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{{Merge_basic|from=Wizard Skills|to=Wizard Skill List}} ==Introduction== As a wizard the one thing you will find yourself struggling with is the large amount of spirit and money needed to learn your skills. Because of this, you will need to prioritize which skills you get and when you get them. There are some skills that you will find much more useful than others so you will want to focus on these first. You will eventually be able to max out all of your skills (you will need to do this if you plan on getting sage or demon skills) but only when your reach the high 70's and 80's when you get much more spirit per level so you can afford to spend your spirit on multiple skills between level ups. ==Common Misconceptions== The most common misconception is that a wizard has to pick one or two of their elemental skill trees to master. This misunderstanding most likely comes from the fact that players who choose blademasters usually only choose one or two weapon paths. Unlike weapon paths the elemental skill trees do not require different attribution points and weapons to use and there are skills within these trees that are better than others so it's better to mix in the different trees and just choose your skills wisely. ==Skills Overview== As a wizard you have three main groups of skills: Fire Skill – these do fire based damage and include skills that have area of effects, cause damage over time (DOT) and sacrificial effects. This tree is also where you will find your ONLY skill that does physical damage. Fire skills tend to yield higher chi per skill use than other skills Water Skills – these do water based damage and include mainly skills with freezing and slowing effects as well as healing and buffing. Wizards are the only other class apart from Clerics and Psychics that can heal other players. Earth Skills – these do earth based damage and include skills that have stuns and accuracy debuffs. Apart from your 3 elemental trees you also have an assortment of miscellaneous skills: Vacuity Skills – these are 3 skills that become available to you once you reach the spiritual cultivation level of Aware of Vacuity. Aware of Vacuity skills can only be attained once you have reached level 79, have completed the Vacuity Cultivation quests, have finished the Wraith's Ploy quest line, and have obtained the appropriate number of apocalypse pages and inks needed to obtain these skills. Celestial Sage/Demon – these are the 2 freebie skills that become available to you once you reach the spiritual cultivation of Celestial Sage or Celestial Demon. Misc. Skills – the 3 skills that do not have a progression tree, Distance Shrink, Wellspring Quaff and Essential Sutra. Within each of your 3 elemental skill trees you have a passive mastery skill which increases your damage for that specific element, you have a self buff whose effect differs depending on which element it is and you have an ultimate skill which consumes 2 sparks, deals massive damage and is only available once you reach level 59 and are of spiritual cultivation Transcendent. ==Fire Skills== Here you will find a listing of the various fire skills, what they do, what they're good for and suggestions on how to prioritize them. {| {{DefTable}} !colspan="2"|[[Pyrogram]] |- |width="30px"|[[Image:Pyrogrampic.jpg|Pyrogram]] |''Using the force of the Raging Flame cast out onto the enemy a blazing program. Inflicts fire damage.'' |- |colspan="2"|This is your first skill that you get when you first enter Perfect World. It will be your main damage dealer alongside Gush and Stone Rain for a long time so keep it up to date and max it. You will still use this in higher levels as a mix in with your combo but it does become a bit less used since you will usually have other skills that you will use and open with. Pyrogram's biggest advantage is its short cooldown -- three seconds (which it shares with gush). If you are not wearing enough gear to reduce your channeling time, Gush can be cast faster, so a gush, pyrogram, gush will be a good sequence to deliver decent damage. If you are wearing gear which reduces your channeling time, you should start thinking about including an additional spell in the mix because you will be casting your spells faster than they can cool off. |} {| {{DefTable}} !colspan="2"|[[Pyroshell]] |- |width="30px"|[[Image:Pyroshellpic.jpg|Pyroshell]] |''Use your energey to form a fire-resistant barrier around you. Increases fire resistance and hit point regeneration rate.'' |- |colspan="2"|This is one of your three elemental