High Wizard

== Overview ==
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The Mage and the Wizard have been able to tap into mystical and elemental magic but the real power is now fully realized in the spells mastered by the High Wizard. Only a fool would dare challenge the awesome might of a High Wizard's power head on! 
A High Wizard has much more power than a regular Wizard, and at a much earlier level as well. Unlike the Wizard, it has Mystical Amplification, which will give 50% more MATK on the next offensive magic skill to be cast. This grants a High Wizard a lot more power early on, and has about equal the strength of a level 99 Wizard in their early 80's, maybe even a little earlier. With that skill, they can level in Magma Dungeon immediately with Priest without worry of having too little MATK.
Ganbantein, and Gravitational Field prove to be very useful in WoE situations, whereas if there's too many of a certain element going on, or the precast breakers seem to be getting in, you can use Gravitational Field to get much more damage than casting any of your other spells, since the damage cannot be negated, and always does the same amount.
Ganbantein also has other uses in WoE. It can cancel many different spells that are cast on the ground. Such spells include Pneuma, Safety Wall, Battle Chant, and Warp Portal. It rips holes in the Sage class' ground spells as well, so it's good for stopping a Sage or Scholar from getting their Magnetic Earth to work as they desired it to.
Napalm Vulcan has a 25% chance of cursing at max level, and has 5 levels. Very good for cursing opponents in precasts, or just to buy time in general to help some killers get to the tanks in time to stop them, since it has splash damage.
Soul Drain allows the player to increase current Max SP by 20%, and every time a target is killed (monster) with a single target spell, player will restore SP equal to a certain percentage of that monster's SP. This basically allows the class to have infinite SP stacked on to the High Wizard's already really fast SP recovery rate.
Stave Crasher is a very promising skill. This skill does a physical attack based on the High Wizard's MATK. The higher the MATK, the more damage. Since it counts as a physical attack, card effects and any other effects that come from doing physical attacks will work with this skill. You can pass on status effects, divest people in the near future, break their equipment, etc. Definitely a nice skill to have.
== Job Change Guide==
==Builds==
:See Warlock Builds for build strategies to work towards. See Wizard Builds for leveling strategies for just the High Wizard leveling stages. Leveling a High Wizard is similar to a regular pre-trans Wizard, but with a few new skill additions.
New Skills Overview:
: This is a must have, as it drastically increases damage output.
: This skill is useful to have for soloing without a Priest to use Magnificat. Although SP is generally not a problem for Wizard classes, it iss still worth the investment in points.
: Mostly only used in WoE as a Warlock, and even then it's debatable how useful this skill is. Generally not recommended to acquire this skill.
: Mostly a "for-fun" skill. The damage is low, but it has a chance of slowing down a single targetted enemy.
: A small AoE, but with the right gears, this skill can deal massive damage.
: Generally not effective.
== Equipment ==
=== Eden Group Equipments Quests ===
:Main article: Eden Group Equipments Quests
Most transcendent characters will have already completed some Eden Equipment quests already and can reuse the equipment. If the character has not done the quest yet, they can do it as a transcendent character as well. The Staff is a good weapon and generally a good choice for a Wizard and their future classes' use.
=== General Equipment Recommendations ===
:Main article: Equipment
The Equipment article lists some general all purpose equipment that is useful through the PVM phase and also for endgame use as well.
=== Third Class Compatible Equipment ===
:Main article: Warlock Equipment
It is recommended to look at the Equipment recommendations for the Third Class job to see what equipment to strive for, rather than to spend a lot of money on a piece of equipment that will not be used in the future as a third class. However, some equipment may have a high level requirement, or are transcendent only.
=== Weapons ===
After considering what requirement skills have (some skills can only be used with certain weapon types), the Weapon Search tool within the iRO Wiki DB site is very helpful. Generally, for physical classes (both melee and ranged), something with high ATK is best. For magic classes, something with high MATK is best.
