Wizard

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


Overview

Wizards are powerful offensive magic users. They rely on dangerous magic strikes as well as devastating Area of Effect spells to wreak havoc.


Jobchange Guide

Wizard.jpeg
Wizard
Requirements
Base Level: None
Job Level: 40
Class: Mage
Item(s) (Consumed): 10 Red Gemstone, 10 Blue Gemstone, 10 Yellow Gemstone -OR- 5 Crystal Blue, 5 Green Live, 5 Red Blood, 5 Wind of Verdure; Worn Out Scroll (Optional)
Rewards
Quest Reward(s): Jobchange to Wizard

1. Head to the Geffen tower in the middle of Geffen, and proceed to the top floor to talk to the Wizard Guildsman.

2. Mages that are between Job Levels 40 and 49 will have to collect items from one of the following sets:

Set Items
Set 1 10 Red Gemstone, 10 Blue Gemstone, 10 Yellow Gemstone
Set 2 5 Crystal Blue, 5 Green Live, 5 Red Blood, 5 Wind of Verdure

3. The second test involves answering questions. Currently, there are 3 different sets.

Set 1
The skill not necessary to learn Fire Wall is [Napalm Beat] level 4.
Casting Frost Diver on a monster changes its attribute to Water.
Mastering Napalm Beat makes the skill yield 1.7 times MATK.
A Red Gemstone is required for casting Stone Curse.
The skill not needed to learn Safety Wall is Increase SP Recovery level 6.
Without the INT bonus, 21 SP will be recovered every 10 seconds with Increase SP Recovery level 7.
Using Energy Coat with 50% remaining SP, 2% SP is used per hit and the damage is reduced by 18%.
Safety Wall level 6 consumes 35 SP and blocks 7 attacks.
Thunderstorm level 10 consumes 74 SP.
The most useful skill for training in Byalan dungeon is Lightning Bolt.
Set 2
Slotted Guards can be obtained from Pupas.
The easiest monster for a low level to hunt is Flora.
Evil Druid is not affected by Stone Curse.
A Wind attribute weapon deals 200% damage to a level 3 Water attribute monster.
If a Baby Desert Wolf and Familiar fought, the Baby Desert Wolf would win.
Roda Frogs cannot be Cute Pets.
Goblin (Mace) is weak against a Fire attribute attack.
Caramel has the highest defense.
Ghostring is of different species when compared to others.
Deviace is not an Undead monster.
Set 3
The most important stat for a Mage is INT.
Earth does not have a "bolt" type attack.
"Good at selling stuff" is not something that would relate to a Mage.
Geffen is the town of the Mages.
Soldier Andre card has nothing to do with INT.
Compared to other job classes, the Mage is good at magic skills.
INT bonus at job level 40 is +5 for a Mage.
A Cap cannot be equipped by Mages.
The catalyst when making the Mage test solution 3 is a Blue Gemstone.
Magnolia card is irrelevant to magic.

4. To proceed, talk to Gloomy Wizard in the corner of the room who will teleport you to a waiting area. When ready, enter the chatroom to wait your turn to take the test. Only one player can be in this part of the test at the same time.

5. The next segment requires fighting through 3 rooms of monsters. Participants have 3 minutes to clear each room. If you die or run out of times, you will fail and need to retake the test.

Note: If you are unable to pass this portion of the test, you can instead skip the test by making it to the water room's boss and failing five times. Once this is done, hand Gloomy Wizard a Worn Out Scroll to automatically pass.

Room Aggressive Monster(s) Cast Sensor Monster(s) Other Monster(s)
Room 1
(Water Room)
Obeaune, 4 Hydra Cornutus, Phen, Shellfish, Vadon, Magnolia Marin, Marina, Marine Sphere (kill the Marine Spheres first)
Room 2
(Earth Room)
Mantis, Orc Warrior, 8 Mandragora, Flora Bigfoot, Caramel, Giearth, Savage, Vitata Deniro, Hode
Room 3
(Fire Room)
Desert Wolf, Goblin, Zerom, Elder Willow, Frilldora, Scorpion, Greatest General, 4-6 Horong None Pecopeco, Metaller

6a. If you pass the battle test, go to step 7.

