Difference between revisions of "Mage"

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==Job Changing==
 
==Job Changing==
 
'''For the Mage Job Change Quest on iRO [[RE:Start]], see the guide [[Mage_Job_Change_Guide/Restart|here]].'''
 
  
 
Once you are [[Job Level]] 10, head to the Mage Guild in northwest [[Geffen]] {{navi|geffen|63|177}}. Talk to the ''Mage Guildsman'', who changes your job to Mage and rewards you with a Novice Rod [3].
 
Once you are [[Job Level]] 10, head to the Mage Guild in northwest [[Geffen]] {{navi|geffen|63|177}}. Talk to the ''Mage Guildsman'', who changes your job to Mage and rewards you with a Novice Rod [3].
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Alternatively, after attaining [[Job Level]] 10, advance to a Mage class at [[Training Grounds|Criatura Academy]] (izlude 125, 257 or 130, 257) in [[Izlude]].
 
Alternatively, after attaining [[Job Level]] 10, advance to a Mage class at [[Training Grounds|Criatura Academy]] (izlude 125, 257 or 130, 257) in [[Izlude]].
  
== Builds ==
+
== Starter Equipment ==
 
 
''For builds using a Mage skill's long range as a leveling tactic, refer to [[Leveling_Spots#Archer_.2F_Mage_Sniping_Maps|Sniping Maps]] for some map suggestions on leveling.''
 
 
 
=== Stats ===
 
*'''INT''' - One of the two most important stats for a Mage not going the "Full Support" route (i.e. hoping to become an FS [[Sage]] with minimal to no [[INT]]). It increases magical damage and SP regeneration. It's suggested that mages have an even value of INT as each INT adds 1.5 [[MATK]], but MATK will round down. Also, each point in INT adds 1 point to MATK and every 2 INT adds 1 MATK further. INT also reduces [[Skills#Cast_Time|Cast Time]] by a value of approx. 0.188%, which is about half of the reduction provided by each point of [[DEX]] (0.377%).
 
*'''DEX''' - The other major stat for mage classes, it reduces cast time. Most people when leveling a Mage get a massive amount of INT to begin with and only get DEX later. Typically, when going [[Wizard]], you will want to add a little bit of [[DEX]] at around 90 INT to make the [[Wizard]] test easier to complete (those few seconds shaved off a couple of long spells can mean the difference between a pass or fail).
 
*'''VIT''' - One of the two main "defensive" stats, [[VIT]] increases physical defense and maximum HP. [[WoE]]-oriented players often get around 30~50~100 ([[100 typically more for [[Sage]]s or [[Scholar]]s) VIT for status-effect resistance, dropping a few points in INT or DEX. As a non-FS Mage, do not bother investing in VIT until becoming second class. Focus more on INT.
 
*'''AGI''' - The second defensive stat, it increases [[Flee]] Rate and Attack Speed ([[ASPD]]). An essential stat for battle-[[Sage]] builds, but the golden rule of getting high INT first still applies. A few [[Wizard|Wizards]] in the past have favored this stat in experimenting with the skill [[Quagmire]], though very high figures of AGI are needed (above 70). This seriously cripples cast time and [[WoE]]/[[PvP]] gameplay.
 
*'''LUK''' - Every 10 points in [[LUK]] increases [[Perfect Dodge]] by 1 point. Every 3 Points will also increase MATK by 1. It's suggested that LUK shouldn't be more than 11 base as the stat cost isn't really worth it, and DEX/AGI/VIT might be a better choice, as those state affect your survival rate (fast cast can reduce the time of battle thus increasing chance of survival).
 
*'''STR''' - Not many Mage players spend points in STR, but some might find use in increasing weight capacity and being able to carry more restorative items. Some battle-[[Sage]] builds also include STR as high as 50~70, though it's usually recommended to achieve high INT first to help leveling as a mage.
 
 
 
''For more detailed information, please refer to the ''[[Stats#Primary_Stats|Primary Stats]] page.
 
  
== Equipment ==
+
The [[Episode One]] quest line gives you good starting equipment for your class and build. Though it is better than the [[Kingdom Guild]] equipment, that set is also an option to start out.
Get any type of Staff as soon as possible. The increase in [[MATK]] is very helpful at low levels. {{item |id=1601 Rods}} and {{item |id=1604 Wands}} can be bought from the Geffen Weapon Dealer. A {{item |id=2101 Guard}} would also be a good investment from the Armour Dealer for new players. Generally, aim to get as much armor as possible to increase the chance of surviving monster hits.
 
