Wizard (2-1)
Last updated
Last updated
Wizards are powerful offensive magic users. They rely on dangerous magic strikes as well as devastating Area of Effect spells to wreak havoc.
To change into a Wizard from a Magician, speak to the Wizard Guildsman (gef_tower 111/37) once you have fulfilled the following requirements:
Minimum Job level requirement: 40.
Need to have over 10,000 gear score (Job < 50)
5,000 gear score (Job 50)
Below are listed the skills that are unique to the Wizard class. For more information about Magician skills, click here.
This table shows the various bonus stats that a character can receive as they level up. Each row represents a specific level, and the corresponding bonus stat that is granted at that level. For example, at level 1, the character will receive 1 point in the Int stat, and at level 2, the character will receive 1 point in the Dex stat. The bonus stats that are granted at each level can vary, and in this case, the character can receive points in Vitality, Strength, Dexterity, Agility, and Luck stats at different levels.
Skill | Description | Levels | Type |
---|---|---|---|
Skill | Description | Levels | Type | Job Level Requirement | Quest |
---|---|---|---|---|---|
Level | Bonus Stat |
---|---|
Equip | Attack Speed | From Mage |
---|---|---|
ASPD Potions | Usable |
---|---|
1
Int: 1
2
Dex: 1
4
Int: 1
5
Dex: 1
6
Agi: 1
9
Int: 1
10
Agi: 1
12
Str: 1
13
Dex: 1
15
Luk: 1
18
Int: 1
22
Int: 1
24
Agi: 1
26
Dex: 1
29
Int: 1
31
Int: 1
32
Dex: 1
33
Int: 1
34
Agi: 1
36
Luk: 1
38
Vit: 1
39
Dex: 1
40
Int: 1
41
Agi: 1
43
Agi: 1
45
Int: 1
46
Agi: 1
47
Agi: 1
48
Int: 1
50
Int: 1
Bare Handed
146
0
Shield
-8
+2
Dagger
-4
−4
Rod (One Handed)
-3
+2
Rod (Two Handed)
-3
+2
Commands the ground beneath a targeted enemy to rise into spikes inflicting 200% MATK Earth elemental magic damage. The number of hits increases with the skill level.
5
Offensive
Summons a pillar of flame on a targeted spot that will deal Fire elemental magic damage to enemies that come into contact with it. If no one steps on it for 30 seconds, it will disappear. You can place up to 5 Fire Pillars at once and consumes 1 Blue Gemstone with level 6 and above. Also it can't be placed if there is an enemy standing on that cell already.
10
Offensive
Inflicts Water elemental magical damage to enemies within 5x5 cells of the caster and inflicts Freezing status. Freezing chance and duration increases with the skill level.
10
Offensive
Commands the ground in a targeted area to rise into spikes in order to deal Earth elemental magic damage enemies within a 5x5 area. If there is a target hidden in the ground within that range, it also deals damage to that target and releases it from Hiding.
5
Offensive
Creates a frozen wall of ice in 1x5 cells that will block enemies, but it can be destroyed using attacks. The HP of the Ice Wall depends on skill level and when placed, it's HP is reduced by 50 per second. It will disappear when it's HP reaches zero.
10
Active
Fires a ball of crackling lightning that inflicts 100% MATK Wind elemental magic damage and knock back the targeted enemy. The number of hits increases with the skill level.
10
Offensive
Collects and drops lightning strikes on the ground in an 13x13 area around a designated cell, inflicting Wind elemental magic damage and probably cause Blind status. The chance of causing Blind status is reduced by the immunity of the targets.
10
Offensive
Summons meteors towards a targeted area to inflict 125% MATK Fire elemental magic damage upon enemies in an 13x13 area and have a chance to cause Stun. Each meteorite has a range of 7x7 cells and depending on skill level, the number of falling meteorites and the number of hits per meteorite are increased.
10
Offensive
Temporarily converts targeted area into marshland that will reduce the Movement Speed, AGI and DEX of all targets by half. AGI and DEX can be reduced maximum by 50. Players will only receive half of the effect.
5
Active
Reveals detailed information about a targeted monster to the caster and members in caster's party.
1
Active
Attacks enemies by shooting fireballs, which are first summoned by the Sight skill, in 8 directions that radiate away from the caster and inflicting Fire elemental magic damage as well as knockback the enemies by 2 cells.
10
Offensive
Summons a blizzard on the ground in an 11x11 area around an designated cell to inflict Water elemental magic damage on enemies. The blizzard lasts for 4.5 seconds hitting once every 0.45 seconds and knocking back enemies by 2 cells. Damaged targets have a certain chance to be inflicted with Freezing status and do not take damage while the Freezing status is active.
10
Offensive
Hurls spheres of water at high velocity at a targeted enemy. Caster must be standing in Water in order to cast Water Ball and cannot be used in an underwater map. Detection range of Water cells increases with skill level and can be used on skill effects such as Deluge.
5
Offensive
Summons a protective fire ball that will encircle the caster for 15 minutes. When an enemy approaches the caster, the fire ball will inflict 600% MATK as magical damage and pushes the enemy backward, then the skill will cancel. Sight Blaster's knockback effect has no effect during WoE.
1
Offensive
30
Sight Blaster Quest
✔
✔
✔
Concentration
Awakening
Berserk