Magician branch · 2nd Job
I/L Wizard
I/L Wizard, in short
recorded for this site, not from the exportthe exact formulas ›Magic Guard turns most of the damage you take into MP loss, so your blue bar is your health bar.
What it brings3
Thunder Bolt hits six monsters at Basic Attack 70, as many as any 2nd job attack reaches.
Cold Beam does Basic Attack 170 to one monster and slows it for three seconds.
Meditation gives +25 magic attack to you and your party for five minutes.
Watch out for3
- Six targets is as wide as 2nd job reaches, and the reason this fork is picked.
- Ice monsters resist your ice and lightning monsters resist your lightning, and at 2nd job you have no way round that.
- Slow is the skill this order leaves out.
Where the points go
- INTmainINT for damage and for accuracy both, so there is no second stat to balance for the numbers - and one for the weapon.
- LUKsecondFor the weapon and nothing else: it adds no damage and no accuracy to a spell.
- never comes back, and what catches people is the requirement on the weapon rather than the damage: the Gear tab prices every rung.
Every I/L Wizard skill
iHow to read a skill card
The line under each name is what the skill does at its last rank, read off the row. max N beside the name holds that against what a single point buys, which is the argument for spending the rest of them.
Anywhere on a card opens it, for every rank, its reach and what it rolls. Words like rank, mastery or booster are underlined wherever they are used and carry their own explanation.
You cannot max everything, and nothing in the game says so. For an order to spend them in, take one somebody has played.
I/L Wizard builds ›iHow the bill is worked out
One point at the advancement and three a level, until level 70 stops this pool filling. The ranks are every rank the 6 skills hold between them, which is why the two numbers are not the same one counted twice.
Choosing what to leave out is the whole of building this class. The builds page is where somebody else's choice is written down, with the levels they made it at.
Damage2iWhat "Damage" groups together
The tooltip states a damage or healing number. Mostly these are what you press to kill things; one or two are buffs that add damage rather than deal it, which is why the heading says damage and not attacks.
iWhat "Damage" groups together
The tooltip states a damage or healing number. Mostly these are what you press to kill things; one or two are buffs that add damage rather than deal it, which is why the heading says damage and not attacks.
Thunder Bolt
Basic Attack 70, Mastery level 10; 25% chance to be electrocuted
Support & utility4iWhat "Support & utility" groups together
Everything whose tooltip states no damage: buffs, debuffs, movement, summons and doors.
iWhat "Support & utility" groups together
Everything whose tooltip states no damage: buffs, debuffs, movement, summons and doors.
Plus 6 skills you keep from your earlier jobs ›Hide the skills you already had ‹
These belong to the jobs an I/L Wizard advanced through. They are still yours, they still cost out of those jobs’ own pools, and each has its own guide page.
Improved MP Recovery
Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 20%
Max MP Increase
Max MP +25%
Your path, and where you are on it
- Lv 1Beginnerpassed
- Lv 101st jobpassed
- Lv 302nd jobyou are here
- Lv 703rd jobCoT2: From Closed Online Test 2 (Beta 2). Not in the Public Release; kept here as a record.
What the next rungs open
one 3rd job, in Closed Online Test 2's files onlyLevel 70 · 3rd JobCoT2: From Closed Online Test 2 (Beta 2). Not in the Public Release; kept here as a record.
The Public Release has no 3rd job. These are Closed Online Test 2’s, kept so their pages and the builds saved for them still work.
Becoming an I/L Wizard at level 30
- 1
Be a level 30 Magician.
Every quest below is gated at level 30, and the chain only appears for the Magician branch. There is nothing to do before then except arrive.
- 2
The Magician's Next Journey
Having reached level 30 and mastered the way of the Magician, I feel the urge to learn more.
Talk to Grendel the Really Old - 3
Finding the Instructor
It seems like Grendel the Really Old in Ellinia wants to test whether I'm worthy of receiving his teachings.
Talk to Grendel the Really OldBring with you
Grendel the Really Old's LetterHanded to you when you accept the quest
- 4
Test of Qualification
The Magician Job Instructor at The Forest North of Ellinia seems ready to give me a test to see whether I deserve to become stronger.
Talk to Magician Job InstructorBring with you
The instructor also stands in Magician's Tree Dungeon, which is the hidden area the test happens inside. The export carries no drop table for the quest items, so which monster in there drops them is not something this snapshot can tell you.
- 5
Proof of Qualification
Now that I've passed the Magician Job Instructor's test, my strength should be proven!
Talk to Magician Job InstructorBring with you
The Proof of a HeroHanded to you when you accept the quest
The chain ends where it started. The snapshot names who gives a quest and never who it is handed back to, so returning to the advisor is the game's convention rather than a row.
- 6
Choose Cleric, F/P Wizard or I/L Wizard.
Passing the test is what opens the choice; the choice itself is not a quest. I/L Wizard is one of them - the others are one click away and each has this same page.
In Closed Online Test 2 the second job you took also decided your third: each one led to exactly one 3rd job. The Public Release has no 3rd job.
