Wizard Guide

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Contents

Overview

Advantage

Wizard (And by extensions, Sorcerer and Sage) is one of a Mage class job, who specialized in non-elemental Magic, meaning they're neither strong nor weak against any enemies, so they can deal with nearly any foes without worrying about elemental affinities like Shaman, Vates or Warlock to kick in. And even against high Magic Defense enemies, they still have spells that hit Physical Defense (i.e Sword Waltz) or reducing target's Magic Defense (Clutter) to help muscle their ways through.


But they're more than being a magic attacker without element weakness. In fact, Wizard is one of the most versatile Mage class in the game. Regardless of how you distribute your Attributes points, they're still capable of playing solo or parties as the players' choice to a certain degree, since it's their skills set that allowed them to do the jobs of most other classes, Damage dealer, Causing Abnormal Status (Sorcerer's Clutter and Debilitist being the most useful, since they can affect anything, up to and including Bosses!!), Enchanting Allies, Escorts through hazardous environments (i.e, cold weather in Northern Promenade area), Tanking (via Decoy and later on, Salvation Aura, Reflection, Doppelganger, etc.), Party-wide Sneak attack (or Stealth Mission in case you're on a hurry to get to some destination point in certain quests.). With the right skills combination, Wizard can do them all.


Shortcoming

Despite the fact they can do the jobs of most other classes in the game, Wizard (and by extension, Sorcerer and Sage) do not perform well in extreme circumstance. Although they can enchant allies by their buffing spells (namely Energy Shield, Magic Shield, and Salvation Aura, Overclock, Divine Barrier, Reflection in later stage), they lack the hit point restoring abilities or debuff-removing spells of Vates. Their attacks spells deal far less damage than Shaman and Warlock, especially when the elemental weakness factored in. Their Tanking abilities relies solely on their skills (Decoy, Salvation Aura, Reflection being the most.), not their hit point (Even if you add more VIT, you still have far less HP than a Warrior tank, and some Vates build.), so they'll have trouble facing status aliment-happy enemy who can prevent their spell casting (or removing their Buff.), and cannot face many foes at once without the risk of enemies overwhelmed their Shields (or Decoy). Sneak attack via Invisible, although they cloaked entire party, have very short duration time (30 seconds) compared to Assassin whose duration depends solely on their SP pool. Debuffing enemies is a great assets to deal with many stronger foes, however the chance of them getting hit need a bit of luck involved and in later dungeons, some Enemies will gain Immunity to some of your debuff (Clutter and Debilitist being an exception.), making them completely obsolete. Also, they cannot face boss monster on their own without severely over-leveling due to the aforementioned weakness.


In short, While Wizard is good well-rounded on their own, can solo in normal leveling without rely much on other classes and can help a bit in parties. Yet, they're not the best in extreme circumstance, Without support of other classes, they'll run the significant risk of dying, or can't do anything to help their teammate (i.e Healing) should those extreme situations arise.


Choosing A Race

No matter which Races you choose, the quest of becoming Wizard are the same. The only difference of each race is the starting stats and their looks. When you level up, the stats difference become distinguish only from how you distributed them. But for early stage of the game, it's another story.


  • Emil: Has the highest VIT, so they can soak up more damage than other 2 races, good in early game where you do not gain access to Decoy and Salvation Aura yet. But since they have the lowest MAG, so a lots of works is required before they can change their job, or to do any considerable magical damage, especially with Wizard's already quite low damage output spells.


  • Titania: Start out with 10 Mag, meaning you can just walked into Uptown and start Job changing quest the moment you get Uptown Pass. Backed with considerable VIT stats, so they don't have to worry much about taking a bit of beating in early stage of the game, quite a good race for a starter who want to play Mage overall.


  • Dominion: With the lowest starting VIT (1) and highest STR, above average starting DEX and 2 point below Job requirement Mag, Dominion in early stage is arguably some sort of a Glass Cannon, they pack a punch but can't take a hit, quite hard to play early on. Also, with only 1 starting INT, they have to work a bit if planned to use any sort of debuff on enemies.


For how to change job. See Steps To Become a Wizard


Distributing your Stats

I'll give a general Idea about what Attributes is Important. The order you put your stats in, and how much of it, should be your own preference.


  • MAG: this is the most important, it increase your Magic Damage and Mana Pools so you can use more spells before transform into Marionettes or MP recovery items. try increase it constantly, you'll never have enough.


  • DEX: Increase your Chanting Speed. so your spell go off faster, however the maximum limit of C.Spd is 800, which achieved with 108 DEX. so do not put it past this point.


