Tutorial:Right-Click Mage Guide

Mages differ from other classes by relying heavily on and  for damage rather than  and. Whether you are exploring Dungeons or fighting Bosses, this tutorial can teach you how to become an efficient mage. The best Minecraft version to play Mage in is 1.12.2, as it is the most performant version that allows you to spam sword abilities like you would any non-sword item ability.

Note: Gear in this tutorial will be vaguely categorized in order of importance, with a higher emphasis on Dungeons than Slayers.

This guide also mainly focuses on the right-click abilities of mage weapons more than the left-click mage beam function.

Playstyle
There is generally two playstyles for mage. Left Click Mage (mage beam) and Right Click Mage (ability spamming). For Left Click Mage, it is recommended to use Berserker armor and weapons, with Necrotic on the armor. The rest of this guide will be mostly focusing on Right Click Mage.

Recommended Weapons
These weapons are required or heavily recommended when playing as a Mage. These often have requirements such as a high level or Slayer level. As such, it is not recommended to become a mage during the early and mid-game.


 * The Jerry-chine Gun is a mage weapon that is actually better than a Bonzo's Staff because of its high fire rate. Even at higher level parties one may still be used because it lets the player rocket jump with it, bypassing the mystical force in Necron's bossfight.
 * Bonzo Staff - A mage weapon dropped by Bonzo, it shoots multi coloured balloons as projectiles that do a very small aoe, and it is not recommended for f5 and above as the spirit scepter outclasses it in every way except price.
 * Dreadlord Sword - An extremely cheap mage weapon that shoots Wither Skulls, which proc a melee hit in addition to the magic damage. Its almost negligible cost and very low skill requirements make this a very good early game weapon.
 * Frozen Scythe - A Frozen Scythe is an essential Mage weapon that should be used when you're low on due to its low mana cost. It shoots out ice bolts that slow and pierce through targets. Recommended  enchant or above.
 * Spirit Sceptre - An essential tool, the Spirit Sceptre is a powerful mage weapon that shoots player-controlled Bats without a cooldown, with a high 6-block radius explosion, it is one of the best weapons to clear out rooms. It does however have a high mana cost, so intelligence should be maximized to use it continuously. It requires Floor 4 completion. Recommended enchant. The Yeti Sword could be a better choice after the player reaches.
 * Yeti Sword - Its ability can deal massive area damage and can kill any Slayer boss within seconds. It is quite useful in Dungeons with a high level, which will lower its 1 second cooldown even further. Once dungeonized, this weapon will become even stronger, being able to do millions of damage to normal mobs in Dungeons. Requires . Recommended  enchant. The Midas Staff is a better option than the yeti sword but if you are  28 it is still recommended to get one because you can swap between midas staff and yeti sword making you be able to spam both abilities without being slowed down by the cooldown.
 * Midas Staff - While it has an extremely high cost, it is the best weapon for end game mages after it’s dungeonized as being able to do over to mobs in Dungeons. Requires  after dungeonized. Recommended  enchant. This can be paired with the yeti sword as you can swap between both of them without being slowed down by the cooldown.
 * Hyperion - While it has no abilities and costs over 400 million coins, once you apply the Necron Scrolls, this sword becomes INSANELY overpowered, able to demolish any enemy in one right click. Requires Catacombs Floor 7 Completion

