Mage
The main improvement of Mage is actually not a skill change but @option 3 which let's you reuse targeted magic attacks. Meaning skills which previously had little or not cast time are now usable without breaking your fingers.
Modifications:
- SP Recovery: Recovers 0.5*SkillLV% of your Max SP every 10 seconds. Increases the efficiency of SP recovering items by +2% per SkillLV.
- Napalm Beat: Cast delay is reduced with higher level, has no cast time. Ignores mdef.
- Fireball: Has reduced after cast and delay and knocks back two cells. Damage is +15*Lv matk.
- Firewall: Increased size (like ice walls), each wall can do up to 4+2*lv hits, lasts 4+2*lv seconds and the max number is five.
- Cast time halved for all bolts and thunderstorm.
-Soul Strike: The extra 5% damage per SkillLV applies to all targets not just Undead.
- Stone Curse: Has a (30+7*SkillLV)% chance of causing the Stone Curse effect to the targeted enemy. Note that INT and VIT increase resistance to being stone cursed rather than MDEF.
- Thunderstorm: Strong lightning hits every Enemy in a 7x7 area around the targeted cell with SkillLV hits. Each hit has a strength of (200-50*N)% MATK, where N is the distance from the target to the center.
- Energy Coat: Reduces damage from Physical attacks (punching, weapons and skills using weapons) by draining SP. Damage reduction is better and SP lost is higher with higher SP. The shield takes no effect while your SP is under 25% (but the shield is not removed, it will become active again when you go above 25% SP)
Damage Reduction: [SP Remaining%/2]% (eg: 50% at 100%SP)
SP cost: [SP Remaining%/40]% (eg: 2.5% at 100%SP)
- Sight: Range increased by 1. Confuses enemies for 10 seconds when revealed.
