Wizard
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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.
| 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.”
How to Job Change
editTo 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
editThese skills are unique to the Wizard class.
Active
editArcane 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
editWizard 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
editHere is a full list of all build guides currently for the Wizard Class: