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  1. ===============================================================================
  2. ==========================Mage/Wizard/High Wizard FAQ==========================
  3. ====================================By: Ryock==================================
  4. ===============================================================================
  5.  
  6. ----------------------------
  7. Table of Contents
  8. ----------------------------
  9. Section I: Version History
  10. Section II: About Myself and the FAQ
  11. Section III: Basic RO Knowledge Every Player Should Know
  12. Section IV: Getting your Mage Started
  13. Section V: The Mage Test
  14. Section VI: Mage Skills and Info
  15. Section VII: The Wizard Test
  16. Section VIII: Wizard Skills and Info
  17. Section IX: Transcending
  18. Section X: High Wizard Skills and Info
  19. Section XI: Stat and Skill Builds
  20. Section XII: Q & A
  21. Section XIII: Contact, Legal Info, Credits
  22. ====================================================
  23. Section I: Version History
  24. ====================================================
  25. Version 1.00(11/06/07): This is the first version of the FAQ and will be 
  26. updated if needed.
  27. Version 1.10(11/07/07): Added a new section, "Stat and Skill Builds". Removed
  28. "Where to Level" section. Please see the "Stat and Skill Builds" section to
  29. see where to level. This has been changed to make it easier and quicker to
  30. find the information you need. Changed Section II's information.
  31. Version 1.11(11/28/10): Updated user information. This FAQ also no longer 
  32. applies to current RO. RO has been updated for Renewal, and thus many moves
  33. and mechanics have been changed. This FAQ is now only useful for pre 
  34. Renewal.
  35. ====================================================
  36. Section II: About Myself and the FAQ
  37. ====================================================
  38. Well, I have been playing Ragnarok Online for a pretty long time now, and have 
  39. gone through quite a number of things while playing. I've transcended, met 
  40. great people, and have gone through A LOT of things while playing. Simply 
  41. said, Ragnarok Online is a great game, and continues to be to this day. I got 
  42. the idea to make this FAQ simply because there were a lot of FAQs here that 
  43. could not help me in my needy times when I was Mage and Wizard. Not to mention,
  44. a lot of people don't like to play Wizards anymore since people keep crying
  45. that we're nerfed and gimped, since MDEF is do much easier to get now, and
  46. we have no way of bypasing or piercing MDEF. So therefore, I had to work 
  47. completely on my own and hope I didn't mess up. Thankfully, I think I did a 
  48. very good job building my High Wizard, and now I created this FAQ simply to 
  49. help others who may be in need with certain Mage and Wizard times.
  50.  
  51. In this FAQ, I will explain where, when, and how to do certain Mage/Wizard 
  52. related quests, as well as how to play them effectively, and other things that 
  53. would be helpful, like places to train till 99, etc.
  54.  
  55. One thing I should note, is that if you're looking for a specific piece of
  56. information in this FAQ, ctrl+F will bring up a search function for this
  57. page, and you can type in whatever you like, and it will find the information
  58. you are looking for. I hope this FAQ helps those in need that read it; enjoy.
  59.  
  60. ====================================================
  61. Section III: Basic RO Knowledge Every Player Should Know
  62. ====================================================
  63. Well, there's common sense and then there's basic knowledge. You need a little 
  64. of both to get to know RO. First of all... KSing is a verrrrrry bad thing. KS, 
  65. or Kill Steal, is basically when you attack another person's monster and kill 
  66. it. Sometimes even take the item that drops. Below, are a list of basic 
  67. symbols, abreviations, and other such things that are necessary to know for 
  68. Ragnarok Online.
  69.  
  70. PVP= Player versus player.
  71. PVM= Player versus monster.
  72. RO= Ragnarok Online, sometimes and i,k, etc is added at the beginning to show 
  73. what country of RO it is, like iRO being international RO.
  74. KS= Kill Steal. When you kill someone's monster and sometimes take the item.
  75. Pot= Potion. This is usually used for Merchants selling potions.
  76. Buff= Boosts added to the character to heighten performance of the character 
  77. like Blessing, Impositio Manus, etc.
  78. Bot= a third party program that controls a character, usually performing kill 
  79. steals, then warping right out the area to another with Fly Wings. Usually, 
  80. their names are all jumbled like "hmgujksl" or something like that.
  81. SG= Storm Gust. It is a very necessary Wizard spell that many people who will 
  82. party with Wizards will tell them to do if they aren't using the spell already.
  83. LoV= Lord of Vermillion. A very powerful wind type spell that only Wizards 
  84. learn.
  85. vFW= Vertical Fire Wall. Simply placing a Fire Wall in a position facing 
  86. vertically towards your enemy to make a longer use of a Fire Wall. I'll 
  87. explain further in the FAQ.
  88. GH= Glast Heim. This will be a very common place to come to later in your 
  89. higher levels.
  90. Warp= A warp portal that leads to a different area. Usually, people ask 
  91. Priests, Acolytes, and Monks to transport them to places.
  92.  
  93. Well, that's all for now. If I come up with more, I'll put it up. But 
  94. basically, you are NOT supposed to attack a monster that someone else is 
  95. already attacking. You can get banned for it if you do it consecutively, so be 
  96. careful as to stay on good terms with everyone. It's a good community if 
  97. you're just nice to people.
  98.  
  99. ====================================================
  100. Section IV: Getting your Mage Started
  101. ====================================================
  102. Everyone is also very uptight about exactly how to build their character. And 
  103. I can agree with them... to a point. Builds can usually be fixed, if you're 
  104. not too far into your levels. If you've hit around Base Level 50, and you feel 
  105. you made a critial mistake, it won't entirely be bad if you wish to remake 
  106. your character. Actually, it would be advisable to do so. But if you mess up 
  107. a single point, and you're upset about that, get over it... it's not gonna 
  108. make THAT much of a difference. Below are the stats, and the order of 
  109. importance they come in.
  110.  
  111.  
  112. INT/DEX: For me, both INT and DEX are equally important. Many found my Wizard 
  113. to be either weak, or interesting, because my Wizard was a balanced magic user 
  114. who preferred speed over power. Not too many spells were max leveled, however, 
  115. my Wizard was a lot faster than all the other Wizards I met for the most part. 
  116. Most people will tell you to keep putting up your INT until 70, and nothing 
  117. else. I agree for the most part. I say get INT until it's around 60, then
  118. start putting up DEX. Some people will recommend 70 INT first, then some DEX.
  119. That works too. Go with whatever you think might work better. Though, to be
  120. honest, unless you have full INT gear, you will probably wanna go the 70 INT
  121. route.
  122.  
  123. VIT: A lot of Mages and Wizards think this the third most important stat, and 
  124. I agree for the most part. We Mages don't really need VIT as with Fire Wall 
  125. and Ice Wall, most of our enemies will never touch us, and even if they do, we 
  126. can get back with another, and continue to use Potions or Heal. VIT can be
  127. very valuable to us in PVP and WoE, not really so much in PVM though unless
  128. you're a High Wizard, in which case, cling to it.
  129.  
  130. AGI: This is interesting to see sometimes. Some people have made some really
  131. fun Wizards with INT/AGI builds. Only problem is that they look a lot of their
  132. casting speed due to low DEX(around 20-40 at most), and are usually very
  133. technical, cause some of them use Fire Pillar tricks with Sight Blaster, as 
  134. well as use Quagmire level 5 to take advantage of the DEX lowering effect. This
  135. is fun for PVM, but competitively, it will lose. INT/DEX Wizards are just
  136. much more versatile and powerful.
  137.  
  138. LUK: Luck... is odd. It helps for some status effect resistance, but no 
  139. Wizards have any. It'd take too many points away to actually get use out of
  140. it. Only High Wizards will have leftover points to throw into this stat, and
  141. even then, they'd rather get VIT, which is the smarter choice.
  142.  
  143. STR: This was once a very heated debate. Not so much anymore though, since
  144. the gym passes came out in the kafra shop. Now everyone can have 2k more weight
  145. limit on their char, which means with 1 STR, we'll have at least 4430 weight
  146. limit, which is freaking amazing for Wizards, and will save us a lot, since
  147. it means basically doubling, or tripling how many potions we can carry. So,
  148. unfortunately, STR is no longer useful to a Wizard.
  149.  
  150.  
  151. Okay, being a Novice without any STR or AGI is actually worlds easier than
  152. people make it sound. You can actually kill Poporings immediately after
  153. getting out of the training area. To get the most out of the training grounds
  154. though, follow these steps in order.
  155.  
  156. 1. When you first appear, you should see a woman named Shion. Talk to her once.
  157. After talking to her once, talk to her again, and you should gain one base
  158. level.
  159. 2. Keep going east, until you go into a building and see a man there. Talk to
  160. him, and go to the next phase.
  161. 3. Walk upwards and you should see a Crusader named Interfaces Tutor. Talk to
  162. him, and you should receive one base level and one job level.
  163. 4. Next, walk to the east just a tiny bit, and you should see a maid of a 
  164. sort. This is the kafra services. She can explain services of the kafra to you
  165. if you're new. Talk to her, and ask her about kafra services. Then ask her
  166. about save service, and storage service. You should receive one base level
  167. for the save service, and one job level for the storage service explanation.
  168. 5. Right about her, you should see a Blacksmith with pigtails scratching her
  169. head. Talk to her, and follow her instructions exactly as she says. You can
  170. still go through your menus and equips while talking to NPCs, so when she
  171. says to equip the Novice Slippers, go to your item menu, and equip them by
  172. double clicking them. Same goes for the Novice Potion when she gives it to you.
  173. If you do it correctly, you should receive two base levels and two job levels.
  174. 6. Go all the way over to the left, and you should see a guy with his fists
  175. up, named Skill Tutor. Talk to this guy and you will receive one base level
  176. and two job levels.
  177. 7. Go into the portal to the left, and you should appear in a new room. Go to
  178. the right, and talk to the helper. Talk to him and you should get one base
  179. level.
  180. 8. Okay, now there should be a person on your right. Talk to her, and he'll 
  181. give you some Novice Potions, and send you to the training grounds. Fight a 
  182. monster and purposely get killed. When you die, select "Return to Save Point".
  183. You should appear right back where you were before going inside. Talk to the
  184. person who sent you to the training grounds again. He'll give you more 
  185. Novice Potions, and give you one base level.
  186. 9. Okay, after all this, you should be Base level 9 and Job level 7. If you are
  187. not, then you missed something in this guide. Backtrack and see what you 
  188. missed.
  189.  
