Wizard
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Job Base(s): |
Mage
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Job Type: |
2-1
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Race: |
Human
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Changes At: |
Geffen Tower
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Number of Skills: |
13
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Total Skill Points: |
101
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Total Quest Skills: |
1
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Job Bonuses
|
STR |
AGI |
VIT |
INT |
DEX |
LUK
|
+1 |
+8 |
+1 |
+12 |
+6 |
+2
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Overview
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
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.
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
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
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Causes the earth below a target to rise and strike a target for 1~5 times. Each hit deals 200% MATK damage. |
5
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Offensive
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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
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Offensive
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Strikes surrounding enemies within your 5x5 area with MATK*1.1~2 water elemental damage with 38~83% chance of freezing them. |
10
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Offensive
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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
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Offensive
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Summons a shield of ice 5 cells wide in front of the caster. |
10
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Active
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Launches an orb of lightning that hits 3~12 times, each dealing MATK*1 damage and knocks the target back 2~7 cells. |
10
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Offensive
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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
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Offensive
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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
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Offensive
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Turns a 5x5 area of ground into a marshland that lowers AGI and DEX, and removes certain buffs. |
5
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Active
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Analyzes a target, allowing the user and any party members to view an enemy's stats. |
1
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Active
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Projects the fireball summoned by the Sight skill to knock enemies back and deal damage. |
10
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Offensive
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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
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Offensive
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Uses water beneath the caster to launch 1~25 water balls at target foe, each deals MATK*1.3~2.5 damage. |
5
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Offensive
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Quest Skills
Skill |
Description |
Levels |
Type |
Job Level Requirement |
Quest
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Summon a protective fireball that lasts for 2 minutes, hitting any enemy that comes within a 3x3 area, knocking them back. |
1
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Offensive |
30 |
Sight Blaster Quest
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Job Bonuses
Stat\Amount |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
+8 |
+9 |
+10 |
+11 |
+12
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STR |
12 |
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AGI |
6 |
10 |
24 |
34 |
41 |
43 |
46 |
47 |
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VIT |
38 |
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INT |
1 |
4 |
9 |
18 |
22 |
29 |
31 |
33 |
40 |
45 |
48 |
50
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DEX |
2 |
5 |
13 |
26 |
32 |
39 |
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LUK |
15 |
34 |
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ASPD
External Links