Let's start with the fact that our Dark Elf mage is one of the elemental mages, and our element is Wind. What sets us apart from other mages is M. Atk. power — it's not just big, it's huge. In PvP we're feared more than all other mages... and rightly so
Let's look at the base stats.
Intelligence44, the highest among elemental mages, which sets us apart from everyone; governs magic attack power and debuff landing
Wit19, the lowest among all elemental mages; governs casting speed and critical chance.
Mentality37; governs the amount of MP and its recovery, and also affects M. Def. and mental resistance.
Strength23, higher than everyone else's; governs melee attack power, but it doesn't matter to us at all.
Dexterity23; for us it's just movement speed, evasion and shield block chance; we're second only to the Light Elves.
Constitution24; this is HP and its recovery, stun resistance and weight limit.
Tattoo
There's no great variety here: at level 40 we can apply all 3 tattoos. Before that, there's no need.
the first two tattoos are:
+4 INT / -4 MEN (to increase magic damage)
+4 WIT / -4 MEN (to increase casting speed)
the third tattoo can be
+4 CON / -4 STR (since we're short of HP after all, and we don't need STR; besides, this tattoo lets you carry more Blessed Spiritshots)
+1 WIT / -1 MEN (to increase casting speed even more)
At early levels we most likely won't have the adena for a +4/-4 tattoo, so feel free to use the +4/-5 ones bought in the shop. Later you can remove them and apply 4/4.
Basics
1-20
Magician's Movement(Passive skill): Increases attack speed when the character wears a robe.
Mana Recovery(Passive skill): Increases MP regeneration when the character wears a robe.
Self Heal (Active skill)Restores HP (power 42).
Spellcraft(Passive skill): Increases casting speed by 2 times if the character wears a robe.
Wind Strike(Active skill): Hooray! Here's our first attack skill :)
Clear MindPassive skill / Increases the MP recovery bonus by 2.6..- 4,9 when standing and by 3.2..-6,2 when moving.
SilenceActive skill / Blocks the enemy's magic skills for 1 minute.
Surrender to WindActive skill / For 30 sec. lowers the target's wind resistance by 20, but increases its earth resistance by 10.
Curse FearActive skill / For 10 sec. frightens the enemy and makes it flee.
Vampiric ClawActive skill / Deals dark magic damage to the enemy, and 40% of the damage dealt turns into HP.
HurricaneActive skill / Creates a whirlwind of destruction that deals wind damage to the enemy.
Death SpikeActive skill / Throws a bone that deals dark magic damage to the enemy. Requires 1 Cursed Bone.
TempestActive skill / Summons a strong storm that deals wind damage to enemies.
52-61
Curse Death Link. Makes the enemy feel the character's pain. Deals dark magic damage; the lower the character's HP, the stronger the effect.
Aura Flash. A magic attack that deals non-elemental damage. Consumes 2 Spirit Ore. Cancels the target.
61-76
Seed of Wind. Wind attack power increases by 20.
Aura Symphony. Deals 150 non-elemental damage to the enemy.
Demon Wind. A wind magic attack that deals considerable damage of 150, and for the next 2 min. lowers the effect of healing magic.
Elemental Storm. Deals 200 non-elemental damage to the enemy. Overhit.
76-80
Wisdom. Increases resistance to Hold, Sleep and Mental Attacks by 20.
Health. Increases resistance to Poison and Bleeding by 20.
Sigil Mastery(Sigil Mastery) When using a Sigil, increases M. Atk. by 4% and MP recovery by 17%.
Skill Mastery. The reuse time resets or the skill lasts 2 times longer; depends on INT.
Arcane Roar. Increases resistance to fire/water/wind/earth magic by 5 and M. Atk. by 3%.
Arcane Wisdom. A toggle. Increases M. Atk. by 30% and MP consumption by 10%. Consumes 50 HP per second.
Blessed Echo. increases M.Atk by 25%, but also increases MP consumption by 35%
Arcane Chaos. Lowers the enemy's resistance to buff removal by 30% and to debuffs by 30%, consumes 24 MP per second, and increases MP consumption of physical skills by 10% and MP consumption of magic skills by 30% for 30 seconds.
Dark Vortex. Creates a dark vortex that deals dark magic damage. Absorbs 40% HP. Lowers Accuracy by 6, dark magic resistance by 30, and consumes 12 MP per second for 30 seconds.
Wind Vortex. Creates a wind vortex that deals wind damage. Lowers Speed by 10%, Atk. Spd. by 10%, Casting Spd. by 30%, wind resistance by 20, and consumes 12 MP per second for 30 seconds. Can overhit.
Wind Vortex Slug. Detonates a wind vortex. Effective only against enemies under the active Wind Vortex skill.
Throne of Wind. Uses the power of wind to deal continuous damage to the target. (the skill works like a poison)
Cyclone. Deals mass wind damage, but you can't move while it lasts. Continuously consumes MP. Consumes 1 Magic Symbol.
81-85
Wizard's Will. Increases M. Atk. by 5%, Casting Spd. by 5%, magic critical rate by 5%. Reduces MP consumption by 5%.
Rune Protection. M. Def. increased by 15%. When the character takes damage, there is a chance that M. Def. +1000 and elemental resistance +20 increase further.
Elemental Protection. Elemental resistance increased by 20. When the character takes damage, there is a chance that M. Def. +1000 and elemental resistance +20 increase further.
Balance Protection. Resistance to Holy/Dark increased by 20. When the character takes damage, there is a chance that M. Def. +1000 and elemental resistance +20 increase further.
Arcane Power. For 20 seconds enlightens you and increases M. Atk. by 40%, Casting Spd. by 50%, magic critical rate by 50%. Reduces MP consumption by 90%.
Hurricane Armor. Surrounds your body with a storm barrier for 20 minutes. Increases wind resistance by 10 and slows the enemy's Atk. Spd. by 10%
Arcane ShieldFor 10 seconds, decreases the user's directly received damage by 90% and turns the remaining damage into MP consumption. While the Arcane Shield's effect is in place, decreases Casting Spd. by 75%. When MP becomes 0, the skill's effect disappears.
Star Fall. Brings down a star from the sky, seriously damaging enemies caught in the blast area.
Aura Bolt. Deals an additional 141 non-elemental damage to the target and the enemies around it, and restores MP. Deals 58 additional non-elemental damage to monsters.
Aura CannonInflicts non-attribute damage on the enemy with 178 Power added to M. Atk. and recovers MP. Inflicts non-attribute damage on the target monster with 124 Power.
Character equipment
We wear the Devotion set, mobs don't reach us, and casting speed from D grade doesn't give anything.
20-40 lvl
- Casting Spd. + 15%
- a common Elven jewelry set.
- Common ItemGhost Staff
40-52 lvl
- Karmian set (P. Def. +5,26%, Casting Spd. +15%)
- Homunkulus's Sword Acumen (Increases Casting Spd. by 15%)
- Common Black Ore jewelry set
52-61 lvl
- Avadon set (P. Def. +5,26%, Casting Spd. +15%) + optionally a shield.
- Sword of Valhalla Acumen (Increases Casting Spd. by 15%)
- Adamantite jewelry set.
61-76 lvl
- Dark Crystal set (P. Def. +8%, Casting Spd. +15%, Speed +7, slightly lower chance of spell interruption, Paralysis chance -50%, WIT+2, MEN-2)
- Sword of Miracles Acumen (Casting Spd. +15%). Increases damage dealt in PvP.
- Majestic jewelry set
76-80 lvl
- Arcana Mace Acumen (Increases Casting Spd. by 15%).
- Arcana set (WIT+1, INT+1, MEN-2, M. Atk. +17%, Speed +7, chance of spell interruption -50%, stun resistance increased by 50%, weight limit +5759)
- Arcana Sigil
- Tateossian jewelry set
Ideal with epic jewelry
80-84 lvl
- Dynasty Phantom Acumen (Increases Casting Spd. by 15%. Deals increased damage in PvP.)
- Icarus Spirit Acumen (Increases Casting Spd. by 15%. Deals increased damage in PvP.)
- Dynasty Silver Satin SetPvP Wizard (INT+1, WIT+1, MEN-2, Casting Spd. +15%, Max MP +321. Dark Resistance +8, M. Atk. +6,6%, reduced damage received in PvP). Has a chance to lower the chance of receiving a Critical Hit and Critical Attack damage when the character is attacked.
