Ragnarok Online/Magician

Stat builds
Note: These builds assume you are a permanent magician. If you plan to job change to Wizard or Sage, use a build on their respective pages.

Note 2: These builds are for base stats only. The appropriate level 50 bonus numbers are included for reference purposes. These builds assume you are wearing no stat-boosting equipment.

Speed Magician
This build will be strong in PvM, but not so much in PvP or WoE. Your high agility means that while monsters will hit hard, they won't hit much. Your vitality also means that you will have significantly more HP and defensive abilities than the average magician. You do, however, sacrifice faster casting times by trading a higher dexterity for higher viability. Nonetheless, if you want quick leveling, go for this build.

Power Magician
This build can be fairly strong in PvM, though it won't be as safe without a party as the speed build above. This build is all about doing a lot of damage and doing it quickly, reflected in the maximization of both dexterity and intelligence. This is the best build for WoE and generally also for PvP. Leveling without a party will be harder, but you'll be far more successful against other players than the alternative.

Cold Bolt

 * Active
 * Requirements: None
 * Mastered at Level 10

This skill is uses bolts of ice to deal Water elemental damage to a given enemy. The number of strikes, casting time, aftercast delay and SP consumption all increase as the level of the skill used increases. The basic damage is a value in the caster's MATK range. The most efficient level to use, in terms of both damge-per-SP and damage-per-time is Level 10, though many magicians choose not to obtain that level of this skill as not a very large number of monsters in Ragnarok are weak to the Water element.

Energy Coat

 * Active
 * Requirements: Job Lv 35
 * Quest Skill

This skill is uses the caster's SP to decrease the amount of damage he or she sustains in combat. It does, however, require an upkeep of SP in order to maintain it when the player is hit. As the current amount of SP the caster has decreases, the upkeep decreases, but so does the damage reduction it offers.

Acquiring this skill requires completing a special quest, which is described in detail on the Skill Quests: Magician page.

Fire Ball

 * Active
 * Requirements: Fire Bolt Lv 4
 * Mastered at Level 10

This skill creates a fire ball to deal Fire elemental damage to a given enemy and all enemies in a 2.5 cell radius. Many mages forgo getting a level higher than 5 of this skill, as while it is a requirement for Fire Wall, the skill is generally held to be less useful than Napalm Beat.

Fire Bolt

 * Active
 * Requirements: None
 * Mastered at Level 10

This skill is uses bolts of fire to deal Fire elemental damage to a given enemy. The number of strikes, casting time, aftercast delay and SP consumption all increase as the level of the skill used increases. The basic damage is a value in the caster's MATK range. The most efficient level to use, in terms of both damge-per-SP and damage-per-time is Level 10, though many magicians choose not to obtain that level of this skill as it consumes skill points that may be better used with other skills.

Fire Wall

 * Active
 * Requirements: None
 * Mastered at Level 10

This skill creates a wall of fire which will block monsters approaching the caster. Any monster (except bosses and undead) which attempts to go through the fire wall will be knocked back and receive Fire elemental damage equal to half of the caster's MATK. It is useful for repelling cast sensor monsters long enough for you to use stronger magic (such as a high-level bolt) to do damage to them, while also doing a bit of damage on its own. Undead monsters and bosses, however, will simply pass through the wall immediately. They will still receive the same amount of damage, albeit instantaneously. You can have up to three fire walls up simultaneously.