6b. If you fail the test, or give up queuing for the test, you will be required to answer 5 multiple choice questions:

  1. What monster is different in attribute? Cornutus
  2. Which monster does not covet items? Zerom
  3. What monster is not cast sensitive? Marina.
  4. What magic is effective to marine sphere? Lightning bolt
  5. What is not a stationary monster? Frilldora

7. After passing the test, talk to the Wizard Guildsman again. He will change your job to Wizard. Congratulations!

Wizard & High Wizard
2nd Class
Skills
Earth Spike • Fire Pillar • Frost Nova • Heaven's Drive • Ice Wall • Jupitel Thunder • Lord Of Vermillion • Meteor Storm • Quagmire • Sense • Sight Blaster • Sightrasher • Storm Gust • Water Ball
Transcendent
Skills
Ganbantein • Gravitational Field • Mystical Amplification • Napalm Vulcan • Soul Drain • Stave Crasher
Quests Wizard Job Change Guide • Wizard Skill Quest • Rebirth Walkthrough
Weapons Rod

Builds

There are a large variety of builds in terms of skills. In terms of stats, however, there is freedom for originality besides using a melee build, which is unusual. Most Wizards have 99 DEX then varying levels of INT and VIT, depending on what their character has been built for.

Melee

Melee Wizards are rare and probably stem from the fact that they can use Berserk Potions and a Dagger of Counter (+90 CRIT). Additionally, Quagmire makes dodging and hitting monsters much easier. They are rare builds that are for fun more than for practical use.

PvM

These Wizards can level solo or, as they more commonly are, be joined by a Priest or an entire party. Generally, the Priest will mob up monsters, Heal themselves and use Suffragium on you, reducing the cast time of a single AoE skill - such as Storm Gust or Meteor Storm. If you're leveling solo, you'll need to learn how to use Vertical Fire Wall. Many builds go for more VIT and less INT, as seen in the WoE/PvP section.

PvP/WoE

In order to take part in WoE or even PvP, Wizards require VIT to avoid dying quickly and to resist Status Effects. Safety Wall, Stone Curse, Fire Bolt, and varying levels of Jupitel Thunder and Storm Gust are popular weapons for Wizards in PvP. In WoE, Storm Gust and Meteor Storm are mainly used in precasts. Leftover stat points are dumped into STR for the single purpose to raise the Weight Limit. This can also be considered upon reaching high VIT, where a Wizard might decide holding more potions is more advantageous than having higher HP or Status Effect resistance.

In PvP situations, try using Storm Gust level 1 to quickly freeze and scatter multiple targets.

Beware that opponents can easily resist Wizard skills with elemental armors and others (i.e. unfrozen) and MDEF. Players equipped with such can easily counter the damage from Storm Gust level 10. In these cases, try linking freezing techniques with Jupitel Thunder level 10 and Stone Curse with Fire Bolt level 10. Also, use various different elemental attacks if you suspect your opponent is switching armors to counter you. For example, if the damage of Jupitel Thunder is oddly low, the opponent may have equipped a Wind armor, so use Fire Bolt on them or an Earth attack instead.

Equipment

Top Headgears:

INT Gear:

  • Mage Hat (+2 INT, +150 SP)
  • Crown/Tiara (+2 INT)
  • Erudite Crown/Tiara (+3 INT)
  • Crown of Deceit[1] (+4 INT, -10% Casting Time Uses Mid headgear as well)
  • Erudite card (+2 INT

DEX Gear:

  • Apple of Archer (+3 DEX)
  • Ramen Hat (+4 DEX, Kafra Shop item)
  • Isilla carded headgear

INT & DEX Gear:

  • Erudite Ulle's Cap (+2 INT with Elder Willow Card, +2 DEX, +1 AGI)

Mid Headgears:

  • Dark Blinker (grants immunity to blind, +2% stun resistance)
  • Blinker (grants immunity to blind)
  • Opera Mask (+2 DEF, occupies middle and lower headgear slots)
  • Alarm Mask (+2 DEF, +50% blind resistance, occupies middle and lower headgear slots)
  • Robo Eyes (+1 DEX, Kafra Shop item)
  • Sigrun's Wing (+1 INT)

Lower Headgears:

  • Pipe/Cigarette (-3% damage from Insect monsters)
  • Romantic Flower/Romantic Leaf (-3% damage from Plant monsters)
  • Gangster Mask (+15% silence resistance)
  • Well-Chewed Pencil (+2 DEX)

Right Hand:

Whatever is chosen to wield in the right hand, it should always be a rod-type weapon, as they all provide +15% MATK.

