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Warlock

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Warlock
Warlock.png
Job Base(s): Wizard
High Wizard
Job Type: 3-1
Changes At: Morroc
Number of Skills: 23
Total Skill Points: 106
Total Quest Skills: 0
Job Bonuses
STR AGI VIT INT DEX LUK
+1 +7 +6 +13 +8 +2


Overview

Warlock.jpg

Warlocks are the advanced version of the Wizard class. Their name is often abbreviated and then referred to as just "WL". They offer two viable roles: The instant/fast cast killer and the crowd control support. Players will find that their roles in parties have drastically changed upon changing into this new class. No longer the primary DPS class most wanted for parties, but rather a fallback support class for controlling mobs and adding extra damage to finish off mobs. Still capable of great damage though, this class offers an interesting array of elemental skills to choose from and offers players several paths in which they can take. The water element tree offers great crowd control with Jack Frost. The earth element tree offers great PVP capabilities with the ability to strip players of their equipment. And the fire element tree offers a useful leveling skill (Crimson Rock) as well as the highest AOE attack skill in the Warlock's arsenal. Players also have the ability to "memorize" skills for instant casting at a later time, which can help with those long cast times.

Job Change Guide

See Warlock Job Change Guide for detailed information.

This test has a very bad reputation for being the hardest of the job change quests. While maybe not the hardest, it can be slightly difficult to an unprepared player. The test is basically broken down into two parts:

  • Hunting for two quest items off very high HP and high damage monsters
  • Surviving a room full of high HP and high damage monsters

The first part of this test sends the player into the New World just west of Camp Midgard. It is recommended to get a friend or guildmate to help the player with this portion, as it can get very overwhelming for an undergeared player. If soloing is the only option, it is strongly recommended to bring a teleport accessory or a lot of fly wings and healing items.

For the second part, the player will be locked in a small room and pitted against monsters with very high HP that also have high damage. This part may seem challenging, but is actually quite easy if the player is prepared. Here are some tips for making this test easy:

  • Stock up on both HP and SP healing items past the character's weight capacity. There is no time to regenerate HP/SP so there is no point on staying under 50% weight. Powerful healing items like Yggdrasil Berries/Seeds (or Green Ales if they are "in season") are a must. If the player does not have a healing hat/booster like a Witch Hat + Alarm Mask combo, then bring slim white potions. Mastela Fruits are also useful.
  • Increase HP potions. Wizards have a lower HP pool in general so these potions help a lot.
  • Water resistance gear like Water Armor or Coldproof Potions. Orlean's Gown + Swordfish Card is very recommendable for combining water element with unstoppable casting. If you use a one-handed staff, you can also equip a shield with Aqua Elemental Card or Hodremlin Card.
  • Wear equipment and cards that add HP. Some examples are Variant Shoes, Diabolus Shoes, or Orleans Gown with Pecopeco Card.
  • Hotkey the cast stones on the shortcut bar before entering the room.
  • When teleported into the quest room, do not panic. Gain perspective on the surroundings and immediately cast Storm Gust or Frost Nova. Use chain lightning on the mobs and then freeze them again if necessary.
  • Make sure to keep HP up enough to withstand monster skill attacks.
  • The Aqua Elementals do the most damage so target them first. They are weak against Jupitel Thunder or the Chain Lightning stone!
  • Hotkey level one of Storm Gust. This will keep the monsters mostly frozen, and the player won't have to heal as much.
  • Using a combination of Mystical Amplification and Jupitel Thunder on the frozen targets will do very high damage, if there are no more cast stones.

A Quick Explanation of Spellbook/Release: The basics to playing Warlock

With the addition of new powerful spells upon job change, players will now have access to 2 spells that allow for instant casting of learned spells. These 2 spells are:


Reading Spell Book.png Reading Spell Book
Release.png Release

The way this new system of casting works is that a player will have to purchase spellbooks from the Geffen Mage guild (the building where you changed into a mage). Once these spells are in inventory, players can cast Reading Spellbook and choose the spells of the books they currently own to 'memorize'. What this basically does is store up the spells in the warlocks memory to 'Release' when needed at a later time with no casting bar or cooldown delay (yes this bypasses the horrible 1 minute cooldown of Comet. That is where the Release spell comes in. Players will need level 1 Release to cast the memorized spell.

