Warlock
Warlock | |||||||||||||
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Job Base(s): | Wizard High Wizard | ||||||||||||
Job Type: | 3-1 | ||||||||||||
Race: | Human | ||||||||||||
Changes At: | Morroc | ||||||||||||
Number of Skills: | 23 | ||||||||||||
Total Skill Points: | 106 | ||||||||||||
Total Quest Skills: | 0 | ||||||||||||
Job Bonuses | |||||||||||||
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Overview
Warlocks are the advanced version of the Wizard class. Their name is often abbreviated and then referred to as just "WL". They offer two viable roles: The instant/fast cast killer and the crowd control support. Depending on how well geared a Warlock is they will be either a fallback support class for controlling mobs with Jack Frost or one of the main AoEs with Crimson Rock, Comet and Chain Lightning. The earth element tree offers great PVP capabilities with the ability to strip players of their equipment. Players also have the ability to "memorize" skills for instant casting at a later time, which can help with long cast times and reuse delays.
Job Change Guide
See Warlock Job Change Guide for detailed information.
This test has a very bad reputation for being the hardest of the job change quests. While maybe not the hardest, it can be slightly difficult to an unprepared player. The test is basically broken down into two parts:
- Hunting for two quest items off very high HP and high damage monsters
- Surviving a room full of high HP and high damage monsters
The first part of this test sends the player into the New World just west of Camp Midgard. It is recommended to get a friend or guildmate to help the player with this portion, as it can get very overwhelming for an undergeared player. If soloing is the only option, it is strongly recommended to bring a teleport accessory or a lot of fly wings and healing items.
For the second part, the player will be locked in a small room and pitted against monsters with very high HP that also have high damage. This part may seem challenging, but is actually quite easy if the player is prepared. Here are some tips for making this test easy:
- Stock up on both HP and SP healing items past the character's weight capacity. There is no time to regenerate HP/SP so there is no point on staying under 50% weight. Powerful healing items like Yggdrasil Berries/Seeds (or Green Ales if they are "in season") are a must. If the player does not have a healing hat/booster like a Witch Hat + Alarm Mask combo, then bring slim white potions. Mastela Fruits are also useful.
- Increase HP potions. Wizards have a lower HP pool in general so these potions help a lot.
- Water resistance gear like Water Armor or Coldproof Potions. Orlean's Gown + Swordfish Card is very recommendable for combining water element with unstoppable casting. If you use a one-handed staff, you can also equip a shield with Aqua Elemental Card or Hodremlin Card.
- Wear equipment and cards that add HP. Some examples are Variant Shoes, Diabolus Shoes, or Orleans Gown with Pecopeco Card.
- Hotkey the cast stones on the shortcut bar before entering the room.
- When teleported into the quest room, do not panic. Gain perspective on the surroundings and immediately cast Storm Gust or Frost Nova. Use chain lightning on the mobs and then freeze them again if necessary.
- Make sure to keep HP up enough to withstand monster skill attacks.
- The Aqua Elementals do the most damage so target them first. They are weak against Jupitel Thunder or the Chain Lightning stone!
- Hotkey level one of Storm Gust. This will keep the monsters mostly frozen, and the player won't have to heal as much.
- Using a combination of Mystical Amplification and Jupitel Thunder on the frozen targets will do very high damage, if there are no more cast stones.
A Quick Explanation of Spellbook/Release: The basics to playing Warlock
With the addition of new powerful spells upon job change, players will now have access to 2 spells that allow for instant casting of learned spells. These 2 spells are:
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Reading Spell Book |
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Release |
The way this new system of casting works is that a player will have to purchase spellbooks from the Geffen Mage guild (the building where you changed into a mage). Once these spells are in inventory, players can cast Reading Spellbook and choose the spells of the books they currently own to 'memorize'. What this basically does is store up the spells in the warlocks memory to 'Release' when needed at a later time with no casting bar or cooldown delay (yes this bypasses the horrible 1 minute cooldown of Comet. That is where the Release spell comes in. Players will need level 1 Release to cast the memorized spell.
Each Warlock has a number of maximum slots in which they can memorize spells, based on their Base Level, INT and the level of Freezing Spell. This determines how many skills they can keep memorized at any given time. At level 150, a Warlock will have 15 slots, with an additional slot for every 10 int, and an additional 4 for every level of Freezing Spell. Slots = (4*Freezing Spell Lv) + floor(BLv/10) + floor(Int/10)
Builds
Basic All-Purpose Build Outline (level 162)
- STR: 1
- AGI: 70 (reduces Animation Delay)
- VIT: 80
- INT: 120 (for Temporal Int Boots)
- DEX: 120 (for Temporal Dex Boots)
- LUK: 1
These Stats can be reached at level 162 and give the player the freedom of switching between Temporal Int Boots and Temporal Dex Boots as needed.
With the leftover Stats from the following levels one can increase:
Str: for additional carrying capacity,
Agi: for more ASPD resulting in less Animation Delay,
Vit: 87 Base Vit for 100 total Vit with VIP-Buffs or 94 Base Vit for 100 total Vit without VIP-Buffs,
Int: more MAtk and slightly faster cast,
Dex: slightly faster cast,
or
Luk: slightly more MAtk and Perfect Dodge.
Example Stat Progressions
Stat | Level 99 | Level 125 | Level 150 | Level 162 | Level 175 |
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STR | 1 | 1 | 1 | 1 | 1+ |
AGI | 1 | 1 | 60 | 70 | 70+ |
VIT | 50 | 54 | 80 | 80 | 80+ |
INT | 100 | 100 | 110 | 120 | 120+ |
DEX | 86 | 120 | 120 | 120 | 120+ |
LUK | 1 | 1 | 1 | 1 | 1+ |
Stat | Level 99 | Level 125 | Level 150 | Level 162 | Level 175 |
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STR | 1 | 1 | 1 | 1 | 1+ |
AGI | 1 | 1 | 1 | 70 | 70+ |
VIT | 50 | 60 | 80 | 80 | 80+ |
INT | 100 | 120 | 120 | 120 | 120+ |
DEX | 86 | 96 | 120 | 120 | 120+ |
LUK | 1 | 1 | 1 | 1 | 1+ |
The following example is more suited for players that have access to (very) good gears:
Stat | Level 99 | Level 125 | Level 150 | Level 162 | Level 175 |
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STR | 1 | 1 | 1 | 1 | 1+ |
AGI | 1 | 14 | 70 | 70 | 70+ |
VIT | 20 | 50 | 70 | 80 | 80+ |
INT | 50 | 100 | 110 | 120 | 120+ |
DEX | 120 | 120 | 120 | 120 | 120+ |
LUK | 1 | 1 | 1 | 1 | 1+ |
Example Skill Builds
Note: All builds have 4 free Skillpoints for High Wizard. Those can be used to increase Stormgust, Ice Wall, Quagmire or any other spell the reader might find useful.
Comet build with all elemental Spells and zero leftover Skillpoints.
Radius 3 is a must to increase spell range, while Recognized Spell increases the overall damage output.
Drain Life 4 heals for a decent ammount and can be very useful to save consumables in Nightmare Clock Tower.
Intense Telekinesis makes Soul Expansion very powerful, enabling a WL to easily kill Ghost elemental mobs.
Variations include leveling up Freezing Spell to be able to store more Comet.
Following this example, the player has no leftover Skillpoints.
Tetra Vortex eats up a lot of Skillpoints.
Radius 3 is a must to increase spell range, while Recognized Spell increases the overall damage output.
Intense Telekinesis makes Soul Expansion very powerful, enabling a WL to easily kill Ghost elemental mobs.
Following this example, the player has 1 leftover Skillpoint to distibute as he wishes.
Build without "Ultimate Spells"
Not getting any of the "Ultimate Spells", Comet or Tetra Vortex, leaves the player with enough Skillpoints to get a lot of nice little perks the WL Skilltree offers.
Drain Life to regain HP easily while dealing damage to a single target at the same time.
Intense Telekinesis to destroy Ghost elemental mobs with Soul Expansion.
And Freezing Spell to store more Spells to use with Release.
A single Skillpoint should be invested into Hell Inferno, so the Player can use it's Burning to deal with certain enemies faster.
Following this example, the player has 1 leftover Skillpoint to distibute as he wishes.
Kaahi: A solo Warlock's best friend
Kaahi is a Soul Linker skill.
