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    Wizard/Mage FAQ by Kiruwa

    Version: 2.3 | Updated: 02/13/05 | Printable Version | Search Guide | Bookmark Guide

    Mage/Wizard Guide by Ghent
    Table of Contents
    1. Version History and Introduction
    2. The Stats
    3. The Creation 
     3.1 Noviceness
     3.2 The Mage Test
     3.2 The Wizard Test
    4. The Ethos
    5. The Skills
     5.1 Mage Skills
     5.2 Wizard Skills
     5.3 Skills from Cards/Job Skills
    6. The Build Themes/Places to hunt
    7. The Builds
     7.1 Fire/Soul
     7.2 Ice/Lightning (a short build)
     7.3 Safety Wall
     7.4 Party Support (AoE Specialist)
     7.5 MS or LoV build
    8. A Short Equipment guide
     8.1 Basic Equipment
     8.2 Other Options
    Appendix A. Useful spells to support a mage/wizard
    Appendix B. Stuff that iRO doesn't have yet (rumors, etc)
    Appendix C. Contacts, Thanks, and Legal Junk
    Appendix D. ToDo, and requests
    1. Version History and Introduction
    Version History 		*=non-public releases
    0.8*  July 25, 2003    Preview (Alpha) Release
    0.9   Aug 26, 2003     Open Beta 1
    0.9b  Oct 12, 2003     Open Beta 2 (Updates for Comodo Patch to iRO)
    0.9c* Dec 27, 2003     Updated spell descriptions and overviews
    1.0   Apr 26, 2004     Updated for SPRegen Patch with Juno
    2.0   Jul 24, 2004     Reorganized for clarity, refined several builds
    2.0a  Jul 26, 2004      Sightrasher description modified,FD->FN typo
    2.1   Jul 30, 2004     Added SS&Phen drawbacks, dex/fabre cards(s1ster_ray)
                            Added Wizard Quest Section, more MS/LoV/SG info
    2.1e  Aug 11, 2004      Added SG5 & IW variants to 7.4, SS variant to 7.2,
                             grammar, more mage leveling spots
    2.2   Aug 21, 2004     Added Appendix B, heavily edited Appendix A
    2.3   Jan 20, 2005     Updated for most recent patches (Niffleheim)
      I decided to write this guide after looking through the various RO guides
    and realizing that the mage has the the least informative guides in the game.
    Since the mage and wizard classes are the second most knowledge-intensive
    classes in the game (behind priests/acolytes), it's rather odd that they
    don't have a useful guide.
      As a response, I decided to create this guide... please send me any rants
    or complaints and (particularly) corrections at the email address under
      This guide is not intended to duplicate the information easily availiable
    from many of the fine iRO fansites out there on the net. I intend to only
    write about things that an iRO player would need to know if he were new to
    mages. If you aren't that familiar with RO, read a general guide first, then
    come back to this guide.
    2. How the Mage/Wizard Stats work
      There are two stats that directly effect a mage or wizards capabilities: Int
    and Dex. In addition to this, many wizards will acquire one of the defensive
    stats: Vit or Agi. By far the most common wizard build is to bring your int 
    to 99, followed by dex to 99. I think at least 95% of wizards are following 
    that route. This requires you to not put points anywhere else (not a single 
    point). It also requires you to have started with 9 points in Int and Dex ea.
      However, there are other considerations to your stats. Below I describe what
    each stat does.
      The primary mage/wizard stat... int is all powerful. There is nothing a 
    mage/wizard does that s/he does not do better with more int. Generally
    speaking, until your mage's int is at least 70, 
      Even if you intend to "hybrid" your mage... get his int up to 70 before 
    getting started on the second stat... believe me on this okay?
      Int adds to your total sp, your sp regen rate (the regular regen, not the
    skill), and the damage your spells do. Every level, both maximum and minimum
    MATK go up by 1. In addition, every 5, your max goes up by a large amount, 
    and every 7, your min goes up by a large amount (usually around 20-30).
      This decreases your casting time. Although that sounds wonderful, it isn't
    necessary until you have alot of high-casttime spells (as a wizard). To give
    you a rough idea, at dex:40 your spells will take around 1/4 less time to 
    cast. At dex:75 they'll take around 1/2 the time to cast. At 100, they should
    take 1/3rd or so. With full dex equipment and a blessing, a 99int, 99dex
    wizard should have a dex of 130. That will allow him to cast spells at 8% of
    the time it normally takes with a suffragium. (good for MVPing or WoE)
      This stat is used in combination with level to determine a chance of dodging
    a monster's attacks. In combination with the quagmire wizard spell, this can 
    be very effective in PvM (player vs monsters). The reason this stat has lost
    favor recently is that it is almost completely useless for PvP (such as the 
    high-level game of WoE). The other problem with Agi is that it is not useful
    unless you get large amounts of it. The only real builds involving agi require
    at least 70 points, which takes many points away from the cast time-reducing
    dex or the damage-increasing int. This contrasts sharply with vit.
      Recently, this has become a favorite third stat for wizards intending to MVP
    heavily or participate in WoE to a great extent. The reasoning for this has
    to do with both the increased hitpoints (+1% per point), and even moreso
    with the increased resistance to status effects. Most boss monsters now use 
    many skills that cause blind, stun or other ailments to effect large areas
    around them. In addition, every little bit of resistance to Lex Divina 
    (Silence) helps in WoE. The other nice thing about vit is that 40 points is
    helpful, unlike agi which requires at least 60 before making a noticeable
    difference. Usually people will sacrifice 10 points (or so) of int to get the
    30 or so vit they want.
    Other Stats
      STR and LUK, as far as I can tell... are completely useless to a mage/wiz.
    3. A short overview of novice training and becoming a mage
    3.1 Novice Training
      Okay, frankly... being a mage novice sucks... really, really badly. 
    Starting stats should be pretty obvious, 9 int, give yourself some dex, other
    than that, it only helps you while you're a novice. As you're getting your
    levels, only put points into int... it starts here.
      The first few levels fly by (as they always do). But when you're stuck at
    10/8 or so, and everything you can kill gives you < .5% job xp... the world
      Your options are, get a higher level character to tank you, anything around
    level 40 can tank you on Creamy's, and they give 12% job per kill. You can
    just slog it out yourself, in which case you'll want to upgrade a main-gouche
    to +7 and use that as your weapon, as well as buying a guard and sandals. If
    you have a wealthier character, provide your mage-to-be with a Blade +7 and a
    few dex cards, and see if you can't buy a tank with your other character.
    Sometimes a higher level swordie/knight or theif/assasin will be willing to
    tank you on either hode or creamies...
    3.2 Becoming a Mage
      To actually become a mage, you need to get to Geffen and walk into the
    Mage's guild (NW Corner). If you are saved in either Morroc, Prontera, or
    Payon, it might make this part alot easier. You need to talk to the person in
    the back of the room to become a mage... and she will give you a quest. You
    can talk to the bookshelf at the north end of the room and learn all the
    requirements. You will be asked to provide one of four formula:
    1) 2 Jellopy, 3 Fluff, 1 Milk, 1 Payon Solution   (Code:8472, Yellow Gemstone)
    2) 3 Jellopy, 1 Fluff, 1 Milk, No Solution Needed (Code:3735, Red Gemstone)
    3) 6 Jellopy, 1 Fluff,         1 Payon Solution   (Code:2750, Blue Gemstone)
    4) 2 Jellopy, 3 Fluff,         1 Morroc Solution  (Code:5429, 1c Diamond)
      Often there are merchants in the room selling the necessary solutions. If
    not, you're in for a long walk. I would recommend walking into geffen with 
    6 Jellopy, 3 fluff, and a milk in the first place, ideally with your save 
    point being in Payon or Prontera.
    To Get the Morroc Solution) Enter Morroc, go to the North-West corner of 
      Morroc and through the warp. Now walk to the center of this map and you 
      should find an NPC named some variation on "Pocahontas." She will give you
      the Morroc solution.
    To Get the payon Solution) Enter Payon, then go to the archer villiage, the 
      north east exit out of Payon. Once in archer villiage, head for the eastern
      path. The NPC should be on the side of the path a bit farther than halfway
      up. There are two small lakes in Payon, the NPC is just to the north of the
      southern lake.
      When you have all the ingredients (except the gemstone), talk to the mixing
    machine in the center of the room in Geffen. First it will ask you which 
    Solution you have brought, if you're mixing #2, just select "Skip Menu". Then 
    it asks you to enter the type and quantity of each ingredient. When you're 
    finished, select "Refer to Item List again". Initiate the mix, and keep going 
    until it asks you for the serial number and which catalyst stone to use. 
    Although you don't need to bring the gemstone, you DO need to remember which
    one to use. The machine will give you an unknown potion, which you will bring
    back to the original NPC who gave you the quest, and you will become a mage.
    IMPORTANT: You must use the machine relatively quickly... no more than about
     10 seconds between each entry. If you do not move fast enough, the box will
     just close and you won't become a mage... and you'll have to get more
    NOTE: I have heard there is an occasional bug where people simply cannot
    succeed in the mage quest. Gravity said in their rotating FAQ that it was not
    enough of a problem to be considered a major bug... if you've built up a
    character to be a mage and then this happens, I recommend attempting a
    support aco, since the  stats would be appropriate... and also,my sympathies.
    Your first Few Levels
      Your first few levels are real simple... whacking a few porings will give
    you a job level... use your first 3-4 job levels to get a bolt, and remember
    to buy a wand before you get too far away from Geffen. Don't think that it's
    too early to plan out your mage.
    So if you haven't decided, and you are standing in Geffen after becoming a 
    mage... logoff, read through this and other FAQs, and decide your path.
    3.3 The Wizard Test
      I find the wizard test rather easy at this point, but that may just be
    because I play wizards/mages so much that it feels easy. The test is located
    in the top level of geffen tower. If you didn't go to job 50, you need to
    collect 10 blue, 10 red and 10 yellow gemstones first. Sometimes you need to
    collect 5 green lives, red bloods, crystal blues and winds of verdure.
      The second part is the quiz... there are three versions. I'm not answering
    any questions that I feel you should know or are elsewhere in this guide. 
    But some of them don't make much sense.
    Version 1:
      Which spell is not a bolt type? Earth
      Which is not a wizards specialty? Making alot of money (but we can :)
      Which card is not related to int? Soldier Andre
      How many int bonuses at job 40? 5
      What equipment a wizard cannot equip? Cap
    Version 2:
      Which spell is not required to learn firewall? Napalm Beat 4
      What is Napalm Beat's damage multiplier? 9 is 1.6x, 10 is 1.7x
      Which gem is needed for stone curse? Red
      Which spell is required before getting safety wall? Napalm Beat 4
      How much SP does level 7 sp regen give you? 21
      Damage reduction from energy coat? 18% reduction, 2%sp
      Safety Wall Level 7? SP:40, Hits:7
      SP for LoV 10? 74
      Most effective bolt for Byalan? hint: it's almost all water critters
    Version 3:
      What drops slotted guard? Ant Egg
      Easiest for a mage to handle? Flora
      What monster is immune to stone curse? Evil Druid
      What is the % damage added if you use wind on level 3 water? 200%
      Which will win BDF vs Familiar? BDW (I think)
      Which is not a pet? Roda Frog
      Which is weak to fire? Mace Goblin
      Highest MDEF? Carmel
      Different Kind of Monster? Ghostring, NOT SPORE!
      Which is not undead? Not sure... Drake and Megalodons are undead though
    If you fail, you might get these:
      Monster with different attribute? Cornutus
      Which doesn't loot? Zerom
      Which doesn't recognize casting? Marina
      Effective against Marine Sphere? Hint... it's in Byalon
      The third section is a combat area... three rooms... all of which are a
    bit tricky. I'll list the aggros (with *s) and cast detectors here:
    Water Room: Obeaune*, Cornutus, Phen, Shellfish, Vadon
      This room isn't hard to beat, but once you kill all the monsters, you have
    to beat the "gatekeeper". The problem is that this is a marine sphere that
    likes to self destruct. If it succeeds in suicide, you fail the test. Kill
    1 hydra first, then kill the marine sphere. You'll need a decent level LB
    here (or soul strike). It has 3518hp, and is strong to fire/water.
    Earth Room: Mantis*, Orc Warrior*, Bigfoot, Caramel, Giearth,Savage,Vitata
      This room is trivial if you have firewall. Otherwise FD+LB should work.
