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Wizard



Class Overview
Role Elemental Magic
Weapons Staff
Attributes
STR 1
AGI 9
VIT 1
INT 12
DEX 9
LUK 1




A master of elemental devastation, specializing in large AoE bursts and precise ranged spellcasting.

Mages who reach the pinnacle of their studies may advance to the Wizard, the master of powerful and wide reaching Elemental Magic.

How to Job Change

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Wizard Master

To advance into the Wizard class, you must first meet the following requirements:

  • Job Level 50 as a Mage

Once these requirements are met, speak to the Wizard Master to permanently upgrade your character to Wizard.

Where to find the Wizard Master

These skills are unique to the Wizard class.

Arcane Sigil — "Creates a magical zone that amplifies spell power. Each second spent inside increases MATK, but also raises all mana costs."
  • Max Level: 10
  • Duration: 2 + 1 seconds per level
  • Area: Medium
  • Max Instances: 1
  • Cooldown: 6 seconds
  • Cost: 20 mana
  • Buff Applied: Mana Overload
    • Matk: +5% per level
    • Mp Cost: +10% per level
    • Duration: 4 seconds
Chain Lightning — "Unleashes a bolt of lightning that arcs between enemies, chaining to additional targets."
  • Type: Magic
  • Element: Wind
  • Max Level: 10
  • Damage: 120% MATK per level
  • +6% MATK per INT
  • Chains: 1 + 0.5 per level
  • Hits: 1 per level
  • Effect: Knockback
  • Cast Time: 0.5 seconds per level
  • Cooldown: 1 seconds
  • Cost: 30 + 15 mana per level
Earth Wall — "Raises a wall of solid stone from the ground, obstructing foes and shaping the battlefield."
  • Element: Earth
  • Max Level: 10
  • Creates: Impassable area
  • Duration: 2 + 1 seconds per level
  • Area: Medium
  • Max Instances: 3
  • Cost: 20 + 10 mana per level
  • Debuff Applied: Fire Exposure
    • Fire Resistance: - 2% per level
    • Duration: 10 seconds
Earthquake — "Shakes the ground with devastating tremors, toppling and stunning all enemies caught in the upheaval."
  • Element: Earth
  • Max Level: 10
  • Damage: 50% MATK per level
  • +3% MATK per INT
  • Waves: 1 + 0.5 per level
  • Hits: 1 per level
  • Area: Medium
  • Cast Time: 0.8 seconds per level
  • Cooldown: 6 seconds
  • Cost: 40 + 20 mana per level
  • Debuff Applied: Stun
    • Effect: Cannot Attack or Move, Flee Disabled, Block Disabled
    • Duration: 3 seconds
    • Chance: 15% per level
  • Debuff Applied: Fire Exposure
    • Fire Resistance: - 2% per level
    • Duration: 10 seconds
Fire Pillar — "Summons a pillar of flame that erupts from the ground, searing enemies caught within its blaze."
  • Type: Magic
  • Element: Fire
  • Max Level: 10
  • Damage: 20% MATK per level
  • +3% MATK per INT
  • Hits: 2
  • Duration: 5 seconds
  • Area: Medium
  • Max Instances: 3
  • Cast Time: 0.25 seconds
  • Cost: 20 + 10 mana per level
  • Debuff Applied: Water Exposure
    • Water Resistance: - 2% per level
    • Duration: 10 seconds
Freezing Field — "Unleashes a flurry of jagged ice, freezing and battering enemies in its wake."
  • Type: Magic
  • Element: Water
  • Max Level: 10
  • Damage: 80% MATK per level
  • +4% MATK per INT
  • Hits: 1
  • Duration: 5 seconds
  • Area: Large
  • Cast Time: 0.8 seconds per level
  • Cooldown: 6 seconds
  • Cost: 40 + 20 mana per level
  • Debuff Applied: Frozen
    • Effect: Cannot Attack or Move, Flee Disabled, Block Disabled
    • Duration: 2 + 1 seconds per level
    • Chance: 50% + 5% per level
  • Debuff Applied: Wind Exposure
    • Wind Resistance: - 2% per level
    • Duration: 10 seconds
Hydro Vortex — "Unleashes a violent spiral of water, dragging enemies into its raging current."
  • Type: Magic
  • Element: Water
  • Max Level: 10
  • Damage: 60% MATK per level
  • +3% MATK per INT
  • Hits: 1
  • Effect: Pull
  • Duration: 2 + 0.3 seconds per level
  • Area: Large
  • Cast Time: 0.6 seconds per level
  • Cooldown: 6 seconds
  • Cost: 30 + 15 mana per level
  • Debuff Applied: Wind Exposure
    • Wind Resistance: - 2% per level
    • Duration: 10 seconds
Meteor — "Calls down a burning mass from the heavens that explodes on impact, reducing the battlefield to ash."
  • Type: Magic
  • Element: Fire
  • Max Level: 10
  • Damage: 300% MATK per level
  • +15% MATK per INT
  • Hits: 1 per level
  • Area: Large
  • Cast Time: 0.8 seconds per level
  • Cooldown: 6 seconds
  • Cost: 40 + 20 mana per level
  • Debuff Applied: Stun
    • Effect: Cannot Attack or Move, Flee Disabled, Block Disabled
    • Duration: 3 seconds
    • Chance: 15% per level
  • Debuff Applied: Water Exposure
    • Water Resistance: - 2% per level
    • Duration: 10 seconds
Tempest — "A furious gale tears across the battlefield, scattering and striking all caught in its path."
  • Type: Magic
  • Element: Wind
  • Max Level: 10
  • Damage: 80% MATK per level
  • +4% MATK per INT
  • Hits: 1 per level
  • Effect: Knockback
  • Duration: 5 seconds
  • Area: Large
  • Cast Time: 0.6 seconds per level
  • Cooldown: 6 seconds
  • Cost: 40 + 20 mana per level
  • Debuff Applied: Earth Exposure
    • Earth Resistance: - 2% per level
    • Duration: 10 seconds

Wizard is the advanced upgrade of Mage; stat priorities remain the same.

Primary Attributes
INT The core damage stat for Wizards.
Raises MATK, MP, and MDEF, cleanly scaling the power and efficiency of nearly all spells.
DEX Essential for casting responsiveness.
Reduces cast time (CTR) for smoother rotations; also contributes to Block when using shields.
VIT The backbone of Wizard survivability.
Increases HP and physical defense, offsetting the class’s naturally low health pool.
AGI Key to faster spell chaining.
Reduces post-cast delay so multiple spells can be linked more quickly; ASPD/FLEE gains are incidental for casters.
Secondary Attributes
STR Increases melee ATK for physical hits.
Not relevant to Wizard damage, which is spell-based.
LUK Raises critical chance and critical damage in general.
Wizard spells cannot crit, so LUK doesn’t boost spell damage.

Additional Guides

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Here is a full list of all build guides currently for the Wizard Class:


Classes
Base KnightWarriorMageSummonerRogueAcolyteScout
Advanced I WizardShinobiPriestPaladin
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