It uses 5*Kaahilvl sp to restore 200*Kaahilvl hp everytime the player gets hit by a normal attack.
This works even if the player is stunned!
It's downside is that Kaahi can only be used on Soul Linkers, said Soul Linker's spouse and said Soul Linker's child.
To cast Kaahi on a Warlock without having said Warlock be married to a Soullinker, one needs a second Soullinker on another account, to link the first one with Soul Linker Spirit.
To counter the SP drain from being buffed with Kaahi, a WL needs to have learned Soul Drain as High Wizard.
Since Crimson Rock, Chain Lightning and Soul Expansion trigger Soul Drain a WL can easily level without any consumables at all.
Due to killspeed this method becomes less effective for Nightmare Clock Tower (150+ content).
The player has to do one the following:
a) WL is marrried to a Soul Linker: Just cast Kaahi on the WL.
b) WL is not marrried to a Soul Linker. The player now needs 3 accounts:
1st account: Warlock
2nd account: Soul Linker 1 with Kaahi
3rd account: Soul Linker 2 with Soul Linker Spirit
Soul Linker 2 uses Soul Linker Spirit on Soullinker 1. Soul Linker 1 then uses Kaahi on the WL.
Equipment
Headgears
Upper
Equipment | Additional Notes |
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+1 to all stats. +20% SP recovery. Reduces Crimson Rock cooldown by 1s.
+1% MAtk and reduces Crimson Rock cooldown by an additional 0.1s per upgrade. +5% Soul Expansion damage, +1% HP and +1% SP for every 2 upgrades. Requires level 170+. Can be enchanted with Magic Essence. |
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Partially bypasses Monster MDef. Increases Crimson Rock, Jack Frost and Earth Strain damage. If upgraded to +9: +5% MAtk. |
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Increases MAtk. Combo with Thorn Staff of Darkness: Each refine on the weapon adds MAtk+10. |
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+1% MAtk. Every refine above +3 adds another +1% MAtk. Combo with RWC 2012 Pendant (unslotted): Gain an additional 1% MAtk per every two refines. |
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Increases Magic Damage against Undead by 10%. Has a chance to proc: increased MAtk, reduces Fixed Cast Time and drain 10 sp/sec from the wearer. |
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For upgrades +5 to +12: Decreases damage received from Demi-Human and increases magical damage towards Demi-Human. |
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Can be enchanted with Spell. Provides additional MAtk per upgrade. Has a hidden slot. |
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+3 Int, +4% MAtk. If lvl 130+: +1 Int per upgrade of the Survivor's Circlet. Combo effects are currently bugged. |
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Increases damage to (Nightmare) Clocktower monsters by 5% and reduces damage from (Nightmare) Clocktower monsters by 5%. If refined to +5: The boni increase by 10%. If refined to +7: The boni increase by another 15%. If refined to +9: These boni further increase by 20%.
This means this headgear at +9 provides 50% increased damage to (Nightmare) Clocktower monsters and reduces damage from (Nightmare) Clocktower monsters by 50%. This headgear is only useful to grind in Nightmare Clocktower but immensely helps there. |
Middle
Equipment | Additional Notes |
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Increases Water magic damage by 4%. |
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Increases Magic Damage against and decreases incomming damage from Insect race. |
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Increases Magic Damage against Formless race and decreases incomming Neutral element damage. |
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+1 to all Stats |
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+1 Int, +2 MDef |
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+2% MAtk/Atk, +1 Dex |
Lower
Equipment | Additional Notes |
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Allows the use of Spell Breaker level 2. Combo with Glasses and Sunglasses: +120 MAtk for every 80 base (Int + Dex), +5% HP for every 80 base (Agi + Vit).
Best offensive lower headgear by far. |
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+2% MAtk, Enables the use of Hiding lvl 1.