    Like the Water room, this room has a gatekeeper, but I think this one's 
    pretty trivial.
    Fire Room: Desert Wolf*,Zerom*,Goblin*,Scorpion*,ElderWillow*,FrillDora
      This room is a bit hard simply because of the huge number of aggressives.
    There's a neat trick you can use here though even if you don't have a high
    level frost diver. None of the first set of creatures inthe room is a 
    powerful enough fire creature to break a firewall... so a firewall will
    stop them, it just won't do the kind of damage it was doing in the earth
    room. The Gatekeeper horongs, on the other hand, will require something
    else, since they walk right through firewall.
    FAILURE: If you fail the test, you will be teleported (and saved) standing
    outside of geffen tower. You can go back in and retake the quiz and combat
    sections of the test. If you fail 5-6 times, pay careful attention to what
    the NPC is telling you... he should give you an option to skip the combat
    test if you give him a worn out scroll. Aparently you need to at least
    make it as far as the Marine Sphere 5 times before this option appears.
    4. The essence of mageyness/wizardry
      Mages work on a very simple principle. We have something to hold the big
    mean monster a short distance away from us, and then we cast our hideously
    powerful magic. The protection can be a spell we cast on the enemy (Firewall
    or Frost Diver), a spell cast on ourselves (Safety Wall), or a tank :P. I've
    summarized this in the past with the saying "A Mage needs some way to hold
    back a big nasty thing, and drop magey doom upon its head". One of the tasks
    for a low level mage is to rush to level 10 on either FireWall or FrostDiver.
      Mages/Wizards require quite a bit of research. You always need to know
    which of your spells will be most effective in killing monsters in a
    particular area. The chain of strengths Fire->Earth->Wind->Water->Fire->...
    should be committed to memory.
      Although each mage may have his or her own style... there is a general
    philosophy guiding how to level a mage. For the first 30 job levels, mages
    hunt non-aggro monsters that are particularly vulnerable to whatever spells
    the mage has. Once you've exhausted these options... mages usually hunt in
    argiope, moving to the clocktower's alarms and clocks to finish off their
    mage levels.
      Wizards usually stay in the same place to quickly get a few levels... then
    either party, hunt GH, or continue soloing in the CT (boring...).
    5. Spell Information you might not know
    5.1 Mage Spells
    Increased SP Regen: When I was first making mages (and first writing this 
    guide), I brought my sp regen all the way to level 10. This was a really big
    mistake. Post-Juno, there is no reason to ever bring your sp regen past 5.
    Many people (myself included) usually skip this skill completely.
    FireBolt/IceBolt/LightningBolt: Not much to say here. This is the most
     efficient damage/sp ratio of anything in the game. You pay for it with the
     longish cast time, but for soloing, these are great. Note that almost all 
     creatures are strong to at least one of these, and weak to another.
    Fire Bolt is the most generally useful, since undead + earth are weak to it.
     These days I usually get level 10 firebolt on my mages.
    Lighting Bolt will usually be replaced by Jupitel Thunder as a wizard
    Cold Bolt is the one I'm neutral on. It's nice...but not worth maxing like FB
    Soul Strike: Every other level, you get another "soul". So at level 10 you
     have the same killing power as a level 5 bolt. Theoretically, on the even 
     levels, your cast time decreases by 1/2, but the spell is so fast I'm not
     sure you can notice. At level 10, the cast time is decresed by another 0.2
     seconds, for a total cast time of 0.3 seconds. I haven't tried this yet.
     One other important detail... there is a fairly hefty after-cast delay to
     this spell. I think at level 10 you have to wait 2.7 seconds before you can
     begin casting your next spell.
    Mage AoE: (FireBall and ThunderStorm)
    FireBall: Useless freaking spell... get it if you are going for FireWall. It
     is almost rediculous how much better Thunderstorm is as an area effect mage
     spell. A level 10 Fireball does equivelent base damage as a level 2 T Storm.
    Thunderstorm: With that said though, I have to admit that thunderstorm often
     gets replaced by it's more powerful wizard version (Lord of Vermillion). TS
     is basically an area of effect bolt. Level 10 does 10x damage as level 1.
    Mage Defensive: (Firewall, Frost Diver and Safety Wall)
    Fire Wall: The fundamental spell of the Fire mage builds.Lasts for (4+Lvl)sec.
     Does not hold back undead (they take damage and bounce through). There's a
     neat little trick to dealing with undead with Fire Wall though, learn it if
     you can find someone to teach you. The higher level this spell is, it will
     cast quicker, last longer, and takes more hits (from the enemy monster body)
     to put it out.
    Frost Diver: The fundamental spell of all ice mage builds. If successful, the
     monster is frozen for (3xlevel) seconds. Cast time decreases as you level 
     this skill up. Unlike Fire Wall, SP used also decreases. SP used is 
     31-Level. Comodo has reduced the success rate for a level 10 FD to somewhere
     in the vicinity of 65%. As a result, this spell can be tough to depend on at
     higher levels. In case you're wondering, a Lightning Bolt or Jupiter Thunder
     hitting a Frost Diver'd monster will do double damage because, while frozen,
     a monsters element has been changed to water. So whatever you do, don't hit
     a frozen monster with cold bolt. Also, Frost Diver has started to do 
     considerable damage post-Comodo. I believe this is because some of the
     monsters' Magic Defense does not count against this spell.
    Safety Wall: Makes you completely immune from a certain number of
     attacks within a certain duration. You MUST stay within the square you cast
     the spell on. The spell lasts for (5xLevel) seconds or (1+Level) attacks.
     This spell also eats a blue gemstone (~480zeny from a 20% DC merchant). One
     unfortunate modification they made in Comodo, you can no longer cast it
     continuously on yourself. You must cast it, walk into it, cast next to your
     current location, and walk into that location... this can be quite a bit of
     trouble. It is, however, still one of the most useful MVP spells in the game.
    Stone Curse: Get SC:10 if you've got a spare pair of mistress sunnies laying
     around. And if you do... why the heck are you reading this guide? However,
     the earth line for the wizard contains some of the most useful spells in
     the game... so I highly recomend getting this at level 1. Also, I've heard
     that it can be an invaluable PvP spell... but I haven't tried this.
    Napalm Beat: Nothing much to say. This spell is weak. Even at level 10 it's
     not as good as a level 2 bolt (assuming elements don't complicate things).