  190. Alright, so you now have your Novice leveled up a little bit. Throw all the
  191. status points you just got into INT. You won't need DEX until later anyways.
  192. You should have 19 INT now. At this point, you should go back to the training
  193. grounds. When you get there, go north, until you reach a building. Talk to the
  194. person outside to go in.
  195.  
  196. When you go in, there should be two people. Talk to the person on your left,
  197. first. He'll ask you what job you had in mind. Tell him Swordman. Next, talk
  198. to the guy up at the top. He'll ask if you want to take the test. Tell him
  199. you would like to take the test. Don't bother answering the questions honestly,
  200. just mash the enter button until he finishes. When he DOES finish, he should
  201. tell you that Swordman would be the best choice for you. Go with what he
  202. says, and take the Swordman job. After this, he'll give you some items, and 
  203. send you to Izlude.
  204.  
  205. Now you should be in Izlude, at the Swordman academy. You should have 
  206. received 4 Red potions, 2 Yellow Potions, 2 Green Potions, 5 Free Ticket For
  207. Kafra Storage, 5 Free Ticket for Kafra Transportation, and a Falchion[3]. The
  208. 3 stands for how many slots the weapon has btw, and can later be slotted with
  209. cards you buy and sell; but anyways. Go to the first portal you see, which
  210. should be the southern most one. When you get outside, go across the little
  211. bridge outside, and go down the map until you see a kafra lady, the maid 
  212. looking people. Talk to her.
  213.  
  214. Once you talk to her, ask for transportation. Ask that she send you to 
  215. Geffen. Since you have a ticket, it will be free. Now you should be in
  216. Geffen. Okay, now go up and around the round little hedge you see in front of
  217. you. You should see another kafra lady. Ask that she send you to Prontera. 
  218. Ignore the one you see on your right. She's for voting privleges, and will not
  219. transport you anywhere. Once you get in Prontera, go to the very bottom of the
  220. map. You should see another kafra lady here. Ask to save here. Once you've
  221. done that, you're pretty safe. If you die, you will be warped back to Prontera.
  222.  
  223. Okay, now after this, equip your Novice Main Gauche, Novice False Eggshell,
  224. Somber Novice Hood, Novice Guard, Novice Slippers, and your Tattered Novice
  225. Ninja Suit. You're now ready to go fight Poporings. Go outside the portal to
  226. the south of the map. When you get out, you should be outside in a little
  227. field. Go all the way south, and to the red dot on your map. Go into the
  228. portal you find.
  229.  
  230. Once you go through, you should be in a desert. Go all the way east and to
  231. the red dot, into the next portal. When you get through, you will be on 
  232. Poporing Island. This place has tons of slimes, called Porings. Kill only
  233. Poporings. Be careful though. Before you do attack, hotkey your Novice
  234. Potions, and be ready for almost being killed everytime. Everytime the
  235. Poporing gets a successful attack in, you WILL need to use a potion, so be
  236. ready. To make attacking easier, you can hold ctrl, and left click, then
  237. let go of the mouse button and ctrl, and your char constantly keep attacking.
  238. Once you hit job 10, you can finally become a Mage.
  239.  
  240. Now you're finally ready to become a Mage. However, you need to pass a test. 
  241. Unfortunately, there are also four different variations of the test, and you 
  242. require to do a set amount of things. Fortunately enough, one of them does not 
  243. require you to get a solution, and I was fortunate enough to get that one with 
  244. both my Mages.
  245.  
  246. ====================================================
  247. Section V: The Mage Test
  248. ====================================================
  249. The Mage test is relatively easy and mindless. To get to the Mage's Guild, go
  250. to Geffen, and go into the build at the top left corner of the map. Talk to the
  251. lady wearing almost nothing with pink hair, and ask to turn you into a Mage. 
  252. There are four solutions. It is randomly generated which one you will have to 
  253. make. They are as follows:
  254.  
  255. Solution #1: 2 Jellopy, 3 Fluff, 1 Milk. Payon Solution.
  256. Solution #2: 3 Jellopy, 1 Fluff, 1 Milk. No solution.
  257. Solution #3: 6 Jellopy, 1 Fluff. Payon Solution.
  258. Solution #4: 2 Jellopy, 3 Fluff. Morroc Solution.
  259.  
  260. As for the other things like gemstones, those are provided. As for the
  261. solutions. Take the empty test tube they give you, and go to Payon Archer
  262. Village to get a Payon solution. You can get there by going to Payon, and then
  263. heading to the top red dot at the corner of the map. Once you get here,
  264. follow the path until the fork, and take a right. You should see someone
  265. behind a fruit stand. Talk to him or the guy below him, I forget which, and
  266. he will make you a solution with the tube you brought him.
  267.  
  268. As for the Morroc solution... go to Morroc. When you get there, head towards
  269. the top left red dot, and go through. When you get to the next map, head to
  270. where you see the blue on the map in the center. There's a woman there. She'll
  271. make you a Morroc solution with the tube.
  272.  
  273. After you have everything ready, talk to the machine in the center of the 
  274. Mage's Guild. Enter everything in exactly, and perfectly, or it will fail, 
  275. and you will need to go get items again. After you get the solution from the
  276. machine, give it to the lady who's almost naked, and she'll make you a Mage =D.
  277.  
  278. ====================================================
  279. Section VI: Mage Skills and Info
  280. ====================================================
  281.  
  282. Increase SP Recovery--------------------------------
  283.  
  284. Pre-requisites: None
  285. Skill Type: Passive
  286. Target: Self
  287. SP Required: None
  288. Mastered At: Level 10
  289. In-game Info: Enhance natural SP Recovery. Max SP affects how much SP 
  290. restoration is increased by this skill.
  291.  
  292. Level 1: +3SP/10sec,items +2% 
  293. Level 2: +6SP/10sec,items +4% 
  294. Level 3: +9SP/10sec,items +6% 
  295. Level 4: +12SP/10sec,items +8% 
  296. Level 5: +15SP/10sec,items +10% 
  297. Level 6: +18SP/10sec,items +12% 
  298. Level 7: +21SP/10sec,items +14% 
  299. Level 8: +24SP/10sec,items +16% 
  300. Level 9: +27SP/10sec,items +18% 
  301. Level 10: +30SP/10sec,items +20% 
  302.  
  303. Comments: Not bad, but not good either. This skill isn't nearly as useful as a 
  304. person first glancing upon would probably think. It really doesn't help at 
  305. all, and our SP recovery is already good enough as it is. Skip this completely
  306. unless you're getting High Wizard skills like Stave Crasher or Gravitational
  307. Field. And only get what is necessary for Stave and Gravity.
  308.  
  309. Sight-----------------------------------------------
  310.  
  311. Pre-requisites: None
  312. Skill Type: Supportive, Fire Property
  313. Target: Self
  314. SP Required: 10
  315. Mastered At: Level 1
  316. In-game Info: Detects enemies hidden in the caster's vicinity.
  317.  
  318. Level 1: Enables the use of Sight in a 7x7 range
  319.  
  320. Comments: This is only a good skill for those who will hide in WoE and PvP 
  321. battles. Even then, Heaven's Drive is usually smarter unless you're using some
  322. Wizard tricks with Ice Wall and Fire Wall. Otherwise, I don't believe you'll 
  323. be finding yourself using it too much. It simply allows you to see enemies 
  324. that use Hide. Another note btw, is that while using Sight, you cannot Hide
  325. using a Smokie Accessory.
  326.  
  327. Napalm Beat-----------------------------------------
  328.  
  329. Pre-requisites: None
  330. Skill Type: Offensive
  331. Target: Enemy in 3x3 area
  332. SP Required: LV1-3 9 SP, LV4-6 12 SP, LV7-9 15 SP, LV10 18 SP
  333. In-game Info: Attack an enemy from a distance through the use of psychokinetic
  334. energy.
  335.  
  336. Level 1: 80% MATK, 1.0 Second Delay Time, 9 SP
  337. Level 2: 90% MATK, 1.0 Second Delay Time, 9 SP
  338. Level 3: 100% MATK, 1.0 Second Delay Time, 9 SP
  339. Level 4: 110% MATK, 0.9 Second Delay Time, 12 SP
  340. Level 5: 120% MATK, 0.9 Second Delay Time, 12 SP
  341. Level 6: 130% MATK, 0.8 Second Delay Time, 12 SP
  342. Level 7: 140% MATK, 0.8 Second Delay Time, 15 SP
  343. Level 8: 150% MATK, 0.7 Second Delay Time, 15 SP
  344. Level 9: 160% MATK, 0.6 Second Delay Time, 15 SP
  345. Level 10: 170% MATK, 0.5 Second Delay Time, 18 SP
  346.  
  347. Comments: Okay, this is a very weak, useless spell for the most part. It has 
  348. an extremely low cast time, cast delay, and SP cost. But it is not very 
  349. powerful at all, and has low range. However, people usually use it for tagging 
  350. an enemy.
  351.  
  352. Soul Strike----------------------------------------
  353.  
  354. Pre-requisites: Level 4 Napalm Beat
  355. Skill Type: Offensive
  356. Target: One Enemy
  357. SP Required: 15+3*skill level for odd LVs and 8+3*skill level for even LVs
  358. In-game Info: Summon ancient spirits to attack an enemy. Especially effective 
  359. against the Undead monsters.
  360.  
  361. Level 1: 1 Spirit, 1.2 Second Delay Time, 105% MATK, 18 SP
  362. Level 2: 1 Spirit, 1.0 Second Delay Time, 110% MATK, 14 SP
  363. Level 3: 2 Spirits, 1.4 Second Delay Time, 115% MATK, 24 SP
  364. Level 4: 2 Spirits, 1.2 Second Delay Time, 120% MATK, 20 SP
  365. Level 5: 3 Spirits, 1.6 Second Delay Time, 125% MATK, 30 SP
  366. Level 6: 3 Spirits, 1.4 Second Delay Time, 130% MATK, 26 SP
  367. Level 7: 4 Spirits, 1.8 Second Delay Time, 135% MATK, 36 SP
  368. Level 8: 4 Spirits, 1.6 Second Delay Time, 140% MATK, 32 SP
  369. Level 9: 5 Spirits, 2.0 Second Delay Time, 145% MATK, 42 SP
  370. Level 10: 5 Spirits, 1.8 Second Delay Time, 150% MATK, 38 SP
  371.  
  372. Comments: A lot of Wizards and Sages like to get this so that they have a 
  373. quick spell that can deal decent damage for almost near instant casting time.
