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The Right-Click Mage is a subsect of the Mage class within Dungeons that focuses heavily on Abilities, ✎ Intelligence, and ๑ Ability Damage. They often depend on using their abilities to attack, hence the name Right-Click, as opposed to Left-Click Mages who use the Mage Staff ability to attack. This guide will refer to them purely as Mages for the sake of brevity.
Unlike Berserks and Archers, Mages do not rely on ❁ Strength or ☠ Crit Damage to increase their damage output: instead, they increase their ✎ Intelligence. This is important because ๑ Ability Damage scales with ✎ Intelligence.
Mages often lack ❈ Defense and ❤ Effective Health, reducing their survivability: as a result, this guide will also suggest gear that grants high ❤ Effective Health and survivability while sacrificing ✎ Intelligence, which can be made up for using the Necrotic reforge in most cases.
Recommended Weapons
| Status |
Slot |
Name |
Requirements |
Notes
|
| Early Game
|
|
Dreadlord Sword
|
Catacombs III
|
The Dreadlord Sword's Dreadlord ability, which shoots out Wither Skulls, will be very useful in very early floors up to Floor II. It is incredibly cheap and drops relatively frequently from Crypt Dreadlords.
|
| Early Game
|
|
Bonzo's Staff
|
Floor I completion
|
The Bonzo's Staff's Showtime ability, which shoots out balloons that explode on impact, is incredibly useful for clearing out mobs quickly. The balloons will deal minimal knockback to the player, which can be useful as you can use it for mobility in Floor VII as teleportation abilities are disabled there.
|
| Mid-Game
|
|
Spirit Sceptre
|
Floor IV completion
|
The Spirit Sceptre grants high ✎ Intelligence, and its Guided Bat ability shoots a bat that follows your aim and explodes, dealing substantial AoE damage, making it extremely efficient for clearing. It is most recommended to complete Floor IV as soon as possible to obtain the Spirit Sceptre.
|
| Mid-Game
|
|
Yeti Sword
|
Catacombs XXII (when dungeonised)
|
The Yeti Sword grants substantially less ✎ Intelligence than most other entries listed: however, when paired with a Baby Yeti Pet, it gains +150 ❁ Damage, +150 ✎ Intelligence, and a 75% cooldown reduction. Its Terrain Toss ability throws terrain into the direction you are facing. The Yeti Sword is especially useful for killing minibosses and clearing, acting as a budget Hyperion: however, while using a Yeti Sword, you are pet-locked to the Baby Yeti Pet.
|
| Late-Game
|
Midas Staff (Starred)
|
Midas Staff
|
Catacombs XXV (when dungeonised)
|
The Midas Staff is a powerful weapon: its Molten Wave ability casts a wave of gold blocks in the direction you are facing, making it very powerful for clearing and against minibosses. It is incredibly expensive and time-gated, being an exclusive item only obtainable during Scorpius's Darker Auctions event and requiring 250,000,000 coins coins to utilise to its fullest potential.
|
| Late-Game
|
|
Hyperion
|
Floor VII completion
|
The Hyperion is the definitive RCM weapon, granting substantial ✎ Intelligence and increased ✎ Intelligence per Catacombs level: when all Necron's Blade Scrolls are applied, its Wither Impact ability combines the functionalities of Implosion, Wither Shield, and Shadow Warp. However, it is also the most expensive weapon on the list, with the Necron's Handle being typically valued at over 500,000,000 coins and each Necron's Blade Scroll being valued at over 180,000,000 coins each.
|
| Late-Game
|
|
Astraea
|
Floor VII completion
|
The Astraea is an alternative RCM weapon for mages who lack survivability, having the same Wither Impact ability as the Hyperion but providing additional ❈ Defense rather than ✎ Intelligence.
|
Recommended Armor Sets
| Status |
Slot |
Name |
Requirements |
Notes
|
| Early Game
|
  
|
Wise Dragon Armor
|
Combat XVI
Catacombs XII (when dungeonised)
|
Wise Dragon Armor is useful for Mages who are just starting out. It grants +350 ✎ Intelligence, as well as decent ❤ Effective Health, as well as reducing the Mana costs of abilities by 33%: however, you won't be able to use it to its fullest potential in the early-game, due to its relatively high dungeonising requirement.