     However... it's a prerequisite for several good spells.
    5.2 Wizard Spells
    Quagmire: Don't overlook this spell. An area of effect spell to slow a
     monster down is incredibly useful. Aside from being a great support spell
     for the melee types in a party, the ability to slow large mobs down is great
     when you are hunting alarms solo.
    Earth Spike: Should have been a mage spell... this is an earth property bolt
    Jupiter Thunder: This is a really big lighting bolt with knockback. The
     damage is supposed to be the same as a regular bolt+2 levels worth. So a
     level 8 JT is supposed to be the same damage as a level 10 lighting bolt.
     The other nice thing about JT is that there is NO aftercast delay. So you
     can actually click to cast (during your JT's cast time) and your second 
     spell will immediately cast as soon as the JT goes off.
    Waterball: Unlike the bolt spells, the waterball attacks come as 1-5
     completely seperate attacks... as a result, if you waterball a creature that
     has been FDd, the first ball will break the ice, and the remaining ones will
     do full damage. This is not the same as a bolt, where the sum of the bolts
     is considered together. The disadvantage is that you need to be near water
     (or a Sage :) Waterball has the same "no cast delay" thing that JT has.
    Sight Rasher: Due to a curious bug, Sight Rasher seems to ignore barriers
     that would otherwise impede spellcasting. You can shoot over cliffs that you
     cannot cast a directed (or even area effect) spell over. Highly useful
     until/unless it's fixed. It would be nice if it did more damage though.
    Fire Pillar: Used to be the ungodly powerful PvP/MVP spell... now it's pretty
     much useless. It's simply too expensive (zeny-wise) to be used. And it 
     doesn't do the damage that the general area of effect spells do. 
    Ice Wall: Good to make little ice fortresses in aggro areas. It's also the 
     most common reason that wizards get banned for skill abuse (casting it in
     town). I don't particuarly like this skill... but some find it essential.
    Wizard Area of Effect Spells
    Storm Gust: This is currently the most overpowered spell in the game. Here's
     the system. This thing dishes out 10 hits per cast. After 3 hits things 
     will freeze. It gets a bit tricky because storm gust will knock monsters 
     back every time it does damage to them. Undead and Bosses don't freeze... 
     so they can take full damage from this spell. Level 10 storm gust is
     currently the favorite MVP spell. It should be noted though, that for 
     leveling, you never need level 10 (level 5 is the most you ever really use)
    Lord Of Vermillion: A VERY flashy, impressive looking spell. Unfortunately,
     looks can be decieving. I have yet to be impressed by the damage I've seen.
     Cast time is 15.5-(0.5xLevel). It has the advantage that it is a true area
     of effect spell (unlike Meteor Storm), and things don't get knocked out of
     the area of effect (unlike Storm Gust). Also... two wizards who are stacking
     Lord of Vermillion and Storm Gust on top of each other can be hideously
     potent. LoV is an all or nothing spell, either get level 10 or don't get it.
    Meteor Storm: Meteor Storm does much more damage than Lord Of Vermillion,
     but it's a bit tricky to use. Since the meteors fall randomly within the
     area of effect, you need to get good at targeting things in the exact 
     center (all of the meteors will hit an enemy in the exact center). MS is 
     also an all or nothing spell... either get the whole thing, or don't get it.
    Heaven's Drive: This is perhaps the simplest of the area of effect wizard
     spells. It has a quick cast time, and is one of the best spells for killing
     large mobs quickly (in Alarms, for example). It doesn't do much damage, but
     being earth property it also covers what would otherwise be a weakness. This
     is an extremely useful leveling spell (one of the most useful), but don't
     expect the kind of power that LoV, SG or MS give you from it.
    Frost Nova: Might have been useful... but they pretty much killed this one.
     Cast delay is too long, freezing isn't guaranteed, and the targetting system
     is just wierd. Level 1 storm gust is almost always a better choice.
    A bit about SG, LoV and MS: SG does the most damage... 10 hits at 500% MATK
     each gives an SG wizard a max damage of a level 50 cold bolt (against an
     undead or against a boss, assuming they aren't kicked outside of the effect)
     MS is second in this race. MS maxes out at 7 meteors at 500%MATK each. This
     makes the total be 35x a firebolt in damage assuming all meteors hit.
     LoV finishes third... as the equivelent of a paltry 11.5x a lightning bolt.
     Contrary to rumor... frozen monsters don't take 23x from LoV... because the
     first series of hits breaks the ice... it's been approximated at around 15x.
    With that said, however, it must be acknowledged that LoV has a huge area
     of effect, and it hits everything in it. The prevailing thought is that LoV
     is better for leveling (player vs monster), MS is better for MVPing, and SG
     is better at both MVPing (at level 10) and PvM (at levels 1-5) than either.
     The reason I prefer MS to LoV (and sometimes SG) has to do with elements.
     if a monster is double damage from fire (such as Maya), then MS will do 60x
     your MATK to it, LoV won't touch her, and SG will do 50x damage. Hatii is
     the only boss that you can't kill with only SG and MS... and I find that a
     level 10 JT handles him just fine... since the Hatii mob isn't very scary,
     and a level 10 JT does about the same damage as LoV.
    5.3 Job Skills and Equipment Skills
    First Aid: GET THIS! Until/Unless you get your healing clip, this is really
     nice for a mage. Because of our SPregen, we get much better use of the 5hp
     for 3sp trade off. You can pick this up at any time after becoming a job
     level 7 novice. Talk to the NPC in the building behind (to the west of) the
     toolshop in Prontera.
    Energy Coat: VERY COOL...but you have to be job 35+ as a mage to get it. As
     soon as you are, pick this up. If you're at full sp, and you get hit, the
     damage is reduced by 30%. Obviously the lower your sp, the less the damage
     is reduced, but it's still cool. I believe some of the damage goes into your
     sp, but we recover sp alot easier than we recover hp. To get this, pick up
     some minor junk, 2 glass beads (Gift merchant in south, south west
     prontera), a 1 carat diamond (10k or so in Morroc). The spell lasts for
     3-5min or so, unless you run out of sp (in which case it's cancelled).
    Heal (Vitata Clip): This is the most useful of the accessory items. There is
     no way to describe how useful this is to a mage/wizard. After the basic
     equipment, this is your first priority.