  • VIT Increase your health, and also both Defense stats, the importance of it varied from player to player. Those who expect him/herself to take a lots of hit may have more VIT than the one who rely on Decoy, Salvation Aura, Reflection to keep their character out of harm. However, after other stats has maxed out, the remaining point invest into this won't hurt either.


  • INT The Debuffer's best friend, although it increase your long range dodge, you shouldn't rely on that too much. SP is going to waste for sure, but the Minimum damage to magic is still helpful.


  • AGI Do not put any point into this, you won't get enough Avoid to dodge anything as a Wizard, anyway.


  • STR If you're not desperate enough to start whacking people with your staff, then left this stat alone.

Wizard's Spells

There are many of skills (Or spells, up to how you called it) for Wizard to choose for, their purpose varied from one to another, however I'll covered some of the interesting Spells that you should put in your "considerations about to learn it or not" when they became available.


For a complete list of Wizard's arsenal, check this link out


Trigger / Opening Spell

Just as their name suggest, this type of spells is not for nuking your enemies out of existence, but to attract their attention to let them in range of your more damaging spell, pulled them out from aggressive mobs so you can pick them off one by one, and once PVP come in, stop enemy player from casting slow but devastating spells on you.


So they share the same characteristic of...

  • Cheap to cast.
  • Spam-able.
  • Fast Chanting even without DEX.


For a Wizard, Trigger / Opening Spell is somewhat double as the grinding spell in early stage too, however, do not invest these spell beyond level 1! Because later on, a more damaging spell will become available, and nuking attribute of high level Trigger / Opening Spell will soon surpass by the latter. However these spells also found some use in finishing off the badly damaged foe with little hit point left too, prevent some overkill from bigger spells which used more MP.


You should pick only one of these choices, since they serve the same purpose.


All the candidates are Energy Bolt, Energy Shock and Energy spear


Energy Bolt.gif Energy Bolt (Job Level 1)

To put it simple, this spell is the first you get once you became Wizard, it's decent for the early level, and still in good use for grinding until Energy Blast become available (but it required multiple hits to kill those near Energy Blast level mobs.), however, the cooldown is a bit of setback since you can't just spam this spell one after another, despite having very low cast time. Overall good for hitting foe at long range and average in other fields.


Energy Shock.gif Energy Shock (Job Level 15)


This spell has setback in range, means that you've to get close to your enemy more than Energy Bolt or Energy spear and it also deal lower damage than the two. But the advantage is that this spell has instant cast, so no one can interrupt your chanting (because it has none, obliviously.) guarantee a hit. However, you still can't spam this spell anyway because its cooldown which is the longest of the three.


Energy Spear.gif Energy spear (Job Level 20)


In contrast of Energy Shock which is instant cast and long Cooldown, The Energy Spear got the longest cast time but no cooldown to start the next chanting at all, mean that once the bolt (well, spear) of energy has left your hand, you can chant the next spell instantly if your reflect at inputting orders to your character is fast enough. This spell also has the same range as Energy Bolt so you can avoid getting damage better than using Energy Shock, and this spell has the most damage per shot out of three listed here. Of course, this come at a price of increase MP cost and the longest cast time, however, if you raise your MAG and DEX as you progress, those issue became less and less of a problem.


Summary, these Trigger Spell has their Advantage and Disadvantage, It's depend on which one that suite you the most (Hint: Pick Just One! Learn More Than One Just Waste Your Skill Points)


Damage Dealing Spells

This should be your primary damage output during the course of Wizard career until you advanced to Sorcerer / Sage and get better spells.


This also divided into


A Must Have

Magic Glove.gif Magic Globe (Job Level 40. But in my Country, this one has a massive bumped to Job Level 50!!)


To get more descriptions, This spell, once cast, will create a spherical ball at the center of your character, then the ball will proceed to move forward to the point you selected beforehand, damaging and pushing any enemies that happened to be in its line of fire toward that point too.


The M.Atk bonus looks not that impressive. But those statistics ignore the fact that, the damage from the formula above will trigger every square your enemy are pushing back, means that, at level 5, if you can push enemy on the straight line to the maximum range, this Spell will deal total of 6x180% = 1080% Maximum Damage for each Cast!!! And only Cost you 30 MP!! This one is arguably the best cost-to-stat effective offensive spell that the whole Wizard tree can get, only surpassed in term of damage by Sage's Energy Storm (Provided you hit multiple enemies in a single cast.), Luminary Nova (Same condtion as Energy Storm.) and Final Judgement (Even if it hit just one enemy.).


But those options above won't showed up for a long time. So Magic Globe is the best you can bet your life on once you get used to it.


For how to cast it in a straight line: see this guide for reference


However, Since Wizard (and Sorcerer, Sage) don't have any sort of healing spells Vates get. So Using this spell once you acquired it will be a suicide unless you have a lots of healing items to throw around.


That's where Salvation Aura (They called Solid Aura in my Country.) Come in, although you can only get it at Sorcerer Job level 10, it's the best combo to the Globe and also acquired relatively fast. Once this spell is cast on yourself, any physical attack attempt at you will be blocked (deal 0 damage) for a certain amount of hits, use this to your advantage, quickly aim the Globe and push the monster back, rinse and repeat, cast Salvation Aura if you think its nearly run out, until the monster die.


If they're Shooter and not getting near you to attack, then just run up to them yourself before casting the Globe, problem solved.


This way, you'll emerge victorious even from the hard hitting enemy without a scratch at all, but be aware of Magic-wielding enemies. This "Beehive Shield" (It has Beehive effect when you get hit.) Can't block Magic Attack, so your choice of grinding Mobs will be limited to Physical attacker, but there's still plenty enough to choose so it's not much of a trouble until "other solution" against those Magic Mobs become available (I'll wrote about this later).


Note: This Spell can't push back "Massive Enemies" (aka. Petrified Enemy, and Bosses) so watch out!!


To The conclusion, No matter what, this skill should be at max level before you proceed to Sorcerer / Sage line, since it make life a lot easier once you get Sorcerer's Salvation Aura/Solid Aura to combo with it.



Good, But is up to your preference

Dancing Sword.gif Sword Waltz (Job Level 25)


The Cost-to-stat may not effective when you put that huge cast time (for a Single Targeting Spell) and MP cost into consideration. However, this spell has a benefit that it hit enemy's Physical Defense, not Magical one like other offensive spells that every Mage job can gets, means that those mobs who has high Magic Defense (but almost always low on Physical Defense) will usually fall by just 1-2 Sword Waltz (They called Dancing Sword in my Country.), And you shouldn't have much trouble going up against these type of Mobs that much.


Even then, this spell still has another drawback, it's range is low, so you have to look out a bit if your target is aggressive or cast detection type, or you may die before the Sword go off. And also, this spell will made obsolete by the time Sorcerer's Raving Sword become available, since it serve the same purpose as Sword Waltz.



Energy Burst.gif Energy Blast (Job level 40)


In my opinion, this spell can be substitute by multiple casting of Energy Bolt,Energy Shock or Energy spear since they carried no drawback of hitting someone who you don't want it to hit (unless you misclick yourself) and suddenly have to deal with more than one angry enemy charging at you. However, some player might found them useful, so it's up to you whether it worth your skill points or not.

Wizard Support Spells

This category is all about Wizard's support spell, they don't do any damage on their own, but still, they can aid you in your quest of adventures. Some of them may useful, some may looks... not that much.


All of them, can divided into....


Environmental Hazard Protections

Heating.gif Heat (Job Level 12)

Intense Heat Shield.gif Fireproof Shield (Job level 22)

Aqualung.gif Aqua Lung (Job Level 30)


I put these 3 spells in one because they serve the same purpose, they make you, and anyone within 3x3 Range from your position, become invulnerable to particular environmental hazard that certain Map imposed to you. Those "Environmental Hazard" has the same effect regardless of what it is, that's it'll damage any player character by 2-5 damage every 4 seconds or so until they die or get out from those map.


Sound not that bad, right? But it got Worse, the HP loss will also prevent you from log out from the game!!!. Yes, you can't log out from the game on those map without connection lost! (aka, plug pulling your internet connection.) or found some ways to prevent your HP going down during the log out phase.


That's where these spells come in, it'll prevent your HP loss from environment Hazard for a while, which long enough to let you log out (obliviously).


Despite their usefulness, I've found from my experience, that invest any point into this going to be waste, there're not that many maps which imposed Environmental Hazards on you. And those with one always have a safe spot on the Map which your character can log out safely if you carefully look on the Mini-Map! More, once you advanced in level, your HP continue to grow regardless you invest Attributes points into VIT or not. Make those 2-5 damage every 4 seconds (aka 1 DPS) become something like little nuisance than a big threat.


However, if you found yourself constantly has to fight on those map (i.e Sorcerer Job Change Quest) invest some if you have any spare points. Else they shouldn't see much actions.


Ally Support Spell

The above category may overlapped with this, but since they've explained I'm not going to covered it here anymore.



