Guides

Muskets & Magic How to Play Mage

Four elements, a mana bar, a Ctrl dash, and a hard rule: do not 1v1 Grenadiers.

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How to Play Mage

Every faction in Muskets & Magic fields a Mage, and none of them carry a musket. You get an elemental glove or staff, a mana bar instead of stamina, a Ctrl dash, and zero melee. That kit looks like a solo carry. It is not. Playtests capped Mage slots for a reason: a good caster behind a line wins rounds, and a caster who duels Grenadiers donates the cap.

Read Controls so dash is on a key you can hit. Read Melee Combat so you understand why you are about to lose a close fight. Then pick a faction and stay behind the people with guns or shields.

The four Mage kits

Fire — Empire of Ignia (Fire Glove). Ignian mages throw fireballs and torrents from behind the rank. You are artillery with legs. Aim at clumps, reload-stuck Line Infantry, and Sitari charges that have already committed. Do not walk to the front to “get a better angle” if the better angle is a bayonet. Ignia already has muskets; your job is the shot the musket cannot shape.

Earth — Kingdom of Zemliya (Earth Glove). Testers describe Earth as a rock sniper. Boulders arc. You punish people who stand still on a ridge or cluster on a road. Earth is the easiest kit for players who already aim well with a rifle, because the fantasy is still “hit that person over there,” not “stand in the mix.” Hold a perch the Line Infantry is already using. If you have to dash every two seconds, you picked a bad rock.

Light — Theocracy of Sitari (Staff of Light). Sitari mages fire beams and heal. Sitari is a melee faction, so your line is already walking into muskets. Beams punish Ignians who reload in the open. Heals keep Heavies and Knights alive long enough for Sklirite to matter. You are allowed to kneel in a safe pocket and dump support. You are not allowed to 1v1 a Grenadier at the top of Wickland stairs because the beam felt main-character.

Death — Descendants of Death (Skeletal Staff / Necromancer). The official Necromancer showcase exists because this kit is not a reskin. Death magic raises and pressures in ways fire and earth do not. Playtesters have won fights off a single Necromancer keeping bodies in the field after the living line folded. That only works if the Necromancer is alive. You are the piece the enemy should hunt, which means you should be the piece they cannot find. Dash off the obvious hill. Let Cultists and Brutes be the front.

Mana, dash, and the things you do not have

Mana is for spells. It is not a sprint pool you empty for fun. If you dump the bar on a miss, you are a civilian in a bicorne until it comes back. Ctrl dash is the escape, not the engage. Dash out of a Grenadier. Dash off a Rifleman who has already seen you. Do not dash into a sabre because the cooldown looked available.

You have no gun and no melee. A pistol Officer who empties the cylinder still has a sabre. You have a glove and a prayer. If someone is inside dash range and still closing, you already lost the spacing argument. Turn, dash, put a friendly Line Infantry between you and the problem.

Playtests capped Mage counts. If the slot is full, play Line Infantry. The cap is a hint: the class is strong when it is rare and focused. Four Mages all standing on the same barn roof is how you lose the ground fight and then lose the roof.

Where to stand

Stand behind the line, slightly offset so friendly bayonets are not eating your projectile. If an Officer’s range aura is up, you can sit on the back edge of it. If a Flag Bearer is planting a spawn, do not stand on the flag; stand where you can see the approach to the flag. A dead Mage on the colour is two specialists down.

Little Green and Prok’s Glade (Ticket Deathmatch, Ignia vs Zemliya) are musket maps. Earth and Fire both want hedges, houses, and hay bales as screens. You respawn, but tickets are still 100. A Mage who feeds five times is a 5% gift. Battle Maps has the layouts.

Final Stand of the Two Battalions (Deathmatch, DoD vs Ignia) is one life. Ignia Fire Mages should never peek the same angle twice. DoD Necromancers should assume they are the round. If you die first, your team lost a unique kit for no ticket refund.

Battle of the Remnants (Deathmatch, DoD vs Sitari) is melee plus death magic. Necromancers still do not 1v1 Heavies. Sitari Light Mages still do not 1v1 Brutes. Both should play the second rank.

Strike at Wickland Manor (Attack Defense, Sitari vs Ignia) is chokes. Defending Fire Mages hold courtyards from windows a Sapper already built. Attacking Light Mages heal the people going through the door, then beam the landing. Do not be first through the door.

Targets you should refuse

  • Grenadiers. More HP, more stamina, a musket, a bayonet. Your dash is not a duel button. If a Grenadier is on you, you misplaced.
  • Sitari Heavies. Sklirite and a greatsword. Beam or boulder them while they are still walking. Do not greet them.
  • Sappers in melee. Their axe is for you if you walk up. Kill their platform from range instead.
  • Flag Bearers in a crowd. Killing the colour is correct. Walking into the crowd to do it yourself is not. Shoot the flag from the second rank and let Line Infantry finish.

Good targets: clumped reloaders, Officers who peeked to pistol, Healers standing still, Mages who mirrored your bad peek, and any Sitari charge that has already committed to a straight line.

A first-hour Mage plan

If you ignored Getting Started and locked Mage anyway, play Earth or Fire on a Ticket Deathmatch map. Take ten shots from behind cover. Dash only to leave. If you go positive without a melee, you understand the class. Then try Light on Sitari if you like support, or Necromancer on DoD if the slot is open and you can stand not being the front.

Check the class hub and the tier list after a few rounds, not before. Early access will move numbers. The spacing rule will not: behind the line, mana for spells, dash to live, never a fair Grenadier fight.

Mage is the class that makes Muskets & Magic look like a trailer. It is also the class that makes new players look like they queued the wrong game. You are a glove, a mana bar, and a dash. Put a rank of muskets or Sklirite between you and the enemy, spend mana on people who cannot hit you back yet, and leave the hero 1v1s to the Grenadiers who were actually built for them. That is the whole spellbook.

FAQ

Frequently Asked Questions

Quick answers for Muskets & Magic players.

Do Mages use stamina?

No. The stamina bar is replaced by mana. You dash with Ctrl (remappable) and you have no gun and no melee weapon.

Which Mage should I play first?

Earth (Zemliya) if you like aimed shots, Fire (Ignia) if you like blasting clumps. Save Light support and the Necromancer kit until you can stay alive behind a line.

Why was I unable to pick Mage?

Playtests used Mage caps. If the slot is full, play Line Infantry. The cap is there because a few casters already swing fights.

Can I 1v1 a Grenadier as Mage?

Do not. Grenadiers have extra HP and stamina plus a bayonet. Dash away and let the line shoot them. Close-range Mage deaths are positioning errors.

How does the Necromancer differ from other Mages?

Death magic is not a fire reskin. Necromancers pressure with raised dead and should be protected, not thrown into Sitari Heavies. Watch the showcase on this page, then stay in the second rank.

Where should a Mage stand on the map?

Behind the shooting or melee line, on cover your team already holds. See Battle Maps for each mode, and Sapper Building if you need a platform that is not the skyline.