shields. You will be able to learn all three at the same levels but you won't have enough spirit to keep all three up to date at the same time so one or two of your shields will lag in level at the expense of having the other at a higher level of mastery. Pyroshell and Glacial Embrace take your second and third priority when it comes to leveling since Stone Barrier is the most important. One recommended set up is to put Pyroshell at a 3rd priority among your shields and Glacial Embrace as second. This is mainly because at lower levels the most effective way to increase your HP regeneration rate is by using a level 1 apothecary item called Life Powders. These powders will increase your regeneration rate by 50 HP per second, which is godly at lower levels. You should still max Pyroshell the first chance you get since it comes in very handy when you face ranged fire mobs and it's HP regeneration effects stack with any cleric buffs and potions you may use, but Glacial Embrace and especially Stone Barrier should be maxed first. |} {| {{DefTable}} !colspan="2"|[[Crown of Flame]] |- |width="30px"|[[Image:Crownofflamepic.jpg|Crown Of Flame]] |''Place a blazing crown of fire on the opponent's head. It burns causing fire damage over time.'' |- |colspan="2"|This is your first damage over time (DOT) skill. Most wizards find this skill fairly useless since the damage it does take 15 seconds to complete and the damage itself is fairly weak. Get this to level 1 so that you can progress down the fire skill tree but do not increase it's mastery past that. |} {| {{DefTable}} !colspan="2"|[[Divine Pyrogram]] |- |width="30px"|[[Image:Devinepyrogrampic.jpg|Divine Pyrogram]] |''Usig the divine secrets of fire, a searing spell is cast on the enemy inflicting fire damage.'' |- |colspan="2"|This is your first big hitter spell that you get. It's a pretty good spell and you should keep mastering it until you get Sandstorm (so up to about level 5 or 6 of Divine Pyrogram). Since the channeling on this skill is longer than most of your normal skills you'll usually want to use this skill as an opening skill on a mob followed by a slow/freeze/stun spell. |} {| {{DefTable}} !colspan="2"|[[The Dragon's Breath]] |- |width="30px"|[[Image:Thedragonsbreathpic.jpg|The Dragons Breath]] |''The power of the Fire God surrounds your body in a blazing vortex. All enemies within range suffer constant fire damage.'' |- |colspan="2"|This is the first of your area of effect skills that you get. All of your ultimates and a few from the fire skill tree have AoEs but the difference in Dragon's Breath is that it is a continuous AoE. Meaning that once you start it up it will not stop until you either run out of mana or hit the ESC key on your keyboard. This is kind of a back bench skill since as you can imagine it's not particularly useful in doing quests or even in things like the Dragon Palace and Territory Wars, it's real use is for Zhenning (AoE leveling parties). You get this skill at level 29 so level it casually once in a while. If you plan to do a lot of zhenning you should have it up to date by level 59/60 but other than that just max it when you get a chance to do so. You will need it maxed for doing Rebirth Order instances so you will have to invest in this skill but do it when you the extra spirit and don't have too many other important skills to level. |} {| {{DefTable}} !colspan="2"|[[Will of the Phoenix]] |- |width="30px"|[[Image:Willofpheonixpic.jpg|Will Of The Pheonix]] |''Knock target back. It suffers fire damage.'' |- |colspan="2"|The most important thing is that this is your one and only knock back skill. Life gets much easier when you have this skill to push your enemies (mobs and pets only, it doesn't work in PVP) away from you. This skill also has an AoE and the higher you level it up the wider of an area the spell affects and the farther it will push it back. This skill is a top priority, max it as soon as you can because you will always be using it. This is a fast skill, like gush, and will be your highest "damage per second" skill for much of the game, though it is limited somewhat by its range and its cooldown. |} {| {{DefTable}} !colspan="2"|[[Emberstorm]] |- |width="30px"|[[Image:Emberstormpic.jpg|Emberstorm]] |''Inflicts a bloody explosion of fire damage to all enemies within a radius of oneself.'' |- |colspan="2"|This is a bit of an iffy skill and is kind of like your dying last chance. You would never use this skill in a PVE situation because basically what this skill does is consume 60% of your HP to inflict damage based on how much 60% * your current