Table of Contents:
1. Introduction [S-1]
2. Character Build [S-2]
3. Skill Build [S-3]
4. Equipments [S-4]
5. Techniques [S-5]
6. Training [S-6]
7. Conclusion [S-7]
[S-1]
1. Introduction
Hello!
First things off; if you are looking for a beginner guide, or you are not familiar with how the Wizard class is set up, you are looking in the wrong place! I will, throughout this guide, assume that you have a level of understanding of this class to know just a tad more than the basics of raising a Wizard. What is to come in the following sections will detail about how intermediate Wizard users can enhance their ability by reading about different techniques.
[S-2]
2. Character Build
I will not go over this section in detail, because it is mostly basic and common knowledge what this build should be. Only under a few circumstances should you be using Forcium. The reason for this is that extended crafted Titanium or Crafted Osmium are better options than Forcium near-to-most of the time.
Follow your STR and DEX only as high as you need to wear your equipment! Put the rest of your stats in INT, so you can get the most out of your stats. STR and DEX will not do you good as a Wizard. Most of the time, your STR cap will be based off of your suit, and your DEX cap will be based off of your orbs.
Raising INT as high as possible is especially important for a Wizard because it is the only primary character stat; there is no secondary. This lets your Amplification equipments work to its full extent, instead of being wasted on STR or DEX.
[S-3]
3. Skill Build
There are 26 slots for your Magic spells. The following is a list of the spells that I consider eligible for a spot in an end-game wizard, as well as my own personal opinion and a recommended level for each of them. Keep in mind that NO buff will hinder you from switching equipment, but also that you cannot cast ANY buff (with the exception of Regeneration) with a sword equipped. However, you can cast any spell without any weapon equipped.
Wizard Specific Skills:
Regular
Weaken – Recommended: 9, 18, 20
This debuff has two purposes: as an attack reducer and as a luring skill. Most wizards do not get this skill for its attack reduction effect, but rather as a luring skill. Some others, however, do not get this skill at all. At level 9, this skill has its maximum cooldown (at level 20, it also has the same cooldown but you spend more skill points). If you do not care about the attack reduction, then level 9 will suit you better than level 20. If you want a two-in-one, you can level this up to either 18 or 20.
Expert
Acid Trap – Recommended: 0, 20
This skill is a "max-it-or-don’t-get-it" skill. It is slow, but it is one of the only two poison-type spells that Wizards have. This is very useless if you do not get it to a high counter poison. Its AOE is small (like a cannon’s), but it is useful in Battle Mode 2 because of the ignorance of cast-time.
Hardness – Recommended: 20
This is one of the two main buffs that Wizards have. Being that we have very low natural defense, the +29 only helps us by that much. This is also a very useful buff because it is not an evoluated skill nor is it a self-buff.
Advanced Expert
Vacuum – Recommended: 0, 20
This is not a skill you will use regularly, if you choose to get it at all. It is only to be used in Battle Mode 2, because it is too slow to be used without it.
Chain Explosion – Recommended: 0, 20
This is, along with the lances, a substitute as a Piercing-type skill. It is not the greatest, but it is there when you need a Piercing spell when your lances are on cooldown. It is a decent filler, but its greatest function (aside from its Piercing effect) is its great Knockdown rate.
Energy Field – Recommended: 9, 12, 15
The average Wizard will get this spell at level 9 as a standard stunlock piece. I personally do not recommend getting this spell any higher (even though others do), because it is a weak skill to begin with. I would not waste skill points on a weak skill (that is meant to only stun quickly when needed) only to raise its damage by an abysmally small amount.
Sharpness – Recommended: 0, 18, 20
This skill has NO use for a Wizard. This skill is only for giving others (who can use the extra Attack) the extra boost in damage if they need it.
Master
Hail Storm – Recommended: 0, 9, 20
This skill is an awesome addition to your arsenal of AOE attacks. There are two drawbacks, however: it DOES NOT stun and it is SLOW. That being said, the only real constructive use of this spell is in Battle Mode 2. It is powerful when it is level 20, but it is also incredibly slow. However, it goes great together with Vacuum as a double casting pair.
Blink – Recommended: 9
This is what makes a Wizard faster than any other class (including an Astral Bike). Its range is slightly shorter than Dash, but it is much quicker. If you are up for the challenge, learn how to Blink in a combo and your reflexes will be honed far more than you expected. Combo bar behavior is similar to Fade Step.
