
Recommended race: none (I don’t recommend starting as a mage, but it makes for a very good second skillset for humans and elves)
Your skill ranking priorities will differ depending on whether you play as a bolt mage or prioritize int magic first. Bolt mages will have to take the time to boost critical rate, whether it’s through will/luck gains or enchanting your gear for more crit. Ice Spear/Thunder mains will only need minimum 30% critical as these skills bypass protection in critical calculation.
Recommended ages for mages:
- Human: Age 17+ (16 is okay but not the best). Unfortunately doesn’t have luck gains for easy crit and no dex gain which can discourage hybriding with archery.
- Elf: Age 10 (for more mana) or 14 (for more int). Realistically elves will always have nice int/mana gains regardless of age, if you play at age 10, you’ll also receive a lot of luck as well as maximizing dex gains, allowing for good magic/archery hybriding. Age 14 loses most, but not all luck as well as some dex and mana gain, but in exchange you get maximum int and will gains (which somewhat compensates for lower luck).
- Giant: Age 14 (for more mana, but no int) or 16 (gains some mana and barely any int). Unfortunately there is no real good age for magic gains for giants, you are going to be mostly reliant on your int from skills as giants gain a miniscule amount of int from leveling. The ages for max int gain on giants are 20 and 21, which an active player would never reach.
It’s recommended to learn the other two bolt magics from Lassar, as taking the classes is cheaper than buying the skillbooks (you get a discount on the first class since all characters start with icebolt). Upon clearing her third class, you also gain 2 intelligence (elves and giants can take her classes too, unlike Ranald).
Aeira sells six books in her shop under the life skill tab that add 1 intelligence each, for a total of 6 intelligence after you read all the books.

Composing and Musical Knowledge are extremely easy to get sources of intelligence, doing the first few ranks of both won’t take too much AP and gold. Be sure to befriend Aeira for the Musical Knowledge book. Mages might consider buying a Clover Pig and make their own potions. Herbalism and potion making are good sources of int, although it takes a bit of effort to get ranked up.
To learn the three intermediate magics, you can just refer to the wiki for info on that. Due to the server rates, hunting pages should be easier. Remember that Tuesdays boost drop rates on dungeon mobs, and Shyla sells Monster Drop Booster Potions for 50k80k, which last for 30 minutes.
Be warned that once you start to rank the intermediate magics, your CP will likely skyrocket. If you have other CP dependent skills you want to rank, you may want to reconsider your decision.
For mages that don’t want to raise their CP too much, Ice Spear gives the least CP, however Thunder is usually the easiest one out of the three to get, which is a dilemma. For elves, I highly recommend ranking Ice Spear first, as they have heavily decreased mana usage for it, allowing for better mana to DPS ratio, especially early on where mana is scarce and spamming one-charge Thunder is a bad idea.
Magic Mastery from ranks 5 to 1 require two of the following spells: Thunder, Ice Spear, Fireball, Blaze (given upon character creation), Party Healing (cast heal with a healing wand and you’ll get it). For giants, you can use Fireball and Thunder, although boss kills with bolt magic will be sufficient for ranking.
Recommended titles for mages:
- The Wise: The most basic int booster, gives 20 int. By far the easiest stat to get.
- Master of Bolt Magic: 15 mana and +15% bolt magic damage. Does not boost fusion bolt.
- Master of Fusion Bolt: Boosts damage of fused bolts by 5%. Won’t apply to unfused bolts.
- Master of Ice/Fire/Lightning: Adds 10% damage to its respective element.
- Master of Thunder: 40 mana, 30 int, 20 dex. Is a good mana title to use as well as serving as a decent archery hybrid title to use mana shield with.
- Master of Fireball: Gives 50 mana and other stats, but not very hybrid friendly.
- Master of Mana Crystallization: Adds a whopping 60 mana if you can pull it off.
- Master of Magic: 20 mana and adds 5% magic damage. This is the only title that boosts all magic.
Skills that need special consideration: Due to custom edits on mabi.pro Meditation is buffed to match official Mabi and Lightningbolt does not fade. Mana Shield efficiency maxes out at 300 int (adds 0.85 to efficiency). Blaze maxes out at 600 int (it’s not affected by magic attack).
Magic Weapons: prepare to spend a ton of gold.
NOTE: Mana evaporation is a thing, if you equip a wand and take it off you will lose all your mana, beware! You’ll definitely need to view wiki pages in 2011 for magic weapons.
Basic wands: chaincasting will prevent fusion bolt from functioning, keep this in mind. Also, casting bolt magic while using a matching elemental wand will boost the attack range slightly.