HP is. Considering wizards hardly have any HP to begin with (even if you add extra vitality) this is a pretty bad skill. You would only do it in some thing like a suicide situation where you know that much HP will either take you and your opponent down with you or take out your opponent leaving you barely alive. Just get level 1 of this to unlock your ultimate but don't level this skill. |} {| {{DefTable}} !colspan="2"|[[Blade Tempest]] |- |width="30px"|[[Image:Bladetempestpic.jpg|Blade Tempest]] |''Focus all of one's vigor to create countless flames that fly towards the enemy, causing the target and all surrounding enemies to suffer both physical and fire damage.'' |- |colspan="2"|This skill is your ultimate in the fire skill tree, it's a personal favorite. This is the only skill that will cause any sort of physical damage so it will be your top priority among your 3 ultimates. Max this skill first then work on the other two. This skill has extremely long channeling time (4 seconds to be exact… expect long channeling from all of your ultimates) and consumes 2 sparks so you need to be clear that you can use it. It also has an AoE so you have to be careful if you're using it in a mob/quest/grinding situations since you run the risk of aggroing everything near your target. You would usually use this skill as an opener or when facing a boss in a party since your job will be to damage deal (DD) and this is one of your best hitters. |} {| {{DefTable}} !colspan="2"|[[Fire Mastery]] |- |width="30px"|[[Image:Firemasterypic.jpg|Fire Mastery]] |''Improves all fire magic damage.'' |- |colspan="2"|Pretty simple, your fire mastery increases your fire damage output. The mastery skills are usually on the back burner for most until there is enough extra spirit to get them. You should definitely get this skill up to level 10 because it helps with your nuking power but master it later when you aren't as spirit starved. |} ==Water Skills== Here you will find a listing of the various water skills, what they do, what they're good for and suggestions on how to prioritize them. {| {{DefTable}} !colspan="2"|[[Gush]] |- |width="30px"|[[Image:Gushpic.jpg|Gush]] |''Force a powerful water column to spew up from the ground causing enemies to suffer water damage. Has a chance to reduce enemy's speed.'' |- |colspan="2"|This is going to be one of your most used skills up until you get Glacial Snare, and even then you will still be relying on this skill for combos. The biggest advantage this skill has is the fact that it is your fastest channeling skill (takes only one second to channel). Its other advantage is it's slow effect. Gush has a chance to slow you're enemy's skill (also works in PVP) by 40%, the higher you level this skill the higher the success rate to slow and the longer the slow duration. This will usually be your opener skill or your second skill to be cast after your hard hitter until you get glacial snare so level it up, its top priority and max it as soon as possible. At higher levels you will find it useful when you need a quick cast to finish off your enemy or in a combo while you wait for cool downs on your other skills. |} {| {{DefTable}} !colspan="2"|[[Glacial Embrace]] |- |width="30px"|[[Image:Glacialembracepic.jpg|Glacial Embrace]] |''Uses vigor energy to form an icy barrier around oneself. Increases water defense and mana regeneration rate.'' |- |colspan="2"|Of the three shields this one is your second priority. You will find yourself using it a lot at lower levels because it will help relieve the strain on your mana (not by much but it does help a little). At higher levels the added mana regeneration effect is no where near enough to even be useful to you but this shield will be needed if you plan to be a tank for Suzerix, Krixxix, and Mantavip, these are all bosses in which a wizard tank is usually preferred (especially for Mantavip) over a barbarian because these do long range water damage. Have your water shield maxed for these citations. As with all your shields the extra magic defense they give has a big advantage so you will want to max them out as soon as you can. |} {| {{DefTable}} !colspan="2"|[[Morning Dew]] |- |width="30px"|[[Image:Morningdewpic.jpg|Morning Dew]] |''Heals target to full health.'' |- |colspan="2"|The description is a bit misleading since you don't actually heal the full HP, you heal based on your magic attack and the level of your heal skill. You will find this skill very useful for not only yourself but to also help out a cleric who is struggling to keep up with heals or dies. If the cleric dies Morning