Third tier

High Wizard

Third tier Base level 100 to 150 Mage line

High Wizard is the primary advancement option for Wizards. It continues to excel at what the Wizard does best - dish out huge amounts of elemental damage over a wide area.

The High Wizard turns back to its roots, focusing on the four natural elements with its magic, leaving the more esoteric magics to the Warlock. Their skills divide into the four branches you would expect: fire, water, wind, and earth magic.

Each branch comes with two skills. A major skill, dealing a large amount of damage over a wide area, and a minor skill, dealing damage over a much smaller area. The major skills each grant the user an Elemental Affinity, which boosts the effects of all magic used of the same element, even enhancing their Mage and Wizard skills. The minor skills all gain powerful additional effects while their appropriate Affinity is active, and also serve to reset the duration of that Affinity.

Affinities serve two powerful functions. The first is its enhancement to all elemental magic that matches it: while an Affinity is active, all magic of that element gains an enormous bonus to its Magic Defense Pierce. In addition, the Affinities alter the behavior of the remaining two High Wizard skills that sit outside the elemental branches.

Mystical Amplification increases the user's Magic Attack for a single cast, at the cost of also increasing that skill's Fixed Cast Time. If an Affinity is active, it is consumed to grant an additional bonus that lasts much longer depending on which Affinity was consumed.

The final High Wizard Skill is Elemental Annihilation, a massive nuke that deals incredible damage of all elements across four waves to the target and all enemies immediately around them. Usually this skill deals damage in the order of Fire, Water, Wind, and then Earth, but if any Affinity is active, it instead deals four waves of that particular element instead.

High Wizard character art

Where it sits

MageWizardHigh Wizard

Skill list

Skills

Grouped the way the tree is grouped. Names, types, targets and the numbers behind every level come from the player wiki, so they match what you see in game.

This class runs onEarth AffinityElemental AffinityFire AffinityWater AffinityWind Affinity
BleedingBurningFrozenSleepWhat these do
MagicSupport

Fire Skills2 skills

  • Crimson ArrowMagicalEnemyLv 5

    Line-piercing Fire bolt with Burning synergy.

    The user fires a bolt of concentrated Fire Magic, striking all targets in a straight line. Any target struck that is Burning takes additional damage, otherwise it attempts to inflict the Burning Status. If Fire Affinity is active, its duration is reset and the damage is treated as Burning Damage.

    Level by level
    LevelDamageBurning ChanceSP Cost
    1900%60%65
    21000%70%70
    31100%80%75
    41200%90%80
    51300%100%85
  • Volcanic BurstMagicalEnemyLv 10

    Massive Fire AoE that grants Fire Affinity.

    The user causes a burst of blazing magical energy to erupt beneath their target's feet, dealing Fire damage to them and all enemies around them. This skill deals additional damage to Burning enemies and applies the Fire Affinity status on the user.

    Learn firstCrimson Arrow Lv3

    Level by level
    LevelDamageAffinity PierceSP Cost
    11100%5%210
    21200%10%220
    31300%15%230
    41400%20%240
    51500%25%250
    61600%30%260
    71700%35%270
    81800%40%280
    91900%45%290
    102000%50%300

Water Skills2 skills

  • Frozen GripMagicalEnemyLv 5

    Ice spikes with Chilled synergy.

    The user summons spikes of ice at the target's location, dealing Water property damage to them and all enemies nearby. If this skill strikes a Chilled target, it deals additional damage. Otherwise, it attempts to inflict the Chilled status. If Water Affinity is active, its duration is reset and this skill has a chance to Freeze.

    Level by level
    LevelDamageStatus ChanceSP Cost
    1900%60%65
    21000%70%70
    31100%80%75
    41200%90%80
    51300%100%85
  • Frost NovaMagicalSelfLv 10

    Massive self-centered Water AoE that grants Water Affinity.

    The user unleashes a blast of freezing magic around themselves, dealing Water Property damage to all enemies in an area around them. This skill deals additional damage to Chilled enemies, and applies the Water Affinity status on the user.

    Learn firstFrozen Grip Lv3

    Level by level
    LevelDamageAffinity PierceSP Cost
    11100%5%210
    21200%10%220
    31300%15%230
    41400%20%240
    51500%25%250
    61600%30%260
    71700%35%270
    81800%40%280
    91900%45%290
    102000%50%300

Wind Skills2 skills

  • Chain LightningMagicalEnemyLv 5

    Bouncing lightning with Sleep synergy.

