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High Wizard


High Wizard

High Wizard
Sprite overview of High Wizard



The High Wizard is the 2-1 Transcendent variant of the Wizard class. High Wizards in all aspects are very similar to their previous Wizard forms, but as transcendents, they come with new spells and stat bonuses. High Wizard builds usually focus on the Int (for MATK) and Dex stats in order to complement their arsenal of magical spells, which unfortunately leaves them open to physical attacks. Nevertheless, these magical powerhouses are not to be taken lightly, because not many survive confrontations with a High Wizard and live to tell the tale.

New Skills



Ganbantein:

This spell cancels all ground targeted magic in a 3x3 area around the spot selected by the castor. If the ground spell is less than 3x3, this skill can completely remove it. It requires a Yellow and Blue Gem, and has only an 80% chance of success followed by a long after-cast delay.

Ganbantein can wipe out the following skills:

+ Pneuma, Safety Wall, Venom Dust

+ All Wizard ground spells: Quagmire, Firewall, Fire Pillar, Gravitational Field, Safety Wall, Icewall (?)

+ All Sage ground spells: Magnetic Earth, Deluge, Whirlwind, Volcano, Fiber Lock, Blinding Mist, Safety Wall

+ All Priest ground spells: Sanctuary, Magnus Exorcismus, Basilica, Safety Wall

+ All Songs: any bard/dancer song, Battle Chant

+ All Traps


Gravitational Field:

A spell inflicts damage and decreases the enemy's attack speed / moving speed. Unlike Quagmire, Gravitational Field will not strip speed buffs. The caster cannot move, use items, or cast any other skills while using this skill. If the caster is hit the spell automatically cancels (freeing the caster to do other things). It can be used on MVPs, but the monster's attack speed is not reduced. It can be used on the emperium during WoE, but its damage on the emperium is reduced to one third of the damage the skill lists. Whether this value is further reduced by 40% on War maps is not currently known.
This skill does a fix set amount of damage to players regardless their DEF, MDEF, card modification (i.e. GTB), and reveals cloaking and stealth.

Mystical Amplification:

Increases the MATK by (5*SkillLevel)% of the next skill used. If no skills are used, it runs out after 30 seconds.

Napalm Vulcan:

Hits the area in a 3x3 area and has a chance of cursing targets in that area. The damage, number of hits, etc is affected by the skill level.

Soul Drain:

A skill that lets you regain SP every time you finish off a monster with a single target spell. This doesn't work for Area of effect spells, such as Storm Gust, Lord of Vermilion, ect. The amount is decided by the caster max SP, the skill's level, and the monster's level. This skill is passive.

Stave Crasher:

Does ranged Physical damaged equal to the caster's MAtk. The elemental property of this attack is based on the Element of your weapon. Unlike other spells, the damage on the target is reduced by Def (not MDef), the attack can miss, damage-increasing (eg. Hydra) affect the damage, and any special property of the weapon is trasmitted into the attack (eg. using this skill with a Quad Stun Rod would add the chance of stunning the target; using it with a Swordbreaker would add a chance of breaking the target's weapon).

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