  374. This in my opinion is a complete waste of time unless you're getting it for
  375. Safety Wall. Any undead that can be hit by this will sooner be killed by
  376. Fire Wall. However, if you're not getting Saftey Wall and have leftover points,
  377. I suppose I don't see a problem with getting this.
  378.  
  379. Safety Wall----------------------------------------
  380.  
  381. Pre-requisites: Napalm Beat level 7, Soul Strike level 5
  382. Skill Type: Supportive
  383. Target: Ground
  384. SP Required: LV1-3: 30, LV4-6: 35, LV7-10: 40
  385. In-game Info: Create a magic barrier on a targeted spot that will block short
  386. range melee attacks for the duration of the Safety Wall. Each cast requires 1
  387. Blue Gemstone.
  388.  
  389. Level 1: Blocks 2 attacks
  390. Level 2: Blocks 3 attacks
  391. Level 3: Blocks 4 attacks
  392. Level 4: Blocks 5 attacks
  393. Level 5: Blocks 6 attacks
  394. Level 6: Blocks 7 attacks
  395. Level 7: Blocks 8 attacks
  396. Level 8: Blocks 9 attacks
  397. Level 9: Blocks 10 attacks
  398. Level 10: Blocks 11 attacks
  399.  
  400. Comments: This is one of the most useful skills a Mage/Wizard can learn.
  401. Although most Mages do not get it at all unless they are becoming a High Wizard
  402. , mostly because it takes too many points. However, if you are going to become 
  403. WoE orientated, it is advised you think about getting it.
  404.  
  405. Cold Bolt------------------------------------------
  406.  
  407. Pre-requisites: None
  408. Skill Type: Offensive
  409. Target: One Enemy
  410. SP Required: 10 + 2*skill level
  411. In-game Info: Summon bolts of frigid ice to strike at an enemy. Barring changes
  412. in damage due to elemental properties each bolt inflicts an amount of damage
  413. equal to the caster's Matk.
  414.  
  415. Level 1: 1 bolt 
  416. Level 2: 2 bolts
  417. Level 3: 3 bolts
  418. Level 4: 4 bolts
  419. Level 5: 5 bolts
  420. Level 6: 6 bolts
  421. Level 7: 7 bolts
  422. Level 8: 8 bolts
  423. Level 9: 9 bolts
  424. Level 10: 10 bolts
  425.  
  426. Comments: Only get it to level 5 for Storm Gust. Anymore levels are completely
  427. and utterly unneccesary.
  428.  
  429. Frost Diver----------------------------------------
  430.  
  431. Pre-requisites: Level 5 Cold Bolt
  432. Skill Type: Offensive
  433. Target: One Enemy
  434. SP Required: 26 - skill level
  435. In-game Info: Freeze an enemy for a set duration.
  436.  
  437. Level 1: 38% Success / 110% MATK 25 SP 
  438. Level 2: 41% Success / 120% MATK 24 SP 
  439. Level 3: 44% Success / 130% MATK 23 SP 
  440. Level 4: 47% Success / 140% MATK 22 SP 
  441. Level 5: 50% Success / 150% MATK 21 SP 
  442. Level 6: 53% Success / 160% MATK 20 SP 
  443. Level 7: 56% Success / 170% MATK 19 SP 
  444. Level 8: 59% Success / 180% MATK 18 SP 
  445. Level 9: 62% Success / 190% MATK 17 SP 
  446. Level 10: 65% Success / 200% MATK 16 SP 
  447.  
  448. Comments: A very good skill... for monsters anyways. This skill will NOT
  449. freeze boss type monsters, and in WoE, it can sometimes be a waste of time
  450. even trying to use since most people walk in with Unfrozens and Undeads 
  451. anyways. There's always a war going on between whether to get this or Stone
  452. Curse. Well, that's easy... this for monsters, Stone Curse for players.
  453.  
  454. Stone Curse----------------------------------------
  455.  
  456. Pre-requisites: None
  457. Skill Type: Curse
  458. Target: One Enemy
  459. SP Required: 26 - skill level
  460. In-game Info: Curse an enemy by turning it into stone. Each cast requires
  461. 1 Red Gemstone.
  462.  
  463. Level 1: 24% Success Chance 25 SP 
  464. Level 2: 28% Success Chance 24 SP 
  465. Level 3: 32% Success Chance 23 SP 
  466. Level 4: 36% Success Chance 22 SP 
  467. Level 5: 40% Success Chance 21 SP 
  468. Level 6: 44% Success Chance 20 SP 
  469. Level 7: 48% Success Chance 19 SP 
  470. Level 8: 52% Success Chance 18 SP 
  471. Level 9: 56% Success Chance 17 SP 
  472. Level 10: 60% Success Chance 16 SP 
  473.  
  474. Comments: This is the perfect immobilizing spell for Wizards to use in WoE.
  475. It is expected to be maxed if you're going to be WoE orientated. This will
  476. basically stop them dead in their tracks unless they're using Undead armor,
  477. which is becoming more and more common in people to use. It's good even if you 
  478. can't kill who's cursed, it allows for some Monks to Guillotine a person.
  479.  
  480. Fire Ball------------------------------------------
  481.  
  482. Pre-requisites: Fire Bolt level 4
  483. Skill Type: Offensive
  484. Target: One Enemy/splash damage 2 cells
  485. SP Required: 25
  486. In-game Info: Summon a fire ball to damage a target and monsters in its
  487. immediate vicinity. Enemies near the target receive 3/4 of damage inflicted
  488. on skill's target. At level 5 and above, Fire Ball's casting and delay time is
  489. reduced.
  490.  
  491. Level 1: 80% MATK 
  492. Level 2: 90% MATK 
  493. Level 3: 100% MATK 
  494. Level 4: 110% MATK 
  495. Level 5: 120% MATK 
  496. Level 6: 130% MATK 
  497. Level 7: 140% MATK 
  498. Level 8: 150% MATK 
  499. Level 9: 160% MATK 
  500. Level 10: 170% MATK 
  501.  
  502. Comments: Absolutely and utterly useless. Only get it to level 5 if you plan
  503. on getting Fire Wall.
  504.  
  505. Fire Wall------------------------------------------
  506.  
  507. Pre-requisites: Level 4 Fire Bolt, Level 5 Fire Ball
  508. Skill Type: Defensive
  509. Target: Ground
  510. SP Required: 40
  511. In-game Info: Create a wall of flame that will deter and cause damage to
  512. enemies.
  513.  
  514. Level 1: 5 Hits, 5 sec 
  515. Level 2: 6 Hits, 6 sec 
  516. Level 3: 7 Hits, 7 sec 
  517. Level 4: 8 Hits, 8 sec 
  518. Level 5: 9 Hits, 9 sec 
  519. Level 6: 10 Hits, 10 sec 
  520. Level 7: 11 Hits, 11 sec 
  521. Level 8: 12 Hits, 12 sec 
  522. Level 9: 13 Hits, 13 sec 
  523. Level 10: 14 Hits, 14 sec 
  524.  
  525. Comments: You can basically create a wall of fire to stop and deter enemies.
  526. It has slight knockback effect when the enemies run into it as well. There's
  527. a trick that is commonly known to all Mages and Wizards who use this skill,
  528. and that is vertical Fire Wall. It basically makes a bigger use out of your
  529. Fire Wall. This is absolutely essential to learn in order to solo as a Wizard.
  530.  
  531. Fire Bolt------------------------------------------
  532.  
  533. Pre-requisites: None
  534. Skill Type: Offensive
  535. Target: One Enemy
  536. SP Required: 10 + 2*skill level
  537. In-game Info: Summon bolts of pure flame to strike at an enemy. Barring changes
  538. in damage due to elemental properties, each bolt inflicts an amount of damage 
  539. equal to the caster's MATK.
  540.  
  541. Level 1: 1 bolt 
  542. Level 2: 2 bolts
  543. Level 3: 3 bolts
  544. Level 4: 4 bolts
  545. Level 5: 5 bolts
  546. Level 6: 6 bolts
  547. Level 7: 7 bolts
  548. Level 8: 8 bolts
  549. Level 9: 9 bolts
  550. Level 10: 10 bolts
  551.  
  552. Comments: This is definitely a necessary spell unless you're becoming a Sage
  553. or Scholar, sooooo that doesn't matter, does it? Almost every Wizard maxes
  554. this, and quite frankly, I agree. There aren't very many powerful fire spells,
  555. and the only good aoe one is very random and risky, so I would recommend
  556. maxing this spell. Each bolt does 100% MATK damage*skill level. So maxed out,
  557. it would deal out 1000% damage.
  558.  
  559. Lightening Bolt------------------------------------
  560.  
  561. Pre-requisites: None
  562. Skill Type: Offensive
  563. Target: One Enemy
  564. SP Required: 10 + 2*skill level
  565. In-game Info: Summon bolts of lightning to strike at an enemy. Barring changes
  566. in damage due to elemental properties each bolt inflicts an amount of damage
  567. equal to the caster's Matk.
  568.  
  569. Level 1: 1 bolt 
  570. Level 2: 2 bolts
  571. Level 3: 3 bolts
  572. Level 4: 4 bolts
  573. Level 5: 5 bolts
  574. Level 6: 6 bolts
  575. Level 7: 7 bolts
  576. Level 8: 8 bolts
  577. Level 9: 9 bolts
  578. Level 10: 10 bolts
  579.  
  580. Comments: Absolutely unneccesary for us Wizards. Get it to level 1 so you
  581. can learn Jupitel Thunder and Storm Gust. That's its only good point I'm
  582. afraid. It just gets outdone by Jupitel Thunder, later. The only reason to
  583. get it higher is level 4 for Meteor Storm or Lord of Vermilion.
  584.  
  585. Thunderstorm---------------------------------------
  586.  
  587. Pre-requisites: Lightening Bolt level 4
  588. Skill Type: Offensive
  589. Target: Multiple enemies/splash damage 5x5 area
  590. SP Required: 24 + 5*skill level
  591. In-game Info: Summon a storm of lightning on a targeted area to damage enemies
  592. within the Thunderstorm range.
  593.  
  594. Level 1: 1 bolt 
  595. Level 2: 2 bolts
  596. Level 3: 3 bolts
  597. Level 4: 4 bolts
  598. Level 5: 5 bolts
  599. Level 6: 6 bolts
  600. Level 7: 7 bolts
  601. Level 8: 8 bolts
  602. Level 9: 9 bolts
  603. Level 10: 10 bolts
  604.  
  605. Comments: A decent spell, but is outdone by Lord of Vermilion in later levels.
  606. Only get it to level 1 if you're getting Meteor Storm or Lord of Vermilion.
  607.  
  608. Energy Coat-----------------------------------------
  609.  
  610. QUEST SKILL
  611. Pre-requisites: Job level 35 as a Mage, or just being a Wizard or Sage
  612. Skill Type: Defensive/Supportive
  613. Target: Self
  614. SP Required: 30
  615. In-game Info: Create a barrier of spiritual energy that will buffer attacks
  616. at the caster. The caster's remaining SP affects the amount of damage reduced
  617. by the barrier. More SP is drained as attacks buffered by the barrier
  618. accumulate.
  619.  
  620. Level 1: Casts Energy Coat
  621.  
  622. Comments: This is a very good skill, but your SP runs out VERY quickly when
  623. it's active, so use it only if you have to. You WILL lose SP every time you
  624. get hit while this skill is active, but you will reduce damage coming to you,
  625. which includes melee, ranged, magic, etc. Magificat will help protect you from
  626. losing SP though, as will a Scholar if you have one with you in Thanatos
  627. or Biolabs.
  628.  
  629. ====================================================
  630. Section VII: The Wizard Test
  631. ====================================================
  632.  
  633. Okay, it may just be me, but the Wizard test doesn't feel so difficult 
  634. anymore. However, I remember how difficult it was for me when I was first 
  635. changing into a Wizard, and then I realize, "Hey, it's a really damn hard
  636. test!". So, I'm gonna guide you through the test in this part.
  637.  
  638. First of all, if you're job 40, what's wrong with you!? *smack* Go and get
  639. those other 10 job levels! Now! Wizards need them more than any other class
  640. in the game, since they are completely skill dependant. But in case you don't
  641. wanna listen to me anyways, I'm gonna guide those who change early as well XD.
  642.  
  643. Okay, so what are you going to need to defeat this test? Well, you'll need
  644. either one of two different sets of items. Hope you get the gemstone one! If 
  645. you're job 50, you don't need any items! You can change solely dependant on 
  646. skill when you reach the tower. In the case you are not job 50, you will
  647. need either 5 Red Bloods, 5 Crystal Blues, 5 Green Lives, and 5 Winds of
  648. Verdure, OR, 10 of each color of gemstone, which includes red, blue, and
  649. yellow. It's random, so best to collect both sets just in case unless you
  650. have someone helping you. Now, here's how to become a Wizard step by step.
  651.  
  652. 1. First of all, you change at the Wizard tower in Geffen. In case you don't
  653. know where that is, go to Geffen. From where you appear, keep going up until
  654. you see a tower. This is the Geffen Wizard Tower. Go inside. 
  655. 2. Now comes an annoying part. You'll see stairs on your sides. Keep going
  656. up the stairs until you reach the top. It's a long walk...
  657. 3. When you reach the top, talk to the woman behind the counter. She will
  658. request that you get items for her. Like I said, it's going to be one of the
  659. two sets of items.
  660. 4. After giving her the items, or being a SMART Mage, and going JOB 50, then
  661. you will reach the next part of the test =). Remember! People who went job
  662. 50 don't have to collect the items! =D
  663. 5. After that, you will have to take a written test. The questions are
  664. randomly generated, but here are all the questions and answers to them. 
  665.  
  666. 1st set
  667.  1) Which stat is the most important for a Mage? INT 
  668.  2) Which attribute does not have a 'bolt' type attack? Earth 
  669.  3) Choose the one that does not relate to a Mage. Good at selling stuff
  670.  4) Which town is the home of Mages? Geffen 
  671.  5) Which of the following cards has nothing to do with INT? Andre Egg Card
  672.  6) What is the Mage good at compared to other classes? Exceptional Magic
  673.  7) What is the INT bonus of a Mage at job level 40? 5 
  674.  8) Which equipment can a Mage not equip? Boy's Cap 
  675.  9) Which of the following is a catilyst when making the Mage solution test #3?
  676.     Yellow.
  677.  10) Which card is irrelevant to magic? Magnolia Card
  678.  
  679. 2nd set
  680.  1) Which of the following is not necessary to learn Fire Wall? Napalm Beat
  681.     level 4.
  682.  2) Regardless of the previous attribute, what does the monster attribute
  683.     change to when you cast Frost Diver on it? Water.
  684.  3) When you completely master Napalm Beat, what is the ratio of the increased
  685.     MATK when using that spell? 1.7x.
  686.  4) What item do you need when casting Stone Curse? Red Gemstone.
  687.  5) Which of the following is not required to learn Safety Wall? Increase SP
  688.     Recovery LV6.
  689.  6) Without the INT bonus, what amount of SP is recovered every 10 seconds
  690.     when you have learned Increase SP Recovery LV7? 21.
  691.  7) Using Energy Coat when you have 50% of your SP remaining, how much SP is
  692.     used when hit, and what percentage of damage is reduced? 18%, 2.0%.
  693.  8) What amount of SP is used, and how many attacks can you avoid when using
  694.     Safety Wall LV6? SP 40, 7 hits.
  695.  9) How much SP is needed when using LV10 Thunderstorm? 74.
  696.  10) Which skill is most useful training in the Byalan Dungeon? Lightening 
  697.      Bolt.
  698.  
  699. 3rd set
  700.  1) Which monster can you obtain a slotted guard from? Pupa.
  701.  2) Which of the following monsters is the easiest for a low level Mage to 
  702.     hunt? Flora.
  703.  3) Which monster will not be affected by Stone Curse? Evil Druid.
  704.  4) When attacking LV3 water attribute monster with a wind attribute weapon,
  705.     what is the damage percentage? 200%.
  706.  5) If a Baby Desert Wolf and a Familiar fought, which one would win? 
  707.     Baby Desert Wolf.
  708.  6) Which of the following cannot be a cute pet? Roda Frog.
  709.  7) Choose the monster that is weak against a fire attribute attack. Mace
  710.     Goblin.
  711.  8) Which of the following has the highest defense? Caramel.
  712.  9) Choose the monster that's of a different species. Spore.
  713.  10) Which of the following is not an undead monster? Deviace.
  714.  
  715. For those of you that happen to be unlucky, there's four questions in there
  716. somewhere that don't get asked often. The answers are Cornutus, Zerom, Marina,
  717. and Lightening Bolt.
  718. 6. Okay, after you've passed the test, there's one last part to this Wizarding
  719. messup. And that would be the battle test! This one is rather difficult too...
  720. 7. Some things you should probably have done before this. Your INT should be
  721. around 7x, and your DEX 40 or higher, preferably higher... much higher. If 
  722. you're job 50, it should be 6x.
  723. 8. Now the rooms. There are three rooms, and each one is difficult, although
  724. they get harder as you progress. I hope you have Fire Wall and level 4
  725. Lightening Bolt! You'll definitely need them. As a little sidenote, you should
  726. bring lots of potions, and should have a Heal Clip by now. If you don't, this
  727. is going to be very difficult. You're timed on each room btw.
  728.  
  729.  Water Room
  730. Info: Kill the Mermaid first. She's aggressive and she'll get annoying very
  731. fast if you don't get rid of her. Fire Wall her, and just Lightening Bolt 4
  732. her. If you don't have that... then use level 1 >.>;. If you don't have Fire
  733. Wall... well, then Safety Wall yourself. But in that case, bring Green Potions
  734. with. After that, you can kill the other ones pretty easily since they're all 
  735. passive. For the Cornutus, Vadon, Shellfish, and Phen though, set a Fire Wall 
  736. up in between you before you cast, because these monsters have cast sensor, 
  737. which means they will attack you if you target them with a spell.
  738.  
  739. Once you clear the room, Hydras and a Marine Sphere will appear in the center
  740. of the room. Kill the monsters, and then you will be transported to the next
  741. room.
  742.  
  743.  Earth Room
  744. Info: This one's a little annoying, but not too difficult. Watch out for the
  745. Mantis and Orc Warrior. Simply Fire Wall them, and they will die after a 
  746. period of time of walking into the Fire Wall. You won't really need to use
  747. level 10 Fire Bolt for any of the enemies except the Giearth, which you will
  748. want to set up a Fire Wall before attempting to kill it with Fire Bolt. If
  749. you don't have Fire Wall, Safety Wall will work okay as well. The Bigfoot,
  750. Caramel, Giearth, Savage, and Vitata all have cast sensor, so be careful with
  751. them as well.
  752.  
  753. After clearing these monsters, Mandragoras and a Flora will appear. Just use
  754. level 1 Fire Bolt to kill the Mandragoras, and then Fire Bolt 10 the Flora
  755. and you're out of there!
  756.  
  757.  Fire Room
  758. Info: The hardest one of all! Three of the monsters in here are aggressive, 
  759. and unfortunately, the goblin is very fast and speedy. The best you can do, is
  760. either cast Safety Wall on yourself, and cast level 2-5 Cold Bolt on the 
  761. goblin, or to run and use level 1 Cold Bolt until it dies. Once it does,
  762. get the Zerom next. A level 3-4 Cold Bolt should be enough to kill it. Then 
  763. knock out the wolf, and it should be easy from there. Walk around with Sight,
  764. so you can see where the Frilldora is. Level 3-4 Cold Bolt the Scorpion and
  765. do the same to the Frilldora, and you should be able to kill the others with
  766. relative ease.
  767.  
  768. After all the monsters are cleared, two Horongs and a Greatest General will
  769. appear. The Horongs will die in 1 level 5 Cold Bolt, along with a level 2
  770. Cold Bolt. Then just use your range to kill the general, and spam potions
  771. if you have to, and he should fall. After this room, you will be teleported
  772. outside back in the Wizard Tower.
  773. 9. Okay, now that that is all over with, you can finally become a Wizard! Talk
  774. to the lady behind the counter again, and she will turn you into a Wizard.
  775. Good going, I'm sure you definitely earned it.
  776.  
  777. ====================================================
  778. Section VIII: Wizard Skills and Info
  779. ====================================================
  780.  
  781. Sightrasher-----------------------------------------
  782.  
  783. Pre-requisites: Sight, Lightening Bolt level 1
  784. Skill Type: Active/Offensive
  785. Target: Enemies surrounding self
  786. SP Required: 33 + SkillLV*2
  787. Mastered At: Level 10
  788. In-game Info: Attack enemies by shooting fireballs, which are first summoned
  789. by the Sight skill, in directions that radiate away from the caster.
