Dark Wizard - MU REALM
Dark Wizard
All classes
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.