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Mage is a variety of professions, sometimes referred to as 'Magus' or 'Enchanter', 'Forgemage' or 'Smithmagus' (when referring to the Smith one) and 'Carvemage' or 'Carvmagus' (when referring to the Carver one).

Mages currently exist for all of the Equipment and Weapon crafting professions. A specialization gives the ability to modify the characteristics of a Weapon or piece of Equipment (the weapon's element, characteristic bonuses etc.) of the corresponding professions (for instance a Jewelmagus can only mage Rings and Amulets).


Every Character starts with all Professions at level 1.


Rune MarketsEdit


There are two different types of actions mages can perform: element maging (sometimes known as potion maging) and rune maging.


It is impossible to mage items with a level greater than the level of the mage profession.

Element MagingEdit

This type of maging changes the damage property of weapons and, therefore, can only be done by Smithmagus and Carvmagus.

With potion/element maging a smithmagus/carvmagus changes a weapon that deals Neutral damage into a weapon that deals elemental damage, at the cost of a reduction in the weapon's base damage. See the table below for details.

The recipe for this type of mage consists of two ingredients: a weapon that deals neutral damage and a Smithmagic Potion. Smithmagic Potions are crafted by Alchemists (and can thus be found for sale in the Alchemist Market).

Metaria type Normal Triam Mage
New damage 50% 68% 85%
Air Draught Potion Gust Potion Hurricane Potion
Earth Tremor Potion Landslide Potion Earthquake Potion
Fire Spark Potion Blaze Potion Wildfire Potion
Water Drizzle Potion Shower Potion Tsunami Potion

The following is an equation to predict the new base damage after maging:

  • New Min = Math.floor ( (Min - 1) * (Rate / 100) ) + 1
  • New Max = Math.floor ( (Min - 1) * (Rate / 100) ) + Math.floor( (Max - Min + 1) * (Rate / 100) )

Where Min is the minimum Neutral Damage on the weapon, Max is the maximum Neutral Damage on the weapon and Rate is the rate of the potion (see the table above).

It should also be noted that the "Math.floor()" function above rounds the final value inside the function down before storing it.

Rune MagingEdit

All Mages can use Smithmagic Runes to add/modify bonuses to a weapon or equipment according to their specific specialization.

The recipe consists of two ingredients: a weapon/piece of equipment and a Smithmagic Rune. The type of rune determines the type of bonus, and the level of the rune determines the size of the bonus. Runes for a specific stat can come in up to three levels (10, 20, and 30), with each subsequent level granting a greater amount of the stat. Generally, the level 10 runes grant 1 of the stat, the level 20 rune grants 3, and the level 30 rune grants 10, although there are a few exceptions to this pattern. These exceptions are marked with an asterisk (*) in the table below.

Each stat also has a certain power that determines how much sink you receive when the stat falls off during a mage. For more information about sink, see the Sink section further down the page.

Runes can be either bought from the Rune Market or obtained by crushing equipment at a Crusher. See the Basic page for information on the process itself.