  790.  
  791. Level 1: 120% MATK 
  792. Level 2: 140% MATK 
  793. Level 3: 160% MATK 
  794. Level 4: 180% MATK 
  795. Level 5: 200% MATK 
  796. Level 6: 220% MATK 
  797. Level 7: 240% MATK 
  798. Level 8: 260% MATK 
  799. Level 9: 280% MATK 
  800. Level 10: 300% MATK 
  801.  
  802. Comments: This is a crummy skill to be honest. Only good for breaking Ice Walls
  803. and for knocking people away in PVP. Since knockback is disabled in WoE, 
  804. there's no good use to this skill in there. This skill has no good purpose
  805. in PVM either. Only get it for Meteor Storm, and only get what's needed.
  806.  
  807. Fire Pillar-----------------------------------------
  808.  
  809. Pre-requisites: Fire Wall level 1
  810. Skill Type: Active/Offensive/Defensive
  811. Target: Ground/Enemy
  812. SP Required: 75
  813. Mastered At: Level 10
  814. In-game Info: ?
  815.  
  816. Level 1: 3 Hits / no Gemstone 
  817. Level 2: 4 Hits / no Gemstone 
  818. Level 3: 5 Hits / no Gemstone 
  819. Level 4: 6 Hits / no Gemstone 
  820. Level 5: 7 Hits / no Gemstone 
  821. Level 6: 8 Hits / Blue Gemstone 
  822. Level 7: 9 Hits / Blue Gemstone 
  823. Level 8: 10 Hits / Blue Gemstone 
  824. Level 9: 11 Hits / Blue Gemstone 
  825. Level 10: 12 Hits / Blue Gemstone 
  826.  
  827. Comments: When tripped, the trap delivers Fire property damage equal to 
  828. (50 + MATK/5)*(2+SkillLV) on a 3x3 area around the tripped cell. This damage 
  829. ignores MDEF and INT. Sounds great, eh? It really isn't. Even with all the
  830. MDEF we have, it HAS to be placed on a ground, so a player has to be stupid
  831. enough to walk into it to get any decent use, and even when it does hit, it
  832. does very little damage, not enough to actually help. You can only have
  833. 5 Fire Pillars out at a time, and I personally would NOT recommend getting
  834. this skill, PVP, WoE, or not. The gemstone cost doesn't help, either. Some
  835. people have created interesting tricks though, by knocking the pillars into one
  836. cell to do heavy damage with Sight Blaster. Still... it's not worth it.
  837.  
  838. Meteor Storm----------------------------------------
  839.  
  840. Pre-requisites: Fire Wall level 1
  841. Skill Type: Active/Offensive
  842. Target: Ground/Enemies
  843. SP Required: Varies between levels
  844. Mastered At: Level 10
  845. In-game Info: ?
  846.  
  847. Level 1: 2 Meteor 1 Hit Each 3% StunChance, SP 20 
  848. Level 2: 3 Meteor 1 Hit Each 6% StunChance, SP 24 
  849. Level 3: 3 Meteors 2 Hit Each 9% StunChance, SP 30 
  850. Level 4: 4 Meteors 2 Hit Each 12% StunChance, SP 34 
  851. Level 5: 4 Meteors 3 Hit Each 15% StunChance, SP 40 
  852. Level 6: 5 Meteors 3 Hit Each 18% StunChance, SP 44 
  853. Level 7: 5 Meteors 4 Hit Each 21% StunChance, SP 50 
  854. Level 8: 6 Meteors 4 Hit Each 24% StunChance, SP 54 
  855. Level 9: 6 Meteors 5 Hit Each 27% StunChance, SP 60 
  856. Level 10: 7 Meteors 5 Hit Each 30% StunChance, SP 64 
  857.  
  858. Comments: It has a lot of uses. It's an AoE, so of course it's useful. However,
  859. of the three major Wizard AoEs, it is the least useful, as most of its good
  860. uses are no longer worthwhile, like Juperos. Some people have found it useful
  861. in Rachel Sanctuary, but other than that, its only good use is in WoE on
  862. the precast line with the other Wizards, since it stacks.
  863.  
  864. Jupitel Thunder-------------------------------------
  865.  
  866. Pre-requisites: Napalm Beat level 1, Lightening Bolt level 1
  867. Skill Type: Active/Offensive
  868. Target: Enemy
  869. SP Required: 17 + SkillLV*3
  870. Mastered At: Level 10
  871. In-game Info: Fire a ball of crackling lightning that will damage and push
  872. back the targeted enemy.
  873.  
  874. Level 1: 3 Hits / 2.5 sec Cast Time 
  875. Level 2: 4 Hits / 3.0 sec Cast Time 
  876. Level 3: 5 Hits / 3.5 sec Cast Time 
  877. Level 4: 6 Hits / 2.5 sec Cast Time 
  878. Level 5: 7 Hits / 4.5 sec Cast Time 
  879. Level 6: 8 Hits / 5.0 sec Cast Time 
  880. Level 7: 9 Hits / 5.5 sec Cast Time 
  881. Level 8: 10 Hits / 6.0 sec Cast Time 
  882. Level 9: 11 Hits / 6.5 sec Cast Time 
  883. Level 10: 12 Hits / 7.0 sec Cast Time 
  884.  
  885. Comments: One of our strongest single targeting spells. Unfortunately, just
  886. about everyone knows that, so everyone comes in with wind protection armor
  887. just for us! Oh joy! But it's still a really good spell, PVM and PVP-wise. It's
  888. good when someone actually isn't coming in with that type of armor, and
  889. can be highly damaging in Magic Strings. Should be maxed on any Wizard really.
  890.  
  891. Lord of Vermilion-----------------------------------
  892.  
  893. Pre-requisites: Thunderstorm level 1, Jupitel Thunder level 5
  894. Skill Type: Active/Offensive
  895. Target: Ground/Enemies
  896. SP Required: 56 + 4*SkillLV
  897. Mastered At: Level 10
  898. In-game Info: Summon explosive lightning to strike a targeted area. Amount of
  899. damage and skill level is determined by skill level.
  900.  
  901. Level 1: 4% Blind Chance, 10% MATK/Bolt 
  902. Level 2: 8% Blind Chance, 12% MATK/Bolt 
  903. Level 3: 12% Blind Chance, 14% MATK/Bolt 
  904. Level 4: 16% Blind Chance, 16% MATK/Bolt 
  905. Level 5: 20% Blind Chance, 18% MATK/Bolt 
  906. Level 6: 24% Blind Chance, 20% MATK/Bolt 
  907. Level 7: 28% Blind Chance, 22% MATK/Bolt 
  908. Level 8: 32% Blind Chance, 24% MATK/Bolt
  909. Level 9: 36% Blind Chance, 26% MATK/Bolt 
  910. Level 10: 40% Blind Chance, 28% MATK/Bolt 
  911.  
  912. Comments: Eh, not very powerful, but better than Thunderstorm in all ways. Of
  913. the three major AoEs, this one has the most range of them. It's also the 
  914. weakest, and has the least useful effect of the three, as well. But by all
  915. means, get it if you want. It still has a lot of uses, more than Meteor Storm
  916. does, that's for sure. It can be good for Byalan dungeon, and Ice dungeon, as
  917. well as a precast spell for WoE with the other Wizards. I don't regret getting
  918. it. It's a fun spell. Another note, it's not useful on frozen enemies unless
  919. you're trying to get the Storm Gust damage of another Wizard to reach its
  920. full effect, cause Lord of Vermilion breaks frozen enemies.
  921.  
  922. Water Ball------------------------------------------
  923.  
  924. Pre-requisites: Cold Bolt level 1, Lightening Bolt level 1
  925. Skill Type: Active/Offensive
  926. Target: Enemy
  927. SP Required: 15 + 5*(SkillLV/2 rounded down)
  928. Mastered At: Level 5
  929. In-game Info: Hurl spheres of water at high velocity at a targeted enemy. 
  930. Caster must be standing in water in order to cast Water Ball.
  931.  
  932. Level 1: 1 Waterball / 1x1 Grid, 130% MATK 
  933. Level 2: 3 Waterball / 3x3 Grid, 160% MATK 
  934. Level 3: 8 Waterball / 3x3 Grid, 190% MATK 
  935. Level 4: 15 Waterball / 5x5 Grid, 220% MATK 
  936. Level 5: 24 Waterball / 5x5 Grid, 250% MATK
  937.  
  938. Comments: This is an extremely powerful attack o_o. Only problem is you need
  939. water. You can also only summon as many Water Balls depending on how many
  940. cells of water you have around you. One sweet thing is, you can chain them,
  941. meaning that while you're flinging water balls at the enemy, you can cast it
  942. again, then cast again while the water balls from the second cast are going.
  943. Good for WoE, but only if you have a lot of water around, or a Sage/Scholar
  944. with you, which isn't often. It's up to you to decide if it's worth getting.
  945.  
  946. Ice Wall--------------------------------------------
  947.  
  948. Pre-requisites: Frost Diver level 1, Stone Curse level 1
  949. Skill Type: Active/Defensive
  950. Target: Ground
  951. SP Required: 20
  952. Mastered At: Level 10
  953. In-game Info: Create a frozen wall of ice that will block enemies.
  954.  
  955. Level 1: 400 HP / 8 sec 
  956. Level 2: 600 HP / 12 sec 
  957. Level 3: 800 HP / 16 sec 
  958. Level 4: 1000 HP / 20 sec 
  959. Level 5: 1200 HP / 24 sec 
  960. Level 6: 1400 HP / 28 sec 
  961. Level 7: 1600 HP / 32 sec 
  962. Level 8: 1800 HP / 36 sec 
  963. Level 9: 2000 HP / 40 sec 
  964. Level 10: 2200 HP / 44 sec 
  965.  
  966. Comments: This is a good skill, but has some very specific purposes. For one,
  967. it's useful for teleing monsters away. Put up a few Ice Walls, and hit a 
  968. monster from behind the wall. If the monster has Teleport, it will tele away
  969. into a different part of the map. Good for getting rid of monsters you can't
  970. or don't want to fight, like MVPs. Speaking of which, most people only get 
  971. level 3-5 of this skill for MVPing. It's really all you need. I have level 2, 
  972. and that works just fine for me. I may not even get level 3. There's also
  973. a trapping trick you can use to stop enemies in their tracks, and then use
  974. a spell to blow them all up. You can see how it's done, here:
  975.  
