Wizard: Difference between revisions
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:Fire\Earth\None-Innate evolved wizards learn Quartz Guard, which reflects as slashing damage. | :Fire\Earth\None-Innate evolved wizards learn Quartz Guard, which reflects as slashing damage. | ||
:Water\Wind-Innate evolved wizards learn Hailstone Barrier, which reflects as bludgeoning damage. | :Water\Wind-Innate evolved wizards learn Hailstone Barrier, which reflects as bludgeoning damage. | ||
*'''Cure Osmose''' - ''Level: | *'''Cure Osmose''' - ''Level: 43'' - Lag: 12 - ''Mana: 5'' | ||
:Osmosis is a status effect that slowly depletes your mana. This spell will cure it. | :Osmosis is a status effect that slowly depletes your mana. This spell will cure it. | ||
*'''Chrysalis''' - ''Level: 51'' - Lag: 8 - ''Mana: 40'' | *'''Chrysalis''' - ''Level: 51'' - Lag: 8 - ''Mana: 40'' |
Revision as of 14:15, 15 September 2019
Wizard |
---|
Style: Offensive Magic User |
Primary Stat: Intelligence |
HP Gain per Level: 6-9 |
MP Gain per Level: 7-10 |
Weapon Skills: 1 |
Wizard
The Wizard is a class which can cast offensive magic proficiently. Wizards get an array of spells to damage their enemies with. Wizards can charge spells to increase their damage, and they can summon elementals at higher levels. They have poor HP and defensive skills, but make up for this with their ability to do lots of damage in a short time.
At level 30, a Wizard may evolve into either an Archmage or an Elementalist. Wizards can choose one weapon type in which to be proficient. The primary attribute of the Wizard is Intelligence.
Skills
- Manashield - Level: 18 - Lag: 4
- This is a toggle skill that causes all damage directed toward the caster to deplete mana instead of HP, at twice the rate.
Spells
- Air Blast - Level: 1 - Lag: 12 - Mana: 18
- Air Blast focuses nearby air into a forceful attack, pummeling the foe. Air Blast is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals wind-type damage.
- Air Blast imposes 17% less lag than comparable spells.
- Gem Missile - Level: 2 - Lag: 12 - Mana: 18
- Gem Missile takes nearby earth and rock to create a series of quick attacks upon a foe. Gem Missile is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals earth-type damage.
- Gem Missile has a 12.5% chance of dealing double damage.
- Ice Smash - Level: 3 - Lag: 12 - Mana: 18
- Ice Smash creates sharp thin shards of ice to stab the foe. Ice Smash is a Tier 1 offensive spell and can be charged to deliver 1.5x the the normal damage. It deals cold-type damage.
- Ice Smash deals two distinct hits to the target and has a higher minimum damage than comparable spells.
- Fireball - Level: 4 - Lag: 12 - Mana: 18
- Fireball creates a large fireball which is hurled towards a foe. Fireball is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals fire-type damage.
- After its initial hit, Fireball inflicts a lingering burn amounting to 5% damage each pulse for three pulses.
- Rhizome Lance - Level: 5 - Lag: 12 - Mana: 18
- Rhizome Lance conjures giant roots from the earth to attack foes. Rhizome Lance is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals wood-type damage.
- Rhizome Lance costs 17% less mana than comparable spells.
- Darkside - Level: 6 - Lag: 12 - Mana: 18
- Darkside is a spell which calls upon the nature of the deep dark void to blot the caster's foes from existence. Darkside is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals dark-type damage.
- Darkside is 12.5% stronger than comparable spells, but it inflicts recoil damage to the caster amounting to 10% of the damage dealt to the target.
- Invisibility - Level: 7 - Lag: 12 - Mana: 40
- This is a cloaking spell, that makes the wizard, or their target, invisible to those who are not affected by 'detect invis'.
- Detect Magic - Level:9 - Lag: 12 - Mana: 5
- This spell allows the target to see magical auras on items, as well as giving a rough estimate on the mana reserves of other mobs. This can be cast on yourself as well as others.
- Charge - Level: 10 - Lag: 8 - Mana: 30
- The charge spell infuses the target with a charge, greatly improving the effects of the next spell used by the target. Most offensive spells will have their damage output increased by half when charged, although other spells may have other effects added. Charge wears off after it has boosted one spell.