|
| Early Game
|
|
Dark Goggles
|
|
Dark Goggles will likely be your first true source of ๑ Ability Damage. This upgrades into the Shadow and Wither Goggles, which you should swap out your helmet for due to its ๑ Ability Damage bonus.
|
| Early Game
|
 
|
Zombie Soldier Armor
|
Catacombs IX
|
Zombie Soldier Armor lacks ✎ Intelligence, but it grants a decent amount of ❤ Health and ❈ Defense for earlier floors. When reforged to Necrotic, it can grant slightly more ✎ Intelligence than a full set of base Wise Dragon Armor.
|
| Early Game
|
|
Shadow Goggles
|
Floor III completion
|
Shadow Goggles are purely a stronger version of Dark Goggles, granting more ✎ Intelligence and ๑ Ability Damage. By this time, you should pair it with 3/4 pieces of dungeonised Wise Dragon Armor, since you'll likely have the requirement by now: you will find that you significantly lack ❤ Effective Health, so players could consider using pieces of armor like Zombie Soldier Armor or find other ways to heal, like using the Zombie or Ornate Zombie Sword.
|
| Mid-Game
|
 
|
Necromancer Lord Armor
|
Floor VI completion
|
Necromancer Lord Armor, while giving less ✎ Intelligence than Wise Dragon Armor, gives substantially more ❤ Health and ❈ Defense, thus having much higher ❤ Effective Health. It is a good option for Mages who are struggling with survivability, and is still capable of having high ✎ Intelligence when reforged to Necrotic.
|
| Late-Game
|
|
Wither Goggles
|
Floor VI completion
|
Wither Goggles are the defining Mage helmet, granting substantial ✎ Intelligence and a significant +45 ๑ Ability Damage. You will often use this in place of, for example, a Storm's Helmet or Aurora Helmet. It is also much cheaper when compared to a Storm's Helmet, and is the best setup for RCM when paired with 3/4 pieces of Storm's Armor.
|
| Late-Game
|
 
|
Storm's Armor
|
Floor VII completion
|
Storm's Armor is the defining armor set for all Mages, granting a base 1050 ✎ Intelligence when paired with Wither Goggles. It grants a lot of ✎ Intelligence, though it lacks ❤ Effective Health. It is not recommended to pair Maxor's Boots with Storm's Armor, and you should tune your Tuning Points to ✦ Speed instead.
|
Recommended Equipment
| Status
|
Slot
|
Name
|
Requirements
|
Notes
|
| Recommended
|
|
Balloon Snake
|
Floor I completion
|
The Balloon Snake grants decent ✎ Intelligence and Jump Boost II while equipped, allowing for better mobility.
|
| Optional
|
Rift Necklace (Outside)
|
Rift Necklace
|
Supreme Timecharm secured
|
The Rift Necklace, despite not being a dungeonised piece of equipment, possesses a high amount of ❤ Health and ✎ Intelligence for a decently low requirement. It is recommended to use it for the early game if you have progressed far enough in the Rift Dimension, but should be replaced once you obtain a Bone Necklace.
|
| Recommended
|
|
Bone Necklace
|
Floor IV completion
|
While the Bone Necklace may seem more geared towards Tanks, its bonus ❈ Defense proves to be invaluable for survivability.
|
| Universal
|
|
Implosion Belt
|
Sulphur IX
|
The Implosion Belt is incredibly useful as it affects Implosion and Wither Impact, making it better than an Adaptive Belt for clearing and during blood rush. You can swap to an Adaptive Belt during the bossfight.
|
| Universal
|
|
Shadow Assassin Cloak
|
Floor V completion
|
The Shadow Assassin Cloak may seem unassuming at first, but once upgraded and properly reforged, it can be very useful. Its perk, allowing you to deal +10% more damage within 5s of your last teleport, can be very useful as you will always have an Aspect of the End or Void in your inventory: do note that teleportation is disabled in the bossfight of Floor VII.
|
| Universal
|
|
Soulweaver Gloves
|
Floor VI completion
|
The Soulweaver Gloves are one of the best Gloves while inside the Catacombs: granting both decent ❁ Strength and ☠ Crit Damage, it also has the ability to summon a Haunted Skull upon melee kill or ever 15s, which stuns enemies for 2s and reducing their damage by 15%.