 
 
Although potentially expensive, a {{item |id=4053 Heal}} {{item |id=2607 Clip}} should be a top priority. This will help save loads of money that would have gone towards restoration items (i.e. Red Potions) and greatly increases leveling efficiency. Armor with {{item |id=4003 Pupa Card}} (+700 HP) will help the most as a Mage, due to their low HP. INT enhancing cards and equipment ({{item |id=4052 Elder Willow Card}}, {{item |id=2602 Earrings}}, {{item |id=5027 Mage Hat}}) tend to be more useful at this point than DEX equipment ({{item |id=2285 Apple of Archer}}, {{item |id=2604 Gloves}}, {{item |id=4004 Drops Card}}), but it's really up to getting as much as the player can afford.
 
  
 
==Class Data==
 
==Class Data==
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{| class="wikitablec sortable"
 
{| class="wikitablec sortable"
 
|-
 
|-
! Skill !! Description !! Levels !! Type
+
! Skill
 
|-  
 
|-  
 
| {{Skill List|skill=Cold Bolt}}
 
| {{Skill List|skill=Cold Bolt}}
|| Launch {{gr|1|10}} cold bolt(s) to target foe, each dealing MATK*1 [[Water]]-element damage. || 10
 
|style="background:#ffcccc"| Offensive
 
 
|-  
 
|-  
 
| {{Skill List |skill=Fire Ball}}
 
| {{Skill List |skill=Fire Ball}}
|| Attack a target and enemies in a 5×5 area around it for MATK*{{gr|1.6|3.4}} [[Fire]]-element damage. || 10
 
|style="background:#ffcccc"| Offensive
 
 
|-
 
|-
 
| {{Skill List |skill=Fire Bolt}}
 
| {{Skill List |skill=Fire Bolt}}
|| Launch {{gr|1|10}} fire bolt(s) to target foe, each dealing MATK*1 [[Fire]]-element damage. || 10
 
|style="background:#ffcccc"| Offensive
 
 
|-  
 
|-  
 
| {{Skill List |skill=Fire Wall}}
 
| {{Skill List |skill=Fire Wall}}
|| Put up a small fire wall that causes 50% [[Fire]]-element damage to enemies passing through and pushes them back. || 10
 
|style="background:#ffcccc"| Offensive
 
 
|-  
 
|-  
| {{Skill List |skill=Frost Diver |name=Frost Driver}}
+
| {{Skill List |skill=Frost Diver}}
|| Attack a target for up to 200% [[Water]]-element damage with a chance to freeze it, rendering it immobile and turning it to [[Water]] 1 element. || 10
 
|style="background:#ffcccc"| Offensive
 
 
|-  
 
|-  
 
| {{Skill List |skill=Increase SP Recovery}}
 
| {{Skill List |skill=Increase SP Recovery}}
|| Passively increases SP recovery speed when not moving. Also increases efficiency of [[SP]]-restoring items consumed and thrown by an [[Alchemist]] || 10
 
|style="background:#cccccc"| Passive
 
 
|-  
 
|-  
 
| {{Skill List |skill=Lightning Bolt}}
 
| {{Skill List |skill=Lightning Bolt}}
|| Launch {{gr|1|10}} lightning bolt(s) to target foe, each dealing MATK*1 [[Wind]]-element damage. || 10
 
|style="background:#ffcccc"| Offensive
 
 
|-  
 
|-  
 
| {{Skill List |skill=Napalm Beat}}
 
| {{Skill List |skill=Napalm Beat}}
|| Deal up to 170% MATK [[Ghost]]-element damage to target and all enemies in a 3×3 area around it. || 10
 
|style="background:#ffcccc"| Offensive
 
 
|-  
 
|-  
 
| {{Skill List |skill=Safety Wall}}
 
| {{Skill List |skill=Safety Wall}}
|| Use a {{Item|id=717 Blue Gemstone}} to create a pillar on a cell that protects whoever stands in it from melee attacks. || 10
 
|style="background:#ccffff"| Supportive
 
 
|-  
 
|-  
 
| {{Skill List |skill=Sight}}
 
| {{Skill List |skill=Sight}}
|| Reveal hidden enemies in a 7×7 area around the user. || 1
 
