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<div style="margin:1em 0; padding:1em | <div style="margin:1em 0; padding:1em; border-left:4px solid #7a6fb0; font-style:italic; font-size:105%; line-height:1.6; border-radius:8px; box-shadow:0 1px 3px rgba(0,0,0,0.15);">“''A master of elemental devastation, specializing in large AoE bursts and precise ranged spellcasting.''”</div> | ||
Mages who reach the pinnacle of their studies may advance to the '''Wizard''', the master of powerful and wide reaching Elemental Magic. | Mages who reach the pinnacle of their studies may advance to the '''Wizard''', the master of powerful and wide reaching Elemental Magic. |
Revision as of 12:40, 20 September 2025
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Class Overview | |
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Role | Elemental Magic |
Weapons | Staff |
Attributes | |
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9 |
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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
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
- Mystic Lake, North of the Waypoint.
Wizard Skills
These skills are unique to the Wizard class.
Active
Fire Pillar — Summons a pillar of flame that erupts from the ground, searing enemies caught within its blaze.
- Element:
Fire
- Max Level: 10
- Damage: 20% MATK per level
- +3% MATK per
INT
- Hits: 2
- Duration: 5 seconds
- Area: Small
- Cast Time: 0.75 seconds
- Cost: 20 + 10 mana per level
Meteor — Calls down a burning mass from the heavens that erupts on impact, leaving only ash and ruin.
- Element:
Fire
- Max Level: 10
- Damage: 200% MATK per level
- +10% MATK per
INT
- Hits: 1 per level
- Area: Large
- Cast Time: 2 + 1 seconds per level
- Cooldown: 6 seconds
- Cost: 40 + 20 mana per level
- Debuff Applied: Stun
- Cannot Attack or Move
- Flee Disabled
- Duration: 3 seconds
- Chance: 15% per level
Chain Lightning — Unleashes a bolt of lightning that arcs between enemies, chaining to additional targets.
- 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: 0.7 seconds per level
- Cooldown: 1 second
- Cost: 30 + 15 mana per level
Tempest — A furious windstorm erupts across the battlefield, striking and scattering all caught within.
- Element:
Wind
- Max Level: 10
- Damage: 50% MATK per level
- +3% MATK per
INT
- Hits: 1 per level
- Effect: Knockback
- Duration: 5 seconds
- Area: Large
- Cast Time: 2 + 1 seconds per level
- Cooldown: 6 seconds
- Cost: 40 + 20 mana per level
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
- Cast Time: 0.75 seconds
- Cooldown: 10 seconds
- Cost: 20 mana
- Buff Applied: Mana Overload
- MATK: +3% per level
- MP Cost: +15% per level
- Duration: 1 second
Hydro Vortex — Summons a violent spiral of freezing wind and water, pulling enemies inward as the torrent rages.
- Element:
Water
- Max Level: 10
- Damage: 30% MATK per level
- +2% MATK per
INT
- Hits: 1
- Effect: Pull
- Duration: 2 + 0.3 seconds per level
- Area: Large
- Cast Time: 2 + 1 seconds per level
- Cooldown: 6 seconds
- Cost: 30 + 15 mana per level
Freezing Field — Unleashes a flurry of jagged ice and wind, battering enemies in a sweeping storm.
- Element:
Water
- Max Level: 10
- Damage: 50% MATK per level
- +3% MATK per
INT
- Hits: 1
- Duration: 5 seconds
- Area: Large
- Cast Time: 2 + 1 seconds per level
- Cooldown: 6 seconds
- Cost: 40 + 20 mana per level
- Debuff Applied: Soak
- Wind Resistance: −25%
- Duration: 2 + 1 seconds per level
- Debuff Applied: Frozen
- Cannot Attack or Move
- Flee Disabled
- Duration: 2 + 1 seconds per level
- Chance: 15% per level
Earth Wall — Creates an impassable area.
- Element:
Earth
- Max Level: 10
- Cast Time: 0.75 seconds
- Cost: 20 + 10 mana per level
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: 2 + 1 seconds per level
- Cooldown: 6 seconds
- Cost: 40 + 20 mana per level
- Debuff Applied: Stone
- Fire Resistance: −25%
- Duration: 2 + 0.5 seconds per level
- Debuff Applied: Stun
- Cannot Attack or Move
- Flee Disabled
- Duration: 3 seconds
- Chance: 15% per level
Attributes
Wizard is the advanced upgrade of Mage; stat priorities remain the same.
Primary Attributes | |
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The core damage stat for Wizards. Raises MATK, MP, and MDEF, cleanly scaling the power and efficiency of nearly all spells. |
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Essential for casting responsiveness. Reduces cast time (CTR) for smoother rotations; also contributes to Block when using shields. |
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The backbone of Wizard survivability. Increases HP and physical defense, offsetting the class’s naturally low health pool. |
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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 | |
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Increases melee ATK for physical hits. Not relevant to Wizard damage, which is spell-based. |
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Raises critical chance and critical damage in general. Wizard spells cannot crit, so LUK doesn’t boost spell damage. |
Additional Guides
Here is a full list of all build guides currently for the Wizard Class: