- Skills
- Magic Guard stops at 3 and Max MP Increase gets the points instead, then Fire Arrow first. Less of the damage you take lands on MP, which costs more to refill than HP, and Fire Arrow kills one monster for less MP than Poison Breath.
- Gear
- A clean wand every 10 levels and two INT overalls. Wear whatever else drops.
- Scrolls
- None. Sell the ones that drop to pay for potions.
- Potions
- Blue Potion until your Max MP passes 1,500, then Mana Elixir: half your MP for 743 mesos is cheaper per MP from there. If you can spare about 1,800 mesos an hour, Magic Potion (+10 Magic ATK) is the cheapest damage you can buy.
- Hunting
- One monster at a time with Fire Arrow. Cast Poison Breath only when 3 or more are in range, where it also costs less MP per kill.
Fire/Poison Wizard skill build
Where every skill point goes from your first Magician level to 70, in a Budget build and a Pro build, and the numbers behind each choice. The skill numbers come from the Classic World client, not the old game.
- Lv. 10-17: max Energy BoltIt is your only real attack until 2nd job. One point goes into Improved MP Recovery at 11 for its MP regen.
- Lv. 17-23: Magic Guard 3, Magic Armor 1, Max MP Increase 1, then the builds splitThe first points of each are worth the most. Then Budget maxes Max MP Increase for a bigger MP pool, and Pro maxes Magic Guard so less damage reaches your HP.
- Lv. 24-30: finish Magic ArmorYour Magician SP locks at 2nd job, so spend all of it before you advance.
- Lv. 30-40: Teleport 1, then max Fire Arrow or Poison BreathBudget maxes Fire Arrow, which passes Energy Bolt at level 6 (15 without its burn). Pro maxes Poison Breath, which hits up to 6 monsters, and keeps Energy Bolt for single ones.
- Lv. 41-50: max the other oneBoth builds have Fire Arrow and Poison Breath maxed by 50, and from here on they are the same.
- Lv. 51-70: MP Eater 3, Meditation, Teleport, MP Eater, then 1 SlowMeditation is a party Magic ATK buff, and a maxed Teleport costs far less MP.
You get 1 SP per level as a Beginner, 1 SP at each job advancement, and 3 SP per level after that. Wizard SP can't be spent on Magician skills, and an SP Reset Scroll from the Cash Shop resets every skill except Beginner skills.
Skill points cost nothing, so both builds follow the same route with one swap per job. What sets them apart is where your mesos go: gear, scrolls, potions and buffs. Both wizards share the Magician book and its weapons, so the gear is the same as in the Ice/Lightning Wizard skill build. Prices are what each item sells for on HubCW, so they move with the market.
- Skills
- Max Magic Guard, the safest choice, then Poison Breath first.
- Gear
- The best weapon at every step, wands and staffs alike, and INT gear in every slot. Buy it already scrolled: Price Check splits sales by stat roll.
- Scrolls
- Magic Attack on the weapon and gloves, INT on the overall, cape and earrings, in every slot (table below).
- Potions
- Mana Elixir and Elixir to refill, and Sap of Ancient Tree (+12 Magic ATK) running all the time: about 5,700 mesos an hour.
- Hunting
- Packed maps and parties: Poison Breath on every group of 3 or more, Fire Arrow on the rest. A bigger Magic total raises the poison along with the hit.
Gear, slot by slot
Lv. 10 Wooden Wand1,249 mesos
Lv. 20 Metal Wand6,666 mesos
Lv. 30 Mithril Wand26,249 mesos
Lv. 50 Cromi-
Lv. 60 Evil Tale-
Lv. 70 Angel Wings51,499 mesos
Lv. 15 Hardwood Wand3,291 mesos
Lv. 20 Metal Wand6,666 mesos
Lv. 25 Ice Wand8,888 mesos
Lv. 30 Mithril Wand26,249 mesos
Lv. 35 Wizard Wand34,999 mesos
Lv. 40 Fairy Wand166,666 mesos
Lv. 45 Arc Staff-
Lv. 50 Cromi-
Lv. 55 Thorns-
Lv. 60 Evil Tale-
Lv. 65 Evil Wings-
Lv. 70 Angel Wings51,499 mesos
Lv. 25 Blue Doros Robe / Brown Doroness Robe7,000 mesos
Lv. 50 Blue Calas / Blue Calaf-
Lv. 25 Blue Doros Robe / Brown Doroness Robe7,000 mesos
Lv. 40 Blue Starlight / Blue Moonlight49,999 mesos
Lv. 50 Blue Calas / Blue Calaf-
Lv. 60 Blue Anakamoon / Blue Anakarune-
Lv. 70 Blue Requiem / Blue Requierre-
Lv. 30 Brown Jester5,999 mesos
Lv. 40 Brown Guiltian-
Lv. 50 Aqua Golden Circlet44,444 mesos?
