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|Cast Time:||(3.3 - (Skill level*.3)) seconds|
|Cast Delay:||1 second|
|Area of Effect:||5x5|
|(Mage) Fire Wall Lv. 1|
Target a spot to summon a Fire Pillar that will immediately flare and inflict multiple blows to enemies that collide with it before disappearing. Fire Pillars only damage the caster's enemies. If nothing collides with the Fire Pillar, it will cancel after the skill's duration. The main use of this skill is that it ignores MDEF. One Wizard can summon a maximum of 5 Fire Pillars at a time.
Damage Formula : (2xSkLV+2) x (40%+20%xSkLV) x MATK. At level 5, deals 1680% MATK.
|Cast Time||3 Sec.||2.7 Sec.||2.4 Sec.||2.1 Sec.||1.8 Sec.|
Notes on Fire Pillar
Cannot cast on the ground where something is on it (any occupied cell). i.e. Cannot cast Fire Pillar on top of people, obstacles (Ice Wall/Magnetic Earth), or monsters.
There exists a bug where if someone is knocked back into multiple Fire Pillars, the opponent will not get hit by all the pillars.
Example: W - Wizard, O - Opponent, FP - Fire Pillar X - Tiles
Say you Jupitel Thunder 2 (JT4) or higher someone in this situation: W-O-FP-FP-FP-FP-X-X-X
They won't get hit by all Fire Pillars, and will only take damage from the 1st one
Say you JT1 someone in the same situation as above: they will take damage from all 4 Fire Pillars
Say you Magnum Break someone in the same situation as above: they will take damage from 3 Fire Pillars
This test implies that if you do a Knockback of more than the Fire Pillar amount, they will only take damage from the 1st Fire Pillar and ignore the rest even though the Fire Pillars themselves will vanish as if it was used.
|Wizard, High Wizard, Warlock|
| Earth Spike • |
| High Wizard
|Chain Lightning • Crimson Rock • Earth Strain • Ganbantein • Jack Frost • Mind Expansion • Mystical Amplification • Reading Spellbook • Recognized Spell • Release • Summon Fire Ball • Summon Lightning Ball • Summon Stone • Summon Water Ball • Tetra Vortex|
|Quests||Wizard Job Change Guide|