    Invokes a burst of lightning on the target, dealing Wind Property damage before repeating against another nearby target. The number of bounces is affected by the level of the skill. If there are no other targets in the area, the same target can be struck multiple times. This skill deals additional damage to Sleeping and Dazed enemies. If Wind Affinity is active, its duration is reset and this skill gains additional bounces.

    Level by level
    LevelDamage (per bounce)Number of BouncesSP Cost
    1220%465
    2240%570
    3260%675
    4280%780
    5300%885
  • Static StormMagicalGroundLv 10

    Lightning DoT field that grants Wind Affinity.

    Creates an electrically charged zone that is struck repeatedly by lightning bolts, dealing rapid Wind Property damage over time to all enemies within it. This skill deals additional damage to Sleeping and Dazed targets, and applies the Wind Affinity Status on the user.

    Learn firstChain Lightning Lv3

    Level by level
    LevelDamage (per hit)Affinity PierceSP Cost
    1110%5%210
    2120%10%220
    3130%15%230
    4140%20%240
    5150%25%250
    6160%30%260
    7170%35%270
    8180%40%280
    9190%45%290
    10200%50%300

Earth Skills2 skills

  • Stone CrushMagicalEnemyLv 5

    Falling boulder that inflicts Internal Bleeding.

    Summons an enormous stone sphere and drops it on the target's location, dealing Earth Property damage to them and all enemies around them. Deals additional damage to Bleeding enemies, otherwise has a chance to inflict Internal Bleeding. If Earth Affinity is active, its duration is reset and the damage is treated as Bleeding damage.

    Level by level
    LevelDamageInternal Bleeding ChanceSP Cost
    1900%60%65
    21000%70%70
    31100%80%75
    41200%90%80
    51300%100%85
  • Seismic TremorsMagicalGroundLv 10

    Earth DoT field that grants Earth Affinity.

    Infuses magic into the ground at the target location, causing it to tremor and deal Earth Property damage to all enemies above it. This skill deals additional damage to Bleeding enemies, and applies the Earth Affinity status on the user.

    Learn firstStone Crush Lv3

    Level by level
    LevelDamageAffinity PierceSP Cost
    11100%5%210
    21200%10%220
    31300%15%230
    41400%20%240
    51500%25%250
    61600%30%260
    71700%35%270
    81800%40%280
    91900%45%290
    102000%50%300

Arcane Skills2 skills

  • Mystical AmplificationSupportiveSelfLv 5

    Massively amplifies one cast; consumes Affinities for lasting buffs.

    The user infuses their staff with incredible magical energies, amplifying the effects of their next spell. For a single skill cast, the user's Magic Attack is massively increased, but so is its Fixed Cast Time. If the user is under any Elemental Affinity when this skill is cast, it is consumed to grant and additional buff for thirty seconds:

    • FireBurning Damage increased by 30%
    • WaterAll skills have a chance to inflict Freeze
    • WindAll skills have a chance to inflict Sleep
    • EarthBleeding Damage increased by 30% This skill does not stack with Rapid Incantation.

    Works withAffinities

    Level by level
    LevelMatk BonusFixed Cast IncreaseStatus Chance
    110%0.5s5%
    220%1s10%
    330%1.5s15%
    440%2s20%
    550%2.5s25%
  • Elemental AnnihilationMagicalEnemyLv 10

    Four-wave elemental nuke, unified by any active Affinity.

    The user channels a massive blast of elemental energy, obliterating a single target and all enemies nearby. Attacks in four waves, in the order of Fire, Water, Wind, Earth. If the user has an Elemental Affinity active, all four waves will match that element instead.

    Learn firstFrozen Grip Lv5, Chain Lightning Lv5, Stone Crush Lv5, Crimson Arrow Lv5

    Level by level
    LevelDamage (per wave)SP Cost
    1660%270
    2720%290
    3780%310
    4840%330
    5900%350
    6960%370
    71020%390
    81080%410
    91140%430
    101200%450

Mechanics

  • AffinitiesMechanic

    Affinities come in the four natural elements, Fire, Water, Wind, or Earth. While an Affinity is active, all magic that matches its element gains additional Magic Defense Pierce. Only one Affinity can be active at a time.

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