  976. http://youtube.com/watch?v=InHwjw3RUGc
  977.  
  978. One last thing should be noted. The reason I throw those Ice Walls in the end
  979. up, is to show where the enemies can be trapped. You can only trap monsters
  980. coming at you from those directions. So, you always need to be walking north,
  981. northeast, east.
  982.  
  983. Frost Nova------------------------------------------
  984.  
  985. Pre-requisites: Ice Wall level 1
  986. Skill Type: Active/Defensive/Offensive
  987. Target: Self/Enemies
  988. SP Required: 47 - 2*SkillLV
  989. Mastered At: Level 10
  990. In-game Info: Create an aura of ice cold that will simultaneously freeze
  991. enemies around the caster.
  992.  
  993. Level 1: 6.0 Seconds Cast Time 
  994. Level 2: 6.0 Seconds Cast Time 
  995. Level 3: 5.5 Seconds Cast Time 
  996. Level 4: 5.5 Seconds Cast Time 
  997. Level 5: 5 Seconds Cast Time 
  998. Level 6: 5 Seconds Cast Time 
  999. Level 7: 4.5 Seconds Cast Time 
  1000. Level 8: 4.5 Seconds Cast Time 
  1001. Level 9: 4 Seconds Cast Time 
  1002. Level 10: 4 Seconds Cast Time 
  1003.  
  1004. Comments: Useless. Period. Don't even think about getting it. Where this spell
  1005. would be useful, Frost Diver and Storm Gust would be 10 times better.
  1006.  
  1007. Storm Gust------------------------------------------
  1008.  
  1009. Pre-requisites: Frost Diver level 1, Jupitel thunder level 3
  1010. Skill Type: Active/Offensive
  1011. Target: Enemies
  1012. SP Required: 78
  1013. Mastered At: Level 10
  1014. In-game Info: Summon a blizzard on a targeted spot to damage enemies within
  1015. Storm Gust's range.
  1016.  
  1017. Level 1: 140% MATK / 6 sec Cast Time 
  1018. Level 2: 180% MATK / 7 sec Cast Time 
  1019. Level 3: 220% MATK / 8 sec Cast Time 
  1020. Level 4: 260% MATK / 9 sec Cast Time 
  1021. Level 5: 300% MATK / 10 sec Cast Time 
  1022. Level 6: 340% MATK / 11 sec Cast Time 
  1023. Level 7: 380% MATK / 12 sec Cast Time 
  1024. Level 8: 420% MATK / 13 sec Cast Time 
  1025. Level 9: 460% MATK / 14 sec Cast Time 
  1026. Level 10: 500% MATK / 15 sec Cast Time 
  1027.  
  1028. Comments: This is the Wizard's greatest spell. Hands down. Wherever there's
  1029. a time you need to deal great damage, this is usually the spell you will think 
  1030. of using, unless you're dueling someone in PVP, in which case, it won't be
  1031. very useful. In WoE and PVM though, this is your greatest spell. Magma, you
  1032. need Storm Gust, Kiel Hyre, you need Storm Gust, Thor's Volcano, Storm Gust,
  1033. so on and so forth. You cannot be a good Wizard without it... well, I shouldn't
  1034. say that. More like, you won't reach your full potential without it.
  1035.  
  1036. Earth Spike-----------------------------------------
  1037.  
  1038. Pre-requisites: Stone Curse level 1
  1039. Skill Type: Active/Offensive
  1040. Target: Enemy
  1041. SP Required: 10 + 2*SkillLV
  1042. Mastered At: Level 5
  1043. In-game Info: Command the ground beneath a targeted enemy to rise into spikes.
  1044.  
  1045. Level 1: 0.7 sec cast time, 100% MATK
  1046. Level 2: 1.4 sec cast time, 200% MATK
  1047. Level 3: 2.1 sec cast time, 300% MATK
  1048. Level 4: 2.8 sec cast time, 400% MATK
  1049. Level 5: 3.5 sec cast time, 500% MATK
  1050.  
  1051. Comments: There's a lot of debates over whether or not this is a good skill now
  1052. since everyone walks in with full fire, water, and lightning resistance gear,
  1053. so now people are trying to get the upper hand on others with a maxed Earth
  1054. Spike. It's failing for the most part though, since a lot of people usually
  1055. use Jupitel Thunder, and follow with a Fire Bolt, people usually switch from
  1056. lightning resistance to fire resistance, which means that fire also takes
  1057. less damage from earth spells. Not as much as earth armor, but close enough
  1058. to make it as useless as Fire Bolt. Just to be safe, get only what's required
  1059. for Heaven's Drive, and Quagmire, and figure out later if you want to level it
  1060. up from 3-5.
  1061.  
  1062. Heaven's Drive--------------------------------------
  1063.  
  1064. Pre-requisites: Earth Spike level 3
  1065. Skill Type: Active/Offensive
  1066. Target: Ground/Enemies
  1067. SP Required: 24 + 4*SkillLV
  1068. Mastered At: Level 5
  1069. In-game Info: Command the ground in a targeted area to rise into spikes in 
  1070. order to damage enemies within its range.
  1071.  
  1072. Level 1: 1 sec cast time, 100% MATK
  1073. level 2: 2 sec cast time, 200% MATK
  1074. Level 3: 3 sec cast time, 300% MATK
  1075. Level 4: 4 sec cast time, 400% MATK
  1076. Level 5: 5 sec cast time, 500% MATK
  1077.  
  1078. Comments: Eh, so so, I guess. Most Wizards don't max it, cause it has only
  1079. a 5x5 area of effect, and hits 5 times, so it's like Earth Spike with slightly
  1080. more range. In fact, that's exactly what it is. It's probably best to leave it
  1081. at level 1, just to reveal hidden enemies.
  1082.  
  1083. Quagmire--------------------------------------------
  1084.  
  1085. Pre-requisites: Heaven's Drive level 1
  1086. Skill Type: Active/Supportive/Defensive
  1087. Target: Ground/Enemies
  1088. SP Required: 5*SkillLV
  1089. Mastered At: Level 5
  1090. In-game Info: Temporarily covert a targeted area into marshland that will
  1091. reduce the movement speed, AGI, and DEX of all monsters on it by half. AGI
  1092. and DEX of targeted monsters cannot be decreased lower than 50. For players,
  1093. this skill only has half of the effect it has on monsters.
  1094.  
  1095. Level 1: 5 second duration, 10% reduction
  1096. Level 2: 10 second duration, 20% reduction
  1097. Level 3: 15 second duration, 30% reduction
  1098. Level 4: 20 second duration, 40% reduction
  1099. Level 5: 25 second duration, 50% reduction
  1100.  
  1101. Comments: This is a really good skill. For ranged fighters, it can really tick
  1102. them off in PVP and WoE. It's also very good for soloing and keeping monsters
  1103. slow. Like it says though, only half the effect for players, so whatever it
  1104. says there, cut it in half, and that's what you will reduce their DEX and AGI
  1105. by. So, 25% reduction for players. Level 1 is all I wanted though, since
  1106. it also debuffs speed and DEX buffs when walked into, which includes 
  1107. Two handed Quicken, AGI Up, etc. It works on allies and yourself in PVP and
  1108. WoE areas though, so be careful.
  1109.  
  1110. Sense-----------------------------------------------
  1111.  
  1112. Pre-requisites: None
  1113. Skill Type: Supportive
  1114. Target: Enemy
  1115. SP Required: 10
  1116. Mastered At: Level 1
  1117. In-game Info: Reveal detailed information about a targeted monster to the
  1118. caster and members in caster's party.
  1119.  
  1120. Level 1: Sense, reveals info on monster
  1121.  
  1122. Comments: Eh, useless. You really don't need it unless you were a High Wizard
  1123. getting Ganbantein. Otherwise, you really shouldn't get it.
  1124.  
  1125. Sight Blaster---------------------------------------
  1126.  
  1127. QUEST SKILL
  1128. Pre-requisites: Job level 40 as a Wizard
  1129. Skill Type: Defensive/Offensive
  1130. Target: Self/Enemy
  1131. SP Required: 40
  1132. Mastered At: Level 1
  1133. In-game Info: Summon a protective fireball that will encircle the caster for
  1134. two minutes. When an enemy approaches the caster, the fire abll will inflict
  1135. damage equal to the caster's MATK, push the enemy backward, and then the skill
  1136. will cancel. Sight Blaster's knockback effect ic cancelled during WoE.
  1137.  
  1138. Level 1: Uses level 1 Sight Blaster, knocks enemy 3 cells backwards
  1139.  
  1140. Comments: This is a quest skill. Once you're job level 40 as a Wizard, you can
  1141. learn it at the cost of 10 Red Bloods, 10 Crystal Blues, 10 Green Lives, and
  1142. 10 Winds of Verdure. Once you have these, go to the top of the Wizard Tower
  1143. in Geffen, and talk to a person at the top. I forget who it is, but I think 
  1144. it is the dog. He will teach you the skill, but before you can learn it, he 
  1145. will send you to talk to someone from the Knight guild. Go there to learn from 
  1146. the man. The Knight guild is in Prontera, in the top left corner of the map.
  1147.  
  1148. Once you talk to this man, he'll teach you about knocking your opponent away
  1149. from you. Once he does, go back to the tower, give Enoz the items, and he
  1150. will teach you Sight Blaster. This has a few uses, but is really only decent in
  1151. PVP, and moving Fire Pillars around. Good for getting Assassins and Taekwons
  1152. away from you, as well as Blacksmiths. Another problem is, you have to 
  1153. cast it everytime it runs out, which means everytime it hits someone.
  1154.  
  1155. ====================================================
  1156. Section IX: Transcending
  1157. ====================================================
  1158. Well, to transcend, you need to have the following.
  1159.  
  1160. 1. Be base level 99, and job level 50 as a Wizard.
  1161. 2. Have spent all your skill points and status points.
  1162. 3. Must be at 0 weight, which means you need to go deposit all your gear into
  1163. the Kafra storage.
  1164. 4. You must have exactly 1,250,000 zeny. And I mean, EXACTLY. No more, no less.
  1165. 5. After this is all done, you can transcend!
  1166. 6. To transcend, go to Juno Sage Castle in Juno. It's in the top left corner 
  1167. of the map. Go inside, and take the fork at the top, and you'll see a man
  1168. who wishes for you to pay him 1,250,000 zeny to see his book. Pay him the
  1169. zeny, and go read the book. After reading it, head down, and go down
  1170. the stairs.
