| Initial Stats |
| HP |
50 |
| MP |
70 |
| Movement Speed |
4.8 |
| Critical |
1% |
| Physical Damage |
4 - 4 |
| Magical Damage |
6 - 7 |
| Physical Defense |
3 |
| Magical Defense |
2 |
| Hit rate |
25 |
| Dodge Rate |
10 |
| Level up Bonus |
| HP |
+20 |
| MP |
+28 |
| Stat Distribution |
| Every 1 Vit(Con) |
Max HP + 10 |
| Every 1 Mag(Int) |
Max MP + 14 |
| Every 1 Dex(Agi) |
+5 Accuracy + 2 Dodge |
Once a Wizard releases a spell, destruction is sure to follow. Wizards are regarded as the character class with the most damage. They control the elements of Earth, Water, and Fire and each of those spells carries different characteristics. Fire spells are mostly fast release spells with medium damage compared to other spells like. Water on the other hand has several status altering effects but take longer to cast compared to fire type spells. Earth spells on the other hand, packs quite a punch but the casting time is the slowest of all other spells.
Since this is a magic class, its stat points is concentrated on Mag(Int) and can wield magical weapons. Its armors are Magic Robes. This class is quite susceptible to physical damage.
Pros & Cons
Pros: - Highest skill damage - High magic defense - Get basic heal skill
Cons: - Slow casting time - Low physical defense - Low HP - High MP consumption. means it's a expensive class.
Type: - Ranged Magic Damage Dealer
PVE
Since they have the ability to deal enourmous amounts of damage, a Wizard can level up quickly. Upon reaching level 39, Wizards will have the ability to knock back their opponents giving them more ample time to finish them off without getting hit.
PVP
They generally kill people with one hit. A Wizardh fighting another magic user would prove to be quite a challenge. Unfortunately for Wizards, casting is certainly a problem unless your prey is not attentive.
Territorial Wars
They are generally considered the class that dishes out the most amount of damage during wars. Because of their extreme damage to Blademasters and Archers, Wizards tend to dominate the field when put up against them They are also catapult carrier killers since it's already clear that usually Barbarians carry the catapults. Unfortunately for Wizards, they should always stay behind the front lines because further exposure will lead to their imminent death. |