Thursday, 5 May 2016

Fou Lou's Mages/Wizards Building, Leveling and Equipment Guide

-= Fou Lou's Magician and Wizard Classes Guide =-

I. Introduction.

The Magician and Wizards of course, uses magic to attack enemies. Their magic is very strong, and will usually kill an enemy with one spell or few. Leveling process with wizard or Mage the fastest one in the game. However, the spell can take a bit of time to cast, and a bit of time to recover the SP. You will no need a costly equipment for a mage in a start of the road, so they are one of the best choises for your 1st character in Ragnarok. But careful, you could screw a whole build with only one wrong click, and if you screw a build you will screw your character, and this will force you to restart. You will never be bored of playing as mage also. But if you will decide to play as mage, you will have to learn many hard tricks such as Vertical Firewall, elemental combos and many more. If you going to be a great wizard you will need to train your micro control of your character, because you will need to gather many of enemies, correcting them for your spells by walking around them ect. So Mages/Wizards are the most hardest classes to play.


II. Mage/Wizard Stats Build.
  • Starting as Novice with: 9 Agi, 9 Dex, 9 Int.
  • Dex Wizard Order: 99 Int than 99 Dex.
  • Agi WIzard Order: 99 Int, than 80 Agi, than 10-25 Vit, than rest in Dex.

III. Wizard and Mage Quests.

Magicians.

Introduction:
After gaining full insight of all the elements existing in this world, they found a small string of magic power inside, waiting to be awaken. After training and disciplining with the utmost effort, they has grown to be a respectable Mage.

With much knowledge and intelligence, they was able to figure out ways to overpower an enemy by learning about the enemy ahead of time and planing appropriately - and with this ability has overcome many different situations and obstacles. One day, after reading the notice recruiting adventurers by the king, feeling the necessity of a Mage in any adventure, they decided to join the of adventure. Others always see the studying and researching image of them, and because of the ability to think straightforwardly and make cold, but necessary judgements, colleagues tend to think that they has 'no emotions'. However, in real life they are a sincere person who likes flowers.

Magicians Quest:
You can change jobs to a Mage in the Magic City, Geffen. Apply to a guildsman inside the Magic Academy, located in the 10 o'clock direction of the city. The Mage job change test is used to determine intelligence and memory ability through the making of a mixture in a particluar order. For detailed ingredient information, refer to the bookshelf next to the Mixing Machine. If you succeed in creating the mixture, you will be able to change jobs to a Mage. Once you gather all the materials,
put them in the Mixing Machine. Talk to the Mage guildmember again, after you will mix all ingridients. Requirements are: Novice Class and Job Lv 10.

Some Magician's Quest Screen Shots:

01: 
02:

Screenshot #01. This is the Magic Academy.
Screenshot #02. A Guildmember asks question about your character.

03:  
04:

Screenshot #03. If you would like to know what materials are used for Solution No. 1-4 ask the bookself.
Screenshot #04. Once you gather all the materials, put them in the Mixing Machine.


Wizards.

Introduction:
Devoting their life to Magic even more than a Mage, you can find a big aurora of magic surrounding their body seen on nobody else. One day, after reading the recruiting notice posted by King Tristan III, they sets out to join the group of adventurers to test out the magic they has been researching for so long.

With increased intelligence and magic, Wizards have the ability to wipe out an enemy in battle by casting a spell with the power to cause an enormous amount of damage at once. But because so much of them life was devoted to learning and researching magic, they is not as physically fit as some other job classes. Therefore, long marches and battles may be quite overwhelming.

They usually finds the enemy's weak point from behind and causes chaos by attacking and surprising the enemy, then casts a huge spell to demolish all the enemies at once - thus, helping their teammates.

