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| ==Job Changing== | | ==Job Changing== |
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| '''For the Mage Job Change Quest on iRO [[RE:Start]], see the guide [[Mage_Job_Change_Guide/Restart|here]].'''
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| 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]]. |
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| == Builds == | | == Starter Equipment == |
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| ''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.''
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| === Stats ===
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| *'''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%).
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| *'''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).
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| *'''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.
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| *'''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.
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| *'''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).
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| *'''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.
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| ''For more detailed information, please refer to the ''[[Stats#Primary_Stats|Primary Stats]] page.
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| == 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.
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| 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.
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| ==Class Data== | | ==Class Data== |
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| {| class="wikitablec sortable" | | {| class="wikitablec sortable" |
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| ! Skill !! Description !! Levels !! Type | | ! Skill |
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| | {{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
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| |style="background:#ffcccc"| Offensive
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| |- | | |- |
| | {{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
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| |style="background:#ffcccc"| Offensive
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| | {{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
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| |style="background:#ffcccc"| Offensive
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| | {{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
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| |style="background:#ffcccc"| Offensive
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| | {{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
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| |style="background:#ffcccc"| Offensive
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| | {{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
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| |style="background:#cccccc"| Passive
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| | {{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
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| |style="background:#ffcccc"| Offensive
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| | {{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
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| |style="background:#ffcccc"| Offensive
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| | {{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
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| |style="background:#ccffff"| Supportive
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| | {{Skill List |skill=Sight}} | | | {{Skill List |skill=Sight}} |
| || Reveal hidden enemies in a 7×7 area around the user. || 1
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| |style="background:#ccffcc"| Active
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| | {{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
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| |style="background:#ffcccc"| Offensive
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| | {{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
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| |style="background:#ccffcc"| Active
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| | {{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" |
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| ! Skill !! Description !! Levels !! Type !! Job Level<br/>Requirement !! Quest | | ! Skill !! Job Level<br/>Requirement !! Quest |
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| | {{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]]
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| |} | | |} |
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