Mage
A Campaign class in 8 races, each with its own heroes, traits and race-and-class talents, as the game’s records hold them.
Races
Coyotle
Coyotle mages are also known as "stormcallers" who use ritualized movement to control the weather. A group of mages can dance together to produce even more potent elemental effects.
Health 17 · Hand 7
Female
Male
- Race traits
- Wisdom, Children of the Zodiac, Cosmic Powers
- Coyotle Mage talents
- Learn Spell: Tornado, Balanced Mind
Dwarf
Dwarf mages place a heavy emphasis on research. They have built vast libraries full of every conceivable bit of information about the world, so no mage never enters battle unprepared.
Health 17 · Hand 7
Male
- Race traits
- Stone Body, Friend of Jank Bot, Master Artificer
- Dwarf Mage talents
- Learn Spell: Technomorph, Shared Research
Elf
Elf mages channel Wild Magic into destructive elemental forces. They can create magic from their inner essence to cause fierce, eruptive spells to burst out from their souls into physical manifestations.
Health 17 · Hand 7
Female
Male
- Race traits
- Long Life, Artistic, A Taste for the Finer Things
- Elf Mage talents
- Learn Spell: Embiggen, Attuned to Life Magic
Human
The great wizards of Cerulea are intellectuals and scholars. Humans have no innate magical abilities, so their mages are proficient in the use of Hexing gems and unleashing their powerful sorcerous effects.
Health 17 · Hand 7
Female
Male
- Race traits
- Heroism, Intellectual Pursuits, Leadership
- Human Mage talents
- Learn Spell: Polymorph Beast, Cerulean Scholarship
Necrotic
Necrotic mages seek diversity, deriving a wide array of powers from any kind of magic or Hexing Gem they can master.
Health 17 · Hand 7
Female
Male
- Race traits
- Efficient, Shard Attuned, Greater Agenda
- Necrotic Mage talents
- Learn Spell: Mind Break, Essence Extraction
Orc
The orc mage is capable of raw destructive force. Mages are skilled with summoning beings of pure elemental energy, sending galloping waves of fire or lightning creatures at their enemies.
Health 17 · Hand 7
Female
Male
- Race traits
- Fearless, Violent, Serving the Mountain God
- Orc Mage talents
- Learn Spell: Frenzy, Attuned for Destruction Magic
Shin'hare
Shin'hare mages are amongst the only creatures on Entrath that can master both Wild and Blood Magic. A mage will use any magical strategy to achieve their ends, even ritualistically sacrificing their own kind.
Health 17 · Hand 7
Female
Male
- Race traits
- Cute and Fuzzy, Expendable Lives, Overwhelm
- Shin'hare Mage talents
- Learn Spell: Transmutation, Power Harvest
Vennen
Vennen mages have an insatiable hunger to inflict pain. Their mother, Xentoth, is the Primal of Blood Magic, giving mages a ruthless mastery of Blood Magic unmatched by any other mortal beings.
Health 17 · Hand 7
Male
- Race traits
- Ruthlessly Efficient, Devoted, Clergy's Collection
- Vennen Mage talents
- Learn Spell: Weakness, Spell Spiders
Talent tree
As the game lays it out: you start from the bottom row and each new talent must connect to one you have; talents cost talent points and open at the level shown. Pick a talent to read it.
The talents

Alchemy
At the start of the game, a random non-resource card in your hand gets "When you play this, deal damage to a random opposing champion or troop equal to this card's cost."

Eye of Chaos
You begin each game with an Eye of Chaos in play.

Wizard's Cap
At the start of the game, gain 2 for each card equipped with a Head equipment in your hand. Or gain 4 for each card equipped with a Head equipment in your hand If you began the game with 100 or more cards in your deck.

Balance
Your Destructive Magics and Protection Magics also trigger in your deck.

Guardian Golem
You begin each game with a Guardian Golem in play.

Golem Graft
Your Guardian Golems have, " Gain 1 health. Gain 1."

Concentration
Your Replenish Spell Power costs less to use.
Your Replenish Spell Power talent gets "Add two vulnerable counters to yourself."

Destructive Magic
At the start of the game, create a Destructive Magic and put it into your deck. Or create two Destructive Magics if you have 100+cards in your deck.

Learn Spell: Chaos Missile
1 Deal 1 damage to a random opposing champion or troop.
Using a Spell increases its cost by 1.

SP Boon
+1 Starting .

Mage Class Gems
You unlock access to four of your Mage Minor and Major gems.
Minor Gem: "Deploy - Draw a card."
Major Gem: "When this deals damage to an opposing champion, gain equal to two times the damage dealt."

SP Buff
+1 Starting .

Learn Spell: Magic Barrier
5 Summon a Magic Barrier.
Using a Spell increases its cost by 1.

Protective Magic
At the start of the game, create a Protective Magic and put it into your deck. Or create two Protective Magics if you have 100+cards in your deck.

Learn Spell: Telekinesis
6 Put target card into its controller's hand.
Using a Spell increases its cost by 1.

Learning
For each "Learn Spell:" you've unlocked, randomly determine if you begin the game with 1.

Open Mind
When you cast a spell, if it's the first time that spell was cast, gain 2.

Unlock: Knowledge is Power
You begin the game with a Knowledge is Power in your deck or two Knowledge is Powers if you have 100+ cards in your deck.

Worldly Knowledge
When you play an action, if you have four or more actions in your crypt, void all actions in your crypt. Then, gain 2.