- 9,560 EXP for the chain
CoT2: From Closed Online Test 2 (Beta 2). Not in the Public Release; kept here as a record.After this: 3rd job, in Closed Online Test 2’s files only
The Public Release has no 3rd job. In Closed Online Test 2, an I/L Wizard went on to F/P Mage, I/L Mage or Priest at level 70, and each one’s skills are kept on its page with the test’s numbers.
Even the test’s files never carried the advancement itself: no quest chain, no instructor and no level. Level 70 is the series’ own number rather than a row in any export.
Where to train, 30 to 70
the full levelling guide ›Level 21–30
Party quest levels, and the run to the second advancement.Worth taking on the way: Maya's First Collection, Maya's Second Collection, The Magician's Next Journey · 35,480 EXP between them
Level 31–40
Second job. A new SP pool, and a mastery to fill first.Worth taking on the way: Special Taste of Florina Beach I, Special Taste of Florina Beach II, Special Taste of Florina Beach III · 58,480 EXP between them
Level 41–50
Worth taking on the way: Old Gladius, Reawakening the Gladius, Hero's Gladius · 98,400 EXP between them
Level 51–60
Worth taking on the way: A Box Hidden Long Ago, A Craftsman's Touch, A Memory Restored · 137,060 EXP between them
Ranked by what each map’s own spawn table can produce - spawn points times EXP over the respawn timer, counting only monsters inside the band. It is a ceiling nobody reaches and the right way to compare one map with another. The full levelling guide has every band, every column and the working.
What to wear
the full item browser ›The weapon ladderiHow the ladder was built
Every weapon the class can hold, with everything that is not an upgrade removed: a rung is a weapon that beats anything you could already be carrying at its level, so “gain” is what it adds over the rung above it. Sidegrades and later weaker weapons are left out and the item browser still has them. The ladder starts from level 1 on purpose - the rungs below your level are the ones you arrived holding.
iHow the ladder was built
Every weapon the class can hold, with everything that is not an upgrade removed: a rung is a weapon that beats anything you could already be carrying at its level, so “gain” is what it adds over the rung above it. Sidegrades and later weaker weapons are left out and the item browser still has them. The ladder starts from level 1 on purpose - the rungs below your level are the ones you arrived holding.
Wand10 upgrades
| Lv | Weapon | Magic att | Gain | Speed | Needs | |
|---|---|---|---|---|---|---|
| 10 | 27+18 att | +27 | Normal | INT 20 | 3,000 | |
| 15 | 34+23 att | +7 | Normal | INT 30 | 5,000 | |
| 20 | 41+21 att | +7 | Normal | INT 40 · LUK 10 | 10,500 | |
| 25 | 48+24 att | +7 | Normal | INT 50 · LUK 15 | 13,500 | |
| 30 | 55+27 att | +7 | Normal | INT 60 · LUK 20 | 22,000 | |
| 35 | 62+43 att | +7 | Normal | INT 70 · LUK 25 | 30,000 | |
| 40 | 69+48 att | +7 | Normal | INT 80 · LUK 30 | - | |
| 50 | 83+58 att | +14 | Normal | INT 100 · LUK 40 | - | |
| 60 | 97+68 att | +14 | Normal | INT 120 · LUK 55 | - | |
| 70 | 111+78 att | +14 | Normal | INT 140 · LUK 65 | - |
Staff7 upgrades
| Lv | Weapon | Magic att | Gain | Speed | Needs | |
|---|---|---|---|---|---|---|
| 10 | 24+20 att | +24 | Slow | INT 20 | 3,000 | |
| 15 | 31+25 att | +7 | Slow | INT 30 · LUK 10 | 5,000 | |
| 20 | 38+30 att | +7 | Slow | INT 40 · LUK 15 | 10,500 | |
| 25 | 45+35 att | +7 | Slow | INT 50 · LUK 20 | 13,500 | |
| 45 | 73+55 att | +28 | Slow | INT 90 · LUK 40 | - | |
| 55 | 87+65 att | +14 | Slow | INT 110 · LUK 50 | - | |
| 65 | 101+75 att | +14 | Slow | INT 130 · LUK 60 | - |
Best armour for INT, by slotiHow these were picked
The highest INT in each slot a Magician can wear, then attack, then defence.
Nothing is left out for being low level, because armour does not stop being wearable: the best piece in several of these slots wants half the level of the worst, and the level on each row is when you can put it on.
Where the game ships one piece as a male and a female version, both are named and the numbers are the same either way.
Where the best piece a male character can wear and the best a female character can wear are two different items, each is listed with its own level and stat.
9 slotsiHow these were picked
The highest INT in each slot a Magician can wear, then attack, then defence.
Nothing is left out for being low level, because armour does not stop being wearable: the best piece in several of these slots wants half the level of the worst, and the level on each row is when you can put it on.
Where the game ships one piece as a male and a female version, both are named and the numbers are the same either way.
Where the best piece a male character can wear and the best a female character can wear are two different items, each is listed with its own level and stat.
Bottom
two different items, one for each character
CapeINT +4
Lv 65 ·
EarringMDEF +19
Lv 15 ·
GlovesINT +7
Lv 70 ·
HatINT +7
Lv 70 ·
INT +14
Lv 70 ·
DEF +44
Lv 10 ·
ShoesINT +2
Lv 60 ·
Top
two different items, one for each character