Wizards Quest:
You can change your job to a Wizard in the upper level of Geffen Tower. Apply to the Guildsman at the top of the Geffen Tower, located in the center of Geffen. Talk to the people as instructed and the job change test will begin. It is crucial to be able to determine a monster's attribute and attack accordingly. If you finish the test in one piece, you will be qualified to change to a Wizard. Requirements are: Mage Class and Job Lv 40 or higher.
  • 1st Part of The Quest: Its pretty simple, you need to collect 5 stones of each elements - Red Blood, Crystal Blue, Green Live and Wind of Verdure. After you collecting them, bring them to the Wizard Guildswoman. NOTE: If you will start the quest with 50 Job Levels of your mage, this part of the quest will be skipped.
  • 2nd Part of The Quest: You need to answer for 10 questions about magic. Pretty simple test because you have unlimited amount of tries.
  • 3rd Part of The Quest: Most Hardest. You need to survive in four elemental rooms. The most hardest are water one. You need to Solo a Mermaid(Obeaune), and kill Marine Sphere are a boss of the room. If you got Phen and Vitata Clips/Earrings/Gloves killing the Obeaune part will be pretty easy. Just zap her with your lightning bolt(s). To kill Marine Sphere you should curse her with your Stone Curse spell, and when you will success, just cast Fire Bolt spell at your max level. Repeat if needed. Doing this, Marine Sphere will not be able to explode (if it will explode you will fail the test). Another way: cast it to the death with LB4 spells. You will need to cast LB4 two times. Works pretty good at 50 job levels. If you will fail, you will be teleported outside of tower, and when you will come to try this test again, you will need to answer for five additional questions.

Some Wizard's Quest Screen Shots:

 
 


Screenshot #01. Entrance to the Wizard Guild.
Screenshot #02. Talk to the Guildmember to get information about the quest.

 
 


Screenshot #03. NPC in charge of the written/practical test.
Screenshot #04. The 3rd test begins when you click on Waiting Room.


IV. Universal Wizard Build aka UWB Wizard. Based on Sephael's Wizard Build.

Mage Skills Build:
  • Fire Bolt 10
  • Fire Wall 10
  • Frost Diver 10
  • Fire Ball 5
  • Cold Bolt 5
  • Lightning Bolt 4
  • Napalm Beat 2
  • Sight 1
  • Thunder Storm 1
  • Stone Curse 1

Wizard Skills Build:
  • Jupitel Thunder 10
  • Lord of Vermillion 10
  • Storm Gust 10
  • Water Ball 5
  • Heavens Drive 5
  • WoE: Quag Mire 5 + Sense 1 || Mob/MvP: Ice Wall 3 + Quagmire 3
  • Earth Spike 3


Mage Skills Build Order:
FireBolt4 -> FireBall5 -> Sight 1 -> Firewall10 -> FireBolt10 -> NapalmBeat1 -> ColdBolt5 -> FrostDiver10 -> NapalmBeat2 -> LightningBolt4 -> ThunderStorm1 -> StoneCurse1.

Wizard Skills Build Order:
War Of Emperium Build: EarthSpike3 -> HeavensDive1 -> Quagmire3 -> JupitelThunder5 -> StormGust5 -> HeavensDiver5 -> JupitelThunder10 -> WaterBall5 -> StormGust10 -> LordOfVermilion10 -> Quagmire5 -> Sense1.
Mobbing/MvP Build: EarthSpike3 -> HeavensDive1 -> Quagmire3 -> JupitelThunder5 -> StormGust5 -> HeavensDiver5 -> IceWall3 -> JupitelThunder10 -> WaterBall5 -> StormGust10 -> LordOfVermilion10.


V. Safety Wall Wizard Build aka SW Wizard. Based on axi0m's SW Wizard Build.

Mage Skills Build:
  • Fire Wall 10
  • Frost Diver 10
  • Fire Bolt 7
  • Napalm Beat 7
  • Fire Ball 5
  • Cold Bolt 5
  • Soul Strike 2
  • Lightning Bolt 1
  • Sight 1
  • Stone Curse 1

Wizard Skills Build:
  • Jupitel Thunder 10
  • Storm Gust 10
  • Safety Wall 10
  • Water Ball 5
  • Heavens Drive 5
  • Soul Strike 3
  • Earth Spike 3
  • Quag Mire 3


Mage Skills Build Order:
FireBolt4 -> FireBall5 -> Sight 1 -> Firewall10 -> FireBolt7 -> NapalmBeat1 -> ColdBolt5 -> FrostDiver10 -> NapalmBeat6 -> Soul Strike 2 -> LightningBolt1 -> StoneCurse1.