  1171. 7. From here, it's a maze. And I don't know if it's random, or if it's set up, 
  1172. but find your way through here.
  1173. 8. Once you get through, you'll see a giant metal ball called "Heart of Ymir".
  1174. Talk to it, and you will be transported to Valhalla. Keep heading up this
  1175. path, and you will see a Valkyrie. Talk to her, and she'll tell you what's
  1176. going to happen if you trans. WARNING! IF you do trans, you will be reset
  1177. to base level 1, and job level 1, and you will become a High Novice, which 
  1178. means you have to start all over.
  1179. 9. After talking to her, and becoming a High Novice, you will be transported
  1180. to Geffen. Hit job level 10, and go to the Mage academy like you did before.
  1181. This time around, you don't need to take the test, as you already have done it
  1182. before, so they automatically turn you into a High Mage.
  1183. 10. After turning High Mage, hit job 50, yes, that's right, job 50. If you
  1184. don't, you WILL regret it, that I can guarantee.
  1185. 11. Once you're job 50, go back to the Sage Castle in Juno. This time, go talk
  1186. to the book you paid to see, and it will send you to Valhalla automatically.
  1187. Look for the man that is named "High Wizard" and he will turn you into a
  1188. High Wizard. Congratulations =D.
  1189.  
  1190. "Oh, but I don't wanna trans, cause I have to start over! Wahhh!"
  1191. Suck it up, I say. There are a lot of advantages to becoming a transcendant 
  1192. character. But I will also list cons, as silly as they are.
  1193.  
  1194. Pros: 30% more HP and SP, new skills, a different sprite, get more points to
  1195. spend on stats, and are not restricted by the hexagon like it was when you
  1196. first made your char. You also get 70 job levels, instead of 50, which means
  1197. more skills. You also can level in places earlier than you could when you
  1198. were a Mage or Wizard. As soon as you change, once you get Storm Gust 10, you
  1199. can immediately go to Magma.
  1200.  
  1201. Cons: You start over. You require 3x as much exp to level. That's about all I
  1202. can think of >.>;.
  1203.  
  1204. ====================================================
  1205. Section X: High Wizard Skills and Info
  1206. ====================================================
  1207. Mystical Amplification------------------------------
  1208.  
  1209. Pre-requisites: None
  1210. Skill Type: Supportive
  1211. Target: Self
  1212. SP Required: 10 + 4*SkillLV
  1213. Mastered At: Level 10
  1214. In-game Info: Amplify the Magic Attack Power of the next magic skill that is
  1215. cast.
  1216.  
  1217. Level 1: 5% more MATK
  1218. Level 2: 10% more MATK
  1219. Level 3: 15% more MATK
  1220. Level 4: 20% more MATK
  1221. Level 5: 25% more MATK
  1222. Level 6: 30% more MATK
  1223. Level 7: 35% more MATK
  1224. Level 8: 40% more MATK
  1225. Level 9: 45% more MATK
  1226. Level 10: 50% more MATK
  1227.  
  1228. Comments: This HURTS like hell when the opponent doesn't have much MDEF gear
  1229. on. It makes a world of difference in damage, and should always be maxed
  1230. regardless of what High Wizard you plan to make. If this isn't maxed, there
  1231. is definitely something wrong with you.
  1232.  
  1233. Soul Drain------------------------------------------
  1234.  
  1235. Pre-requisites: None
  1236. Skill Type: Supportive
  1237. Target: Self
  1238. SP Required: 10 + 4*SkillLV
  1239. Mastered At: Level 10
  1240. In-game Info: ?
  1241.  
  1242. Level 1: Maximum SP +2%, SP Drain 110% 
  1243. Level 2: Maximum SP +4%, SP Drain 125% 
  1244. Level 3: Maximum SP +6%, SP Drain 140% 
  1245. Level 4: Maximum SP +8%, SP Drain 155% 
  1246. Level 5: Maximum SP +10%, SP Drain 170% 
  1247. level 6: Maximum SP +12%, SP Drain 185% 
  1248. level 7: Maximum SP +14%, SP Drain 200% 
  1249. Level 8: Maximum SP +16%, SP Drain 215% 
  1250. Level 9: Maximum SP +18%, SP Drain 230% 
  1251. Level 10: Maximum SP +20%, SP Drain 245% 
  1252.  
  1253. Comments: This skill... is absolutely useless to us. We never use single
  1254. target spells, and even when we do, we don't need more SP. Our SP levels are
  1255. fine as they are, and are already difficult to get rid. Not to mention, this
  1256. skill only works on monsters, and we'll always be mobbing monsters for an AoE
  1257. rather than killing them one by one with something like Fire Bolt or Jupitel
  1258. Thunder.
  1259.  
  1260. Stave Crasher---------------------------------------
  1261.  
  1262. Pre-requisites: Increase SP Recovery LV1
  1263. Skill Type: Offensive
  1264. Target: Enemy
  1265. SP Required: 8
  1266. Mastered At: Level 1
  1267. In-game Info: Inflict neutral property damage that is equal to the Magic
  1268. Attack power (MATK) of the caster and is affected by the target's defense.
  1269.  
  1270. Level 1: Hits enemy with Stave Crasher.
  1271.  
  1272. Comments: This is a very fun skill at times. I believe most High Wizards
  1273. should have it, simply because it can act as a physical attack, which means
  1274. quite a lot. Which means status effect rods, double bloody double boned
  1275. rods, etc. This skill has a lot of potential, and I don't think it should
  1276. be skipped. It's good for tagging as well. This is one of the only skills that
  1277. can target someone wearing Golden Thiefbug shield.
  1278.  
  1279. Napalm Vulcan---------------------------------------
  1280.  
  1281. Pre-requisites: Napalm Beat LV5
  1282. Skill Type: Offensive
  1283. Target: Enemy/Enemies
  1284. SP Required: 15*SkillLV - 5
  1285. Mastered At: Level 5
  1286. In-game Info: Deliver multiple psychokinetic blows at an enemy with a low
  1287. chance of causing an abnormal status. This skill's level affects the number
  1288. of hits from Napalm Vulcan.
  1289.  
  1290. Level 1: One hit, 100% MATK, 5% chance of curse
  1291. Level 2: Two hits, 200% MATK, 10% chance of curse
  1292. Level 3: Three hits, 300% MATK, 15% chance of curse
  1293. Level 4: Four hits, 400% MATK, 20% chance of curse
  1294. Level 5: Five hits, 500% MATK, 25% chance of curse
  1295.  
  1296. Comments: This skill is useless damage-wise. It's only good for spreading 
  1297. curse around a mob of monsters. The damage is a little weird, and does not
  1298. work like bolt skills. Each attack is sperate, so it's five hits instead
  1299. of how bolts, regardless of level, count as 1 hit. It's up to you to decide if
  1300. it would be useful or not. It'd only be a good WoE skill on the precast line
  1301. to curse incoming enemies.
  1302.  
  1303. Ganbantein------------------------------------------
  1304.  
  1305. Pre-requisites: Ice Wall LV1, Sense
  1306. Skill Type: Supportive
  1307. Target: Ground
  1308. SP Required: 40
  1309. Mastered At: Level 1
  1310. In-game Info: Enable the chance of cancelling any ground targeting magic
  1311. spell around a 3x3 cell of the targeted spot. This skill will cancel 
  1312. Magnetic Earth on areas that have been enchanted by that skill. This skill
  1313. is unaffected by items or skills that remove gemstone requirements. Each
  1314. cast requires 1 Blue Gemstone, and 1 Yellow Gemstone. 5 sec cast delay.
  1315.  
  1316. Level 1: Casts Ganbantein, 3x3 area, 5 second cast delay
  1317.  
  1318. Comments: Good for WoE builds. There a Sage or Scholar around? Break their 
  1319. freaking Magnetic Earth and watch faces turn upside down. Unfortunately, the
  1320. cast delay behind this skill can hinder you greatly, so try to use it in
  1321. Magic Strings if you can. Otherwise, this skill is pretty useless in PVM,
  1322. since just about every monster using AoE spells use Wizard spells, and it'd
  1323. only be good for MVP Magnetic Earths.
  1324.  
  1325. Gravitational Field---------------------------------
  1326.  
  1327. Pre-requisites: Mystical Amplification LV10, Stave Crasher, Quagmire LV1
  1328. Skill Type: Offensive
  1329. Target: Ground/Enemies
  1330. SP Required: 20*SkillLV
  1331. Mastered At: Level 5
  1332. In-game Info: Increase the gravity by a 5x5 cell area around a targeted spot
  1333. which will decrease the movement and attack speeds of enemies within range, as
  1334. well as cause continuous damage that will pierce defense. This skill's effect
  1335. on movement and attack speeds does not apply to boss monsters. When casted,
  1336. caster's movement and actions are disabled. Each cast requires 1 Blue 
  1337. Gemstone. 2 sec cast delay.
  1338.  
  1339. Level 1: 400 Dmg/Sec, -5% ASPD, Duration 5 sec, 20 Cost SP 
  1340. Level 2: 600 Dmg/Sec, -10% ASPD, Duration 6 sec, 40 Cost SP 
  1341. Level 3: 800 Dmg/Sec, -15% ASPD, Duration 7 sec, 60 Cost SP 
  1342. Level 4: 1000 Dmg/Sec, -20% ASPD, Duration 8 sec, 80 Cost SP 
  1343. Level 5: 1200 Dmg/Sec, -25% ASPD, Duration 9 sec, 100 Cost SP 
  1344.  
  1345. Comments: Ignore what it says about movement, that's a complete lie. They
  1346. haven't changed the discription yet, even though they really should. Still, 
  1347. this is another WoE skill. It's good on the precast line, especially since
  1348. 1200 damage is quite good, and cannot be ignored, negated, avoided when they
  1349. walk in. It will do more damage than SG, LoV, and MS will do, and should
  1350. only be used by one High Wizard or two, in case the first High Wizard
  1351. screws up, since this spell does not stack. Not to mention, this skill also
  1352. affects the emperium, and is the only active skill that can target the emp.
  1353.  
  1354. ====================================================
  1355. Section XI: Stat and Skill Builds
  1356. ====================================================
  1357. That's great and all that you're making a Wizard, but what good is it if you
  1358. don't have a plan ahead of time of what he/she is going to be like? Here, I 
  1359. have compiled some stat and skill builds for Wizards. Choose one that you feel
  1360. you could live with, or go ahead and don't listen to me, and just make one 
  1361. on your own that you would like XD. Please keep in mind that not many of
  1362. these names that I give these builds are used in the actual game, they're
  1363. just names I gave them~.
