a Shocking Grasp.

I would recommend getting this skill if you are constantly pulling massive amounts of enemies and have lightning Entropies to spare.

Flash is a mage’s transportation skill. This skill allows you to instantly teleport 35 yards in the direction your facing at a very low mana cost. You are able to reuse the skill after 20 seconds. This skill has many uses in PvE, PvP, and in general play. This skill allows you to quickly gain distance from an enemy and bombard him with spells while they are disoriented and trying to find where you went. Flash is also very useful in generating an extra electric entropy in order to use you Elemental Harmony, since Flash can be used out of combat.

I find that this skill is more of a luxury than a necessity. I personally do not want to spend 3 rubies just to get a luxury. In the end, get it if you want it.

Arctic Shock:
Arctic Shock requires at least 1 ice and 1 electric Entropy in order to cast. When casted, Arctic Shock places a sheet of ice around you in a 10 yard radius for a certain amount of time depending on how many Entropies were consumed. Each Entropy that was consumed increases the amount of time Arctic Shock lasts on them by 1 second per Entropy, for a maximum of 10 seconds. Any within this distance at the time of casting will be rooted to the ground and unable to move. Even though they are rooted to the ground the enemies are still able to attack you as long as your in range. It does, however, reduce the cast time of spells by 90% while trapped in the layer of ice.

Arctic Shock is very valuable skill when used in different situations in PvP, and in AoE PvE. I would strongly recommend getting this ruby if possible, but it’s not a necessity.

Icy Coating:
Icy Coating requires you to have 1 fire entropy and 1 Electric entropy in order to restore stoney barriers you have lost at no mana cost. For each Entropy consumed you will restore 1 barrier back to you Stone Barrier stacks. You must have at least one barrier still active on your buff list in order to use this skill.

I find that this does save you from using a lot of mana during combat situations when you are slowly losing your stone barriers. The combination of fire and electric Entropies is fairly easy to generate, but is not the best combination in PvP. You can obtain this ruby if you feel the need to venture all the way done to the bottom of the lightning tree, but I personally leave it alone.

Displacement is a active buff that increases your agility by 50% for 18 seconds. This is not a very useful ruby simply because a mage is a master of AoE and as such is constantly taking too many hits for agility to matter. It is also too far up the lightning tree to prove productive.

Skip getting this ruby.

Electric Charge
Thunder Charge works along the same rules as Playing with Fire, but with some minor tweaks. Every non-critical hit with Shocking Grasp and Thunderbolt will add a stack of Thunder Charge to you. Once the stack reaches a certain amount the next Shocking Grasp or Thunderbolt will be a guaranteed critical strike. At rank one you have to reach 8 stacks, at rank two 5 stacks, and at rank three 3 stacks.

I would recommend taking this ruby if you are a lightning oriented player with low luck and are not getting very many crits. For everyone else, just let it go.

Superconductivity is a Thunderbolt complimenting ruby. For every non-critical attack you deal with Thunderbolt you will place a de-buff on your opponent that can stack up to 10 times. If at any point you deal a critical hit with your Thunderbolt you will remove every stack currently on your target and deal damage that increases depending on the number of stacks that were removed. There are three ranks of this ruby and each rank simply increases the damage dealt when a stack is removed.

Only get these rubies if you are planning on pursuing a build that includes lightning Lightningbolt and Prismatic Lightning.

Using the Dynamo rubies you will be able to have a 10% chance every successfully Electric Pulse or Thunderhead cast to decrease the cast time of Prismatic Lightning or Thunderbolt by 5% for each stack. The effect can stack up to 20 times for an instant cast of either skill. If you cast either Prismatic Lightning or Thunderbolt while you have Dynamo stacks on your target then it will randomly remove from 3 to 7 stacks in order to decrease the cast time.

Seeing as Electric Pulse and Thunderhead are both pretty much useless talents, that makes this ruby useless also. Don’t get any ranks of it.

4: The Mage’s BuildsAs I said before a mage is very versatile. A mage can choose many different builds for his or herself depending on his preferred roles in game. The following builds will provide information on the rubies, talents, and statistics you will need to obtain; as well as basic and advanced information that will allow you to become a master magician.
Fire Critical PvE (Pure Damage)
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This build allows you to harness the power of fire. This includes all ranks of Burning Desire, Endless Flames, and Firestarter. This allows for fast mana regeneration when using you fire skills, permanent DoTs, and even a high chance for an instant cast Meteor upon fire skill critical hits.You will also be able to obtain all stat boosting rubies (with the exception of conviction) and Concrete Mind. I decided to leave Flash out. You can change that by removing Elemental Harmony and progressing up from the first Unstable Energy.

Fire PvE (Damage/CC)
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This build is sort of an experiment of mine. I personally don’t use this build, but this can prove useful. Note that this is not intended for dishing out major amounts of damage. This is so you can become a primary CC mage using rank 3 icy grave, hypothermia, snowstorm, and icy quake you can easily keep multiple mobs stopped dead in their tracks. This will also allow you to deal some fire damage in between CCing.

This build allows you to obtain all 3 conviction rubies for longer Icy Graves, and Hypothermias while allowing you to deal minimal fire damage. I also decided to put Arctic Shock for those vital moments when one or more mobs are loose inside you party and you have no time to rely on your Icy Grave.

Lightning PvE (Pure Damage)
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Using this build you are able to dish out a lot of damage to you enemies. This allows you to attack with ranged capability using Thunderbolt or Prismatic Lightning; and with an up close and personal Shocking Grasp. This also includes the Superconductivity ruby to maximize your lightning DPS to its fullest. This build also has some very good PvP capabilities using Thunderbolt for mana drain and also by utilizing Arctic Shock or Icy Coating.

You can remove some rubies and place them in Thundercharge if you are lacking on luck.

Ice/Fire PvE (Pure Damage)
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Using this build you will be able to generate both instant cast Meteors and Icy Coments (or Icy Meteors if you possess the upgraded skill) by utilizing the Endless Flames and Obsidian Comet rubies. These will allow you to constantly be dealing out massive amounts of damage by simply using a flimsy Fire Arrow. You will also be able to plant Firestarters on your opponent.

*Caution* This build does require a decent mana pool in order to cast both meteors and Icy Comets in succession.
Elemental Wrath Build
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This is my favorite PvP build. Using Elemental Wrath to cause devastating damage, Arctic Shock to keep your enemies from fleeing, and utilizing Icy Coating to constantly keep your barriers up and save mana; you will be able to dominate the PvP grounds.

This build also requires some decent wisdom. Not for mana purposed, but for armor negation with Elemental Wrath as previously mentioned.

This concludes my mage guide. I hope this helped out many people and allowed them to prosper in both PvE and PvP. I strongly recommend the continuation of experimenting with new builds to improve off the ones i currently have. Also, as always criticism is very much welcome in order to make my guide as helpful as possible.

I would also like to credit Sair, Barpqueinjection, and Kevin243 for helping me with the revision and critique of the original version of my guide.


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