Second tier
Wizard
Wizard is the primary advancement option for the Mage.
Upon advancing to this class, Wizards will find they suffer from much the same problem that they did as Mages: there are far too many skills. With twelve skills to allocate points into and only 50 job levels available, the first decision most Wizards will find themselves having to make is "which element am I willing to focus on?"
The Wizard skill tree is divided into six branches. The first three branches, for Fire, Water, and Wind skills, are divided between a setup and finisher skill. Each setup skill inflicts an elemental vulnerability on the target, enhancing all damage of that element the target takes from any source. The second skill is a large AoE that deals heavy damage and inflicts that element's associated status effect.
The next two branches are a bit more unique, playing catch-up with the "status effect > bolt" playstyle of the Mage skills. The Earth branch uses Heaven's Drive to inflict the Bleeding status over an area, while Earth Spike deals increased damage to Bleeding enemies. Meanwhile, the Neutral tree offers Gravitational Collapse to slow enemies and inflict the Vulnerable status, while Force Pulse deals increased damage to Vulnerable enemies, a pair of effects you might find odd, until you learn both skills inflict Physical damage based on the user's Magic Attack.
The last branch of Wizard skills consists of a pair of Utility skills. Energy Coat returns from days of yore, providing a powerful damage reduction effect based on the user's remaining SP, but draining SP every time the user takes damage. Paired with it is Rapid Incantation, a short buff that removes the Fixed Cast Time of all spells cast for a short duration.
Where it sits
Skill list
Skills
Skill names and effects are kept in English because that is how they appear in game.
- Cloak of Flame
The user wraps themselves in flame, dealing Fire property damage to all enemies that approach within a 5x5 area. Enemies struck suffer from Fire Vulnerability for ten seconds.
- Crimson Rock
Calls a flaming meteor from the heavens to deal heavy Fire property damage and inflict the Burning status to a target and all enemies around it.
- Freezing Breath
Unleashes a blast of cold air at a target location, dealing Water property damage and attempting to inflict the Chilled and Water Vulnerability statuses.
- Storm Gust
Summons a wintry storm at the targeted location, dealing repeated Water property damage with a chance to inflict the Chilled status each time.
- Jupitel Thunder
Fires a ball of lightning at a target, knocking them back and inflicting the Wind Vulnerability status for ten seconds. Sleeping enemies take additional damage.
- Lord of Vermillion
Summons a barrage of lightning bolts that does significant damage and possibly inflicts the Sleep status on all targets over a huge area.
- Earth Spike
Deals Earth property damage to a single target, which is increased if the target is Bleeding.
- Heaven's Drive
Deals Earth property damage to targets over a small area, with a high chance to inflict the Bleeding status. Bleeding inflicted by this skill scales with Dex instead of Str.
- Force Pulse
Deals Neutral Physical damage to a single target, which is increased if the target is Vulnerable. This skill takes its damage from the user's Magic Attack, but is only reduced by Physical Defense.
- Gravitational Collapse
Deals Neutral Physical damage to targets over a small area, attempting to inflict the Vulnerable status with each hit. Enemies within the area of effect are slowed, though this does not count as the Slow status effect. This skill takes its damage from the user's Magic Attack, but is only reduced by Physical Defense.
- Energy Coat
The user creates a magic forcefield around themselves, reducing the damage of all incoming attacks by a percentage based on the amount of SP they have remaining. Each hit taken under this status drains a percentage of the user's Max SP.
- Rapid Incantation
For five seconds, all spells cast by the user have their Variable Cast Time halved.
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