Combo with Survivor's Circlet: Increases Wind Magic damage by 20%. Some combo effects are currently bugged and thus not mentioned here. |
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+1% MAtk |
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Provides uninterruptible cast. Increases SP cost by 15%. |
Card name | Additional Notes |
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Increases Fire Magic Damage. Full effect when the headgear is +9. |
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Increases Ghost Magic Damage. Full effect when the headgear is +9. |
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Increases Wind Magic Damage. Full effect when the headgear is +9. |
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Has a chance to proc +30 Flee and 50% Casttime reduction for 5 seconds with each magic attack. Good when on a small budget. |
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+25 MAtk. Cheap allround card. Damage increase is about the same as with a Robo Eye though. |
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Increases Earth Magic Damage. Full effect when the headgear is +9. |
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Increases Water Magic Damage. Full effect when the headgear is +9. |
Weapon
Equipment | one-handed? | Additional Notes |
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no | +5 Int, 320 MAtk. Each upgrade reduces cast delay by 1%. Every 2 upgrades increase MAtk by 1%. Requires level 170+. Can be enchanted in Malangdo (Needs confirmation as enchantment did not work on Sakray. It does however work on kRO.). |
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no | Can be enchanted in Malangdo. Reduces the Casttime for Mystical Amplification by 50%. +1% MAtk per 2 refines. Increases SP cost by 2% per refine. Has a chance to Autocast Jupitel Thunder. |
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no | Best Staff against Demi-Human. |
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no | Comes with random enchants (Int, MDef ignore against a certain race, damage increase against a certain element) that strongly influence it's usefulness. Gives a refine*refine bonus to MAtk, this bonus is capped at +15. Requires level 160+. |
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no | A +15 Crimson Staff is about as good as a +14 Staff of Destruction in terms of damage, but does not have the potentially annoying Jupitel Thunder autocast. Gives a refine*refine bonus to MAtk, this bonus is capped at +15. |
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yes | +4 Int, 10% MDef bypass, additional 1% MDef bypass per upgrade |
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yes | +3 Int, +300 HP, + 120 SP.
Combo with Survivor's Manteau: Max HP + 300, MATK - 5%. MATK + 1% per weapon upgrade. Increases Neutral resistence by 3% per Garment upgrade. |
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yes | +3 Dex, +300 HP, + 120 SP.
Combo with Survivor's Manteau: Max HP + 300, MATK - 5%. MATK + 1% per weapon upgrade. Increases Neutral resistence by 3% per Garment upgrade. |
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yes | Can be enchanted in Malangdo. Per upgrade: Adds 1% MDef bypassing. Per 2 upgrades: reduses Skill delay by 3%. Combo with Skull Cap: Each refine on the weapon adds MAtk+10. |
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yes | Best at +12~15. Gives a refine*refine bonus to MAtk, this bonus is capped at +15. |
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yes | Has a chance to trigger a HP/SP recovery effect when Magically attacking. |
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yes | +4 Int.
Set bonus with Pororoca Shoes: Bypass 5% of MDef per level of Frost Nova known. Increases Water Magic damage and Water Ball damage depending on La'Cryma Stick's upgrade. |
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yes | Comes with random enchants (Int, MDef ignore against a certain race, damage increase against a certain element) that strongly influence it's usefulness. Gives a refine*refine bonus to MAtk, this bonus is capped at +15. Requires level 160+. |
Card name | Additional Notes |
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+5% Magic Damage against Formless/Demon. Combo with Neo Punk Card: Ignores 50% MDef of Formless/Demon. |
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+5% Magic Damage against Brute/Undead. Combo with Nightmare Arclouse Card: Ignores 50% MDef of Brute/Undead. |
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+20% Crimson Rock damage. Additional +20% Crimson Rock damage if the weapon is level 4. Additional +20% Crimson Rock damage if the weapon is upgraded to +10 or better. |
Shield
Equipment | Additional Notes |
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+3 ASPD, +5% MAtk, +5% Atk. +5 matk at +7,additional +15 matk at +9. If +12 adds uninterruptible cast. |
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+5% MAtk, +5% Atk. +5 matk at +7,additional +15 matk at +9. If +12 adds uninterruptible cast. |
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Increases damage on Wind elemental mobs by 5%. If upgraded to +6: Additional 10% damage against Wind elemental mobs. If upgraded to +8: Adds boni for having at least 90 of a Base Stat. |
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Increases damage on Earth elemental mobs by 5%. If upgraded to +6: Additional 10% damage against Earth elemental mobs. If upgraded to +8: Adds boni for having at least 90 of a Base Stat. |
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+2 Int, +5 MAtk. If Base Int is 120: +25 MAtk |