INT Rods: (If INT is greater than DEX)

  • Survivors Rod (INT version): +2 INT, +300 HP
  • Dextrous Survivors Rod (Drops card, INT version): +3 INT, +1 DEX, +400 HP
  • Double Dexterous Arc Wand (two Drops cards): +3 INT, +2 DEX
  • Evil Bone Wand, (+4 int)
  • Warlock's Magic Wand (Tierra): +4 INT, +3 DEX, bypasses 25% of Demi-Human's MDEF, 5% Stun chance upon magical attack
  • Warlock's Battle Wand (Flavius): +3 INT, +3 DEX, increases magical damage to Demi-Humans by 15%, 5% Stun chance upon magical attack

DEX Rods: (If DEX is greater than INT)

  • Survivor's Rod (DEX version): +2 DEX, +300 HP
  • Dexterous Survivor's Rod (Drops card, DEX version): +4 DEX, +400 HP
  • Triple Dexterous Staff (three Drops cards): +2 INT, +3 DEX
  • Quadruple Dexterous Rod (four Drops cards): +4 DEX

More DEX is usually better, but sometimes getting more INT to attain the next MATK bonus (occurring every 5 and 7 points of INT) is more desirable. The Staff [3] and Arc Wand [2] provide the most, although mixed, stat points for non-battle ground items.

The slotted Survivors Rods are desirable Wizard weapons. In the INT variant, one stat point is sacrificed for 400 HP. The DEX version is basically a Quadruple Dexterous Rod with an extra 400 HP. The non-slotted Survivors Rods are a viable alternative for lower-level Mages and Wizards, but they do not offer enough stat points for higher-level Wizards.

Left Hand:

  • Guard[1] (+3 DEF)
  • Valkyrja Shield[1] (+3 DEF, +5 MDEF, -20% from fire, water, shadow, and undead elements)
  • Magic Bible Vol1[1] (+3 MDEF, +2 INT, 10% to stun when receiving physical damage)
  • Memory Book[0] or [1] (+3 DEF, +2 MDEF, +1 INT, Compound bonus with Monocle and Pocket Watch: +7% MATK, +15% HP & SP Regen)
  • Stone Buckler[1] (+3 DEF, -5% damage from [Large] monsters, Compound bonus with Odin's Blessing [1] and Magni's Cap: +2 STR, +5 DEF, +5 MDEF)

The player should have multiple shields with "racial cards" - cards that resist respective races by 30%. For example, if they were to level in High Orcs or enter a PvP area, they should equip a Cranial Shield (Thara Frog Card) to reduce damage received from Demi-Humans (i.e. High Orcs or other players) by 30%.

While racial guards are vital, it may be difficult to acquire all of the necessary ones immediately. Some players choose to get a Rigid Guard (Thiefbug Egg card, +400 HP) for use in the places they do not yet have the appropriate racial guard for.

Armor:

Equippable Armor:

  • Coat/Slotted Coat: +5 DEF
  • Mage Coat: +5 DEF, +5 MDEF, +1 INT, +1 SP
  • Slotted Mink Coat: +6 DEF, very heavy
  • Robe of Cast: +5 DEF, Cast Delay -3%
  • Glittering Jacket[1]: +7 DEF,+5 MDEF, Adds a 3% chance of causing Blind status to enemies with each attack

Garment:

  • Morpheus Shawl (For MvP) Ragamuffin Manteau (for WoE)
  • Muffler with Element Resistance Cards

Ranged Attacks + Neutral : Noxious Card

Neutral: Raydric

Water: Marse Card

Wind: Dustiness Card

Fire: Jack Card

Earth: Hode Card

Shoes:

  • Soul-Enchanted Shoes (Sohee card)
  • Shoes of Witch (Eggyra card)
  • +9/10 Superior Shoes (Antique Firelock card)
  • Fledged Shoes (Verit Card)

Accessories: Some accessories that are helpful in leveling or PvP situations.