- Dynasty Sigil
- Dynasty jewelry set
84-85 lvl
- Archangel SwordPvP Acumen (Increases Casting Spd. by 15%). Deals additional damage in PvP. Has a chance to increase Casting Spd. +100 when you take damage.
- Veniplant SwordPvP Acumen (Casting Spd. increased by 15%). Increases damage dealt in PvP. Has a chance to increase Casting Spd. +100 when you take damage.
- Vesper Noble setPvP. Opens the cloak slot. Reduces damage received in PvP. Has a chance to lower the enemy's critical rate and critical damage when you take damage.
[[[File:Armor t99 u i00.png]] - Elegia set (WIT +2, MEN -2, INT +1; when equipped, M. Atk. +10%, Casting Spd. +15%, MP +5 recovery bonus %, stun resistance +50%, Fire/Water/Wind/Earth defense +5). Lets you wear a cloak.
- Vesper jewelry set
- Elegia jewelry set
Leveling theory
Everyone chooses for themselves how and where it's most convenient to level. In general I recommend leveling in a party, but in this guide we'll cover solo leveling.
Naturally, a premium account is desirable for faster leveling (x2), and you can also buy runes in the item mall, which raises leveling speed even more. As usual, our faithful companion is Baby Kookaburra
If you have a premium account, the first place to go once a day is "Solo Kamaloka". Besides experience, there you can get enchant points and various rewards such as spiritshots (soulshots), elixirs and healing potions.
Hunting grounds
From 20 to 40
- the quest from Livina (in the Orc Village) and Moira (Orc Guild in Schuttgart) - you reach level 21.
- the quest from Lewis in Gludin - you reach level 26-27.
- the quest from Alva in Gludin - you reach level 29-30 (depends on vitality).
- solo Kamaloka + Kamaloka + Labyrinth - you reach level 35.
- The quest chain in the temple: Temple Missionary, Temple Executor, Temple Champion - 1, Temple Champion - 2 - you reach level 37.
- Do the first 2 marks (Trial of Wisdom, Trial of Trust) - you reach level 38,5.
- Quests in Heine (Twilight Fox 1-3) - you reach level 39,5.
- Trial of Magic - you reach level 40,3, take the class and happily gear up in C grade. You'll have about 2kk pure adena in your pocket, not counting what you spent on D weapons, gear, elixirs and BSSD.
From 40 to 52
Level near the Ivory Tower crater or near Aden, not far from the cemetery.
At level 46, level in the Bandit Stronghold forest.
From 52 to 61
The Labyrinth or the Forgotten Plains; you can also go to the Battleground.
From 61 to 76
Valley of Saints.
Level at the port spot up to 63, and also take the quest "Heart in Search of Power"
Next, go to the middle spots of the Valley of Saints, then the far ones... Basically, stay there until level 72. You can also go to the Blazing Swamp and do the reagents quest.
Then you can go to the Hot Springs, the Forest of the Dead, or the Goddard area.
From 76 to 80
First, complete the 3 class quest. By this level you should really have a static party for leveling, but if you don't, then:
Level in Varka, Ketra, the Forest of the Dead, or go to Crystal Island to farm Fire Stones for our weapon, and also in the solo locations for mages. I don't cover leveling without a party beyond this point — find a static party.
Subclass skills
Counter SpiritWhen hit, there is a chance to get a warrior's soul. Gives +10% M./P. Atk. and +10% casting and attack speed. (obtained after leveling a summoner)
Counter BarrierWhen hit, there is a chance to become temporarily invulnerable for 6-7 (?) seconds. You can get it after leveling: Prophet, Warcryer, Inspector, Sword Singer, Bladedancer
options here range from Boost CP +740 to Counter Critical (+20% m.def/p.def, 15 sec)
PvP
You'll learn all the subtleties yourself. I'll only tell you the basics on which you'll build your own play style. Spoiler:
I won't cover 1x1 PvP (if you're really interested, see the Olympiad section; the tactics will be almost the same). Party vs party PvP: against a melee party, your main targets will be characters with a cancel polearm and SBs (Soul Breakers), and only after them do you kill the healers, then the DDs, and then whatever's left. As soon as 2+ enemies come within range, use Aura Flash (the one that drops targets), then keep hitting your target. It's best to kill enemies right after they're resurrected, so they don't have time to buff Noblesse.
against a mage party, your main target is the enemy's mages: no mage, no damage, everyone's happy. After that kill the healers, then whoever's left. It's best to kill enemies right after they're resurrected, so they don't have time to cast the Noblesse buff.
