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GudzRO

— GUIDE —

Wizard

Ranged AoE nuker — the strongest farming ceiling in the roster once online.

Quick Build

Recommended Build
Storm Gust / Meteor Storm AoE
Playstyle
Ranged, slow to ramp, powerful once online
Difficulty
Moderate — SP management matters a lot
Primary Stats
INT, DEX, VIT
Primary Weapon
Staff
Best For
Players who want the highest AoE farming ceiling and don't mind a slower early game
  • Strengths: the only job with a true AoE freeze-lock (Storm Gust) plus a separate splash burst (Meteor Storm) — the strongest farming ceiling in the roster once both are online.
  • Weaknesses: long cast times and steep SP costs early on; there's no flat weapon-mastery skill — damage is purely INT/skill-formula driven, since the item database here has no MATK column at all.

Why This Build?

Wizard's tree carries the game's full nuke kit: Storm Gust (a freeze-proc AoE), Meteor Storm (splash burst), Jupitel Thunder, and Lord of Vermilion. Since GudzRO's item data has no MATK stat at all, a weapon only helps through scripted bonuses (a carded Staff gives flat INT/MATK% rather than raw magic attack) — your damage output is almost entirely about stats and skill levels, not gear tier. That makes Wizard slower to feel strong than a weapon-mastery class, but the ceiling once Storm Gust and Meteor Storm are both maxed is the highest AoE farming power on the server.

Stat Progression

StageSTRAGIVITINTDEXLUK
Novice → Mage111530151
Early Wizard112550251
Mid Wizard113570401
Late Wizard114590501
Endgame (Lv.99)115099601
  • Fresh Mage: INT first, with some VIT and DEX to survive and land Cold Bolt/Frost Diver reliably.
  • Through your 40s–90s: keep pushing INT toward its cap, then DEX (cast delay and hit), then VIT for SP pool and survivability.
  • At the top: INT maxed for damage and max SP, DEX high enough that your cast times feel reasonable, VIT for a safety margin against status effects. AGI and LUK are dump stats — nothing in this kit benefits from them.

Skill Progression

Max First

  • Cold Bolt & Fire Bolt — your early filler damage, no prerequisites.
  • Frost Diver (requires Cold Bolt 5) — freezes a single target, and is itself a prerequisite for Storm Gust.

Core

  • Jupitel Thunder (requires Napalm Beat 1, Lightning Bolt 1) — a prerequisite for both Storm Gust and Lord of Vermilion, and a decent damage skill on its own.
  • Storm Gust (requires Frost Diver 1, Jupitel Thunder 3) — your signature AoE freeze-lock.
  • Thunderstorm (requires Lightning Bolt 4) — a prerequisite for Meteor Storm.
  • Sightrasher (requires Lightning Bolt 4, Staff 1) — a prerequisite for Meteor Storm.
  • Meteor Storm (requires Sightrasher 2, Thunderstorm 1) — your splash burst, the other half of your endgame kit.

Useful Later

  • Lord of Vermilion (requires Thunderstorm 1, Jupitel Thunder 5) — a third AoE option once your SP pool can support it.
  • Quagmire (requires Heaven's Drive 3) — a soft-CC utility skill, useful for kiting.

Optional

  • Water Ball, Ice Wall, Fire Pillar — niche/utility, worth a look after your core kit is complete.

Equipment Progression

Starter: a basic Rod if offered; INT/DEX-favoring accessories if available.

Early Game: the Staff (ATK 15, +2 INT, +15% MATK, 9,500z), shop-confirmed at Geffen's Weapon Dealer and Magical Item Seller, and at Yuno — the standard budget caster weapon.

Mid Game: card your Staff for more INT (see Cards below); cloth armor and a garment that doesn't add weight problems.

Late Game: refine your Staff as budget allows; accessories that add DEX or SP.

Endgame: a fully refined, carded Staff and your best available INT/DEX gear — polish, not a wholesale swap.

Weapon Progression & Cards

The Staff is shop-available at Geffen and Yuno from the moment you're eligible — no farming required. Since weapon ATK barely matters for this build, prioritize carding it for stats over chasing a higher-ATK alternative.

  • Elder Willow Card: +2 INT flat — a straightforward, strong first weapon card, farmable from a common early-game monster.
  • Andre Larva Card: +1 INT, +10 Max SP — a solid second option if SP pool is your bottleneck.

Leveling Guide

Level RangeWhere to GoWhy It Works
1–20Early open fields around the starting townsLow-danger, good for learning Cold/Fire Bolt timing
20–40Slightly tougher fieldsWatch your SP pool — this is your slowest stretch
40–55Early dungeons, Elder Willow spawnsWorth farming for Elder Willow Card — a long-term keeper
55–70Mid-tier dungeonsStorm Gust should be coming online — a real turning point
65–80Tougher dungeonsStorm Gust + Meteor Storm combo clears groups efficiently now
75–99Late-game hunting groundsThe strongest AoE farming ceiling in the roster kicks in here

What Should I Farm?

  • Elder Willow Card — your bread-and-butter INT card.
  • Andre Larva Card — a solid secondary if SP pool is limiting you.

Party Play

Wizard's AoE is just as valuable clearing for a party as it is solo — Storm Gust's freeze-lock in particular protects squishier allies by pinning enemies in place. No dedicated support version of this build exists; you bring the same nuke kit either way.

Final Lv.99 Build

Stats
STR 1 · AGI 1 · VIT 50 · INT 99 · DEX 60 · LUK 1
Weapon
Refined Staff with Elder Willow + Andre Larva cards
Armor
Refined cloth armor, INT/DEX-rounding accessories
Skills
Storm Gust and Meteor Storm both fully learned, Jupitel Thunder and Lord of Vermilion as backup
Playstyle
Storm Gust to lock a group down, Meteor Storm to finish, kite anything that closes the distance

Second Job

This build's next tier — reached through Rebirth.