- Sleep - Level: 12 - Lag: 12 - Mana: 96
- This is an enfeebling spell that, when successful, puts the target to sleep. Failing, however, will provoke the target to attack. Recasting on an already-sleeping foe will reset the duration of the spell, keeping victims tranquilized longer. Sleep is considered to be of the "Charm" element - thus, any enemy who is immune to charm will not fall asleep.
- Wizen - Level: 14 - Lag: 4 - Mana: 0
- Wizen exchanges a portion of the user's HP for MP. When cast, 1/5 of your max HP is drained, to restore about 1/5 of your max MP. Greater skill % increases the efficiency of this spell.
- Detect Invisible - Level: 16 - Lag: 12 - Mana: 5
- This spell is used to detect invisible entities, setting their long descriptions of those who are invisible with the (Invis) flag. It can be cast on yourself as well as others.
- Kundela - Level: 20 - Lag: 12 - Mana: 0
- Kundela deals maximum damage when your current MP is equal to one fifth of your max MP. The damage decreases as your current MP deviates from this target. Kundela has no MP cost but will always fully drain the caster's MP.
- Blink - Level: 22 - Lag: 8 - Mana: 40
- Blink teleports the caster randomly into a nearby room, allowing escape from combat or, sometimes, access to inaccessible areas. When charged, Blink may teleport the caster up to twice as far.
- Syphon - Level: 24 - Lag: 16 - Mana: 27
- Syphon is an attack spell that absorbs the target's hp, mana and moves, converting everything drained into mana for the caster. When charged, Syphon deals 1.5x damage and therefore 50% more returned mana.
- Conjure Elemental - Level: 26 - Lag: 12 - Mana: 40
- This is spell that creates a follower for the caster. The type of pet is determined by the owner's innate. Based upon the owner's innate, each elemental has its own weaknesses and strengths. The spell can be used with charge to allow the pet better resistances.
- Charge will also allow this elemental to cast matching-innate spells, at the cost of the owner's mana.
- As a follower and not a pet, a Wizard can still own a pet of whatever type and have a conjured Elemental.
- Read Magic - Level: 28 - Lag: 8 - Mana: 24
- The Read Magic spell allows witches to observe the current affects on a target, whether they are innate, granted by equipment, or the result of a spell.
Archmage
The Archmage is one of two classes a Wizard may evolve into at level 30.
Archmagi are scholars of the highest caliber, who have refined the art of spellcasting into sheer masterpieces. Their level of control over mana is so fine they can ensure their spells are flawlessly cast, or even reverse the elemental damage the inflict. An Archmage's repertoire is one of detailed skill, from the echoing of spells to confining a spell into a sacrificial staff or wand. Their signature ability is the practice of combo-ing spells to create an entirely new effect. (ROUGH DRAFT I'M BUSY)
Skills
- Surecasting - Level: 30 - Lag: ---
- Surecasting is a skill that can be toggled. When active, it ensures that any spells cast by the user will never fail. There is a chance, dependent on the user's skill in the spell being cast, that the spell will cost dramatically more mana than it normally would. This is capable of draining the user completely of mana, which will result in the user being stunned for a short while. Nonetheless, the spell will be cast even if it leaves the user completely depleted.
- Combomagic - Level: 45 - Lag: 12
- Combomagic is a toggled skill. When active, if the two spells of the proper innates are cast consecutively on a single target, the second spell is replaced by a Tier 4 combospell.
- The elemental composition and strength of the combospell depend on its components, whereas the mana cost, spell lag, and cooldown depend on the combospell itself.
- Combomagic can be triggered by an ally's spells, spells from held items, or even a previous combospell. The main requirement is that the second component of the combospell is provided by a caster proficient in combomagic.
Tier 4 Spell Combos | |||||
---|---|---|---|---|---|
(Moon OR Earth) + Fire | Flare Star | ||||
(Earth OR Wind) + Water | Catastrophe | ||||
(Wind OR Wood) + Moon | Southern Cross | ||||
(Wood OR Fire) + Earth | Ancient Power | ||||
(Fire OR Water) + Wind | Black Wind | ||||
(Water OR Moon) + Wood | Grand Dream |
- Trance - Level: 40 - Lag:---
- Trance is a passive skill that activates empowers the user for defeating many enemies consecutively. This triggers when the second foe is defeated ~30 seconds after the first foe.
