|Changes At:||Geffen Tower|
|Number of Skills:||13|
|Total Skill Points:||101|
|Total Quest Skills:||1|
Wizards are powerful offensive magic users. They rely on dangerous magic strikes as well as devastating Area of Effect spells to wreak havoc.
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.
There are a large variety of builds in terms of skills. In terms of stats however, there isn't much freedom for originality besides melee and Fire Pillar builds, which are unusual. Most Wizards have 99 DEX then varying levels of INT and VIT, depending on what their character have been built for.
Melee Wizards are rare and probably stem from the fact that they can use Quagmire makes dodging and hitting monsters much easier. They are rare builds that are for fun more than for practical use.and a . Additionally,
- Fire Pillar 10 (The skill's rapid cast time of 0.3s coupled with similarly rapid or instant cast spells allow for neglecting DEX and serves as the bread and butter of the build)
- Quagmire 5 (Cast on groups of mobs to both make them easier to control and dodge)
Example skill build: Fire Pillar
Fire Pillar build is centered around a solo leveling strategy involving using Fire Pillar and Quagmire. Enemy attacks can be easily dodged with Quagmire's 50 DEX reduction lowering their hit and a modest investment into AGI. Fire Pillar is used to kill mobs of enemies normally highly resistant to magic (i.e., with high MDEF) and a surplus of STR allows the wizard to farm heavy items like and gemstones comfortably.
- Storm Gust: 10
- Lord of Vermilion: 1 or 10 (Primarily for tapping or breaking enemies out of ice to continue taking damage from Storm Gust in parties, rank 1 is viable at higher levels of DEX in parties with Magic Strings only)
- Meteor Storm: 0 or 10 (Choose this or Lord of Vermilion (rank 10) for party play, it's not feasible to get both as a wizard. Rank 1 Lord of Vermilion and Meteor Storm 10 can fit snugly into a party-oriented build however)
- Quagmire: 1~5 (Mostly useful for solo play to control enemies, can be useful for parties in a pinch to save a mobber that enemies have caught up with)
- Heaven's Drive: 1 or 5 (Useful solo for dealing with Gargoyles or leveling on Wanderers and Dragon Tails. In a party it can be used to tap/damage mobs when Storm Gust/Lord of Vermilion/Meteor Storm is already being casted by other wizards)
- Jupitel Thunder: 5 or 10 (Occasionally useful for finishing off frozen single targets either solo or in party play)
- Water Ball: 0, 4 or 5 (Largely useless in party play, only take this skill if you intend to level in Maps with shallow water or have a Ninja/Sage slave with Watery Evasion/Deluge)
- Fire Pillar: 0 or 10 (Used for solo Fire Pillar leveling, mostly useless for party purposes. Niche utility as a wizard's only means of damaging very high MDEF foes)
- Ice Wall: 4~10 (Useful for mobbing while solo using the ice wall trick (see below) or for party play only in Bio3 (at present) to teleport troublesome enemies)
- Sightrasher: 0, 2~10 (2 is a prerequisite for Meteor Storm. More points can be taken for the extremely niche party utility of breaking your own ice walls in Bio3, but Jupitel Thunder serves this purpose just fine)
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 leveling solo, you may need to learn how to use Vertical Fire Wall and other tricks. Many builds go for more VIT and less INT, as seen in the WoE/PvP section.
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 resistance.
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.
- (+2 INT, +150 SP, +1 DEF)
- or (+2 INT, +4 DEF)
- (+2 INT, +50 SP, +10 MDEF, +3 DEF)
- (+2 INT)
- (+2 INT, if refined to +9 or higher: +150 SP)
- CU (+2 INT, each magic cast has a chance of reducing cast time by 50% and Flee +30 for 5 seconds)
- (+3 DEX)
- (+1 DEX, +1 AGI, +50 SP, +3 DEF, combo with )
- CU (+2 DEX, +1 AGI, +3 DEF)
- blind, +2% stun resistance) (grants immunity to
- blind) (grants immunity to
- (As part of the Memory Book, Monocle and Pocket Watch combo)
- DEF, occupies middle and lower headgear slots) or (+2
- DEF, +50% blind resistance, occupies middle and lower headgear slots) (+2
- or (-3% damage from Insect monsters)
- or (-3% damage from Plant monsters)
- (+10% silence resistance)
- (+15% silence resistance)
Whatever is chosen to wield in the right hand, it should always be a rod type weapon, as they all provide +15% MATK.
- (+3 INT, +400 HP)
- (+4 INT)
- (+3 INT)
- (+2 INT)
- (+3 DEX, +400 HP)
- (+1 DEX, combo with )
- (+1 DEX, +3 HIT)
- Napalm Beat, Soul Strike and Napalm Vulcan) (+5% damage with
- Thunderstorm, Jupitel Thunder and Lord of Vermilion) (+5% damage with
- Frost Nova and Storm Gust) (+3% damage with
- Earth Spike and Heaven's Drive) (+5% damage with
- Fire Pillar and Meteor Storm) (+5% damage with
More DEX is usually better but sometimes getting more INT to attain the next MATK bonus (occurring every 5 and 7 points of INT) is more desirable. Theand with right cards provide the most, although mixed, stat points for non-battle ground items.
The slotted Survivors Rods are desirable Wizard weapons. 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 Wizards, but they do not offer enough stat points for higher level Wizards.
The Fire Pillar leveling, a Meteor Storm or Lord of Vermilion role in a party or farming low level mobs with Soul Strike. Ideally 4 cards are slotted in a or 3 in a (with Staff being the better choice if it allows you to reach a new min/max MATK bonus)., , , and can be desirable in situations where the abilities they benefit are utilized exclusively. Some examples are
- (+3 DEF)
- (+3 DEF, receive 5% less damage from Large size monster, very heavy)
- Socket Enchantable) (+1 INT, +3 DEF, +2 MDEF,
- CU (+3 DEF, +5 MDEF, adds a 20% resistance against Water, Fire, Shadow and Undead property)
- Racial Damage Reduction Cards
- (+400 HP)
The player should have multiple shields 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 shield (Thara Frog Card) to reduce damage received from Demi-Humans (i.e. High Orcs or other players) by 30%. The most common choice is Guard  because of its cheap price and low weight.
While racial guards are vital, it may be difficult to acquire all of the necessary ones immediately. Some players choose to get a Thief Bug Egg Card for use in the places they do not yet have the appropriate racial guard for.
- (+5 DEF)
- (+6 DEF, very heavy)
- (+3 DEF, +10 MDEF)
- (+5 DEF, +3 MDEF, reduces Casting Time by 3%)
- Socket Enchantable) (+1 INT, +5 DEF, +5 MDEF,
- (+7 DEF, +5 MDEF, adds a 3% chance of causing Blind status to enemies with each attack, very heavy)
- (+700 HP)
- CU (+1 INT)
- Mage: +100 SP) (+5% MATK, -10 DEF, if
- (+1 DEF, +10 MDEF, for WoE)
- (+2 DEF)
- (+3 DEF)
- CU (+10 VIT)
- Elemental Damage Reduction Cards
- (+2 INT, +5% SP)
- (+2 DEF)
- Socket Enchantable) (+2 DEF, +5 MDEF,
- (+4 DEF, +9% HP and SP)
- (+15% SP, +3% SP recovery)
- (+15% SP recovery)
- (+8% HP and SP)
- (+4% HP and SP, if refined to +4 or lower: +4% HP and SP, +5% HP and SP recovery)
- (+2 STR, if refined to +9 or higher: +10% HP and SP)
Some accessories and cards that are helpful in leveling or PvP situations. Cards can be slotted into , or to freely swap between different classes as they have no level requirement, unlike other slotted accessories.
- (As part of the Memory Book, Monocle and Pocket Watch combo)
Below are listed the skills that are unique to the Wizard class. For more information about Mage skills, click here.
|Causes the earth below a target to rise and strike a target for up to a maximum of 5 times.||5||Offensive|
|Summons a pillar of fire on a target spot that acts similarly to a trap, dealing MDEF-ignoring damage.||10||Offensive|
|Strikes surrounding enemies with water elemental damage with the chance of freezing them.||10||Offensive|
|Raises the ground in a 5x5 area around a target area, dealing damage similar to Earth Spike.||5||Offensive|
|Summons a shield of ice 5 cells wide in front of the caster.||10||Active|
|Launches an orb of lightning that hits multiple times while pushing the target back.||10||Offensive|
|Summons explosive bolts of destruction in a 9x9 area that deals 10 strikes per second.||10||Offensive|
|Calls forth a wave of meteors from the sky that strike multiple times, each with the chance to stun a target.||10||Offensive|
|Turns a 5x5 area of ground into a marshland that lowers AGI and DEX, and removes certain buffs.||5||Active|
|Analyzes a target, allowing the user and any party members to view an enemy's stats.||1||Active|
|Projects the fireball summoned by the Sight skill to knock enemies back and deal damage.||10||Offensive|
|Summons a destructive blizzard in a 7x7 target area that can freeze enemies within it.||10||Offensive|
|Uses water beneath the caster to launch a shower of water balls at a target.||5||Offensive|
|Damage enemies by summoning ivy vines of flame from the ground. Unimplemented||10||Offensive|
|Skill||Description||Levels||Type|| Job Level
|Summon a protective fireball that lasts for 2 minutes, hitting any enemy that comes within a 3x3 area, knocking them back.||1||Offensive||30||Sight Blaster Quest|
See Wizard Spirit.
Wizards can use Concentration, Awakening and.
|Weapon||Base ASPD||Base Delay|
|Wizard & High Wizard|
| 2nd Class
| Earth Spike · |
|Ganbantein · Gravitational Field · Mystical Amplification · Napalm Vulcan · Soul Drain · Stave Crasher|
|Quests||Wizard Job Change Guide · Wizard Skill Quest · Rebirth Walkthrough|
|Classes of Ragnarok Online|
|Novice Class||Novice · High Novice · Super Novice|
|First Class||Acolyte · Archer · High First Class · Magician · Merchant · Swordman · Thief|
|Second Class||Priest · Monk · Hunter · Bard · Dancer · Wizard · Sage · Blacksmith · Alchemist · Knight · Crusader · Assassin · Rogue|
|Transcendent Second Class||High Priest · Champion · Sniper · Minstrel · Gypsy · High Wizard · Scholar · Whitesmith · Biochemist · Lord Knight · Paladin · Assassin Cross · Stalker|
|Expanded Class||Gunslinger · Ninja · TaeKwon Kid · Star Gladiator · Soul Linker|