Lv. 60 Blue Seraphis-
Lv. 70 Blue Infinium Circlet-
Lv. 30 Blue Lutia14,999 mesos
Lv. 40 Blue Arten34,999 mesos
Lv. 50 Blue Penance-
Lv. 60 Gold Manute-
Lv. 70 Blue Lorin-
Lv. 40 Dark Moon Shoes38,332 mesos
Lv. 60 Orange Goldrunners-
Lv. 35 Blue Justice Cape55,555 mesos
Lv. 46 Blue Icarus Cape95,222 mesos
Lv. 50 Blue Napoleon-
Lv. 65 Blue Gaia Cape-
Lv. 25 Gold Earrings3,999 mesos
Where two overalls share a step, the first is the male version and the second the female one. Any earrings do for Pro: they all have 5 slots, and the INT scrolls are what count.
Pro scrolls
One tier in each family gives the most per slot on average without any risk to the item. Pro fills every slot with it, or buys gear where every slot already passed.
| Scroll | Success | Slots | If all pass | Price | Per success |
|---|---|---|---|---|---|
Wand Magic Attack Scroll: Intermediate |
60% | 7 | +28 M.ATT | - | - |
Staff Magic Attack Scroll: Intermediate |
60% | 7 | +28 M.ATT | - | - |
Gloves Magic Attack Scroll: Intermediate |
60% | 5 | +20 M.ATT | - | - |
Overall Armor INT Scroll: Intermediate |
60% | 10 | +20 INT | - | - |
Cape INT Scroll: Intermediate |
60% | 5 | +10 INT | 299,000 mesos? | 498,333 mesos |
Earring INT Scroll: Intermediate |
60% | 5 | +10 INT | 91,999 mesos | 153,332 mesos |
The other tiers, on a wand: Wand Magic Attack Scroll: Lesser is 100% for +2, Wand Magic Attack Scroll: Greater 10% for +8, and Wand Magic Attack Scroll: Chaos 10% for +10, but 50% of its failures destroy the wand. Try them in the scroll simulator first.
What the money buys
Each build's best attack on one monster, per cast, in its own gear and with its own skills at that level: pure INT, with only the LUK that gear needs, and the burn counted in full. Pro counts every scroll slot as passed and Sap of Ancient Tree running; Meditation is left out because both builds get it. Monster defense is left out, so treat the numbers as a comparison.
| Level | Budget | Pro | Pro's lead |
|---|---|---|---|
| 30 | 340 Energy Bolt 20, Mithril Wand, 147 INT | 615 Energy Bolt 20, Mithril Wand, 183 INT | +81% |
| 40 | 857 Fire Arrow 30, Mithril Wand, 197 INT | 874 Energy Bolt 20, Fairy Wand, 240 INT | +2% |
| 50 | 1,231 Fire Arrow 30, Cromi, 232 INT | 2,027 Fire Arrow 30, Cromi, 286 INT | +65% |
| 60 | 1,557 Fire Arrow 30, Evil Tale, 267 INT | 2,483 Fire Arrow 30, Evil Tale, 326 INT | +59% |
| 70 | 1,964 Fire Arrow 30, Angel Wings, 307 INT | 3,030 Fire Arrow 30, Angel Wings, 371 INT | +54% |
At 40 Pro's points are in Poison Breath, so on one monster it still casts Energy Bolt while Budget casts Fire Arrow. On a group of 3, Poison Breath does more than either.
Pick your level to see where each skill should be, what to add at that level and any breakpoint you just reached. Switch builds to compare the alternatives.
You advance in Ellinia at level 10. From then to 30 you get 61 SP for six skills that would take 105 to max, and whatever you leave here at 30 stays that way. Both builds max Energy Bolt first; then Budget puts the mid-game points into Max MP Increase and Pro into Magic Guard. This part is the same for both wizards.
| Level | Skill points | Why |
|---|---|---|
| 10 | Energy Bolt 1 | Advance to Magician in Ellinia. You get 1 SP now and 3 per level after that. Energy Bolt 1 unlocks Magic Claw. |
| 11 | Energy Bolt 3 · Improved MP Recovery 1 | Improved MP Recovery 1 already gives the full MP regen. Later levels only add MP from potions. |
| 12–16 | Energy Bolt 3 → 18 (+3 per level) | |
| 17 | Energy Bolt 20 · Magic Guard 1 | Energy Bolt maxed: 130 Basic Attack, Mastery 10, 16 MP. |
| 18 | Magic Guard 3 · Magic Armor 1 | Magic Guard 3 unlocks Magic Armor. Magic Armor 1 is +40 Weapon and Magic DEF for one point, the best single point in the book. |
| 19 | Improved MP Recovery 3 · Max MP Increase 1 | Improved MP Recovery 3 unlocks Max MP Increase. Max MP Increase 1 is +10% Max MP for one point. |
| 20 | Budget Max MP Increase 4Pro Magic Guard 6 | Pro: Magic Guard 6: 49% of damage goes to MP. |
| 21 | Budget Max MP Increase 7Pro Magic Guard 9 | |
| 22 | Budget Max MP Increase 10Pro Magic Guard 12 | Pro: Magic Guard 11: 68% of damage goes to MP. |
| 23 | Budget Max MP Increase 13Pro Magic Guard 15 | Pro: Magic Guard 15: 80% of damage goes to MP. |
| 24–29 | Magic Armor 1 → 19 (+3 per level) | |
| 30 | Budget Magic Armor 20 · Max MP Increase 15Pro Magic Armor 20 · Max MP Increase 3 | 2nd job: choose Fire/Poison. Spend your last Magician SP first, because Wizard SP can't go into Magician skills. Magic Armor maxed: +120 Weapon and Magic DEF for 600 seconds.Budget: Max MP Increase maxed: +25% Max MP. |
Magic Guard or Max MP Increase?
Magic Guard moves part of every hit onto your MP bar, so you only die when the HP share runs out. With a share of x, the biggest hit you survive is HP ÷ (1 − x): 1.56× your HP at Magic Guard 3, 2.56× at 10 and 5.0× at 15.
MP has to pay its share, so a single hit can't exceed about HP + MP. A level-30 Magician with 800 HP and 1,400 MP tops out near 2,200 damage. A Magician's MP grows much faster than HP, so the cap rises every level and the top Magic Guard levels matter more at 50-70 than at 30.
The cost is mesos: damage on the MP bar is refilled with MP potions, which cost more per point than HP potions.
At 2nd job you get 1 SP, then 3 per level: 121 by level 70. Maxing all six Wizard skills would take 140, so one stays short, and that is Slow. The current client has no 3rd job yet.
