Mage 80–89: Crit and Penetration Builds

Author: Жора · Read: 13

What a Mage at level 80–89 should wear, learn and slot. Two play styles — Attack + Crit and Attack + Penetration — and three modes: Abyss, League Expedition and Secret Realm. Numbers come from the game data as of 23.09.2026; names are the ones used in the English version of the game.

Key points

Equipment

There are no level 89 items in the game. Each slot has its own item levels, and at 89 you wear the best that exists: from level 80 to 88 (the number next to the slot in the tables below).

Staff and gauntlets

Set: cloak, shoulders, chest, legs

Wear Final Hope. It adds +120% damage to Dragonbreath — the same skill the staff and gauntlets boost. That way the whole kit works for one skill.

Why not Dragon Slayer. Dragon Slayer adds +110% damage to lightning skills and leaves Dragonbreath without a boost. By our calculation, skills deal about one and a half times more damage with Final Hope (calculated).

2-piece set effect:

For a crit build Dragon Slayer gives a little more crit, but that is small next to the 1.5× difference; the calculation does not include this effect, so in combat the gap may be slightly smaller. For a penetration build Final Hope is better in every way: both the set and its 2-piece effect work for your build.

Accessories

The ring gives +3% damage plus +0.5% for each socketed gem of level 8 or higher, up to +8%.

Attack + Crit: gems, special effects, refinement

Slot Gem Special effects (left = more important) Refinement (3 lines)
Weapon, 86 Crit Courage Blessing, Sharpness, Accuracy, Unyielding Attack, Attack Bonus, Penetration Bonus
Gloves, 86 Crit Courage Blessing, Sharpness, Boom Boom Boom Boom!, Luck Crit Bonus, Crit, Hit Bonus
Cloak, 80 Evasion Courage Blessing, Sharpness, Penetration, Stable Victory Attack Bonus, Damage Bonus, Penetration
Shoulders, 80 Attack Courage Blessing, Sharpness, Boom Boom Boom Boom!, Penetration Damage Bonus, Attack Bonus, Penetration
Chest, 82 Evasion Courage Blessing, Sharpness, Luck, Unyielding Crit, Attack Bonus, Penetration Bonus
Legs, 82 HP Boom Boom Boom Boom!, Luck, Penetration, Unyielding Crit Bonus, Damage Bonus, Crit
Ring, 84 Crit Courage Blessing, Sharpness, Penetration, Stable Victory Attack Bonus, Damage Bonus, Penetration
Necklace, 84 Crit Courage Blessing, Sharpness, Accuracy, Unyielding Attack, Attack Bonus, Penetration Bonus
Bracers, 88 Evasion Courage Blessing, Sharpness, Boom Boom Boom Boom!, Penetration Crit Bonus, Damage Bonus, Attack Bonus
Mark, 88 Evasion Courage Blessing, Sharpness, Luck, Unyielding Crit, Attack Bonus, Penetration Bonus

Attack + Penetration: gems, special effects, refinement

Slot Gem Special effects (left = more important) Refinement (3 lines)
Weapon, 86 Crit or Attack (Penetration does not fit into the weapon) Courage Blessing, Sharpness, Accuracy, Unyielding Penetration Bonus, Attack Bonus, Attack
Gloves, 86 Penetration Courage Blessing, Sharpness Crit Bonus, Hit Rating, Crit
Cloak, 80 Evasion Courage Blessing, Sharpness, Penetration, Stable Victory Penetration, Attack Bonus, Damage Bonus
Shoulders, 80 Attack Courage Blessing, Sharpness, Penetration Penetration, Damage Bonus, Attack Bonus
Chest, 82 Evasion Courage Blessing, Sharpness, Unyielding Penetration Bonus, Attack Bonus, Attack
Legs, 82 HP Penetration, Unyielding Penetration, Damage Bonus, Crit
Ring, 84 Penetration Courage Blessing, Sharpness, Penetration, Stable Victory Penetration, Attack Bonus, Damage Bonus
Necklace, 84 Penetration Courage Blessing, Sharpness, Accuracy, Unyielding Penetration Bonus, Attack Bonus, Attack
Bracers, 88 Evasion Courage Blessing, Sharpness, Penetration Attack Bonus, Penetration, Damage Bonus
Mark, 88 Evasion Courage Blessing, Sharpness, Unyielding Penetration Bonus, Attack Bonus, Attack

Skills and passives

Max out each of the four branches: the skill, Mage Skill Enhancement and the bottom node. That is 40 points. Another 9 go into the three passive rows (Class Core Passive and two Core Passive rows) and 1 into Mage Stat 2. 50 out of 50 in total.

Slot Abyss and League Expedition Secret Realm Bottom node
Basic Lightning Lash Frostbolt Major Upgrade
Core Dragonbreath Dragonbreath Medium Upgrade
Tactical Chain Lightning Paralyzing Lightning Medium Upgrade
Ultimate Missilestorm Missilestorm Medium Upgrade

Passives: Class Core Passive and Core Passive

These are the three bottom rows in Talent. In each row you pick one node, left or right. The rows are unlocked by class promotion, not by level.

