Warlock

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Pticon 3warlock.png Warlock
DressWL1.png
DressWL2.png

The Warlock (WL) is a 3rd job class and the final upgrade to Wizards. Warlocks are powerful magic damage dealers, capable of dealing heavy AoE and single target magic damage using various elements such as Fire, Water, Wind, Earth, or Ghost. Along with their damage dealing capabilities, Warlocks are also able to inflict new status alignments such as Freezing, Burning, and Stasis to weaken their enemies in battle. They also have access to a newly introduced Spellbook system that allows them to cast skills without a cast time.


Builds

Damage Dealer

Warlocks are one of the most capable magic damage dealers in the game. They have many elemental attack options, including Fire, Water, Wind, Earth and Ghost property attacks, as well as a few Neutral property spells. 2214.png Chain Lightning and 2202.png Soul Expansion serve as their primary single-target damage spells, but can also deal with tight groups of enemies. 5012.png Intense Telekinesis can be combined with Soul Expansion to cause even greater damage for one minute, which makes it perfect for dealing with bosses. 2204.png Jack Frost is a wide-area spell that can inflict Frozen on a large gathering of mobs and is a perfect spell for farming lower-levelled enemies. 2211.png Crimson Rock is a burst area spell whose Fire property makes it extremely strong for dealing with the many Undead property enemies in instances.

Damage dealer Warlocks focus on INT and DEX for both power increase and cast time reduction. LUK also provides a damage boost, and AGI helps with ASPD which is important for increasing the number of casts per second after cast time is reduced to 0. VIT isn't as important but should be raised for Stun immunity. The only purpose of STR is for carry weight.

When gearing, damage dealer Warlocks should choose items that increase skill damage, elemental property damage, MDEF pierce and MATK, as well as gears that help reduce cast time. As many gears will only focus on one element, a Warlock can work more effectively with several gear sets for each element, and swapping during battle when using the appropriate spells.

Disabler

Disabler Warlock builds are meant for player vs. player combat. They have many debilitating spells that can hamper the effectiveness of enemy combatants. They can completely seal the movement and skill usage of a single target via 2201.png White Imprison, or inflict Frozen and Stone Curse to groups of enemies through 2204.png Jack Frost and 2207.png Sienna Execrate. Using 2205.png Marsh of Abyss, they can cut the movement speed, AGI and DEX of a single target. They can further weaken enemies by stripping their equipment through 2216.png Earth Strain. They can also seal skills of all players around them by using 2209.png Stasis.

As with the damage dealer builds, disabler Warlocks require low cast time for maximum effectivity, making DEX and INT a large focus of their stat builds. However, survivability is also extremely important, so more VIT is necessary to help increase their tanking ability, and they may choose to sacrifice some INT for this. LUK, AGI and STR are less useful overall, but they do provide some additional benefits, such as AGI and STR reducing the chance of getting afflicted by a Shadow Chaser's Masquerade skills.

In terms of gear, the most important thing is to increase DemiHuman resistance as much as possible. You can also have additional swaps for blocking certain elements (chiefly, Water due to the Sorcerer's Diamond Dust) or ranged damage reductions.

Stats

Stat Bonus (Job Lv 60 Warlock)
STR AGI VIT INT DEX LUK
+1 +7 +6 +13 +8 +2

STR (Strength): Increases Weight Limit and slightly reduces the duration of Sorcerers’ Vacuum Extreme debuff.

AGI (Agility): Both an offensive and a defensive stat. Raises ASPD, Animation delay and flee rate. 100 AGI gives immunity against Bleeding and Sleep statuses, also reduces the duration of Masquerades.

INT (Intelligence): Increases MATK by +1.5 per point, decreases Cast time, raises SP pool and regeneration. Also gives immunity to Silence, helps with Sleep, Deep Sleep and Oblivion Curse duration.

VIT (Vitality): Increases MaxHP, Soft DEF, and Soft MDEF. Also increases resistance against some debuffs (e.g. Stun, Poison, Burning).

DEX (Dexterity): Primary stat to reduce Cast time, also raises your ASPD and mATK by 1/5 therefore it is ideal to have your DEX at multiples of 5.

LUK (Luck): Every 3 points of LUK gives an additional +1 ATK/mATK, which makes it a very viable option to gain some mATK at later levels. Raising your INT from 120 to 130 would require you to use 340 stat points and would net you +15 mATK, while raising LUK from 1 to 30 would cost you only 86 stat points, and raise your mATK by +10. Glass Cannon and damage oriented builds usually have 30 or 60 LUK, depending on the player's taste. LUK slightly increases resistance against some debuffs and reduces the duration of debuffs (e.g. Frozen, Sleep, Stone Curse, Genetic’s Mandragora Howling).

Example Stat Building

When levelling, simply focus as much as you can on INT and DEX to lower your cast time as much as possible. You can also opt to place some VIT for more survivability. At level 100, a new Warlock's stats would probably look similar to this:

  • INT: 100
  • DEX: 100
  • VIT: 25

Continue following along that line of thought until both INT and DEX are 120. Add more VIT if you are having any trouble.