| Level | Skill points | Why |
|---|---|---|
| 30 | Teleport 1 | 2nd job: choose Fire/Poison. Spend your last Magician SP first, because Wizard SP can't go into Magician skills. Teleport 1 costs 55 MP per use, so use it sparingly until you level it. |
| 31 | Budget Fire Arrow 3Pro Poison Breath 3 | Budget: Fire Arrow 1 already out-damages Energy Bolt 20 on fire-weak monsters.Pro: Poison Breath hits up to 6 monsters. Use it when 3 or more are in range. |
| 32 | Budget Fire Arrow 6Pro Poison Breath 6 | Budget: From Fire Arrow 6 on, its hit and burn out-damage Energy Bolt 20 on neutral monsters. |
| 33–35 | Budget Fire Arrow 6 → 15 (+3 per level)Pro Poison Breath 6 → 15 (+3 per level) | |
| 36 | Budget Fire Arrow 18Pro Poison Breath 18 | Pro: Poison Breath 16: its explosion grows from 260×100 to 300×100. |
| 37–39 | Budget Fire Arrow 18 → 27 (+3 per level)Pro Poison Breath 18 → 27 (+3 per level) | |
| 40 | Budget Fire Arrow 30Pro Poison Breath 30 | Budget: Fire Arrow maxed: 180 Basic Attack and a 50 Basic Attack burn over 3 seconds, Mastery 10, 28 MP. Fire Arrow maxed just out-damages Energy Bolt 20 even on fire-resistant monsters, which it can't burn.Pro: Poison Breath maxed: 80 Basic Attack on up to 6 monsters and a 75% chance to poison each for 40 Basic Attack over 5 seconds, 40 MP. |
| 41 | Budget Poison Breath 3Pro Fire Arrow 3 | Budget: Poison Breath hits up to 6 monsters. Use it when 3 or more are in range.Pro: Fire Arrow 1 already out-damages Energy Bolt 20 on fire-weak monsters. |
| 42 | Budget Poison Breath 6Pro Fire Arrow 6 | Pro: From Fire Arrow 6 on, its hit and burn out-damage Energy Bolt 20 on neutral monsters. |
| 43–45 | Budget Poison Breath 6 → 15 (+3 per level)Pro Fire Arrow 6 → 15 (+3 per level) | |
| 46 | Budget Poison Breath 18Pro Fire Arrow 18 | Budget: Poison Breath 16: its explosion grows from 260×100 to 300×100. |
| 47–49 | Budget Poison Breath 18 → 27 (+3 per level)Pro Fire Arrow 18 → 27 (+3 per level) | |
| 50 | Budget Poison Breath 30Pro Fire Arrow 30 | Budget: Poison Breath maxed: 80 Basic Attack on up to 6 monsters and a 75% chance to poison each for 40 Basic Attack over 5 seconds, 40 MP.Pro: Fire Arrow maxed: 180 Basic Attack and a 50 Basic Attack burn over 3 seconds, Mastery 10, 28 MP. Fire Arrow maxed just out-damages Energy Bolt 20 even on fire-resistant monsters, which it can't burn. |
| 51 | MP Eater 3 | MP Eater 3 unlocks Meditation. |
| 52–54 | Meditation 0 → 9 (+3 per level) | |
| 55 | Meditation 12 | Meditation 11: the buff reaches party members in a 600×400 area. |
| 56–57 | Meditation 12 → 18 (+3 per level) | |
| 58 | Meditation 20 · Teleport 2 | Meditation maxed: party +25 Magic ATK for 300 seconds. |
| 59 | Teleport 5 | Teleport 5 unlocks Slow. |
| 60–63 | Teleport 5 → 17 (+3 per level) | |
| 64 | Teleport 20 | Teleport maxed: 15 MP per use, 150 range. |
| 65–69 | MP Eater 3 → 18 (+3 per level) | |
| 70 | MP Eater 20 · Slow 1 | MP Eater maxed: 50% chance to absorb 50% of a monster's Max MP, at most once every 5 seconds. Slow 1: the one point left over at 70. |
Level 1 and max values from the game data. Each name links to its full per-level table.
- MP cost
- 8 → 16
- Basic Attack
- 90 → 130
- Mastery Lv.
- 1 → 10
Your attack until 2nd job. On fire-resistant monsters, which Fire Arrow can't burn, it stays ahead until Fire Arrow 30.
- MP cost
- 8 → 12
Budget stops at 3; Pro maxes it by 23. Levels 6 and 11 are the big steps.
- MP cost
- 8 → 16
- Weapon Def.
- 40 → 120
- Magic Def.
- 40 → 120
- Duration (s)
- 300 → 600
Level 1 is the best point at 1st job. Each later level adds a little DEF and 15 seconds.
- Lv. 1
- Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 10%
- Lv. 15
- Regenerates 1% of Max MP every 10 seconds; increases MP recovery from items by 25%
Level 1 already gives all the MP regen. Take 3 to unlock Max MP Increase.