Each Warlock has a number of maximum slots in which they can memorize spells, based on their Base Level, INT and the level of Freezing Spell. This determines how many skills they can keep memorized at any given time. At level 150, a Warlock will have 15 slots, with an additional slot for every 10 int, and an additional 4 for every level of Freezing Spell. Slots = (4*Freezing Spell Lv) + floor(BLv/10) + floor(Int/10)

Builds

Basic All-Purpose Build Outline (level 162)

  • STR: 1
  • AGI: 70 (reduces Animation Delay)
  • VIT: 80
  • INT: 120 (for Temporal Int Boots)
  • DEX: 120 (for Temporal Dex Boots)
  • LUK: 1

These Stats can be reached at level 162 and give the player the freedom of switching between Temporal Int Boots and Temporal Dex Boots as needed.

With the leftover Stats from the following levels one can increase:

Str: for additional carrying capacity,

Agi: for more ASPD resulting in less Animation Delay,

Vit: 87 Base Vit for 100 total Vit with VIP-Buffs or 94 Base Vit for 100 total Vit without VIP-Buffs,

Int: more MAtk and slightly faster cast,

Dex: slightly faster cast,

or

Luk: slightly more MAtk and Perfect Dodge.


Example Stat Progressions

Stat Level 99 Level 125 Level 150 Level 162 Level 175
STR 1 1 1 1 1+
AGI 1 1 60 70 70+
VIT 50 54 80 80 80+
INT 100 100 110 120 120+
DEX 86 120 120 120 120+
LUK 1 1 1 1 1+
Stat Level 99 Level 125 Level 150 Level 162 Level 175
STR 1 1 1 1 1+
AGI 1 1 1 70 70+
VIT 50 60 80 80 80+
INT 100 120 120 120 120+
DEX 86 96 120 120 120+
LUK 1 1 1 1 1+
Stat Level 99 Level 103 Level 125 Level 150 Level 162 Level 175
STR 1 1 1 1 1 1+
AGI 1 1 14 70 70 70+
VIT 27 27 50 70 80 80+
INT 60 60 100 110 120 120+
DEX 116 120 120 120 120 120+
LUK 1 1 1 1 1 1+


Example Skill Builds

Note: All builds have 9 free Skillpoints for High Wizard. Those can be used to increase Stormgust, Ice Wall, Quagmire or any other spell the reader might find useful.


Comet Build with Comet

Comet build with all elemental Spells and zero leftover Skillpoints.

Radius 3 is a must to increase spell range, while Recognized Spell increases the overall damage output.

Drain Life 4 heals for a decent ammount and can be very useful to save consumables in Nightmare Clock Tower.

Intense Telekinesis makes Soul Expansion very powerful, enabling a WL to easily kill Ghost elemental mobs.

Variations include leveling up Freezing Spell to be able to store more Comet.

Following this example, the player has no leftover Skillpoints.


Tetra Vortex Build with Tetra Vortex

Tetra Vortex eats up a lot of Skillpoints.

Radius 3 is a must to increase spell range, while Recognized Spell increases the overall damage output.

Intense Telekinesis makes Soul Expansion very powerful, enabling a WL to easily kill Ghost elemental mobs.

Following this example, the player has 1 leftover Skillpoint to distibute as he wishes.


Freezing Spell Build without "Ultimate Spells"

Not getting any of the "Ultimate Spells", Comet or Tetra Vortex, leaves the player with enough Skillpoints to get a lot of nice little perks the WL Skilltree offers.

Drain Life to regain HP easily while dealing damage to a single target at the same time.

Intense Telekinesis to destroy Ghost elemental mobs with Soul Expansion.

And Freezing Spell to store more Spells to use with Release.

A single Skillpoint should be invested into Hell Inferno, so the Player can use it's Burning to deal with certain enemies faster.

Following this example, the player has 1 leftover Skillpoint to distibute as he wishes.


