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.
Depending on how well geared a Warlock is they will be either a fallback support class for controlling mobs with Jack Frost or one of the main AoEs with Crimson Rock, Comet and Chain Lightning.
The earth element tree offers great PVP capabilities with the ability to strip players of their equipment. Players also have the ability to "memorize" skills for instant casting at a later time, which can help with long cast times and reuse delays.
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:
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
Comet Build (2025)
Comet is the meta skill for Warlocks, it deals neutral damage and hits like a tank. With its vast radius, it is capable of hitting mobs outside the user's screen. In the skill tree, Tetra Vortex helps increase damage if the user is using Four of a Kind armor, else that skill can be left at Lv. 5 as a requirement for Climax.
Stat Points
Stat
Amount
Notes
STR
1
Not needed as such, only for weight capacity.
AGI
90 - 110
AGI needed for Flee and high ASPD, preferably 193.
VIT
60 - 72
For health and survivability.
INT
130
Nothing to look at here, main damage stat. So to the max!!.
Provides 20 seconds cooldown reduction for Comet and also 1 second fixed casting time reduction.
When paired with Old Magic Stone Hat, provides some more ACD reduction and Neutral property magic increase. Also provides considerable damage increase for Comet.
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+
The following example is more suited for players that have access to (very) good gears:
Stat
Level 99
Level 125
Level 150
Level 162
Level 175
STR
1
1
1
1
1+
AGI
1
14
70
70
70+
VIT
20
50
70
80
80+
INT
50
100
110
120
120+
DEX
120
120
120
120
120+
LUK
1
1
1
1
1+
Example Skill Builds
Note: All builds have 4 free Skillpoints for High Wizard. Those can be used to increase Stormgust, Ice Wall, Quagmire or any other spell the reader might find useful.
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.
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.
Inflicts Fire and Shadow property magical damage to a target and its surrounding enemies, hitting it once for with Fire property and 3 times with Shadow property.
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.
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.
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.
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.