Dew is enough to keep the tank alive for a good few seconds (not on hard hitting debuff bosses though) but it by no means is a replacement for a good cleric heal. The biggest downside to this skill is it's painfully slow channeling it takes 4.5 seconds to cast the heal so you can not use it during battle. It will usually be used to heal one's self after a battle with a mob before proceeding to the next mob or to spot heal a squad member that gets hit by an AoE when the cleric(s) are busy healing the tank. This skill will have you a lot of HP pots so definitely get it. The skill should be leveled to keep up with your HP. So get level 1 of this skill and keep using it at level 1 until you find that one heal no longer replenishes your full HP, when this happens increase the level. You'll want to keep this skill in a range where one cast will heal about 50% to 75% of your HP. Remember this is a replacement for pots and to help with a backup heal not for you to be a replacement cleric. |} {| {{DefTable}} !colspan="2"|[[Frostblade]] |- |width="30px"|[[Image:Frostbladepic.jpg|Frostblade]] |''Breathe an icy breath onto a party member's weapon allowing normal attacks to inflict additional water damage.'' |- |colspan="2"|This is your only buff that you can cast on other players. It adds water damage to a player based on your base magic attack and lasts for 15 minutes. Get level 1 of this skill and don't touch it until all your other skills are maxed. It's a good skill to have, especially when you do a lot of water attacks but don't waste your spirit here until you have your important skills maxed out. Then you can level this skill as far as you feel necessary. |} {| {{DefTable}} !colspan="2"|[[Glacial Snare]] |- |width="30px"|[[Image:Glacialsnarepic.jpg|Glacial Snare]] |''Launch multiple ice arrows at the enemy to trap them in an icy prison causing water damage. Has a chance to greatly reduce target's speed.'' |- |colspan="2"|This is a great skill and your basically your high level replacement for Gush. It works in the same way as Gush, meaning it causes water damage and then has a chance to slow your enemy. But it's better in that it reduces speed by 80%. The duration of the slow down is the same as Gush and it increases with level (as does the chance on a successful slow down cast). This skill should be one of your top priorities after your first 3 basic offensive skills are maxed. Level it up as soon as you can, it will take second place only to sandstorm when you don't have enough spirit to level a lot of skills. Generally speaking this will be your new starter skill once you have it, it works best in a combo with sandstorm because you can cast this skill and it will buy you enough time (assuming you are successful at slowing) to channel sandstorm, then you can use a stun or knock back etc. Once maxed it will have a 92% chance to slow the enemy so this Glacial Snare + Sandstorm combo will be your best starter set. |} {| {{DefTable}} !colspan="2"|[[Black Ice Dragon Strike]] |- |width="30px"|[[Image:Blackicedragonstrikepic.jpg|Black Ice Dragon Strike]] |''Focus one's energy and summon a water dragon that soars up to the sky and smashes onto the target and all surrounding enemies. Deals water damage and also has a chance to reduce the target's speed.'' |- |colspan="2"|This is by far every wizard's favorite skill… not because of the damage, but for the looks. It is hands down the most graphically beautiful skill you can cast. The damage is very good too but Blade Tempest should take priority over this skill. With three ultimates available to you there is absolutely no way you can level all 3 at the same time, even keeping 2 up to date will be very draining since you have other important skills that should be put ahead since you use them more. Get level 1 of this skill to show off a bit and do good damage against fire mobs (since Blade Tempest is fire based), but don't level this skill until you have most of your other basic skills maxed out. Even then, if you have extra spirit and you have Blade Tempest available, invest in leveling that over your Dragon Strike. On a side note as with most water skills there is a chance to slow enemies, the slow down is only 60% on this skill so in terms of slow downs Glacial Snare is better but this skill has an AoE so you can slow multiple enemies at once. This skill also takes 2 sparks and has insanely long channeling so you won't use it as often. |} {| {{DefTable}} !colspan="2"|[[Hailstorm]] |- |width="30px"|[[Image:Hailstormpic.jpg|Hailstorm]] |''Conjure a hailstorm to rain down on the target causing