- As long as Trance is active, the user gains +2 Magroll/defeated foe, and regenerates mana as if they were asleep.
- The longer you are in a Trance
- Echomagic - Level: 55 - Lag: ---
- Echomagic is a toggled skill. When active, all offensive spells will hit a second time, several pulses after the original spell.
- This increases the mana cost of the original spell by 50%. The power of the echoed spell increases with skill.
- The echoed spell will target whoever the caster is currently fighting.
- Staffify - Level: 70 - Lag: ---
- An Archmage can create a magical staff by trapping their spells inside of a weapon. The level is based on the caster's level or the item's, whichever is lower. The weapon is consumed in the process, and has a single charge. The skill % in the spell you are trying to charge the staff with is a small factor in the creation process.
Spells
- Wind Blade - Level: 31 - Lag: 10 - Mana: 64
- Wind Blade is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals wind-type damage.
- Wind Blade imposes 17% less lag than comparable spells.
- Absolute Zero - Level: 33 - Lag: 12 - Mana: 64
- Absolute Zero is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals cold-type damage.
- Absolute Zero has much more predictable damage than comparable spells.
- Lava Wave - Level: 34 - Lag: 12 - Mana: 64
- Lava Wave is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals fire-type damage.
- After its initial hit, Lava Wave inflicts a lingering burn amounting to 5% damage each pulse for three pulses.
- Maneater - Level: 35 - Lag: 12 - Mana: 64
- Maneater is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals wood-type damage.
- Maneater has a small chance to swallow the target whole, dealing ten times the damage and usually ending the fight instantly. This effect is much more likely to occur against small targets.
- Void Ray - Level: 35 - Lag: 12 - Mana: 64
- Void Ray is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals dark-type damage.
- Void Ray is weaker than comparable spells but deals double damage any time it is cast at least twice in a row, regardless of the target.
- Thorn Aegis\Hailstone Barrier\Quartz Guard - Level: 38 - Lag: 12 - Mana: 28
- The caster calls forth a shield that has -15AC and reflects back up to 1/4 of the damage taken by the owner.
- Wood\Moon-Innate evolved wizards learn Thorn Aegis, which reflects as piercing damage.
- Fire\Earth\None-Innate evolved wizards learn Quartz Guard, which reflects as slashing damage.
- Water\Wind-Innate evolved wizards learn Hailstone Barrier, which reflects as bludgeoning damage.
- Cure Osmose - Level: 43 - Lag: 12 - Mana: 5
- Osmosis is a status effect that slowly depletes your mana. This spell will cure it.
- Chrysalis - Level: 51 - Lag: 8 - Mana: 40
- Chrysalis produces a shield that can take damage equal to the caster's maximum MP. Like manashield, the chrysalis takes 50% more damage than the caster would otherwise suffer.
- Unlike manashield, damage to the chrysalis does not drain MP, but the caster cannot fight from within the chrysalis, and taking any action will cause the chrysalis to immediately shatter open.
- Megamagic - Level: 60 - Lag: 32 - Mana: SPECIAL
- This is a non-elemental attack spell. The damage done by the spell is equal to the wizard's max mana. However, if a wizard is not at full mana, then HP is taken to make up for the difference between current and max mana.
- Reverse Polarity - Level: 65 - Lag: 8 - Mana: 40
- After Reverse Polarity is cast, for all damage dealt by anyone in the room, most elements will have their damage type inverted, as per the table below. Both spells and elemental physical attacks are affected. Healing is unaffected.
Reverse Polarity | |||||
---|---|---|---|---|---|
Fire | Cold | ||||
Energy | Water | ||||
Wind | Earth | ||||
Electricity | Iron | ||||
Wood | Dark | ||||
Poison | Light |
- Tractor Beam - Level: 70 - Lag: 24 - Mana: 120
- Tractor Beam is a Tier 2 non-elemental spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. It causes Bash-type damage.
- Tractor Beam has a chance to dispel the Float effect on its targets.
- Headology - Level: 60 - Lag: 12 - Mana: 150
- A particularly clever Witch can convince a sentient enemy that they are, in fact, a newt. I'm quite sure you'll see this is true as well since they will become a tiny, slimy newt worth 0 EXP.
