High Wizard

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High Wizard
High Wizard.png
Job Base: Wizard
Job Type: 3-1
Changes At: Yuno
Number of Skills: 15
Total Skill Points: 75
Total Quest Skills: 2
Job Bonuses
+3 +8 +5 +17 +9 +3


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 up to 150% more MATK on the next offensive magic skill to be cast, at the cost of increased cast time. 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. High Wizards can even specialize in lower DEX builds by making use of Reading Spellbook and Release.


Pure DPS

Stats (Base)

  • STR: 1
  • AGI: 25
  • DEX: 99
  • VIT: 1
  • INT: 99
  • LUK: 1

Core Skills (HW)

The goal of this build is to completely maximize High Wizard's damage output. As such, most utility spells are skipped and stats are purely focused on damage and cast time. AGI is chosen over vit, as with enough after-cast delay reduction, Crimson Rock and Jack Frost will be limited by attack speed (Earth Strain and Chain Lightning both have cooldowns). This build is not recommended if playing solo, but should perform well in a party, especially with a priest and devotion paladin. Since the build focuses more on spamming magic, maxing Mystical Amplification is not necessary.


Stats (Base)

  • STR: 1
  • AGI: 1
  • DEX: 70-90
  • VIT: 20-50
  • INT: 90-99
  • LUK: 1

Core Skills (HW)

This is a more flexible build that can use most aspects of High Wizard's toolkit to suit the situation at hand. The skill build is fairly open to user preference. Maximizing DEX is not very important for this build, especially if supported with party buffs and a tank, so some VIT for survivability is preferred. This build can manage decently in solo play but is more suited to parties, without being all-in on party play like the DPS build.

Reading Spellbook

Stats (Base)

  • STR: 1
  • AGI: 1-50
  • DEX: 1-25
  • VIT: 85-99
  • INT: 99
  • LUK: 1

Core Skills (HW)

This build forgoes dex entirely to focus solely on use of Reading Spellbook, since it is fully fixed cast time, with maximum int for pure burst damage. This is generally a strong build for soloing on High Wizard, but falls behind other wizard builds in party play due to needing to stop and read more spellbooks after consuming all stored spells via Release.

Tetra Vortex

Stats (Base)

  • STR: 1
  • AGI: 30-60
  • DEX: 40-60
  • VIT: 50-80
  • INT: 90-99
  • LUK: 1

Core Skills (HW)

Similar to the pure reading spellbook build, this build stats some AGI and DEX in order to increase the re-use and fire rates of Summon Orb + Release, quickly building stacks for Tetra Vortex, dealing high single target burst damage. Since this build takes Reading Spellbook and Expand Mind to store several uses of Tetra Vortex, it can opt to level using similar methods to the Reading Spellbook build, but can also contribute to MvP and single target party DPS. Note that while you cannot Amplify a stored spell, Tetra Vortex has a fixed cast time when manually cast, so plan accordingly.

Class Data


For more information about Wizard skills, click here.

Skill Description Levels Type
Ganbantein.png Ganbantein
Casts a spell that cancels ground targeting magic around the spot targeted by the caster. 1 Supportive
Mystical Amplification.png Mystical Amplification
Amplifies the magic attack strength of the next spell used by up to 150% at the cost of increasing its cast time. 5 Supportive
Reading Spellbook.png Reading Spellbook
Enables use of Magic Spellooks by reading them to seal their magic 3 Passive/Active
Mind Expansion.png Mind Expansion
Increase the amount of spells that can be sealed with the skill Reading Spellbook. 5 Passive
Recognized Spell.png Recognized Spell
By gaining a greater understanding of your magic, you can make all of your magic skills penetrate a portion of MDEF. 5 Active
Crimson Rock.png Crimson Rock
Summons a huge meteorite on the target, striking all targets nearby and inflicting Burning. 10 Offensive
Jack Frost.png Jack Frost
Deals water element damage to surrounding enemies, increasing the damage on subsequent uses. 10 Offensive
Chain Lightning.png Chain Lightning
Deals wind element damage to a single target. When a target is struck by Chain Lightning, it will also chain to enemies near the target. 10 Offensive
Earth Strain.png Earth Strain
Causes the earth near you to shake and shoot up from below, dealing damage to those in range. 10 Offensive
Release.png Release
Throws your active Elemental orb that you currently have summoned to deal damage to target and the enemies in the way. At max level, fires a spell stored via Spellbook. 3 Offensive
Summon Fire Orb.png Summon Fire Orb
Summons a ball of fire near the caster. Level 2 summons the maximum amount. 2 Active
Summon Water Orb.png Summon Water Orb
Summons a ball of water near the caster. Level 2 summons the maximum amount. 2 Active
Summon Lightning Orb.png Summon Lightning Orb
Summons a ball of lightning near the caster. Level 2 summons the maximum amount. 2 Active
Summon Stone Orb.png Summon Stone Orb
Summons a magic stone near the caster. Level 2 summons the maximum amount. 2 Active
Tetra Vortex.png Tetra Vortex
Deals 5 blows to target foe. Element of summoned stones determine the element of each hit. Causes one status effect from Burning, Chilled, Grounded, and Shocked status ailments. 5 Offensive

Skill Tree



ASPD Potions Usable
645.png Concentration
656.png Awakening
657.png Berserk

External Links