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+20% resistance against Water, Fire, Shadow and Undead elemental attacks. |
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Reduces incoming ranged damage by 35% if upgraded to +9. Does not work in combination with a Horn Card. |
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+15% resistance against Large and Medium sized enemies. +10% resistance against Undead race. |
Card name | Additional Notes |
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Reduce damage taken from Formless and Demon races by 20%. Combo with Big Ben Card: Reduces an additional 5% damage from Formless and Demon races. |
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Reduce damage taken from Brute and Undead races by 20%. Combo with Nightmare Mimic Card: Reduces an additional 5% damage from Brute and Undead races. |
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+15% resistance against all sizes. |
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+40% Resistance against Boss protocoll monsters. The user receives 40% more damage from all other monsters. |
Armor
Equipment | Additional Notes |
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+50 MAtk. Allows the level of lvl 1 Endure. Adds additional 50 MAtk at 120+. Adds additional 50 MAtk at 140+. Can be enchanted twice with Int Runes for additional Int/MAtk boni. The best armor for damage. Requires level 100+. |
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+10% Crimson Rock damage. Even upgrade levels: +1 MDef, -1% Variable Casttime. Odd upgrade levels: Casts become uninterruptible and +20% Variable Casttime. Requires level 160+. |
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-10% Skill delay. |
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+10 MAtk, +5 MDef, 1% resistance against Demi-Human, further increases Demi-Human resistance at +7, +8 and +9. Indestructible if upgraded to +9. |
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-10% SP cost. +15% Variable casttime. Casts become uninterruptible. Offers more benefits depending on upgrade. Combo with Magic Intensifier Ring: -5% Variable Casttime. |
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Adds a 3% chance to increase MAtk depending on upgrade level for 10 seconds. Requires level 145+. |
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Increases HP. Combo with Magic Intensifier Ring: -5% Skill Delay, +5% Demi-Human resistance. |
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+15% Variable casttime. Casts become uninterruptible. |
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Cheap fire armor. Part of Mora's Crimson Set. |
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Cheap wind armor. Part of Mora's Golden Rod Set. |
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Cheap earth armor. Part of Mora's Forest Set. |
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Cheap water armor. Part of Mora's Aqua Set. |
Card name | Additional Notes |
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+5% MAtk, -10 Def |
Garment
Equipment | Additional Notes |
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With Spell enchants for faster cast speed. Adds boni for every 20 Base Stats. |
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Allows the use of Greed. Adds boni for having at least 90 of a Base Stat. |
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+10% Neutral resistance, +20 Flee, -10% Variable Casttime. Further decreases Variable Casttime depending on upgrade. |
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With Int enchants. Combo with any Temporal Boots: +15% HP, +5% SP. |
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+5% HP, increases Water Magic Damage by 2%. Increases Water Magic Damage by another 3% and reduces Wind Magic Damage by 10% if upgraded to +7. |
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+10 Vit. For every upgrade level: +3% Neutral resistance. Some combo effects are currently bugged and thus not mentioned here |
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Good defensive garment that gives Perfect Dodge. Should be upgraded to +7~+10. A ![]() |
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+10 Vit. Combo with Flattery Robe: 2% MAtk and +10% HP. Additional +1% MAtk and +1% HP per refine of the Flattery Robe. The lack of a card slot makes this garment a situational choice. It does work well instead of Antique Book carded garments though. |
Card name | Additional Notes |
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15% neutral resistance and +3% more Fire Magic Damage per upgrade |
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15% neutral resistance and +3% more Earth Magic Damage per upgrade |
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+5 MAtk for every 10 Base Int |
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+20% neutral resistance |
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+50% neutral resistance. The user receives +50% damage from all non-neutral elements. |
Footgear
Equipment | Additional Notes |
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+15 MDef. Enables the use of Deluge lvl 5. Increases HP, SP, MAtk and damage dealt with Water magic attacks. Further increases HP, SP, MAtk and damage dealt with Water magic attacks at upgrades +5 and +7. Enables the use of Deluge.
Set bonus with La'Cryma Stick: Bypass 5% of MDef per level of Frost Nova known. Increases Water Magic damage and Water Ball damage depending on La'Cryma Stick's upgrade. |
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Increases MAtk, Wind Magic, Earth Magic, HP and SP depending on upgrade.