|
Recommended Utility Items
| Status |
Slot |
Name |
Requirements |
Notes
|
| Early Game
|
|
Mana Flux Power Orb
|
Wolf Slayer VI
|
The Mana Flux Power Orb grants +50% base Mana Regen and heals you for 2% of your max ❤ Health every second. It can be helpful for boss fights, although it may be difficult to use for clear due to its high mana cost.
|
| Universal
|
|
Wand of Mending
|
Zombie Slayer III
|
The Wand of Mending, Wand of Restoration, and Wand of Atonement are invaluable for healing in Dungeons, greatly increasing your hp per second. It is incredibly useful in a pinch, especially since Mage gear is often very squishy and lacks survivability.
|
|
Wand of Restoration
|
Zombie Slayer VI
|
|
Wand of Atonement
|
Zombie Slayer VII
|
| Universal
|
|
Ornate Zombie Sword
|
Catacombs XVIII (when dungeonised)
|
The Ornate and Florid Zombie Sword are also incredibly useful for healing in Dungeons, similar to the aforementioned Wands: its Instant Heal ability allow you to quickly heal back to most of your ❤ Health when taking a lot of damage. It is also relatively cheap, with the Florid Zombie Sword costing 877,246 coins.
|
|
Florid Zombie Sword
|
| Universal
|
|
Bonzo's Mask
|
The Catacombs - Floor I completion
|
The Bonzo's Mask is incredibly useful for preventing you from dying, with its Clownin' Around ability granting damage immunity and health replenishment on death.
|
| Late-Game
|
Spirit Mask (Starred)
|
Spirit Mask
|
Catacombs XV
|
The Spirit Mask is incredibly useful especially when used in tandem with the Bonzo's Mask, since you can use its Second Wind ability while the Clownin' Around ability is on cooldown. It is very cheap to craft the Spirit Mask into its upgraded form, which heals you for 100 + 3% of your maximum ❤ Health.
|
| Late-Game
|
|
Wither Cloak Sword
|
The Catacombs - Floor VII completion
|
The Wither Cloak Sword's Creeper Veil ability is incredibly useful for blocking damage and granting a lot of ❈ Defense. It is best used when trying to block attacks that have the capability to instantly kill you, like Storm's Giga Lightning.
|
| Late-Game
|
|
Overflux Power Orb
|
Wolf Slayer VII
|
The Overflux and Plasmaflux Power Orb are incredibly useful for increasing your Mana Regen, as well as granting a slight boost in healing and ♨ Vitality. The main downside is their price, with the Overflux Capacitor being an exceedingly rare drop from the Sven Packmaster and the Plasma Nucleus being a time-gated item obtained from the Dark Auction with Scorpius in office.
|
Recommended Pets
A good Pet is important for both clearing, survivability, and efficient Mage progression.
| Status |
Slot |
Name |
Requirements |
Notes
|
| Universal
|
Legendary Sheep Pet
|
Sheep Pet
|
Raw Mutton III
|
The Sheep Pet is a viable pet during the early game and midgame, and is still the best budget option for Mages who may not be able to afford a Golden Dragon Pet. Its Mana Saver ability reduces Mana costs by 20% across the board, enabling players to use their abilities to deal damage more efficiently, and its Dungeon Wizard ability increases your maximum ✎ Mana by 25%.
|
| Mid-Game
|
|
Crow Pet
|
Moonflower IV
|
The Crow Pet is a very useful pet, almost acting as a better version of the Sheep Pet. Its Camouflage perk almost acts like a version of Refrigerate, granting increased ❈ Defense upon casting an ability, which is excellent for survivability: its other perks, Quick Hands and Insightful, reduces the cooldowns of abilities and grants a chance to not consume mana respectively. However, it is obtained from late-game Farming through The Garden, meaning it is not very accessible.
|
| Mid-Game
|
Legendary Blue Whale Pet
|
Blue Whale Pet
|
|
The Blue Whale Pet is a viable pet for Mages who lack ❤ Effective Health. It grants a sizable ❤ Health boost and increases your max ❤ Health by +20%, as well as granting +1 ❈ Defense per 20 max ❤ Health, making it great for Mages who are squishy and need survivability.
|
| Late-Game
|
|
Golden Dragon Pet
|
|
Although the Golden Dragon Pet is mainly geared towards Berserks and Archers with its boosts towards ❁ Strength and ☠ Crit Damage, its Legendary Treasure perk grants a +250% ❁ Damage increase to damage, which affects magic damage. With 1,000,000,000 coins coins stored in the bank, this pet allows Mages to achieve incredibly high ❁ Damage: its main drawback, of course, is its price.
|
The Pet Item you want to put on your Pet is entirely up to you, but a few recommended ones are below.
