- Skills
- Magic Guard stops at 3 and Max MP Increase gets the points instead, then Cold Beam first. Less of the damage you take lands on MP, which costs more to refill than HP, and every Mana Elixir refills a bigger pool.
- 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 Cold Beam. Cast Thunder Bolt only when 5 or more are in range, where it also costs less MP per kill.
Ice/Lightning Wizard skill build
Where every skill point goes from your first Magician level to 70, why it goes there, 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. 18-23: Magic Armor 1, Max MP Increase 1, then max Magic GuardThe first point of each is worth more than the rest of the skill. Magic Guard is the Magician skill you keep using until 70.
- 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 Cold BeamKeep using Energy Bolt until Cold Beam passes it (about level 36).
- Lv. 41-50: max Thunder BoltYour attack for groups: it beats Cold Beam once 3 or more monsters are in range.
- 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 plan above with one swap each. What sets them apart is where your mesos go: gear, scrolls, potions and buffs. Prices are what each item sells for on HubCW, so they move with the market.
- Skills
- Max Magic Guard, the safest choice, then Thunder Bolt 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. Cast Thunder Bolt whenever 3 or more monsters are in range: it costs more MP per kill than Cold Beam, but you're buying the MP anyway.
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 Magic total in its own gear: pure INT, with only the LUK that gear needs. Pro counts every scroll slot as passed and Sap of Ancient Tree running; Meditation is left out because both builds get it. Damage scales with the Magic total.
| Level | Budget | Pro | Pro's lead |
|---|---|---|---|
| 30 | 128 Mithril Wand, 147 INT | 206 Mithril Wand, 183 INT | +61% |
| 40 | 153 Mithril Wand, 197 INT | 249 Fairy Wand, 240 INT | +63% |
| 50 | 199 Cromi, 232 INT | 286 Cromi, 286 INT | +44% |
| 60 | 230 Evil Tale, 267 INT | 320 Evil Tale, 326 INT | +39% |
| 70 | 264 Angel Wings, 307 INT | 356 Angel Wings, 371 INT | +35% |
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.
From Cold Beam 18 on, it out-damages Energy Bolt 20 on neutral monsters. Keep Energy Bolt for ice-resistant ones.
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. Your attack only matters until 2nd job, but you keep using Magic Guard until 70, so it gets the mid-game points.
| 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 | Magic Guard 6 | Magic Guard 6: 49% of damage goes to MP. |
| 21 | Magic Guard 9 | |
| 22 | Magic Guard 12 | Magic Guard 11: 68% of damage goes to MP. |
| 23 | Magic Guard 15 | Magic Guard 15: 80% of damage goes to MP. |
| 24–29 | Magic Armor 1 → 19 (+3 per level) | |
| 30 | Magic Armor 20 · Max MP Increase 3 | 2nd job: choose Ice/Lightning. 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. |
Why max Magic Guard instead of 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 I/L 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.
Other Magician builds
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 Ice/Lightning. 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. |
| 31–32 | Cold Beam 0 → 6 (+3 per level) | |
| 33 | Cold Beam 9 | From Cold Beam 9 on, it out-damages Energy Bolt 20 on ice-weak monsters. |
| 34–35 | Cold Beam 9 → 15 (+3 per level) | |
| 36 | Cold Beam 18 | From Cold Beam 18 on, it out-damages Energy Bolt 20 on neutral monsters. Keep Energy Bolt for ice-resistant ones. |
| 37–39 | Cold Beam 18 → 27 (+3 per level) | |
| 40 | Cold Beam 30 | Cold Beam maxed: 170 Basic Attack, Mastery 10, 22 MP. |
| 41 | Thunder Bolt 3 | Thunder Bolt hits up to 6 monsters. Use it when 3 or more are in range. |
| 42–45 | Thunder Bolt 3 → 15 (+3 per level) | |
| 46 | Thunder Bolt 18 | Thunder Bolt 16: its hit area grows from 300×100 to 340×140. |
| 47–49 | Thunder Bolt 18 → 27 (+3 per level) | |
| 50 | Thunder Bolt 30 | Thunder Bolt maxed: 70 Basic Attack, Mastery 10, 40 MP. |
| 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. |
Other Wizard builds
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 about level 36. After 2nd job it still edges out a maxed Cold Beam on ice-resistant monsters.
- MP cost
- 8 → 12
The skill you keep until 70. 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
The first point gives the most. Spare Magician points go here.
- 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
- 11 → 22
- Basic Attack
- 110 → 170
- Mastery Lv.
- 1 → 10
- Duration (s)
- 3
Your single-target attack, and it slows what it hits. Use it on anything not resistant to ice.
- MP cost
- 20 → 40
- Basic Attack
- 40 → 70
- Max enemies
- 6
- Chance %
- 10 → 25
- Mastery Lv.
- 1 → 10
- Duration (s)
- 2000
Your attack for groups. Below 3 monsters in range, Cold Beam 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 the skill's Mastery raises the minimum, so every attack-skill level raises both. The comparisons below use the community's damage formula at 180 INT; treat them as relative.
What Meditation is worth
| Level | Example gear | Magic total | Meditation +25 |
|---|---|---|---|
| 40 | 200 INT, Fairy Wand (69), +10 other | 179 | +14.0% |
| 50 | 250 INT, Cromi (83), +15 other | 223 | +11.2% |
| 60 | 300 INT, Evil Tale (97), +20 other | 267 | +9.4% |
| 70 | 340 INT, Angel Wings (111), +30 other | 311 | +8.0% |
Other multipliers
- Elements: ×1.25 on weak monsters, ×0.75 on resistant ones. On ice-resistant monsters a maxed Energy Bolt (130) edges out a maxed Cold Beam (170 × 0.75) and costs less MP, so keep it on a key.
- 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. Ice-resistant monsters aren't slowed by Cold Beam, and lightning-resistant ones aren't stunned by Thunder Bolt.
Weak to ice Cold Beam ×1.25
Fire Boar Lv. 32 · 842 HP · 0 MP
Also: Resistant to Fire
East Rocky Mountain V, East Rocky Mountain VI, East Rocky Mountain VII
Copper Drake Lv. 45 · 2,595 HP · 150 MP
Also: Resistant to Fire
East Rocky Mountain VII, Dangerous Valley, Dangerous Valley II
Tauromacis Lv. 70 · 9,328 HP · 120 MP
Also: Resistant to Lightning
Sanctuary Entrance I, Sanctuary Entrance II, Sanctuary Entrance III
Taurospear Lv. 75 · 12,535 HP · 150 MP
Also: Resistant to Lightning
Sanctuary Entrance III, Sanctuary Entrance IV
Resists ice Cold Beam ×0.75
Ligator Lv. 31 · 853 HP · 0 MP
Also: Weak to Fire
The Swamp of Despair I, The Swamp of Despair II, The Swamp of Despair III
Cold Eye Lv. 40 · 1,894 HP · 50 MP
Also: Weak to Fire
Tree Dungeon, Forest Up North VII, The Tunnel That Lost Light I, The Tunnel That Lost Light II
Drake Lv. 50 · 3,218 HP · 150 MP
Also: Resistant to Fire
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 Fire
The Forest of Evil I, The Forest of Evil II
Commander Skeleton Lv. 73 · 11,915 HP · 0 MP
Also: Weak to Holy; Immune to Poison
Remains <Tomb> IV, Remains <Cliff>
Weak to lightning Thunder Bolt ×1.25
Slime Lv. 6 · 115 HP · 30 MP
Right Around Lith Harbor, Thicket Around the Beach I, Thicket Around the Beach II
Octopus Lv. 12 · 191 HP · 50 MP
Kerning City Construction Site, Caution Falling Down, Construction Site North of Kerning City

Lorang Lv. 38 · 1,714 HP · 10 MP
A Look-Out Shed Around the Beach, Lorang Lorang, Lorang Lorang Lorang
Resists lightning Thunder Bolt ×0.75
Fairy Lv. 29 · 593 HP · 175 MP · 500 MDEF
Also: Weak to Poison; Resistant to Holy
Someone Else's House, Tree Dungeon, Forest Up North VI, Tree Dungeon, Forest Up North VII
Tauromacis Lv. 70 · 9,328 HP · 120 MP
Also: Weak to Ice
Sanctuary Entrance I, Sanctuary Entrance II, Sanctuary Entrance III
Taurospear Lv. 75 · 12,535 HP · 150 MP
Also: Weak to Ice
Sanctuary Entrance III, Sanctuary Entrance IV
TipLorang and Clang on the beach maps (lightning-weak, in groups) suit Thunder Bolt at 38-50. Copper and Red Drakes in Dangerous Valley (ice-weak, with MP for MP Eater) suit Cold Beam at 45-60. Drakes, Crocos and Maladies resist ice, so use Thunder Bolt there or pick another map.
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
Cold Beam
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 |
| 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.
- From the game data: skill numbers and prerequisites, monster elements, HP, MP and MDEF, and item requirements. They update when the game does.
- From players: SP per level, the 2nd-job SP lock and the damage and defense formulas come from community testing (meowdb).
- Calculated: the Cold Beam crossover, the Thunder Bolt break-even and the Meditation percentages 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.


















