Piliener's Wizard Guide

The all encompassing guide to wizardry for Perfect World

So you want to be a wizard huh? Well hold on tight because you just signed up for one of the toughest classes to play. Just a cautionary tale: As a wizard on PvE you will be having some difficulties to begin with, but it will only get easier for you. However, on PvP you will be getting killed a lot until you are 90+ most likely. Now, how does this happen? Well this game is based on equipment and our really good stuff doesn't show up until 90+. If you want to try a class I recommend anything but wizard to start because they take so much time, effort, and money. If you are still into the whole wizard thing then lets get down to what a wizard is shall we?

In this guide I will talk about the different builds, what our jobs as wizards is, where to grind, give you a rundown on spells, and even some bonuses that you won't get elsewhere ;).

Builds
A build is how we are going to distribute our character points. There are 4 stats that every class has to work with. Strength (str), Vitality (vit), Magic (mag), and Dexterity (dex) are these 4 such stats.


 * Pure or Arcane: This will make you the most squishy person in the game. You will be able to kill almost everything later on, but earlier you will be getting killed a lot. Befriend a lot of clerics if this is your build of choice. The build is 5 mag on even levels (2, 4, 6, etc...) and 4 mag 1 str on odd levels (3, 5, 7, etc...). It is a Pure wizards job to deal as much damage as possible to enable you to stay alive. Remember if it's hitting you then you are probably dead.


 * Light Armor: This is an alternative to dying almost instantly when hit. What this build will do will enable you to take a few more hits. The build is 3 mag 1 str 1 dex every level. As light armor you get moderate resistances to everything, both physical defense and magic resistance. The way that light armor works is it will raise your critical hit % to try to make up for the overall damage loss that occurs because of the fewer points going into mag.


 * HP Wizard: Well this build is simple in explanation you are putting points into vit (if you notice the two above there has been no mention of vit thus far) to give you more hp to survive longer. While there is no “official” build the ratio is for every point in vitality you get 10 extra hp. If you are looking for some numbers then do the math (use the pure build for this). You absolutely need the 1 str every other lvl to equip the necessary weapons. So, this leaves us with 9 points in mag to take from. Just remember the more magic you take out the less damage you will do and our class has the lowest ratio of vit to hp of any other class. I will leave this build with a simple example; A level 10 character has 45 points to distribute and 9 of those must go into str, as such this leaves us with 41 points. Now, lets say you want to use 7 points in magic of the 9 usual then you have 10 points to spend on your vitality. 10 plus 10 equals 100 extra hp per every 10 levels. So, at 100 levels you get an extra 1000 HP.


 * Heavy Armor: This build is designed to enable your survival with physical attacks. The build is even levels 1 mag 3 str 1 dex and odd levels 5 mag. This is designed so you can take physical damage, but be forewarned you will take a lot of magical damage. You will do a lot less damage than any other build and it is quite difficult to play so it's not recommended as a starting build.


 * Melee Heavy Armor Wizard: This build is to enable you to do melee damage while taking physical hits. The build is the same as the Heavy Armor, but the focus is then on leveling Frostblade, the elemental barriers, and Sandstorm as quickly as possible. The reason for Frostblade is because it is our only buff to melee damage, the elemental shields will help keep you alive for longer (since your elemental resistances are lower), and Sandstorm will make the enemy miss more often. The only weapon you want to be using is a magic sword because of course they have the most physical attack.

Skill Book
I will give a brief description of the skills and their base damage (and any other changing numbers) amounts and in parenthesis their final damage (and any other changing numbers) at level 10 (or whatever the max level of the skill is).


 * Pyrogram- This is your first spell. You get it when you start at level 1 and it hits things with fire. Inflicts Fire damage equal to 55% (100%) of weapon damage plus base magic damage plus 37.7 (1379.6). This skill can be maxed at level 45.


 * Gush- It's well a gush of water. Water damage equal to base magic damage plus 55% (100%) of weapon damage plus 55.0 (1372.6). Has a 65% (92%) chance so slow enemy's speed by 40% for 5.3 (8.0) seconds. This can be maxed at level 48.


 * Stone Rain- A meteor falls from the sky onto the target (that has to hurt). Earth damage equal to base magic attack plus 110% (200%) of weapon damage plus 161.9 (2119.4). This can be maxed at level 51.


 * Pyroshell - You get 3 red floating shields around you for the cost of 30 chi. Adds 10% (100%) Fire resistance and increases HP regeneration by 1 (10) per second for 15 minutes. You can max this at level 54.


 * Glacial Embrace - You get blue floating shields around you for the cost of 30 chi. Adds 10% (100%) Water resistance and increases Mana regeneration by 1 (10) points per second for 15 minutes. You can max this at level 54.


 * Stone Barrier – You get brownish floating shields around you for the cost of 30 chi. Adds 10% (100%) Earth resistance and an extra 10% (100%) physical defense for 15 minutes. You can max this at level 54.


 * Crown of Flame – This places a ball of fire over the targets head. Fire damage equal to base magic damage plus 450.6 (3012.9) over 15 seconds. You can max this at level 58.


 * Hailstorm – Hail rains from above on the target (yes it follows them). Water damage equal to base magic attack plus 318.0 (1794.9) of weapon damage . Has a 33% chance to freeze enemies for 2.2 (4) seconds. You can max this at level 61.


 * Divine Pyrogram – Pyrogram with a longer cast time and more damage. Fire damage equal to base magic damage plus 165% (300%) of weapon damage plus 605.2 (2994.7). You can max this at level 64.


 * Morning Dew – Heal yourself. Recovers target's HP by 370 (1000) points plus 8% (35%) of base magic damage. You can max this at level 69.


 * Pitfall – Deal earth damage over time (just like crown of flame, but earth damage). Earth damage equal to base magic damage plus 727.1 (3600.8) over 15 seconds and slowing the enemy's speed by 15%. Has a 6% (15%) chance to freeze the target for 3 seconds. You can max this at level 64.


 * Dragons Breath – Create a constant ring of fire around you dealing damage while you are stationary. Consumes 120 (300) Mana every 3 seconds, inflicting Fire damage equal to base magic damage plus 1225.4 (4458.2). Casting will not stop until Mana is depleted or the spell is canceled. You can max this at level 74.


 * Wellspring Quaff – Give yourself more mana for the cost of a spark. A sip of Nature's Wellspring gives you a 12 (30) minute maximum mana increased of 15% (60%). You can max this at level 74.


 * Distance Shrink – For the cost of 20 chi instantly teleport 16 (25) meters in a direction. You can max this at level 74.


 * Will of the Phoenix – By far one of the cooler looking spells, you get to knockback things with a fire-shaped phoenix. Attack all the enemies in a straight line 13.5 (18) meters in front of you and knock them 12.6 (18) meters back. Inflicts Fire damage equal to base magic damage plus 55% (100%) of weapon damage plus 1400.6 (3534.5). You can max this at level 75.


 * Frostblade – Buff yourself and other people to enhance their normal attack. Water damage equal to 12% (30%) of your base magic attack. Lasts 15 minutes. You can max this at level 75.


 * Sandstorm – Blast people with sand (in a roundabout way of course). Earth damage equal to base magic attack plus 165% (300%) of weapon damage plus 1702.7 (4288.4) and decreases enemy's accuracy by 23% (50%) for 10 seconds. You can max this at level 75.


 * Emberstorm – Explode yourself to deal damage to others. Charge for up to 5.0 (3.2) seconds to attack enemies in a 12 meter radius at the cost of up to 60% of your HP. Inflicts 2200 (4000) Fire damage, each HP spent dealing 2.2 (4) damage. You can max this at level 85.


 * Glacial Snare – Attack with shards of ice. Water damage equal to base magic damage plus 165% (300%) of weapon damage plus 2186.4 (4880.1). Has a 65% (92%) chance to slow enemy's speed by 80% for 4.2 (6) seconds. You can max this at level 85.


 * Force of Will – Make them stop attacking for a short time. Interrupt its current channelling, silencing it, and making it unable to attack for 2.3 (5) seconds. You can max this at level 85.


 * Blade Temptest – For the cost of 2 sparks you can rain fire on people. Cause the target and all enemies 8.4 (12) meters around the target to suffer both physical and Fire damage equal to base magic damage plus 110% (200%) of weapon damage plus 2208.9 (3860.4). You can max this at level 86.


 * Black Ice Dragon Strike – For two sparks cast a giant water dragon at people. Target and enemies in a 8.4 (12) meter radius around target suffer Water damage equal to base magic damage plus 275% (500%) of weapon damage plus 5522.4 (9648.9). Has a 86% (95%) chance to slow enemies by 60% for 6.2 (8) seconds. You can max this at level 86.


 * Mountain's Sieze – For two sparks make a mountain fall on the targets head. Slams the target and all enemies 8.4 (12) meters around the target dealing Earth damage equal to base magic attack plus 275% (500%) of weapon damage plus 4807.6 (8400.4). Has a 86% (95%) chance to stun all enemies for 3.3 (6) seconds. You can max this at level 86.


 * Essential Sutra – Recover 10% mana and more importantly have no channel time for 6 seconds. This is a one time buy at level 59.


 * Fire Mastery – Increase all fire magic damage by 2% (20%). You can max this at level 74.


 * Water Mastery - Increase all water magic damage by 2% (20%). You can max this at level 74.


 * Earth Mastery - Increase all earth magic damage by 2% (20%). You can max this at level 74.


 * Undine Strike – Fire a cannon-like thing to deal damage and reduce resistances. The spell deals lesser Earth damage to the target, but reduces it's Water, Fire, and Earth resistance by 60% for 12 seconds. This is a one time buy at level 79.


