HubCW
Guides » Ice/Lightning Wizard skill build
Class build · Lv. 1-70

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.

9Beginner SP (Lv. 2-10)
61Magician SP, 105 to max all
121Wizard SP by Lv. 70, 140 to max all
Skills at Lv. 70
Magician
Energy Bolt20/20
Magic Guard15/15
Magic Armor20/20
Improved MP Recovery3/15
Max MP Increase3/15
Magic Claw0/20
Wizard (I/L)
Cold Beam30/30
Thunder Bolt30/30
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. 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.
  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 Cold BeamKeep using Energy Bolt until Cold Beam passes it (about level 36).
  5. Lv. 41-50: max Thunder BoltYour attack for groups: it beats Cold Beam once 3 or more monsters are in range.
  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 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.

BudgetSpend as little as you can
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.
ProMoney is no object
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

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 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.

LevelBudgetProPro'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%
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 (I/L)
At level 36 Cold Beam 15 → 18
From Cold Beam 18 on, it out-damages Energy Bolt 20 on neutral monsters. Keep Energy Bolt for ice-resistant ones.
Beginner9 / 9 spent
Three Snails3/3
Recovery3/3
Nimble Feet3/3
Magician61 / 61 spent
Energy Bolt20/20
Magic Guard15/15
Magic Armor20/20
Improved MP Recovery3/15
Max MP Increase3/15
Wizard (I/L)19 / 19 spent
Cold Beam +318/30
Thunder Bolt0/30
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. Your attack only matters until 2nd job, but you keep using Magic Guard until 70, so it gets the mid-game points.

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 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.

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

Other Magician builds

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.
A bigger MP poolSome 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.
The last 14 pointsAfter Energy Bolt and Magic Guard are maxed, three choices are close: Magic Armor 8 → 20 takes about 5-7% less damage, Max MP Increase 3 → 15 adds about 8% effective HP under max Magic Guard, and Improved MP Recovery 3 → 15 gets 25% instead of 12% more MP from potions.
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 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

Thunder Bolt firstSwap the 31-40 and 41-50 blocks if you party-train or hunt packed maps where each cast hits 3+ monsters, or lightning-weak ones like Lorang and Clang on the beach maps. Early on it is weak per monster (40 Basic Attack at level 1) and costs 20-40 MP a cast.
Meditation before Thunder BoltMP Eater 3 at 41, Meditation maxed by 48, then Thunder Bolt. Meditation is worth about 14% 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 first
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.

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

The skill you keep until 70. 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
1 early, 3 by 30
Max MP %
10 → 25

The first point gives the most. Spare Magician points go here.

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

Cold BeamMax Lv. 30
Max 31-40
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.

Thunder BoltMax Lv. 30
Max 41-50
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.

MeditationMax Lv. 20 · needs MP Eater 3
Max 52-58
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
1 at 30, max 59-64
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
3 at 51, 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
1 point at 70
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 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.

Cold Beam vs your maxed Energy Bolt: average damage per cast by Cold Beam level, as a multiple of Energy Bolt 20
0.4×0.6×0.8×1.0×1.2×1.4×1.6×1.8× 151015202530 1.31× Cold Beam 18 passes Energy Bolt 20 on neutral monsters18 1.63× Cold Beam 9 passes Energy Bolt 20 on ice-weak monsters9 0.98×
Neutral elementIce-weakIce-resistantEnergy Bolt 20
Thunder Bolt vs Cold Beam, both maxed: output as a multiple of one Cold Beam, by monsters hit per cast
0.0×0.5×1.0×1.5×2.0×2.5× 1 monster: 0.41× the damage per cast1 monster: 0.23× the damage per MP 1 2 monsters: 0.82× the damage per cast2 monsters: 0.45× the damage per MP 2 3 monsters: 1.24× the damage per cast3 monsters: 0.68× the damage per MP 3 4 monsters: 1.65× the damage per cast4 monsters: 0.91× the damage per MP 4 5 monsters: 2.06× the damage per cast5 monsters: 1.13× the damage per MP 5 6 monsters: 2.47× the damage per cast6 monsters: 1.36× the damage per MP 6
Damage per castDamage per MPCold Beam = 1.0

What Meditation is worth

LevelExample gearMagic totalMeditation +25
40200 INT, Fairy Wand (69), +10 other179+14.0%
50250 INT, Cromi (83), +15 other223+11.2%
60300 INT, Evil Tale (97), +20 other267+9.4%
70340 INT, Angel Wings (111), +30 other311+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.
8. Ice & lightning matchups

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

Resists ice Cold Beam ×0.75

Resists lightning Thunder Bolt ×0.75

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.

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 BoltCold Beam

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. Fire Boar Lv. 32 · 60 EXP Budget Cold Beam 2.1 castsPro Energy Bolt 2.0 casts The Burnt Land V (26 there)
  2. 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)
  3. Wild Boar Lv. 25 · 46 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 1.0 casts The Land of Wild Boar II (23 there)
Lv. 40
  1. Jr. Wraith Lv. 34 · 66 EXP Budget Cold Beam 2.0 castsPro Energy Bolt 2.0 casts Line 2 <Area 1> (83 there)
  2. Curse Eye Lv. 33 · 63 EXP Budget Cold Beam 2.0 castsPro Energy Bolt 2.0 casts Sleepy Dungeon V (23 there)
  3. Fire Boar Lv. 32 · 60 EXP Budget Energy Bolt 2.0 castsPro Energy Bolt 1.3 casts The Burnt Land V (26 there)
Lv. 45
  1. Copper Drake Lv. 45 · 107 EXP Budget Cold Beam 4.0 castsPro Cold Beam 3.1 casts East Rocky Mountain VII (22 there)
  2. Skeledog Lv. 44 · 102 EXP Budget Cold Beam 4.0 castsPro Energy Bolt 3.0 casts Remains <Tomb> I (16 there)
  3. Lupin Lv. 37 · 75 EXP Budget Cold Beam 3.0 castsPro Energy Bolt 2.0 casts Monkey Swamp I (28 there)
Lv. 50
  1. Wraith Lv. 48 · 122 EXP Budget Cold Beam 3.0 castsPro Cold Beam 2.0 casts Line 2 <Area 3> (68 there)
  2. Copper Drake Lv. 45 · 107 EXP Budget Cold Beam 3.0 castsPro Cold Beam 2.0 casts East Rocky Mountain VII (22 there)
  3. Skeledog Lv. 44 · 102 EXP Budget Cold Beam 3.0 castsPro Cold Beam 2.0 casts Remains <Tomb> I (16 there)
Lv. 55
  1. Wraith Lv. 48 · 122 EXP Budget Cold Beam 3.0 castsPro Cold Beam 2.0 casts Line 2 <Area 3> (68 there)
  2. Mummydog Lv. 47 · 117 EXP Budget Cold Beam 3.0 castsPro Cold Beam 2.0 casts Remains <Tomb> III (15 there)
  3. Tortie Lv. 46 · 111 EXP Budget Cold Beam 3.0 castsPro Cold Beam 2.0 casts Hot Sand (25 there)
Lv. 60
  1. Skeleton Soldier Lv. 57 · 183 EXP Budget Cold Beam 4.3 castsPro Cold Beam 3.0 casts Camp 1 (20 there)
  2. Red Drake Lv. 60 · 211 EXP Budget Cold Beam 5.0 castsPro Cold Beam 3.0 casts Dangerous Valley II (17 there)
  3. Croco Lv. 52 · 146 EXP Budget Energy Bolt 4.0 castsPro Energy Bolt 3.0 casts Dangerous Croko II (24 there)
Lv. 65
  1. Red Drake Lv. 60 · 211 EXP Budget Cold Beam 4.0 castsPro Cold Beam 3.0 casts Dangerous Valley II (17 there)
  2. Wild Kargo Lv. 62 · 231 EXP Budget Cold Beam 4.5 castsPro Cold Beam 3.0 casts Wild Kargo's Area (14 there)
  3. Skeleton Soldier Lv. 57 · 183 EXP Budget Cold Beam 4.0 castsPro Cold Beam 3.0 casts Camp 1 (20 there)
Lv. 70
  1. Wild Kargo Lv. 62 · 231 EXP Budget Cold Beam 4.0 castsPro Cold Beam 3.0 casts Wild Kargo's Area (14 there)
  2. Red Drake Lv. 60 · 211 EXP Budget Cold Beam 4.0 castsPro Cold Beam 3.0 casts Dangerous Valley II (17 there)
  3. Officer Skeleton Lv. 63 · 242 EXP Budget Cold Beam 5.1 castsPro Cold Beam 3.9 casts Camp 3 (14 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
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.

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.
  • 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.