    Teleport (Creamy Clip): This is also incredibly useful. Teleport Clip + Heal
     clip means that you no longer have expenses (no fly wings, no pots needed).
    Smokey (Hide) Clip: Useful, but not essential. Personally I prefer to just
     use Fly Wings/Creamy Clip if I need to get out of an area, but this might be
    Frilldora (Cloaking) Muffler: To use the Cloaking skill, you need to be next
     to a wall. Once cloaked, however, you can move as long as you stay close to
     a wall. This is nice for getting out of really bad situations.
    6. Build Themes/Where to level?
     This is where I answer questions along the lines of "Where do I hunt?". The
    answer is easy... it depends on what spells you have.
    6.1 As a mage
    Whack porings and willows until you get a few levels of a bolt. Then follow
    one of these paths.
    If you have strong fire skills, you follow this path:
    Mandragora->Boas/Snakes->Ants (Ant Hell)->Argiope
    Another decent alternative at the higher levels is the plants that live just
    south of Juno. (Geographers) You might want a teleport clip or lots of fly
    wings for them though, since the drillers that live there can be mean.
    Ice and lighting skills are almost always tied to each other. The following
    are good ice/lightning targets. Generally speaking, you hunt either in the
    Morroc deserts or in Bayalon Dungeon. At the very begining... whack novice
    bait until you have enough int and ice bolt to handle desert wolf pups.
    XP   Weak to    HP Critters
    5    Ice +50%   83 Picky
    20   Ice +50%  164 Desert Wolf Pups
    23   Windx2    354 Plankton
    38   Wind+75%  507 Kukre
    59   Wind+75%  660 Hydra (You can outrange them /gg)
    241  Ice +50%  926 Metaller
    1238 Ice +75% 3632 Greatest Generals (also immobile)
      After Metallers, you should have full frost diver and some lightning. Head on
    up to argiope. One tactic that some low level mages have used is to hit
    something like a Thera Frog, then immediately use the Hide ability from a
    smokey clip, unhide, and continue killing the same one.
      Another interesting alternative for mages with a good cold bolt is to use
    a hide clip just two maps north of al de baran. Hit a Grand Peco with your
    biggest cold bolt, then hide before it eats you. Then unhide and hit it
    again. Some mages use the same idea at very low levels in bayalon.
    Both varients give up on argiope somewhere in the low 40s (job level), and 
    head for alarms or clocks in the clocktower. If you have no lag, and are quick
    with the fly wings, try prison instead. :P
    6.2 As a wizard (or ambitious mage)
    This part varies tremendously. I've decided to write this based on locations:
    When I say you need a party, I mean you need both a priest and a tank. If I
    say Vit Party, it means you're going to have someone mob for your AoE spell.
    Some priests have enough vit & def to be the tank and the healer. There are 
    definetely other places you can hunt, but these are the only places that I
    have found to be regularly efficient.
    Above Ground: Not Worth it... Once you're a wizard, you're dungeon bound. The
     only exception is when you're just having fun with friends/MVPing, or item
    Clocktower Alarms: (Levels:55+, Solo, Skills: FW,a bolt, Quag+HD/SG are nice)
      The basic clocktower alarm map is crowded with mages and low level wizards
      soloing. The one that requires a key used to be worth it, but they've added
      too many Owl Dukes. Alarms are good xp... but very boring after the first 
      20 hours or so.
    Clocktower High Orcs: (Levels: 80+, VitParty, Skills: SG, FW recomended)
      Fast leveling for the high-level crowd. This place tends to get very
      crowded though. Lower levels can hunt here... but you'll die more often.
      You will need: Phen Clip, Cranial Guard, and preferably an Immune Muff.
    Clocktower Penos: (Levels: 60-75, Pnuema Priest Needed, Skills: Waterball)
      Easy and quick xp (really nice at low levels). Waterball is hideously
      powerful on this water-filled map. If you're either quick with handling
      the cramps and brilights (FW and FD) or preferably have a phen clip,
      you'll do great here. 
    Clocktower Stem Worms: (Levels: Low Wizard, Solo, Skills: Quag, HD, FW)
      Interesting place to level... good for building skills you'll need later
      on. The xp isn't great though.
    Glast Prison: (Levels: 55-80, Solo/Party, Skills:FW,FD,LB,Heal/SG, Quag+)
      You can either solo this place with a broad array of mage skills... or get
      storm gust and pretty much only use it to party here. You have to be quite
      quick on the fly wings/teleport if you're soloing.
    Glast Sewer/Stings: (Levels: ??, ??, Skills: FW+FB or FD+WB, Heal + ??)
      This used to be THE place to level a fire mage... Gargoyles have made this
      place a bit harder, but a recent patch reduced the number of them. This is
      back to being a decent place to level, just bring your tele clip or a 
      tremendous number of fly wings.
    Glast Castle 2: (Levels:75+/80-85+, Solo/Party, Skills:FW+FD+JT+Heal+Quag/SG)
      This is basically the upgraded prison area. When soloing, again you have to
      be quick on the fly wings or teleporting. This is a fairly intense area to
      level in, but the drops are much better than something like alarms. Good
      defense gear, plus immune and cranial (or hell guard) are highly recomended
    Izlude Dungeon 5: (Levels: ??, Party, Skills: LoV)
      I've been told that decent xp can be acquired down here... never done it
      myself though.
    Niffleheim 2: (Levels: 85+ or 90+ Need High Dex, Party, Skills: SG)
      This place can be decent if you have very high dex. It is excellent money,
      but you need to have someone breaking the ice on the Loli's and Murder's.
    Pyramids 4: (Levels:??, Solo/Party, Skills: Firewall, Quagmire, Storm Gust) 
      Sometimes a wizard will solo here. I think this is slower than gh though.
    Turtle Island 2: (Levels:70-80, Solo, Skills: FW,FB:10,JT:8+,Equip:Heal+Tele)
      This is a rather fun and wierd place to solo a wizard. I've found that it's
      actually a decent place to solo when you get sick of alarms. It's a bit
      expensive to get here... but good for a change of pace. Use the fact
      that the Permeters and Soldiers are detectors against them to pull them
      into your FW.
    Turtle Island 1-4: (Levels:70+, Party, Skills: SG,LOV/MS/HD,Quag, Equip:Phen)
      Get a priest, get a tank. If you can get a large party head for level 3/4.