Ice Wand
You may or may not want to do full +4 chaincasting for icebolt depending on your playstyle. Ice wands tend to die very quickly due to the massive strain of spamming bolts nonstop. It’s recommended to do mana consumption upgrades before doing the chaincasting upgrade to lessen the strain on mana use. For extremely mana-starved players, doing the 88 path for Ice Spear use may be for you. You can also use an artisan upgrade on the blank slot of the 88 path if you like.
The 99 path decreases mana evaporation, which allows you to switch to a Combat Wand one time after Ice Spear without having to immediately chug potions and pull off the IS-Blaze combo.
Fire Wand
The famous CC4 fire wand is very reliable single target damage, at the cost of high mana and durability usage. Basically everyone does the chaincasting path, it is also possible to upgrade for full mana reduction, but I do not recommend it at all.
Lightning Wand
Most people do not need full +4 chaincasting for lightning bolt, usually +1 is better for shoving one enemy back or +2 for holding back small groups of mobs. +4 chaincasting is usually a waste of mana and durability and is unneeded, there are better AoE attacks for dealing with large groups of enemies (such as Thunder, go figure).
Healing Wand
This wand provides a +5 HP boost to each cast of healing, and permits the casting of party healing. This wand doesn’t get any upgrades at all, and unless you plan to ego it I don’t recommend it (I still wouldn’t recommend a healing wand ego anyways).
Advanced wands: These wands do not chaincast bolts, they are meant to cast their respective intermediate magic, and their upgrade paths tend to favor either power or utility (casting speed, mana usage).
Crown Ice Wand
The Crown Ice Wand is the most offensively oriented wand, with most of its upgrades favoring magic damage (note that magic attack isn’t the same as the one on official Mabi, the game still uses magic damage, where each point of magic attack straight up adds 1% extra damage to your magic). It has a very powerful upgrade on the first two slots, but reduces casting speed (which is less important since ice tends to cast faster). It’s up to you to decide whether you want it or not. Once you can get blue upgrades onto this wand, it will be a terrifying weapon. This is also the preferred bolting wand for fusion bolt users, since the damage boost applies to all magic cast with the wand, and the most useful bolt fusions all use icebolt.
Don’t artisan upgrade these wands, a max int roll of 80 (worth 4 magic attack) doesn’t compare to the other final upgrade which straight up gives 12 magic attack.
Crystal Lightning Wand
This wand tends to favor casting speed or mana usage, but it reduces damage. The mana reduction path in particular will cripple your damage heavily, if you are lacking in mana you may want to reconsider using Thunder. However, it is good for training Thunder and does a good job as a rafting wand. The casting speed path is better suited as a general use Thunder wand, as it reduces cast time from 3.5 to 3 seconds (assuming r1 Thunder). I recommend the 240 path to reduce the damage loss while keeping the casting speed, and special upgrades will compensate for the damage loss as well.
Phoenix Fire Wand
This wand is a must have for fireball lovers, as it has an upgrade path that heavily reduces casting time without sacrificing damage. You can pick between fast casting or fastest casting which slightly reduces damage (not a very big difference in my opinion), or you can pick the mana consumption path which I don’t really recommend. If you’re struggling with mana issues you probably shouldn’t be touching int magic. Note that the fastest casting path will push the casting speed of Firebolt down to 1.2 seconds, making it a very effective way of forcing enemies back.
Tikka Wood Healing Wand
If you like to heal, you should use this wand and definitely not the normal Healing Wand. Its entire upgrade path is reduced mana consumption and literally nothing else. Consider that rank 1 Party Healing uses up 80 mana per cast and a upgraded Tikka Wand will prove its worth to you very quickly. There’s two upgrade paths, one is maximum efficiency (get this), the other one is for lazy/poor people (if you’re either, you shouldn’t be a mage). Also note that the mana usage reduction on this wand extends to all magic you can cast with it, including bolt spells. In a pinch, this wand will let you cast bolts at half mana cost, although as a mage you should really stock up on MP potions.
Combat Wand
For blaze enthusiasts, the upgrade paths on this wand looks more like a melee weapon than a wand. Unfortunately the upgrades also like to kill dura just like a melee weapon. In a party with proper support, a blaze user will absolutely destroy any mob it touches. Blaze isn’t exactly the most popular spell, but when used properly can kill high leveled bosses with one or two hits. Don’t try to do N+1 with this though, rather try to do 2+Blaze for proper knockdown.
Trinity Staff
You’ll need this to cast Hailstorm, also it can cast int magic once you charge up the corresponding bolt. It’s something that’s nice to have but I wouldn’t consider it a must have weapon.
The upgrade path isn’t anything interesting, just a generic magic damage boost.