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Mage splash art

Splash art

Mage is a Hero focused on arcane magic, wands and scrolls. He can imbue a wand into his unique magic staff, which lets him use that wand much more frequently. After beating the second boss, he can become the Battlemage who heavily benefits from using his staff as a melee weapon or the Warlock who can replenish health and satiation by fighting enemies after zapping them with his wand.

The Mage is unlocked by using a Scroll of Upgrade on any item.

Characteristics[]

Mage starts with a magical staff as his unique item.

Staff of Magic Missile
Crafted by the mage himself, this staff is a unique magical weapon.
Rather than having innate magical power in it, this staff is instead imbued with magical energy from a wand.


The staff can be imbued with the powers of any identified wand the Mage has in his possession, providing the staff with the effect of the base wand. The staff charges almost twice as fast as a wand of equal level and has an extra charge. Charges still cap at 10. When imbued, the staff will emit particles at the end that align with the wand that is imbued.

Staff Level after imbuing a wand
Wand Level
Staff Level +0 +1 +2 +3
+0 +0 +1 +2 +3
+1 +1 +2 +3 +4
+2 +2 +2 +3 +4
+3 +3 +3 +3 +4

Explanation of table:

  • When the staff is +0, the imbued wand's level overwrites the staff's current level.
  • When the staff is upgraded, but its current upgrade level is less than or equal to the wand's, the imbued wand's level overwrites the current staff level, and then one upgrade is carried over from the staff to add increase the result upgraded level by 1.
  • When the staff's level is higher than the wand being imbued, the wand's level is completely ignored and the staff level is left unchanged.

While this lets the Mage focus upgrades on his staff and allows flexibility in wand imbue, the wand will be destroyed in the process without the Mage's tier-2 Wand Preservation talent (which has a 67% or 100% chance of returning the old wand at +0), and the staff will lose its enchantment. This means that aggressively imbuing every wand found can be somewhat counterproductive. Also, the staff is treated as a tier-1 melee weapon with poor base stats (1-8 damage w/ +1/+2 scaling), making it a somewhat poor solution for a majority of the Mage's damage.

Mage automatically identifies potions of liquid flame and scrolls of upgrade.

Generic talents[]

Tier 1[]

Tier 2[]

Tier 3[]

Tier 4[]

Subclasses[]

Battlemage[]

Imbuing wands into their staff will add special effects to its melee properties (often imitating the enchantments on weapons). Battlemage also still gains charges into their staff via melee attacks; every 3 melee attacks using the staff will restore 1 charge. Since the staff is classified as a melee weapon, it can be enchanted by a scroll of enchantment or a stone of enchantment, allowing for up to two different enchants to proc on each hit!

Wand Imbue Proc Effect Proc Chance
Magic Missile Restores 1/2 charge to other wands. Guaranteed
Prismatic Light Cripples target for level + 1 turns. Guaranteed
Living Earth Stacks rock armor equal to 25% of damage dealt. If the earthen guardian is summoned, heals it for 25% damage dealt instead. Guaranteed
Corrosion Inflict caustic ooze on target for 20 turns. level+1level+3
Corruption Inflicts amok on target for 2(level + 4) turns. level+1level+4
Warding Heals all sentries on current depth. More advanced sentries get healed more. level+1level+5
Transfusion If the target is charmed by the Hero, gives 2 + 5 * level shielding to hero and causes the next zap targeted at an ally to not consume health. Guaranteed
Frost Removes chilled debuff from target and freezes it for 10 turns. Proc chance depends on the duration of chilled debuff on target. chill−19
Regrowth If the Hero is standing on grass, gives herbal healing equal to dmg * ((lvl + 2)/(2 * lvl + 12)). Guaranteed
Lightning See shocking enchantment.
Fireblast See blazing enchantment.
Disintegration See projecting enchantment.
Blast Wave See elastic enchantment.

Subclass talents[]

Warlock[]

Instead of automatically consuming a soul for hunger and HP by killing an enemy, the warlock will need to soul mark a target by zapping it with a wand or staff.

Soul Marked
The warlock has tapped into the soul of this creature. He will heal and satisfy his hunger as it takes physical damage.

Any character zapped by an uncursed wand, friend or foe, has a chance of being marked, wand of corrosion also can also mark characters adjencent to the target. If the target already has soul mark, marking the it again prolongs the duration. Attacking marked characters will restore the warlock's health by 40% of the damage inflicted. The marked character must get attacked by the warlock for this effect to trigger unless soul siphon talent is active. Soul mark is considered a major debuff, which gives warlock a decent advantage when using a wand of corruption.

Inflicting Soul Mark
Level 0 1 2 3 4 5 6 7 8 9 N
Chance (%) 15 22 29 35 41 46 51 56 60 64
Duration (turns) 10 11 12 13 14 15 16 17 18 19 N + 10

If multiple charges are spent, level is multiplied by charges spent on chance calculation

Essentially, upgrading a wand noticably raises the soul mark chance until after +7, whereupon upgrades raise the chance by less than 10%, getting even less effective as more upgrades are invested.

Subclass talents[]

Class Armor Abilities[]

After defeating the fourth boss the warrior can use Dwarf King's Crown to transform his armor into mage robe and pick one of three class armor abilities.

Elemental Blast[]

Elemental Blast
The Mage emits a blast of magic, which covers a circular region up to 4 tiles away and deals up to 10-20 damage. The specific effect of elemental blast will vary by the wand imbued in the Mage's staff.

Charge cost: 35
Wand Imbue Damage Effect
Magic Missile 50% Grants the mage 15 turns of recharging
Prismatic Light 67% Reveals all terrain in the blast, and blinds enemies for 5 turns.
Living Earth 50% Heals an active earthen guardian for each enemy hit.
Corrosion 0% Inflicts enemies with 4 turns of corrosion, starting at 6 damage.
Corruption 0% Infilcts enemies with 5 turns of amok
Warding 0% Heals all sentries in the blast area.
Transfusion 0% Charms enemies, heals allies, and deals 100% damage to undead enemies
Frost 100% Freezes enemies, and puts out fires.
Regrowth 0% Roots enemies and grows grass randomly over the blasts area
Lightning 100% Stuns enemies for 5 turns, and electrifies water.
Fireblast 100% Bursts open doors, and sets enemies and terrain on fire
Disintegration 100% Pierces through walls
Blast Wave 67% Knocks all enemies outside of the blast area.

Ability talents[]

Wild Magic[]

Wild Magic
The Mage unleashes the power in his wands, randomly firing them up to 4 times in a single turn. The Mage's staff is not included in this effect.
Each wand also has its level boosted by 2, up to +3. This ability uses half a wand charge for each zap, and no one wand can be fired more than 2 times.

Charge cost: 25

Requires 25 energy to cast.

Ability talents[]

Warp Beacon[]

Warp Beacon
The Mage places a beacon, which can then be warped to at will. Placing the beacon takes 1 turn, but warping to it is instantaneous.
The Mage cannot warp between floors by default, or use the beacon to reach inaccessible places such as locked rooms. The Mage can teleport into enemies, which will push them aside.

Charge cost: 35

Ability talents[]


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