Through Strength and Intelligence, Battlemages infuse their weapons with spell power to deal additional damage with every strike. Battlemages also specialize in anti-magic, and have the ability to silence other magic users and shrug off status effects.
How to Unlock[]
Get a quest from the barracks in The Capital. Then head to Desert Outpost - Fugitive Hideout on the west side of the map along the chasm (Lvl 7) and make it to the end to see an epic showdown between a Battlemage and a Rogue Wizard. After the Battlemage wins, go talk to him and ask him to train you. At first he will deny you then you have to leave the dungeon. You will then find the Battlemage in a random encounter on the world map. Help him kill the bandits, then ask him once more and he will agree to train you, meeting you at the Capital Academy.
Recommended Level: Lv.7+ | If you are too weak then the battlemage will be killed by bandits when you encounter him on the world map.
There is an opportunity when you first meet the Battlemage trainer to still claim the bounty after he takes your kill. This requires a few points in Charisma and asking him to let you claim the bounty before inquiring about training. There is another opportunity to collect the bounty and learn battlemage skills after you save him from the bandits as well.
Battlemage Skills[]
Skill | Description | Cooldown | Requirement |
---|---|---|---|
Flame Weapon | While active, weapon attacks deal fire damage, are strenghtened by your spell power, and have a 10% increased crit chance. Lasts until cancelled. | 10 Sec |
8 STR 8 INT 50 Gold |
Mana Strike | Requires Flame, Arctic or Thundering Weapon active, and behaves differently with each*. Changing elements resets Mana Strike's cooldown. | 10 Sec |
10 STR 9 INT 75 Gold |
Arcane Potency | Increases critical damage with all spells by 50%. | Passive |
11 STR 11 INT 100 Gold |
Artic Weapon | While active, weapon attacks deal ice damage, are strengthened by your spell power, and randomly chill your foes. Lasts until cancelled. | 10 Sec |
13 STR 12 INT 125 Gold |
Ghost Hand | Your target is seized by an arcane force, pulling them into melee range and briefly stunning them in the process. | 6 Sec |
15 STR 14 INT 150 Gold |
Time Warp | Grants a 5% chance for your abilities to not consume their cooldown when used. | Passive |
17 STR 16 INT 175 Gold |
Thundering Weapon | While active, weapon attacks deal lightning damage, are strenghtened by your spell power, and randomly stun your foes. Lasts until cancelled. | 10 Sec |
19 STR 18 INT 200 Gold |
Spell Eater | Grants you a 20% chance that whenever you are struck by a spell, it heals you instead of harming you. | Passive |
21 STR 21 INT 225 Gold |
Backlash | Removes all negative effects from your body, and unleashes a retaliatory explosion around you. | 1 sec |
24 STR 23 INT 250 Gold |
Elemental Warding | Reduces all fire, frost and lightning damage taken by 25%. | Passive |
26 STR 26 INT 275 Gold |
Twin Disciplines | Your physical attacks have a 10% chance to grant your next magic attack 100% chance to critically strike. | Passive |
29 STR 29 INT 300 Gold |
Silence | Disrupt the magical abilities of all nearby enemies, preventing them from casting spells for 8 seconds. | 25 Sec |
32 STR 32 INT 325 Gold |
Aegis | Grants a mystical shield which absorbs damage equal to 5x your spell power. If the shield breaks, your damage dealt is increased 20% for 5 seconds. | 15 Sec |
35 STR 36 INT 350 Gold |
Notes[]
*With Flame Weapon active the Battlemage will spin in a circle hitting everything around him/her twice.
With Arctic Weapon active the Battlemage will jump up and do an over the head smash attack causing a line of ice to shoot out of the ground and strike all enemies in a line.
With Thundering Weapon active the Battlemage charges a lightning attack to stun the target for about a second.