Force Increase – Recommended: 20
See "Expert – Hardness". Replace "defense" with "HP". It does NOT stack with Raise Spirit until you have done the level 140 Battle Style quest.
Advanced Master
Arctic Field – Recommended: 9, 12, 15
This is an amazing skill that comes with great stun, great AOE, and a great animation to boot. The drawback, however, is that it is short-ranged. This spell is part of the stunlock, and it is a staple to your average saving-the-butt cycle.
High Regeneration – Recommended: 20
This Regeneration spell is highly useful because of its relatively small cooldown time. It is also multi-purpose: saving potions, helping live through tough mob, and nation war recovery. The only drawback, however, is that it is an Evoluated skill; it cannot be stacked with Regeneration. It, however, can be stacked with the party buff Mass Restore.
Grand Master
Extreme Dual Cannon – Recommended: 9, 12, 15, 18
This is the one spell that defines a Wizard. It can be used as a standard starter, finisher, poison spell, or as a piece of the stunlock combo. The level of the spell depends on your frequency of use; some choose to raise this high as a finisher in PVP.
Spirit Intension – Recommended: 20
This is an awesome party skill that you will use very often when fighting someone of the opposite nation. Most discourage using this in PVP because it is a party skill; but that does not hinder its full use against people of the opposite nation. This greatly reduces their Critical strength.
Completer
Space Collapse – Recommended: 9, 12, 15, 18
This is the greatest AOE spell that a Wizard has. It is a limit 4 spell, with a distance of 4 (set). It is also a stunlock piece as well as a PVP finisher if you choose to raise this skill to a high level. However, it does not have the Poison effect or the long range of Extreme Dual Cannon.
Mass Restore – Recommended: 20
This is a great addition to High Regeneration, but it is not as useful due to its restriction of having a party before cast. Its cooldown is also quite long (3 minutes), but it is still a good addition to help yourself recover when needed (especially in Nation War).
Transcender
Art of Force Control – Recommended: 20
This skill, when max, increases your Magic Amplification by 25%. However, it does not have the greatest duration. This is used when you need that extra power, or if you just want to look cool casting it. Either way, this spell gives you the boost when you need it.
Raise Spirit – Recommended: 20
This is the ultimate party buff; recovering nearly two full bars when it is maxed along with level 16 Battle Style. The only downside to this is that it is a Spirit type; it cannot be stacked with Force Increase until you have completed the level 15 Battle Style quest.
Universal Skills:
For PVP purposes, the best elements spells you can use are (in the order of overall DPS): Stone / Terra, Fire, Aqua, Crystal / Freezing / Ice, Wind, Lightning.
The best type of spells (also ranked) are: Lance, Cannon, Blast, Arrow.
Obviously, however, more than just the raw power x cast time come into play for PVP. There is your raw power, critical rate and damage, your HP, your opponent’s defense, your opponent’s combo strategy, and your opponent’s HP. Because of the amount of complexity, you can ignore your opponent’s stats for any calculations.
See the WI Power Calculation thread if you want more detail on how to easily calculate your overall effectiveness (power).
Add your minimum damage and maximum damage (also take into account how often this happens aka Critical Rate), and subtract double of your target’s defense by that total. Divide this quantity by cast time (in combo: Extreme Dual Cannon is 1.200, Lightning Cannon is 0.967, Earth/Fire/Aqua/Crystal/Wind is 0.800, Lightning Lance is 0.730, Terra/Fire/Aqua/Freezing/Wind Lance is 0.600). This will give you overall DPS.
[S-4]
Equipments
There are three ways to improve your Wizard for both PVP and PVE: Magic Amplification, Critical Rate and Damage, and Max HP Increase.
Suit
It is best to either get a full HP suit or a Magic Amplification and HP suit. A perfect craft Will suit has 140 HP, and a perfect craft Amp. suit has 7% Magic Amplification. Both can have two slots.
The specific gains and losses from either option, however, is highly varied depending on the character it is used on. Most opt for the Amplification and HP suit.
Helmet
Because of the easily accessible Deathblow Martial Helmet, it is best to NOT equip an Amplification helmet but rather a fully Critical-based helmet. Critical Rate and Damage augment your total power differently, but you can use the Power calculation to see which will benefit you more.
