=============================================================================== ==========================Mage/Wizard/High Wizard FAQ========================== ================================By: SageRyock================================== =============================================================================== ---------------------------- Table of Contents ---------------------------- Section I: Version History Section II: About Myself and the FAQ Section III: Basic RO Knowledge Every Player Should Know Section IV: Getting your Mage Started Section V: The Mage Test Section VI: Mage Skills and Info Section VII: The Wizard Test Section VIII: Wizard Skills and Info Section IX: Transcending Section X: High Wizard Skills and Info Section XI: Stat and Skill Builds Section XII: Q & A Section XIII: Contact, Legal Info, Credits ==================================================== Section I: Version History ==================================================== Version 1.00(11/06/07): This is the first version of the FAQ and will be updated if needed. Version 1.10(11/07/07): Added a new section, "Stat and Skill Builds". Removed "Where to Level" section. Please see the "Stat and Skill Builds" section to see where to level. This has been changed to make it easier and quicker to find the information you need. Changed Section II's information. ==================================================== Section II: About Myself and the FAQ ==================================================== Well, I have been playing Ragnarok Online for a pretty long time now, and have gone through quite a number of things while playing. I've transcended, met great people, and have gone through A LOT of things while playing. Simply said, Ragnarok Online is a great game, and continues to be to this day. I got the idea to make this FAQ simply because there were a lot of FAQs here that could not help me in my needy times when I was Mage and Wizard. Not to mention, a lot of people don't like to play Wizards anymore since people keep crying that we're nerfed and gimped, since MDEF is do much easier to get now, and we have no way of bypasing or piercing MDEF. So therefore, I had to work completely on my own and hope I didn't mess up. Thankfully, I think I did a very good job building my High Wizard, and now I created this FAQ simply to help others who may be in need with certain Mage and Wizard times. In this FAQ, I will explain where, when, and how to do certain Mage/Wizard related quests, as well as how to play them effectively, and other things that would be helpful, like places to train till 99, etc. One thing I should note, is that if you're looking for a specific piece of information in this FAQ, ctrl+F will bring up a search function for this page, and you can type in whatever you like, and it will find the information you are looking for. I hope this FAQ helps those in need that read it; enjoy. ==================================================== Section III: Basic RO Knowledge Every Player Should Know ==================================================== Well, there's common sense and then there's basic knowledge. You need a little of both to get to know RO. First of all... KSing is a verrrrrry bad thing. KS, or Kill Steal, is basically when you attack another person's monster and kill it. Sometimes even take the item that drops. Below, are a list of basic symbols, abreviations, and other such things that are necessary to know for Ragnarok Online. PVP= Player versus player. PVM= Player versus monster. RO= Ragnarok Online, sometimes and i,k, etc is added at the beginning to show what country of RO it is, like iRO being international RO. KS= Kill Steal. When you kill someone's monster and sometimes take the item. Pot= Potion. This is usually used for Merchants selling potions. Buff= Boosts added to the character to heighten performance of the character like Blessing, Impositio Manus, etc. Bot= a third party program that controls a character, usually performing kill steals, then warping right out the area to another with Fly Wings. Usually, their names are all jumbled like "hmgujksl" or something like that. SG= Storm Gust. It is a very necessary Wizard spell that many people who will party with Wizards will tell them to do if they aren't using the spell already. LoV= Lord of Vermillion. A very powerful wind type spell that only Wizards learn. vFW= Vertical Fire Wall. Simply placing a Fire Wall in a position facing vertically towards your enemy to make a longer use of a Fire Wall. I'll explain further in the FAQ. GH= Glast Heim. This will be a very common place to come to later in your higher levels. Warp= A warp portal that leads to a different area. Usually, people ask Priests, Acolytes, and Monks to transport them to places. Well, that's all for now. If I come up with more, I'll put it up. But basically, you are NOT supposed to attack a monster that someone else is already attacking. You can get banned for it if you do it consecutively, so be careful as to stay on good terms with everyone. It's a good community if you're just nice to people. ==================================================== Section IV: Getting your Mage Started ==================================================== Everyone is also very uptight about exactly how to build their character. And I can agree with them... to a point. Builds can usually be fixed, if you're not too far into your levels. If you've hit around Base Level 50, and you feel you made a critial mistake, it won't entirely be bad if you wish to remake your character. Actually, it would be advisable to do so. But if you mess up a single point, and you're upset about that, get over it... it's not gonna make THAT much of a difference. Below are the stats, and the order of importance they come in. INT/DEX: For me, both INT and DEX are equally important. Many found my Wizard to be either weak, or interesting, because my Wizard was a balanced magic user who preferred speed over power. Not too many spells were max leveled, however, my Wizard was a lot faster than all the other Wizards I met for the most part. Most people will tell you to keep putting up your INT until 70, and nothing else. I agree for the most part. I say get INT until it's around 60, then start putting up DEX. Some people will recommend 70 INT first, then some DEX. That works too. Go with whatever you think might work better. Though, to be honest, unless you have full INT gear, you will probably wanna go the 70 INT route. VIT: A lot of Mages and Wizards think this the third most important stat, and I agree for the most part. We Mages don't really need VIT as with Fire Wall and Ice Wall, most of our enemies will never touch us, and even if they do, we can get back with another, and continue to use Potions or Heal. VIT can be very valuable to us in PVP and WoE, not really so much in PVM though unless you're a High Wizard, in which case, cling to it. AGI: This is interesting to see sometimes. Some people have made some really fun Wizards with INT/AGI builds. Only problem is that they look a lot of their casting speed due to low DEX(around 20-40 at most), and are usually very technical, cause some of them use Fire Pillar tricks with Sight Blaster, as well as use Quagmire level 5 to take advantage of the DEX lowering effect. This is fun for PVM, but competitively, it will lose. INT/DEX Wizards are just much more versatile and powerful. LUK: Luck... is odd. It helps for some status effect resistance, but no Wizards have any. It'd take too many points away to actually get use out of it. Only High Wizards will have leftover points to throw into this stat, and even then, they'd rather get VIT, which is the smarter choice. STR: This was once a very heated debate. Not so much anymore though, since the gym passes came out in the kafra shop. Now everyone can have 2k more weight limit on their char, which means with 1 STR, we'll have at least 4430 weight limit, which is freaking amazing for Wizards, and will save us a lot, since it means basically doubling, or tripling how many potions we can carry. So, unfortunately, STR is no longer useful to a Wizard. Okay, being a Novice without any STR or AGI is actually worlds easier than people make it sound. You can actually kill Poporings immediately after getting out of the training area. To get the most out of the training grounds though, follow these steps in order. 1. When you first appear, you should see a woman named Shion. Talk to her once. After talking to her once, talk to her again, and you should gain one base level. 2. Keep going east, until you go into a building and see a man there. Talk to him, and go to the next phase. 3. Walk upwards and you should see a Crusader named Interfaces Tutor. Talk to him, and you should receive one base level and one job level. 4. Next, walk to the east just a tiny bit, and you should see a maid of a sort. This is the kafra services. She can explain services of the kafra to you if you're new. Talk to her, and ask her about kafra services. Then ask her about save service, and storage service. You should receive one base level for the save service, and one job level for the storage service explanation. 5. Right about her, you should see a Blacksmith with pigtails scratching her head. Talk to her, and follow her instructions exactly as she says. You can still go through your menus and equips while talking to NPCs, so when she says to equip the Novice Slippers, go to your item menu, and equip them by double clicking them. Same goes for the Novice Potion when she gives it to you. If you do it correctly, you should receive two base levels and two job levels. 6. Go all the way over to the left, and you should see a guy with his fists up, named Skill Tutor. Talk to this guy and you will receive one base level and two job levels. 7. Go into the portal to the left, and you should appear in a new room. Go to the right, and talk to the helper. Talk to him and you should get one base level. 8. Okay, now there should be a person on your right. Talk to her, and he'll give you some Novice Potions, and send you to the training grounds. Fight a monster and purposely get killed. When you die, select "Return to Save Point". You should appear right back where you were before going inside. Talk to the person who sent you to the training grounds again. He'll give you more Novice Potions, and give you one base level. 9. Okay, after all this, you should be Base level 9 and Job level 7. If you are not, then you missed something in this guide. Backtrack and see what you missed. Alright, so you now have your Novice leveled up a little bit. Throw all the status points you just got into INT. You won't need DEX until later anyways. You should have 19 INT now. At this point, you should go back to the training grounds. When you get there, go north, until you reach a building. Talk to the person outside to go in. When you go in, there should be two people. Talk to the person on your left, first. He'll ask you what job you had in mind. Tell him Swordman. Next, talk to the guy up at the top. He'll ask if you want to take the test. Tell him you would like to take the test. Don't bother answering the questions honestly, just mash the enter button until he finishes. When he DOES finish, he should tell you that Swordman would be the best choice for you. Go with what he says, and take the Swordman job. After this, he'll give you some items, and send you to Izlude. Now you should be in Izlude, at the Swordman academy. You should have received 4 Red potions, 2 Yellow Potions, 2 Green Potions, 5 Free Ticket For Kafra Storage, 5 Free Ticket for Kafra Transportation, and a Falchion. The 3 stands for how many slots the weapon has btw, and can later be slotted with cards you buy and sell; but anyways. Go to the first portal you see, which should be the southern most one. When you get outside, go across the little bridge outside, and go down the map until you see a kafra lady, the maid looking people. Talk to her. Once you talk to her, ask for transportation. Ask that she send you to Geffen. Since you have a ticket, it will be free. Now you should be in Geffen. Okay, now go up and around the round little hedge you see in front of you. You should see another kafra lady. Ask that she send you to Prontera. Ignore the one you see on your right. She's for voting privleges, and will not transport you anywhere. Once you get in Prontera, go to the very bottom of the map. You should see another kafra lady here. Ask to save here. Once you've done that, you're pretty safe. If you die, you will be warped back to Prontera. Okay, now after this, equip your Novice Main Gauche, Novice False Eggshell, Somber Novice Hood, Novice Guard, Novice Slippers, and your Tattered Novice Ninja Suit. You're now ready to go fight Poporings. Go outside the portal to the south of the map. When you get out, you should be outside in a little field. Go all the way south, and to the red dot on your map. Go into the portal you find. Once you go through, you should be in a desert. Go all the way east and to the red dot, into the next portal. When you get through, you will be on Poporing Island. This place has tons of slimes, called Porings. Kill only Poporings. Be careful though. Before you do attack, hotkey your Novice Potions, and be ready for almost being killed everytime. Everytime the Poporing gets a successful attack in, you WILL need to use a potion, so be ready. To make attacking easier, you can hold ctrl, and left click, then let go of the mouse button and ctrl, and your char constantly keep attacking. Once you hit job 10, you can finally become a Mage. Now you're finally ready to become a Mage. However, you need to pass a test. Unfortunately, there are also four different variations of the test, and you require to do a set amount of things. Fortunately enough, one of them does not require you to get a solution, and I was fortunate enough to get that one with both my Mages. ==================================================== Section V: The Mage Test ==================================================== The Mage test is relatively easy and mindless. To get to the Mage's Guild, go to Geffen, and go into the build at the top left corner of the map. Talk to the lady wearing almost nothing with pink hair, and ask to turn you into a Mage. There are four solutions. It is randomly generated which one you will have to make. They are as follows: Solution #1: 2 Jellopy, 3 Fluff, 1 Milk. Payon Solution. Solution #2: 3 Jellopy, 1 Fluff, 1 Milk. No solution. Solution #3: 6 Jellopy, 1 Fluff. Payon Solution. Solution #4: 2 Jellopy, 3 Fluff. Morroc Solution. As for the other things like gemstones, those are provided. As for the solutions. Take the empty test tube they give you, and go to Payon Archer Village to get a Payon solution. You can get there by going to Payon, and then heading to the top red dot at the corner of the map. Once you get here, follow the path until the fork, and take a right. You should see someone behind a fruit stand. Talk to him or the guy below him, I forget which, and he will make you a solution with the tube you brought him. As for the Morroc solution... go to Morroc. When you get there, head towards the top left red dot, and go through. When you get to the next map, head to where you see the blue on the map in the center. There's a woman there. She'll make you a Morroc solution with the tube. After you have everything ready, talk to the machine in the center of the Mage's Guild. Enter everything in exactly, and perfectly, or it will fail, and you will need to go get items again. After you get the solution from the machine, give it to the lady who's almost naked, and she'll make you a Mage =D. ==================================================== Section VI: Mage Skills and Info ==================================================== Increase SP Recovery-------------------------------- Pre-requisites: None Skill Type: Passive Target: Self SP Required: None Mastered At: Level 10 In-game Info: Enhance natural SP Recovery. Max SP affects how much SP restoration is increased by this skill. Level 1: +3SP/10sec,items +2% Level 2: +6SP/10sec,items +4% Level 3: +9SP/10sec,items +6% Level 4: +12SP/10sec,items +8% Level 5: +15SP/10sec,items +10% Level 6: +18SP/10sec,items +12% Level 7: +21SP/10sec,items +14% Level 8: +24SP/10sec,items +16% Level 9: +27SP/10sec,items +18% Level 10: +30SP/10sec,items +20% Comments: Not bad, but not good either. This skill isn't nearly as useful as a person first glancing upon would probably think. It really doesn't help at all, and our SP recovery is already good enough as it is. Skip this completely unless you're getting High Wizard skills like Stave Crasher or Gravitational Field. And only get what is necessary for Stave and Gravity. Sight----------------------------------------------- Pre-requisites: None Skill Type: Supportive, Fire Property Target: Self SP Required: 10 Mastered At: Level 1 In-game Info: Detects enemies hidden in the caster's vicinity. Level 1: Enables the use of Sight in a 7x7 range Comments: This is only a good skill for those who will hide in WoE and PvP battles. Even then, Heaven's Drive is usually smarter unless you're using some Wizard tricks with Ice Wall and Fire Wall. Otherwise, I don't believe you'll be finding yourself using it too much. It simply allows you to see enemies that use Hide. Another note btw, is that while using Sight, you cannot Hide using a Smokie Accessory. Napalm Beat----------------------------------------- Pre-requisites: None Skill Type: Offensive Target: Enemy in 3x3 area SP Required: LV1-3 9 SP, LV4-6 12 SP, LV7-9 15 SP, LV10 18 SP In-game Info: Attack an enemy from a distance through the use of psychokinetic energy. Level 1: 80% MATK, 1.0 Second Delay Time, 9 SP Level 2: 90% MATK, 1.0 Second Delay Time, 9 SP Level 3: 100% MATK, 1.0 Second Delay Time, 9 SP Level 4: 110% MATK, 0.9 Second Delay Time, 12 SP Level 5: 120% MATK, 0.9 Second Delay Time, 12 SP Level 6: 130% MATK, 0.8 Second Delay Time, 12 SP Level 7: 140% MATK, 0.8 Second Delay Time, 15 SP Level 8: 150% MATK, 0.7 Second Delay Time, 15 SP Level 9: 160% MATK, 0.6 Second Delay Time, 15 SP Level 10: 170% MATK, 0.5 Second Delay Time, 18 SP Comments: Okay, this is a very weak, useless spell for the most part. It has an extremely low cast time, cast delay, and SP cost. But it is not very powerful at all, and has low range. However, people usually use it for tagging an enemy. Soul Strike---------------------------------------- Pre-requisites: Level 4 Napalm Beat Skill Type: Offensive Target: One Enemy SP Required: 15+3*skill level for odd LVs and 8+3*skill level for even LVs In-game Info: Summon ancient spirits to attack an enemy. Especially effective against the Undead monsters. Level 1: 1 Spirit, 1.2 Second Delay Time, 105% MATK, 18 SP Level 2: 1 Spirit, 1.0 Second Delay Time, 110% MATK, 14 SP Level 3: 2 Spirits, 1.4 Second Delay Time, 115% MATK, 24 SP Level 4: 2 Spirits, 1.2 Second Delay Time, 120% MATK, 20 SP Level 5: 3 Spirits, 1.6 Second Delay Time, 125% MATK, 30 SP Level 6: 3 Spirits, 1.4 Second Delay Time, 130% MATK, 26 SP Level 7: 4 Spirits, 1.8 Second Delay Time, 135% MATK, 36 SP Level 8: 4 Spirits, 1.6 Second Delay Time, 140% MATK, 32 SP Level 9: 5 Spirits, 2.0 Second Delay Time, 145% MATK, 42 SP Level 10: 5 Spirits, 1.8 Second Delay Time, 150% MATK, 38 SP Comments: A lot of Wizards and Sages like to get this so that they have a quick spell that can deal decent damage for almost near instant casting time. This in my opinion is a complete waste of time unless you're getting it for Safety Wall. Any undead that can be hit by this will sooner be killed by Fire Wall. However, if you're not getting Saftey Wall and have leftover points, I suppose I don't see a problem with getting this. Safety Wall---------------------------------------- Pre-requisites: Napalm Beat level 7, Soul Strike level 5 Skill Type: Supportive Target: Ground SP Required: LV1-3: 30, LV4-6: 35, LV7-10: 40 In-game Info: Create a magic barrier on a targeted spot that will block short range melee attacks for the duration of the Safety Wall. Each cast requires 1 Blue Gemstone. Level 1: Blocks 2 attacks Level 2: Blocks 3 attacks Level 3: Blocks 4 attacks Level 4: Blocks 5 attacks Level 5: Blocks 6 attacks Level 6: Blocks 7 attacks Level 7: Blocks 8 attacks Level 8: Blocks 9 attacks Level 9: Blocks 10 attacks Level 10: Blocks 11 attacks Comments: This is one of the most useful skills a Mage/Wizard can learn. Although most Mages do not get it at all unless they are becoming a High Wizard , mostly because it takes too many points. However, if you are going to become WoE orientated, it is advised you think about getting it. Cold Bolt------------------------------------------ Pre-requisites: None Skill Type: Offensive Target: One Enemy SP Required: 10 + 2*skill level In-game Info: Summon bolts of frigid ice to strike at an enemy. Barring changes in damage due to elemental properties each bolt inflicts an amount of damage equal to the caster's Matk. Level 1: 1 bolt Level 2: 2 bolts Level 3: 3 bolts Level 4: 4 bolts Level 5: 5 bolts Level 6: 6 bolts Level 7: 7 bolts Level 8: 8 bolts Level 9: 9 bolts Level 10: 10 bolts Comments: Only get it to level 5 for Storm Gust. Anymore levels are completely and utterly unneccesary. Frost Diver---------------------------------------- Pre-requisites: Level 5 Cold Bolt Skill Type: Offensive Target: One Enemy SP Required: 26 - skill level In-game Info: Freeze an enemy for a set duration. Level 1: 38% Success / 110% MATK 25 SP Level 2: 41% Success / 120% MATK 24 SP Level 3: 44% Success / 130% MATK 23 SP Level 4: 47% Success / 140% MATK 22 SP Level 5: 50% Success / 150% MATK 21 SP Level 6: 53% Success / 160% MATK 20 SP Level 7: 56% Success / 170% MATK 19 SP Level 8: 59% Success / 180% MATK 18 SP Level 9: 62% Success / 190% MATK 17 SP Level 10: 65% Success / 200% MATK 16 SP Comments: A very good skill... for monsters anyways. This skill will NOT freeze boss type monsters, and in WoE, it can sometimes be a waste of time even trying to use since most people walk in with Unfrozens and Undeads anyways. There's always a war going on between whether to get this or Stone Curse. Well, that's easy... this for monsters, Stone Curse for players. Stone Curse---------------------------------------- Pre-requisites: None Skill Type: Curse Target: One Enemy SP Required: 26 - skill level In-game Info: Curse an enemy by turning it into stone. Each cast requires 1 Red Gemstone. Level 1: 24% Success Chance 25 SP Level 2: 28% Success Chance 24 SP Level 3: 32% Success Chance 23 SP Level 4: 36% Success Chance 22 SP Level 5: 40% Success Chance 21 SP Level 6: 44% Success Chance 20 SP Level 7: 48% Success Chance 19 SP Level 8: 52% Success Chance 18 SP Level 9: 56% Success Chance 17 SP Level 10: 60% Success Chance 16 SP Comments: This is the perfect immobilizing spell for Wizards to use in WoE. It is expected to be maxed if you're going to be WoE orientated. This will basically stop them dead in their tracks unless they're using Undead armor, which is becoming more and more common in people to use. It's good even if you can't kill who's cursed, it allows for some Monks to Guillotine a person. Fire Ball------------------------------------------ Pre-requisites: Fire Bolt level 4 Skill Type: Offensive Target: One Enemy/splash damage 2 cells SP Required: 25 In-game Info: Summon a fire ball to damage a target and monsters in its immediate vicinity. Enemies near the target receive 3/4 of damage inflicted on skill's target. At level 5 and above, Fire Ball's casting and delay time is reduced. Level 1: 80% MATK Level 2: 90% MATK Level 3: 100% MATK Level 4: 110% MATK Level 5: 120% MATK Level 6: 130% MATK Level 7: 140% MATK Level 8: 150% MATK Level 9: 160% MATK Level 10: 170% MATK Comments: Absolutely and utterly useless. Only get it to level 5 if you plan on getting Fire Wall. Fire Wall------------------------------------------ Pre-requisites: Level 4 Fire Bolt, Level 5 Fire Ball Skill Type: Defensive Target: Ground SP Required: 40 In-game Info: Create a wall of flame that will deter and cause damage to enemies. Level 1: 5 Hits, 5 sec Level 2: 6 Hits, 6 sec Level 3: 7 Hits, 7 sec Level 4: 8 Hits, 8 sec Level 5: 9 Hits, 9 sec Level 6: 10 Hits, 10 sec Level 7: 11 Hits, 11 sec Level 8: 12 Hits, 12 sec Level 9: 13 Hits, 13 sec Level 10: 14 Hits, 14 sec Comments: You can basically create a wall of fire to stop and deter enemies. It has slight knockback effect when the enemies run into it as well. There's a trick that is commonly known to all Mages and Wizards who use this skill, and that is vertical Fire Wall. It basically makes a bigger use out of your Fire Wall. This is absolutely essential to learn in order to solo as a Wizard. Fire Bolt------------------------------------------ Pre-requisites: None Skill Type: Offensive Target: One Enemy SP Required: 10 + 2*skill level In-game Info: Summon bolts of pure flame to strike at an enemy. Barring changes in damage due to elemental properties, each bolt inflicts an amount of damage equal to the caster's MATK. Level 1: 1 bolt Level 2: 2 bolts Level 3: 3 bolts Level 4: 4 bolts Level 5: 5 bolts Level 6: 6 bolts Level 7: 7 bolts Level 8: 8 bolts Level 9: 9 bolts Level 10: 10 bolts Comments: This is definitely a necessary spell unless you're becoming a Sage or Scholar, sooooo that doesn't matter, does it? Almost every Wizard maxes this, and quite frankly, I agree. There aren't very many powerful fire spells, and the only good aoe one is very random and risky, so