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The Mage is one of the four classes available in Farever's Early Access. It is the game's ranged spellcaster, trading frontline durability for the ability to deal damage from a distance. If you prefer controlling fights with magic rather than wading into melee, the Mage is the class for you. See Classes for how it stacks up against the others.
Resource: Spark and Spark Flows
The Mage's unique mechanic revolves around Spark. Mages use their signature abilities to generate Spark Flows, which empower their spells. Spark regenerates over time, and it builds back faster when you are out of combat, so positioning and pacing matter. One confirmed Mage ability is Spark Beam, which can be enhanced through a mastery called Lightning Infusion. Building and spending Spark to keep your spells empowered is central to playing the class effectively.
Playstyle and Weapons
The Mage plays as a ranged caster, leaning on spell selection and timing rather than raw melee pressure. Mages commonly use a staff to enhance their efficiency. As with every class, the Mage's skills come from both its class and its equipped weapons, and the same weapon feels different on a Mage because the class's mechanics reshape how it behaves. See Weapons and the Arsenal for weapons and the Arsenal system, and Combat System for how spells, dodging, and cooldown management come together.
Progression
The Mage has its own Talent Tree built around how the class is played. As you level, you refine the class through passives, skill choices, talents, and Masteries such as Lightning Infusion that modify your class skills to match your preferred style. See Attributes and Progression for the full progression details.
Signature Skills
The Mage's signature kit unlocks as the class levels. The abilities below cover the launch build through level 20; the level-30 capstone arrives with the June 2026 major update that raises the level cap. Values reflect the current Early Access build and can shift between balance patches.
Skill | Unlocks | Cooldown | Effect |
|---|---|---|---|
Sparkmaster | Starter | Passive | Using a weapon skill or your combo attack consumes Spark. Consuming Spark activates your Conduits if your gauge is above the threshold. You can select any combination of Conduits. |
Conduit: Shard | Starter | Passive | Fires 1 shard at your target dealing damage. Activates when you consume Spark above the gauge threshold. |
Conduit: Power | Starter | Passive | Increases your Magic Mastery by 0.5% for 15s. Can stack up to 20 times. Activates when you consume Spark above the gauge threshold. |
Spark Beam | Starter | 10s | Channels a powerful beam dealing damage over 1s. Each tick regenerates Spark. |
Blink | Level 3 | 15s | Teleports a short distance. |
Infusion | Level 4 | Passive | You can choose a third Conduit. |
Spark Shield | Level 5 | 30s | Gain a Shield absorbing damage based on your maximum health. Lasts 60s. |
Mystic Empowerment | Level 10 | 120s | Grants 30% cooldown reduction to allies nearby for 15s. |
Static Nova | Level 15 | 25s | Blast nearby enemies, dealing damage and immobilizing them for a short duration. |
Chrono Reset | Level 20 | 180s | Fully regenerates your Spark and resets the cooldowns of all your weapon skills. |
Overload | Level 30 (June update) | 120s | Enter an overloaded state, triggering one free random Conduit every 1s for 9s. |
Talents
The Mage talent tree centers on Chaincast and the Conduit system. Talents add new Conduits, speed up Spark regeneration, and reward casting several skills in quick succession. Exact values are tuned between balance patches, so the entries below describe what each talent does.
Talent | Effect |
|---|---|
Chaincast | Using 4 Skills grants you Chaincast for a short time. |
Reverberate | Consuming Chaincast triggers your Conduits twice. |
Concentrated Power | - |
Temporal Compression | Each Spark point spent has a chance to reduce the cooldown of your weapon skills by 1s. |
Infinite Resources | While in combat, regenerates Spark point every 2s. |
Prodigious Mind | Your weapon skills have a a chance to recover of their Spark cost. |
Expanded Spirit | Increases your maximum Spark gauge by 10 points. |
Conduit: Spark Explosion | Unlocks a new Conduit: Spark Explosion. Explodes, dealing damage to nearby enemies. Activates when you consume Spark above the gauge threshold. |
Discipline | Magic Mastery increased. Physical Mastery increased of your Magic Mastery. |
Chainstrike | Damage dealt by your Attacks increased while you are under Chaincast. |
Nimble Fingers | Your Attacks have a a chance to reduce the cooldown of your weapon skills by 0.5s. |
Kinetic Surge | Chaincast increases the Physical damage of your next weapon skill. |
Power Circuit | Magic critical strikes increase your chance to land Physical critical strikes by 0.1 for a short time. |
Amplification | Your Attacks deal increased critical damage. |
High Voltage | Your combo attacks always critically strike while you are under Chaincast. |
Conduit Residues | Triggering Conduits has a chance to regenerate Spark points. |
Fervent Wizard | Fervor increased. |
Life Current | Any healing effect you provide has a chance to regenerate Spark points. |
Echoing Life | Chaincast increases the healing effect of your next weapon skill. |
Spark Flask | Your flask regenerates Spark points. |
Flowing Vitality | While in combat, heal yourself for a share of your maximum health every Spark point spent. |
Conduit: Lifebolt | Unlocks a new Conduit: Lifebolt. Launches a lifebolt healing the nearest wounded ally for healing. Activates when you consume Spark above the gauge threshold. |