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Humans · Lineage II The 1st Throne: Hellbound

Mage

Mage is a class of Lineage II Hellbound (race: Humans). It evolves into Cleric, Wizard.

Mage: weapons, armor and skills

  • Different skills learned: 23, between levels 1 and 76.

Skills learned by level

Level 1

  • Magician's Movement Lv. 1 — 0 SP · passive. Increases attack speed when wearing a robe jacket and robe pants.
  • Spellcraft Lv. 1 — 0 SP · passive. Doubles the spell Casting spd. when wearing a robe jacket and robe pants.
  • Lucky Lv. 1 — 0 SP · passive. Prevents the Death Penalty while you are Level 9 or lower.
  • Mana Recovery Lv. 1 — 0 SP · passive. Increases MP regeneration when wearing a robe jacket and robe pants.
  • Wind Strike Lv. 1 — 0 SP · active, magic · element/trait: Wind: 20. Blasts a target with violent winds. Power 12.
  • Self Heal Lv. 1 — 0 SP · active, magic. Recover HP. Power 42.
  • Common Craft Lv. 1 — 0 SP · active. Can read common recipe books.

Level 5

Level 7

  • Anti Magic Lv. 1–2 — 240 SP each · passive · enchantable. Increases M. Def.
  • Armor Mastery Lv. 1 — 470 SP · passive. Defense increase.
  • Weapon Mastery Lv. 1 — 470 SP · passive. Increases P. Atk. and M. Atk.
  • Heal Lv. 1–3 — 160 SP each · active, magic. Recovers HP. Power X. (Power: 50 / 58 / 67)
  • Cure Poison Lv. 1 — 470 SP · active, magic. Cures poisoning up to Effect 3.
  • Shield Lv. 1 — 470 SP · active, magic · enchantable. Temporarily increases P. Def. Effect 1.
  • Might Lv. 1 — 470 SP · active, magic · enchantable. Temporarily increases P. Atk. Effect 1.
  • Curse: Poison Lv. 1 — 470 SP · active, magic. Instantaneous poisonous curse. Effect 1.
  • Wind Strike Lv. 2–3 — 240 SP each · active, magic · element/trait: Wind: 20. Blasts a target with violent winds. Power X. (Power: 13 / 15)
  • Ice Bolt Lv. 1–2 — 240 SP each · active, magic · element/trait: Water: 20. Freezes an enemy, instantly reducing their speed. Effect 2. Power X. (Power: 8 / 9)

Level 14

  • Anti Magic Lv. 3–4 — 1100 SP each · passive · enchantable
  • Armor Mastery Lv. 2–3 — 1100 SP each · passive
  • Weapon Mastery Lv. 2 — 2100 SP · passive
  • Heal Lv. 4–6 — 700 SP each · active, magic. (Power: 83 / 95 / 107)
  • Battle Heal Lv. 1–3 — 700 SP each · active, magic. Quickly recovers HP. Power X. (Power: 83 / 95 / 107)
  • Group Heal Lv. 1–3 — 700 SP each · active, magic. Recovers all party members' HP. Power X. (Power: 66 / 76 / 86)
  • Vampiric Touch Lv. 1–2 — 1100 SP each · active, magic · element/trait: Unholy: 20. Absorbs HP. Power X. (Power: 18 / 21)
  • Curse: Weakness Lv. 1 — 2100 SP · active, magic · enchantable. Instantaneous curse that reduces target's P. Atk. Effect 1.
  • Wind Strike Lv. 4–5 — 1100 SP each · active, magic · element/trait: Wind: 20. (Power: 18 / 21)
  • Ice Bolt Lv. 3–4 — 1100 SP each · active, magic · element/trait: Water: 20. (Power: 11 / 13)

Level 20

  • Expertise D Lv. 1 — 0 SP · passive. You become familiar with D-grade equipment.
  • Create Common Item Lv. 2 — 0 SP · passive. Creates level 2 common items.

Level 28

Level 36

Level 40

  • Expertise C Lv. 2 — 0 SP · passive. You become familiar with C-Grade equipment.

Level 43

Level 49

Level 52

  • Expertise B Lv. 3 — 0 SP · passive. You become familiar with B-Grade equipment.
  • Divine Inspiration Lv. 1 — 0 SP · passive · requires Ancient Book: Divine Inspiration (Modern Language Version). Increases the number of buffs you can receive.

Level 55

Level 61

  • Expertise A Lv. 4 — 0 SP · passive. You become familiar with A-Grade equipment.
  • Divine Inspiration Lv. 2 — 0 SP · passive · requires Ancient Book: Divine Inspiration (Original Language Version)

Level 62

Level 70

Level 76

  • Expertise S Lv. 5 — 0 SP · passive. You become familiar with S-Grade equipment.
  • Divine Inspiration Lv. 3–4 — 0 SP each · passive · requires Ancient Book: Divine Inspiration (Manuscript), Ancient Book: Divine Inspiration (Original Version)

In other chronicles

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