Boot
Just like suit, there are two beneficial stats to Boots. However, Boots do not come with a crafted Amplification. Your options are for a pair of extended Titanium Boots with Amplification in one slot (80 HP in the other), a pair of crafted Will boots (140 HP is perfect crafted) with HP in the slots, or a pair of single-slot Amplification Boots (most Wizards opt for this).
Will Craft HP Boots: 140 + 100 (240) HP, 0% Magic Amplification
Will Craft Extended HP Boots: 140 + 180 (320) HP, 0% Magic Amplification
Extended Amplification Boots: 80 HP, 7% Magic Amplification
Single-slot Amplification Boots: 0 HP, 7% Magic Amplification
Glove
The only beneficial-to-strength stat available to a glove is Magic Amplification (either crafted 7% Mystic or 7% in slot Osmium/Shadowtitanium piece). There is no benefit to extending gloves (except to try for Vampiric).
The alternative, however, is to obtain a Vampiric-crafted glove for PVE purposes.
Orb
There are two types of end-game orbs: extended Pherystin Orbs of Deathblow, or Magic Amplification Forcium Orbs. Both has their own benefits (and their own price tag!), completely dependent on your other Equipments’ build. Check using the Power Calculation.
Amulet
Amulet of Battler is the most beneficial to a Wizard overall when fighting another player. However, most will opt for a Vampiric Amulet when fighting against monsters.
Ring
Ring of Luck +1 is the most commonly used ring for a Wizard due to its huge boost in Critical Rate. These are nearly irreplaceable.
Earring
There are a few options for Earrings, PVP-wise: Earring of Guard, Force Regeneration Earring, or Vampire Earring. These will not determine whether you win or lose because of their small boost in stats.
Bracelet
Bracelet of Sage is the best option overall, for a Wizard. These add a tremendous amount of power.
The alternative is an Extortion Bracelet, worn only when needed, if you do not have Vampiric gloves.
[S-5]
Techniques
By now, you should know the basic stunlock combo (which I will list anyway).
Stunlock (combo): Extreme Dual Cannon, Space Collapse, Arctic Field, Energy Field
However, there is a variant that most people do not know of; that variant is the non-combo cousin of the famous stunlock.
90% Stunlock (non-combo): Extreme Dual Cannon, Energy Field, Space Collapse, Energy Field
Another technique that Wizards usually have trouble with is Fade-Stepping in combo, because of the lack of short-range spells to enable walking time.
There are two solutions to this: to target a monster that is far away to give yourself walking time, and (if at a distance from the other player) to use a short-range spell as a buffer for walking time.
The same concept of Fade Step applies to Dash and Blink in combo.
Another basic technique, which (surprisingly) most people do not know, is called the Vampiric delay. This is used when you have to wait for a gate to open, but you are crowded by monsters at the gate.
To put an end to the attacking (as well as leeching your own HP back up) is to cast Extreme Dual Cannon, Space Collapse, Arctic Field, or Energy Field without any specific order or manner. Just cast it whenever the monsters break off from stun.
Not comboing this ensures that you will not miss the gate opening.
There are a few other simple techniques that I could list here, such as Aura delay, continuous Regeneration, "breakout" effect, wall-lure, SP delay, etc. However, I feel as if these are too basic and they should be common knowledge.
[S-6]
Training
I will make this section short. There are only a few high-level places left for you to train on:
1. Mutant Forest (preferably with a lower level)
2. Pontus Ferrum (training here requires a specific ROUTE, not spawn)
3. Chaos Arena (only several times a day, cannot be continuous)
4. Dungeon Runs aka TOD2 or FT1 (can do whenever you want, but EXP is not continuous)
Most will opt for #1 or #4, because they are the easiest and most profitable.
[S-7]
Conclusion
Do not take my guide word for word! Feel free to modify anything up to your needs; after all, these are not rules you have to follow. This guide is to serve only as guidelines.
If you have any questions, feel free to post and I will be happy to answer.
Credits go to BronzeMech.

Am confused a bit i have alot of mmorpg experience etc but this game lols am a mage and i dont want to put points in the wrong skill …i mean how am i to avoid lvilng up a skill if thats like the only skill i have to use eg freeze….am totally newb about this game lols but its one of those interisting games that i found an wanna finsh