- This spell has no cooldown.
- Burst - Level: 30 - Lag: 12 - Mana: 64
- Burst is a Tier 2 Fire elemental spell, and can be charged to deliver 1.5x the damage. It also has a chance to burn the target, worsening their AC and damroll. It deals Fire-type damage. Sorcerers learn this ability at level 30 if their innate is not Wood.
- Lucent Beam - Level: 30 - Lag: 12 - Mana: 64
- Lucent Beam is a Tier 2 Moon elemental spell, and can be charged to deliver 1.5x the normal damage. It also has a chance to stun the target, causing them slight lag. It deals Light-type damage. Sorcerers learn this ability at level 30 if their innate is not Water.
- Bubblebeam - Level: 30 - Lag: 12 - Mana: 64
- Bubblebeam is a Tier 2 Water elemental spell, and can be charged to deliver 1.5x the damage. It has a chance to cause osmosis on the target, draining their MP from time to time. It does Water-type damage. Sorcerers learn this ability at level 30 if their innate is not Fire.
- Viro Plasm - Level: 30 - Lag: 12 - Mana: 64
- Viro Plasm is a Tier 2 Wood elemental spell, and can be charged to deliver 1.5x the normal damage. It also has a chance to poison the target, gradually decreasing their HP. It does Poison-type damage. Sorcerers learn this ability at level 30 if their innate is not Wind.
- Gyro Ball - Level: 30 - Lag: 12 - Mana: 64
- Gyro Ball is a Tier 2 Earth elemental spell, and can be charged to deliver 1.5x the damage. It has a chance to sprain the target, which reduces their movement points to zero. It deals Iron-type damage. Sorcerers learn this ability at level 30 if their innate is not Moon.
- Thunderstorm - Level: 30 - Lag: 12 - Mana: 64
- Thunderstorm is a Tier 2 Wind elemental spell, and can be charged to deliver 1.5x the damage. It has a chance to confuse the target, causing them to randomly attack themselves. It does Electric-type damage. Sorcerers learn this ability at level 30 if their innate is not Earth.
- Tractor Beam - Level: 45 - Lag: 12 - Mana: 120
- Tractor Beam is a Tier 3 non-elemental spell. It attacks all mobs (or players if in an Arena) not grouped with the wizard, dealing Bash-type damage. It can be charged to deliver 1.5x the damage. None-innate Sorcerers learn this spell at 45.
- Pyroclasm - Level: 45 - Lag: 12 - Mana: 150
- Pyroclasm is a Tier 3 Fire element spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. It causes Fire-type damage. Fire innate Sorcerers learn this ability at level 45.
- Cyclone - Level: 45 - Lag: 12 - Mana: 150
- Cyclone is a Tier 3 Wind element spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. It causes Wind-type damage. Wind innate Sorcerers learn this ability at level 45.
- Halo - Level: 45 - Lag: 12 - Mana: 150
- Halo is a Tier 3 Moon element spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. It causes Light-type damage. Moon innate Sorcerers learn this ability at level 45.
- Petal Burst - Level: 45 - Lag: 12 - Mana: 150
- Petal burst is a Tier 3 Wood element spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. It causes Wood-type damage. Wood innate Sorcerers learn this ability at level 45.
- Surf - Level: 45 - Lag: 12 - Mana: 150
- Surf is a Tier 3 Water element spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. It causes Water-type damage. Water innate Sorcerers learn this ability at level 45.
- Magnitude - Level: 45 - Lag: 12 - Mana: 150
- Magnitude is a Tier 3 Earth element spell. It attacks the entire room, except the caster's group and can be charged to deliver 1.5x the damage. It causes Earth-type damage. Earth innate Sorcerers learn this ability at level 45.
- Cure Osmose - Level: 50 - Lag: 12 - Mana: 5
- Osmosis is a status effect that slowly depletes your mana. This spell will cure it.
- Wizard Barrier - Level: 60 - Lag: 12 - Mana: 28
- Wizard barrier is the general name for the shielding spell Sorcerers receive at level 60. The caster calls forth a shield that has -15AC and reflects back up to 1/4 of the damage taken by the owner.