Link to the iRO Wiki DB Weapon Search: http://db.irowiki.org/db/weapon-search/
One-handed staffs:
* (MATK +170, INT +3, DEX +2, SP recovery +8%, small chance to drain SP of enemies by 20% in an 11x11 area around you upon magically attacking; if +10 or higher, area becomes 19x19 and drains 60% of SP instead)
* (MATK +110, INT +4, additional bonuses when worn with and with refine)
* (MATK +135, +15% MATK against Demi-human enemies, +25% MDEF bypassing against Demi-human enemies, indestructible, additional bonuses with refine)
* (MATK +180, INT +4, additional bonuses with refine)
* (MATK +170, INT +1, DEX +1, chance to curse all enemies on screen when taking physical damage, additional bonuses with refine)
* (MATK +145, INT +4, +10% MDEF bypassing, increase MDEF bypassing by refine level)
* (MATK +175, INT +2, DEX +1)
* (MATK +160, INT +3, DEX +3, each refine level adds MDEF bypassing to magical attacks and reduces after-cast delay of skills, additional bonuses when worn with )
Two-handed staffs:
* (MATK +210, +15% MATK against Demi-human enemies, +25% MDEF bypassing against Demi-human enemies, indestructible, additional bonuses with refine)
* (MATK +240, INT +3, MaxHP +300, additional bonuses with refine, add +12% MATK and SP cost +20% for 5 seconds by chance after using a magical attack)
* (MATK +280, INT +3, AGI +10, -50% cast time of Mystical Amplification, increases MATK and SP cost of skills by refine level, chance to auto-cast Level 5 Jupitel Thunder when receiving physical damage; this chance increases with higher refine level)
Cards:
General-purpose:
* (INT +1, MATK +3)
* (INT +1, +2% MDEF bypassing)
Skill-specific:
* (+5% Soul Strike, Napalm Beat, and Napalm Vulcan damage; -50 SP when unequipped)
* (+5% Thunder Storm, Jupitel Thunder, and Lord of Vermilion damage; -50 SP when unequipped)
* (+5% Frost Nova and Storm Gust damage; -50 SP when unequipped)
* (+5% Earth Spike and Heaven's Drive damage; -50 SP when unequipped)
* (+5% Fire Pillar and Meteor Storm damage; -50 SP when unequipped)
Race-specific:
* Card Reference - Magic Damage Increase By Race
=== Headgears ===
Upper:
* (DEF +12, -10% damage from Demi-human enemies, -10% damage from Boss monsters)
* (DEF +6, MDEF +5, DEX +2; if +7 or higher, INT +2; if +8 or higher, -3% cast time of skills; if +9 or higher, +4% effectiveness of healing skills; if +10 or higher, chance of using Level 5 Hammer Fall when physically attacked)
* (DEF +5, if +5 or higher, +2% physical damage to and -2% physical damage from Demi-Human enemies per refine level)
* (DEF +3, MDEF +7, STR +1, INT +1, ATK +2%, MATK +2%, +5% effectiveness of healing skills; if +7, additional ATK +1%, MATK +1%, +1% effectiveness of healing skills)
* (DEF +3, AGI +1, INT +1, ASPD +3%, -3% variable cast time of skills)
* (DEF +4, LUK +5, hit +10, -5% damage from all elements, -5% variable cast time of skills)
* (DEF +6, MATK +2%; if +7 or higher, MDEF +7, additional MATK +8%, -5% damage from Wind attacks)
* (DEF +3, MDEF +3, MaxSP +3%, MATK +3%, -3% skill after-cast delay)
* (DEF +6, DEX +3, -7% damage from Wind attacks; if +7 or higher, MATK +3%; if +9 or higher, additional MATK +5%, chance of using Level 5 Frost Nova when physically attacked)
* (DEF +3, MDEF +5, -10% variable cast time of skills, +20% SP cost of skills)
* (DEF +4, AGI +2, DEX +1, flee +10, -1% variable cast time of skills per refine level)
* (DEF +2, ATK +5%, MATK +5%; for each upgrade past +5, additional ATK +1%, MATK +1%)
* (DEF +3, INT +2; when worn with , , and , INT +5, MDEF +11, MaxSP +20%, cast cannot be interrupted at the cost of +25% variable cast time of skills
* (DEF +6, VIT +1, hit -5, +5% SP cost of skills; when worn with , -3% variable cast time of skills, ASPD +3%)
* (DEF +6, increase movement speed, ASPD -10%, +25% variable cast time of skills)
