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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.''
| | 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. |
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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 ==
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| 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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| | {{Skill List |skill=Thunderstorm}} | | | {{Skill List |skill=Thunderstorm}} |
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| | {{Skill List |skill=Earth Spike}} COMING SOON! | | | {{Skill List |skill=Earth Spike}} |
| |} | | |} |
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Mage
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Job Base(s): |
Novice
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Job Type: |
First
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Race: |
Human
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Changes At: |
Geffen
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Number of Skills: |
14
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Total Skill Points: |
121
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Total Quest Skills: |
1
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Job Bonuses
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STR |
AGI |
VIT |
INT |
DEX |
LUK
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+0 |
+4 |
+0 |
+8 |
+3 |
+3
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Overview
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.
Quest Skills
Job Bonuses
Job Bonus
Stat\Amount |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
+8
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STR
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AGI
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18 |
26 |
40 |
47 |
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VIT
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INT
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2 |
14 |
22 |
33 |
38 |
44 |
46 |
50
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DEX
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6 |
10 |
36 |
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LUK
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30 |
42 |
49 |
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ASPD
External Links