- What barrier spell the sorcerer gets depends on their innate: Earth/Fire/None Innates get Quartz Guard; Water/Wind Innates acquire Hailstone Barrier; and Wood/Moon Innates receive Thorn Aegis.
- Wall Change - Level: 65 - Lag: 16 - Mana: 50
- An expert sorcerer can alter the elemental strengths and weaknesses of himself or others. Casting Wall Change imbues a target with the major and minor elemental resistance elemental to a random innate, as well as the corresponding vulnerabilities to another random innate. Successive castings of the spell will randomly assign new resistances and vulnerabilities. Wall Change can be used on both allies and enemies. When charged, the effects from this spell last twice as long.
- Megamagic - Level: 100 - Lag: 32 - Mana: 0*
- This is a non-elemental attack spell. The damage done by the spell is equal to the wizard's max mana. However, if a wizard is not at full mana, then HP is taken to make up for the difference between current and max mana.
Warlock/Witch
Warlock/Witch is one of two classes a Wizard may evolve into at level 30.
Witches and Warlocks are the wielders of folk magic and lore; they may lay hexing spells on a foe or boil potions in a cauldron. Their offensive arsenal is more limited than that of the Sorcerer, but their superior knowledge of occult magic makes it easier for their spells to penetrate the enemy's defenses. Witches and Warlocks also dabble in dangerous and wild forces, making it possible to cast spells with low amounts of mana, but sometimes they produce... Interesting results.
Skills
- Wildcasting - Level: 30 - Lag: ---
- Wildcasting is a skill that, once practiced, will always be active. It allows that the user may continue casting spells if they don't have enough mana, even ZERO. However, casting without mana can lead to some random but detrimental side effects.
- Additionally, wildcasting cuts spell lag based on the caster's remaining mana. A manaless caster enjoys a 75% cut in lag, while a caster with more than half mana remaining sees a negligible lag cut.
- Boil - Level: 55 - Lag: 36
- Boil is how a Witch produces her various potions. It requires that a cauldron is present, and needs body parts (not corpses) to work. The brewer does not know when this skill fails, and a failed potion can be poisonous to consumers. Chunks of meat from the Butcher skill can also be boiled.
- Counterspell - Level: 65 - Lag: 0 - Mana: 0*
- Counterspell is a skill that can be toggled. When active, it allows the user to immediately counterattack any offensive spell with a Tier 1 offensive spell of his innate. The counterspell induces no lag but costs twice the MP of a regular Tier 1 spell. The probability of counterspell activating is based on the user's skill percentage in counterspell.
- Power Surge - Level: 65 - Lag: ---
- A caster who invokes a power surge calls upon a mighty, if unreliable, force to strengthen his magic. While power surge is toggled on, all cast spells will enjoy a 50% power boost but suffer a 20% increased failure rate.
Spells
- Burst - Level: 30 - Lag: 12 - Mana: 64
- Burst is a Tier 2 Fire elemental spell, and can be charged to deliver 1.5x the damage. It also has a chance to burn the target, worsening their AC and damroll. It deals Fire-type damage. Fire-innate Witches and Warlocks learn this ability at level 30.
- Lucent Beam - Level: 30 - Lag: 12 - Mana: 64
- Lucent Beam is a Tier 2 Moon elemental spell, and can be charged to deliver 1.5x the normal damage. It also has a chance to stun the target, causing them slight lag. It deals Light-type damage. Moon-innate Witches and Warlocks learn this ability at level 30.
- Bubblebeam - Level: 30 - Lag: 12 - Mana: 64
- Bubblebeam is a Tier 2 Water elemental spell, and can be charged to deliver 1.5x the damage. It has a chance to cause osmosis on the target, draining their MP from time to time. It does Water-type damage. Water-innate Witches and Warlocks learn this ability at level 30.
- Viro Plasm - Level: 30 - Lag: 12 - Mana: 64
- Viro Plasm is a Tier 2 Wood elemental spell, and can be charged to deliver 1.5x the normal damage. It also has a chance to poison the target, gradually decreasing their HP. It does Poison-type damage. Wood-innate Witches and Warlocks learn this ability at level 30.
- Gyro Ball - Level: 30 - Lag: 12 - Mana: 64
- Gyro Ball is a Tier 2 Earth elemental spell, and can be charged to deliver 1.5x the damage. It has a chance to sprain the target, which reduces their movement points to zero. It deals Iron-type damage. Earth-innate Witches and Warlocks learn this ability at level 30.