Olympiad
with the appearance of Enlightenment and the NPC buffer, we can become, if not a serious Olympiad farmer, then the terror of all the mid-tier players. It's important to understand that a serious approach to the Olympiad needs a level close to the top, enchanted skills and gear close to the top (a set of unique items, enchanted armor and weapon). It's also useful to have several sets with different attributes to switch depending on the opponent. The tactic for most fights is the same - Enlightenment, vortex, slug, nuke nuke nuke. The subtleties of the game will come with experience. Also, at first it's good to have 1-2 mentors who will suggest actions and point out mistakes (Fraps also does this job well - watching videos helps a lot to understand mistakes).
Items that come in handy at the Olympiad
Staff of Evil SpiritsBlessed Body. Gives a 20% chance to cast Bless the Body when using a beneficial skill on the target. Effect 5.
Hell KnifeMagic Mental Shield. Gives a 50% chance to cast Mental Shield when using a beneficial skill on the target. Effect 4.
- Dark Crystal set - against Soul Breakers. + also TW jewelry with paralysis resistance, the Majestic set and the Dino set (if you're not a happy owner of the Vesper set). Also have several gloves/boots with different attributes for these sets, so that defense against the 1 attribute can be raised to no less than 300.
several low-C weapons with useful LSs - Celestial, active WM; a set of talismans (written about below); a radar or a friend on Ventrilo/TS who'll warn you whom you're fighting. Fishing potions, heat potions for HB, an underwater breathing potion (?); TW jewelry for paralysis resistance (x2) and root resistance (x2) will come in handy, and also for stun resistance if you don't have an epic.
Talismans
at the Olympiad talismans may come in handy; I'll highlight the main ones:
max Clarity talisman - lets you use skills without MP (Red Talisman of Maximum Clarity MP consumption for skill decreases with the power of the Talisman. )
may come in handy against supports
a talisman that removes silence
against mages/SWS and Kamael
mental attack resistance talisman (White Talisman of Bravery Increases resistance to mental attack when equipped with Talisman.)
against supports with Trance
root resistance talisman (White Talisman of Freedom Increases resistance to hold when equipped with Talisman.)
against tanks
stun resistance talisman (White Talisman of Grounding Increases resistance to shock when equipped with Talisman.)
against tanks, Berserkers, archers and dwarves
paralysis resistance talisman (White Talisman of Motion Increases resistance to paralysis when equipped with Talisman.)
against Soul Breakers, Necromancers and Shillien Knights
running speed talisman (Yellow Talisman of Speed Increases speed when equipped with Talisman.)
against tanks
Basic tactics
daggersThe UD talisman will come in handy. The main thing is to dodge the first backstab; after that they drop in a couple of nukes under Arcane Power.
healersUsually it goes like this: Arcane Power, Demon Wind, Vortex + Slug, nuke nuke nuke - victory. Our task is to try to kill them during Arcane Power; if we don't make it, we can lose.
summonersAmong the most harmless creatures. You can just nuke the master and ignore the servitor.
archersDangerous only with stun; otherwise harmless and they die faster than they can land a stun.
Gladiators/TyrantsDangerous because under Celestial they can run right up and land 1-2 skills that will kill us. Here you need the UD talisman; the rest is standard: Arcane Power, Vortex + Slug, nuke nuke nuke - victory.
dwarves/WarlordsNothing unusual: Arcane Power, Vortex + Slug, nuke nuke nuke - victory. Though once in a blue moon they may stun you and poke at you
BD/SWSThe first is dangerous only with Medusa, in which they can cancel us to zero and kill us. The second is dangerous only with a one-minute silence. If these nasty things don't land, they die in a second or two.
tanks* - this is a disaster; against serious tanks there's almost no chance. You can try to kill them under Arcane Power, but they have UD and Mirror =/
BerserkerPray they don't knock out your weapon or stun you — if you're lucky we'll kill them, but usually they kill us =/
Soul BreakerAlmost no chance. You need maximum paralysis resistance (Dark Crystal set + TW jewelry with paralysis resistance) and the right choice of buffs against their steal.
DestroyerLittle chance too. The main chance to kill them comes only with the UD talisman.