A standard Lv175 build can be created by equipping yourself fully and having all the buffs you would normally use or expect, then following these steps:

  1. Set base DEX and base INT to 120 (Temporal DEX Boots and Temporal INT Boots bonus trigger).
  2. Set total VIT including bonuses to 100 (Stun immunity).
  3. Set total AGI including bonuses to 100 (Sleep immunity).
  4. Put the remainder into LUK (for a bit more power) or AGI (for more speed when using instant cast zero delay skills)
  5. If there is any remainder, put it into STR.

Depending on your equipment and active buff decisions, the exact number for most of these will differ. Below is an example build after following this strategy:

  • STR: 2
  • AGI: 91
  • VIT: 92
  • INT: 120
  • DEX: 120
  • LUK: 28

Skills

Mage

Skill Type Properties Description
10.png Sight Support
  • Max Level: 1
  • Target: Self
  • SP Cost: 10
Reveals all hidden enemies in a 7x7 radius around the caster for 10 seconds.
11.png Napalm Beat Damage
  • Max Level: 10
  • Target: Enemy
  • SP Cost: 9 ~ 18
  • Var. Cast Time: 0.4s
  • Fixed Cast Time: 0.1s
  • Cast Delay: 1.0s ~ 0.5s
  • Range: 9
Deals 80 ~ 170% MATK Ghost property damage to an enemy and 3x3 radius around them.
14.png Cold Bolt Damage
  • Max Level: 10
  • Target: Enemy
  • SP Cost: 12 ~ 30
  • Var. Cast Time: 0.64s ~ 3.52s
  • Fixed Cast Time: 0.16s ~ 0.88s
  • Cast Delay: 1.0s ~ 2.8s
  • Range: 9
Inflicts 1 ~ 10 Water property hits to the target, each dealing 100% MATK magic damage.
16.png Stone Curse Support
  • Max Level: 10
  • Target: Enemy
  • SP Cost: 25 ~ 16
  • Var. Cast Time: 0.8s
  • Fixed Cast Time: 0.2s
  • Range: 2
  • Consumes 1 Red Gemstone
Attempts to petrify targets at a 24% ~ 60% chance. Successfully petrified targets will be unable to attack and cast skills for a few seconds, then become immobile and turn to Earth 1 element. Re-casting the skill on a successfully petrified enemy will cancel the effect.
19.png Fire Bolt Damage
  • Max Level: 10
  • Target: Enemy
  • SP Cost: 12 ~ 30
  • Var. Cast Time: 0.64s ~ 3.52s
  • Fixed Cast Time: 0.16s ~ 0.88s
  • Cast Delay: 1.0s ~ 2.8s
  • Range: 9
Inflicts 1 ~ 10 Fire property hits to the target, each dealing 100% MATK magic damage.
20.png Lightning Bolt Damage
  • Max Level: 10
  • Target: Enemy
  • SP Cost: 12 ~ 30
  • Var. Cast Time: 0.64s ~ 3.52s
  • Fixed Cast Time: 0.16s ~ 0.88s
  • Cast Delay: 1.0s ~ 2.8s
  • Range: 9
Inflicts 1 ~ 10 Wind property hits to the target, each dealing 100% MATK magic damage.
9.png Increase SP Recovery Passive
  • Max Level: 10
Increases SP recovery when idle by 3 ~ 30 SP every 10 seconds and increases the effectiveness of SP recovery items by 2% ~ 20%.
13.png Soul Strike Damage
  • Max Level: 10
  • Target: Enemy
  • SP Cost: 18 ~ 38
  • Var. Cast Time: 0.4s
  • Fixed Cast Time: 0.1s
  • Cast Delay: 1.2s ~ 2.5s
  • Range: 9
Inflicts 1 ~ 5 Ghost property magic hits to a single target, each dealing 100% MATK damage. Inflicts 5 ~ 50% bonus damage against Undead enemies.
15.png Frost Diver Damage
  • Max Level: 10
  • Target: Enemy
  • SP Cost: 25 ~ 16
  • Var. Cast Time: 0.64s
  • Fixed Cast Time: 0.16s
  • Cast Delay: 1.5s
  • Range: 9
Inflicts 110% ~ 200% MATK Water property magic damage to a target with a 38% ~ 65% chance to leave them frozen. Frozen enemies are immobile, unable to act and turn to Water 1 element.
17.png Fire Ball Damage
  • Max Level: 10
  • Target: Enemy
  • SP Cost: 25
  • Var. Cast Time: 1.28s ~ 0.8s
  • Fixed Cast Time: 0.32 ~ 0.2s
  • Cast Delay: 1.5s ~ 1.0s
  • Range: 9
Launch a Fire Ball at a target enemy, dealing 160% ~ 340% MATK Fire property magic damage in a 5x5 radius around them.
21.png Thunderstorm Damage
  • Max Level: 10
  • Target: Ground
  • SP Cost: 29 ~ 74
  • Var. Cast Time: 0.64s ~ 6.4s
  • Fixed Cast Time: 0.16s ~ 1.6s
  • Cast Delay: 2.0s
  • Range: 9
Calls forth a storm of lightning on a 5x5 targeted location, where all enemies will be hit by 100% MATK Wind property magic damage 1 ~ 10 times.
12.png Safety Wall Support
  • Max Level: 10
  • Target: Ground
  • SP Cost: 30 ~ 40
  • Var. Cast Time: 3.2s ~ 0.32s
  • Fixed Cast Time: 0.72s ~ 0.0s
  • Range: 9
  • Consumes 1 Blue Gemstone
Creates a barrier on the ground that blocks all melee physical attacks, lasting 5 ~ 50 seconds, or until it blocks 3 ~ 11 hits, or until it receives a hit that exceeds its durability (Caster's MaxHP * 3). Can not be cast next to Pneuma.
18.png Fire Wall Damage
  • Max Level: 10
  • Target: Ground
  • SP Cost: 40
  • Var. Cast Time: 1.6s ~ 0.64s
  • Fixed Cast Time: 0.4s ~ 0.06s
  • Range: 9
Creates a 1x3 wall of flame on the ground for 5 ~ 14 seconds, that deals 50% Fire property magic damage for a maximum of 3 ~ 12 hits upon contact and pushes them back by 2 cells. Undead and Boss monsters take all hits at once and are not affected by the knock back of this skill. A maximum of three fire walls can be created at the same time.
157.png Energy Coat Support
  • Max Level: 1
  • Target: Self
  • SP Cost: 30
  • Fixed Cast Time: 5.0s
Reduce incoming damage from all sources. The closer your SP is to maximum, the higher the damage reduction, but more SP will be consumed as well.
  • [Remaining SP 81 ~ 100%] Damage reduction 30%. SP consumption 3.0%.
  • [Remaining SP 61 ~ 80%] Damage reduction 24%. SP consumption 2.5%.
  • [Remaining SP 41 ~ 60%] Damage reduction 18%. SP consumption 2.0%.
  • [Remaining SP 21 ~ 40%] Damage reduction 12%. SP consumption 1.5%.
  • [Remaining SP 1 ~ 20%] Damage reduction 6%. SP consumption 1.0%.


Wizard

Skill Type Properties Description
80.png Fire Pillar Damage
  • Max Level: 10
  • Target: Ground
  • SP Cost: 75
  • Var. Cast Time: 1.92s ~ 0.192s
  • Fixed Cast Time: 0.48s ~ 0.048s
  • Cast Delay: 1.0s
  • Range: 9
Set a trap with a 3x3 area that deals 3 ~ 12 hits of magical Fire property damage to an enemy who walks in range. Each hit deals 70% MATK, ignoring MDEF. A Fire Pillar will last for 30 seconds. You can have up to 5 Fire Pillars set at once.
81.png Sightrasher Damage
  • Max Level: 10
  • Target: Self
  • SP Cost: 35 ~ 53
  • Var. Cast Time: 0.32s
  • Fixed Cast Time: 0.08s
  • Cast Delay: 2.0s
  • Required status: Sight
Blast fire balls outward in the cardinal and intercardinal directions from you, which can reach up to 7 cells away. Enemies in range are knocked back 2 cells and dealt 120% ~ 300% MATK of magical Fire property damage. Sight status ends after using this skill.
84.png Jupitel Thunder Damage
  • Max Level: 10
  • Target: Enemy
  • SP Cost: 20 ~ 47
  • Var. Cast Time: 1.6s ~ 4.48s
  • Fixed Cast Time: 0.4s ~ 1.12s
  • Range: 9
Release a ball of lightning at a target, dealing 3 ~ 12 hits of 100% MATK magical Wind property damage, and knocking them back 2 ~ 7 cells.
86.png Water Ball Damage
  • Max Level: 5
  • Target: Enemy
  • SP Cost: 15 ~ 25
  • Var. Cast Time: 0.64s ~ 3.2s
  • Fixed Cast Time: 0.16s ~ 0.8s
  • Range: 9
  • Requires standing on a water cell
Draw water from the ground to damage a target, using an area of up to 1x1 ~ 5x5 around you to strike up to 1 ~ 25 times for 130% ~ 250% MATK magical Water property damage a hit. You can use a Sage's 286.png Deluge or a Ninja's 538.png Watery Evasion for this attack, but the ground effect on each cell is removed for each strike of Water Ball.
87.png Ice Wall Support
  • Max Level: 10
  • Target: Ground
  • SP Cost: 20
  • Range: 9
Create a wall of ice (1x5 area, centred on the targeted cell) which prevents any one from walking on their occupying area. Ice Walls have 400 ~ 2200 HP, 0 DEF, 0 MDEF and their HP decreases by 50 per second. Ice Walls can be attacked by yourself, allies and enemies.
90.png Earth Spike Damage
  • Max Level: 5
  • Target: Enemy
  • SP Cost: 12 ~ 20
  • Var. Cast Time: 0.448s ~ 2.24s
  • Fixed Cast Time: 0.112s ~ 0.56s
  • Cast Delay: 1.0s ~ 2.8s
  • Range: 9
Deal 1 ~ 5 hits of 100% MATK magical Earth property damage to a target.
93.png Sense Support
  • Max Level: 1
  • Target: Enemy
  • SP Cost: 10
  • Range: 9
Reveal information about a monster. Retrieve their level, current HP, size, race, attribute, DEF, MDEF and property damage table.
83.png Meteor Storm Damage
  • Max Level: 10
  • Target: Ground
  • SP Cost: 20 ~ 64
  • Var. Cast Time: 9.6s
  • Fixed Cast Time: 2.4s
  • Cast Delay: 2.0s ~ 7.0s
  • Range: 9
Drop 2 ~ 7 meteorites all over a 7x7 area. Meteors will damage all enemies in a 7x7 area around their drop point, dealing 1 ~ 5 hits of 125% MATK magical Fire property damage to those struck. Additionally, each meteorite can inflict 5 seconds of Stun at a 3% ~ 30% chance to targets hit.
85.png Lord of Vermilion Damage
  • Max Level: 10
  • Target: Ground
  • SP Cost: 60 ~ 96
  • Var. Cast Time: 9.6s ~ 6.72s
  • Fixed Cast Time: 2.4s ~ 1.68s
  • Cast Delay: 5.0s
  • Range: 9
Call forth an explosive thunder bolt to destroy a 13x13 area. Deal a 10 hit volley every second of 10% ~ 33% MATK magical Wind property damage per hit to all targets in range for 4 seconds. Additionally, each volley can inflict 20 seconds of Blind at a 4% ~ 40% chance to targets hit.
88.png Frost Nova Damage
  • Max Level: 10
  • Target: Self
  • SP Cost: 45 ~ 27
  • Var. Cast Time: 0.64s ~ 0.384s
  • Fixed Cast Time: 0.16s ~ 0.096s
  • Cast Delay: 0.2s
Create an icy explosion around you in a 7x7 area, dealing 73% ~ 133% MATK magical Water property damage to enemies in range. Additionally, inflict 4 ~ 17.5 seconds of Frozen at a 38% ~ 83% chance to targets hit. Frozen enemies cannot be hit by this skill.
89.png Storm Gust Damage
  • Max Level: 10
  • Target: Ground
  • SP Cost: 78
  • Var. Cast Time: 3.84s ~ 9.6s
  • Fixed Cast Time: 0.96s ~ 2.4s
  • Cast Delay: 5.0s
  • Range: 9
Summon an 11x11 blizzard that lasts 4.5 seconds and hits all enemies in range for 120% ~ 570% MATK magical Water damage every 0.45 seconds, additionally knocking them back 2 cells each time they are hit. If a target is hit 3 times, inflict 30 seconds of Frozen at 100% chance. Frozen enemies cannot be hit by this skill.
91.png Heaven's Drive Damage
  • Max Level: 5
  • Target: Ground
  • SP Cost: 28 ~ 44
  • Var. Cast Time: 0.64s ~ 3.2s
  • Fixed Cast Time: 0.16s ~ 0.8s
  • Cast Delay: 1.0s
  • Range: 9
Cause jagged spikes to rise up from the ground in a 5x5 area, hitting any enemies in range for 1 ~ 5 hits of 125% MATK magical Earth property damage.
92.png Quagmire Support
  • Max Level: 5
  • Target: Ground
  • SP Cost: 5 ~ 25
  • Cast Delay: 1.0s
  • Range: 9
Create a 5x5 mud bog that cuts the movement speed, AGI and DEX of enemies in range by half, and remove the effects of 29.png Increase AGI, 60.png Two-Handed Quicken and 111.png Adrenaline Rush. AGI and DEX will drop by a maximum of 50. In PVP areas, allies and the caster can be affected as well, and players will only receive a 25% penalty to movement speed, AGI and DEX. Quagmire lasts for 5 ~ 25 seconds, and there can be a maximum of 3 at once.
1006.png Sight Blaster Damage
  • Max Level: 1
  • Target: Self
  • SP Cost: 40
  • Var. Cast Time: 1.28s
  • Fixed Cast Time: 0.32s
Call forth a protective fire ball that lasts for 2 minutes. If an enemy walks within a 3x3 of the caster, deal 100% MATK magical Fire property damage and knock them back 3 cells.


High Wizard

Skill Type Properties Description
364.png Soul Drain Passive
  • Max Level: 10
Increase Max SP by 2% ~ 20%. When you defeat a non-player enemy with a magical attack, recover SP equal to:

Target Base Level × ( 95 + 15 × Soul Drain Level) / 100

365.png Stave Crasher Damage
  • Max Level: 1
  • Target: Enemy
  • SP Cost: 8
  • Var. Cast Time: 0.24s
  • Fixed Cast Time: 0.06s
  • Cast Delay: 0.3s
  • Range: 9

Strike an enemy with a weapon property physical attack, but use your MATK instead of your ATK.

366.png Mystical Amplification Support
  • Max Level: 10
  • Target: Self
  • SP Cost: 14 ~ 50
  • Fixed Cast Time: 0.7s

After using this skill, the next purely magical skill you use will have its MATK increased by 5% ~ 50%.

400.png Napalm Vulcan Damage
  • Max Level: 5
  • Target: Enemy
  • SP Cost: 10 ~ 70
  • Var. Cast Time: 0.8s
  • Fixed Cast Time: 0.2s
  • Cast Delay: 1.0s
  • Range: 9
Strike a target and their 3x3 surroundings 1 ~ 5 times for 125% MATK Ghost property magic damage. There is a 5% ~ 25% chance of inflicting Curse on targets hit.
483.png Ganbantein Support
  • Max Level: 1
  • Target: Ground
  • SP Cost: 40
  • Fixed Cast Time: 3.0s
  • Cast Delay: 5.0s
  • Range: 18
  • Consumes 1 Yellow Gemstone
  • Consumes 1 Blue Gemstone
Clear a 3x3 area of field effects. Even Land Protector is removed. This skill is unaffected by effects which remove or lower gemstone costs.
484.png Gravitation Field Support
  • Max Level: 5
  • Target: Ground
  • SP Cost: 20 ~ 100
  • Fixed Cast Time: 5.0s
  • Cast Delay: 2.0s
  • Range: 18
  • Consumes 1 Blue Gemstone
Create a 5x5 area of intensified gravity that lasts for 5 ~ 9 seconds, dealing fixed unreducible 600 ~ 1000 damage every 0.5 seconds. For non-boss enemies, also decrease movement speed and ASPD by 5% ~ 25%. While this skill is active, the caster cannot move or attack.


Warlock

Skill Type Properties Description
2205.png Marsh of Abyss Support
  • Max Level: 5
  • Target: Enemy
  • SP Cost: 40 ~ 48
  • Var. Cast Time: 2.5s
  • Fixed Cast Time: 0.5s
  • Cast Delay: 1.0s
  • Range: 11
Curse a target for 30 seconds to reduce their movement speed by 10% ~ 50%, as well as their AGI and DEX by 6% ~ 30% for monsters and 3% ~ 15% for players.
2208.png Radius Passive
  • Max Level: 3
Increase the casting range of Warlock spells by 1 ~ 3 cells, and reduce the Fixed Casting Time of Warlock spells by 10% ~ 20%.
2222.png Summon Fire Ball Support
  • Max Level: 5
  • Target: Self
  • SP Cost: 10 ~ 18
  • Var. Cast Time: 2.0s
Summon a fire elemental ball that will float around the Warlock for 120s ~ 280s and continuously drain SP while active. The fire ball can later be thrown at an enemy using 2230.png Release, where it will deal magical Fire property damage to the target. It can also be used for Tetra Vortex to make one of its hits Fire property. Up to 5 elemental balls can be summoned at once.
2223.png Summon Lightning Ball Support
  • Max Level: 5
  • Target: Self
  • SP Cost: 10 ~ 18
  • Var. Cast Time: 2.0s
Summon a lightning elemental ball that will float around the Warlock for 120s ~ 280s and continuously drain SP while active. The lightning ball can later be thrown at an enemy using 2230.png Release, where it will deal magical Wind property damage to the target. It can also be used for Tetra Vortex to make one of its hits Wind property. Up to 5 elemental balls can be summoned at once.
2224.png Summon Water Ball Support
  • Max Level: 5
  • Target: Self
  • SP Cost: 10 ~ 18
  • Var. Cast Time: 2.0s
Summon a water elemental ball that will float around the Warlock for 120s ~ 280s and continuously drain SP while active. The water ball can later be thrown at an enemy using 2230.png Release, where it will deal magical Water property damage to the target. It can also be used for Tetra Vortex to make one of its hits Water property. Up to 5 elemental balls can be summoned at once.
2229.png Summon Stone Support
  • Max Level: 5
  • Target: Self
  • SP Cost: 10 ~ 18
  • Var. Cast Time: 2.0s
Summon an earth elemental ball that will float around the Warlock for 120s ~ 280s and continuously drain SP while active. The stone can later be thrown at an enemy using 2230.png Release, where it will deal magical Earth property damage to the target. It can also be used for Tetra Vortex to make one of its hits Earth property. Up to 5 elemental balls can be summoned at once.
2230.png Release Damage
  • Max Level: 2
  • Target: Enemy
  • SP Cost: 3 ~ 20
  • Range: 11
Instantly cast a randomly selected spell that was stored by 2231.png Reading Spellbook, if there are any. Ground target spells saved by Reading Spellbook will use the target as the centre. If there are no saved spells, strike a target with a summoned elemental ball instead. Level 2 Release will instead strike with all summoned elemental balls instead of just one.

The damage from one elemental ball is calculated as follows:

(1 + Summon Ball Level) ÷ 2 × (Base Level + Job Level) × Base Level ÷ 100

2231.png Reading Spellbook Support
  • Max Level: 1
  • Target: Self
  • SP Cost: 40
  • Var. Cast Time: 5.0s
  • Fixed Cast Time: 1.0s
  • Cast Delay: 0.5s
Read a spellbook to store the spell in your mind, allowing you to later use 2230.png Release to cast the spell instantly. The number of spells you can store is determined by your INT, base level, 2232.png Freezing Spell level and the spells you are trying to store.
2232.png Freezing Spell Passive
  • Max Level: 5
Increase the number of mind slots available by 4 ~ 20. Mind slots determine how many spells you can store when using 2231.png Reading Spellbook. The formula to calculate mind slots is:

(Freezing Spell Level × 4) + Floor(Base Level ÷ 10) + Floor(Total INT ÷ 10)

2203.png Frosty Misty Damage
  • Max Level: 5
  • Target: Self
  • SP Cost: 40 ~ 72
  • Var. Cast Time: 2.0s ~ 4.0s
  • Fixed Cast Time: 0.5s
  • Cast Delay: 1.0s
  • Cool Down: 4.0s
Create a 19x19 shower of icy mist centred on the caster, dealing 300% ~ 700% MATK magical Water property damage to enemies in range, and additionally inflict 40 seconds of Freezing at a 30% ~ 50% chance.
2207.png Sienna Execrate Support
  • Max Level: 5
  • Target: Enemy
  • SP Cost: 32 ~ 40
  • Var. Cast Time: 2.0s
  • Cast Delay: 2.0s
  • Range: 7
  • Consumes 2 Red Gemstone
Attempt to inflict 10 ~ 18 seconds of Stone Curse to all enemies in a 3x3 ~ 7x7 range of the target enemy at a 48% ~ 80% base chance. The chance is increased by the caster's job level.
2210.png Drain Life Damage
  • Max Level: 5
  • Target: Enemy
  • SP Cost: 20 ~ 36
  • Var. Cast Time: 4.0s
  • Fixed Cast Time: 1.0s
  • Cool Down: 2.0s
  • Range: 11
Deal 200% ~ 1000% MATK magical Neutral property damage to a target, and have a 74% ~ 90% chance to heal yourself for 8% ~ 40% of the damage dealt. The chance of absorption is additionally increased by the caster's job level, the amount absorbed is increased by the caster's base level and the damage dealt is increased by the caster's base level and INT.
2211.png Crimson Rock Damage
  • Max Level: 5
  • Target: Enemy
  • SP Cost: 60 ~ 100
  • Var. Cast Time: 5.0s
  • Fixed Cast Time: 1.0s
  • Cast Delay: 2.0s
  • Cool Down: 5.0s
  • Range: 11
Call forth a large meteor to strike a target and a 7x7 surrounding area, dealing 1600% ~ 2800% MATK magical Fire propety damage, knocking them back X cells and inflicting Y seconds of Stun at a Z% chance.
2214.png Chain Lightning Support
  • Max Level: 5
  • Target: Enemy
  • SP Cost: 80 ~ 120
  • Var. Cast Time: 3.5s ~ 5.5s
  • Fixed Cast Time: 1.0s
  • Cast Delay: 3.0s
  • Range: 11
Strike a target with lightning that deals 600% ~ 1000% MATK magical Wind property damage per hit and will bounce around to other targets close by up to 5 ~ 9 times. Damage after each bounce will slightly decrease. If there are no eligible targets in range, a single target will be hit 4 times.
2202.png Soul Expansion Damage
  • Max Level: 5
  • Target: Enemy
  • SP Cost: 30 ~ 50
  • Var. Cast Time: 2.0s
  • Cast Delay: 0.5s
  • Range: 11
Hit an enemy and a 3x3 ~ 5x5 area surrounding them twice for a total of 500% ~ 900% MATK magical Ghost property damage. Enemies inside a 2201.png White Imprison take double damage.
2204.png Jack Frost Damage
  • Max Level: 5
  • Target: Self
  • SP Cost: 50 ~ 90
  • Var. Cast Time: 2.0s ~ 4.0s
  • Fixed Cast Time: 1.0s
  • Cast Delay: 1.0s
  • Cast can be interrupted
Call forth a massive area of icicles from the ground, hitting a 11x11 ~ 19x19 area around the caster. Deal 600% ~ 1000% MATK magical Water property damage, and inflict X seconds of Frozen at a 100% chance. Freezing targets will suffer additional damage.
2209.png Stasis Support
  • Max Level: 5
  • Target: Self
  • SP Cost: 50 ~ 90
  • Var. Cast Time: 3.0s
  • Fixed Cast Time: 1.0s
  • Cast Delay: 2.0s
  • Cool Down: 180.0s ~ 220.0s
In a 19x19 ~ 27x27 area around you, completely seal off the usage of skills for 20 ~ 60 seconds. This skill affects yourself, allies and enemies.
