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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

  • Coyotle Mage Female: the hero as a champion cardFemale
  • Coyotle Mage Male: the hero as a champion cardMale
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

  • Dwarf Mage Male: the hero as a champion cardMale
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

  • Elf Mage Female: the hero as a champion cardFemale
  • Elf Mage Male: the hero as a champion cardMale
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

  • Human Mage Female: the hero as a champion cardFemale
  • Human Mage Male: the hero as a champion cardMale
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

  • Necrotic Mage Female: the hero as a champion cardFemale
  • Necrotic Mage Male: the hero as a champion cardMale
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

  • Orc Mage Female: the hero as a champion cardFemale
  • Orc Mage Male: the hero as a champion cardMale
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

  • Shin'hare Mage Female: the hero as a champion cardFemale
  • Shin'hare Mage Male: the hero as a champion cardMale
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

  • Vennen Mage Male: the hero as a champion cardMale
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

    Level 10 · 2 points · Requires Eye of Chaos

    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

    Level 10 · 2 points · Requires Wizard's Cap

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

  • Wizard's Cap

    Level 10 · 1 point · Requires SP Boon

    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

    Level 10 · 2 points · Requires Mage Class Gems

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

  • Guardian Golem

    Level 10 · 2 points · Requires SP Buff

    You begin each game with a Guardian Golem in play.

  • Golem Graft

    Level 10 · 1 point · Requires Guardian Golem

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

  • Concentration

    Level 10 · 2 points · Requires Golem Graft

    Your Replenish Spell Power costs less to use.

    Your Replenish Spell Power talent gets "Add two vulnerable counters to yourself."

  • Destructive Magic

    Level 10 · 1 point · Requires Learn Spell: Chaos Missile

    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

    Level 10 · 2 points · Requires one of: Learning, SP Boon

    1 Deal 1 damage to a random opposing champion or troop.

    Using a Spell increases its cost by 1.

  • SP Boon

    Level 10 · 0 points · Requires one of: Open Mind, Learn Spell: Chaos Missile

    +1 Starting .

  • Mage Class Gems

    Level 10 · 1 point · Requires Unlock: Knowledge is Power

    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

    Level 10 · 0 points · Requires one of: Worldly Knowledge, Learn Spell: Magic Barrier

    +1 Starting .

  • Learn Spell: Magic Barrier

    Level 10 · 2 points · Requires one of: Secret Knowledge, SP Buff

    5 Summon a Magic Barrier.

    Using a Spell increases its cost by 1.

  • Protective Magic

    Level 10 · 1 point · Requires Learn Spell: Magic Barrier

    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

    Level 1 · 1 point · Requires Learning

    6 Put target card into its controller's hand.

    Using a Spell increases its cost by 1.

  • Learning

    Level 1 · 1 point · Requires one of: Unlock: Spell Sprites, Open Mind

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

  • Open Mind

    Level 1 · 2 points · Requires one of: Learn Spell: Soothsaying, Learning, Unlock: Knowledge is Power

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

  • Unlock: Knowledge is Power

    Level 1 · 2 points · Requires one of: Open Mind, Worldly Knowledge

    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

    Level 1 · 1 point · Requires one of: Mental Superiority, Unlock: Knowledge is Power, Secret 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

    Level 1 · 2 points · Requires one of: Worldly Knowledge, Spry

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

  • Self Knowledge

    Level 1 · 2 points · Requires Secret Knowledge

    Your starting and maximum hand size are increased by 1.

  • Affinity: Elementals

    Level 1 · 1 point

    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

    Level 1 · 1 point

    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

    Level 1 · 0 points · always taken

    4 Draw a card, then choose and discard a card.

    Using a Spell increases its cost by 1.

  • Replenish Spell Power

    Level 1 · 0 points · always taken

    BASIC: Gain 3 to 5 at random.

  • Mental Superiority

    Level 1 · 1 point

    Increase the minimum gained by Replenish Spell Power by 1.

  • Spry

    Level 1 · 1 point

    +2 Starting health.

    You begin with 1.

  • Affinity: Mages

    Level 1 · 1 point

    Mages that begin the game in your deck get "Deploy - Gain 1."

