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Guides » Fire/Poison Wizard skill build
Class build · Lv. 1-70

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.

9Beginner SP (Lv. 2-10)
61Magician SP, 105 to max all
121Wizard SP by Lv. 70, 140 to max all
Skills at Lv. 70 Pro
Magician
Energy Bolt20/20
Magic Guard · Budget 315/15
Magic Armor20/20
Improved MP Recovery3/15
Max MP Increase · Budget 153/15
Magic Claw0/20
Wizard (Fire, Poison)
Fire Arrow30/30
Poison Breath30/30
Meditation20/20
Teleport20/20
MP Eater20/20
Slow1/20
1. The build at a glance
  1. 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.
  2. 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.
  3. Lv. 24-30: finish Magic ArmorYour Magician SP locks at 2nd job, so spend all of it before you advance.
  4. 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.
  5. 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.
  6. 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.

2. Budget and Pro builds

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.

BudgetSpend as little as you can
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.
ProMoney is no object
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

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.

ScrollSuccessSlotsIf all passPricePer 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.

LevelBudgetProPro'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.

3. Level planner

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.

36Wizard (Fire, Poison)
At level 36 Fire Arrow 15 → 18
Beginner9 / 9 spent
Three Snails3/3
Recovery3/3
Nimble Feet3/3
Magician61 / 61 spent
Energy Bolt20/20
Magic Guard3/15
Magic Armor20/20
Improved MP Recovery3/15
Max MP Increase15/15
Wizard (Fire, Poison)19 / 19 spent
Fire Arrow +318/30
Poison Breath0/30
Meditation0/20
MP Eater0/20
Teleport1/20
Slow0/20
4. Magician, Lv. 10-30

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.

LevelSkill pointsWhy
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.

Biggest hit you survive, as a multiple of your HP, by Magic Guard level
0×1×2×3×4×5× Magic Guard 0: 0% to MP, survive 1.00× your HP 0 Magic Guard 1: 30% to MP, survive 1.43× your HP 1 Magic Guard 2: 33% to MP, survive 1.49× your HP 2 Magic Guard 3: 36% to MP, survive 1.56× your HP 1.6× 3 Magic Guard 4: 39% to MP, survive 1.64× your HP 4 Magic Guard 5: 42% to MP, survive 1.72× your HP 5 Magic Guard 6: 49% to MP, survive 1.96× your HP 2.0× 6 Magic Guard 7: 52% to MP, survive 2.08× your HP 7 Magic Guard 8: 55% to MP, survive 2.22× your HP 8 Magic Guard 9: 58% to MP, survive 2.38× your HP 9 Magic Guard 10: 61% to MP, survive 2.56× your HP 10 Magic Guard 11: 68% to MP, survive 3.13× your HP 3.1× 11 Magic Guard 12: 71% to MP, survive 3.45× your HP 12 Magic Guard 13: 74% to MP, survive 3.85× your HP 13 Magic Guard 14: 77% to MP, survive 4.35× your HP 14 Magic Guard 15: 80% to MP, survive 5.00× your HP 5× 15
Budget: Magic Guard 3, max Max MP IncreaseSome guides stop Magic Guard at 3 and max Max MP Increase instead. You get more Max MP and less damage goes to MP, so potions cost less. The price is Magic Guard at 36% until you reset. Pick it if you play carefully and want cheaper grinding.
Magic Claw instead of Energy BoltMagic Claw hits twice, and its total matches Energy Bolt at every level (90 → 130 Basic Attack). At max it costs 20 MP to 16, reaches 300 range to 350, and needs Energy Bolt 1. Players report that it hits through walls and platforms. Take one or the other, never both.
Beginner skillsThree Snails 3 first for an early ranged attack, then Recovery 3 and Nimble Feet 3. All three are maxed by level 10 whatever you do.
5. Wizard, Lv. 30-70

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.

LevelSkill pointsWhy
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.
Fire Arrow or Poison Breath first?Poison Breath explodes on the first monster it hits and damages up to 6 around it, so from 3 monsters in range it beats Fire Arrow per cast. On one monster it does about 48% of a Fire Arrow for 1.4× the MP. Budget hunts one monster at a time and takes Fire Arrow first; Pro hunts packed maps and takes Poison Breath.
Poison Breath hits a groupThe game data's level stats list one target for Poison Breath, but its description and level texts say the droplet explodes on contact and hits up to 6 monsters, each with a 45-75% chance to be poisoned. The numbers on this page come from those texts.
Meditation before Poison BreathMP Eater 3 at 41, Meditation maxed by 48, then Poison Breath. Meditation is worth about 16% more damage at level 40 and buffs magicians in your party. Pick it if you fight one monster at a time or party with other mages.
MP Eater before TeleportMP Eater only works once every 5 seconds, so a maxed Teleport saves more MP for anyone who moves around. If you stand in one spot and cast all day, max MP Eater at 59-64 and Teleport at 65-70 instead.
6. Every skill

Level 1 and max values from the game data. Each name links to its full per-level table.

Energy BoltMax Lv. 20
Max by 17
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.

Magic GuardMax Lv. 15
Max by 23 (Pro)
MP cost
8 → 12

Budget stops at 3; Pro maxes it by 23. Levels 6 and 11 are the big steps.

Magic ArmorMax Lv. 20 · needs Magic Guard 3
Max by 30
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.

Stop at 3
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 IncreaseMax Lv. 15 · needs Improved MP Recovery 3
Max by 30 (Budget)
Max MP %
10 → 25

Budget maxes it for a bigger MP pool and cheaper refills; Pro stops at 3.

Magic ClawMax Lv. 20 · needs Energy Bolt 1
Skip
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.

Fire ArrowMax Lv. 30
Max by 40 (Budget) or 50 (Pro)
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.

Poison BreathMax Lv. 30
Max by 50 (Budget) or 40 (Pro)
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.

MeditationMax Lv. 20 · needs MP Eater 3
Max by 58
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.

TeleportMax Lv. 20
Max by 64
MP cost
55 → 15
Range
110 → 150

Every level cuts its MP cost. Level 1 is expensive, so don't spam it.

MP EaterMax Lv. 20
Max by 70
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.

SlowMax Lv. 20 · needs Teleport 5
Stop at 1
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.

7. Damage math

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.

Fire Arrow vs your maxed Energy Bolt: average damage per cast with the burn, by Fire Arrow level, as a multiple of Energy Bolt 20
0.4×0.8×1.2×1.6×2.0×2.4× 151015202530 1.80× Fire Arrow 6 passes Energy Bolt 20: Neutral element6 2.25× Fire Arrow 1 passes Energy Bolt 20: Fire-weak1 1.04× Fire Arrow 30 passes Energy Bolt 20: Fire-resistant, no burn30
Neutral elementFire-weakFire-resistant, no burnEnergy Bolt 20 = Magic Claw 20
Poison Breath vs Fire Arrow, both maxed: output as a multiple of one Fire Arrow, by monsters hit per cast
0.0×0.5×1.0×1.5×2.0×2.5×3.0× 1 monster: 0.48× the damage per cast1 monster: 0.34× the damage per MP 1 2 monsters: 0.96× the damage per cast2 monsters: 0.67× the damage per MP 2 3 monsters: 1.44× the damage per cast3 monsters: 1.01× the damage per MP 3 4 monsters: 1.92× the damage per cast4 monsters: 1.34× the damage per MP 4 5 monsters: 2.40× the damage per cast5 monsters: 1.68× the damage per MP 5 6 monsters: 2.88× the damage per cast6 monsters: 2.02× the damage per MP 6
Damage per castDamage per MPFire Arrow = 1.0

What the burn and the poison add

SkillBasic AttackBurn or poisonAddsMP costPer MP
Fire Arrow 1 120 20 Basic Attack over 3 s +22% 14 1.03×
Fire Arrow 10 138 29 Basic Attack over 3 s +27% 17 1.07×
Fire Arrow 20 158 39 Basic Attack over 3 s +29% 22 1.04×
Fire Arrow 30 180 50 Basic Attack over 3 s +30% 28 1.03×
Poison Breath 1 50 × 6 10 Basic Attack over 5 s, 45% chance +12% 20 0.28×
1.66× on 6
Poison Breath 10 59 × 6 19 Basic Attack over 5 s, 54% chance +22% 26 0.29×
1.73× on 6
Poison Breath 20 69 × 6 29 Basic Attack over 5 s, 64% chance +32% 32 0.32×
1.91× on 6
Poison Breath 30 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.
8. Fire & poison matchups

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

Resists fire Fire Arrow ×0.75, no burn

Weak to poison Poison Breath ×1.25

Resists poison Poison Breath ×0.75, no poison

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.

9. Where to train

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 BoltFire Arrow

Lv. 15
  1. Ribbon Pig Lv. 10 · 19 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 1.0 casts L Forest I (21 there)
  2. Bubbling Lv. 15 · 28 EXP Budget Energy Bolt 3.0 castsPro Energy Bolt 2.0 casts Line 1 <Area 1> (64 there)
  3. Dark Stump Lv. 11 · 21 EXP Budget Energy Bolt 2.3 castsPro Energy Bolt 2.0 casts West Domain of Perion (21 there)
Lv. 20
  1. Ribbon Pig Lv. 10 · 19 EXP Budget Energy Bolt 1.0 castsPro Energy Bolt 1.0 casts L Forest I (21 there)
  2. Stirge Lv. 20 · 37 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 2.0 casts Transfer Area (38 there)
  3. Axe Stump Lv. 17 · 32 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 2.0 casts The Forest North of Ellinia (13 there)
Lv. 25
  1. Rocky Mask Lv. 24 · 45 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 1.9 casts Excavation Site III (17 there)
  2. Zombie Mushroom Lv. 24 · 45 EXP Budget Energy Bolt 2.2 castsPro Energy Bolt 2.0 casts Ant Tunnel III (61 there)
  3. Horny Mushroom Lv. 22 · 41 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 1.0 casts Ant Tunnel IV (41 there)
Lv. 30
  1. Wild Boar Lv. 25 · 46 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 1.2 casts The Land of Wild Boar II (23 there)
  2. Rocky Mask Lv. 24 · 45 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 1.0 casts Excavation Site III (17 there)
  3. Zombie Mushroom Lv. 24 · 45 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 1.0 casts Ant Tunnel III (61 there)
Lv. 35
  1. Ligator Lv. 31 · 58 EXP Budget Fire Arrow 2.0 castsPro Energy Bolt 2.0 casts The Swamp of Despair I (41 there)
  2. Jr. Wraith Lv. 34 · 66 EXP Budget Fire Arrow 2.3 castsPro Energy Bolt 2.0 casts Line 2 <Area 1> (83 there)
  3. Evil Eye Lv. 27 · 50 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 1.3 casts The Cave of Evil Eye III (38 there)
Lv. 40
  1. Ligator Lv. 31 · 58 EXP Budget Fire Arrow 1.7 castsPro Energy Bolt 1.4 casts The Swamp of Despair I (41 there)
  2. Jr. Wraith Lv. 34 · 66 EXP Budget Fire Arrow 2.0 castsPro Energy Bolt 2.0 casts Line 2 <Area 1> (83 there)
  3. Curse Eye Lv. 33 · 63 EXP Budget Fire Arrow 2.0 castsPro Energy Bolt 2.0 casts Sleepy Dungeon V (23 there)
Lv. 45
  1. Cold Eye Lv. 40 · 85 EXP Budget Fire Arrow 3.0 castsPro Fire Arrow 2.7 casts The Tunnel That Lost Light I (32 there)
  2. Skeledog Lv. 44 · 102 EXP Budget Fire Arrow 4.0 castsPro Energy Bolt 3.0 casts Remains <Tomb> I (16 there)
  3. Zombie Lupin Lv. 41 · 89 EXP Budget Fire Arrow 3.5 castsPro Energy Bolt 3.0 casts Monkey Swamp III (31 there)
Lv. 50
  1. Wraith Lv. 48 · 122 EXP Budget Fire Arrow 3.0 castsPro Fire Arrow 2.0 casts Line 2 <Area 3> (68 there)
  2. Tortie Lv. 46 · 111 EXP Budget Fire Arrow 3.0 castsPro Fire Arrow 2.0 casts Hot Sand (25 there)
  3. Skeledog Lv. 44 · 102 EXP Budget Fire Arrow 3.0 castsPro Fire Arrow 2.0 casts Remains <Tomb> I (16 there)
Lv. 55
  1. Croco Lv. 52 · 146 EXP Budget Fire Arrow 3.0 castsPro Fire Arrow 2.0 casts Dangerous Croko II (24 there)
  2. Wraith Lv. 48 · 122 EXP Budget Fire Arrow 3.0 castsPro Fire Arrow 2.0 casts Line 2 <Area 3> (68 there)
  3. Mummydog Lv. 47 · 117 EXP Budget Fire Arrow 3.0 castsPro Fire Arrow 2.0 casts Remains <Tomb> III (15 there)
Lv. 60
  1. Croco Lv. 52 · 146 EXP Budget Fire Arrow 2.9 castsPro Fire Arrow 2.0 casts Dangerous Croko II (24 there)
  2. Skeleton Soldier Lv. 57 · 183 EXP Budget Fire Arrow 4.0 castsPro Fire Arrow 3.0 casts Camp 1 (20 there)
  3. Stone Golem Lv. 56 · 175 EXP Budget Fire Arrow 5.0 castsPro Fire Arrow 3.0 casts Golem's Temple III (10 there)
Lv. 65
  1. Wild Kargo Lv. 62 · 231 EXP Budget Fire Arrow 4.0 castsPro Fire Arrow 3.0 casts Wild Kargo's Area (14 there)
  2. Skeleton Soldier Lv. 57 · 183 EXP Budget Fire Arrow 4.0 castsPro Fire Arrow 3.0 casts Camp 1 (20 there)
  3. Stone Golem Lv. 56 · 175 EXP Budget Fire Arrow 4.0 castsPro Fire Arrow 3.0 casts Golem's Temple III (10 there)
Lv. 70
  1. Wild Kargo Lv. 62 · 231 EXP Budget Fire Arrow 4.0 castsPro Fire Arrow 3.0 casts Wild Kargo's Area (14 there)
  2. Officer Skeleton Lv. 63 · 242 EXP Budget Fire Arrow 5.0 castsPro Fire Arrow 3.3 casts Camp 3 (14 there)
  3. Red Drake Lv. 60 · 211 EXP Budget Fire Arrow 6.0 castsPro Energy Bolt 4.0 casts Dangerous Valley II (17 there)

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.

10. Stats & weapons

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.

LevelWeaponMagic ATKINTLUK
10Wooden Wand Wand27200
15Hardwood Wand Wand34300
20Metal Wand Wand414010
25Ice Wand Wand485015
30Mithril Wand Wand556020
35Wizard Wand Wand627025
40Fairy Wand Wand698030
45Arc Staff Staff739040
50Cromi Wand8310040
55Thorns Staff8711050
60Evil Tale Wand9712055
65Evil Wings Staff10113060
70Angel Wings Wand11114065

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.

11. Sources & notes
  • 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.