Secret Knowledge
At the start of the game, a random non-resource card in the top 5 cards of your deck gets cost -.

Self Knowledge
Your starting and maximum hand size are increased by 1.

Affinity: Elementals
Elementals that begin the game in your deck get "While this is in your hand: Transform this into a random action of the same shards."

Unlock: Spell Sprites
You begin the game with two Spell Sprites in your deck or four Spell Sprites if you have 100+ cards in your deck.

Learn Spell: Soothsaying
4 Draw a card, then choose and discard a card.
Using a Spell increases its cost by 1.

Replenish Spell Power
: Gain 3 to 5 at random.

Mental Superiority
Increase the minimum gained by Replenish Spell Power by 1.

Spry
+2 Starting health.
You begin with 1.

Affinity: Mages
Mages that begin the game in your deck get "Deploy - Gain 1."
Each race’s own talents
Coyotle

Learn Spell: Tornado Coyotle Mage
7 Deal between 0 and 3 damage to each non-Coyotle, non-Elemental troop.
Using a Spell increases its cost by 1.
Balanced Mind Coyotle Mage
Your Balance Talent cost 2 fewer talent points to unlock.

Wisdom race trait
+1 Talent point.

Children of the Zodiac race trait
You begin the game with a Zodiac Blessing in your deck or two Zodiac Blessings if you have 100+ cards in your deck.
Your Cleric talents that modify your Blessings also affect your Zodiac Blessings.
This card changes with the Zodiac.

Cosmic Powers race trait
You begin the game with +5 health and two charges, if you have 100 or more cards in your deck.
Dwarf

Learn Spell: Technomorph Dwarf Mage
5 Transform target troop into a random artifact.
Using a Spell increases its cost by 1.
Shared Research Dwarf Mage
Your mercenaries have +1 starting health for each talent you've unlocked in the same row as the Knowledge is Power talent row.

Stone Body race trait
You have Armor 1.

Friend of Jank Bot race trait
You begin the game with two charges if you have 150 or more cards in your deck.

Master Artificer race trait
At the start of the game, create a random artifact and put it into your hand.
+1 Maximum hand size.
Elf

Learn Spell: Embiggen Elf Mage
7 Target troop gets +3/+3.
Using a Spell increases its cost by 1.
Attuned to Life Magic Elf Mage
Your Life Magic talent costs 1 fewer talent point to unlock and its effects are doubled.

Long Life race trait
+6 Starting health.

Artistic race trait
DUNGEONS: When you defeat a dungeon, there's 25% chance to earn a random Stardust.

A Taste for the Finer Things race trait
At the start of the game, all your legendaries in all zones get cost -.
Human

Learn Spell: Polymorph Beast Human Mage
7 Revert and transform target troop into a random Beast with cost .
Using a Spell increases its cost by 1.
Cerulean Scholarship Human Mage
+1 Starting health for each talent you've unlocked from the same row as the Knowledge is Power talent.

Heroism race trait
DUNGEONS: +1 Starting and maximum hand size during dungeon boss encounters.

Intellectual Pursuits race trait
You earn an additional 5% experience.
You earn an additional 3% gold while at maximum level.

Leadership race trait
You may include an additional mercenary in your party.
Necrotic

Learn Spell: Mind Break Necrotic Mage
6 Put the top card of each opposing champion's deck into your hand.
Using a Spell increases its cost by 1.
Essence Extraction Necrotic Mage
When an opposing troop dies, gain 1.

Efficient race trait
You earn an additional 10% experience.
You earn an additional 2% gold while at maximum level.

Shard Attuned race trait
Before the start of the game, gain 1 health for each shard you have eight or more cards of in your deck.

Greater Agenda race trait
You have +1 talent point.
Orc

Learn Spell: Frenzy Orc Mage
6 Target troop gets Rage 2 and "This can't block."
Using a Spell increases its cost by 1.
Attuned for Destruction Magic Orc Mage
Your Destruction Magic talent costs 1 fewer talent points to unlock.

Fearless race trait
DUNGEONS: Your starting and maximum hand size are increased by 1. And you always go first on dungeon boss encounters.

Violent race trait
A random troop in your starting hand gets Rage 1.

Serving the Mountain God race trait
At the start of the game, a random troop in your hand gets Speed.
Shin'hare

Learn Spell: Transmutation Shin'hare Mage
6 Destroy target troop. The destroyed troop's controller draws a card.
Using a Spell increases its cost by 1.
Power Harvest Shin'hare Mage
When a troop you control dies, there's a 25% chance you gain 1.

Cute and Fuzzy race trait
+3 Starting health.

Expendable Lives race trait
A random troop in your opening hand gets ": Deathcry - Put this into play."

Overwhelm race trait
You start the game with a random cost Shin'hare in play, if you won your last dungeon encounter this dungeon run.
Vennen

Learn Spell: Weakness Vennen Mage
Target troop gets -1.
Using a Spell increases its cost by 1.
Spell Spiders Vennen Mage
When a Spider enters play under your control there's a 25% chance you gain 1.

Ruthlessly Efficient race trait
DUNGEONS: You begin the game with two charges if you won the last encounter in this dungeon.

Devoted race trait
A random action in your starting hand gets cost -.

Clergy's Collection race trait
You earn an additional 3% gold.
Class cards
The cards this class’s talents give or change, rebuilt from the game’s own card pieces. They are also in the card list’s Archive, under Class cards.

Knowledge is Power
From Unlock: Knowledge is Power, Shared Research, Cerulean Scholarship
How obtained: Mage





