Wizard: Difference between revisions

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Requirement: Mage base and job 50
Requirement: Mage base and job 50


From the City of Geffen, head to the center and enter the Geffen Tower, proceed to the top floor and talk to the NPC behind the counter. After confirming your decision to change to a wizard, you will proceed to do the first of 2 parts of the exam.
''See [[Wizard Job Change Guide]] for detailed information.''
 
1) You will be directed to the Dismal Wizard found in the southwest corner, he will ask you to answer 10 questions and you must answer this at least 8 out of 10 right to proceed to the final part of the exam. there are 3 sets of these questions (Answers are in Bold):
 
#Set 1
#*The skill not necessary to learn Fire Wall is '''Napalm Beat Lv4'''.
#*Casting Frost Diver on a monster changes its attribute to '''Water'''.
#*Level 10 Napalm Beat does '''1.7 times MATK'''.
#*Stone Curse requires a '''Red Gemstone''' as a catalyst.
#*The skill not needed to learn Safety Wall is '''Increase SP Recovery Lv6'''.
#*Increase SP Recovery level 7, without the INT bonus, will recover '''21 SP''' every 10 seconds.
#*Using Energy Coat with 50% remaining SP, '''2% SP''' is used per hit and the damage is reduced by '''18%'''.
#*Safety Wall level 6 consumes '''40 SP''' and blocks '''7 attacks'''.
#*Thunderstorm level 10 consumes '''74 SP'''.
#*The most useful skill for training in Byalan dungeon is '''Lightning Bolt'''.
#Set 2
#*Slotted Guards can be obtained from Pupa.
#*The easiest monster for a low level to hunt is '''Flora'''.
#*'''Evil Druid''' is not affected by Stone Curse.
#*A Wind attribute weapon deals '''200%''' damage to a level 3 Water attribute monster.
#*If a Baby Desert Wolf and Familiar fought, the '''Baby Desert Wolf''' would win.
#*'''Roda Frogs''' cannot be Cute Pets.
#*Goblin (Hammer) is weak against a '''Fire attribute attack'''.
#*'''Caramel''' has the highest defense.
#* '''Ghostring''' is of different species when compared to others.
#*'''Deviace''' is not an Undead monster.
#Set 3
#*The most important stat for a Mage is '''INT'''.
#*'''Earth''' does not have a bolt type attack.
#*'''Good at selling stuff''' is not something that would relate to a Mage.
#*'''Geffen''' is the town of the Mage.
#* '''Soldier Andre card''' has nothing to do with INT.
#*Compared to other job classes, the Mage is '''good at magic skills'''.
#*INT bonus at job level 40 is '''+5''' for a Mage.
#*A '''Boy's Cap''' cannot be equipped by Mage.
#*The catalyst when making the Mage test solution 3 is a '''Blue Gemstone'''.
#*'''Magnolia card''' is irrelevant to magic.
 
2) The last part of the exam is a skills test, The Dismal Wizard will warp you to the testing are wherein you have 6 rooms full of monsters to fight, each room having a specific element. Note that some of them are cast censor or are aggressive, so use your spells wisely, having uninterruptible cast (use a phen carded accessory) for this part of the test will be a bonus. You will be first warped to the normal room of that element where you will kill all of monsters inside within 3 minutes, then be warped to the boss room for that element and kill the boss and spawn monsters for 1 minute. Failure to do so for any of the rooms, you will be respawning at the bottom of the tower, where you will have to go back up and talk to the Dismal Wizard, he will ask you 5 questions again prior to redoing the test.
 
#Water Room
#*Normal: Cornutus, Phen, Shellfish, Vadon, Magnolia, Marin, Marina, Obeuane
#*Boss: Hydra, Marine Sphere
#Earth Room
#*Normal: Orc Warrior, Caramel, Deniro, Giearth, Vitata, Wolf
#*Boss: Mandragora
#Fire Room
#*Normal: Goblin, Elder Willow, Desert Wolf, Frilldora, Scorpion, Pecopeco, Metaller
#*Boss: Greatest General
 
#Questions prior to to re-attempt the exam room: (Answer at least 4 out of 5)
#*What monster is different in attribute? '''Cornutus'''
#*Which monster does not covet items? '''Zerom'''
#*What monster is not cast sensitive? '''Marina'''
#*What magic is effective to marine sphere? '''Lightning bolt'''
#*What is not a stationary monster? '''Frilldora'''
 
 
After passing the test, talk to the Magic Guildsman at the counter and she will promote you to a Wizard, and you will be given 6 {{Item List |id=505 |item=Blue Potion}}


== Builds ==
== Builds ==

Revision as of 20:30, 11 August 2020

Wizard
Wizard.png
Job Base(s): Mage
Job Type: 2-1
Race: Human
Changes At: Geffen Tower
Number of Skills: 13
Total Skill Points: 101
Total Quest Skills: 1
Job Bonuses
STR AGI VIT INT DEX LUK
+1 +8 +1 +12 +6 +2

Overview

Wizard.jpg

Wizards strive further to hone the power of the elements, as a result they have obtained knowledge on how to use this power on a wider scale. Wizards have access to AOE spells that can be used to dispatch their enemies in groups, as well as learning stronger single target magic. Elemental counter is still an important aspect of a wizard, using the wrong spell could break the party flow when dealing with tough opponents. Wizards could also function as crowd controllers by either keeping them at bay (via Slow, Stun or Freeze) or killing them outright.