|style="background:#ccffcc"| Active
 
 
|-  
 
|-  
 
| {{Skill List |skill=Soul Strike}}
 
| {{Skill List |skill=Soul Strike}}
|| [[Ghost]]-element attack dealing up to 5× MATK damage to a single target. Does additional damage to [[Undead]]-element enemies. || 10
 
|style="background:#ffcccc"| Offensive
 
 
|-  
 
|-  
 
| {{Skill List |skill=Stone Curse}}
 
| {{Skill List |skill=Stone Curse}}
|| Attempt to turn target into stone, rendering it immobile and turning it to [[Earth]] 1 element. || 10
 
|style="background:#ccffcc"| Active
 
 
|-  
 
|-  
 
| {{Skill List |skill=Thunderstorm}}
 
| {{Skill List |skill=Thunderstorm}}
|| Foes within target 5x5 area are hit {{gr|1|10}} times, each for MATK*1 [[Wind]]-element damage. || 10
+
|-
|style="background:#ffcccc"| Offensive
+
| {{Skill List |skill=Earth Spike}}
 
|}
 
|}
  
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{| class="wikitablec"
 
{| class="wikitablec"
 
|-
 
|-
! Skill !! Description !! Levels !! Type !! Job Level<br/>Requirement !! Quest
+
! Skill !! Job Level<br/>Requirement !! Quest
 
|-
 
|-
 
| {{Skill List |skill=Energy Coat}}
 
| {{Skill List |skill=Energy Coat}}
|| Reduces damage from incoming physical attacks while consuming [[SP]]. || 1
+
|| 35 || [[Mage_Skill_Quest#Energy_Coat_Quest|Energy Coat Quest]]
|style="background:#ccffff"| Supportive || 35 || [[Mage_Skill_Quest#Energy_Coat_Quest|Energy Coat Quest]]
 
 
|}
 
|}
  

Latest revision as of 16:57, 23 August 2024

Mage
Mage.png
Job Base(s): Novice
Job Type: First
Race: Human
Changes At: Geffen
Number of Skills: 14
Total Skill Points: 121
Total Quest Skills: 1
Job Bonuses
STR AGI VIT INT DEX LUK
+0 +4 +0 +8 +3 +3

Overview

MageATK.jpeg

Mages rely on their skills as their main source of damage, and such attacks are magically based and only take into account the target's Magical Defense, and not their Physical Defense. Furthermore, all of a Mage's spells are elemental, thus meaning the accurate use of the correct spell against the correct monsters is highly important.

Job Changing

Once you are Job Level 10, head to the Mage Guild in northwest Geffen geffen63177. Talk to the Mage Guildsman, who changes your job to Mage and rewards you with a Novice Rod [3].

Alternatively, after attaining Job Level 10, advance to a Mage class at Criatura Academy (izlude 125, 257 or 130, 257) in Izlude.

Starter Equipment

The Episode One quest line gives you good starting equipment for your class and build. Though it is better than the Kingdom Guild equipment, that set is also an option to start out.

Class Data

Skills

See Wizard Skills or Sage Skills for second class skills.

Skill
Cold Bolt.png Cold Bolt
Fire Ball.png Fire Ball
Fire Bolt.png Fire Bolt
Fire Wall.png Fire Wall
Frost Diver.png Frost Diver
Increase SP Recovery.png Increase SP Recovery
Lightning Bolt.png Lightning Bolt
Napalm Beat.png Napalm Beat
Safety Wall.png Safety Wall
Sight.png Sight
Soul Strike.png Soul Strike
Stone Curse.png Stone Curse
Thunderstorm.png Thunderstorm
Earth Spike.png Earth Spike

Quest Skills

Skill Job Level
Requirement
Quest
Energy Coat.png Energy Coat
35 Energy Coat Quest

Job Bonuses

Job Bonus
Stat\Amount +1 +2 +3 +4 +5 +6 +7 +8
STR                
AGI 18 26 40 47        
VIT                
INT 2 14 22 33 38 44 46 50
DEX 6 10 36          
LUK 30 42 49          

ASPD

Equip Attack Speed From Novice
Bare Handed 146 −10
Shield -10 0
Dagger 0 +15
Rod (One Handed) -5 +20
Rod (Two Handed) -5 N/A
ASPD Potions Usable
645.png Concentration
656.png Awakening
657.png Berserk

External Links