Belt[1], Clip[1] (+10 SP), Nile Rose[1] (+10 HP) have no level requirement, unlike other slotted accessories.

  • Healing Clip (Vitata Card) (Not on iRO Valkyrie server)
  • Teleportation Clip (Creamy Card) (Not on iRO Valkyrie server)
  • Hiding Clip (Smokie Card)
  • Clever Clip (Wormtail Card)
  • Clip Under a Cast (Phen Card)
  • Four Leaf Clover Rosary (Alligator Card)
  • Nimble Glove (Zerom Card, +4 DEX)
  • Earring [0] (+2 INT)
  • Medal of Honor (+5% MATK, +6 MDEF, +600 HP)
  • Pocket Watch

Class Data

Skills

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

Skill Description Levels Type
Earth Spike.png Earth Spike
Causes the earth below a target to rise and strike a target for up to a maximum of 5 times. 5 Offensive
Fire Pillar.png Fire Pillar
Summons a pillar of fire on a target spot that acts similarly to a trap, dealing MDEF-ignoring damage. 10 Offensive
Frost Nova.png Frost Nova
Strikes surrounding enemies with water elemental damage with the chance of freezing them. 10 Offensive
Heaven's Drive.png Heaven's Drive
Raises the ground in a 5x5 area around a target area, dealing damage similar to Earth Spike. 5 Offensive
Ice Wall.png Ice Wall
Summons a shield of ice 5 cells wide in front of the caster. 10 Active
Jupitel Thunder.png Jupitel Thunder
Launches an orb of lightning that hits multiple times while pushing the target back. 10 Offensive
Lord of Vermillion.png Lord Of Vermillion
Summons explosive bolts of destruction in a 9x9 area that deals 10 strikes per second. 10 Offensive
Meteor Storm.png Meteor Storm
Calls forth a wave of meteors from the sky that strike multiple times, each with the chance to stun a target. 10 Offensive
Quagmire.png Quagmire
Turns a 5x5 area of ground into a marshland that lowers AGI and DEX, and removes certain buffs. 5 Active
Sense.png Sense
Analyzes a target, allowing the user and any party members to view an enemy's stats. 1 Active
Sightrasher.png Sightrasher
Projects the fireball summoned by the Sight skill to knock enemies back and deal damage. 10 Offensive
Storm Gust.png Storm Gust
Summons a destructive blizzard in a 7x7 target area that can freeze enemies within it. 10 Offensive
Water Ball.png Water Ball
Uses water beneath the caster to launch a shower of water balls at a target. 5 Offensive

Quest Skills

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

Soul Link

See Wizard Spirit.

Job Bonuses

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

ASPD

Wizard & High Wizard
2nd Class
Skills
Earth Spike • Fire Pillar • Frost Nova • Heaven's Drive • Ice Wall • Jupitel Thunder • Lord Of Vermillion • Meteor Storm • Quagmire • Sense • Sight Blaster • Sightrasher • Storm Gust • Water Ball
Transcendent
Skills
Ganbantein • Gravitational Field • Mystical Amplification • Napalm Vulcan • Soul Drain • Stave Crasher
Quests Wizard Job Change Guide • Wizard Skill Quest • Rebirth Walkthrough
Weapons Rod
Classes of Ragnarok Online
Novice Class Novice • High Novice • Super Novice
First Class Acolyte • Archer • High First Class • Magician • Merchant • Swordman • Thief
Second Class Priest • Monk • Hunter • Bard • Dancer • Wizard • Sage • Blacksmith • Alchemist • Knight • Crusader • Assassin • Rogue
Transcendent Second Class High Priest • Champion • Sniper • Minstrel • Gypsy • High Wizard • Scholar • Mastersmith • Biochemist • Lord Knight • Paladin • Assassin Cross • Stalker
Expanded Class Gunslinger • Ninja • TaeKwon Kid • TaeKwon Master • Soul Linker
Transcendent Expanded Class Night Watch