Kaahi: A solo Warlock's best friend

Kaahi is a Soul Linker skill.

It uses 5*Kaahilvl sp to restore 200*Kaahilvl hp everytime the player gets hit by a normal attack.

This works even if the player is stunned!

It's downside is that Kaahi can only be used on Soul Linkers, said Soul Linker's spouse and said Soul Linker's child.

To cast Kaahi on a Warlock without having said Warlock be married to a Soullinker, one needs a second Soullinker on another account, to link the first one with Soul Linker Spirit.

To counter the SP drain from being buffed with Kaahi, a WL needs to have learned Soul Drain as High Wizard.

Since Crimson Rock, Chain Lightning and Soul Expansion trigger Soul Drain a WL can easily level without any consumables at all.

Due to killspeed this method becomes less effective for Nightmare Clock Tower (150+ content).


The player has to do one the following:

a) WL is marrried to a Soul Linker: Just cast Kaahi on the WL.

b) WL is not marrried to a Soul Linker. The player now needs 3 accounts:

1st account: Warlock

2nd account: Soul Linker 1 with Kaahi

3rd account: Soul Linker 2 with Soul Linker Spirit

Soul Linker 2 uses Soul Linker Spirit on Soullinker 1. Soul Linker 1 then uses Kaahi on the WL.

Equipment

Headgears

Equipment Location Additional Notes
18794.png Ordinary Black Magician Hat [1] upper Partially bypasses Monster MDef. Increases Crimson Rock, Jack Frost and Earth Strain damage. If upgraded to +9: +5% MAtk.
18539.png Skull Cap [1] upper Increases MAtk. Combo with Thorn Staff of Darkness: Each refine on the weapon adds MAtk+10.
5464.png Zaha Doll Hat [1] upper Increases Magic Damage against Undead by 10%. Has a chance to proc: increased MAtk, reduces Fixed Cast Time and drain 10 sp/sec from the wearer.
18601.png Red Pom Band [1] upper For upgrades +5 to +12: Decreases damage received from Demi-Human and increases magical damage towards Demi-Human.
5564.png Crown of Deceit [1] upper + middle Reduces Variable Casttime. Grants further boni depending on upgrade.
18676.png Hexagon Spectacles [1] middle Increases Magic Damage against and decreases incomming damage from Insect race.
5788.png 3D Glasses middle Increases Magic Damage against Formless race and decreases incomming Neutral element damage.
18603.png Black Devil's Mask [1] middle +1 to all Stats
18611.png Black Frame Glasses [1] middle +1 Int, +2 MDef
5325.png Robo Eye middle +2% MAtk/Atk, +1 Dex
5362.png Ninja Scroll lower +1% MAtk
Card name Additional Notes
4599.png Red Lichtern Card Increases Fire Magic Damage. Full effect when the headgear is +9.
4598.png Yellow Lichtern Card Increases Ghost Magic Damage. Full effect when the headgear is +9.
4586.png Tikbalang Card Increases Wind Magic Damage. Full effect when the headgear is +9.
4412.png Isilla Card Has a chance to proc +30 Flee and 50% Casttime reduction for 5 seconds with each magic attack. Good when on a small budget.
4557.png Weakened Fenrir Card +25 MAtk. Cheap allround card. Damage increase is about the same as with a Robo Eye though.
4600.png Green Lichtern Card Increases Earth Magic Damage. Full effect when the headgear is +9.
4597.png Blue Lichtern Card Increases Water Magic Damage. Full effect when the headgear is +9.