- Max MP %
- 10 → 25
Budget maxes it for a bigger MP pool and cheaper refills; Pro stops at 3.
- MP cost
- 10 → 20
- Basic Attack
- 45 → 65
- Hits
- 2
- Mastery Lv.
- 1 → 10
Same damage as Energy Bolt for more MP and less range. Take it instead of Energy Bolt, never alongside.
- MP cost
- 14 → 28
- Basic Attack
- 120 → 180
- Mastery Lv.
- 1 → 10
- DoT damage
- 20 → 50
- DoT time (s)
- 3
Your single-target attack: the hardest hit in the book, plus a burn on anything that doesn't resist fire.
- MP cost
- 20 → 40
- Basic Attack
- 50 → 80
- Max enemies
- 6
- Chance %
- 45 → 75
- Mastery Lv.
- 1 → 10
- DoT damage
- 10 → 40
- DoT time (s)
- 5
Your attack for groups: up to 6 monsters, each with a chance to be poisoned. Below 3 monsters in range, Fire Arrow does more.
- MP cost
- 15 → 25
- Magic Attack
- 5 → 25
- Duration (s)
- 100 → 300
A flat Magic ATK boost for you and every magician in your party.
- MP cost
- 55 → 15
- Range
- 110 → 150
Every level cuts its MP cost. Level 1 is expensive, so don't spam it.
- Chance %
- 30 → 50
Gets back MP from monsters that have it, once every 5 seconds. Most training monsters at 40-70 have 50-150 MP.
- MP cost
- 15 → 8
- Max enemies
- 6
- Speed
- 10 → 30
- Duration (s)
- 10 → 20
Slows up to 6 monsters for kiting. It is the skill the SP budget can't cover.
Magic damage scales with the skill's Basic Attack and with your Magic total: half your INT plus the Magic ATK on your weapon, gear and buffs. Each hit rolls between a minimum and a maximum, and Mastery raises the minimum. A burn or poison that lands adds its own Basic Attack once more, at the top of the roll and ignoring Magic DEF. The comparisons below use the community's damage formula at 180 INT and count every burn and poison in full; treat them as relative.
What the burn and the poison add
| Skill | Basic Attack | Burn or poison | Adds | MP cost | Per MP |
|---|---|---|---|---|---|
| 120 | 20 Basic Attack over 3 s | +22% | 14 | 1.03× | |
| 138 | 29 Basic Attack over 3 s | +27% | 17 | 1.07× | |
| 158 | 39 Basic Attack over 3 s | +29% | 22 | 1.04× | |
| 180 | 50 Basic Attack over 3 s | +30% | 28 | 1.03× | |
| 50 × 6 | 10 Basic Attack over 5 s, 45% chance | +12% | 20 | 0.28× 1.66× on 6 |
|
| 59 × 6 | 19 Basic Attack over 5 s, 54% chance | +22% | 26 | 0.29× 1.73× on 6 |
|
| 69 × 6 | 29 Basic Attack over 5 s, 64% chance | +32% | 32 | 0.32× 1.91× on 6 |
|
| 80 × 6 | 40 Basic Attack over 5 s, 75% chance | +40% | 40 | 0.35× 2.07× on 6 |
"Adds" is the burn or poison on average (times its chance to land) as a share of the hit. "Per MP" is damage per MP on one monster against a maxed Energy Bolt; Poison Breath's second figure is for a full group.
Other multipliers
- Elements: ×1.25 on weak monsters, ×0.75 on resistant ones, which also can't be burnt or poisoned. Monsters immune to poison take nothing from Poison Breath (×0 in the community formula), so use Fire Arrow or Energy Bolt on them.
- Burn and poison: they ignore Magic DEF, so they count most on high-MDEF monsters like the poison-weak Fairies (500 MDEF). Whether one can finish a monster, and what a second cast does to one already running, isn't confirmed; a monster you kill in one or two quick casts gets little of it.
- Magic DEF: damage × 100 ÷ (MDEF + 100). Most training monsters have 0-50 MDEF; Iron Hogs have 100 (half damage) and the Tree Dungeon Fairies 500 (a sixth).
- Level gap: monsters above your level take less, ×0.89 at 5 levels above you and ×0.71 at 9.
Every monster in the game data that is weak to or resists your elements and spawns somewhere. The rest take normal damage. Fire-resistant monsters can't be burnt by Fire Arrow and poison-resistant ones can't be poisoned by Poison Breath; the few the data marks immune to poison take no damage from it at all.
Weak to fire Fire Arrow ×1.25
Stump Lv. 5 · 133 HP · 30 MP
Thicket Around the Beach I, Thicket Around the Beach III, Henesys Hunting Ground I
Dark Stump Lv. 11 · 236 HP · 30 MP
The Field South of Ellinia, The Tree That Grew I, The Tree That Grew II
Axe Stump Lv. 17 · 371 HP · 30 MP
The Forest South of Ellinia, The Forest North of Ellinia, Construction Site North of Kerning City
Dark Axe Stump Lv. 23 · 547 HP · 30 MP
West Rocky Mountain III, West Rocky Mountain IV, Land of Wild Boar
Ligator Lv. 31 · 853 HP · 0 MP
Also: Resistant to Ice
The Swamp of Despair I, The Swamp of Despair II, The Swamp of Despair III
Jr. Wraith Lv. 34 · 982 HP · 70 MP
Also: Weak to Holy
Line 1 <Area 2>, Line 1 <Area 3>, Line 2 <Area 1>
Cold Eye Lv. 40 · 1,894 HP · 50 MP
Also: Resistant to Ice
Tree Dungeon, Forest Up North VII, The Tunnel That Lost Light I, The Tunnel That Lost Light II

Resists fire Fire Arrow ×0.75, no burn
Fire Boar Lv. 32 · 842 HP · 0 MP
Also: Weak to Ice
East Rocky Mountain V, East Rocky Mountain VI, East Rocky Mountain VII
Copper Drake Lv. 45 · 2,595 HP · 150 MP
Also: Weak to Ice
East Rocky Mountain VII, Dangerous Valley, Dangerous Valley II
Drake Lv. 50 · 3,218 HP · 150 MP
Also: Resistant to Ice
Drake Hunting Ground, The Tunnel That Lost Light I, The Tunnel That Lost Light II
Malady Lv. 55 · 2,998 HP · 90 MP · 50 MDEF
Also: Weak to Holy; Resistant to Ice
The Forest of Evil I, The Forest of Evil II
Dark Stone Golem Lv. 58 · 5,428 HP · 150 MP
Also: Weak to Holy; Resistant to Poison
Sleepy Dungeon III, Sleepy Dungeon IV, Sleepy Dungeon V
Weak to poison Poison Breath ×1.25
Fairy Lv. 29 · 593 HP · 175 MP · 500 MDEF
Also: Resistant to Holy, Lightning
Someone Else's House, Tree Dungeon, Forest Up North VI, Tree Dungeon, Forest Up North VII
Resists poison Poison Breath ×0.75, no poison
Green Mushroom Lv. 14 · 233 HP · 30 MP
Immune to poison: Poison Breath does no damage
Henesys Hunting Ground I, Henesys Hunting Ground II, Henesys Hunting Ground III
Curse Eye Lv. 33 · 1,001 HP · 50 MP
Tree Dungeon, Monkey Forest I, Tree Dungeon, Monkey Forest II, Tree Dungeon, Forest Up North VI
Jr. Boogie Lv. 35 · 1,395 HP · 300 MP · 50 MDEF
B2 <Subway Depot>, B3 <Subway Depot>, Land of Wild Boar
Stone Golem Lv. 56 · 5,134 HP · 120 MP
Henesys Dungeon Entrance, The Breathing Rock, The Entrance of Golem's Temple
Dark Stone Golem Lv. 58 · 5,428 HP · 150 MP
Also: Weak to Holy; Resistant to Fire
Sleepy Dungeon III, Sleepy Dungeon IV, Sleepy Dungeon V
Commander Skeleton Lv. 73 · 11,915 HP · 0 MP
Immune to poison: Poison Breath does no damage
Also: Weak to Holy; Resistant to Ice
Remains <Tomb> IV, Remains <Cliff>
Jr. Balrog Lv. 80 · 325,400 HP · 500 MP · Boss
Immune to poison: Poison Breath does no damage
Also: Weak to Holy
The Cursed Sanctuary
TipA maxed Fire Arrow does 2.25× a maxed Energy Bolt on fire-weak monsters. Resistant to fire but not to poison: Fire Boar, Copper Drake, Drake, Malady, Red Drake. Use Poison Breath there. Resistant or immune to poison but not to fire: Curse Eye, Jr. Boogie, Stone Golem, Commander Skeleton. Use Fire Arrow there. Resistant to both: Dark Stone Golem. Neither element gets its extra damage there.
The monsters that give the most EXP per cast at every 5 levels. Each is up to 10 levels below you and has at least 10 on one map. Casts are how many spells a kill takes on average after the monster's Magic DEF and element, for each build in its own gear and skills, with whichever of its spells below kills it fastest.
Energy Bolt
Fire Arrow
Ranked by EXP per cast for the Budget build. Spells aren't checked for misses, and burns and poison aren't counted. Spawn speed, map layout and other players change what an hour really gives, so try the top two and keep the one that feels faster. The Training Finder ranks the monsters for any level by EXP per HP.
You get 5 AP per level, and a new Magician starts with 4 STR, 4 DEX, 12 INT and 5 LUK. Put everything into INT except the LUK your next weapon needs; the INT requirements look after themselves. Half your INT goes into your Magic total, so +14 Magic ATK on a weapon is worth about 28 INT.
| Level | Weapon | Magic ATK | INT | LUK |
|---|---|---|---|---|
| 10 | Wooden Wand Wand | 27 | 20 | 0 |
| 15 | Hardwood Wand Wand | 34 | 30 | 0 |
| 20 | Metal Wand Wand | 41 | 40 | 10 |
| 25 | Ice Wand Wand | 48 | 50 | 15 |
| 30 | Mithril Wand Wand | 55 | 60 | 20 |
| 35 | Wizard Wand Wand | 62 | 70 | 25 |
| 40 | Fairy Wand Wand | 69 | 80 | 30 |
| 45 | Arc Staff Staff | 73 | 90 | 40 |
| 50 | Cromi Wand | 83 | 100 | 40 |
| 55 | Thorns Staff | 87 | 110 | 50 |
| 60 | Evil Tale Wand | 97 | 120 | 55 |
| 65 | Evil Wings Staff | 101 | 130 | 60 |
| 70 | Angel Wings Wand | 111 | 140 | 65 |
Shields along the way: Pan Lid (Lv. 10), Mystic Shield (Lv. 22, 34 INT / 12 LUK), Esther Shield (Lv. 35, 60 INT / 25 LUK). Spell casting speed doesn't depend on weapon speed, so always use the highest Magic ATK you can equip.
No weapon in the game data has a fire or poison element, so a Fire/Poison Wizard uses the same wands and staffs as an Ice/Lightning one.
- From the game data: skill numbers and prerequisites, monster elements, HP, MP and MDEF, and item requirements. They update when the game does.
- Poison Breath: the game data's level stats only hold the droplet, so its damage, poison chance and DoT are read from its level texts and its targets from its description. Its explosion area (260×100, 300×100 from level 16) and Meditation's area from level 11 come from the client's skill data and are written in by hand.
- From players: SP per level, the 2nd-job SP lock and the damage, DoT, element and defense formulas come from community testing (meowdb). How a DoT ticks, whether it can kill and what a second cast does to a running one aren't confirmed; the numbers here count one full burn or poison per cast.
- Calculated: the Fire Arrow crossovers, the Poison Breath break-even and the DoT shares use those formulas with example stats. Misses, crits and positioning all move real results.
- Budget and Pro builds: the gear picks are written by hand. Prices are the median HubCW sale of the last 30 days, or the median Free Market ask when nothing sold; a dash means neither. The Magic totals assume 25 starting stat points and 5 AP a level.