it and surrounding enemies to suffer water damage. Also has a chance to paralyze the enemy.'' |- |colspan="2"|This is a water skill that hangs out on its own, it's not part of the water skill tree so it has no prerequisite skills. Most people will advise not to wait any coin or spirit on it since the damage that it does is fairly weak. It is however an AoE skill and fairly fast one at that. Channeling is only 1.8 second and casting is 1.2 seconds so it's much faster than any of your ultimate AoEs. The cool is also 12 seconds so its more than half the time it takes an ultimate to cool down. This skill also has a 33% chance to freeze enemies for 4 seconds when maxed. It's fairly cheap to get so some people do actually end up maxing this skill. It's a personal choice, if you really want to go for it level it up at higher levels when you have the spirit and coins. |} {| {{DefTable}} !colspan="2"|[[Water Mastery]] |- |width="30px"|[[Image:Watermasterypic.jpg|Water Mastery]] |''Improves all water magic damage.'' |- |colspan="2"|Pretty simple, your water mastery increases your water damage output. The mastery skills are usually on the back burner for most until there is enough extra spirit to get them. You should definitely get this skill up to level 10 because it helps with your nuking power but master it later when you aren't as spirit starved. |} ==Earth Skills== Here you will find a listing of the various earth skills, what they do, what they're good for and suggestions on how to prioritize them. {| {{DefTable}} !colspan="2"|[[Stone Rain]] |- |width="30px"|[[Image:Stonerainpic.jpg|Stone Rain]] |''A gigantic rock slams onto the target inflicting earth damage.'' |- |colspan="2"|This will be your big hitter for the lower levels until you get Divine Pyrogram. It has the slowest channeling of all your three starter spells so you will usually start out with it, but it is still hast enough to use in a combo (as the skill after a slow down or knock back spell). At higher levels you won't use it as much as Gush but you will find yourself using it often in combos towards the end when you need just enough power to finish off a mob where Gush doesn't cut enough damage. Max this along side your other 2 starter spells as soon as you can. |} {| {{DefTable}} !colspan="2"|[[Pitfall]] |- |width="30px"|[[Image:Pitfallpic.jpg|Pitfall]] |''Manipulate the divine force of the earth and summon a mystic sandswirl underneath the enemy inflicting earth damage over time. Has a chance to reduce speed.'' |- |colspan="2"|This is an interesting skill in that it has a lot of difference effects but over all isn't as useful as it should have been. It's another DOT skill that lasts 15 seconds, the damage it does is OK and is better than Crown of Flames, so if you really feel the need to level up a DOT skill you might as well do this one. It has an added chance to slow down the enemy by 15% and has a small chance (15% when maxed) to completely freeze your enemy (freeze meaning they can't move but they can still cast spells). It has a fast channeling and cast time but the cool down is longish so you would generally get about one maybe two casts out of it per mob. It's a skill that most wizards choose to skip in leveling. Get it to level 1 so that you can progress down the earth skill tree but leveling it up is your preference. It should be on the back burner because DOT skills in general aren't as effective on a wizard since your goal is to nuke things quickly so they don't get a chance to get to you. |} {| {{DefTable}} !colspan="2"|[[Sandstorm]] |- |width="30px"|[[Image:Sandstormpic.jpg|Sandstorm]] |''Project a powerful wave of sand onto target. Inflicts earth damage and has a chance to reduce its chance to hit.'' |- |colspan="2"|This is a great skill, does a large chunk of damage (as most of the skills in the earth tree) and when maxed will reduce accuracy of a target down by 50%. The description is a bit misleading since the skill always casts an accuracy reduction on your target and it lasts for 10 seconds. The accuracy reductions is very useful on melee based enemies and it helps out with bosses when the veno's pet is tanking because the boss tends to miss the pet more. |} {| {{DefTable}} !colspan="2"|[[Force of Will]] |- |width="30px"|[[Image:Forceofwillpic.jpg|Force Of Will]] |''Silence target casting a spell and rendering them unable to cast spells or attack for the spell's duration.'' |- |colspan="2"|This is your only single target silence (not to be confused with sleep and stun spells which are different). This spell is very useful for both PVP and PVE so