Each race’s own talents

Coyotle
  • Learn Spell: Tornado Coyotle Mage

    Level 1 · 0 points · always taken

    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

    Level 30 · 0 points

    Your Balance Talent cost 2 fewer talent points to unlock.

  • Wisdom race trait

    Level 1 · 0 points · always taken

    +1 Talent point.

  • Children of the Zodiac race trait

    Level 1 · 0 points · always taken

    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

    Level 15 · 0 points · always taken

    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

    Level 1 · 0 points · always taken

    5 Transform target troop into a random artifact.

    Using a Spell increases its cost by 1.

  • Shared Research Dwarf Mage

    Level 30 · 0 points

    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

    Level 1 · 0 points · always taken

    You have Armor 1.

  • Friend of Jank Bot race trait

    Level 1 · 0 points · always taken

    You begin the game with two charges if you have 150 or more cards in your deck.

  • Master Artificer race trait

    Level 15 · 0 points · always taken

    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

    Level 1 · 0 points · always taken

    7 Target troop gets +3/+3.

    Using a Spell increases its cost by 1.

  • Attuned to Life Magic Elf Mage

    Level 30 · 0 points

    Your Life Magic talent costs 1 fewer talent point to unlock and its effects are doubled.

  • Long Life race trait

    Level 1 · 0 points · always taken

    +6 Starting health.

  • Artistic race trait

    Level 1 · 0 points · always taken

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

  • A Taste for the Finer Things race trait

    Level 15 · 0 points · always taken

    At the start of the game, all your legendaries in all zones get cost -.

Human
  • Learn Spell: Polymorph Beast Human Mage

    Level 1 · 0 points · always taken

    7 Revert and transform target troop into a random Beast with cost .

    Using a Spell increases its cost by 1.

  • Cerulean Scholarship Human Mage

    Level 30 · 0 points

    +1 Starting health for each talent you've unlocked from the same row as the Knowledge is Power talent.

  • Heroism race trait

    Level 1 · 0 points · always taken

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

  • Intellectual Pursuits race trait

    Level 1 · 0 points · always taken

    You earn an additional 5% experience.

    You earn an additional 3% gold while at maximum level.

  • Leadership race trait

    Level 15 · 0 points · always taken

    You may include an additional mercenary in your party.

Necrotic
  • Learn Spell: Mind Break Necrotic Mage

    Level 1 · 0 points · always taken

    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

    Level 30 · 0 points

    When an opposing troop dies, gain 1.

  • Efficient race trait

    Level 1 · 0 points · always taken

    You earn an additional 10% experience.

    You earn an additional 2% gold while at maximum level.

  • Shard Attuned race trait

    Level 1 · 0 points · always taken

    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

    Level 15 · 0 points · always taken

    You have +1 talent point.

Orc
  • Learn Spell: Frenzy Orc Mage

    Level 1 · 0 points · always taken

    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

    Level 30 · 0 points

    Your Destruction Magic talent costs 1 fewer talent points to unlock.

  • Fearless race trait

    Level 1 · 0 points · always taken

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

  • Violent race trait

    Level 1 · 0 points · always taken

    A random troop in your starting hand gets Rage 1.

  • Serving the Mountain God race trait

    Level 15 · 0 points · always taken

    At the start of the game, a random troop in your hand gets Speed.

Shin'hare
  • Learn Spell: Transmutation Shin'hare Mage

    Level 1 · 0 points · always taken

    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

    Level 30 · 0 points

    When a troop you control dies, there's a 25% chance you gain 1.

  • Cute and Fuzzy race trait

    Level 1 · 0 points · always taken

    +3 Starting health.

  • Expendable Lives race trait

    Level 1 · 0 points · always taken

    A random troop in your opening hand gets "1-SHOT: Deathcry - Put this into play."

  • Overwhelm race trait

    Level 15 · 0 points · always taken

    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

    Level 1 · 0 points · always taken

    Target troop gets -1.

    Using a Spell increases its cost by 1.

  • Spell Spiders Vennen Mage

    Level 30 · 0 points

    When a Spider enters play under your control there's a 25% chance you gain 1.

  • Ruthlessly Efficient race trait

    Level 1 · 0 points · always taken

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

  • Devoted race trait

    Level 1 · 0 points · always taken

    A random action in your starting hand gets cost -.

  • Clergy's Collection race trait

    Level 15 · 0 points · always taken

    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.