Weapon

Equipment one-handed? Additional Notes
2000.png Staff of Destruction [1] no Can be enchanted in Malangdo. Reduces the Casttime for Mystical Amplification by 50%. +1% MAtk per 2 refines. Increases SP cost by 2% per refine. Has a chance to Autocast Jupitel Thunder.
2002.png Glorious Destruction Staff no Best Staff against Demi-Human.
2025.png Crimson Staff [2] no A +15 Crimson Staff is about as good as a +14 Staff of Destruction in terms of damage, but does not have the potentially annoying Jupitel Thunder autocast.
1636.png Thorn Staff of Darkness yes Can be enchanted in Malangdo. Per upgrade: Adds 1% MDef bypassing. Per 2 upgrades: reduses Skill delay by 3%. Combo with Skull Cap: Each refine on the weapon adds MAtk+10.
1680.png Crimson Rod [2] yes Best at +12~15.
1669.png Thanatos Staff [1] yes Has a chance to trigger a HP/SP recovery effect when Magically attacking.
Card name Additional Notes
4626.png Big Ben Card +5% Magic Damage against Formless/Demon. Combo with Neo Punk Card: Ignores 50% MDef of Formless/Demon.
4654.png Nightmare Mimic Card +5% Magic Damage against Brute/Undead. Combo with Nightmare Arclouse Card: Ignores 50% MDef of Brute/Undead.

Shield

Equipment Additional Notes
28901.png Mad Bunny Special +3 ASPD, +5% MAtk, +5% Atk. Adds more MAtk at certain upgrades. If +12 adds uninterruptible cast.
28902.png Mad Bunny Special [1] +5% MAtk, +5% Atk. Adds more MAtk at certain upgrades. If +12 adds uninterruptible cast.
2115.png Valkyrja's Shield [1] +20% resistance against Water, Fire, Shadow and Undead elemental attacks.
2122.png Platinum Shield +15% resistance against Large and Medium sized enemies. +10% resistance against Undead race.


Card name Additional Notes
4628.png Neo Punk Card Reduce damage taken from Formless and Demon races by 20%. Combo with Big Ben Card: Reduces an additional 5% damage from Formless and Demon races.
4653.png Nightmare Arclouse Card Reduce damage taken from Brute and Undead races by 20%. Combo with Nightmare Mimic Card: Reduces an additional 5% damage from Brute and Undead races.
4413.png Hodremlin Card +15% resistance against all sizes.
4253.png Alice Card +40% Resistance against Boss protocoll monsters. The user receives 40% more damage from all other monsters.

Armor

Equipment Additional Notes
15094.png Hero Magic Coat [1] +10% Crimson Rock damage. Even upgrade levels: +1 MDef, -1% Variable Casttime. Odd upgrade levels: Casts become uninterruptible and +20% Variable Casttime. Requires level 160+.
2374.png Diabolus Robe [1] -10% Skill delay.
15074.png Geffen Magic Robe [1] -10% SP cost. +15% Variable casttime. Casts become uninterruptible. Offers more benefits depending on upgrade. Combo with Magic Intensifier Ring: -5% Variable Casttime.
15121.png Sarah's Battle Robe Adds a 3% chance to increase MAtk depending on upgrade level for 10 seconds. Requires level 145+.
15073.png Anti-Magic Suit [1] Increases HP. Combo with Magic Intensifier Ring: -5% Skill Delay, +5% Demi-Human resistance.
2365.png Orleans's Gown [1] +15% Variable casttime. Casts become uninterruptible.
15027.png Crimson Robe Cheap fire armor. Part of Mora's Crimson Set.
15025.png Golden Rod Robe Cheap wind armor. Part of Mora's Golden Rod Set.
15028.png Forest Robe Cheap earth armor. Part of Mora's Forest Set.
15026.png Aqua Robe Cheap water armor. Part of Mora's Aqua Set.


Card name Additional Notes
4409.png Agav Card +5% MAtk, -10 Def

Garment

Equipment Additional Notes
2589.png Fallen Angel Wing [1] With Spell enchants for faster cast speed. Adds boni for every 20 Base Stats. Best garment.
2576.png Heroic Backpack [1] Allows the use of Greed. Adds boni for having at least 90 of a Base Stat.
2554.png Nidhoggur's Shadow Garb [1] +7% resistance against all elements.
2524.png Valkyrian Manteau [1] Good defensive garment that gives Perfect Dodge. Should be upgraded to +7~+10.