I would recommend maxing this spell. Each bolt does 100% MATK damage*skill level. So maxed out, it would deal out 1000% damage. Lightening Bolt------------------------------------ Pre-requisites: None Skill Type: Offensive Target: One Enemy SP Required: 10 + 2*skill level In-game Info: Summon bolts of lightning to strike at an enemy. Barring changes in damage due to elemental properties each bolt inflicts an amount of damage equal to the caster's Matk. Level 1: 1 bolt Level 2: 2 bolts Level 3: 3 bolts Level 4: 4 bolts Level 5: 5 bolts Level 6: 6 bolts Level 7: 7 bolts Level 8: 8 bolts Level 9: 9 bolts Level 10: 10 bolts Comments: Absolutely unneccesary for us Wizards. Get it to level 1 so you can learn Jupitel Thunder and Storm Gust. That's its only good point I'm afraid. It just gets outdone by Jupitel Thunder, later. The only reason to get it higher is level 4 for Meteor Storm or Lord of Vermilion. Thunderstorm--------------------------------------- Pre-requisites: Lightening Bolt level 4 Skill Type: Offensive Target: Multiple enemies/splash damage 5x5 area SP Required: 24 + 5*skill level In-game Info: Summon a storm of lightning on a targeted area to damage enemies within the Thunderstorm range. Level 1: 1 bolt Level 2: 2 bolts Level 3: 3 bolts Level 4: 4 bolts Level 5: 5 bolts Level 6: 6 bolts Level 7: 7 bolts Level 8: 8 bolts Level 9: 9 bolts Level 10: 10 bolts Comments: A decent spell, but is outdone by Lord of Vermilion in later levels. Only get it to level 1 if you're getting Meteor Storm or Lord of Vermilion. Energy Coat----------------------------------------- QUEST SKILL Pre-requisites: Job level 35 as a Mage, or just being a Wizard or Sage Skill Type: Defensive/Supportive Target: Self SP Required: 30 In-game Info: Create a barrier of spiritual energy that will buffer attacks at the caster. The caster's remaining SP affects the amount of damage reduced by the barrier. More SP is drained as attacks buffered by the barrier accumulate. Level 1: Casts Energy Coat Comments: This is a very good skill, but your SP runs out VERY quickly when it's active, so use it only if you have to. You WILL lose SP every time you get hit while this skill is active, but you will reduce damage coming to you, which includes melee, ranged, magic, etc. Magificat will help protect you from losing SP though, as will a Scholar if you have one with you in Thanatos or Biolabs. ==================================================== Section VII: The Wizard Test ==================================================== Okay, it may just be me, but the Wizard test doesn't feel so difficult anymore. However, I remember how difficult it was for me when I was first changing into a Wizard, and then I realize, "Hey, it's a really damn hard test!". So, I'm gonna guide you through the test in this part. First of all, if you're job 40, what's wrong with you!? *smack* Go and get those other 10 job levels! Now! Wizards need them more than any other class in the game, since they are completely skill dependant. But in case you don't wanna listen to me anyways, I'm gonna guide those who change early as well XD. Okay, so what are you going to need to defeat this test? Well, you'll need either one of two different sets of items. Hope you get the gemstone one! If you're job 50, you don't need any items! You can change solely dependant on skill when you reach the tower. In the case you are not job 50, you will need either 5 Red Bloods, 5 Crystal Blues, 5 Green Lives, and 5 Winds of Verdure, OR, 10 of each color of gemstone, which includes red, blue, and yellow. It's random, so best to collect both sets just in case unless you have someone helping you. Now, here's how to become a Wizard step by step. 1. First of all, you change at the Wizard tower in Geffen. In case you don't know where that is, go to Geffen. From where you appear, keep going up until you see a tower. This is the Geffen Wizard Tower. Go inside. 2. Now comes an annoying part. You'll see stairs on your sides. Keep going up the stairs until you reach the top. It's a long walk... 3. When you reach the top, talk to the woman behind the counter. She will request that you get items for her. Like I said, it's going to be one of the two sets of items. 4. After giving her the items, or being a SMART Mage, and going JOB 50, then you will reach the next part of the test =). Remember! People who went job 50 don't have to collect the items! =D 5. After that, you will have to take a written test. The questions are randomly generated, but here are all the questions and answers to them. 1st set 1) Which stat is the most important for a Mage? INT 2) Which attribute does not have a 'bolt' type attack? Earth 3) Choose the one that does not relate to a Mage. Good at selling stuff 4) Which town is the home of Mages? Geffen 5) Which of the following cards has nothing to do with INT? Andre Egg Card 6) What is the Mage good at compared to other classes? Exceptional Magic 7) What is the INT bonus of a Mage at job level 40? 5 8) Which equipment can a Mage not equip? Boy's Cap 9) Which of the following is a catilyst when making the Mage solution test #3? Yellow. 10) Which card is irrelevant to magic? Magnolia Card 2nd set 1) Which of the following is not necessary to learn Fire Wall? Napalm Beat level 4. 2) Regardless of the previous attribute, what does the monster attribute change to when you cast Frost Diver on it? Water. 3) When you completely master Napalm Beat, what is the ratio of the increased MATK when using that spell? 1.7x. 4) What item do you need when casting Stone Curse? Red Gemstone. 5) Which of the following is not required to learn Safety Wall? Increase SP Recovery LV6. 6) Without the INT bonus, what amount of SP is recovered every 10 seconds when you have learned Increase SP Recovery LV7? 21. 7) Using Energy Coat when you have 50% of your SP remaining, how much SP is used when hit, and what percentage of damage is reduced? 18%, 2.0%. 8) What amount of SP is used, and how many attacks can you avoid when using Safety Wall LV6? SP 40, 7 hits. 9) How much SP is needed when using LV10 Thunderstorm? 74. 10) Which skill is most useful training in the Byalan Dungeon? Lightening Bolt. 3rd set 1) Which monster can you obtain a slotted guard from? Pupa. 2) Which of the following monsters is the easiest for a low level Mage to hunt? Flora. 3) Which monster will not be affected by Stone Curse? Evil Druid. 4) When attacking LV3 water attribute monster with a wind attribute weapon, what is the damage percentage? 200%. 5) If a Baby Desert Wolf and a Familiar fought, which one would win? Baby Desert Wolf. 6) Which of the following cannot be a cute pet? Roda Frog. 7) Choose the monster that is weak against a fire attribute attack. Mace Goblin. 8) Which of the following has the highest defense? Caramel. 9) Choose the monster that's of a different species. Spore. 10) Which of the following is not an undead monster? Deviace. For those of you that happen to be unlucky, there's four questions in there somewhere that don't get asked often. The answers are Cornutus, Zerom, Marina, and Lightening Bolt. 6. Okay, after you've passed the test, there's one last part to this Wizarding messup. And that would be the battle test! This one is rather difficult too... 7. Some things you should probably have done before this. Your INT should be around 7x, and your DEX 40 or higher, preferably higher... much higher. If you're job 50, it should be 6x. 8. Now the rooms. There are three rooms, and each one is difficult, although they get harder as you progress. I hope you have Fire Wall and level 4 Lightening Bolt! You'll definitely need them. As a little sidenote, you should bring lots of potions, and should have a Heal Clip by now. If you don't, this is going to be very difficult. You're timed on each room btw. Water Room Info: Kill the Mermaid first. She's aggressive and she'll get annoying very fast if you don't get rid of her. Fire Wall her, and just Lightening Bolt 4 her. If you don't have that... then use level 1 >.