Wizard
From iRO Wiki
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| Job Base: | Mage | ||||
| Job Type: | 2-1 | ||||
| Changes At: | Geffen Tower | ||||
| Number of Skills: | 13 | ||||
| Total Skill Points: | 101 | ||||
| Total Quest Skills: | 1 | ||||
| Job Bonuses | |||||
| STR | AGI | VIT | INT | DEX | LUK |
| +1 | +8 | +1 | +12 | +6 | +2 |
Contents |
Overview
Wizards are powerful offensive magic users. They rely on dangerous magic strikes as well as devastating Area of Effect spells to wreak havoc.
Jobchange Guide
See Wizard Job Change Guide for detailed information.
Changing into a Wizard from a Mage requires the player to complete a number of tasks:
- Item Collection
- Written Test
- Battle Test
After completing these tests, the player will be transformed into a Wizard. This takes place inside of the Geffen Tower.
Builds
There are a large variety of builds in terms of skills. In terms of stats however, there is freedom for originality besides using a melee build, which is unusual. Most Wizards have 99 DEX then varying levels of INT and VIT, depending on what their character have been built for.
Melee
Melee Wizards are rare and probably stem from the fact that they can use Berserk Potions and a Dagger of Counter (+90 CRIT). Additionally, Quagmire makes dodging and hitting monsters much easier. They are rare builds that are for fun more than for practical use.
PvM
These Wizards can level solo or, as they more commonly are, be joined by a Priest or an entire party. Generally, the Priest will mob up monsters, Heal themselves and use Suffragium on you, reducing the cast time of a single AoE skill - such as Storm Gust or Meteor Storm. If you're levelling solo, you'll need to learn how to use Vertical Fire Wall. Many builds go for more VIT and less INT, as seen in the WoE/PvP section.
PvP/WoE
In order to take part in WoE or even PvP, Wizards require VIT to avoid dying quickly and to resist Status Effects. Safety Wall, Stone Curse, Fire Bolt and varying levels of Jupitel Thunder and Storm Gust are popular weapons for Wizards in PvP. In WoE, Storm Gust and Meteor Storm are mainly used in precasts. Leftover stat points are dumped into STR for the single purpose to raise the Weight Limit. This can also be considered upon reaching high VIT, where a Wizard might decide holding more Potions is more effective than having higher HP or Status Effect resistence.
In PvP situations, try using Storm Gust level 1 to quickly freeze and scatter multiple targets.
Beware that opponents can easily resist Wizard skills with elemental armors and others (i.e. unfrozen) and MDEF. Players equipped with such can easily counter the damage from Storm Gust level 10. In these cases, try linking freezing techniques with Jupitel Thunder level 10 and Stone Curse with Fire Bolt level 10. Also, use various different elemental attacks if you suspect your opponent is switching armors to counter you. For example, if the damage of Jupitel Thunder is oddly low, the opponent may have equipped a Wind armor, so use Fire Bolt on them or an Earth attack instead.
Equipment
Top Headgears:
INT Gear: Mage Hat (+2 INT, +150 SP), Crown/Tiara (+2 INT), any erudite headgear (+2 INT), erudite Crown/Tiara (+3 INT)
DEX Gear: Apple of Archer (+3 DEX)
INT & DEX Gear: Erudite Ulle's Cap (+2 INT with Elder Willow Card, +2 DEX, +1 AGI)
Mid Headgears:
Erudite Sunglasses (+2 INT)
Peerless Sunglasses (grants immunity to silence)
Dark Blinker (grants immunity to blind, +2% stun resistance)
Blinker (grants immunity to blind)
Opera Mask (+2 DEF, occupies middle and lower headgear slots)
Alarm Mask (+2 DEF, +50% blind resistance, occupies middle and lower headgear slots)
Lower Headgears:
Pipe/Cigarette (-3% damage from Insect monsters)
Romantic Flower/Romantic Leaf (-3% damage from Plant monsters)
Flu Mask (+10% silence resistance)
Gangster Mask (+15% silence resistance)
Right Hand:
Whatever is chosen to wield in the right hand, it should always be a rod type weapon, as they all provide +15% MATK.
INT Rods: (If INT is greater than DEX)
- Survivors Rod (INT version): +2 INT, +300 HP
- Dextrous Survivors Rod (Drops card, INT version): +3 INT, +1 DEX, +400 HP
- Double Dexterous Arc Wand (two Drops cards): +3 INT, +2 DEX
- Evil Bone Wand, (+4 int)
DEX Rods: (If DEX is greater than INT)
- Survivor's Rod (DEX version): +2 DEX, +300 HP
- Dextrous Survivor's Rod (Drops card, DEX version): +4 DEX, +400 HP
- Triple Dexterous Staff (three Drops cards): +2 INT, +3 DEX
- Quadruple Dexterous Rod (four Drops cards): +4 DEX
More DEX is usually better, but sometimes getting more INT to attain the next MATK bonus (occuring every 5 and 7 points of INT) is more desirable. The Staff [3] and Arc Wand [2] provide the most, although mixed, stat points.
The slotted Survivors Rods are desirable Wizard weapons. In the INT variant, one stat points is sacrificed for 400 HP. The DEX version is basically a Quadruple Dexterous Rod with an extra 400 HP. The non-slotted Survivors Rods are a viable alternative for lower level Mages and Wizard, but they do not offer enough stat points for higher level Wizards.
Left Hand:
- Slotted Guards (+3 DEF)
The player should have multiple guards slotted with "racial cards" - cards which resist respect races by 30%. For example, if they were to level in High Orcs or enter a PvP area, they should equip a Cranial Guard (Thara Frog card) to reduce damage received from Demi Humans (i.e. High Orcs or other players) by 30%. However, there are no racial cards for the Plant and Undead races.
While racial guards are vital, it may be difficult to aquire all of the necessary ones immediately. Some players choose to get a Rigid Guard (Thiefbug Egg card, +400 HP) for use in the places they do not yet have the appropriate racial guard for.
Armor:
Equippable Armor:
- Coat/Slotted Coat: +5 DEF
- Mage Coat: +5 DEF, +5 MDEF, +1 INT, +1 SP
- Slotted Mink Coat: +6 DEF, very heavy
- Robe of Cast: +5 DEF, Cast Delay -3%
- Slotted Glittering Jacket : +7 DEF,+5 MDEF, Adds a 3% chance of causing Blind status to enemies with each attack
Garment:
Morpheus Shawl (For MvP) Ragamuffin Manteau (for WoE)
Muffler with Element Resistance Cards
Ranged Attacks + Neutral : Noxious Card
Neutral: Raydric
Water: Marse Card
Wind: Dustiness Card
Fire: Jack Card
Earth: Hode Card
Shoes:
Soul-Enchanted Shoes (sohee card)
Shoes of Witch (Eggyra card)
+9/10 Superior Shoes (Antique Firelock card)
Fledged Shoes (Verit Card)
Accessories: Some accessories that are helpful in levelling or PvP situations.
Healing Clip (Vitata Card)
Hiding Clip (Smokie Card)
Clever Clip (Wormtail Card)
Teleportation Clip (Creamy Card)
Clip Under a Cast (Phen Card)
Four Leaf Clover Rosary (Alligator Card)
Nimble Glove (Zerom Card, +4 DEX)
Earring [0] (+2 INT)
Class Data
Skills
Below are listed the skills that are unique to the Wizard class. For more information about Mage skills, click here.
| | Earth Spike |
| | Fire Pillar |
| | Frost Nova |
| | Heaven's Drive |
| | Ice Wall |
| | Jupitel Thunder |
| | Lord of Vermilion |
| | Meteor Storm |
| | Quagmire |
| | Sense |
| | Sightrasher |
| | Storm Gust |
| | Water Ball |
Quest Skills
| | Sight Blaster |
Soul Link
See Wizard Spirit.
Unimplemented Skills
| | Fire Ivy |
Job Bonuses
| Stat\Amount | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 | +12 |
| STR | 12 | |||||||||||
| AGI | 6 | 10 | 24 | 34 | 41 | 43 | 46 | 47 | ||||
| VIT | 38 | |||||||||||
| INT | 1 | 4 | 9 | 18 | 22 | 29 | 31 | 33 | 40 | 45 | 48 | 50 |
| DEX | 2 | 5 | 13 | 26 | 32 | 39 | ||||||
| LUK | 15 | 34 |
ASPD
Wizards can use Concentration, Awakening and Berserk Potions.
| Weapon | Base ASPD | Base Delay |
|---|---|---|
| Unarmed | 150 | 500 |
| Dagger | 142.5 | 575 |
| Rod | 137.5 | 625 |