Card name Additional Notes
4657.png Nightmare Ancient Mummy Card 15% neutral resistance and +3% more Fire Magic Damage per upgrade
4629.png Arc Elder Card 15% neutral resistance and +3% more Earth Magic Damage per upgrade
4596.png Antique Book Card +5 MAtk for every 10 Base Int
4133.png Raydric Card +20% neutral resistance
4174.png Deviling Card +50% neutral resistance. The user receives +50% damage from all non-neutral elements.

Footgear

Equipment Additional Notes
22008.png Temporal Dex Boots [1] +3 Dex per every 3 upgrades. If Base Dex is 120: -0.5s Fixed casttime.
22004.png Temporal Dex Boots +3 Dex per every 3 upgrades. With Spell and either Lucky Day or Runaway Magic enchants. If Base Dex is 120: -0.5s Fixed casttime.
22009.png Temporal Int Boots [1] +10 MAtk per every 3 upgrades. If Base Int is 120: +60 MAtk.
22009.png Temporal Int Boots +10 MAtk per every 3 upgrades. With Spell and either Lucky Day or Runaway Magic enchants. If Base Int is 120: +60 MAtk.
2423.png Variant Shoes +20% HP/SP. Good when on a small budget.
2469.png Crimson Shoes +15% fire resistance. Part of Mora's Crimson Set.
2467.png Golden Rod Shoes +15% wind resistance. Part of Mora's Golden Rod Set.
2470.png Forest Shoes +15% earth resistance. Part of Mora's Forest Set.
2468.png Aqua Shoes +15% water resistance. Part of Mora's Aqua Set.


Card name Additional Notes
4658.png Nightmare Verit Card +5% MAtk. Further MAtk increases if the shoes are upgraded to +7 and +9.

Accessories

Equipment Additional Notes
2854.png Alchemy Glove [1] +10% Fire Damage increase. Reduces resistance against physical and magical Water attacks. Adds a chance of autocasting Fireball when doing a magical or physical attack. Requires level 125+.
2853.png Telekinetic Orb Increases Soul Expansion damage at the cost of increased SP use. Requires level 110+.
2969.png Chambered RWC 2012 Pendant [1] with Matk or Spell enchants
2964.png Magic Intensifier Ring [1] +5% MAtk. Comboes with geffen Magic Robe [1].
2701.png Orlean's Glove [1] +3% MAtk
2788.png Bradium Earring [1] +2% MAtk
2949.png Silversmith Bracelet [1] +1 to all Stats. Allows the use of level 5 Spellbreaker.
2861.png Crimson Orb [1] +15% fire resistance. Part of Mora's Crimson Set.
2859.png Golden Rod Orb [1] +15% wind resistance. Part of Mora's Golden Rod Set.
2862.png Forest Orb [1] +15% earth resistance. Part of Mora's Forest Set.
2860.png Aqua Orb [1] +15% water resistance. Part of Mora's Aqua Set.
2990.png Pendant of Harmony +6% MAtk. +50% HP/SP recovery. Being hit by physical attacks can proc Sanctuary level 3.
2992.png Pendant of Maelstorm [1] +6% MAtk. Sometimes autocasts level 1 Maelstorm when the user is hit by Magic Attacks.


Card name Additional Notes
4077.png Phen Card To provide uninterruptible cast. Not needed if the player has another piece of gear with the same effect.
4577.png Elvira Card + 20% Wind/Ghost Magic Damage
4505.png Scaraba Card +20 matk
4040.png Creamy Card Allows the use of Teleport level 1, useful to save Fly Wings when trying to find mobs. Fly Wings are better in emergencies however.
4053.png Vitata Card Allows the use of Heal level 1. Helps to save potions when soloing at low levels.

Shadow Gears

Set Name Item 1 Item 2 Item 3 Additional Notes
Magical Shadow Set 24022.png Magical Weapon (Shadow) 24021.png Magical Earring (Shadow) 24023.png Magical Pendant (Shadow) Increases MAtk. Refining increases MAtk even further.
Spellflow Shadow Set 24112.png Spellflow Shadow Armor 24113.png Spellflow Shadow Shield 24111.png Spellflow Shadow Shoes Provides uninterruptible cast. Increases SP cost. Refining reduces SP cost.

Class Data

Skills

See Wizard Skills or High Wizard Skills for 2nd class Skills.