you will definitely need to get it. You don't need to rush to max it out but level it up when you get a chance. This skill, if cast at the right time, will interrupt channeling. The down side to this skill is that it's not a stun, meaning that your target will still move around while it is under this spell but they won't be able to attack until the spell wears out. When maxed you have 5 seconds of silence time on your target. This skill has an added bonus by working similarly to a knock back skill on mobs. Mobs (and pets) will run in the opposite direction when under the influence of a silence spell so they basically end up running away from you, giving you more room to slow them down again and cast more spells before they get back to you. |} {| {{DefTable}} !colspan="2"|[[Mountain's Seize]] |- |width="30px"|[[Image:Mountainsseizurepic.jpg|Mountain's Seizure]] |''Use all of one's energy to invoke the spirit of the Mountain. Slam the enemy causing it and all nearby enemies to suffer earth damage. Has a chance to stun.'' |- |colspan="2"|This is your last of the three ultimates, also an AoE and takes two sparks like the rest. As with all the earth spells this one has the highest damage output when compared to the other two ultimates however the power comes at the price of a 5 second channel time and a 1.4 second cast time, which is longer than the other two ultimates. This skill also has a chance (95% when maxed) to stun all enemies in the area for 6 seconds when maxed. This skill usually takes second or third place when it comes to leveling your ultimates. It is without a doubt a massively powerful skill but Blade Tempest has the added benefit of being physical based as well as magic based while Seize is pure earth magic. Take your pick of which you like better and level it or Black Dragon as you like. All three ultimates should eventually be maxed out. |} {| {{DefTable}} !colspan="2"|[[Earth Mastery]] |- |width="30px"|[[Image:Earthmasterypic.jpg|Earth Master]] |''Improves all earth magic damage.'' |- |colspan="2"|Pretty simple, your earth mastery increases your earth damage output. The mastery skills are usually on the back burner for most until there is enough extra spirit to get them. You should definitely get this skill up to level 10 because it helps with your nuking power but master it later when you aren't as spirit starved. |} ==Misc. Skills== Here you will find a listing of the two buff skills that don't really fall into any categories and your kiting skill. {| {{DefTable}} !colspan="2"|[[Distance Shrink]] |- |width="30px"|[[Image:Distantshrinkpic.jpg|Distant Shrink]] |''Uses the divine force of the earth to instantly teleport forward.'' |- |colspan="2"|This is your all purpose kiting skill. When maxed it will teleport you 25 meters in the direction you are facing. Very useful skill to get a distance between yourself and mobs or PKers. When maxed the cool down is 10 seconds so it's not too bad and can be used in a combo with other skills. If you want to blink backwards hit your S key once to face backwards and then blink otherwise you'll end up blinking into what ever it is that you're facing. Definitely get level 1 of it and then level it up slowly when you have the spirit. Its main use is kiting in PvP and PvE. |} {| {{DefTable}} !colspan="2"|[[Wellspring Quaff]] |- |width="30px"|[[Image:Wellspringquaffpic.jpg|Wellspring Quaff]] |''A sip of Nature's Wellspring increases your maximum mana capacity.'' |- |colspan="2"|Godly to a wizard because when maxed out it will last 30 minutes and increase your maximum mana by 60%. This is especially useful for higher level skills that deal damage based on you mana. You will need to level it at least to level 5 in order to unlock Sutra so get it leveled up to at least that. After that it's your choice, it's good to have a large mana pool because apothecary pots can be used once to refill your pool and then you have a nice long time of casting spells before you have to use a pot again but this skill will purposely click your mana charm once every 30 minutes when you have to recast it and your charm needs to fill you up an additional 60% of your mana. But note also that if you have a clock near your computer you can re-cast this spell before it runs out, and you will increase its duration without losing so much mana. (Also, until you have level 5 in this skill, you can cast it without triggering your spirit charm -- if you have level 5 and a spirit charm, you should think twice before using wellspring quaff.) |} {| {{DefTable}} !colspan="2"|[[Essential