2212.png Hell Inferno Damage
  • Max Level: 5
  • Target: Enemy
  • SP Cost: 35 ~ 55
  • Var. Cast Time: 3.0s
  • Fixed Cast Time: 1.0s
  • Cast Delay: 1.0s
  • Range: 11
Deal 2 simultaneous hits, one for 60% ~ 300% MATK magical Fire property damage and the other for 240% ~ 1200% MATK magical Dark property damage. Additionally, inflict X seconds of Burning at a Y% chance.
2216.png Earth Strain Damage
  • Max Level: 5
  • Target: Ground
  • SP Cost: 70 ~ 102
  • Var. Cast Time: 2.0s ~ 6.0s
  • Fixed Cast Time: 2.0s
  • Cast Delay: 1.0s
  • Cool Down: 10.0s
  • Range: 6
Raise the land in a moving wave toward one cardinal direction, dealing 2100% ~ 2500% MATK magical Earth property damage to those in range. Additionally, strip their weapon and headgear for X seconds at a 6% ~ 50% base chance, which is increased further based on the caster's DEX and job level. At level 3, Earth Strain can also strip armour. At level 4, Earth Strain can also strip shields. At level 5, Earth Strain can also strip accessories.
2201.png White Imprison Damage
  • Max Level: 5
  • Target: Enemy
  • SP Cost: 50 ~ 70
  • Cool Down: 4.0s
  • Range: 11
Imprison the target in a transparent box at a 50% ~ 90% base chance, preventing them from moving or using skills or items for up to 10 ~ 18 seconds. While imprisoned, only Ghost attacks can damage the target, which will also cause White Imprison status to end immediately. White Imprison can also be used on yourself, in which case it will always be successful and last 4 seconds regardless of skill level. When White Imprison's duration ends normally, deal 400 ~ 2000 fixed, irreducible damage. White Imprison does not work against boss class monsters.
2213.png Comet Damage
  • Max Level: 5
  • Target: Ground
  • SP Cost: 480 ~ 800
  • Var. Cast Time: 10.0s ~ 14.0s
  • Fixed Cast Time: 1.0s ~ 3.0s
  • Cast Delay: 2.0s
  • Cool Down: 60.0s
  • Range: 11
  • Consumes 2 Red Gemstone
Drop a massive 19x19 comet from the depths of space, dealing up to 3000% ~ 5000% MATK magical Neutral property damage to all enemies in range. The closer enemies are to the centre, the greater their damage received. Additionally, inflict X seconds of Burning at a Y% chance. If cast with another partied Warlock next to you, remove the Red Gemstone cost, and the damage is equal over the entire area instead of being weaker the farther a target is from centre.
2217.png Tetra Vortex Damage
  • Max Level: 5
  • Target: Enemy
  • SP Cost: 120 ~ 240
  • Var. Cast Time: 5.0s ~ 9.0s
  • Fixed Cast Time: 2.0s
  • Cast Delay: 2.0s
  • Cool Down: 15.0s
  • Range: 11
With at least 4 elemental balls summoned, combine their power into a devastating 4-hit strike against one target, each hit dealing 1000% ~ 3000% MATK magical damage. The element of each hit is determined by which property the elemental balls used. For instance, using Summon Fire Ball 4 times means the Tetra Vortex is purely Fire. Alternatively, using one of each element means Tetra Vortex will do one hit of each element. Additionally, has an X% chance to inflict either Y seconds of Burning when using fire balls, Y seconds of Freezing when using water balls, Y seconds of Stun when using lightning balls and Y seconds of Bleeding when using stones.
5012.png Intense Telekinesis Support
  • Max Level: 5
  • Target: Self
  • SP Cost: 100 ~ 300
  • Cast Delay: 0.5s
  • Cool Down: 300.0s
Sharpen your mind to greatly enhance your Ghost spells for 60 seconds, multiplying their damage by 1.4 ~ 3 times, lowering their variable cast time by 10% ~ 50% and lowering their SP consumption by 10% ~ 50%. Intense Telekinesis cannot be affected by Dispell or Clearance.
2206.png Recognized Spell Support
  • Max Level: 5
  • Target: Self
  • SP Cost: 100 ~ 180
  • Var. Cast Time: 1.0s
  • Fixed Cast Time: 1.0s
  • Cast Delay: 1.0s
  • Cool Down: 50.0s ~ 170.0s
For 60 ~ 180 seconds, always use the highest possible MATK variance to deal the maximum amount of magical damage every time you attack with magic. However, the SP consumption of all skills is increased by 25%.


