Primary Class Guides

Mages are intelligence-driven casters who rely on elemental spell choice, cast timing, and safe positioning rather than armor or weapon damage. On Age of Ymir, that means strong early pressure through spells like , , and defensive control from or .
Because Mages deal damage through elemental magic rather than weapon scaling, learning which monsters are weak to fire, wind, or water is often more important than raw gear alone. High INT boosts MATK and SP, while DEX helps smooth out your casting time.
Details
Mages are elemental glass-cannon casters with strong early spell scaling, safe zoning tools, and natural progression into Wizard or Sage.

| Job Bonuses | STR+0 AGI+4 VIT+0 INT+8 DEX+3 LUK+3 |
|---|---|
| Type | MagicRangedElemental |
| Max Job Level | 50 |
| Base Skills | 13 core + 1 quest skill |
| Next Jobs | or |
| Job Change Area |
| Equip | Attack Speed | From Novice |
|---|---|---|
| Bare Handed | 146 | -10 |
| Shield | -10 | 0 |
| Dagger | 0 | +15 |
| Rod (One Handed) | -5 | +20 |
| Rod (Two Handed) | -5 | N/A |
Builds
This is the standard low-level Mage path because so many early monsters are weak to fire. Use for single targets, for grouped mobs, and to keep aggressive monsters off you while you cast.
A useful alternative layer is , which can lock an enemy down and also make it more vulnerable to fire. The tradeoff is that it consumes a every cast.
This build freezes enemies with and then punishes them with . Since Frost Diver changes the target to water-element while frozen, lightning damage becomes especially efficient.
This route is strongest against passive monsters like and , where you have room to control range and avoid getting mobbed.
Skills
| Icon | Skill | Max Level | Description |
|---|---|---|---|
| Offensive | 10 | Single-target water magic bolt, useful whenever a target is weak to water. | |
| Offensive | 10 | Mage’s core early AoE fire spell for clustered monsters. | |
| Offensive | 10 | Single-target fire spell that dominates many early leveling maps. | |
| Offensive | 10 | Protective fire barrier that damages and pushes enemies back as they cross it. | |
| Offensive | 10 | Freezes a target in place and turns it into water element while frozen. | |
| Passive | 10 | Improves SP recovery and helps reduce downtime while grinding. | |
| Offensive | 10 | Single-target wind spell, especially strong after Frost Diver setups. | |
| Offensive | 10 | Ghost-element splash spell that also performs well against undead enemies. | |
| Support | 10 | Creates a melee-protection cell at the cost of a . | |
| Active | 1 | Reveals hidden enemies around the caster. | |
| Offensive | 10 | Ghost-element single-target spell with bonus effectiveness against undead targets. | |
| Active | 10 | Attempts to petrify a target and convert it to earth element. | |
| Offensive | 10 | Mage’s main wind-element AoE spell for packed targets. | |
| Quest | 1 | Reduces incoming physical damage by consuming SP, and is granted automatically through the official Mage Guild route. |
Equipment
For early beginners on AoY, the are very helpful, since they provide free gear that can carry Mage comfortably through early and mid-level progression.
| Equipment | Description |
|---|---|
| The official Mage Guild route rewards this weapon and also preserves the free Energy Coat unlock. | |
| The Enchanter Mounds route remains one of the best opening-value options because of the free HP and SP enchant value on your starting armor. | |
| Useful low-budget HP option for your early armor when survivability matters more than damage. | |
| Another strong early Cotton Shirt card if you want extra durability and SP comfort while leveling. | |
| The iRO route calls this out as the fast-track item for AoE leveling, especially if you want to move into Sunken Ship immediately. | |
| Required for . | |
| Needed if you want to rely on as part of your control toolkit. |
Leveling
| Level Range | Location | Notes |
|---|---|---|
| 3-56 | The fast route uses plus AoE spells like to push early base levels quickly. | |
| 10-21 | Without the fast route, use elemental bolt spells to clear efficiently until around level 21. | |
| 21-41 | Continue on passive targets like with the element that best fits the target. | |
| 41-55 | Move into and target , , and . | |
| 55-60 | Continue stacking and kills through AoY leveling routes while preparing for Wizard or Sage progression. |
Job Change
You can become a Mage once your Novice reaches Job Level 10. On Age of Ymir, you have two practical routes:
| Route | What You Get | Notes |
|---|---|---|
| and . | Go to the Mage Guild in and speak to the Mage Guildsman. This is the best route if you want the free Energy Coat unlock. | |
| , , , , and a . | Use . Ezekiel in the Main Office grants quest/platinum skills automatically and skips the official guild route. |
Recommendation
- If you want the best Mage start, use the official Geffen Mage Guild route so you keep the free Energy Coat unlock.
- If convenience matters more, use the AoY Job Master and continue progression from there.
Source referenced for class guide details: iRO Wiki: Mage

Details
Builds
Skills
Equipment
Leveling
Job Change