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Male Magician (Ragnarok Online).png The Magician
Stats
Stat AdviceStat BuildsJob Stat Bonuses

Skills
Active SkillsPassive SkillsSkill Builds

Quests
Skill QuestsJob Change Quest
Female Magician (Ragnarok Online).png

Magicians are, as their name implies, magic users. The skill set of the magician class is a blend of elemental Bolt spells, status-alterning magic, and self-protection. The class also includes the ability to recover SP faster, as the SP requirements of being a successful magician are quite high.

Stats[edit]

Stat Advice[edit]

Strength Magicians do not need any strength as its primary function is to improve physical attack strength, something magicians have no use for.
Agility Arguably a magician's second most important stat, agility will allow you to dodge enemies, possibly letting you survive longer in tough environments and increasing your effectiveness against monsters. It will not, however, help very much in WoE or PvP as there are many high-dexterity characters that will be able to hit you in spite of your increased dodge rate. Whether or not you want to increase this depends on your build.
Vitality Sometimes the fourth stat in a magician's arsenal, WoE and PvP magicians may benefit by increasing this somewhat, but only to a maximum of 25
Intelligence Unquestionably the most important stat for magicians of all varieties, you should maximize this as soon as possible. You should put all of your stat points into this until the base stat is at 99, after which you should focus on other stats, depending on your build.
Dexterity Arguably a magician's second most important stat, dexterity's primary effect for you is that it will decrease your casting time, by a lot if you increase it by a significant amount. Whether or not you want 99 of this contingent on your build, but 50 is still the bare minimum.
Luck The effects of a higher luck, primarily an increase in critical hit rate, increase in success in weapon creation and potion brewing, and increasing physical attack damage, are not useful for a magician. It is therefore safe to completely ignore this stat.

Stat Builds[edit]

Note: These builds assume the player is permanent magician and does not plan on changing to a second job. 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 job level 50 bonus numbers are included for reference purposes. These builds assume you are wearing no stat-boosting equipment. If you wear (or plan to wear) any stat boosting equipment, you may want to adjust the numbers.

Speed Magician[edit]

Stat Value
Strength 1
Agility 76 +4
Vitality 21
Intelligence 99 +8
Dexterity 51 +3
Luck 1 +3

This build has some advantages in combat against monsters, but is comparatively weak against other players. It's high agility means that while monsters will hit hard, they won't hit much. It will also often be able to finish it's longer cast times even without a Phen Card. It's vitality also means that it will have significantly more HP and defensive abilities than the average magician. It does, however, sacrifice faster casting times by trading a higher dexterity for higher viability.

Power Magician[edit]

Stat Value
Strength 1
Agility 9 + 4
Vitality 1
Intelligence 99 + 8
Dexterity 99 + 3
Luck 1 + 3

This build can be fairly strong against monsters, though it won't be as safe without a party as the speed build above and a player using this build will usually need an accessory with a Phen Card in it. 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 War of Emperium and generally also against other players. Leveling without a party will be harder, but it is be far more successful against other players than the alternative.

Job Stat Bonuses[edit]

Level Strength Agility Vitality Intelligence Dexterity Luck
1 +0 +0 +0 +0 +0 +0
2 ~ 5 +0 +0 +0 +1 +0 +0
6 ~ 9 +0 +0 +0 +1 +1 +0
10 ~ 13 +0 +0 +0 +1 +2 +0
14 ~ 17 +0 +0 +0 +2 +2 +0
18 ~ 21 +0 +1 +0 +2 +2 +0
22 ~ 25 +0 +1 +0 +3 +2 +0
26 ~ 29 +0 +2 +0 +3 +2 +0
30 ~ 32 +0 +2 +0 +3 +2 +1
33 ~ 35 +0 +2 +0 +4 +2 +1
36 ~ 37 +0 +2 +0 +4 +3 +1
38 ~ 39 +0 +2 +0 +5 +3 +1
40 ~ 41 +0 +3 +0 +5 +3 +1
42 ~ 43 +0 +3 +0 +5 +3 +2
44 ~ 45 +0 +3 +0 +6 +3 +2
46 +0 +3 +0 +7 +3 +2
47 ~ 48 +0 +4 +0 +7 +3 +2
49 +0 +4 +0 +7 +3 +3
50 +0 +4 +0 +8 +3 +3

Skills[edit]

Active Skills[edit]

Cold Bolt[edit]

Level Number of Hits Casting Time Aftercast Delay SP Consumption
1 1 0.7 sec. 1.0 sec. 12
2 2 1.4 sec. 1.2 sec. 14
3 3 2.1 sec. 1.4 sec. 16
4 4 2.8 sec. 1.6 sec. 18
5 5 3.5 sec. 1.8 sec. 20
6 6 4.2 sec. 2.0 sec. 22
7 7 4.9 sec. 2.2 sec. 24
8 8 5.6 sec. 2.4 sec. 26
9 9 6.3 sec. 2.6 sec. 28
10 10 7.0 sec. 2.8 sec. 30
  • Active
  • Requirements: (Magician) None
  • Mastered at Level 10

This skill 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[edit]

Current SP Damage Reduction SP Consumed on attack SP Consumption (at cast)
1~20% 6% 1.0% 30
21~40% 12% 1.5% 30
41~60% 18% 2.0% 30
61~80% 24% 2.5% 30
81~100% 30% 3.0% 30
  • Active
  • Requirements: (Magician) Job Lv 35
  • Quest Skill

This skill 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 Quests: Energy Coat page.


Fire Ball[edit]

Level MATK Casting Time Aftercast Delay SP Consumption
1 80% 1.5 sec. 1.5 sec. 25
2 90% 1.5 sec. 1.5 sec. 25
3 100% 1.5 sec. 1.5 sec. 25
4 110% 1.5 sec. 1.5 sec. 25
5 120% 1.5 sec. 1.5 sec. 25
6 130% 1.0 sec. 1.0 sec. 25
7 140% 1.0 sec. 1.0 sec. 25
8 150% 1.0 sec. 1.0 sec. 25
9 160% 1.0 sec. 1.0 sec. 25
10 170% 1.0 sec. 1.0 sec. 25
  • Active
  • Requirements: (Magician) 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[edit]

Level Number of Hits Casting Time Aftercast Delay SP Consumption
1 1 0.7 sec. 1.0 sec. 12
2 2 1.4 sec. 1.2 sec. 14
3 3 2.1 sec. 1.4 sec. 16
4 4 2.8 sec. 1.6 sec. 18
5 5 3.5 sec. 1.8 sec. 20
6 6 4.2 sec. 2.0 sec. 22
7 7 4.9 sec. 2.2 sec. 24
8 8 5.6 sec. 2.4 sec. 26
9 9 6.3 sec. 2.6 sec. 28
10 10 7.0 sec. 2.8 sec. 30
  • Active
  • Requirements: (Magician) None
  • Mastered at Level 10

This skill 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[edit]

Level Number of Blocks Casting Time Duration SP Consumption
1 3 2.00 sec. 5 sec. 40
2 4 1.85 sec. 6 sec. 40
3 5 1.70 sec. 7 sec. 40
4 6 1.55 sec. 8 sec. 40
5 7 1.40 sec. 9 sec. 40
6 8 1.25 sec. 10 sec. 40
7 9 1.10 sec. 11 sec. 40
8 10 0.95 sec. 12 sec. 40
9 11 0.80 sec. 13 sec. 40
10 12 0.65 sec. 14 sec. 40
  • Active
  • Requirements: (Magician) 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.


Frost Diver[edit]

Level MATK Frozen Time Freezing Chance SP Consumption
1 110% 3 sec. 38% 25
2 120% 6 sec. 41% 24
3 130% 9 sec. 44% 23
4 140% 12 sec. 47% 22
5 150% 15 sec. 50% 21
6 160% 18 sec. 53% 20
7 170% 21 sec. 56% 19
8 180% 24 sec. 59% 18
9 190% 27 sec. 62% 17
10 200% 30 sec. 65% 16
  • Active
  • Requirements: (Magician) Cold Bolt Lv 5
  • Mastered at Level 10

This skill freezes an enemy in a block of ice while causing Water damage. While the monster is frozen, its innate element becomes Water (and thus it becomes weak to Wind) regardless of its original element. This skill will not work on boss monsters or the undead. As the level increases, the amount of damage done as well as the chance of freezing and the time frozen if successful increases and the SP consumption decreases.


Lightning Bolt[edit]

Level Number of Hits Casting Time Aftercast Delay SP Consumption
1 1 0.7 sec. 1.0 sec. 12
2 2 1.4 sec. 1.2 sec. 14
3 3 2.1 sec. 1.4 sec. 16
4 4 2.8 sec. 1.6 sec. 18
5 5 3.5 sec. 1.8 sec. 20
6 6 4.2 sec. 2.0 sec. 22
7 7 4.9 sec. 2.2 sec. 24
8 8 5.6 sec. 2.4 sec. 26
9 9 6.3 sec. 2.6 sec. 28
10 10 7.0 sec. 2.8 sec. 30
  • Active
  • Requirements: (Magician) None
  • Mastered at Level 10

This skill uses bolts of lightning to deal Wind 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, particularly if they plan to become Wizards as that job has the more powerful Jupitel Thunder spell at its disposal.


Napalm Beat[edit]

Level MATK Casting Time Aftercast Delay SP Consumption
1 80% 1.0 sec. 1.0 sec. 9
2 90% 1.0 sec. 1.0 sec. 9
3 100% 1.0 sec. 1.0 sec. 9
4 110% 0.9 sec. 1.0 sec. 12
5 120% 0.9 sec. 1.0 sec. 12
6 130% 0.8 sec. 1.0 sec. 12
7 140% 0.8 sec. 1.0 sec. 15
8 150% 0.7 sec. 1.0 sec. 15
9 160% 0.6 sec. 1.0 sec. 15
10 170% 0.5 sec. 1.0 sec. 18
  • Active
  • Requirements: (Magician) None
  • Mastered at Level 10

This skill uses psychic power to deal Ghost elemental damage to a given enemy and all enemies in a 4.5 cell radius. Napalm Beat is a must for mages who plan to rely on Safety Wall, but most mages who do not plan to use that spell only get one or two levels of this spell.