Skill Description Levels Type
Reading Spell Book.png Reading Spell Book
Learning Magic Books by reading them previously and seal them up. 1 Active
Freezing Spell.png Freezing Spell
Increase the amount of spells that can be sealed with the skill Reading Spellbook. 5 Passive
Intensification.png Intensification
Increasing Ghost-type magic damage and reducing cast time and mana cost of spells. 5 Active
Full Throttle.png Full Throttle
Fully restores HP when cast and increases movement speed increases for the skill's duration. All stats +20%. 1 Active
Radius.png Radius
Increases the range of Warlock magic skills and decreases their casting time. 3 Passive
Drain Life.png Drain Life
Strikes a single target with magical damage, and absorb some of that damage as HP. 5 Offensive
Soul Expansion.png Soul Expansion
Strikes a target at long distance with ghost element damage. 5 Offensive
White Imprison.png White Imprison
Imprisons the target temporarily behind a white magic curtain, preventing them from moving. 5 Active
Stasis.png Stasis
Players in the effective range of the caster, including the caster, cannot cast spells. 5 Active
Recognized Spell.png Recognized Spell
By gaining a greater understanding of your magic, you can make all of your magic skills deal max damage. 5 Active
Marsh Of Abyss.png Marsh Of Abyss
Curse a target with the Marsh of Abyss, slowing their movement. It also decreases the target's Evasion and Physical Defence according to the caster's INT and job level. 5 Active
Crimson Rock.png Crimson Rock
Summons a huge meteorite on the target, striking all targets nearby. 5 Offensive
Hell Inferno.png Hell Inferno
Conjures the fires of hell to burn a target. The skill causes Burning status effect, which continually deals fire element damage over time. 5 Offensive
Comet.png Comet
Calls a comet from space to crash down into the ground dealing MATK * (10-30) ~ (18-50) neutral element damage based on distance from blast center within a 15x15 radius. The skill causes Burning status effect. 5 Offensive
Frost Misty.png Frost Misty
Covers a 15x15 area in a freezing mist, causing MATK * 3~7 * (blvl / 100) damage and inflicting Freezing status to targets that enter. 5 Offensive
Jack Frost.png Jack Frost
Deals MATK * 13~25 * (blvl / 100) water element damage to targets under Freezing status effect. 5 Offensive
Chain Lightning.png Chain Lightning
Deals MATK * 5~17 * (blvl / 100) wind element damage to a single target. When a target is struck by Chain Lightning, it will also chain to enemies near the target. 5 Offensive
Sienna Execrate.png Sienna Execrate
Causes Petrification status to a single target and all targets nearby. 5 Active
Earth Strain.png Earth Strain
Causes the earth near you to shake and shoot up from below, dealing MATK * 21~25 * (blvl / 100) damage to those in range. Has a 6~50% chance of divesting weapon, helm, armor, shield and accessory on hit foes. 5 Offensive
Release.png Release
Throws your active Fire Ball, Lightning Ball, Water Ball and Stone that you currently have summoned to deal damage to a single target. 2 Offensive
Summon Fire Ball.png Summon Fire Ball
Summons a ball of fire near the caster. 5 Offensive
Summon Water Ball.png Summon Water Ball
Summons a ball of water near the caster. 5 Offensive
Summon Lightning Ball.png Summon Lightning Ball
Summons a ball of lightning near the caster. 5 Offensive
Summon Stone.png Summon Stone
Summons a magic stone near the caster. 5 Offensive
Tetra Vortex.png Tetra Vortex
Deals 4 blows to target foe, each hitting for MATK * 10~30 magic damage. Element of summoned stones determine the element of each hit. Causes one status effect from Burning, Freezing, Stun, and Bleeding status ailments. 5 Offensive

Skill Tree

Skilltree warlock.png

Job Bonuses

Stat\Amount +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13
STR 34
AGI 8 20 29 40 47 54 58
VIT 15 18 24 25 52 57
INT 1 2 7 12 23 35 36 41 44 45 50 55 60
DEX 3 6 13 19 28 39 51 59
LUK 31 53

External Links