Recommended Modifiers
Enchantments
Given that high ✎ Intelligence and ๑ Ability Damage is crucial for Mages, it is important to select Enchantments that both work with ability damage instead of melee damage and increase both stats. It is best to put as many enchantments are you can on your weapons, and there are some you should use over others.
A good Ultimate Enchantment is also vital for decent survivability and efficient Mage progression.
Reforges
Weapons
Armor
Accessory Powers
Magical Power is arguably the most important stat in the game, and you should aim to have 1200 Magical Power by the time you enter Master Mode - Floor VII.
Attributes
| Slot |
Name |
Notes
|
|
Mist Shard
Fog Elemental
|
Grants +1-10 ✎ Intelligence, maxing out at +50 ✎ Intelligence with all Elemental Shards maxed out. It's essentially free ✎ Intelligence and is buffed by Echo of Elemental.
|
|
Tide Shard
Water Elemental
|
|
Cascade Shard
Torrent Elemental
|
|
Cryo Shard
Frost Elemental
|
|
Blizzard Shard
Snow Elemental
|
|
Starborn Shard
Echo of Elemental
|
The Echo of Elemental attribute directly buffs all Elemental attributes by +20%, granting +60 ✎ Intelligence instead of the regular +50 ✎ Intelligence when both are maxed out. It is buffed by the Echo of Echoes attribute.
|
|
Tiamat Shard
Echo of Echoes
|
The Echo of Echoes attribute directly buffs all Echo attributes by +50%, making Echo of Elemental grant +30% increases stats on Elemental attributes, allowing all Elemental attributes to grant +75 ✎ Intelligence instead of its original +50 ✎ Intelligence.
|
|
Caiman Shard
Echo of Ruler
|
The Echo of Ruler attribute directly buffs all Ruler attributes by +20%: with Undead Ruler, Skeletal Ruler, and Humanoid Ruler maxed out, you can increase your damage against most mobs in the Catacombs by a wide margin.
|
|
End Stone Protector Shard
Paramount Fortitude
|
The Paramount Fortitude attribute increases your ❈ Defense by +2%, making it very useful for survivability, especially with high ❈ Defense.
|
|
Taurus Shard
Maximal Torment
|
The Maximal Torment attribute increases your ✎ Intelligence by +1%, making it very useful for increased damage, especially with high ✎ Intelligence.
|
|
Power Dragon Shard
Elite
|
The Elite attribute increases damage against bosses and minibosses by +30%, making it invaluable not only for the boss phase, but also for more damage against stronger minibosses in higher floors of Master Mode like Shadow Assassins and Frozen Adventurers. You can obtain Power Dragon Shards incredibly easily without suffering through lots of floors of Master Mode - Floor VII by placing Huntraps in the ⏣ Smoldering Tomb and fusing them into Power Dragon Shards.
|
|
Shellwise Shard
Shell
|
The Shell attribute grants full knockback immunity, essentially being a free Dwarf Turtle Shelmet.
|
|
Prince Shard
Reborn
|
The Reborn attribute boils down to free Dungeon Score. When maxed out, killing a Prince grants a +100% chance to gain +1 Dungeon Score.
|
|
Obsidian Defender Shard
Speed
|
The Speed attribute, as its name suggests, grants increased ✦ Speed, which is always useful for clearing.
|
|
Mimic Shard
Faker
|
The Faker attribute increases the effects of all Dungeon Blessings on you by +10%, essentially meaning more damage and survivability.
|
|
XYZ Shard
Mana Regeneration
|
The Mana Regenration attribute, as its name suggests, grants increased mana regen: this allows you to use your abilities more often.
|
References
| v · d · eTutorials |
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| General Guides | |  |
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| Skill Guides | |
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| Progression | |
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| Combat Guides | |
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| Dungeon Guides | |
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| Economy Guides | |
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| Farming | |
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