Row Unlocks at Attack + Crit Attack + Penetration
T4, Class Core Passive Inscription Rating 1000 right: +11.7% Combat Crit Boost left: +10.5% Combat Penetration Boost
T5, Core Passive rating 2500 left: after Dragonbreath, +11.25% Penetration Bonus and +6.75% Crit Bonus for 10 s, at most once every 15 s left, the same
T6, Core Passive rating 7000 right: +7.8% Combat Crit Boost left: +7% Combat Penetration Boost

Until you reach T6, put the spare points into Mage Stat 2 (+1.5% Crit Bonus per point) for a crit build, or into Mage Stat 1 (+1% Penetration Bonus per point) for a penetration build.

Inscriptions

At first you have the main inscription and two support ones. The 4th slot unlocks at T4 (Total Inscription Rating 1000), the 5th at T5 (2500). The main inscription is listed first.

Abyss

Sin Domain or Arcane Domain + Stasis Field, Pause Field, Mirror Device, Winterless Art.

In a long fight both domains give about the same, around 15–16% damage. The game's own Balance preset suggests Arcane Domain. These domains do not wait for a cooldown, so Stasis Field and Pause Field, which lengthen it, do not hurt them.

League Expedition

Secret Realm

When Vengeance Domain triggers

Without fields, Vengeance Domain first triggers at the 30th second of the fight. Fields move this time: percentages add up, and Speed Field subtracts 5 seconds.

Fields Triggers at
no fields 30 s
Quick Field (−30%) 21 s
Rapid Field (−50%) + Mirror Device (+10%) 18 s
Quick Field + Speed Field (−5 s) 16 s
Quick Field + Rapid Field 6 s
Rapid Field (−50%) + Pause Field (+50%) — they cancel each other out 30 s

Specialization: Concentrated Exploding Star

When the Mage stands still for 2 seconds, a special missile appears. While the Mage does not move, the missile gets stronger every second, up to five times. It fires when the Mage moves, or by itself 8 seconds after reaching full charge. Specialization nodes make the missile stronger. There are 20 points in total; each new point takes 12 hours to create.

Node Max Abyss League Expedition Secret Realm
Concentrated Exploding Star 1 1 1 1
Missile Enhancement 5 5 5 5
Precision Explosion 1 1 0 1
Chain Explosion 3 3 3 3
Energy Accumulation Timing 4 0 0 0
Strength Through Reserve 3 3 3 0
Arcane Echo 3 3 3 3
Rapid Energy Recharge 3 3 3 3
Charged Explosion 4 0 0 4
Blazing Missile 4 1 2 0
Total points 20 20 20

How missile damage is calculated

Why it differs by mode

Magic stones

Stone slots unlock when the specialization has 20 points. If the five slots hold stones of five different shapes — round shield, triangle, tower shield, star and moon — the combination bonus turns on. Only the shape of the stone matters.

Set with the Chain Explosion bonus: ● Swiftstrike Round Shield, ▲ Howler Triangle, ⬢ Strategist Tower Shield, ★ any Star, ☾ any Moon. The Chain Explosion combination bonus makes the missile explode a second time more often: +20% chance, 50% together with the Chain Explosion node.

Wound Control set (not verified). If you take all five stones for Wound Control (pet damage), there will be no Star and no Moon among them, and the combination bonus will not turn on. It is also unknown whether Wound Control works at all: the game client does not use it when calculating damage. Only measuring damage in combat can tell.

Potentials:

Artifacts

Each artifact has nodes for different skills. Cores go into the nodes of the skills you actually hit with.

Artifact Abyss and League Expedition Secret Realm
Eye of the Fallen Titan (Lv. 64, basic skills) Frostbolt and Lightning Lash same
Pipe of Insight (Lv. 70, core skills) Dragonbreath (Frostfocus can be the second); fill both defensive slots same
Flame of Paradise (Lv. 74, tactical skills) Chain Lightning — a must, the second node is up to you; fill both defensive slots Paralyzing Lightning and Snowstorm; fill both defensive slots
Destiny Tome (Lv. 80, ultimate) Missilestorm; fill all three defensive slots same

Cores: Attack + Crit

Cores: Attack + Penetration

Fourth core — by mode

Numbers are for top-quality cores. Decay and Spread go into the same slot of the Eye, so you pick one of the two.

Nodes

Pet emblems

Each of the three pets in the team has its own slot shape: the first has triangles (△), the second hexagons (⬡), the third diamonds (◇). The fifth slot opens at level 80. No more than two identical emblems per pet. An emblem marked Unique can be worn only once per team. Numbers are for top-rank emblems.

Attack + Crit

Attack + Penetration

Wind Sprite, Bio Giant, Lava Giant, Fel Hydra and Rotfang Archer only appear on day 55 after the server opens.

Pets

Meteor strikes again on a crit, so it is for crit builds. Dancer weakens the target on non-critical hits, so it is for penetration builds. Night Shadow Leopard is not in our version of the game yet.

Badges

Set bonuses turn on at levels 3, 6, 9 and 10. The set level equals the lowest badge level in it, so level your badges evenly.

Towards level 90


(calculated) — computed from game data, not tested in combat. (not verified) — the rule lives on the server and cannot be confirmed from the data.

Not tested: actual damage in combat, whether Rapid Strike and Wound Control work, and which special effects can roll on which slot.