1. Spending your stat points
Strenght: shield mage 62 str
Spirit: It’s magician’s strenght. A lot is needed for wands/staffs and robes and even more should be added to gain more damage and larger mana pool. Invest as much as possible for higher damage and quicker leveling. Spirit should be divideable by 8 because of skill damage formulas (dmg formulas are XX(+Wp/8+min Wand AP) - YY(+Wp/4+max Wand AP) ).
Talent: enough to wear robes and wield weapons.
Agility: Required for wearing boots, gloves and armlets. Most mages leave this alone until very high lvl tn you can get much more abs and def from 8x equipment. I suggest leaving it alone and pump some health instead for survival.
Health: You’re gonna need a fair bit of this. Adds stamina and hp. You need both to use skills and especially health for tanking and making mana by agony. Invest all extra points here, if you feel weak in the field, invest more.
2. Magician’s skills
Tier 1: Magician
Agony: The mage’s way to replenish mana. Consumes hp to create mp. May sound idiotic, but hp pots can be bought cheap from a shop while mana is much more expensive. Should be leveled slowly according to your hp, mp and build.
Fire Bolt: Your first offensive skill. You can use it before you get the fireball skill, but don’t add points to it. Useless after gaining fireball at level 17.
Zenith: Makes you more resistant to magic. But the skill itself is almost useless, I suggest not putting any points to it.
Fire Ball: Your first AOE (Area Of Effect) skill. That means you’re going to hit all enemies where the ball explodes. Train the speed to 100% and cast away on large mobs, low lvl monsters will fall quickly. Use it as your main spell until you get Watornado at level 26.
Tier 2: Wizard
Mental Mastery: Increases mana reserve. Not very useful on lower levels when you don’t have much mana yet, because it adds mana in percents depending on your amount of maximum mp. However, later when you have 1000+ mp, every 3% more per MM LV adds up nicely and is useful when your Energy Shield and Agony are draining mana fast.
Watornado: Magician’s new main spell at level 26. Does more damage than Fireball and should be leveled as high as possible before you move on to Tier 3.
Enchant Weapon: Does a neat looking effect on your or your friend’s weapon. That’s pretty much it.
Death Ray: A new spell with nice effect, but hits only one enemy. Perhaps the best damage on 1on1 and it does poison damage which hits some enemies (like headcutters) more. Usually kept at LV 1, but trained to 100% speed. Useful on Tier 4 rank up quest Skillmaster battle even on LV 1.
Tier 3: Royal Wizard
Energy Shield: Keeping mages alive. Converts certain percent of damage taken from hp to mp. Result: you lose mana, but save health. Do not level too much or it will consume all your mana in battle. However, when using Diastrophism, you have to go close combat with monsters, you’re going to need this skill to tank. Last 2 LVs add only 1% more to the skill, so it might be wise to leave it at 7 or 8.
Diastrophism: Mage’s main tool of destruction. Creates an earthquake around you and stopping the enemies attacking you for a moment and makes nice damage. Has slow delay, especially on higher levels. LV 10 has 4 seconds delay, but more power and wider range. LV1 is fast so monsters are hitting you less as the get hit , but it has less damage. LV 5 is an usual compromise of these qualities. If you use high level Dia, energy shield and mana reserve should be higher to absorb the hits you take while recharging the skill. The delay time is the same on some LVs, so you should choose the higher LV of same delay time but more damage, such as LV 1, 2, 5, 8 or 10. Each Dia hits twice.
Spirit Elemental: Damage buff to all skills. That really is all about it, but needless to say, it should be maxed asap.
Dancing Sword: An ethereal sword above your head striking enemies. Looks nice, but the damage is very low.
Tier 4: Archmage
Fire Elemental: Neat summon, too bad he is too weak to tank or make damage. Can be used but don’t add points.
Flame Wave: Nice fire attack, long and wide area is covered in fire. Biggest downsides of this skill are fire resistant monsters like Figon and Stygian. A good skill to put points on, but Meteor should be maxed before Fire Wave. Each Fire Wave hits twice.
Distortion: An awesome skill if you want to be a tankmage. Slows and weakens enemies around you, perfect when using Dia and tanking a huge mob. Effect is kinda cool too and the skill is also useful in BC. Too bad you have to make choice between this and Meteor...
Meteorite: The best AOE skill in the game. Hits trice, huge damage, good range but huge delay too. Well, you can cast Dia, Fire Wave and Distortion while waiting for unleashing another set of awesome flaming rocks from the sky. The damage is not fire based, so it hits Figons and other fireproof monsters too. Most mages max this first in Tier 4 on lvl 88.