Rune PowerEdit

Bonus Level 10 (+1) Level 20 (+3) Level 30 (+10) Power per Stat
AP Ap Ga Rune -- -- 100
MP Mp Ga Rune -- -- 90
Range Range Rune -- -- 51
Summon Summo Rune -- -- 30
Damage Dam Rune -- -- 20
 %Melee Resistance Me Res Per Rune -- -- 15
 %Ranged Resistance Ra Res Per Rune -- -- 15
 %Melee Damage Me Dam Per Rune -- -- 15
 %Ranged Damage Ra Dam Per Rune -- -- 15
 %Spell Damage Spe Dam Per Rune -- -- 15
 %Weapon Damage We Dam Per Rune -- -- 15
Trap Damage Tra Rune Pa Tra Rune -- 15
Critical Hit Cri Rune -- -- 10
Heals Hea Rune -- -- 10
Reflect Dam Ref Rune -- -- 10
AP Reduction Ap Red Rune Pa Ap Red Rune -- 7
MP Reduction Mp Red Rune Pa Mp Red Rune -- 7
AP Loss Resistance Ap Res Rune Pa Ap Res Rune -- 7
MP Loss Resistance Mp Res Rune Pa Mp Res Rune -- 7
 %Neutral Resistance Neutral Res Per Rune -- -- 6
 %Earth Resistance Earth Res Per Rune -- -- 6
 %Fire Resistance Fire Res Per Rune -- -- 6
 %Water Resistance Water Res Per Rune -- -- 6
 %Air Resistance Air Res Per Rune -- -- 6
Hunting Weapon Hunting Rune -- -- 5
Neutral Damage Neutral Dam Rune Pa Neutral Dam Rune -- 5
Earth Damage Earth Dam Rune Pa Earth Dam Rune -- 5
Fire Damage Fire Dam Rune Pa Fire Dam Rune -- 5
Water Damage Water Dam Rune Pa Water Dam Rune -- 5
Air Damage Air Dam Rune Pa Air Dam Rune -- 5
Critical Damage Cri Dam Rune Pa Cri Dam Rune -- 5
Pushback Damage Psh Dam Rune Pa Psh Dam Rune -- 5
Lock Loc Rune Pa Loc Rune -- 4
Dodge Dod Rune Pa Dod Rune -- 4
Wisdom Wis Rune Pa Wis Rune Ra Wis Rune 3
Prospecting Prospe Rune Pa Prospe Rune -- 3
 %Power Pow Rune Pa Pow Rune Ra Pow Rune 2
 %Trap Power Tra Per Rune Pa Tra Per Rune Ra Tra Per Rune 2
Neutral Resistance Neutral Re Rune -- -- 2
Earth Resistance Earth Re Rune -- -- 2
Fire Resistance Fire Re Rune -- -- 2
Water Resistance Water Re Rune -- -- 2
Air Resistance Air Re Rune -- -- 2
Critical Resistance Cri Res Rune Pa Cri Res Rune -- 2
Pushback Resistance Psh Res Rune Pa Psh Res Rune -- 2
Strength Stre Rune Pa Stre Rune Ra Stre Rune 1
Intelligence Int Rune Pa Int Rune Ra Int Rune 1
Chance Cha Rune Pa Cha Rune Ra Cha Rune 1
Agility Agi Rune Pa Agi Rune Ra Agi Rune 1
Pod* Pod Rune (+10) Pa Pod Rune (+30) Ra Pod Rune (+100) 0.25
Vitality* Vit Rune (+5) Pa Vit Rune (+15) Ra Vit Rune (+50) 0.2
Initiative* Ini Rune (+10) Pa Ini Rune (+30) Ra Ini Rune (+100) 0.1

Mass MagingEdit

As with other professions, it is possible to stick large quantities of runes (or potions) on at one time and mass mage them. Generally speaking this isn't used much, except for when raising the mage in the first place.

In order to mass produce, you need to do the following:

  • Add the item you want to mage.
  • Add the amount of runes you want to merge.
  • Click on the "Combine all" button to start the process. The button changes to "Stop", allowing you to stop the process at any moment.


Raising a mage differs quite a lot to a normal profession, for an in depth look at raising a mage see Mage/Guides.

Success RateEdit

The success rate depends on the level of the mage and on which item you are trying to mage. The base success rate starts at 5% and reaches 95% at level 200.

The base success rate for levels 1 - 199 is:

x = \llcorner 90 \div T \times (L-1)+5 \lrcorner

Mage Success

BaseSuccess = floor(90/200 * (MageLevel - 1) + 5)

The base success rate for level 200 is:

x = \ulcorner 90 \div T \times (200-1)+5 \urcorner

BaseSuccess = ceil(90/200 * (200 - 1) + 5)

The real success rate during rune maging can vary significantly and is based upon a number of factors. [1] These are as follows:

  • How close the stat it to the normal maximum bonus (the closer it is the lower the rate) as well as the overall quality of the item being maged. The best rate is obtained when trying to raise a bonus while it's under the usual lowest bonus.
  • The success rate decreases to "very low" when a "new" bonus has been added, see the Exotic Maging section for more information.
  • The type of rune being used. The easiest runes are Vi, Ini, Pod [2]
  • The level of the object.
  • The total power of the item. All runes have a maximum bonus of 100 (unless the natural bonus is better; in which case the maximum is the best natural power). [3] Any attempt to go above 100 will be an automatic failure. The power of some runes is as follows:
  • Ap Ga and Mp Ga have a power of 100 and 90 respectively, Po has a power of 51 (meaning a maximum of +1, unless the natural bonus is greater)
  • Summo has a power of 30 (meaning a maximum of +3, unless the natural bonus is greater)
  • Dam has a power of 20 (meaning a maximum of +5, unless the natural bonus is greater)
  • Ra Dam Per, Ra Res Per, Me Dam Per and Me Res Per have a power of 15 (meaning a maximum of +6, unless the natural bonus is greater)
  • Cri has a power of 10 (meaning a maximum of +10, unless the natural bonus is greater)

The following do not affect the success rate:

  • If the weapon's element has been changed.
  • The presence of a Signature Rune.

As with rune maging element maging is affected by a number of factors. [4]. The success rate has a maximum difficulty of 84 of based on the weapon's power (AP cost, damage dealt, bonus added etc.).

The sucess rate is calculated as follows: Base rate - difficulty = real rate (hidden)

For instance someone with a rate of 94% and a 84 difficulty will have only 10% of success in element maging. And someone with a rate of 90% will have only a 6% real rate for the same difficulty.


A sink is a special effect present in rune maging. A sink is caused when a rune attempt causes a stat of higher power to drop off. The amount of sink is the difference between the power of the rune attempted and the total power of stats lost.

So, say for instance that when maging a Ra Vi onto an Amulet, for example, it took an AP. Vitality has a power of 0.2, so a Ra Vi rune (which gives 50 vitality) has 10.0 power. The amulet now has a current sink of 90.0.

Placing the AP back on, with a neutral success, would mean that the 100 power AP rune will take 100 power off the item. In this case, 90.0 of that power will come from the sink, the other 10.0 from the remaining stats. If, however, the AP rune has a critical success, the item will retain the 90.0 sink, and any future rune failures or neutral successes will subtract from that sink until it runs out.

Having overmaged stats creates a slightly different scenario, in which case, all power loss will target the overmaged stat until it stops being overmaged. The exception is to continue to try a bigger overmage on that same overmaged stat.

To see how much sink each stat gives, see the "Power" column of the table in the Rune Maging section.

Exotic and OvermagesEdit

While most maging simply involves small improvements to an item, it is possible to exceed the normal stats of an item via maging. There are two types of these unnatural mages, overmages and exotic mages.


An overmage is where an item's stat(s) exceed the normal maximum of the item (e.g. +30 Intelligence on a Gobball Amulet). As stated above, the power of a stat (and thus the total overmage on a stat) is capped at a value based upon the player's magus level, with a maximum of 100, so while significant stats can be overmaged there is an overall cap eventually.

Exotic MagesEdit

An exotic mage (often simply called an exo mage) is any mage which adds stat not normally on the item, (e.g. +1 Agility to a Gobball Amulet). The chance of succeeding with an exotic mage is disputed, though the lowest value (and most often agreed on) is that AP and MP both have a 1% chance of sticking unnaturally.

Characters are limited in the number of exotic mages they can equip: currently it's only possible to equip a maximum of 1 AP maged item, 1 MP maged item and 1 Range maged item. Additional exotic mages could be equipped, however the exotic bonuses wouldn't be counted. Other exotic mages (such as critical hits and summons) aren't limited.


  1. BillFR, Ankama Games, JeuxOnline forum (French) [1]
  2. Mary Pumpkins, Ankama Games, JeuxOnline forum (French) [2]
  3. Mary Pumpkins, Ankama Games, JeuxOnline forum (French) [3]
  4. BillFR, Ankama Games, JeuxOnline forum (French) [4]

External LinksEdit

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