Safety Wall[edit]

Level Number of Possible Attack Blocks Casting Time Required SP
1 2 4sec. 30
2 3 3.5sec 30
3 4 3sec 30
4 5 2.5sec 35
5 6 2sec 35
6 7 1.5sec 35
7 8 1sec 40
8 9 1sec 40
9 10 1sec 40
10 11 1sec 40

This skill Cceates a magical barrier that protects the user from physical melee attacks within 1 cell. Each cast consumes 1 Blue Gemstone, and cannot be performed on a cell on which a Safety Wall is still active. Safety Wall's skill level affects the skill's duration as well as the number of attacks that the skill can block.

Sight[edit]

Level Range Casting Time Aftercast Delay SP Consumption
1 3.5 cells Instantly None 10
  • Active
  • Requirements: (Magician) None
  • Mastered at Level 1

This skill allows the user to see hidden monsters and players in a 7x7 square around the caster.


Soul Strike[edit]

Level Number of Hits Casting Time Aftercast Delay MATK Against Undead SP Consumption
1 1 1.2 sec. 0.5 sec. 105% 18
2 1 1.4 sec. 0.5 sec. 110% 14
3 2 1.6 sec. 0.5 sec. 115% 24
4 2 1.8 sec. 0.5 sec. 120% 20
5 3 2.0 sec. 0.5 sec. 125% 30
6 3 2.2 sec. 0.5 sec. 130% 26
7 4 2.4 sec. 0.5 sec. 135% 36
8 4 2.6 sec. 0.5 sec. 140% 32
9 5 2.8 sec. 0.5 sec. 145% 42
10 5 2.7 sec. 0.5 sec. 150% 38
  • Active
  • Requirements: (Magician) Napalm Beat Lv 4
  • Mastered at Level 10

This skill uses psychic power to deal Ghost elemental damage to a given target. As the level of Soul Strike increases, the number of hits increases as well as the cast time and the SP consumption. There is an MATK bonus for using this skill against undead monsters that also increases with higher levels of the skill. Soul Strike is a must for mages who plan to rely on Safety Wall, but mages who do not plan to use that spell should not get this spell at all.


Stone Curse[edit]

Level Freezing Chance SP Consumption
1 24% 25
2 28% 24
3 32% 23
4 36% 22
5 40% 21
6 44% 20
7 48% 19
8 52% 18
9 56% 17
10 60% 16

This skill turns the enemy to stone by consuming a Red Gemstone. While the monster is cursed, its innate element becomes Earth (and thus it becomes weak to Fire) regardless of its original element. This skill will not work on boss monsters or the undead. The curse will decrease the target's HP by 1% of its total HP for every five second that it is cursed until it has only 1 HP. The duration of the curse is variable and depends on the level and LUK of the target. As the level increases, the chance of cursing increases and the SP consumption decreases.


Thunderstorm[edit]

Level Cast Time SP Consumption
1 1sec. 29
2 2sec. 34
3 3sec. 39
4 4sec. 44
5 5sec. 49
6 6sec. 54
7 7sec. 59
8 8sec. 64
9 9sec. 69
10 10sec. 74

This skill summons a Thunderstorm to inflict splash damage in a 5*5 area around the targeted spot. Each strike of the Thunderstorm deals damage equal to 80% of the caster`s Magic Attack strength. This skill`s level affects the number of strikes inflicted by the Thunderstorm.

Passive Skills[edit]

Ragnarok Online/Skills/Skills/Increase SP Recovery

Skill Builds[edit]

Quests[edit]

Skill Quests[edit]

Skill Requirements NPC and Coordinates Comments
Energy Coat Great Wizard in the Geffen Mage Guild: x, y If you have not acquired the items yet, you will be told what you need. If you do have the items you need, you will be taught the skill.

Note: The job level requirement only applies to magicians. You can also get this skill as a Wizard or Sage and if you do there is no job level requirement.

Job Change Quest[edit]

After you get to job level 10, its quest time! First, you must go to the magic academy (in the middle of the top left) and talk to the NPC at the back. Talk to her about changing your job, and she'll give you an empty test tube and a solution you have to give her to change your job.

Second, go to the bookshelf on the right and click on the bottom of it. Then click the solution that she said you have to make(To get milk, go to Amatsu and buy it from the milk merchant). If you can't remember the solution, you're screwed.

After gathering all the items, go back to the magic academy and click mixing machine next to the bookshelf. There is a chance this may not work. If it does, give it to the first NPC and you're a magician!