Combo with Survivor's Circlet: Increases Wind and Earth Magic damage even more. Combo with Survivor's manteau: Reduces damage from incoming Wind and Earth elemental attacks. Combo with Survivor's Orb: +5 Int, +5 Vit Combo with Survivor's Rod Some combo effects are currently bugged and thus not mentioned here. |
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+3 Dex per every 3 upgrades. If Base Dex is 120: -0.5s Fixed casttime. |
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+3 Dex per every 3 upgrades. With Spell and either Lucky Day or Runaway Magic enchants. If Base Dex is 120: -0.5s Fixed casttime. |
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+10 MAtk per every 3 upgrades. If Base Int is 120: +60 MAtk. |
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+10 MAtk per every 3 upgrades. With Spell and either Lucky Day or Runaway Magic enchants. If Base Int is 120: +60 MAtk. |
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+20% HP/SP. Good when on a small budget. |
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+15% fire resistance. Part of Mora's Crimson Set. |
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+15% wind resistance. Part of Mora's Golden Rod Set. |
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+15% earth resistance. Part of Mora's Forest Set. |
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+15% water resistance. Part of Mora's Aqua Set. |
Card name | Additional Notes |
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+5% MAtk. Further MAtk increases if the shoes are upgraded to +7 and +9. |
Accessories
Equipment | Additional Notes |
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Ignores 50% MDef of all monsters. Increases Fire, Water, Wind, Earth and Ghost magic by 5%. Reduces variable casting time by 10%. Can only be equipped in the right accessory slot. |
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+2 Int, +2% MAtk, enables level 3 Heal, reduces SP cost by 5%. If Base Int is 100: +5% MAtk.
Combo with Spell 1: +5% Magic damage against everything, reduces variable casttime by 5%. Combo with Spell 2: +5% Magic damage against everything, reduces variable casttime by 5%. |
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+5% MAtk, +500 HP, +250 SP, +1 ASPD, reduces variable casttime by 10%.
Combo with Celine's Ribbon: + 1 to all stats per upgrade level of Celine's Ribbon (up to +10), -50% fixed casttime. If +7: +20% damage against Bosses, -10% damage from Demi-Humans. If +9 additional +20% damage against Bosses, additional -2% damage from Demi-Humans. Combo with Lush Rose: + 1 to all stats per upgrade level of Lush Rose (up to +10), -50% fixed casttime. |
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+10% Fire Damage increase. Reduces resistance against physical and magical Water attacks. Adds a chance of autocasting Fireball when doing a magical or physical attack. Requires level 125+. |
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Increases Soul Expansion damage at the cost of increased SP use. Requires level 110+. |
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Increases Fire, Wind, Water and Earth magic damage by 5%. |
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with MAtk or Spell enchants |
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+10% MAtk. Reduces damage from incomming Water attacks by 10%. |
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+5% MAtk. Comboes with geffen Magic Robe [1]. |
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+3% MAtk |
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+2% MAtk |
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+30MAtk, +3 Int. Allows the use of lvl 1 Hiding. |
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+1 to all Stats. Allows the use of level 5 Spellbreaker. |
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+15% fire resistance. Part of Mora's Crimson Set. |
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+15% wind resistance. Part of Mora's Golden Rod Set. |
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+15% earth resistance. Part of Mora's Forest Set. |
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+15% water resistance. Part of Mora's Aqua Set. |
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+6% MAtk. +50% HP/SP recovery. Being hit by physical attacks can proc Sanctuary level 3. |
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+6% MAtk. Sometimes autocasts level 1 Maelstorm when the user is hit by Magic Attacks. |
Card name | Additional Notes |
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To provide uninterruptible cast. Not needed if the player has another piece of gear with the same effect. |
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+ 20% Wind/Ghost Magic Damage |
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+20 MAtk |
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Allows the use of Teleport level 1, useful to save Fly Wings when trying to find mobs. Fly Wings are better in emergencies however. |
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Allows the use of Heal level 1. Helps to save potions when soloing at low levels. |
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+1% MAtk |
Shadow Gears
Set Name | Item 1 | Item 2 | Item 3 | Additional Notes |
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Magical Shadow Set | ![]() |
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Increases MAtk. Refining increases MAtk even further. |
Spellflow Shadow Set | ![]() |
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Provides uninterruptible cast. Increases SP cost. Refining reduces SP cost. |
Class Data
Skills
See Wizard Skills or High Wizard Skills for 2nd class Skills.
