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Season 6 Episode 3

Dark Wizard - MU REALM

Dark Wizard All classes
Dark Wizard

Ranged spell caster: wide area damage, teleport and a damage shield for the party.

Dark Wizard → Soul Master → Grand Master

The Dark Wizard hits whole packs from range with spells and is the fastest class at clearing crowds. He is fragile up close, so you play around range, Teleport and Soul Barrier. Energy is the core stat, and Strength and max Mana also feed his spell damage here.

Starting Strength
18
Starting Agility
18
Starting Vitality
15
Starting Energy
30
Points per level
5

What every stat does

  • Strength: Adds to wizardry damage (Strength / 24 to Strength / 12) and gives the most SD of any stat for this class (5 SD per point). Also needed to wear gear.
  • Agility: Cast speed (Agility / 10), attack rate, defense (Agility / 8) and defense rate.
  • Vitality: 2 HP per point and 4 SD per point.
  • Energy: Main damage stat (Energy / 9 to Energy / 4 wizardry), 2 Mana per point, which adds more wizardry, Soul Barrier strength and length, and the Energy needed for higher spells.

Builds

Energy Wizard (hunting) Most points in Energy, Agility for cast speed and defense, Strength and Vitality only for gear and survival. Highest spell damage and the big Energy spells (Nova needs 1820, Decay 953). Best for clearing maps.
Energy + Strength Wizard (PvP) Energy first, then a real share in Strength and Vitality. Strength adds wizardry and gives 5 SD per point, Vitality adds HP and 4 SD per point, so you last longer against players without losing much damage.

Formulas

Exactly how the server works it out. Every division rounds down.

Wizardry damage (min / max) min = Energy / 9 + Strength / 24 + Mana / 60; max = Energy / 4 + Strength / 12 + Mana / 50. Mana here is your max Mana from Level and Energy plus Mana buffs (item +Mana options do not count). Then + spell damage and + the staff's wizardry %.
Physical damage (min / max) Strength / 8 to Strength / 4, plus weapon damage
Attack speed / magic speed physical = Agility / 20, magic = Agility / 10, each x 0.862, then + weapon, gloves and pendant speed; capped at 799
Attack rate (PvM) Level x 5 + Agility x 3 / 2 + Strength / 4. Hit chance on a monster = 1 - monster defense rate / your attack rate. If your rate is below the monster's, only 5 swings in 100 land and they do 30% damage.
Attack rate (PvP) Agility x 4. Hit chance % = 100 x yourRate / (yourRate + targetDefenseRatePvP); the level gap between the two does not change it
Defense Agility / 8 + armor defense. A player's Defense blocks half its value from every hit taken.
Defense rate (PvM) Agility / 3 + item defense rate; +10% with a full matching armor set
Defense rate (PvP) Level x 2 + Agility / 4
HP 30 + (Level - 1) + Vitality x 2
Mana (Energy + Level - 1) x 2
AG Strength x 0.2 + Agility x 0.4 + Vitality x 0.3 + Energy x 0.2
SD (Strength x 500 + Agility x 130 + Vitality x 400 + Energy x 130) / 100 + Level x Level / 30 + Defense / 2
Soul Barrier (Mana Shield) damage taken -(Energy / 4000 + max Mana / 2500) %, max 30%; lasts Energy / 200 seconds; covers every party member in range
Nova extra damage (Strength / 10 + max Mana / 10) x 2 / 4 / 40 / 100 after about 1 / 2 / 4 / 6 seconds of charge
Wizardry Enhance (Magic Circle) min wizardry + (Energy / 9) x 20 / 100 for 1800 seconds
Teleport defense rate x 8 for 2 seconds after each teleport (PvM and PvP)
Combo + 50% Agility + 35% Energy + 45% max Mana. Combo hit = double damage plus the bonus above; +7% for each debuff on the target (Ice, Poison, Ice Arrow, Fire Slash) and +1% per 50 Set Bonus. The second and third skill must follow within 6 seconds.

Key skills

Teleport Energy 88 / level 17 Escape and reposition; 8x defense rate for 2 s after.
Evil Spirit Energy 220 / level 50 Area spell around you, the main leveling spell early on.
Hellfire Energy 260 / level 60 Ring of fire around you.
Aqua Beam Energy 345 / level 74 Long line beam.
Soul Barrier Energy 408 / level 77 Party damage shield (Mana Shield).
Inferno Energy 724 / level 88 Strong area burst around you.
Teleport Ally Energy 644 / level 83, Soul Master Pulls a party member to you.
Ice Storm Energy 849 / level 93, Soul Master Ranged area spell.
Decay Energy 953 / level 96, Soul Master Ranged area spell with poison.
Nova Energy 1820 / level 100, Soul Master Charged blast, damage grows with charge time.
Wizardry Enhance Energy 1058 / level 220, Soul Master Self buff, raises minimum wizardry for 30 minutes.

Good to know

  • Energy Ball and Mana Glaive are given to every Dark Wizard automatically.
  • Skill Energy is checked every time you cast; the level only matters when you learn the skill, so a reset does not lock your spells.
  • Level up gives 5 points, +1 more per level above 220 after Marlon's quest.
  • Combo opens with the third class (Grand Master).
  • Every division rounds down on its own.

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