      On level 4, you want SG and Heavens Drive. Occasionally LoV is good... but
      SG and HD are far more important. If you only have a small party, a vit
      tank can hold several turtles in one spot while you use meteor storm.
    7. The Builds
      Unlike before, where I explained step by step where to level each build,
    I've decided to generally describe where to level in an earlier section. And
    here I'll just talk about the skills and interesting variations.
      Just a note... if you come at this with no pre-concieved notions of what
    spells are good, I'd recomend following one of the two 7.5 builds. They're 
    very good starts if you're not that familiar with the spells. Also note that
    you don't need to get the spells in the order I've listed. I recomend either
    getting all of the fire skills first, or all of the ice/lightning skills 
    first if you're getting both, but (as always), that's up to you.
     7.1 Fire/Soul (with FD/JT)
     As a Mage: FB:10,FBall:5,Sight:1,FW:10,CB:5,FD:10,NB:4,SS:4
     As a Wizard: SS:->10,SC:1,ES:3,HD:5,Quag:5,SG:10,WB:5,LB:1,JT:10,Sense:1,+2
     This build is designed for those who want the fast cast spell Soul Strike.
    I want to keep it on one of my wizards, but I wanted to work out some good
    wizard spells that would go with it. This is the result.
     The last two could be put anywhere... it doesn't matter much. Some people 
    like to put a little bit of SP regen in when they're mages and get 8 points
    worth of SS when they're wizards. You can also drop the FB a bit for SPregen
     The logic here is to make sure you have the critical AoE spells (SG+HD),
    keep the fast acting solo spell (Soul Strike), and still level quickly.
     If you have a pneuma priest, grab waterball early and head for penos.
     7.2 Ice/Lightning (a short build as a mage... see 7.5)
     As a Mage: LB:5, CB:5, SP:5, FD:10, LB:10, NB:1,SC:1,TS:1,Sight:1 
    					+ more TS,SP or some FB
     As a Wizard: SG:10,JT:10,WB:5,LoV:10,ES:3,HD:5,Quag:5,Sense:1
     This is the only short build I list (one that doesn't require you to go to
    job 50 as a mage). Personally, I don't like it. But alot of people seem to go
    some variation of this route. I don't like it because you end up wasting
    points either on LB or TS most of the time (if you bring them past 4 and 1), 
    and because you don't get what is the best solo spell in the game (Firewall).
    Major Variants: LB:5,CB:5,SP:5,FD:10,LB:10,NB:4,SS:10,SC:1,TS:1,Sight:1
      This variant gives you the fast cast soul strike skill as a mage. You still
     have two more points that can be put into SP regen or what-have-you, or just
     turn at job 48.
     7.3 Safety Wall
     As a Mage: FB:10,FBall:5,Sight:1,FW:10,CB:5,NB:7,SS:9,LB:1,SC:1
     As a Wizard: FD:1, SG:10, JT:10, ES:3, HD:5, Quag:5, WB:5, SW:10
     This is a decent build if you want the invulnerability spell Safety Wall.
    As written, this is sacrificing LoV, MS and a useable frost diver. I suspect
    this would be useful for the MVP-obsessed... but it weakens the wizard in
    Minor Variants: Drop a level from quag, HD, or WB and get SS:10
                    Replace WB with IceWall:5
                    Drop some of the Firebolt for some sp regen.
    Major Variants: Drop Firebolt to 6, drop Waterball, max Frost Diver
     7.4 Party Support (AoE Specialist)
     As a Mage: FB:10,FBall:5,Sight:1,FW:10,CB:5,FD:10,LB:4,TS:1,SC:1,NB:1, +1
     As a Wizard: SG:10, ES:3, HD:5, Quag:4, JT:5, LoV:10, SR:2, MS:10
     Note that you have one extra mage point... some people throw it into SP
    regen fairly early on. I prefer to just grab an extra level of CB. I don't
    recomend sp regen with this build since you're going to be mostly partying,
    and priests like to keep mag up all the time anyways.
     This is a fun build, but it does lack something alot of people expect from
    a wizard... JT:10. Also note that you can't do penos with waterball. However
    this is a very versatile party wizard. I recomend waiting a bit on MS,because
    without the higher dex that comes at later levels...the cast time is painful.
    Major Variants: Drop SG to 5, Max JT
     This Variant drops SG from the list of MVP capable spells (unless you have
    no competition), but it does give you a full JT, along with full MS and LoV.
    Since you almost never use SG10 while leveling... SG5 is just fine for PvM.
    Major Variant: Drop SG to 5, Get IceWall 5
     Some people like to have icewall in their party... some party members hate
    it... see above on the disadvantages of dropping SG to 5.
     7.5 MS or LoV build
     As a Mage: FB:10,FBall:5,Sight:1,FW:10,CB:5,FD:10,LB:4,TS:1,SC:1,NB:1, +1
     LoV Wizard: SG:10, WB:5, JT:10, ES:3, HD:5, Quag:5, LoV:10, Sense:1
     MS Wizard: SG:10, WB:5, JT:10, ES:3, HD:5, Quag:4, SR:2, MS:10
     Note that you have one extra mage point... some people throw it into SP
    regen fairly early on. I prefer to just grab an extra level of CB.
     These are just very common variants of each other. In my personal opinion,
    MS/LoV wizards are the most powerful wizards in the game with three major
    party support spells (MS/LoV, SG10 and HD), while maintaining the 
    versatility to solo effectively.
     The MS wizard could exchange HD and Quag, or could drop a point from either
    for a point of sense (although I wouldn't recomend it). Due to my distaste
    for LoV, I prefer the MS variant, but it can't be argued that you get a more
    "full" wizard with the LoV variant.
    Major Variants: Drop WB, replace with IceWall 5
     Waterball is a cool skill, but you're somewhat limited in when and where
    you can use it. I personally don't like Icewall, but it fits the style of
    some wizards I've seen. So if you want it, I recomend dropping WB for it.
     7.6 The "Mistress Sunnies" build
     Purely hypothetical from my point of view... what would I build if I had a
    pair? Probably something along these lines... and mostly just for fun :P
    8. Useful equipment and when it's needed
      Mages are rather fortunate... we don't really need zeny. Well... we do need
    it from time to time, but not like the other classes do. Your expenses should
    be extremely small until you reach wizard, and even then (provided you don't 
    use Safety Wall and Fire Pillar too often) should be very manageable.