Support Weapons

 * Ink Wand - An Ink Wand deals massive burst damage. However, the projectile is small and slow-moving, and due to its 30-second cooldown, missing the ink bomb is devastating. However, in general, this is only going to be very useful in lower floors.
 * Rogue Sword - Mages are extremely slow, and therefore it is recommended to spam the rogue sword every 30 seconds. It is recommended to be always above 200 speed. As a mage, mana is typically not an issue.
 * Giant's Sword - Similar to the ink wand with its high 30-second cooldown, but benefits in being a dungeon weapon, thus its damage can be amplified. It strikes the ground around the player, thus should only be safely used around single minibosses or bosses. However, a better use of this weapon would be using it as a weapon for mage beam, as it allows for damage as high as 100,000,000 damage under the right circumstances.
 * Voodoo Doll - A Voodoo Doll slows and inflicts heavy damage over time to all targets struck. It can stack if multiple arrows managed to hit a single enemy. It requires Zombie Slayer Level 5 to be used.
 * Pigman Sword - Although it does relatively high damage and gives 300, its high mana cost and 5-second cooldown make it a poor choice for mages.
 * Aspect of the Dragons - While not commonly used, the weapon's high melee damage, combined with its ability having 12,000 base magic damage, makes it an underrated choice. In addition, the ability to knock enemies back can be useful in a pinch in the early game, although it’s a detriment for the most part.
 * Reaper Scythe - its rework made it a viable mage weapon. Its ability to summon killed mobs provides a DPS boost against tanky mobs such as mini-bosses and the summoned undead can help block projectiles from powerful dungeon mobs such as Crypt Lurkers. The summoned souls will usually keep mobs occupied, serving as tankier dummies while the mage stays safe from damage.
 * Summoning Ring - It may be difficult to reap souls with a Reaper Scythe, as it requires a high Catacombs Level to be used as a weapon effectively, or to continuously swap to it from other mage weapons. Thus, having a Summoning Ring in one's inventory is an easier way to get souls.

Recommended Armors
These armor pieces/sets either provide lots of Mana or have special abilities that can help you out as a Mage.


 * Wise Dragon Armor - It provides lots of and reduces  costs. Very good for early game dungeons if not a dungeon item, but falls off on tougher floors. It requires  Level 16 to be used. If it is a Dungeons item, it requires  to wear in Dungeons.
 * Zombie Soldier Armor - While it doesn't provide intelligence by itself, reforging it to Wise or Necrotic then starring it will provide far more mana than Wise Dragon Armor. Due to its high defense and health stats, this is considered to be one of the best armors for low catacombs players.
 * Adaptive Armor - An armor for early dungeon explorers. While it is better than Zombie Soldier Armor in terms of damage, it is way worse in terms of Effective Health. Players should closely evaluate which one would be right for them.
 * Bonzo's Mask - It allows players to have a second life while in Dungeon, making it good for new players. When paired with starred Zombie Soldier Armor, it is a good budget Dungeons set, however, it should be replaced with the Dark Goggles if you don't use its ability. Even on higher catacombs level players, Bonzo's Mask may be useful in circumstances such as boss fight of f7, where a double life can save a run.
 * Dark Goggles - When equipped, abilities deal more damage to Undead mobs, and since most of the mobs in the Dungeons are Undead, this can be very useful for dealing damage. It does however not provide any base Health or Defense. If this is chosen, it is recommended to use Zombie Soldier Armor to make up for the low effective health.
 * Shadow Goggles - A direct upgrade to the Dark Goggles, granting more Intelligence and +60% damage to Undead mobs. It requires Catacombs Level 16.
 * Wither Goggles - the final upgrade for Dark Goggles, granting additional 100 intelligence over Shadow Goggles and +70% damage to undead mobs. It requires Catacombs Level 28.
 * Perfect Armor or Super Heavy Armor- These armors are similar to Zombie Soldier Armor in that it does not buff Intelligence at all by default, however when reforged to Necrotic it allows for huge mana boosts inside dungeons. Their high makes them great choices at higher floors of the Catacombs. Overall, a maxed set of Super Heavy Armor is approximately as good as Tier 9 perfect armor. However, perfect is generally considered the better choice as the negative speed from Super Heavy armor can prove to be very bad. Perfect is also the more expensive choice, costing about 5 million coins as opposed to 1 million coins. Necromancer Lord leggings and boots is recommended instead of Perfect if the player can afford them. Higher levels of perfect boots can outclass a Necromancer Lord boot in terms of EHP.
 * Precursor Eye - A helmet that gives an incredibly high amount of . It also gives 222 mana by default, and it is very good for higher floors due to its high health buff. However, its damage is much less than Shadow or Wither goggles due to their abilities.
 * Necromancer Lord Armor - This armor is one of the best armor sets for Effective Health, beating out perfect. It also gives 40 mana. The helmet is not recommended as Precursor Eye, Bonzo's Mask, or Shadow Goggles is better. The chestplate may be too expensive for some players, so alternatives include a Perfect Chestplate or a Zombie Lord chestplate. If a player can afford Necromancer Lord chestplate and leggings, it is recommended to use Perfect Boots instead of Necromancer Lord boots as Perfect boots will provide better EHP than Necromnancer lord boots.
 * Zombie Lord Armor, a relatively unnoticed set thaat gives 20 mana and strength per piece, buffing both Mage beam and normal right click attacks. Its Effective Health is also decent. Its one downside is its catacombs 25 requirement.
 * Wither Armor or Goldor's Armor - These armors can be considered to be upgrades of Necromancer Lord armor in floor 7. Both provide 10% less damage against withers per piece. Goldor's armor provides better base stats than Necromnacer Lord armor.
 * Storm's Armor - This armor is the go-to for endgame mages as it alone gives 1150 . Due to how much intelligence this armor provides, you can switch from intelligence talismans to strength/crit damage talismans to improve your mage beam.
 * Storm's Armor - This armor is the go-to for endgame mages as it alone gives 1150 . Due to how much intelligence this armor provides, you can switch from intelligence talismans to strength/crit damage talismans to improve your mage beam.

Recommended Pets
Having a good mage pet can greatly improve your mage abilities. Listed below are some recommended pets.
 * Guardian Pet - Grants a good deal of . A good damage dealing pet since you can proc its Lazerbeam ability by using the Voodoo Doll. Its variant has an updated ability that increases mana regeneration, and doubling said regeneration when near water. Can be easily leveled up through the Experimentation Table.
 * Sheep Pet - An effective, budget pet that provides mana reduction on abilities and increased ability damage. It's legendary ability also grants up to 20% more intelligence while in Dungeons, thus is the best pet to use for raw ability damage as the buff keeps scaling up. In addition, as an Alchemy pet, it is fast and easy to level up.
 * Wither Skeleton Pet - While not exactly geared for mages specifically, its Legendary Death Touch debuff stacks well with the high damage output from beam attacks. It also provides additional damage to Wither mobs, which may help in certain rooms littered with Withermancers or bosses like Necron, seeing as the former cuts down ability damage by 80%. Players may find themselves dealing more damage with this pet against these mobs that the Sheep pet.
 * Black Cat Pet - This is mostly for players with Hyperion and Storm's armor. The speed buff from this armor set is useful as mages are notoriously slow.
 * Blue Whale Pet - Mages are known for poor survivability especially when using sets that catter mainly towards mana. This pet applies multiplicative buffs to Health and indirectly, Defense. This buff is well suited for the large buffs in dungeon, allowing Mages to reach over a million EHP even without any health or defense reforges.
 * Baby Yeti Pet - Left-Click Mages may find more use with this pet than the aforementioned Blue Whale Pet as their main stats are closer towards that of a Berserker. This setup should give better defense than the previous pet, though missing out on Health which is important for EHP in general.

Other Weapons
These other weapons that deal ability damage are niche as they are often overlooked or underpowered.
 * Golem Sword - It provides defense, and while it's ability deals decent damage early game, it is not recommended in Dungeons due to its high cooldown and the fact that users must be close to mobs to damage them.
 * Leaping/Silk Edge Sword - Both swords provide a leaping ability that stuns all mobs struck. However, it should not be used because users must travel to the enemies to damage them, which can be fatal as a squishy mage.

Tips

 * Reforging all your talismans to provides a massive  boost and more damage on abilities at the cost of  reduction.  is an alternative if you still want to retain your melee damage.
 * Shooting a slow-moving projectile from a weapon like the Bonzo Staff, then swapping to a weapon with higher (i.e. the Spirit Sceptre) would cause the flying projectile to apply the held weapon's modifiers (Enchantments, intelligence, etc.) for damage.