* (DEF +5, MDEF +3, INT +1, DEX +1, -7% damage from Wind attacks; if +8 or higher, low chance of +40 ATK for 6 seconds when physically attacking, low chance of +40 MATK for 6 seconds when magically attacking)
* (MDEF +5; if +5 or higher, +2% magical damage to and -2% magical damage from Demi-Human enemies per refine level)
* (STR +1, INT +1, DEX +1; if +7 or higher, ATK +2%, MATK +2%; if +9 or higher, additional ATK +2%, MATK +2%)
* (DEF +6, MDEF +3, DEX +2, -7% damage from Fire attacks; if +7 or higher, -3% cast time of skills; if +8 or higher, chance of auto-casting Level 1 Sightrasher when magically attacking; if +9 or higher, additional -2% cast time of skills; if +10 or higher, MATK +4%)
* (DEF +5, MATK +2%; if +5 or higher, additional MATK +3%; if +7 or higher, additional MATK +3%; when worn with (or , -3% SP cost of skills; when worn with or , MATK +10*(refine level of weapon), if weapon is +10 or higher, -10% variable cast time of skills)
* (MATK +2%, additional MATK +1% per every two refine levels)
* (DEF +6, AGI +1, DEX +2; when worn with , if base DEX is 70 or higher, -10% SP cost of skills)
* (DEF +10, MDEF +10, STR +2, INT +2, +15% damage to Undead and Demon monsters; when worn with , ATK +30, MATK +30, chance of , , , or dropping when killing a monster)
Upper, Middle:
* (DEF +3, MDEF +10, INT +4, -10% variable cast time of skills; if +7 or higher, DEF +2, MATK +5%, additional -5% variable cast time of skills; if +9 or higher, MDEF +5, additional MATK +5%, additional -5% variable cast time of skills, -5% skill after-cast delay)
* (DEF +10, ATK +10, MATK +10, -3% damage from Demi-human enemies, -3% skill after-cast delay; if +7 or higher, -5% damage from all elements)
* (ATK +4%, MATK +4%)
Middle:
* (all stats +2)
* (DEF +2, MDEF +2, INT +1)
* (when worn with , -3% variable cast time of skills, ASPD +3%)
* (when worn with , -3% SP cost of skills)
* (when worn with , -3% SP cost of skills)
* 
* (MDEF +3, STR +1, +2% Fire Bolt, Fire Pillar, and Meteor Storm damage, +2% Bash, Magnum Break, and Pierce damage, -5% damage from Fire attacks, +5% damage from Water attacks)
* (DEF +2)
* (perfect dodge +3)
* (when worn with (or ) and , +15% HP and SP recovery, MATK +7%)
* (DEF +2, DEX +1, ATK +3%, MATK +3%)
* (DEF +2; if Mage class, INT +1)
* (DEF +1, INT +2)
Middle, Lower:
* (all stats +1; when worn with , ATK +30, MATK +30, chance of , , , or dropping when killing a monster)
Lower:
* (DEF +6)
* (MATK +1%)
* (DEF +1, MaxHP +1%, +25% effectiveness of , chance of dropping when killing a monster)
* (DEX +2, hit +3)
Cards:
General-purpose:
* (INT +2; if +9 or higher, MaxSP +150)
* (MaxHP and MaxSP -10%, -10% variable cast time of skills; when worn with , MaxHP and MaxSP +20%, additional -10% variable cast time of skills)
* (INT +2)
* (INT +1, MaxSP +50; additional bonuses when worn with , , , , and )
* (if base AGI is 90 or higher, +30% resistance against Silence and Stun; if base VIT is 80 or higher, +50% resistance against Stone Curse and Sleep)
* (immune to Confusion, -15% damage from Earth attacks)
* (INT -3, MaxSP +150, -20% SP recovery; when worn with, , INT +4, +30% SP recovery)
* (INT +2, when dealing magic damage, 5% chance of flee +30 and -50% cast time of skills for 5 seconds)
* (-1%*(refine level of compounded headgear) variable cast time of skills; if compounded headgear is +9 or higher, MATK +2%)
* (detect hidden enemies)
* (AGI +1, immune to Sleep status)
* (MATK +10, when dealing magic damage, chance of -50% fixed cast time for 4 seconds)
* (INT +1, -5% variable cast time of skills)
* (immune to Bleeding, +10% HP recovery)
Element/race-specific:
* Card Reference - Elemental Damage Reduction (Headgear)
Skill-specific:
* (if Mage class, SP +100, HP -100, +20% Soul Strike, Napalm Beat, and Napalm Vulcan damage)