     8.1 Basic Equipment
      For one thing, mages don't need healing items very much. Of course, that's
    a mixed blessing. Because the reason they don't need healing items is that we
    don't have enough hit points to really make most healing items worth while.
      Wands: Work your way up to the arc wand... remember the int bonuses and
    when they occur. Sometimes you could get alot more damage out of your mage
    by upgrading his wand. Of course, you can just wait till you can buy the Arc
    Wand. They cost somewhere around 37,000 zeny from a 20% DC merchant, and I
    don't see any reason to buy them from anyone else. The +3 int boost is
    really nice, but I don't see any reason to buy it before level 35 or so. At
    the moment... the best wand out there is the Evil Bone Wand(+4 int).
      Elder Willow Card: It adds 2 to your int if you slot it into a headgear. I
    wouldn't recomend saving one (if you find one early) for a nice headgear...
    just drop it into the first slotted headgear that you can find that you
    don't mind wearing for 20-30 levels. If you get a slotted crown or circlet,
    you'll be able to afford to buy another EWC by that point.
      Desert Wolf Pup Card: Most mages won't find one of these themselves, but
    will buy them from whoever sells them. They add 1 to your int, and are worth
    picking up if you find one cheap. If you do have one, I would buy a slotted
    Silver Robe to slot this into. Often you can buy them in Geffen from knights
    and assasins who are leveling in the second level of the Geffen Dungeon.
    They shouldn't be very expensive.
     8.2 Special Cards/Advanced Equipment
     Many wizards consider the Heal Clip to be essential. Most of the rest of
    this can be considered optional. Note that any of these can use a belt
    instead of a clip,but the belt is alot heavier... and we mages are not known 
    for being buff.
    A Selection of Guards: Get a good set of +5-7 guards. You'll want Cranial
      (Thara Frog), Brutal(Orc Warrior), of Gargantua(Bigfoot), and maybe 
      Heavy(Horn). Obviously if you're not extremely wealthy... start with a few
      +4 guards... and move from there.
    Andre Larva Card: (not yet implemented) Eventually, this will slot into your
      Arc Wand to give you an additional +1 to your int. At that point, the
      monster dropped version of the Arc Wand (with 2 slots) will be even more
      expensive than it is now.
    Apple of Archer: +3 dex, a fairly efficient trade for the int.
    Creamy Card (Teleport): Nice, convenient, essential to solo in some places.
    Crown/Tiara: Impressive looking MVP-dropped headgear that give 2 int.
    Crown of the Mistress: INT+2, SP+100, indestructable, DEF:0, Upper, Min Lvl:75
     Wearable only by female characters, requires a coronet (Mistress drop) to
    Drops Card (+1 Dex/Weapon): Until Andre Larva Cards Come out... this might
      be the best card to drop into your wands... since most weapon cards do
      nothing for a mage. Either this one or the fabre card.
    Earing: Earings come in two versions, the version for level 20+ that adds 2
      to your int, and the version for level 90+ that has a slot and adds 1 to
      your int These are nice (and quite expensive) accesories for a wizard.
    Fabre Card(+1 vit/+100hp): Some lower level mages might find it more helpful
      to have a few fabre cards in their wands instead of Drops cards. At higher
      levels, most will switch to Drops cards as they start to level up dex.
    Frilldora (Cloaking) Muffler: Again, convenient, but not essential.
    Horn of Succubus: INT+1, MDEF+10, DEF:4, Upper, Min Lvl:70
      Not as good as other headgear... but it looks nice and evil.
    Phen (Under Cast) Clip: This clip card allows you to continue to cast a spell
      even after the spellcaster has been hit with damage. This is REALLY nice,
      but will get you killed if you forget you're wearing it. The other thing to
      remember is that post-juno (current iRO), there is a 25% cast delay to all
      of your spells when you're wearing the phen clip. It also doesn't work in
    Reydric (Immune) Muffler: We mages are soft and squishy. A reydric muff will
      reduce the damage from normal hits by 15%. Very nice.
    Smokey (Hide) Clip: Useful, but not essential. Personally I prefer to just
      use Fly Wings if I need to get out of an area, but this might be handy 
    Sohee Shoes: Provides +20% sp. I shouldn't have to explain that.
    Verit Shoes: Provedes +8% to both hp and sp.
    Vitata (Heal) Clip: Probably the most common wizard clip. This is insanely
      useful for a mage/wizard. Because of the mage's SP Recovery, we get alot 
      better use out of the Heal clip than any other class. Most mages can heal 
      themselves for around 500hp every 10 seconds, which makes for some very
      fast recoveries after death.
    Whisper (Mocking) Muffler: Gives you Dodge+20. If you're int/agi... get it
    Dream Equipment: (Pharaoh Card and Mistress Card) Okay, your chances of ever 
     getting your hands on these suckers are pretty much nil... but just so you
     can dream. 
      The Pharaoh card cuts all your SP costs in half. So yeah... Lord Of
     Vermilion no longer has a big scary cast cost, just a kinda big casting cost. 
      The Mistress Card allows you to cast skills that normally use gemstones 
     without using up the gemstone.
     8.x Aprox. Costs (iRO Loki as of Spring 2004)
    Arc Wand (1 slot): 45,000 from NPC, get a discount
    Elder Willow Card: 100,000
    Desert Wolf Pup Card: 100,000
    Silver Robe: 20,000
    Clip: 150,000
    Phen Card: 4 mil
    Vitata Card: 1.5mil
    Smokie Card: 100,000
    Frilldora Card: 4-9mil?
    Reydric Card: 10mil
    Slotted Muffler: 710,000
    Sohee Card: 600,000
    Slotted Shoes: 230,000
    Appendix A. Support Skills/Spells for Mage/Wizard Support
     So... your friends acolyte has just asked if he can team up with your mage
    and you have no idea what spells he should use? Take a look, and ask him
    what levels he has these spells at.
    Acolyte Spells:
    Heal: This is a no-brainer... however, a mage or wizard usually doensn't
      need very much healing. Level 4 and 5 heals will almost always heal a mage
      to full.