Wizard Skills Build Order:
EarthSpike3 -> HeavensDive1 -> Quagmire3 -> JupitelThunder5 -> StormGust5 -> HeavensDiver5 -> JupitelThunder10 -> WaterBall5 -> StormGust10 -> SoulStrike5 -> SafetyWall10.


VI. Safety Wall Universal Wizard Build aka SWU Wizard.

Mage Skills Build:
  • Fire Wall 10
  • Fire Bolt 10
  • Napalm Beat 7
  • Fire Ball 5
  • Cold Bolt 5
  • Soul Strike 5
  • Safety Wall 3
  • Lightning Bolt 1
  • Frost Diver 1
  • Sight 1
  • Stone Curse 1

Wizard Skills Build:
  • Jupitel Thunder 10
  • Storm Gust 10
  • Safety Wall 7
  • Water Ball 5
  • Heavens Drive 5
  • Quag Mire 5
  • Ice Wall 4
  • Earth Spike 3


Mage Skills Build Order:
FireBolt4 -> FireBall5 -> Sight 1 -> Firewall10 -> FireBolt10 -> NapalmBeat7 -> Soul Strike 5 -> SafetyWall3 -> ColdBolt5 -> FrostDiver1 -> LightningBolt1 -> StoneCurse1.

Wizard Skills Build Order:
EarthSpike3 -> HeavensDive1 -> Quagmire3 -> JupitelThunder5 -> StormGust5 -> HeavensDiver5 -> Ice Wall 3 -> JupitelThunder10 -> WaterBall5 -> StormGust10 -> SafetyWall10 -> Quagmire 5 -> IceWall4.


VII. Novices/Mages/Wizards Leveling Guide.

As Novice:
  • This class where you'll probably want to stick with Porings, Pickys, Drops, Willows, Fabres, ChonChons only, even for a bit after you become a Mage. After you do hit level 10 job though, you'll want to head to Geffen. If you started in Prontera, Geffen is a long walk to the north-west.

As Mage:
  • 1-4 Job Levels: Anyhing that you can kill with meelee attacks.
  • 4-12 Jobs Level: Mandragoras.
  • 13-18 Job Levels: a) Ant Hell 1-2 (all but Gieraths and Vitatas). b) Hodes/Steel ChonChons. c) Floras.
  • 19-46 Job Levels: Argiopies. You Need to learn Vertical Firewall. 40+ Jobs - You need to mob argiopies and argos and kill them with VFW.
  • 46-50 Job Levels: Clock Tower lvl 2 - On Clocks and Punks or Clock Tower lvl 3 on Alarms. (put Fire Wall on Skeletor Archers, that will kill them instantly) .

As Wizard:
  • 1-35 Job Levels: Clock Tower lvl 3: Anything that moves.
  • 36-50 Job Levels: Clock Tower lvl 3: a) Mob alarms and kill them with VFW. b) Stings and Cramps at GH Culverts. c) Clock Tower Underground (all maps but not one with Orc Archers).
  • Rest Base Levels: a) Turtle Island. b) Anolians. c) MvPs. d) Alarms. e) CT Underground.


