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Job Base(s): Novice
Job Type: First
Changes At: Geffen
Number of Skills: 14
Total Skill Points: 121
Total Quest Skills: 1
|Job Bonuses |
Mages rely on their skills as their main source of damage, and such attacks are magically based and only take into account the target's Magical Defense×
, and not their Physical Defense×
. Furthermore, all of a Mage's spells are elemental×
, thus meaning the accurate use of the correct spell against the correct monsters is highly important.
Once you are Job Level
10, head to the Mage Guild in northwest Geffen
63, 177). Talk to the Mage Guildsman, who changes your job to Mage and rewards you with a Novice Rod .
This is the most common initial stat layout:
STR : 1
AGI : 9
VIT : 1
INT : 9
DEX : 9
LUK : 1
- INT - One of the two most important stats for a Mage not going down the "Full Support" route (i.e. hoping to become an FS Sage with no INT). It increases magical damage and SP regeneration. A popular figure for total INT as a Mage is no longer 105, since MATK no more based on the square of multiple of 5 and 7. Mages are suggested to having even value of Int as each Int add 1.5 MATK but it will round down. It is also means that "every Int add 1 point to MATK and each 2 Int add 1 MATK further". Int also reduce Cast time by a value of approx. 0.188%, which is half of that Dex can reduce it(0.377%).
- DEX - The other major stat for mage classes, it reduces cast time. Most people when leveling a Mage get a massive amount of INT to begin with and only get DEX until later. Typically, when going Wizard, you will want to add a little bit of DEX around 90 INT to make the Wizard test easier to complete (those few seconds shaved off a couple of long spells can mean the difference between a pass or fail).
- VIT - One of the two main "defensive" stats, it increases physical defense and maximum HP. WoE×-oriented players often get around 30~50~100 (100 typically more for Sages or Scholars) VIT for status-effect resistance, dropping a few points in INT or DEX. As a non-FS Mage, do not bother investing in VIT until becoming second class. Focus more on INT.
- AGI - The second defensive stat, it increases flee rate and attack speed. An essential stat for battle-Sage builds, but the golden rule of getting high INT first still applies. A few Wizards in the past have favored this stat in experimenting with the skill Quagmire×, though very high figures of AGI are needed (above 70), this seriously crippling cast time and WoE/PvP× gameplay.
- LUK - Every 10 points in LUK increase perfect dodge by 1 point. Some people opt for 9 LUK when making a Mage going Wizard, as perfect dodge from 9 LUK can help more often in a high spawn map than the minor flee from 9 AGI. Every 3 Points also will increase MATK by 1, It's suggested that Luk shouldn't be more than 11 base as the stat cost isn't really worth it, and Dex/Agi/Vit might be a better choice, as those stat affect your survival rate(fast cast can reduce the time of battle thus survival chance increase). Gloria× can be helpful to Mages after Renewal
- STR - Not many Mage players are keen in spending precious stat points in STR, but some might find use in increasing weight capacity and being able to carry more restorative items. Some battle-Sage builds also include STR as high as 50~70, though it's usually recommended to achieve high INT first to help leveling as a mage.
Get any type of Staff as soon as possible. The increase in MATK×
is very helpful at low levels.
s can be bought from the Geffen Weapon Dealer. A
would also be a good investment from the Armour Dealer for new players. Generally, aim to get as much armor as possible to increase the chance of surviving monster hits.
Although potentially expensive, a
should be a top priority. This will help save loads of money that would have gone towards restoration items (i.e. Red Potions) and greatly increases leveling efficiency. Armor with
(+700 HP) will help the most as a Mage, due to their low HP. INT enhancing cards and equipment (
Elder Willow Card
) tend to be more useful at this point than DEX equipment (
Apple of Archer
), but it's really up to getting as much as the player can afford.
||Launch 1~10 cold bolt(s) to target foe, each dealing MATK*1 Water-element damage.
||Attack a target and enemies in a 5×5 area around it for MATK*1.6~3.4 Fire-element damage.
||Launch 1~10 fire bolt(s) to target foe, each dealing MATK*1 Fire-element damage.
||Put up a small fire wall that causes 50% Fire-element damage to enemies passing through and pushes them back.
||Attack a target for up to 200% Water-element damage with a chance to freeze it, rendering it immobile and turning it to Water 1 element.
|Increase SP Recovery×
||Passively increases SP× recovery speed when not moving. Also increases efficiency of SP-restoring items consumed and thrown by an Alchemist
||Launch 1~10 lightning bolt(s) to target foe, each dealing MATK*1 Wind-element damage.
||Deal up to 170% MATK Ghost×-element damage to target and all enemies in a 3×3 area around it.
to create a pillar on a cell that protects whoever stands in it from melee attacks.
||Reveal hidden enemies in a 7×7 area around the user.
||Ghost-element attack dealing up to 5× MATK damage to a single target. Does additional damage to Undead×-element enemies.
||Attempt to turn target into stone, rendering it immobile and turning it to Earth 1 element.
||Foes within target 5x5 area are hit 1~10 times, each for MATK*1 Wind-element damage.
||Job Level Requirement
||Reduces damage from incoming physical attacks while consuming SP.
||Energy Coat Quest |
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