Wizards are still limited to using either a dagger or a rod/staff, the latter being the most used. 2-handed staves offer better offense power, as they have higher matk, at the expense of not wearing a shield to reduce incoming damage. 1-handed staves/rods are still used in cases of needing to wear a shield. Casting is more of a problem to a wizard now with the AOE spells having lengthy casting times, so having uninterruptible casting is a crucial attribute for wizards in PVM (doesnt work in WOE settings so you can just skip). INT is the primary stat for wizards so as to reduce both casting time while having higher matk. LUK is optional for its influence on matk as well.

Job Change Guide

Requirement: Mage base and job 50

See Wizard Job Change Guide for detailed information.

Builds

There are a large variety of builds in terms of skills. In terms of stats however, there is not much freedom for originality besides using a melee build, which is very unusual and not recommended for new players.

Basic Leveling Build

Wizards concentrate on INT (damage), DEX (cast time) and VIT (survivability, HP pool). Magic users tend to have high cast times, so skills like Magic Strings and sometimes Suffragium are very helpful.

Equipment

General Equipment Recommendations

Main article: Equipment

The Equipment article lists some general all purpose equipment that is useful through the PVM phase and also for endgame use as well.

Weapons

After considering what requirement skills have (some skills can only be used with certain weapon types), the Weapon Search tool within the Control Panel Database is very helpful. Generally, for magic classes, a weapon with high MATK is best.

Most of a Wizard's MATK comes from the weapon, so using high MATK weapons is preferable. Upgrading a Staff / Rod also gives bonus MATK.

Class Data

Skills

Below are listed the skills that are unique to the Wizard class. For more information about Mage skills, click here.

Skill Description Levels Type
Earth Spike.png Earth Spike
Causes the earth below a target to rise and strike a target for 1~5 times. Each hit deals 200% MATK damage. 5 Offensive
Fire Pillar.png Fire Pillar
Summons a pillar of fire on a target spot that acts similarly to a trap, hits foes 3~12 times each dealing 50 + (MATK / 5) MDEF-ignoring damage. Requires a Blue Gemstone. 10 Offensive
Frost Nova.png Frost Nova
Strikes surrounding enemies within your 5x5 area with MATK*1.1~2 water elemental damage with 38~83% chance of freezing them. 10 Offensive
Heaven's Drive.png Heaven's Drive
Raises the ground in a 5x5 area around a target area, hit foes with the area for 1~5 times, each dealing MATK*1.25 Earth damage. 5 Offensive
Ice Wall.png Ice Wall
Summons a shield of ice 5 cells wide in front of the caster. 10 Active
Jupitel Thunder.png Jupitel Thunder
Launches an orb of lightning that hits 3~12 times, each dealing MATK*1 damage and knocks the target back 2~7 cells. 10 Offensive
Lord of Vermilion.png Lord of Vermilion
Summons explosive bolts of destruction in a 9x9 area that deals MATK*1~3.3 Wind damage per 20 hits, with (10 + 5*skill level)% chance of inflicting blindness. 10 Offensive
Meteor Storm.png Meteor Storm
Calls forth 2~7 meteors from the sky that strike 1~5 times, each hit deals MATK*1.25 fire damage with a chance to stun a target. 10 Offensive
Quagmire.png Quagmire
Turns a 5x5 area of ground into a marshland that lowers AGI and DEX, and removes certain buffs. 5 Active
Sense.png Sense
Analyzes a target, allowing the user and any party members to view an enemy's stats. 1 Active
Sightrasher.png Sightrasher
Projects the fireball summoned by the Sight skill to knock enemies back and deal damage. 10 Offensive
Storm Gust.png Storm Gust
Summons a destructive blizzard in a 7x7 target area that deals 10+50*skill level damage per hit with 15~65% chance of freezing enemies. 10 Offensive
Water Ball.png Water Ball
Uses water beneath the caster to launch 1~25 water balls at target foe, each deals MATK*1.3~2.5 damage. 5 Offensive

Quest Skills

Skill Description Levels Type Job Level
Requirement
Quest
Sight Blaster.png Sight Blaster
Summon a protective fireball that lasts for 2 minutes, hitting any enemy that comes within a 3x3 area, knocking them back. 1 Offensive 30 Sight Blaster Quest

Job Bonuses

Stat\Amount +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12
STR 12
AGI 6 10 24 34 41 43 46 47
VIT 38
INT 1 4 9 18 22 29 31 33 40 45 48 50
DEX 2 5 13 26 32 39
LUK 15 34

ASPD

Equip Attack Speed From Mage
Bare Handed 146 0
Shield -8 +2
Dagger -4 −4
Rod (One Handed) -3 +2
Rod (Two Handed) -3 +2
ASPD Potions Usable
645.png Concentration
656.png Awakening
657.png Berserk

External Links