Lineage II/Dark Wizard: Difference between revisions

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{{Header Nav|game=Lineage II}}
'''Dark Wizard''' is the basic wizard class of the darkelves. They wear robes and use any weapon, even if they prefer those with high M.Atk.
'''Dark Wizard''' is the basic wizard class of the darkelves. They wear robes and use any weapon, even if they prefer those with high M.Atk.


== Skills ==
==Skills==
Format: Spell Name (Max Skilllevel) - Description (Level of Update+Number of Updates)
Format: Spell Name (Max Skilllevel) - Description (Level of Update+Number of Updates)


=== Attacks ===
===Attacks===
*'''Aura Burn''' (8) - A very fast, very short range magical attack. (20+2/25+2/30+2/35+2)
*'''Aura Burn''' (8) - A very fast, very short range magical attack. (20+2/25+2/30+2/35+2)
*'''Curse Chaos''' (1) - Reduces the accurancy of target. (35)
*'''Curse Chaos''' (1) - Reduces the accurancy of target. (35)
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*'''Vampiric Touch''' (6) - Ranged attack which absorbs hp of target. (14+2/20+2/25+2)
*'''Vampiric Touch''' (6) - Ranged attack which absorbs hp of target. (14+2/20+2/25+2)


=== Summons ===
===Summons===
*'''Mighty Servitor''' (1) - Improves p.atk of summon. (35)
*'''Mighty Servitor''' (1) - Improves p.atk of summon. (35)
*'''Servitor Heal''' (12) - Heals summon. (20+3/25+3/30+3/35+3)
*'''Servitor Heal''' (12) - Heals summon. (20+3/25+3/30+3/35+3)
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*'''Summon Silhouette''' (4) - Summons Silouette which spellcasts and has 90% xp consumption. D-crystals required. (20/25/30)
*'''Summon Silhouette''' (4) - Summons Silouette which spellcasts and has 90% xp consumption. D-crystals required. (20/25/30)


=== Other ===
===Other===
*'''Battle Heal''' (3) - Heals faster but at greater mp cost than Heal. (14+3)
*'''Battle Heal''' (3) - Heals faster but at greater mp cost than Heal. (14+3)
*'''Body To Mind''' (1) - Transform hp to mp. (25)
*'''Body To Mind''' (1) - Transform hp to mp. (25)
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*'''Shield''' (1) - Increases P.def of target. (7)
*'''Shield''' (1) - Increases P.def of target. (7)


=== Passive ===
===Passive===
*'''Anti Magic''' (4) - Increases M.Def. (7+2/14+2)
*'''Anti Magic''' (4) - Increases M.Def. (7+2/14+2)
*'''Boost Mana''' (2) - Increases maximum MP. (20/30)
*'''Boost Mana''' (2) - Increases maximum MP. (20/30)
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*'''Quick Recovery''' (2) - Time between magic uses shortens. (20/30)
*'''Quick Recovery''' (2) - Time between magic uses shortens. (20/30)


=== Outdated ===
===Outdated===
*'''Armor Mastery''' (3) - Increases P.Def. (7/14+2)
*'''Armor Mastery''' (3) - Increases P.Def. (7/14+2)
*'''Cure Poison''' (1) - Cures poison. (7)
*'''Cure Poison''' (1) - Cures poison. (7)
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*'''Wind Strike''' (5) - Wind attack on target. (1/7+2/14+2)
*'''Wind Strike''' (5) - Wind attack on target. (1/7+2/14+2)


== Equipment ==
==Equipment==
The Devotion Set keeps being the best choice for dark wizards until they can get Karmian on c-grade. You CAN however live without it. If you want to, you might prefer to ask a Bounty Hunter around level 35 for Gloves of Knowledge (can be spoiled from Tyrant in Ants Nest, which is the by far easiest way to get them) and buy the rest of the set from the shop.
The Devotion Set keeps being the best choice for dark wizards until they can get Karmian on c-grade. You CAN however live without it. If you want to, you might prefer to ask a Bounty Hunter around level 35 for Gloves of Knowledge (can be spoiled from Tyrant in Ants Nest, which is the by far easiest way to get them) and buy the rest of the set from the shop.


Weapons are obvious - maximize your m.atk. with the Staff or Life etc.
Weapons are obvious - maximize your m.atk. with the Staff or Life etc.


== Playstyle ==
==Playstyle==
You should concentrate your skills on the class you want to be come, meaning damage spells for future Spellhowlers and summons for future Phantom Summoners.
You should concentrate your skills on the class you want to be come, meaning damage spells for future Spellhowlers and summons for future Phantom Summoners.


With damage spells, buisness is as usual. You use your largest range spell first to attract the mob, then slow it down with Ice Bolt or Slow, then keep running away and casting damage spells. With Aura Burn, even tight Situations are quite manageable now.
With damage spells, business is as usual. You use your largest range spell first to attract the mob, then slow it down with Ice Bolt or Slow, then keep running away and casting damage spells. With Aura Burn, even tight Situations are quite manageable now.


Summoners need crystals, which are quite expensive. OTOH with summons one can face mobs of much higher level in melee.
Summoners need crystals, which are quite expensive. OTOH with summons one can face mobs of much higher level in melee.