    Agi Up: Ironically, this isn't terribly useful for a mage. Although the fast
     walking certainly doesn't hurt
    Blessing: Adds +1 to dex and int for every level... serious power. A level
     30-40 aco can effectively add 5 levels worth of int to a mage. This is ALOT.
    Pneuma: Immunity to ranged attacks... right around job level 30 this becomes
     extremely useful, since it will protect you from Archer Skeletons in Alarms
     and (if you have a very high damage spell 9000+, you could hunt in penos)
    Decrease Agi: While not essential... this provides the same service as Quag.
     This is arguably a bit of a waste of spell points for the aco though.
    Priest Spells:
    Lex Aeterna: Wow! Doubles the damage from the next attack... If you're
     hunting something that is non-aggro (like clocks) this is very powerful.
    Resurection and Kyrie Eleison: Unfortunately often necessary.
    Suffragium: For your really big spells... level 3 will cut cast time 
     basically in half (I think it's 60% of normal).
    The sage ground target spells (Volcano, Deluge and Whirlwind) will boost the
    damage that your spells do. Because of the gemstone requirements... this is
    unlikely to be used outside of boss fights, but it's something to keep in
    Power Chord: Temporary mistress card. This is a combo skill (requires
     both a dancer and a bard), and lets you cast spells that would normally
     require gemstones without using them. (FP/SW/SC)
    Magic Strings: Cast time reduction. It's supposed to reduce cast time by ~40%
     but the cool thing about this skill is that it also messes with the after
     cast delay. This actually allows a wizard with sufficiently high dex to
     stack their own SG and LoV on top of each other.
    There's also a skill for additional SP... but I don't remember the name atm.
    Appendix B. Rumors/Future Patches
     Most of my information here comes from emperium.org (a great site for trying
    to find out what's happening in the future for iRO. Although I'm arranging
    these chronologically by what the other servers recieved these patches, we
    might get them in any order at all (or not at all).
    June 21, 2004 (kRO): Sight/Ruwach Patch
     At the moment, sight and ruwach will reveal everything on the screen. After
    this patch, Sight has a 7x7 range, and Ruwach has a slightly smaller range.
     At the same time, they're putzing with Frost Nova. Reducing cast time and
    making DEX affect the cast time again. Who knows... maybe they'll make it 
    worth it someday, but I wouldn't count on it.
    Aug 10, 2004 (kRO): FirePillar Patch
     After Comodo, Firepillar became a useless skill. It was too expensive, could
    no longer be stacked, and didn't do enough damage to be worth it. Gravity 
    decided to fix this. Now, levels 1-5 can only be cast in a 3x3 range (not
    quite sure what this means), but these levels do not require a gemstone. Level
    6-10 use a gemstone, and can be cast within a 7x7 area. SP is always 75, with
    a 1 second after cast delay. You can cast under targets again, but you still
    cannot stack with itself (or traps). Up to 5 pillars can be going at once.
     I don't think this spell will be MVP capable (even with the fact that it will
    ignore MDEF), but may turn into a worthwhile leveling spell now (like WB).
    I'm not including information on the high wizard for three reasons:
    1) Alot of the skills are still being changed by kRO gravity regularly.
       I don't particularly feel like trying to keep up.
    2) In order to make a High Wizard, you have to reach level 99/50 with your 
       regular wizard first... then you get to rebuild completely. I guess that I
       feel that by the time you've made a level 99 wizard, you should know how to
       play well enough to evaluate your own builds... and you should be beyond
       guides. Read forums if you want skill lists. :P
    3) I don't have one yet.
    Appendix C. Contacts, Thanks, Links and Legal Junk
    Contact Info: You can get ahold of me as DaisukeNiwa on Chaos, Kiruwa on Loki 
    or Satoshi-kun on either Loki or Sakray. Barring that, you could TRY 
    mryakimo@hotmail.com, but good  luck...I don't check that address very often.
    Thanks to my friend Jon <poke>, my other friend Jon (the stampeded), and the
    Vezrejai mage guild for the many useful discusions on their forums. More
    recently, thanks to the ROLJ community... for consistantly asking enough
    of the same questions to convince me that FAQs are worth while. :P
    Thanks to Gravity for making the game, in spite of how irritating they can
    be to deal with sometimes.
    The links I find most useful when I'm doing RO research are:
    Ragnamart: http://www.merchantguild.net/~ragnamart/Main.html
    Neoseeker: http://www.neoseeker.com/Games/Products/PC/ragnarok_online/faqs.html
    Nitro 7: http://ro.nitro7.com/
    Emperium/RagnaInfo: http://emperium.org/
    GameFAQs for RO: http://www.gamefaqs.com/computer/doswin/game/12848.html
    Gravity's Site: http://iro.ragnarokonline.com/
    Stat Calc: http://www.stud.ntnu.no/~magnusrk/calc/calc.html
    Vezrejai Mages Guild Forums: http://vezrejai.castledragmire.com
    VERY GOOD RO Database: http://www.rodatabase.org/
    My own compilation of useful links: http://ra.cs.und.edu/~kerian
    Legal Junk:
    This guide may be publically displayed on any RO website or fansite provided 
    that the site does not charge members for access or require any form of 
    registration to access the guide. Any website that is not exclusively RO 
    related may post this guide after recieving permission from the copyright 
    holder. I retain the exclusive right to modify and update this guide, and no 
    versions of this guide modified or "updated" by people other than myself may
    be posted online or published without express written permission.
    On the other hand, however, if you are hosting this guide on a website, 
    please let me know at the above email address... just because it would be 
    cool to know.  ;)
    All trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders.
    Appendix D. ToDo, and my personal requests
    To DO:
    Play around with a Pure Soul Build until I find one I like.
     * I DO NOT want corrections to my price info above. I put a date on it for a
    reason. If people are still thinking that's accurate 5 years from now, it's 
    their own freaking fault when they're dissappointed. I've simply rattled off 
    some of the prices that I see in town as I walk through, and I'm sure you can 
    both pay more and less for any of the articles I've mentioned. In fact, the 
    prices will undoubtedly be wrong by spring 2005, but that's life.
     * Don't ask me to do spell descriptions that include the details like sp
    cost... look them up yourself at one of the websites I mentioned above.
     * If you have had success hunting somewhere I haven't described... drop me
    a note. I'll try to check it out myself before including it in the guide, but
    let me know what spells, party makeup and levels were involved.