 * Elemental Shell – Create a really quick shell around yourself. Target's Metal, Water, Fire, and Earth resistance increases by 1000% for 4 seconds. Also has a 10% chance to dispel all the status ailments on the caster. This is a one time buy at level 79.


 * Soporific Whisper – Put the target to sleep for 4 seconds (I can't be more descriptive than that). This is a one time buy at level 79.


 * Elemental Invocation – Deal multi-element damage to target. Water reduces target's mana by 50% of magic damage over 30 seconds. Fire makes you lose 20 Chi for each hit over 30 seconds. Earth inflicts Earth damage 60% of caster's maximum mana. The powers of Water and Fire affect only non-monster targets. Caster's mana is still spent even if the spell is interrupted. This is a one time buy at level 100.


 * Manifest Virtue – We win in damage with this spell. Increases magic attack by (maximum mana/100)%. Lasts 30 seconds. This is a one time buy at level 100.

Demon or Sage?
This happens at level 89. It would be best for you to do your own research. The overall gist of sage is more group control, quicker chi gaining, and some stun ability. The general gist of demon is better 1v1, less channel time, and also more critical hits.

Dealing with levels as a wizard

 * Levels 1-29: To start try to get to level 5 before finishing any quest. This will help you with the later levels. Please don't even turn in your first quest until you hit 5. It's easy leveling and just find mobs that are your level and kill them (they all are easy kills at this point). After you hit those levels start your hoard of quests. You now have 5 levels of quests to catch up on. Trust me these will go fast if you just grind early so there will be less grinding later on to do. After that all your quests should make get you through this.


 * Levels 30-39: Well congratulations now you are white name (pvp) or able to be white name (pve). I would again suggest an early grind while only taking your daily quest (crazy stone) until about level 33. This will enable you to learn how to work with all the level 29 skills that you just picked up. After those 3 levels (trust me they go quick) just take all your quests and it should be enough to get you to 40.


 * Levels 40-59: These are some tough levels. The mobs haven't switched over to elemental attacks until around the mid 50's. The best advice I can give is just push through the 4x's with quests and get used to grinding on water or air mobs from here on out (they give more xp). At the end of this bunch of levels you get all your ultimate spells and your survivability skyrockets thanks to this. Now is the time to learn to kite and how to be a wizard. You have all your knockback spell and blink to help you with this. The more you learn how to do these things the better you will be.


 * Levels 60-89: Well you have at least one ultimate spell (Blade Tempest, Black Ice Dragon, or Mountain's Seize) and Essential Sutra now you can survive against mobs really well. The leveling will slow down substantially here (especially 70+). Don't get overly frustrated, grind on those air or water mobs, and at 70+ you get a new daily which helps (World Quest...this one is free to do). Grind, zhen, do Dragon Quest's, or just do daily's (whatever your routine is at this point) to level.


 * Levels 90-?: Congratulations you now have survivability and can take a hit. Leveling from here on out is most likely going to be doing Rebirth Orders, zhenning, The Cube of Fate, and the other daily's.

Now for some grinding spots
We grind differently from every other class and around 40 you will know your style for this. Spend the time to level your apothecary skill and you will be fine. The best mobs are air mobs so wherever your quests are sending you don't forget to look up.


 * Level 1-20 - Find stuff around your level and kill it.


 * Level 21-39 - There are some mobs above the Unicorn Forest and some dragons all over (Etherblade,below Heavens Tear, etc...). Try to not provoke them if their red otherwise have fun they are easy kills.


 * Level 40-51 - Ramshackle Roc above Sundown Town.


 * Level 51-55 - Bloodthirsty Shark /Queen - near Misfortune City. A lot of ppl have quests in the area so be careful if you are on a pvp server.


 * Level 55-59 - Ultrafin Protector south of Dawn Cry and everything on that island if it's clear.


 * Level 60 - 64 - Welcome to hourly's (across from the banker in tusk town). Pick up the Taurox. This will be the easiest xp yet. If you can find someone who wants to grind with you try to do it until 65 with the next hourly set. I have been doing the Taurox the turning in the box ( you'll know when u get there) and picking up a One man Army for the Sori. By the time me and the squad mate are done it's time for the next hourly. Did i mention crazy rep/sp for essentially nothing. If there is time left grind the Taurox some more.


 * Level 65-69 – Hourly's will coutinue to be available from 60 on. I however went by the altar of disbelief and did my grinding on those air mobs. It was more efficient than having to run around.


 * Level 70-74 – Pick an air mob around sanctuary or dreamweaver they all do well.


 * Level 75-79 – More of the same pick something in the air for more xp by sanctuary or just kill bunnies.


 * Level 80-84 – The Bloodbirds above Valley of the Scarred.


 * Level 85-89 – Early on the Firebath Phoenix's in the Land of the Burning Heart. Later on you can try the Ultrafin Supreme in Sea of Isolation, or the water mobs east of Thousand Streams.


 * Level 90+ - Again the same water mobs, later on spiders near avalanche canyon, they die very fast and give good DQ drops.