Sutra]] |- |width="30px"|[[Image:Essentialsutrapic.jpg|Essential Sutra]] |''Use your vigor to recover mana. For a short period afterwards all spells do not require channeling.'' |- |colspan="2"|This spell isn't so much as good at mana regeneration as it is at lowering channeling. You only regenerate 10% of your maximum mana and considering it takes 2 sparks to cast sutra it's not a very good trade off. But it is very useful when you have to take something out quickly because for 6 seconds after the cast all skills will require 0 channeling time. You only need one level of this (since it doesn't come in multiple levels) so get it when it pops up. |} ==Vacuity Skills== Once you hit the cultivation level Aware of Vacuity you will have 3 new skills available to you. Please note that you also need to finish Wraith's Ploy and have 20 apocalypse pages and 10 medium inks (which will be indicated when you try to learn the skill) before you can actually learn any of these skills. {| {{DefTable}} !colspan="2"|[[Elemental Shell]] |- |width="30px"|[[Image:Elementalshellpic.jpg|Elemental Shell]] |''Temporarily greatly increase casters, Metal, Water, Fire and Earth resistance. Has a chance to dispel all status aliments.'' |- |colspan="2"|This skill will increase your resistance to the above mentioned elements by 1000% for 4 seconds and also has a 10% chance to clear debuffs. Pretty decent skill if you're into PVP, this is a good skill to use against Archers and Clerics who use metal based magic (although they will probably be hitting you with physical only attacks so this might not help as much). Curiously it doesn't have increase in wood resistance so no help with defending yourself against Venomancers. Get it if you feel you'll need it's use. |} {| {{DefTable}} !colspan="2"|[[Soporific Whisper]] |- |width="30px"|[[Image:Soporificwhisperpic.jpg|Soporific Whisper]] |''Instantly puts the target to sleep.'' |- |colspan="2"|This is a must have for everyone. This will put your enemy to sleep for 4 seconds and is cast instantly. In sleep they can't move or cast spells however you need to use it wisely because the cool down is 2 minutes, so you literally can only cast it once in a battle. |} {| {{DefTable}} !colspan="2"|[[Undine Strike]] |- |width="30px"|[[Image:Undinestrikepic.jpg|Undine Strike]] |''Deals damage to the target , temporarily reducing it's Fire, Water and Earth resistance.'' |- |colspan="2"|The description of this skill isn't particularly clear on exactly how much damage this attack does, although it does mention that it lacks in the earth department. The best part about this spell is the fact that it will reduce your target's Water, Fire and Earth resistance by 60% for the next 12 seconds, which is a huge advantage for a wizard. Absolutely must have this skill if you want to get any Vacuity skills. |} ==Celestial Sage/Demon Skills== Once you hit level 100 and are a Celestial Sage or Demon you will be able to access special books that will allow you to upgrade all your skills to your chosen cultivation path. Apart from that there are also 2 new skills that become available and are listed below. They both require 20 Chrono Pages and 10 Medium Ink each to learn. {| {{DefTable}} !colspan="2"|[[Elemental Invocation]] |- |width="30px"|[[Image:Elementalinvocationpic.jpg| Elemental Invocation]] |''Attack mixed with Fire, Water, and Earth elements. Harms target's HP, MP, and Chi.'' |- |colspan="2"|This skill is probably one of the most insane wizard skills out there. This skill causes mana leach over 30 seconds and drains a total of 50% of your magic damage worth of mana form your target, it also adds a debuff making the target loose 20 chi each time it is hit over the course of 30 seconds, and finally does earth damage based on 60% of your maximum mana… now if you are on a Wellspring Quaff buff that is quite a large chunk of damage. This skill takes 3 seconds to channel and 1 second to cast but if it is interrupted it will still consume the 1000 mana regardless. The only bad part is that this skill has a 10 minute cooldown so it must be used wisely. |} {| {{DefTable}} !colspan="2"|[[Manifest Virtue]] |- |width="30px"|[[Image:Manifestvirtuepic.jpg|Manifest Virtue]] |''Temporarily increase caster's magic attack according to the caster's maximum mana.'' |- |colspan="2"|Another skill where it's handy to have your Wellspring Quaff maxed out. This skill channels for 0.8 seconds and has a cast time of 1 second. It increases your magic attack based on your (max mana*0.01)% and lasts 30 seconds but has a 5 minute cooldown. |}
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