Magician
Last updated
Last updated
Magicians are naturally imbued with the powers of the elements within their souls. Though still learning to hone these powers, they use their knowledge and intelligence of these elements to significantly impact the battlefield. Growing up west of the mystical Mt. Mjolnir, in Geffen, they are able to see magic all around them and use this to their advantage.
Magicians rely on their magic skills as their main source of damage. They use their knowledge of the monster's element to know what elemental magic skill to use to deal more damage to monsters.
Quest Skills (Episode 3.0+)
Skill | Description | Levels | Type |
---|---|---|---|
Skill | Description | Levels | Type |
---|---|---|---|
Strike a target with icy bolts falling from the sky. Skill level affects on the numbers of bolts that the caster can summon at a time. Suffers a delay after a use.
10
Offensive
Summon a fire ball to collide with a target. The fire ball does splash damage around the target within a 5*5 = 25 cell radiust. The splashed damage deals 3/4 of the damage the target has taken. Skill level affects on the amount of damage. Has a 1.5 delay before and after a use. Consumes 25 SP regardless of the skill level.
10
Offensive
Strike a target with fire falling from the sky. Skill level affects the number of fire bolts that the caster can use at a time. Has a delay after a use.
10
Offensive
Create a fire wall on the ground between a target and the caster. All monsters except the undead take 50% damage of the Magic attack strength of the caster and are knocked back at the same time when they attempt to walk across the fire wall. Skill level affects on the strength of fire wall. This skill is fire property and can be cast 3 walls at a time. Consumes 40 SP regardless of the skill level.
10
Offensive
Attacks a target and Freezes it by chance. Target frozen by Frost Diver skill become water property regardless of its own property. However this skill doesn't work on boss and undead monsters, and has a delay after a use. This skill also has a 0.8 casting time, the magic defense of the target affects the time, chance frozen.
10
Offensive
Restores SP every 10 seconds while standing still. Every skill level increases the SP restoration amount by 3, the maximum SP of the caster affects the SP restoration amount.
10
Passive
Strike a target with lightening bolts. Skill level affects the number of bolts that the caster can summon at a time. Has a delay after use.
10
Offensive
Damages an area 9 cells around the target with Ghost Property attack. The targets within the attack range receive damage. Has a 1 second delay after use.
10
Offensive
Create a 1 cell barrier with a magic wall. It protects a character from physical melee attacks. Consumes 1 Blue Gemstone. Cannot be cast on the same cell twice. Skill level affects on the numbers of hits the caster is protected from and the Skill Duration.
10
Supportive
Summon a spinning fire ball around the caster that detects hidden enemies around the caster. Requires 10 SP for a use.
1
Active
Summon aggressive ancient holy ghosts which attack with ghost property on a desired target. At level 10, when summoned, the holy ghost delivers 5 consecutive blows. Has a 0.5 casting delay time.
10
Offensive
Stone Curse, curses a target spending 1 Red Gemstone. The target will be stoned after few seconds, The HP amount of the target will be decreased by 1% every 5 seconds until the remaining amount of HP becomes 1. Cannot be used on boss monsters or the undead. The level and LUK stat of a target affects the skill duration. This skill makes the target become the Earth property for the skills duration.
10
Active
Summon numerous lightening bolts on a chosen spot. The thunderstorm does splash damage 5*5 = 25 cells around the chosen spot at the same time. 1 lightening bolt does 80% damage of the caster's magic attack strength, Skill level affects the number of lightening bolts the caster can summon at a time.
10
Offensive
Creates a barrier of spiritual energy that will buffer attacks at the caster. Caster's remaining SP affects the amount of damage reduced by the barrier. Higher damage means more SP will be drained by the barrier.
1
Supportive