VIII. Mage/Wizard Equipment.

INT Equipment
  • Upper Headgear: +5 Mage Hat(green) or Elder Willow Carded +7 Circlet or +5 Crown.
  • Middle Headgear: Elder Willow Carded Sunglasses.
  • Lower Headgear: Anyhting.
  • Garmet: DEX Wiz: Raydric Carded +7 Muffler || AGI Wiz: Whisper Carded +7 Muffler.
  • Armor: Evil Druid or Desert Wulf Puppy Carded +7 Silk Robe.
  • Shield: +4 or +5 Memory Book.
  • Weapon: 2x Andre Larva Carded +5 or +0 Arc Wand.
  • Footgear: Matyr Carded +7 Shoes.
  • Acces: 2x Earrings.

DEX Equipment
  • Upper Headgear: +7 Apple of Archer.
  • Middle Headgear: Marduk Carded Sunglasses.
  • Lower Headgear: Anyhting.
  • Garmet: DEX Wiz: Raydric Carded +7 Muffler || AGI Wiz: Whisper Carded +7 Muffler.
  • Armor: Rocker Carded +7 Silk Robe.
  • Shield: +4 or +5 Memory Book.
  • Weapon: 4x Drops Carded +7 or +0 Rod.
  • Footgear: Matyr Carded +7 Shoes.
  • Acces: 2x Zerom Carded Gloves or Berzebub Carded Gloves.

Usefull Equipment: (Feel free to combine):
  • Phen Carded Clip/Earring/Glove
  • Vitata Carded Clip/Earring/Glove
  • Smokie Carded Clip/Earring/Glove
  • 4x Fabre Carded Rod or 2x Fabre Carded Arc Wand (+4 vit and +400 Hp total or +2 Vit +3 Int +200 hp total).
  • 2x Drops Carded Arc Wand or 3x Drops Carded Staff.
  • Cranial, Brutal, Of Gargantua, From Hell and Heavy +7 (or +8) Guards (30% Damage Reduction).
  • Rigid +7 (or +8) Guard (Hp +400).
  • Hard, Aqua, Of Zephyrus, Unfrozen, Of Heman, +7 (or +8) Silk Robe or Mink Coat or Formal Suit.
  • NOTE: Formal Suit Best for MvP, Mink Coat Best for Monsters, Silk Robe Best for WoE.

IX. Other Information, Advices, Warnings and Notes.

Advices for Mages/Wizards:
  • Change to a Wizard at 50 Job Level Only, or you will screw your character. If you can't wait for 50 Job Level, than, probably, Mages/Wizards isn’t your class, and you’ll better get Swordsman or Thief classes. All Mage/Wizards classes generally based on patient of they owners.
  • Get Healing Clip (Clip with Vitata Card) as soon as possible, this thing will make you semi-acolyte mage, and with your SP regeneration speed, healing clip is one of the best gears for Wizard/Mage ever.
  • When you just started to play as Mage, the best thing for your leveling is getting Pupa Carded Armor, Thief Bug Carded Guard and Double Fabre Arc wand. This things will increase your hit points by 1300. And at very beginning of your carrier of Mage you will have about 2000 hit points.
  • Get/Equip Phen Carded Clip/Glove/Earring only after you'll get 99 INT and at last 30 dex. Or you'll cast your Fire Wall spell (and other spells too) to slow.
  • Never put Phen/Vitata ect cards in to Belts. Because of your low strength you will not be able to carry more useful items. You'll not be able to sell them for a good price too, if needed. The best choose (cheap price + good effect) are Clips. But you could (and should if possible) put this card in to Gloves or Earrings they much better than clips.
  • You should get Fire Wall as soon as possible. Because this is simply the best offensive/defensive spell for Mage and even for Wizard.
  • When you will get Fire Wall lvl 8-10, you should start to practice Vertical Firewall Trick. Without this thing you will not be able to level at higher levels fast, and this thing will greatly increase your leveling speed at beginning of your Mage career, when you got less SP, but you gaining levelups each 1-5 monsters (Agriopies).
  • Mages/Wizards are the best class for leeching other classes (like Pure Forger Merchants and Blacksmiths, Supporting Acolytes ect), so if you feel needs for cash, just find a person that looking for leeching and sell your services to that person. You could get up to 1 mil of zeny for each job level of person you are leeching.
  • Use Napalm Beat spell in War of Emperium Siege Times for breaking big spells of your foes. Phen Clip are disabled in War of Emperium Siege Times so there are no way for them to dodge your breaks. Napalm Beat one of the fastest spells in the game and it requires only 8 spell points to cast, so this spell are best for diversion things. It has splash damage also, so it can break casts of few targets if they standing too close to each other. You can use this spell for killing weak and annoying monsters also, like Porings, Thief Bugs, Kukres, Ambernites ect.
  • If you are a Wizard and you want to deal great amount of damage for your enemies, try to find a supporting Sage. They got spell called "Deluge" that allow you to cast Water Ball spell anywhere. But note, that you could cast only two water ball spells from one Deluge.
  • Don’t worry about future Quagmire Spell nerf. This thing will come in iRO not earlier than in 7 months, and before it comes there will be possible to remade your Wizard without deleting him/her because of Advanced Classes arrival.
  • More advices coming soon…