=== Armors ===
General-purpose:
* (DEF +120, MDEF +10, MaxHP +20*BaseLevel, MaxSP +5*BaseLevel, +10% physical and magic damage, indestructible, player cannot be knocked back)
* (DEF +55, MaxHP +7*BaseLevel, MaxSP +1*(BaseLevel/2); when receiving magic damage, 1% chance of nullifying all magic damage for 2 seconds; if worn by Mage class, MDEF +5)
* (DEF +57, MDEF +5, MaxSP +150, -10% skill after-cast delay, +6% effectiveness of healing skills; when worn with , ATK +3% and MATK +3%)
* (DEF +10, HP +20%, +7% resistance against Demi-human enemies; when worn with and , ATK +5%, MATK +5%, cannot be frozen, and Heal, Sanctuary, and Potion Pitcher effectiveness +3%)
* (DEF +15, make casting non-interruptible at the cost of increasing variable cast time of skills by 15%)
* (DEF +42, -3% fixed cast time of skills, +5% effectiveness of healing skills and items)
* (DEF +40, MDEF +4, -5% variable cast time of skills)
* (DEF +20, VIT +1, +5% HP recovery, +3% effectiveness of healing skills and items; when worn with and , MaxHP and MaxSP +7%, -3% variable cast time of skills, -15% skill after-cast delay)
* (DEF +2, MDEF +10, -5% damage from all races, +15% resistance to Frozen and Stun
* (DEF +55, all stats +1, +50% resistance to silence (when worn by Mage classes); additional bonuses when worn with , , and )
* (DEF +36, MDEF +2, MaxHP +150, -2% damage from Demi-human enemies; additional bonuses when worn with and )
Element-specific:
* (DEF +25, Wind property)
* (DEF +25, Earth property)
* (DEF +25, Fire property)
* (DEF +25, Water property)
Cards:
General-purpose:
* (MATK +5%, DEF -10; if Mage class, SP +100)
* (enchant armor with Holy property—+25% damage from Shadow attacks, -100% damage from Holy attacks, -25% damage from Fire, Water, Wind, Earth, and Ghost attacks)
* (INT +1, MATK +10)
* (make armor indestructible (except in upgrade attempts), DEF +1)
* (for every 18 base VIT, DEX +1)
* (3% chance of inflicting Silence on the attacker when receiving physical damage; if base VIT is 77 or higher, chance increases to 9%)
* (enchant armor with Undead property—+25% damage from Fire attacks, +50% damage from Holy attacks, -100% damage from Undead attacks, -125% damage from Shadow and Poison attacks (they will heal you), immune to Frozen, Stone Curse, and Provoke statuses, immune to Fire Wall knock back; INT +1, DEF +1)
* (enchant armor with Ghost property—+25% damage from Ghost attacks, -30% damage from Neutral attacks; HP recovery -25%)
* (5% chance of auto-casting Level 3 Heal on the user when receiving physical damage; additional bonuses when worn with , , , , and )
* (immune to Frozen status, reduce damage from Water property attacks by 5%)
* (for every 18 base DEX, VIT +1)
* (MaxHP +10%; additional bonuses when worn with )
* (3% chance of inflicting Stone Curse on the attacker when receiving physical damage; if base INT is 77 or higher, chance increases to 9%)
* (3% chance of inflicting Stun on the attacker when receiving physical damage; if base DEX is 77 or higher, chance increases to 9%)
Element-specific:
* Card Reference - Elemental Armor
=== Shields ===
General-purpose:
* (DEF +90)
* (DEF +98, AGI -1, MaxHP +500)
* (DEF +55; if refine is +5 or higher, -1% damage from Neutral attacks per refine level (up to +12))
* (DEF +25, MDEF +2, INT +1; when worn with and , +15% HP and SP recovery, +7% magic damage)
* (DEF +75, MDEF +2, 5% chance of reflecting targeted magic damage; when worn with , -10% variable cast time of skills)
* (DEF +85, MDEF +2; when worn with , ASPD +10%, reflect 5% of melee damage back at attacker)
* (DEF +80, MDEF +5, -20% damage from Fire, Water, Shadow, and Undead attacks; when worn with and , DEF +2, MDEF +5, refine of shield and headgear add MDEF instead of DEF)
Size/race-specific:
* (DEF +95, MDEF +5, -15% damage from Medium and Large enemies, -10% damage from Undead monsters, 15% chance of auto-casting Level 7 Magic Mirror when magically attacked)
* (DEF +45, -5% damage from Large monsters)
Cards:
General-purpose:
* (-15% damage from Small, Medium, and Large enemies, 0.3% chance of adding +30 perfect dodge for 10 seconds when receiving physical or magic damage)
* (-35% damage from ranged attacks)
* (-5% damage from Neutral attacks, DEF +1; additional bonuses when worn with , , , , and )
* Card Reference - Reduction By Shield
Type-specific:
* (-40% damage from Boss monsters, +40% damage from non-Boss monsters (including Boss slaves))
=== Garments ===
General-purpose:
* (DEF +10; if worn by Mage class, perfect dodge +5, additional perfect dodge +2*refine level (up to +10); when worn with , , and , all stats +1)
* (DEF +25, MDEF +3, -7% damage from attacks of all elements, MaxSP +((BaseLevel/3)+(refine*10)))
* (DEF +13, -15% damage from Neutral attacks; when worn with and , VIT +5, +10% HP and SP recovery)
* (DEF +11, MDEF +4; when worn with , MaxHP +10%, +5% HP recovery)
* (DEF +16, MDEF +2, MaxHP +5%, +1% magic damage)
* (DEF +8, MDEF +3, MaxSP +10%; when worn with , , and , INT +5, MDEF +11, MaxSP +20%, make casting non-interruptible at the cost of increasing variable cast time of skills by 25%)
* (DEF +10, VIT +10; when worn with (Dex) or (Int), MaxHP +300, -5% magic damage, +1%*(refine rate of weapon) magic damage (up to +10), -3%*(refine rate of garment) damage from Neutral attacks (up to +10))
Race/element-specific:
* (DEF +16, -15% damage from Dragon monsters)
* (DEF +14, -5% damage from Earth and Water attacks, -5% damage from Brute and Plant enemies)
Cards:
General-purpose:
* (-50% damage from Neutral attacks, +50% damage from non-Neutral attacks)
* (-20% damage from Neutral attacks)
* (-15% damage from Neutral attacks, +5% Napalm Beat damage; additional bonuses when worn with , , , , and )
* (-10% damage from ranged attacks, -10% damage from Neutral attacks)
Element-specific:
* Card Reference - Elemental Reduction (Garment)
Skill-specific:
* (+40% Fire Pillar and Meteor Storm damage)
=== Shoes ===
* (DEF +40, MDEF +10, INT +25, MaxHP +20%, MaxSP +20%, +25% SP recovery, increase movement speed)
* (DEF +13, MaxHP and MaxSP +20%, -1% MaxHP and MaxSP per refine level, +1 DEF per every two refine levels)
* (DEF +15, MaxHP +10*BaseLevel; when worn with , MaxHP +6%)
* (DEF +10, AGI +1, +5% SP recovery; when worn with and , MaxHP and MaxSP +7%, -3% variable cast time of skills, -15% skill after-cast delay)
* (DEF +13, -5% damage from Water attacks; when worn with , MaxHP +10%, +5% HP recovery)
* (DEF +13; if worn by Mage class, MaxHP +5*BaseLevel; when worn with , , and , all stats +1)
* (DEF +13, MaxHP and MaxSP +9%; when worn with and , VIT +5, +10% HP recovery, +10% SP recovery)
* (DEF +16, MDEF +3, VIT +2, MaxHP +10%, +5% HP recovery, +30 HP every 10 seconds, +5% effectiveness of healing skills and items)
Cards:
* (STR +2; if shoes are refined to +9 or higher, MaxHP and MaxSP +10%)
* (MaxHP and MaxSP +4%; if refined to no higher than +4, additional MaxHP and MaxSP +4%, +5% HP and SP recovery)
* (VIT +1, MaxHP +10%)
* (AGI +1, MaxHP +10%)
* (MaxSP +10%, +5% Frost Diver damage; additional bonuses when worn with , , , and , and )
* (MaxSP +15%, +3% SP recovery)
* (MaxHP and MaxSP +8%)
=== Accessories ===
General-purpose:
* (DEF +1, MDEF +5, STR +6, AGI +6, VIT +6, INT +10, DEX +6, LUK +10, +6% effectiveness of healing skills)
* (INT +1, DEX +1, MATK +2%, MATK +5)
* (MaxSP +10; when worn with , +9% SP recovery)
* (MaxHP +1000, MaxSP +100, +10% physical damage against , +15% resistance to Frozen status, +5% effectiveness of healing skills; when worn with or , +3% physical and magic damage)