  1364.  
  1365. -------------------------------------------
  1366. Wizard Stat Builds
  1367. -------------------------------------------
  1368.  
  1369. Name: Cookie Cutter
  1370. Specialty: All around caster.
  1371. Pros: Can mob and level fast, useful in WoE.
  1372. Cons: Very squishy, you will die a lot, and will not carry much without the
  1373. use of the Kafra Gym Passes.
  1374.  
  1375. Stats
  1376. STR: 1 +1
  1377. AGI: 1 +8
  1378. VIT: 1 +1
  1379. INT: 99 +12
  1380. DEX: 99 +6
  1381. LUK: 9 +2
  1382.  
  1383. Suggested Gear: Anything for the situation at that time. For WoE, you will
  1384. want full DEX gear, with a little bit of INT sometimes. Some good equips for
  1385. WoE would be two Nimble Gloves, a Dexterous Survivor's Rod(either version),
  1386. and that's about it for DEX/INT-wise. Sometimes you can use a Double Dexterous
  1387. Arc Wand, but your HP could get you killed.
  1388. Extra Comments: This is the build almost all Wizards go with. If they don't,
  1389. sometimes they get less INT or DEX, somewhere around 90 so they can get 20+
  1390. VIT for added survivability with HP.
  1391. Where to Level?: Many places are open to this build. You have Magma, Ice 
  1392. Dungeon in Rachel, Juperos, Magma 2, Glast Heim Prison, Geographers in 
  1393. Einbroch, Stings in GH sewers. Magma 2, Ice Dungeon, Juperos, and Magma require
  1394. a party to do. You can also solo in Clock Tower's 3F, killing Alarms.
  1395.  
  1396. Name: Thizard
  1397. Specialty: Dodging monsters and using the field to their advantage.
  1398. Pros: Can dodge monsters very easily with a Mocking Muffler and Quagmire level
  1399. 5. Can also get ASPD for Dagger of Counter on emperiums.
  1400. Cons: Slow casting speed, killed more easily than other Wizards, difficult
  1401. to level, good only in PVM.
  1402.  
  1403. Stats
  1404. STR: 1 +1
  1405. AGI: 91 +8
  1406. VIT: 1 +1
  1407. INT: 99 +12
  1408. DEX: 34 +6
  1409. LUK: 1 +2
  1410.  
  1411. Suggested Gear: INT gear mostly, since you don't have much DEX. I would also
  1412. suggest AGI gear, and I'll tell you one thing. AGI Wizards cannot reach their
  1413. full potential with a Mocking Muffler. That is a Whisper card btw. I would
  1414. suggest a Mage Hat, some Earrings or AGI gear, and that's about it.
  1415. Extra Comments: Thizard is Thief and Wizard put together =D.
  1416. Where to Level?: Stings in GH sewers, GH Prison, GH Chivalry, CT 3F Alarms.
  1417.  
  1418. Name: Knife Phantom
  1419. Specialty: Getting crits.
  1420. Pros: Can evade a lot, always gets crits with Dagger of Counter, can make a
  1421. good breaker with Dagger of Counter, can make more use of Energy Coat.
  1422. Cons: Limited leveling areas, difficult to level, easy to kill, useless in
  1423. PVP situations.
  1424.  
  1425. Stats
  1426. STR: 91 +1
  1427. AGI: 91 +8
  1428. VIT: 30 +1
  1429. INT: 1 +12
  1430. DEX: 9 +6
  1431. LUK: 31 +2
  1432.  
  1433. Suggested Gear: This build was made with a few gears in mind. First of all,
  1434. Rings. One Ring with a Mantis Card in it, and one Ring with a Kobold Card in
  1435. it. This should allow for near 100% critical rate, and can make an amazing
  1436. Emperium breaker in WoE if you carry cursed water. This build also requires
  1437. a Dagger of Counter, and cannot be done without it. Matyr Shoes were also used
  1438. in this build.
  1439. Extra Comments: This is not a build for the faint of heart, as it is very
  1440. difficult to level, frustrating at times, and can NOT reach the damage 
  1441. potential of other classes with this. This more like a WoE breaking, just for
  1442. fun, kinda build.
  1443. Where to Level?: Magma 1, or Bathories in the UG Clock Tower. That's about it.
  1444.  
  1445. -------------------------------------------
  1446. Wizard Skill Builds
  1447. -------------------------------------------
  1448.  
  1449. Name: PVM/WoE
  1450. Specialty: All Around.
  1451. Pros: A lot of power, easy, fast, works good in WoE.
  1452. Cons: Takes a while to cast.
  1453.  
  1454. Mage Skills
  1455. Fire Bolt 10
  1456. Fire Ball 5
  1457. Fire Wall 10
  1458. Sight 1
  1459. Napalm Beat 1
  1460. Lightening Bolt 4
  1461. Cold Bolt 5
  1462. Thunderstorm 1
  1463. Stone Curse 10
  1464. Frost Diver 1
  1465. Increase SP Recovery 1
  1466.  
  1467. Wizard Skills
  1468. Jupitel Thunder 10
  1469. Lord of Vermilion 10
  1470. Storm Gust 10
  1471. Water Ball 5
  1472. Earth Spike 3
  1473. Heaven's Drive 5
  1474. Quagmire 3
  1475. Ice Wall 3
  1476.  
  1477. Suggested Builds: This is intended for mostly cookie cutter builds, but can
  1478. almost work decently for the Battle Wizard as well, meaning mister Knife
  1479. Phantom. This build can also MVP a little, hence why it has Ice Wall 3, and
  1480. can solo as well.
  1481.  
  1482. Name: PVM Only
  1483. Specialty: AoEs and killing monsters.
  1484. Pros: Has many AoEs for different situations.
  1485. Cons: Gets outdone in WoE by the build above this one. This also takes a while
  1486. to cast, but that comes with AoEs.
  1487.  
  1488. Mage Skills
  1489. Fire Bolt 10
  1490. Fire Ball 5
  1491. Fire Wall 10
  1492. Sight 1
  1493. Lightening Bolt 4
  1494. Thunderstorm 1
  1495. Stone Curse 1
  1496. Cold Bolt 5
  1497. Napalm Beat 1
  1498. Frost Diver 10
  1499. Increase SP Recovery 1
  1500.  
  1501. Wizard Skills
  1502. Sightrasher 2
  1503. Meteor Storm 10
  1504. Jupitel Thunder 10
  1505. Lord of Vermilion 10
  1506. Storm Gust 10
  1507. Earth Spike 3
  1508. Heaven's Drive 1
  1509. Quagmire 1
  1510. Ice Wall 2
  1511.  
  1512. Suggested Builds: Again, I suggest this mainly for the cookie cutter build.
  1513. This build can work okay with an AGI Wizard as well.
  1514.  
  1515. Name: Battle Wizard
  1516. Specialty: Works its best around using the Dagger of Counter on Wizards.
  1517. Pros: Same as the stat build.
  1518. Cons: Can't kill players at all, can easily be stopped.
  1519.  
  1520. Mage Skills
  1521. Fire Bolt 4
  1522. Fire Ball 5
  1523. Fire Wall 10
  1524. Sight 1
  1525. Lightening Bolt 1
  1526. Increase SP Recovery 10
  1527. Stone Curse 10
  1528. Frost Diver 10
  1529. Cold Bolt 5
  1530. Napalm Beat 7
  1531. Soul Strike 5
  1532. Safety Wall 10
  1533.  
  1534. Wizard Skills
  1535. Jupitel Thunder 3
  1536. Storm Gust 1
  1537. Earth Spike 3
  1538. Heaven's Drive 1
  1539. Quagmire 5
  1540. Ice Wall 5
  1541. Sightrasher 1
  1542. Sense 1
  1543.  
  1544. Suggested Builds: The Battle Wizard build. This does surprisingly well
  1545. in WoE, just don't expect to kill anyone XD. Fun to have a Swordbreaker, and
  1546. whack on someone trying to break the emperium, and watch their weapon disappear
  1547. instead XD.
  1548.  
  1549. Name: Purely WoE
  1550. Specialty: AoEs and WoE.
  1551. Pros: Good in WoE.
  1552. Cons: Can't solo without using the Ice Wall trick
  1553.  
  1554. Mage skills
  1555. Fire Bolt 10
  1556. Sight 1
  1557. Lightening Bolt 4
  1558. Thunderstorm 1
  1559. Stone Curse 10
  1560. Frost Diver 1
  1561. Napalm Beat 7
  1562. Soul Strike 5
  1563. Safety Wall 7
  1564.  
  1565. Wizard Skills
  1566. Jupitel Thunder 10
  1567. Lord of Vermilion 1
  1568. Sightrasher 2
  1569. Meteor Storm 10
  1570. Storm Gust 10
  1571. Earth Spike 3
  1572. Heaven's Drive 1
  1573. Quagmire 1
  1574. Ice Wall 4
  1575. Water Ball 5
  1576.  
  1577. Suggested Builds: Only the cookie cutter build.
  1578.  
  1579. More to come later!
  1580.  
  1581. ====================================================
  1582. Section XII: Q & A
  1583. ====================================================
  1584. No questions to be asked as of yet.
  1585.  
  1586. ====================================================
  1587. Section XIII: Contact, Legal Info, Credits
  1588. ====================================================
  1589. This FAQ was made by me, and ONLY me. If anyone has any questions, suggestions,
  1590. comments, or would just like to say thanks, e-mail me at sageryock@yahoo.com.
  1591. Please put in the subject line "Wizard FAQ" or I will likely not read it. I
  1592. owe thanks to all the random peeps in PVP that helped me test these skills,
  1593. effects, and gave me the idea to create this FAQ. I hope it helps out many
  1594. that need help when I could not find it.
  1595.  
  1596. I play on iRO Loki, and this FAQ was made for iRO only. Please do not ask me
  1597. questions regarding private servers, or anything the GMs on RO would not 
  1598. approve of.
  1599.  
  1600. All of those that I appreciate, you know your names. As a last note, anyone 
  1601. that sees this on another site besides GameFAQS.com and supercheats.com without
  1602. my permission, please contact me immediately, as that is illegal, and I will 
  1603. not tolerate someone using my guide without my permission.
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