Notes on Mages/Wizards:
  • Effect of Phen Card are disabled in War of Emperium Siege Times.
  • Magic Damage in War of Emperium Siege Times are decreased after Juno update.
  • Fly Wings, Butterfly Wings and Teleportation Clips/Spells are disabled in War of Emperium Siege Times.
  • Most good players in Elite guilds has Marc Carded Armors, so you will not be able to froze them.
  • Mages/Wizards are one of the worst classes in PvP Battles but one of most useful in War of Emperium Siege Times.
  • AGI Mages are big weakness in War of Emperium Siege Times battles. Because they casting too slow, because of this, most of their casts will be interrupted by their enemies. Hunters/Bards/Archers/Dancers and Critical Assassins still hitting AGI Mages/Wizards without Misses.
  • After Quagmire Skill future nerf this skill will be best at 2-3 levels instead of 4-5.
  • More notes coming soon…

Warnings regarding Mages/Wizards:
  • In future, in a PvP / WoE, Hunter's traps and Wizard Quagmire will affect everyone, regardless of enemy or allies. Thanks to Sephael for the list of future skill changes.
  • Napalm Beat Future Changes: Increasing the skill level will increase used SP, but it reduces after-skill usage delay. Thanks to Sephael for the list of future skill changes.
  • Stone Curse Future Changes: Target will remain as a statue for 20 seconds only. If your Stone Curse is above or equal to LV 6, then failing this skill does not waste a Red Gemstone. Thanks to Sephael for the list of future skill changes.
  • Sight: Reduced detecting area to 5x5. Thanks to Sephael for the list of future skill changes.
  • Quagmire Future Changes: AGI / DEX reduced are different based on skill level. If Quagmire is LV 5, it will decrease AGI / DEX by half. Just like Fire Wall, you cannot use Quagmire more than 3 times at once (plus change mentioned above. Thanks to Sephael for the list of future skill changes.
  • Frost Nova Future Changes: This skill will just activate when used (without need to selecting target), and once used, it will attack all enemies within 5x5 cells of where you are standing. It will cause 2/3rds of the damage of Frost Diver of same level, and will freeze them. The casting time does not depend on DEX, and LV 1 would take 8.5 sec, LV 10 would take 4 seconds of casting time. Thanks to Sephael for the list of future skill changes.
  • If you’ll change yourself to a Wizard earlier than you’ll reach Job Level 50, you’ll screw your character completely.
  • More warnings coming soon…


X. Credits.
Fou Lou. The maker of this guide
Gravity Corp.& Lee Myoungjin. Making of the game.
Gravity Interactive LLC. Translation. Screenshots and Graphics. Information about Wizards and Magicians.
Sephael. I used his Wizard and Magician skills builds, as a base for my own one.
axi0m. I used his SW Wizard and SW Magician skills builds, as a base for my own SW Build.


Thank you very much for interest of this guide,
and Ragnarok Online Game,

Yours truly,
Fou Lou.

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