Decoy.gif Decoy (Job level 14)

This clone, by far can be summed up as "Cannon Fodder" since that's the only thing they can do. They don't deal much damage even they can Melee their opponent, and they die from just anything that manage to hit them!!


However, this skill is very useful in drawing away angry monsters from any player (whether they're in your parties or not) and the best one at it!!, since the decoys has the Highest Target Priority on the AI list!! Meaning that any Monsters will always switch target to attack the Decoy whenever they spotted one! No matter how big the priority the target players was (Healing Vates springs into mind.) they'll never get bigger than the Decoy.


This skill will be your life saving for the whole Wizard career, and never get old! Despite it little 1 HP, with the combination of Salvation Aura and Reflection they will last longer, in fact so long that you have plenty more time to escape, or to nuke those enemies into submission without fear of they will charge at you, for a while.



Energy Shield.gif Energy Shield (Job Level 24)


This spell seems to not doing much, since it add only 9% damage reduction (left Defense) and 15 Damage point reduction (right defense). But if you still have points left, getting this won't hurt. It do not stack with Divine Barrier.


Note: This one is prerequisite to Sorcerer's Energy Barrier, without it, Energy Barrier won't help much at all.



Magic Shield.gif Magic Shield (Job Level 28)


The counterpart of Energy Shield, this Spell increase your Magical Defense, unlike the Weak Energy Shield, this one significantly increase your Magic Defense at maximum level.Not to mentioned that you won't get any sort of better Magic Protections than this one for a long long time.


So, you should invest in this one.


Note: This do not stacked with Divine Barrier, and is a prerequisite to Magic Barrier too.



Protection Wall.gif Soul Perfection


The wall don't have much use except it block shot from ranged attackers, forced them to move around the wall in order to hit you. If you have to fight Range enemies so much, this maybe helpful.


Note: There's a bug where sometime enemy or human players can move straight past the wall itself, but it rarely occur.


Curses Spells

As the name suggested, this one will put some status aliments on your enemy, reducing their combat capabilities to some degree if the attack connected. Which calculated by the Level of the skill you used and your own INT stat. However, some enemies will have resistance to some aliment or outright immune to it, such as Bosses, so you should figured out which type of enemy resist against which curse to maximized their use.


Note that, all these spells have synergies with Sage's Energy Infection (Energy Freak in my Country.), so if you planned to use the Sage's spell. Maxed all three curses listed here for maximum efficiency.



Mystic Silence.gif Mystic Silence (Job Level 16)


As same as Silence Status in Final Fantasy game, anyone hit by this aliment will unable to cast any spell for a while. But unfortunately, Some of 'Skills' in this game such as those used by Warrior and Backpacker line do not count as "Spells", so Mystic Silence will never stop them from using their Skills at all. Not even get into the info that most of Skills that Monsters used cannot interrupt by this spell at all.


However, this skill still has some use when Magic wielding foes showed up in later game. this can stop them from nuking your party out of existence or prevent insane buffing power of some Mobs. In short, this Spell is far from useless, but it definitely not the best.



Mystic Poison.gif Mystic Poison (Job Level 18)


Poison is considered by many players to be the worst Spells that's not worth putting any invest on, since the damage that this Poison Spell inflict is pathetic (not even 1/5 of target life bar if you bother to right click and see the victim's hit point)


However, this spell still has a saving glance, while the damage is extremely bad, they're percentage based on target's Maximum Hit point, means that, the more hit point they have, the more hurts they get!! If that's not all, there are some side effects from getting poisoned that never mentioned in the description box, They halved Victim's Offensive Capabilities, Meaning that if that monster deal 100 damage per hit, Physical or Magical don't matter, once it get poisoned, it will deal only 50 damage per hit!! Not to mentioned that this aliment has the highest chance to hit, unless they're outright immune to it. So, hope this may get you some better view on the spell that once considered quite useless.



Medusa Eyes.gif Medusa Eyes (Job Level 23)


Turn your enemy into the stone for a while is cool, however the chance that this attack will connect is the worst of the three. But this is not much of a setback. Petrified opponent cannot attack / chasing you or whatever they're after at the time at all, they'll become a sitting duck while you prepare your kill move. And then, again, just like Mystic Poison mentioned above, there's some side effect that developer never put into description box for us player to know. Petrified enemy Cannot Dodge any incoming Attack!! No matter that this Emil Swordman only have 3 DEX or that Archer only have 10 INT, they will always hit that stuffed monster 100% of the time without any miss until the spell wear off.


To summed up,this spell is great, especially when there's Warrior in your party to take advantage of Cannot Dodge aspect of petrified enemy.

Sorcerer

Coming soon

Sage

Coming soon

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