* (INT +2)
* (INT +1)
* (-5% skill after-cast delay, +5% SP cost of skills)
* (MaxHP +300, -3% variable cast time of skills, -10% damage from Fire, Earth, Wind, and Water attacks, +5% effectiveness of healing skills; when worn with , +5% physical damage, +3% magic damage, additional +5% effectiveness of healing skills)
* (MaxHP +600, DEF +1, MDEF +6, +5% physical and magic damage, +1% chance of inflicting Stone Curse on the attacker when receiving physical damage; when worn with , additional +5% physical damage and +3% magic damage, +5% effectiveness of healing skills)
* (INT +1, MaxSP +5%; when worn with , , and , INT +5, MDEF +11, MaxSP +20%, make casting non-interruptible at the cost of increasing variable cast time of skills by 25%)
* (INT +1, MaxSP +5%; when worn with , , and , INT +5, MDEF +11, MaxSP +20%, make casting non-interruptible at the cost of increasing variable cast time of skills by 25%)
* 
* (DEX +2, +3% magic damage; when worn with , -10% variable cast time of skills)
* (when worn with (or ) and , +15% HP and SP recovery, +7% magic damage)
* (MaxSP +50; -1% skill after-cast delay)
* (INT +2, DEX +1; when worn with or , DEX +2, +6% magic damage; when worn with or (or ), +9% SP recovery)
* (-10% variable cast time of skills, +5% skill after-cast delay; when worn with and , MaxHP and MaxSP +7%, additional -3% variable cast time of skills, -15% skill after-cast delay)
* (+5% physical and magic damage)
* (DEF +1, MDEF +3, INT +2, MaxSP +5%)
Race/element-specific:
* (-4% damage from Demon and Undead race monsters, immune to Poison status)
* (MDEF +2, MaxHP +1%, -5% damage from Water attacks)
Cards:
General-purpose:
* (-5% damage from ranged physical attacks)
* (make casting non-interruptible at the cost of increasing variable cast time of skills by 30%, +5% Fire Wall damage; additional bonuses with , , , , and )
* (enables use of Level 1 Teleport)
* (-10% damage from Fire, Wind, Water, Earth, Holy, and Shadow attacks, 2% chance to add an additional -10% damage from Fire, Wind, Water, Earth, Holy, and Shadow attacks for 10 seconds when receiving magic damage)
* (make casting non-interruptible at the cost of increasing variable cast time of skills by 25%)
* (enables use of Level 1 Hiding)
* (enables use of Level 1 Heal, +25% SP cost of skills)
* (AGI +1, perfect dodge +5)
* (DEX +3)
Skill-specific:
* (-25% variable cast time of Fire Bolt, +25% Fire Bolt damage)
* (-25% variable cast time of Cold Bolt, +25% Cold Bolt damage)
== Class Data ==
===Skills===
For more information about Wizard skills, click here.
Skill	Description 	Levels	Type
 	Casts a spell that has an 80% chance to cancel ground targeting magic around the spot targeted by the caster.	1 	Supportive
 	Inflicts Neutral property magic damage to all enemies in a 5x5 area around the targeted location. 	5 	Offensive
 	Amplifies the magic attack strength of the next spell used by up to 50%. 	10 	Supportive
 	Deals Ghost elemental damage to every enemy within a 3x3 area of the target. 	5 	Offensive
 	Restores SP whenever a monster is killed with a single-target spell. 	10 	Passive
 	Deal physical damage to an enemy with an equipped weapon. 	1 	Offensive
=== Job Bonuses ===
Stat\Amount	+1	+2	+3	+4	+5	+6	+7	+8	+9	+10	+11	+12	+13	+14	+15	+16	+17
STR 	20	40	60	 	 	 	 	 	 	 	 	 	 	 	 	 	
AGI 	8 	18	26	34	50	56	65	69	 	 	 	 	 	 	 	 	
VIT 	3 	29	47	53	66	 	 	 	 	 	 	 	 	 	 	 	
INT 	1 	5 	10	14	19	24	28	32	37	38 	39 	46 	49 	55 	59 	62 	70
DEX 	2 	9 	17	22	23	31	43	61	67	 	 	 	 	 	 	 	
LUK 	12	39	57	 	 	 	 	 	 	 	 	 	 	 	 	 	
=== ASPD ===
ASPD values do not change after transcending. See Wizard (ASPD).
==See Also==
==External Links==
*Jobinfo at the iRO Site
*Character Stat Calc by Doddler
*Skilltree Simulator by Himeyasha, hosted by irowiki.org (Previous Location)