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Wizard

A wizard is an advanced mage who is extremely good with spells and magic. (You must be a level 5 mage to become a wizard).

Contents

Flame Wheel (Level 1)

Ignite yourself on fire and cartwheel at the enemy for 2 hits of fire damage. Cost: 20 MP

Hits: 2 Type: Magic Element: Fire Damage: 60% Base and Random BTH: 0%

Mana Morph! (Level 2)

Transform either 10% of your max HP or a mana potion, into 20% of your max MP. Cost: 0 MP

At high MP, you can bring out the true power of your mana potions.

Resistance Bonus (Level 3)

Increased elemental resistance!


Levitation! (Level 4)

Use your superb monster knowledge to harm your foe. Different objects will be levitated depending on your enemy’s home environment. Cost: 60 MP

Type: All hits are magic

Earth/Wind/Energy/Fire/Water Hits: 2 Damage: 10-30 damage per hit, with +50 BtH

Ice Hits: 3 Damage: 7-20 damage per hit, with +50 BtH.

Light/ Darkness Hits: 4 Damage: 5-15 damage per hit, with +50 BtH.

Amplify (Level 5)

Cast 1 of 3 different water spells. The spell is chosen depending on how many turns you waited. The more you wait, the more powerful the spell. Cost: 80 MP

Hits: 1/3/5 Type: Magic Element: Water Damage: 5-20/10-25/10-25 per hit. BTH: 20%

Note: When I use this spell, I found myself shooting 2 water darts (pyromancer in fire version as well). I do not know why this is happening but one thing is, 4 shots doesn't exist (I think, I pulled off 2 darts when I was non-guardian)

Summon Minions! (Level 6)

Summon a minion to help in battle. Your powers allow you to summon 3 types of minions. Cost: 60 MP

Rock (non-pyromancer robes only) Hits: 2 Type: Melee Element: Earth Damage: 12-17 per hit BTH: 5%

Cloud Hits: 2 Type: Ranged Element: Wind Damage: 12-17 per hit BTH: 5%

Lightning Hits: 2 Type: Ranged Element: Energy Damage: 12-17 per hit BTH: 5%

Lava Rock (Pyromancer robes only) Hits: 2 Type: Melee Element: Fire (what does 'pyro-' mean to you?) Damage: 12-17 per hit Bth: 5%

Divine Magic (Level 7)

Greatly increases the damage of your next spell. Cost: 80

All hits of your next spell will have their base and random damage multiplied by 2.5. Stat bonuses stays the same. You need to wear the Wizard's robe for Divine Magic to improve your spell.

Tip: If you are lv10 wizard ( I am that's why I'm saying this) then combine this spell with Elemental Explosion for serious damage ( each attack gets the boost ).

Frostbite (Level 8)

Freeze your enemy, causing them to be frozen in place. May freeze them to the core if magic defense is 20 or less. Cost: 150 130 MP

Hits: 1 Type: Magic Element: Ice Damage: 10-30. BTH: 60% Effect: Freezes monsters with 100% to ice. If magic defense is 20 or below it freezes for 2 turns, otherwise freezing them for 1 turn. The 2 turn freeze only works once per battle.

Actual info(from another person): You just have to be sure you have enough mana to repeat the 2 turn freezing. Nerfkitten helps when you try to pull this off.

Defense Bonus (Level 9)

Increased defense!

Elemental Explosion (Level 10)

Cast upon thy foe a spell of imaginable power. Does 8 powerful hits, 1 for each element. Cost: 175 MP

Hits: 8 Type: Magic Element: One hit of each element. Damage: 10-25 per hit. BTH: 0%

How it goes: Glacier falls ( Ice )-> Glacier melts then it floods( water ) ->water dies down and leaves the fertile soil needed for a tree to grow (the tree grows)( Earth )->lightning strikes the tree ( Energy )-> Tree catches on fire ( Fire )->smoke is produced by the fire [darkness(I find it wierd)]-> Powerful gust blows away the smoke ( Wind ).

  • It's much cooler to watch it with your own 2 eyes :D