- Thunderstorm - Level: 30 - Lag: 12 - Mana: 64
- Thunderstorm is a Tier 2 Wind elemental spell, and can be charged to deliver 1.5x the damage. It has a chance to confuse the target, causing them to randomly attack themselves. It does Electric-type damage. Wind-innate Witches and Warlocks learn this ability at level 30.
- Evil Eye - Level: 30 - Lag: 12 - Mana: 42
- The evil eye has an initial bonus to overcome the enemy's saves, and drastically decreases them after that.
- Kundela - Level: 35 - Lag: 12- Mana: 0*
- Kundela deals maximum damage when your current MP is equal to one fifth of your max MP. The damage decreases as your current MP deviates from this target. Kundela has no MP cost but will always fully drain the caster's MP.
- Psybeam - Level: 40 - Lag: 12 - Mana: 120
- This is Tier 2 spell can be charged to do 1.5x damage. It has a chance to confuse the opponent, which randomly causes them to attack themselves. It causes mental-type damage.
- Jinx - Level: 45 - Lag: 12 - Mana: 36
- Jinx is a rather nasty curse. When suffering from this spell, the victim has a 30% chance to drop their weapon each combat round. This is checked once per round, not once per swing.
- Big Boo - Level: 50 - Lag: 18 - Mana: 156
- The Big Boo spell summons forth a giant ghost to the caster's room. This ghost will scare all the caster's enemies. In addition to causing damage, this has a chance of inflicting fear and/or haunting to the affected enemies. This spell can be charged to increase the power of the fear and haunting effects.
- Sour Mouth - Level: 55 - Lag: 12 - Mana: 180
- The sour mouth spell inflicts a variety of status effects on the target. It can inflict up to three (six when charged) innate-based status effects that will diminish the ability of the target to fight effectively. The precise set of status effects available varies based on the innate of the caster. This spell can be cast with less delay than most other offensive spells.
- Black Cauldron - Level: 55 - Lag: 12 - Mana: 150
- A Warlock can summon his dark cauldron by casting this spell, which deals area-effect Iron type damage and leaves the cauldron to linger. The cauldron is full of nourishing broth.
- Calm - Level: 60 - Lag: 12 - Mana: 200
- Peaceful thoughts and good vibrations flow through the air when the Calm spell is cast. All enemies in the room are overcome with an overpowering mellowness, breaking up any current fights. For a brief period afterwards, the targets will suffer reduced damroll and be unable to initiate combat.
- Fights with more participants are harder to stop. Calm can be charged to increase its likelihood of success.
- Headology - Level: 60 - Lag: 12 - Mana: 150
- A particularly clever Witch can convince a sentient enemy that they are, in fact, a newt. I'm quite sure you'll see this is true as well since they will become a tiny, slimy newt worth 0 EXP.
- This spell has no cooldown.
- Megamagic - Level: 100 - Lag: 32 - Mana: 0*
- This is a non-elemental attack spell. The damage done by the spell is equal to the wizard's max mana. However, if a wizard is not at full mana, then HP is taken to make up for the difference between current and max mana.
Wizard Innate Spell Chart
Innate | Damage Type | Tier 1 | Tier 2 | AoE |
---|---|---|---|---|
EARTH | Earth Iron |
Gem Missile --- |
Earthslide Gyro Ball |
Magnitude --- |
WIND | Wind Electricity |
Air Blast --- |
--- Thunderstorm |
Cyclone --- |
WOOD | Wood Poison |
Rhizome Lance --- |
--- Viro Plasm |
Petal Burst --- |
FIRE | Fire Energy |
Fireball --- |
Lava Wave Burst |
Pyroclasm --- |
WATER | Water Ice |
--- Ice Smash |
Bubblebeam --- |
Surf --- |
MOON | Light Dark |
--- Darkside |
Lucent Beam --- |
Halo --- |
- Italicized spells are not learned naturally.
Strength | |
Dexterity | |
Intelligence | |
Wisdom |
Priest (Shaman • Surgeon) • Geomancer (Terraformer • Time Mage) |
Constitution | |
Special |
(Vampire) |