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Wizard



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
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.

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

Wizard Skills

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These skills are unique to the Wizard class.

Active

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Arcane Sigil
Creates a Magic zone that amplifies spell power. Each second spent inside increases MATK, but also raises all mana costs.
General
Max level10
ClassesWizard
Type
Damage typeNone
ElementNeutral
TargetAlly
Cast typeNone
Mechanics
AreaSize: Medium
Distance: Base 4
Effective: 4
Autocast multiplier1
TimingCooldown: Base 6
Duration: Base 2, 1 / Lv
Resource costMP: Base 20
Special mechanicsMax Instances – Base 1
Status effects
AppliesTarget – 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 level10
ClassesWizard
MonstersCat Bolt, Storm Turtle, Stormcoil
Type
Damage typeMagic
ElementWind
TargetEnemy
Cast typeTarget
Mechanics
Range12
Autocast multiplier0.5
TimingCast Time: 0.5 / Lv
Cooldown: Base 1
Duration: Base 5
Resource costMP: Base 30, 15 / Lv
Special mechanicsChains – Base 1, 0.5 / Lv
Velocity – Base 60
Knockback – 1 / Lv
Hits – 1 / Lv
Damage and scaling
Main damageDamage – 1.2% / Lv, MATK-based
ScalingIntelligence – 6%, MATK-based
 
Earth Wall
Raises a wall of solid stone from the ground, obstructing foes and shaping the battlefield.
General
Max level10
ClassesWizard
MonstersTurtle Champion
Type
Damage typeNone
ElementEarth
TargetEnemy
Cast typeGround
Mechanics
Range12
AreaSize: Medium
Distance: Base 5
Effective: 5
Autocast multiplier1
TimingDuration: Base 2, 1 / Lv
Resource costMP: Base 20, 10 / Lv
Special mechanicsWall – Base 1
Max Instances – Base 3
Status effects
AppliesTarget – 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 level10
ClassesWizard
MonstersCactus King, Goblin King, Goblin Warchief, Mega Ice Golem, Turtle Champion
Type
Damage typeMagic
ElementEarth
TargetEnemy
Cast typeGround
Mechanics
Range12
AreaSize: Medium
Distance: Base 3
Effective: 3
Autocast multiplier1
TimingCast Time: 0.8 / Lv
Cooldown: Base 6
Duration: Base 3
Resource costMP: Base 40, 20 / Lv
Special mechanicsVelocity – Base 10
Instances – Base 1, 0.5 / Lv
Hits – 1 / Lv
Damage and scaling
Main damageDamage – 0.5% / Lv, MATK-based
ScalingIntelligence – 3%, MATK-based
Modifiers
FlagsCombat: Pierce
Status effects
AppliesTarget – 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 level10
ClassesWizard
MonstersFire Mage, Goblin Warchief, Imp Devil, Nose Robot, Nozzle Robot, Snout Robot, Solar Turtle
Type
Damage typeMagic
ElementFire
TargetEnemy
Cast typeGround
Mechanics
Range12
AreaSize: Medium
Distance: Base 3
Effective: 3
Autocast multiplier1
TimingCast Time: Base 0.25
Duration: Base 5
Resource costMP: Base 20, 10 / Lv
Special mechanicsMax Instances – Base 3
Hits – Base 2
Damage and scaling
Main damageDamage – 0.2% / Lv, MATK-based
ScalingIntelligence – 3%, MATK-based
Status effects
AppliesTarget – 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 level10
ClassesWizard
MonstersHydro Turtle, Ice Mage, Mega Ice Golem
Type
Damage typeMagic
ElementWater
TargetEnemy
Cast typeGround
Mechanics
Range12
AreaSize: Large
Distance: Base 7
Effective: 7
Autocast multiplier1
TimingCast Time: 0.8 / Lv
Cooldown: Base 6
Duration: Base 5
Resource costMP: Base 40, 20 / Lv
Special mechanicsHits – Base 1
Damage and scaling
Main damageDamage – 0.8% / Lv, MATK-based
ScalingIntelligence – 4%, MATK-based
Status effects
AppliesTarget – 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 level10
ClassesWizard
MonstersElder Wisp Blue, Hermit King, Hydro Turtle, Ice Mage, Mega Ice Golem, Octopus
Type
Damage typeMagic
ElementWater
TargetEnemy
Cast typeGround
Mechanics
Range12
AreaSize: Large
Distance: Base 7
Effective: 7
Autocast multiplier1
TimingCast Time: 0.6 / Lv
Cooldown: Base 6
Duration: Base 2, 0.3 / Lv
Effect Cast Time: 0.4
Resource costMP: Base 30, 15 / Lv
Special mechanicsPull – Base 3
Hits – Base 1
Damage and scaling
Main damageDamage – 0.6% / Lv, MATK-based
ScalingIntelligence – 3%, MATK-based
Status effects
AppliesTarget – 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 level10
ClassesWizard
MonstersElder Wisp Yellow, Imp Devil, Solar Turtle
Type
Damage typeMagic
ElementFire
TargetEnemy
Cast typeGround
Mechanics
Range12
AreaSize: Large
Distance: Base 7
Effective: 7
Autocast multiplier1
TimingCast Time: 0.8 / Lv
Cooldown: Base 6
Effect Cast Time: 0.4
Damage Delay: 0.3
Resource costMP: Base 40, 20 / Lv
Special mechanicsHits – 1 / Lv
Damage and scaling
Main damageDamage – 3% / Lv, MATK-based
ScalingIntelligence – 15%, MATK-based
Status effects
AppliesTarget – 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 level10
ClassesWizard
MonstersCat Bolt, Goblin Warchief, Storm Turtle, Stormcoil
Type
Damage typeMagic
ElementWind
TargetEnemy
Cast typeGround
Mechanics
Range12
AreaSize: Large
Distance: Base 7
Effective: 7
Autocast multiplier1
TimingCast Time: 0.6 / Lv
Cooldown: Base 6
Duration: Base 5
Resource costMP: Base 40, 20 / Lv
Special mechanicsKnockback – Base 6
Hits – 1 / Lv
Damage and scaling
Main damageDamage – 0.8% / Lv, MATK-based
ScalingIntelligence – 4%, MATK-based
Status effects
AppliesTarget – Earth Exposure (Duration Base 10, Chance Base 1)

Attributes

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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:


See Also

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Classes
Base KnightWarriorMageSummonerRogueAcolyteScout
Advanced I WizardShinobiPriestPaladin
Game Systems
Character ClassesAttributesSkillsStorageCoin
Items ConsumablesEquipmentCardsArtifactsMaterials
Combat Dodge RollElementsMonstersArena
World WaypointsMapsNon-Player CharactersRefinementCrafting