>;. If you don't have Fire Wall... well, then Safety Wall yourself. But in that case, bring Green Potions with. After that, you can kill the other ones pretty easily since they're all passive. For the Cornutus, Vadon, Shellfish, and Phen though, set a Fire Wall up in between you before you cast, because these monsters have cast sensor, which means they will attack you if you target them with a spell. Once you clear the room, Hydras and a Marine Sphere will appear in the center of the room. Kill the monsters, and then you will be transported to the next room. Earth Room Info: This one's a little annoying, but not too difficult. Watch out for the Mantis and Orc Warrior. Simply Fire Wall them, and they will die after a period of time of walking into the Fire Wall. You won't really need to use level 10 Fire Bolt for any of the enemies except the Giearth, which you will want to set up a Fire Wall before attempting to kill it with Fire Bolt. If you don't have Fire Wall, Safety Wall will work okay as well. The Bigfoot, Caramel, Giearth, Savage, and Vitata all have cast sensor, so be careful with them as well. After clearing these monsters, Mandragoras and a Flora will appear. Just use level 1 Fire Bolt to kill the Mandragoras, and then Fire Bolt 10 the Flora and you're out of there! Fire Room Info: The hardest one of all! Three of the monsters in here are aggressive, and unfortunately, the goblin is very fast and speedy. The best you can do, is either cast Safety Wall on yourself, and cast level 2-5 Cold Bolt on the goblin, or to run and use level 1 Cold Bolt until it dies. Once it does, get the Zerom next. A level 3-4 Cold Bolt should be enough to kill it. Then knock out the wolf, and it should be easy from there. Walk around with Sight, so you can see where the Frilldora is. Level 3-4 Cold Bolt the Scorpion and do the same to the Frilldora, and you should be able to kill the others with relative ease. After all the monsters are cleared, two Horongs and a Greatest General will appear. The Horongs will die in 1 level 5 Cold Bolt, along with a level 2 Cold Bolt. Then just use your range to kill the general, and spam potions if you have to, and he should fall. After this room, you will be teleported outside back in the Wizard Tower. 9. Okay, now that that is all over with, you can finally become a Wizard! Talk to the lady behind the counter again, and she will turn you into a Wizard. Good going, I'm sure you definitely earned it. ==================================================== Section VIII: Wizard Skills and Info ==================================================== Sightrasher----------------------------------------- Pre-requisites: Sight, Lightening Bolt level 1 Skill Type: Active/Offensive Target: Enemies surrounding self SP Required: 33 + SkillLV*2 Mastered At: Level 10 In-game Info: Attack enemies by shooting fireballs, which are first summoned by the Sight skill, in directions that radiate away from the caster. Level 1: 120% MATK Level 2: 140% MATK Level 3: 160% MATK Level 4: 180% MATK Level 5: 200% MATK Level 6: 220% MATK Level 7: 240% MATK Level 8: 260% MATK Level 9: 280% MATK Level 10: 300% MATK Comments: This is a crummy skill to be honest. Only good for breaking Ice Walls and for knocking people away in PVP. Since knockback is disabled in WoE, there's no good use to this skill in there. This skill has no good purpose in PVM either. Only get it for Meteor Storm, and only get what's needed. Fire Pillar----------------------------------------- Pre-requisites: Fire Wall level 1 Skill Type: Active/Offensive/Defensive Target: Ground/Enemy SP Required: 75 Mastered At: Level 10 In-game Info: ? Level 1: 3 Hits / no Gemstone Level 2: 4 Hits / no Gemstone Level 3: 5 Hits / no Gemstone Level 4: 6 Hits / no Gemstone Level 5: 7 Hits / no Gemstone Level 6: 8 Hits / Blue Gemstone Level 7: 9 Hits / Blue Gemstone Level 8: 10 Hits / Blue Gemstone Level 9: 11 Hits / Blue Gemstone Level 10: 12 Hits / Blue Gemstone Comments: When tripped, the trap delivers Fire property damage equal to (50 + MATK/5)*(2+SkillLV) on a 3x3 area around the tripped cell. This damage ignores MDEF and INT. Sounds great, eh? It really isn't. Even with all the MDEF we have, it HAS to be placed on a ground, so a player has to be stupid enough to walk into it to get any decent use, and even when it does hit, it does very little damage, not enough to actually help. You can only have 5 Fire Pillars out at a time, and I personally would NOT recommend getting this skill, PVP, WoE, or not. The gemstone cost doesn't help, either. Some people have created interesting tricks though, by knocking the pillars into one cell to do heavy damage with Sight Blaster. Still... it's not worth it. Meteor Storm---------------------------------------- Pre-requisites: Fire Wall level 1 Skill Type: Active/Offensive Target: Ground/Enemies SP Required: Varies between levels Mastered At: Level 10 In-game Info: ? Level 1: 2 Meteor 1 Hit Each 3% StunChance, SP 20 Level 2: 3 Meteor 1 Hit Each 6% StunChance, SP 24 Level 3: 3 Meteors 2 Hit Each 9% StunChance, SP 30 Level 4: 4 Meteors 2 Hit Each 12% StunChance, SP 34 Level 5: 4 Meteors 3 Hit Each 15% StunChance, SP 40 Level 6: 5 Meteors 3 Hit Each 18% StunChance, SP 44 Level 7: 5 Meteors 4 Hit Each 21% StunChance, SP 50 Level 8: 6 Meteors 4 Hit Each 24% StunChance, SP 54 Level 9: 6 Meteors 5 Hit Each 27% StunChance, SP 60 Level 10: 7 Meteors 5 Hit Each 30% StunChance, SP 64 Comments: It has a lot of uses. It's an AoE, so of course it's useful. However, of the three major Wizard AoEs, it is the least useful, as most of its good uses are no longer worthwhile, like Juperos. Some people have found it useful in Rachel Sanctuary, but other than that, its only good use is in WoE on the precast line with the other Wizards, since it stacks. Jupitel Thunder------------------------------------- Pre-requisites: Napalm Beat level 1, Lightening Bolt level 1 Skill Type: Active/Offensive Target: Enemy SP Required: 17 + SkillLV*3 Mastered At: Level 10 In-game Info: Fire a ball of crackling lightning that will damage and push back the targeted enemy. Level 1: 3 Hits / 2.5 sec Cast Time Level 2: 4 Hits / 3.0 sec Cast Time Level 3: 5 Hits / 3.5 sec Cast Time Level 4: 6 Hits / 2.5 sec Cast Time Level 5: 7 Hits / 4.5 sec Cast Time Level 6: 8 Hits / 5.0 sec Cast Time Level 7: 9 Hits / 5.5 sec Cast Time Level 8: 10 Hits / 6.0 sec Cast Time Level 9: 11 Hits / 6.5 sec Cast Time Level 10: 12 Hits / 7.0 sec Cast Time Comments: One of our strongest single targeting spells. Unfortunately, just about everyone knows that, so everyone comes in with wind protection armor just for us! Oh joy! But it's still a really good spell, PVM and PVP-wise. It's good when someone actually isn't coming in with that type of armor, and can be highly damaging in Magic Strings. Should be maxed on any Wizard really. Lord of Vermilion----------------------------------- Pre-requisites: Thunderstorm level 1, Jupitel Thunder level 5 Skill Type: Active/Offensive Target: Ground/Enemies SP Required: 56 + 4*SkillLV Mastered At: Level 10 In-game Info: Summon explosive lightning to strike a targeted area. Amount of damage and skill level is determined by skill level. Level 1: 4% Blind Chance, 10% MATK/Bolt Level 2: 8% Blind Chance, 12% MATK/Bolt Level 3: 12% Blind Chance, 14% MATK/Bolt Level 4: 16% Blind Chance, 16% MATK/Bolt Level 5: 20% Blind Chance, 18% MATK/Bolt Level 6: 24% Blind Chance, 20% MATK/Bolt Level 7: 28% Blind Chance, 22% MATK/Bolt Level 8: 32% Blind Chance, 24% MATK/Bolt Level 9: 36% Blind Chance, 26% MATK/Bolt Level 10: 40% Blind Chance, 28% MATK/Bolt Comments: Eh, not very powerful, but better than Thunderstorm in all ways. Of the three major AoEs, this one has the most range of them. It's also the weakest, and has the least useful effect of the three, as well. But by all means, get it if you want. It still has a lot of uses, more than Meteor Storm does, that's for sure. It can be good for Byalan dungeon, and Ice dungeon, as well as a precast spell for WoE with the other Wizards. I don't regret getting it. It's a fun spell. Another note, it's not useful on frozen enemies unless you're trying to get the Storm Gust damage of another Wizard to reach its full effect, cause Lord of Vermilion breaks frozen enemies. Water Ball------------------------------------------ Pre-requisites: Cold Bolt level 1, Lightening Bolt level 1 Skill Type: Active/Offensive Target: Enemy SP Required: 15 + 5*(SkillLV/2 rounded down) Mastered At: Level 5 In-game Info: Hurl spheres of water at high velocity at a targeted enemy. Caster must be standing in water in order to cast Water Ball. Level 1: 1 Waterball / 1x1 Grid, 130% MATK Level 2: 3 Waterball / 3x3 Grid, 160% MATK Level 3: 8 Waterball / 3x3 Grid, 190% MATK Level 4: 15 Waterball / 5x5 Grid, 220% MATK Level 5: 24 Waterball / 5x5 Grid, 250% MATK Comments: This is an extremely powerful attack o_o. Only problem is you need water. You can also only summon as many Water Balls depending on how many cells of water you have around you. One sweet thing is, you can chain them, meaning that while you're flinging water balls at the enemy, you can cast it again, then cast again while the water balls from the second cast are going. Good for WoE, but only if you have a lot of water around, or a Sage/Scholar with you, which isn't often. It's up to you to decide if it's worth getting. Ice Wall-------------------------------------------- Pre-requisites: Frost Diver level 1, Stone Curse level 1 Skill Type: Active/Defensive Target: Ground SP Required: 20 Mastered At: Level 10 In-game Info: Create a frozen wall of ice that will block enemies. Level 1: 400 HP / 8 sec Level 2: 600 HP / 12 sec Level 3: 800 HP / 16 sec Level 4: 1000 HP / 20 sec Level 5: 1200 HP / 24 sec Level 6: 1400 HP / 28 sec Level 7: 1600 HP / 32 sec Level 8: 1800 HP / 36 sec Level 9: 2000 HP / 40 sec Level 10: 2200 HP / 44 sec Comments: This is a good skill, but has some very specific purposes. For one, it's useful for teleing monsters away. Put up a few Ice Walls, and hit a monster from behind the wall. If the monster has Teleport, it will tele away into a different part of the map. Good for getting rid of monsters you can't or don't want to fight, like MVPs. Speaking of which, most people only get level 3-5 of this skill for MVPing. It's really all you need. I have level 2, and that works just fine for me. I may not even get level 3. There's also a trapping trick you can use to stop enemies in their tracks, and then use a spell to blow them all up. You can see how it's done, here: http://youtube.com/watch?v=InHwjw3RUGc One last thing should be noted. The reason I throw those Ice Walls in the end up, is to show where the enemies can be trapped. You can only trap monsters coming at you from those directions. So, you always need to be walking north, northeast, east. Frost Nova------------------------------------------ Pre-requisites: Ice Wall level 1 Skill Type: Active/Defensive/Offensive Target: Self/Enemies SP Required: 47 - 2*SkillLV Mastered At: Level 10 In-game Info: Create an aura of ice cold that will simultaneously freeze enemies around the caster. Level 1: 6.0 Seconds Cast Time Level 2: 6.0 Seconds Cast Time Level 3: 5.5 Seconds Cast Time Level 4: 5.5 Seconds Cast Time Level 5: 5 Seconds Cast Time Level 6: 5 Seconds Cast Time Level 7: 4.5 Seconds Cast Time Level 8: 4.5 Seconds Cast Time Level 9: 4 Seconds Cast Time Level 10: 4 Seconds Cast Time Comments: Useless. Period. Don't even think about getting it. Where this spell would be useful, Frost Diver and Storm Gust would be 10 times better. Storm Gust------------------------------------------ Pre-requisites: Frost Diver level 1, Jupitel thunder level 3 Skill Type: Active/Offensive Target: Enemies SP Required: 78 Mastered At: Level 10 In-game Info: Summon a blizzard on a targeted spot to damage enemies within Storm Gust's range. Level 1: 140% MATK / 6 sec Cast Time Level 2: 180% MATK / 7 sec Cast Time Level 3: 220% MATK / 8 sec Cast Time Level 4: 260% MATK / 9 sec Cast Time Level 5: 300% MATK / 10 sec Cast Time Level 6: 340% MATK / 11 sec Cast Time Level 7: 380% MATK / 12 sec Cast Time Level 8: 420% MATK / 13 sec Cast Time Level 9: 460% MATK / 14 sec Cast Time Level 10: 500% MATK / 15 sec Cast Time Comments: This is the Wizard's greatest spell. Hands down. Wherever there's a time you need to deal great damage, this is usually the spell you will think of using, unless you're dueling someone in PVP, in which case, it won't be very useful. In WoE and PVM though, this is your greatest spell. Magma, you need Storm Gust, Kiel Hyre, you need Storm Gust, Thor's Volcano, Storm Gust, so on and so forth. You cannot be a good Wizard without it... well, I shouldn't say that. More like, you won't reach your full potential without it. Earth Spike----------------------------------------- Pre-requisites: Stone Curse level 1 Skill Type: Active/Offensive Target: Enemy SP Required: 10 + 2*SkillLV Mastered At: Level 5 In-game Info: Command the ground beneath a targeted enemy to rise into spikes. Level 1: 0.7 sec cast time, 100% MATK Level 2: 1.4 sec cast time, 200% MATK Level 3: 2.1 sec cast time, 300% MATK Level 4: 2.8 sec cast time, 400% MATK Level 5: 3.5 sec cast time, 500% MATK Comments: There's a lot of debates over whether or not this is a good skill now since everyone walks in with full fire, water, and lightning resistance gear, so now people are trying to get the upper hand on others with a maxed Earth Spike. It's failing for the most part though, since a lot of people usually use Jupitel Thunder, and follow with a Fire Bolt, people usually switch from lightning resistance to fire resistance, which means that fire also takes less damage from earth spells. Not as much as earth armor, but close enough to make it as useless as Fire Bolt. Just to be safe, get only what's required for Heaven's Drive, and Quagmire, and figure out later if you want to level it up from 3-5. Heaven's Drive-------------------------------------- Pre-requisites: Earth Spike level 3 Skill Type: Active/Offensive Target: Ground/Enemies SP Required: 24 + 4*SkillLV Mastered At: Level 5 In-game Info: Command the ground in a targeted area to rise into spikes in order to damage enemies within its range. Level 1: 1 sec cast time, 100% MATK level 2: 2 sec cast time, 200% MATK Level 3: 3 sec cast time, 300% MATK Level 4: 4 sec cast time, 400% MATK Level 5: 5 sec cast time, 500% MATK Comments: Eh, so so, I guess. Most Wizards don't max it, cause it has only a 5x5 area of effect, and hits 5 times, so it's like Earth Spike with slightly more range. In fact, that's exactly what it is. It's probably best to leave it at level 1, just to reveal hidden enemies. Quagmire-------------------------------------------- Pre-requisites: Heaven's Drive level 1 Skill Type: Active/Supportive/Defensive Target: Ground/Enemies SP Required: 5*SkillLV Mastered At: Level 5 In-game Info: Temporarily covert a targeted area into marshland that will reduce the movement speed, AGI, and DEX of all monsters on it by half. AGI and DEX of targeted monsters cannot be decreased lower than 50. For players, this skill only has half of the effect it has on monsters. Level 1: 5 second duration, 10% reduction Level 2: 10 second duration, 20% reduction Level 3: 15 second duration, 30% reduction Level 4: 20 second duration, 40% reduction Level 5: 25 second duration, 50% reduction Comments: This is a really good skill. For ranged fighters, it can really tick them off in PVP and WoE. It's also very good for soloing and keeping monsters slow. Like it says though, only half the effect for players, so whatever it says there, cut it in half, and that's what you will reduce their DEX and AGI by. So, 25% reduction for players. Level 1 is all I wanted though, since it also debuffs speed and DEX buffs when walked into, which includes Two handed Quicken, AGI Up, etc. It works on allies and yourself in PVP and WoE areas though, so be careful. Sense----------------------------------------------- Pre-requisites: None Skill Type: Supportive Target: Enemy SP Required: 10 Mastered At: Level 1 In-game Info: Reveal detailed information about a targeted monster to the caster and members in caster's party. Level 1: Sense, reveals info on monster Comments: Eh, useless. You really don't need it unless you were a High Wizard getting Ganbantein. Otherwise, you really shouldn't get it. Sight Blaster--------------------------------------- QUEST SKILL Pre-requisites: Job level 40 as a Wizard Skill Type: Defensive/Offensive Target: Self/Enemy SP Required: 40 Mastered At: Level 1 In-game Info: Summon a protective fireball that will encircle the caster for two minutes. When an enemy approaches the caster, the fire abll will inflict damage equal to the caster's MATK, push the enemy backward, and then the skill will cancel. Sight Blaster's knockback effect ic cancelled during WoE. Level 1: Uses level 1 Sight Blaster, knocks enemy 3 cells backwards Comments: This is a quest skill. Once you're job level 40 as a Wizard, you can learn it at the cost of 10 Red Bloods, 10 Crystal Blues, 10 Green Lives, and 10 Winds of Verdure. Once you have these, go to the top of the Wizard Tower in Geffen, and talk to a person at the top. I forget who it is, but I think it is the dog. He will teach you the skill, but before you can learn it, he will send you to talk to someone from the Knight guild. Go there to learn from the man. The Knight guild is in Prontera, in the top left corner of the map. Once you talk to this man, he'll teach you about knocking your opponent away from you. Once he does, go back to the tower, give Enoz the items, and he will teach you Sight Blaster. This has a few uses, but is really only decent in PVP, and moving Fire Pillars around. Good for getting Assassins and Taekwons away from you, as well as Blacksmiths. Another problem is, you have to cast it everytime it runs out, which means everytime it hits someone. ==================================================== Section IX: Transcending ==================================================== Well, to transcend, you need to have the following. 1. Be base level 99, and job level 50 as a Wizard. 2. Have spent all your skill points and status points. 3. Must be at 0 weight, which means you need to go deposit all your gear into the Kafra storage. 4. You must have exactly 1,250,000 zeny. And I mean, EXACTLY. No more, no less. 5. After this is all done, you can transcend! 6. To transcend, go to Juno Sage Castle in Juno. It's in the top left corner of the map. Go inside, and take the fork at the top, and you'll see a man who wishes for you to pay him 1,250,000 zeny to see his book. Pay him the zeny, and go read the book. After reading it, head down, and go down the stairs. 7. From here, it's a maze. And I don't know if it's random, or if it's set up, but find your way through here. 8. Once you get through, you'll see a giant metal ball called "Heart of Ymir". Talk to it, and you will be transported to Valhalla. Keep heading up this path, and you will see a Valkyrie. Talk to her, and she'll tell you what's going to happen if you trans. WARNING! IF you do trans, you will be reset to base level 1, and job level 1, and you will become a High Novice, which means you have to start all over. 9. After talking to her, and becoming a High Novice, you will be transported to Geffen. Hit job level 10, and go to the Mage academy like you did before. This time around, you don't need to take the test, as you already have done it before, so they automatically turn you into a High Mage. 10. After turning High Mage, hit job 50, yes, that's right, job 50. If you don't, you WILL regret it, that I can guarantee. 11. Once you're job 50, go back to the Sage Castle in Juno. This time, go talk to the book you paid to see, and it will send you to Valhalla automatically. Look for the man that is named "High Wizard" and he will turn you into a High Wizard. Congratulations =D. "Oh, but I don't wanna trans, cause I have to start over! Wahhh!" Suck it up, I say. There are a lot of advantages to becoming a transcendant character. But I will also list cons, as silly as they are. Pros: 30% more HP and SP, new skills, a different sprite, get more points to spend on stats, and are not restricted by the hexagon like it was when you first made your char. You also get 70 job levels, instead of 50, which means more skills. You also can level in places earlier than you could when you were a Mage or Wizard. As soon as you change, once you get Storm Gust 10, you can immediately go to Magma. Cons: You start over. You require 3x as much exp to level. That's about all I can think of >.>;. ==================================================== Section X: High Wizard Skills and Info ==================================================== Mystical Amplification------------------------------ Pre-requisites: None Skill Type: Supportive Target: Self SP Required: 10 + 4*SkillLV Mastered At: Level 10 In-game Info: Amplify the Magic Attack Power of the next magic skill that is cast. Level 1: 5% more MATK Level 2: 10% more MATK Level 3: 15% more MATK Level 4: 20% more MATK Level 5: 25% more MATK Level 6: 30% more MATK Level 7: 35% more MATK Level 8: 40% more MATK Level 9: 45% more MATK Level 10: 50% more MATK Comments: This HURTS like hell when the opponent doesn't have much MDEF gear on. It makes a world of difference in damage, and should always be maxed regardless of what High Wizard you plan to make. If this isn't maxed, there is definitely something wrong with you. Soul Drain------------------------------------------ Pre-requisites: None Skill Type: Supportive Target: Self SP Required: 10 + 4*SkillLV Mastered At: Level 10 In-game Info: ? Level 1: Maximum SP +2%, SP Drain 110% Level 2: Maximum SP +4%, SP Drain 125% Level 3: Maximum SP +6%, SP Drain 140% Level 4: Maximum SP +8%, SP Drain 155% Level 5: Maximum SP +10%, SP Drain 170% level 6: Maximum SP +12%, SP Drain 185% level 7: Maximum SP +14%, SP Drain 200% Level 8: Maximum SP +16%, SP Drain 215% Level 9: Maximum SP +18%, SP Drain 230% Level 10: Maximum SP +20%, SP Drain 245% Comments: This skill... is absolutely useless to us. We never use single target spells, and even when we do, we don't need more SP. Our SP levels are fine as they are, and are already difficult to get rid. Not to mention, this skill only works on monsters, and we'll always be mobbing monsters for an AoE rather than killing them one by one with something like Fire Bolt or Jupitel Thunder. Stave Crasher--------------------------------------- Pre-requisites: Increase SP Recovery LV1 Skill Type: Offensive Target: Enemy SP Required: 8 Mastered At: Level 1 In-game Info: Inflict neutral property damage that is equal to the Magic Attack power (MATK) of the caster and is affected by the target's defense. Level 1: Hits enemy with Stave Crasher. Comments: This is a very fun skill at times. I believe most High Wizards should have it, simply because it can act as a physical attack, which means quite a lot. Which means status effect rods, double bloody double boned rods, etc. This skill has a lot of potential, and I don't think it should be skipped. It's good for tagging as well. This is one of the only skills that can target someone wearing Golden Thiefbug shield. Napalm Vulcan--------------------------------------- Pre-requisites: Napalm Beat LV5 Skill Type: Offensive Target: Enemy/Enemies SP Required: 15*SkillLV - 5 Mastered At: Level 5 In-game Info: Deliver multiple psychokinetic blows at an enemy with a low chance of causing an abnormal status. This skill's level affects the number of hits from Napalm Vulcan. Level 1: One hit, 100% MATK, 5% chance of curse Level 2: Two hits, 200% MATK, 10% chance of curse Level 3: Three hits, 300% MATK, 15% chance of curse Level 4: Four hits, 400% MATK, 20% chance of curse Level 5: Five hits, 500% MATK, 25% chance of curse Comments: This skill is useless damage-wise. It's only good for spreading curse around a mob of monsters. The damage is a little weird, and does not work like bolt skills. Each attack is sperate, so it's five hits instead of how bolts, regardless of level, count as 1 hit. It's up to you to decide if it would be useful or not. It'd only be a good WoE skill on the precast line to curse incoming enemies. Ganbantein------------------------------------------ Pre-requisites: Ice Wall LV1, Sense Skill Type: Supportive Target: Ground SP Required: 40 Mastered At: Level 1 In-game Info: Enable the chance of cancelling any ground targeting magic spell around a 3x3 cell of the targeted spot. This skill will cancel Magnetic Earth on areas that have been enchanted by that skill. This skill is unaffected by items or skills that remove gemstone requirements. Each cast requires 1 Blue Gemstone, and 1 Yellow Gemstone. 5 sec cast delay. Level 1: Casts Ganbantein, 3x3 area, 5 second cast delay Comments: Good for WoE builds. There a Sage or Scholar around? Break their freaking Magnetic Earth and watch faces turn upside down. Unfortunately, the cast delay behind this skill can hinder you greatly, so try to use it in Magic Strings if you can. Otherwise, this skill is pretty useless in PVM, since just about every monster using AoE spells use Wizard spells, and it'd only be good for MVP Magnetic Earths. Gravitational Field--------------------------------- Pre-requisites: Mystical Amplification LV10, Stave Crasher, Quagmire LV1 Skill Type: Offensive Target: Ground/Enemies SP Required: 20*SkillLV Mastered At: Level 5 In-game Info: Increase the gravity by a 5x5 cell area around a targeted spot which will decrease the movement and attack speeds of enemies within range, as well as cause continuous damage that will pierce defense. This skill's effect on movement and attack speeds does not apply to boss monsters. When casted, caster's movement and actions are disabled. Each cast requires 1 Blue Gemstone. 2 sec cast delay. Level 1: 400 Dmg/Sec, -5% ASPD, Duration 5 sec, 20 Cost SP Level 2: 600 Dmg/Sec, -10% ASPD, Duration 6 sec, 40 Cost SP Level 3: 800 Dmg/Sec, -15% ASPD, Duration 7 sec, 60 Cost SP Level 4: 1000 Dmg/Sec, -20% ASPD, Duration 8 sec, 80 Cost SP Level 5: 1200 Dmg/Sec, -25% ASPD, Duration 9 sec, 100 Cost SP Comments: Ignore what it says about movement, that's a complete lie. They haven't changed the discription yet, even though they really should. Still, this is another WoE skill. It's good on the precast line, especially since 1200 damage is quite good, and cannot be ignored, negated, avoided when they walk in. It will do more damage than SG, LoV, and MS will do, and should only be used by one High Wizard or two, in case the first High Wizard screws up, since this spell does not stack. Not to mention, this skill also affects the emperium, and is the only active skill that can target the emp. ==================================================== Section XI: Stat and Skill Builds ==================================================== That's great and all that you're making a Wizard, but what good is it if you don't have a plan ahead of time of what he/she is going to be like? Here, I have compiled some stat and skill builds for Wizards. Choose one that you feel you could live with, or go ahead and don't listen to me, and just make one on your own that you would like XD. Please keep in mind that not many of these names that I give these builds are used in the actual game, they're just names I gave them~. ------------------------------------------- Wizard Stat Builds ------------------------------------------- Name: Cookie Cutter Specialty: All around caster. Pros: Can mob and level fast, useful in WoE. Cons: Very squishy, you will die a lot, and will not carry much without the use of the Kafra Gym Passes. Stats STR: 1 +1 AGI: 1 +8 VIT: 1 +1 INT: 99 +12 DEX: 99 +6 LUK: 9 +2 Suggested Gear: Anything for the situation at that time. For WoE, you will want full DEX gear, with a little bit of INT sometimes. Some good equips for WoE would be two Nimble Gloves, a Dexterous Survivor's Rod(either version), and that's about it for DEX/INT-wise. Sometimes you can use a Double Dexterous Arc Wand, but your HP could get you killed. Extra Comments: This is the build almost all Wizards go with. If they don't, sometimes they get less INT or DEX, somewhere around 90 so they can get 20+ VIT for added survivability with HP. Where to Level?: Many places are open to this build. You have Magma, Ice Dungeon in Rachel, Juperos, Magma 2, Glast Heim Prison, Geographers in Einbroch, Stings in GH sewers. Magma 2, Ice Dungeon, Juperos, and Magma require a party to do. You can also solo in Clock Tower's 3F, killing Alarms. Name: Thizard Specialty: Dodging monsters and using the field to their advantage. Pros: Can dodge monsters very easily with a Mocking Muffler and Quagmire level 5. Can also get ASPD for Dagger of Counter on emperiums. Cons: Slow casting speed, killed more easily than other Wizards, difficult to level, good only in PVM. Stats STR: 1 +1 AGI: 91 +8 VIT: 1 +1 INT: 99 +12 DEX: 34 +6 LUK: 1 +2 Suggested Gear: INT gear mostly, since you don't have much DEX. I would also suggest AGI gear, and I'll tell you one thing. AGI Wizards cannot reach their full potential with a Mocking Muffler. That is a Whisper card btw. I would suggest a Mage Hat, some Earrings or AGI gear, and that's about it. Extra Comments: Thizard is Thief and Wizard put together =D. Where to Level?: Stings in GH sewers, GH Prison, GH Chivalry, CT 3F Alarms. Name: Knife Phantom Specialty: Getting crits. Pros: Can evade a lot, always gets crits with Dagger of Counter, can make a good breaker with Dagger of Counter, can make more use of Energy Coat. Cons: Limited leveling areas, difficult to level, easy to kill, useless in PVP situations. Stats STR: 91 +1 AGI: 91 +8 VIT: 30 +1 INT: 1 +12 DEX: 9 +6 LUK: 31 +2 Suggested Gear: This build was made with a few gears in mind. First of all, Rings. One Ring with a Mantis Card in it, and one Ring with a Kobold Card in it. This should allow for near 100% critical rate, and can make an amazing Emperium breaker in WoE if you carry cursed water. This build also requires a Dagger of Counter, and cannot be done without it. Matyr Shoes were also used in this build. Extra Comments: This is not a build for the faint of heart, as it is very difficult to level, frustrating at times, and can NOT reach the damage potential of other classes with this. This more like a WoE breaking, just for fun, kinda build. Where to Level?: Magma 1, or Bathories in the UG Clock Tower. That's about it. ------------------------------------------- Wizard Skill Builds ------------------------------------------- Name: PVM/WoE Specialty: All Around. Pros: A lot of power, easy, fast, works good in WoE. Cons: Takes a while to cast. Mage Skills Fire Bolt 10 Fire Ball 5 Fire Wall 10 Sight 1 Napalm Beat 1 Lightening Bolt 4 Cold Bolt 5 Thunderstorm 1 Stone Curse 10 Frost Diver 1 Increase SP Recovery 1 Wizard Skills Jupitel Thunder 10 Lord of Vermilion 10 Storm Gust 10 Water Ball 5 Earth Spike 3 Heaven's Drive 5 Quagmire 3 Ice Wall 3 Suggested Builds: This is intended for mostly cookie cutter builds, but can almost work decently for the Battle Wizard as well, meaning mister Knife Phantom. This build can also MVP a little, hence why it has Ice Wall 3, and can solo as well. Name: PVM Only Specialty: AoEs and killing monsters. Pros: Has many AoEs for different situations. Cons: Gets outdone in WoE by the build above this one. This also takes a while to cast, but that comes with AoEs. Mage Skills Fire Bolt 10 Fire Ball 5 Fire Wall 10 Sight 1 Lightening Bolt 4 Thunderstorm 1 Stone Curse 1 Cold Bolt 5 Napalm Beat 1 Frost Diver 10 Increase SP Recovery 1 Wizard Skills Sightrasher 2 Meteor Storm 10 Jupitel Thunder 10 Lord of Vermilion 10 Storm Gust 10 Earth Spike 3 Heaven's Drive 1 Quagmire 1 Ice Wall 2 Suggested Builds: Again, I suggest this mainly for the cookie cutter build. This build can work okay with an AGI Wizard as well. Name: Battle Wizard Specialty: Works its best around using the Dagger of Counter on Wizards. Pros: Same as the stat build. Cons: Can't kill players at all, can easily be stopped. Mage Skills Fire Bolt 4 Fire Ball 5 Fire Wall 10 Sight 1 Lightening Bolt 1 Increase SP Recovery 10 Stone Curse 10 Frost Diver 10 Cold Bolt 5 Napalm Beat 7 Soul Strike 5 Safety Wall 10 Wizard Skills Jupitel Thunder 3 Storm Gust 1 Earth Spike 3 Heaven's Drive 1 Quagmire 5 Ice Wall 5 Sightrasher 1 Sense 1 Suggested Builds: The Battle Wizard build. This does surprisingly well in WoE, just don't expect to kill anyone XD. Fun to have a Swordbreaker, and whack on someone trying to break the emperium, and watch their weapon disappear instead XD. Name: Purely WoE Specialty: AoEs and WoE. Pros: Good in WoE. Cons: Can't solo without using the Ice Wall trick Mage skills Fire Bolt 10 Sight 1 Lightening Bolt 4 Thunderstorm 1 Stone Curse 10 Frost Diver 1 Napalm Beat 7 Soul Strike 5 Safety Wall 7 Wizard Skills Jupitel Thunder 10 Lord of Vermilion 1 Sightrasher 2 Meteor Storm 10 Storm Gust 10 Earth Spike 3 Heaven's Drive 1 Quagmire 1 Ice Wall 4 Water Ball 5 Suggested Builds: Only the cookie cutter build. More to come later! ==================================================== Section XII: Q & A ==================================================== No questions to be asked as of yet. ==================================================== Section XIII: Contact, Legal Info, Credits ==================================================== This FAQ was made by me, and ONLY me. If anyone has any questions, suggestions, comments, or would just like to say thanks, e-mail me at firstname.lastname@example.org. Please put in the subject line "Wizard FAQ" or I will likely not read it. I owe thanks to all the random peeps in PVP that helped me test these skills, effects, and gave me the idea to create this FAQ. I hope it helps out many that need help when I could not find it. I play on iRO Loki, and this FAQ was made for iRO only. Please do not ask me questions regarding private servers, or anything the GMs on RO would not approve of. If you want to find me in other ways online, come to iRO Loki and PM one of my chars. Ryock, Ryoshi Tensuma, Yakra I'm usually on one of those three. If you cannot find me still, please be patient, or send me mail through the in-game mail system. All of those that I appreciate, you know your names. As a last note, anyone that sees this on another site besides GameFAQS.com and supercheats.com without my permission, please contact me immediately, as that is illegal, and I will not tolerate someone using my guide without my permission.