Wizard: Difference between revisions
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<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> | <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. | [[Mage|Mages]] who reach the pinnacle of their studies may advance to the '''Wizard''', the master of powerful and wide reaching Elemental Magic. | ||
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<div style="background:linear-gradient(180deg,#7a6fb0,#5a4e7c); color:#fff; text-align:center; padding:6px; font-weight:bold;">Wizard Master</div> | <div style="background:linear-gradient(180deg,#7a6fb0,#5a4e7c); color:#fff; text-align:center; padding:6px; font-weight:bold;">Wizard Master</div> | ||
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[[File:Wizard-Master.png| | [[File:Wizard-Master.png|101px|link=Non-Player_Character#Wizard Master]] | ||
<div style="font-size:90%; color:#333; margin-top:6px;">'''[[Maps#Mystic Lake|Mystic Lake]]'''</div> | <div style="font-size:90%; color:#333; margin-top:6px;">'''[[Maps#Mystic Lake|Mystic Lake]]'''</div> | ||
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=== Active === | === Active === | ||
{{Skill}} | |||
== Attributes == | == Attributes == | ||
Latest revision as of 21:59, 12 December 2025
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| Class Overview | |
|---|---|
| Role | Elemental Magic |
| Weapons | Staff |
| Attributes | |
| 1 | |
| 9 | |
| 1 | |
| 12 | |
| 9 | |
| 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
edit edit sourceTo 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
edit edit sourceThese skills are unique to the Wizard class.
Active
edit edit sourceArcane Sigil | Creates a Magic zone that amplifies spell power. Each second spent inside increases MATK, but also raises all mana costs. |
|---|---|
| General | |
| Max level | 10 |
| Classes | Wizard |
| Type | |
| Damage type | None |
| Element | Neutral |
| Target | Ally |
| Cast type | None |
| Mechanics | |
| Area | Size: Medium Distance: Base 4 Effective: 4 |
| Autocast multiplier | 1 |
| Timing | Cooldown: Base 6 Duration: Base 2, 1 / Lv |
| Resource cost | MP: Base 20 |
| Special mechanics | Max Instances – Base 1 |
| Status effects | |
| Applies | Target – Mana Overload (Duration Base 4, Chance Base 1) |
Chain Lightning | Unleashes a bolt of lightning that arcs between enemies, chaining to additional targets. |
|---|---|
| General | |
| Max level | 10 |
| Classes | Wizard |
| Monsters | Cat Bolt, Storm Turtle, Stormcoil |
| Type | |
| Damage type | Magic |
| Element | Wind |
| Target | Enemy |
| Cast type | Target |
| Mechanics | |
| Range | 12 |
| Autocast multiplier | 0.5 |
| Timing | Cast Time: 0.5 / Lv Cooldown: Base 1 Duration: Base 5 |
| Resource cost | MP: Base 30, 15 / Lv |
| Special mechanics | Chains – Base 1, 0.5 / Lv Velocity – Base 60 Knockback – 1 / Lv Hits – 1 / Lv |
| Damage and scaling | |
| Main damage | Damage – 1.2% / Lv, MATK-based |
| Scaling | Intelligence – 6%, MATK-based |
Earth Wall | Raises a wall of solid stone from the ground, obstructing foes and shaping the battlefield. |
|---|---|
| General | |
| Max level | 10 |
| Classes | Wizard |
| Monsters | Turtle Champion |
| Type | |
| Damage type | None |
| Element | Earth |
| Target | Enemy |
| Cast type | Ground |
| Mechanics | |
| Range | 12 |
| Area | Size: Medium Distance: Base 5 Effective: 5 |
| Autocast multiplier | 1 |
| Timing | Duration: Base 2, 1 / Lv |
| Resource cost | MP: Base 20, 10 / Lv |
| Special mechanics | Wall – Base 1 Max Instances – Base 3 |
| Status effects | |
| Applies | Target – Fire Exposure (Duration Base 10, Chance Base 1) |
Earthquake | Shakes the ground with devastating tremors, toppling and stunning all enemies caught in the upheaval. |
|---|---|
| General | |
| Max level | 10 |
| Classes | Wizard |
| Monsters | Cactus King, Goblin King, Goblin Warchief, Mega Ice Golem, Turtle Champion |
| Type | |
| Damage type | Magic |
| Element | Earth |
| Target | Enemy |
| Cast type | Ground |
| Mechanics | |
| Range | 12 |
| Area | Size: Medium Distance: Base 3 Effective: 3 |
| Autocast multiplier | 1 |
| Timing | Cast Time: 0.8 / Lv Cooldown: Base 6 Duration: Base 3 |
| Resource cost | MP: Base 40, 20 / Lv |
| Special mechanics | Velocity – Base 10 Instances – Base 1, 0.5 / Lv Hits – 1 / Lv |
| Damage and scaling | |
| Main damage | Damage – 0.5% / Lv, MATK-based |
| Scaling | Intelligence – 3%, MATK-based |
| Modifiers | |
| Flags | Combat: Pierce |
| Status effects | |
| Applies | Target – Stun (Duration Base 3, Chance 0.15 / Lv) Target – Fire Exposure (Duration Base 10, Chance Base 1) |
Fire Pillar | Summons a pillar of flame that erupts from the ground, searing enemies caught within its blaze. |
|---|---|
| General | |
| Max level | 10 |
| Classes | Wizard |
| Monsters | Fire Mage, Goblin Warchief, Imp Devil, Nose Robot, Nozzle Robot, Snout Robot, Solar Turtle |
| Type | |
| Damage type | Magic |
| Element | Fire |
| Target | Enemy |
| Cast type | Ground |
| Mechanics | |
| Range | 12 |
| Area | Size: Medium Distance: Base 3 Effective: 3 |
| Autocast multiplier | 1 |
| Timing | Cast Time: Base 0.25 Duration: Base 5 |
| Resource cost | MP: Base 20, 10 / Lv |
| Special mechanics | Max Instances – Base 3 Hits – Base 2 |
| Damage and scaling | |
| Main damage | Damage – 0.2% / Lv, MATK-based |
| Scaling | Intelligence – 3%, MATK-based |
| Status effects | |
| Applies | Target – Water Exposure (Duration Base 10, Chance Base 1) |
Freezing Field | Unleashes a flurry of jagged ice, freezing and battering enemies in its wake. |
|---|---|
| General | |
| Max level | 10 |
| Classes | Wizard |
| Monsters | Hydro Turtle, Ice Mage, Mega Ice Golem |
| Type | |
| Damage type | Magic |
| Element | Water |
| Target | Enemy |
| Cast type | Ground |
| Mechanics | |
| Range | 12 |
| Area | Size: Large Distance: Base 7 Effective: 7 |
| Autocast multiplier | 1 |
| Timing | Cast Time: 0.8 / Lv Cooldown: Base 6 Duration: Base 5 |
| Resource cost | MP: Base 40, 20 / Lv |
| Special mechanics | Hits – Base 1 |
| Damage and scaling | |
| Main damage | Damage – 0.8% / Lv, MATK-based |
| Scaling | Intelligence – 4%, MATK-based |
| Status effects | |
| Applies | Target – Frozen (Duration Base 2, 1 / Lv, Chance Base 0.5, 0.05 / Lv) Target – Wind Exposure (Duration Base 10, Chance Base 1) |
Hydro Vortex | Unleashes a violent spiral of water, dragging enemies into its raging current. |
|---|---|
| General | |
| Max level | 10 |
| Classes | Wizard |
| Monsters | Elder Wisp Blue, Hermit King, Hydro Turtle, Ice Mage, Mega Ice Golem, Octopus |
| Type | |
| Damage type | Magic |
| Element | Water |
| Target | Enemy |
| Cast type | Ground |
| Mechanics | |
| Range | 12 |
| Area | Size: Large Distance: Base 7 Effective: 7 |
| Autocast multiplier | 1 |
| Timing | Cast Time: 0.6 / Lv Cooldown: Base 6 Duration: Base 2, 0.3 / Lv Effect Cast Time: 0.4 |
| Resource cost | MP: Base 30, 15 / Lv |
| Special mechanics | Pull – Base 3 Hits – Base 1 |
| Damage and scaling | |
| Main damage | Damage – 0.6% / Lv, MATK-based |
| Scaling | Intelligence – 3%, MATK-based |
| Status effects | |
| Applies | Target – Wind Exposure (Duration Base 10, Chance Base 1) |
Meteor | Calls down a burning mass from the heavens that explodes on impact, reducing the battlefield to ash. |
|---|---|
| General | |
| Max level | 10 |
| Classes | Wizard |
| Monsters | Elder Wisp Yellow, Imp Devil, Solar Turtle |
| Type | |
| Damage type | Magic |
| Element | Fire |
| Target | Enemy |
| Cast type | Ground |
| Mechanics | |
| Range | 12 |
| Area | Size: Large Distance: Base 7 Effective: 7 |
| Autocast multiplier | 1 |
| Timing | Cast Time: 0.8 / Lv Cooldown: Base 6 Effect Cast Time: 0.4 Damage Delay: 0.3 |
| Resource cost | MP: Base 40, 20 / Lv |
| Special mechanics | Hits – 1 / Lv |
| Damage and scaling | |
| Main damage | Damage – 3% / Lv, MATK-based |
| Scaling | Intelligence – 15%, MATK-based |
| Status effects | |
| Applies | Target – Stun (Duration Base 3, Chance 0.15 / Lv) Target – Water Exposure (Duration Base 10, Chance Base 1) |
Tempest | A furious gale tears across the battlefield, scattering and striking all caught in its path. |
|---|---|
| General | |
| Max level | 10 |
| Classes | Wizard |
| Monsters | Cat Bolt, Goblin Warchief, Storm Turtle, Stormcoil |
| Type | |
| Damage type | Magic |
| Element | Wind |
| Target | Enemy |
| Cast type | Ground |
| Mechanics | |
| Range | 12 |
| Area | Size: Large Distance: Base 7 Effective: 7 |
| Autocast multiplier | 1 |
| Timing | Cast Time: 0.6 / Lv Cooldown: Base 6 Duration: Base 5 |
| Resource cost | MP: Base 40, 20 / Lv |
| Special mechanics | Knockback – Base 6 Hits – 1 / Lv |
| Damage and scaling | |
| Main damage | Damage – 0.8% / Lv, MATK-based |
| Scaling | Intelligence – 4%, MATK-based |
| Status effects | |
| Applies | Target – Earth Exposure (Duration Base 10, Chance Base 1) |
Attributes
edit edit sourceWizard is the advanced upgrade of Mage; stat priorities remain the same.
| Primary Attributes | |
|---|---|
| The core damage stat for Wizards. Raises MATK, MP, and MDEF, cleanly scaling the power and efficiency of nearly all spells. | |
| Essential for casting responsiveness. Reduces cast time (CTR) for smoother rotations; also contributes to Block when using shields. | |
| The backbone of Wizard survivability. Increases HP and physical defense, offsetting the class’s naturally low health pool. | |
| 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 | |
| Increases melee ATK for physical hits. Not relevant to Wizard damage, which is spell-based. | |
| Raises critical chance and critical damage in general. Wizard spells cannot crit, so LUK doesn’t boost spell damage. | |
Additional Guides
edit edit sourceHere is a full list of all build guides currently for the Wizard Class: