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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].

Revision as of 00:42, 25 June 2020

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.

Builds

For builds using a Mage skill's long range as a leveling tactic, refer to 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 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 Sages or Scholars) 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 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 Primary Stats page.

Equipment

Get any type of Staff as soon as possible. The increase in MATK is very helpful at low levels. Rods and Wands can be bought from the Geffen Weapon Dealer. A 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 Heal 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 Pupa Card (+700 HP) will help the most as a Mage, due to their low HP. INT enhancing cards and equipment (Elder Willow Card, Earrings, Mage Hat) tend to be more useful at this point than DEX equipment (Apple of Archer, Gloves, Drops Card), but it's really up to getting as much as the player can afford.

Class Data

Skills

See Wizard Skills or Sage Skills for second class skills.

Skill Description Levels Type
Cold Bolt.png Cold Bolt
Launch 1~10 cold bolt(s) to target foe, each dealing MATK*1 Water-element damage. 10 Offensive
Fire Ball.png Fire Ball
Attack a target and enemies in a 5×5 area around it for MATK*1.6~3.4 Fire-element damage. 10 Offensive
Fire Bolt.png Fire Bolt
Launch 1~10 fire bolt(s) to target foe, each dealing MATK*1 Fire-element damage. 10 Offensive
Fire Wall.png Fire Wall
Put up a small fire wall that causes 50% Fire-element damage to enemies passing through and pushes them back. 10 Offensive
Frost Diver.png Frost Driver
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 Offensive
Increase SP Recovery.png 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 Passive
Lightning Bolt.png Lightning Bolt
Launch 1~10 lightning bolt(s) to target foe, each dealing MATK*1 Wind-element damage. 10 Offensive
Napalm Beat.png Napalm Beat
Deal up to 170% MATK Ghost-element damage to target and all enemies in a 3×3 area around it. 10 Offensive
Safety Wall.png Safety Wall
Use a Blue Gemstone to create a pillar on a cell that protects whoever stands in it from melee attacks. 10 Supportive
Sight.png Sight
Reveal hidden enemies in a 7×7 area around the user. 1 Active
Soul Strike.png Soul Strike
Ghost-element attack dealing up to 5× MATK damage to a single target. Does additional damage to Undead-element enemies. 10 Offensive
Stone Curse.png Stone Curse
Attempt to turn target into stone, rendering it immobile and turning it to Earth 1 element. 10 Active
Thunderstorm.png Thunderstorm
Foes within target 5x5 area are hit 1~10 times, each for MATK*1 Wind-element damage. 10 Offensive

Quest Skills

Skill Description Levels Type Job Level
Requirement
Quest
Energy Coat.png Energy Coat
Reduces damage from incoming physical attacks while consuming SP. 1 Supportive 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