Magic adjustments and changes
Many magic spells have been adjusted for the purpose of re-balancing the classes.
1. Wizzard magic has been readjusted entirely. The delay of most spells has been decrease, the damage has been increased and the casted durations have been increased. It was the intention to make Wizzards much stronger with this update.
2. Portions of elven magic have been readjusted. Please refer to the in-game help. We are in the process of preparing new magic for the elf. These additional updates will be published as soon as possible, as we are continuing to update the elven class as quickly as we can. The following have been modified:
Common attribute: Resist Magic, Clear Mind, Return to Nature, Summon Lesser Elemental, Area of Silence, Summon Greater Elemental
Water attribute: Nature's Touch
Wind attribute: Wind Shot, Wind Walk, Eye of Storm, Storm Shot, Storm Walk
Earth attribute: Earth Skin, Entangle, Earth Bind, Bless of Earth, Iron Skin
Fire attribute: Fire Weapon, Bless of Fire, Burning Weapon
3. Portions of Dark Elven spirit magic have been readjusted. Please refer to the in-game help. We will continue to raise the Dark Elf as a strong assassin in PvP combat. The following have been modified:
Dark Spirit Magic: Blind Hiding, Enchant Venom, Shadow Armor, Burning Spirits, Dark Blind, Venom Resist, Armor Break, Uncanny Dodge, Shadow Fang, Dress Mighty, Dress Dexterity, Dress Evasion
Please note that this information does not constitute any form of announcement from NCsoft Austin, and has been translated from other sites. Please allow room for errors in our translations. Special thanks to JP LineageLatest

i thought the spells were get
i thought the spells were getting more delay for mages?
-ShadeX
Apparently not - other than w
Apparently not - other than what is already in testing, the aim was to increase the duration (str dex etc last longer yet again) and decrease the casting delay, generally making magic nicer.
This change list is so ambigu
This change list is so ambiguous. Looks like they're modifying nearly every dark elf spell and half the elf spells. Which means what? Better? Worse?
Also, TU needs to be looked into heavily. Mages on 51f+ are getting way more experience per hour than melee can get powering it out. This would be fine if more was involved than TU. I understand the difficulty level up there, and I know how easy it is to die as a mage, but lets face it... would they be doing it if it wasn't the easiest, fastest way to get xp? Absolutely not.
Turn Undead has a delay added
Turn Undead has a delay added, which greatly inhibits mages from leveling.
that's a pre-epsiode 4 change
that's a pre-epsiode 4 change... so isn't covered by the statement. It was also (to my knowledge) only ever added in testing - im not sure if it was kept or not.
It could be argued that in some circumstances, Turn Undead (in owl for example) constitutes as risk-free killing. I, as someone other than a mage, have no objections to that being harder - but then I don't play a mage and don't truely comprehend what the change really means.
NC never give - there will always be something taken in return, but all in all, it usually balances out... lets wait and see how it goes... on the whole, episode 4 isn't the big scare that 3 was - so things should be good... right?
Oooo thank you for this info!
Oooo thank you for this info!
~Ace of Hearts