Skill | Description | Levels | Type | ||
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Learning Magic Books by reading them previously and seal them up. | 1 | Active | ||
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Increase the amount of spells that can be sealed with the skill Reading Spellbook. | 5 | Passive | ||
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Increasing Ghost-type magic damage and reducing cast time and mana cost of spells. | 5 | Active | ||
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Fully restores HP when cast and increases movement speed increases for the skill's duration. All stats +20%. | 1 | Active | ||
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Increases the range of Warlock magic skills and decreases their casting time. | 3 | Passive | ||
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Strikes a single target with magical damage, and absorb some of that damage as HP. | 5 | Offensive | ||
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Strikes a target at long distance with ghost element damage. | 5 | Offensive | ||
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Imprisons the target temporarily behind a white magic curtain, preventing them from moving. | 5 | Active | ||
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Players in the effective range of the caster, including the caster, cannot cast spells. | 5 | Active | ||
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By gaining a greater understanding of your magic, you can make all of your magic skills deal max damage. | 5 | Active | ||
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Curse a target with the Marsh of Abyss, slowing their movement. It also decreases the target's Evasion and Physical Defence according to the caster's INT and job level. | 5 | Active | ||
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Summons a huge meteorite on the target, striking all targets nearby. | 5 | Offensive | ||
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Conjures the fires of hell to burn a target. The skill causes Burning status effect, which continually deals fire element damage over time. | 5 | Offensive | ||
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Calls a comet from space to crash down into the ground dealing MATK * (10-30) ~ (18-50) neutral element damage based on distance from blast center within a 15x15 radius. The skill causes Burning status effect. | 5 | Offensive | ||
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Covers a 15x15 area in a freezing mist, causing MATK * 3~7 * (blvl / 100) damage and inflicting Freezing status to targets that enter. | 5 | Offensive | ||
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Deals MATK * 13~25 * (blvl / 100) water element damage to targets under Freezing status effect. | 5 | Offensive | ||
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Deals MATK * 5~17 * (blvl / 100) wind element damage to a single target. When a target is struck by Chain Lightning, it will also chain to enemies near the target. | 5 | Offensive | ||
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Causes Petrification status to a single target and all targets nearby. | 5 | Active | ||
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Causes the earth near you to shake and shoot up from below, dealing MATK * 21~25 * (blvl / 100) damage to those in range. Has a 6~50% chance of divesting weapon, helm, armor, shield and accessory on hit foes. | 5 | Offensive | ||
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Throws your active Fire Ball, Lightning Ball, Water Ball and Stone that you currently have summoned to deal damage to a single target. | 2 | Offensive | ||
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Summons a ball of fire near the caster. | 5 | Offensive | ||
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Summons a ball of water near the caster. | 5 | Offensive | ||
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Summons a ball of lightning near the caster. | 5 | Offensive | ||
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Summons a magic stone near the caster. | 5 | Offensive | ||
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Deals 4 blows to target foe, each hitting for MATK * 10~30 magic damage. Element of summoned stones determine the element of each hit. Causes one status effect from Burning, Freezing, Stun, and Bleeding status ailments. | 5 | Offensive |
Skill Tree
Job Bonuses
Stat\Amount | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 | +12 | +13 |
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STR | 34 | ||||||||||||
AGI | 8 | 20 | 29 | 40 | 47 | 54 | 58 | ||||||
VIT | 15 | 18 | 24 | 25 | 52 | 57 | |||||||
INT | 1 | 2 | 7 | 12 | 23 | 35 | 36 | 41 | 44 | 45 | 50 | 55 | 60 |
DEX | 3 | 6 | 13 | 19 | 28 | 39 | 51 | 59 | |||||
LUK | 31 | 53 |
ASPD
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External Links
- Skilltree Simulator by Himeyasha
ExpandWizard |
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ExpandClasses of Ragnarok Online |
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