Equipment

Item Location Acquisition Additional Notes
Ordinary Black Magician Hat [1] Upper Nova Shop At +9 refine level, its high MDEF pierce with skill damage bonuses make this the best general purpose upper headgear for Warlock, especially when soloing or playing without Minstrel support. It is most suitable when using skills with cool downs, such as Crimson Rock and Earth Strain, though without A Poem of Bragi, this hat is normally the strongest option available for all other skills.
Zaha Doll Hat [1] Upper Siege Merchant At +7 ~ +9 refine level, the Zaha Doll Hat's transformation proc can completely remove the fixed casting time of many powerful skills, most notably Chain Lightning and Jack Frost. With Bragi support, this allows you to spam any skill that has no cool down, resulting in rapid fire blasts that very few enemies can withstand.
Wickebine's Black Cat Ears Upper Custom Headgear Quest When facing against opponents with excessively high MDEF, this upper headgear should be used along with rapid fire spells like Soul Expansion or Chain Lightning / Jack Frost with Bragi. When its effect procs, all enemy MDEF is ignored and allows you to deal better damage, potentially more than the above two headgears depending on how high the enemy's MDEF is.
Old Magic Stone Hat [1] Upper Tomb of the Fallen Account-bound. Very powerful headgear for Crimson Rock and Soul Expansion. For enchants, try and obtain INT or DEX stat bonuses and Magic Essence for the final enchant. Do note that currently on NovaRO, the final enchant is disabled in PVP/BG/WoE.
Feather Beret Upper Feather Beret Quest The most common hat for PVPing when gearing for reductions.
Black Frame Glasses [1] Mid Nova Shop Must slot using Spiritual Auger , sold in the Nova Shop

The only mid piece to both have a slot and provide a bonus to an offensive stat.

Blush of Groom Mid Nova Shop The most common mid headgear for PVPing when gearing for reductions.
Challenger's Blindfold Mid General Sotaro An upgrade you can create from the Blush of Groom by partaking in War of Emperium.
Rainbow Scarf Lower Nova Shop The strongest lower headgear option for magic damage builds.
Gentleman's Pipe Lower Nova Shop The most common lower headgear for PVPing when gearing for reductions.
Handkerchief In Mouth Lower General Sotaro An upgrade you can create from the Gentleman's Pipe by partaking in War of Emperium.
Flattery Robe [1] Armour Honor Token Exchange The standard armour choice for magic damage builds. Use it only at +7 or higher. For enchants, try and obtain Spellbound Nives or Dextrous Nives .
WoE Robe [1] Armour Valor Badge Exchange

Thanks Invest Ticket Exchange

The standard reductions gear for PVP/Battlegrounds/War of Emperium. Use +6 or higher.
Mad Bunny [1] Shield Nova Shop The only offensive shield currently in Nova.
Valkyrja's Shield [1] Shield Drop: Valkyrie The standard general purpose reductions shield.
Immune Shield [1] Shield Valor Badge Exchange

Monster Hunter Exchange

Gold Coin Exchange

An alternative reductions shield, but requires refines to get the most out of it.
Heroic Backpack [1] Garment Valor Badge Exchange

Monster Hunter Exchange

Gold Coin Exchange

A standard garment for most classes. Try and get a +9 to use any time you aren't using Fire, Earth or Water property damage.
Giant Snake Skin [1] Garment Faceworm's Nest As it's easier to get high refines on this garment instead of Heroic Backpack, use this when dealing Fire, Earth or Water property damage with the appropriate magic element card slotted in. For enchants, try for INT or DEX stat bonuses with either Special INT or Special DEX .
WoE Muffler [1] Garment Valor Badge Exchange

Thanks Invest Ticket Exchange

The standard garment for reductions in PVP/Battlegrounds/War of Emperium.
Temporal Boots of Dexterity [1] Footwear Old Glast Heim The reason most Warlocks run 120 DEX is to get the Fixed Cast Time reduction effect on these boots. Best suited when using any Warlock skill with FCT. Go for +7 or +9 to get the most out of the Nightmare Verit Card. For enchants, use Spell 5 and try for Runaway Magic or Lucky Day if the SP loss from Runaway Magic is too heavy.
Temporal Boots of Intelligence [1] Footwear Old Glast Heim Boots more suited for burst damage or Soul Expansion, which has no Fixed Cast Time. Go for +7 or +9 to get the most out of the Nightmare Verit Card. For enchants, use Spell 5 and try for Runaway Magic or Lucky Day if the SP loss from Runaway Magic is too heavy.
WoE Shoes [1] Footwear Valor Badge Exchange

Thanks Invest Ticket Exchange

The standard shoes for reductions in PVP/Battlegrounds/War of Emperium.
Magic Intensifier Ring [1] Accessory Geffen Magic Tournament The standard accessory for magic damage builds. For enchant options, try and obtain double MATK +3%. The other effects can also be suitable depending on your desires.
Alchemy Glove [1] Accessory MVP Drop: Lost Dragon

MVP Drop: Professor Celia

MVP Drop: Root of Corruption

MVP Drop: Root of Corruption (Hard)

The strongest available option for magic Fire damage. Be wary of the Fire Bolt and Fire Ball autocasts, which will trigger after cast delay. Don't rely very heavily on Water attacks when equipped with these gloves either.
Glorious Ring Accessory Valor Badge Exchange The standard accessory for reductions in PVP/Battlegrounds/War of Emperium, but can also be useful when tanking in PVM.
Black Rosary [1] Accessory Drop: Wraith Dead

Drop: Wraith Dead (Nightmare)

An alternative tanking accessory that gives you a card slot, which you can use to slot in a utility skill like Teleport, Status Recovery or Hiding.
Waterdrop Brooch [1] Accessory Drop: Aqua Elemental An alternative tanking accessory that gives you a card slot. Unlike the Black Rosary, this increases Water resistance which can be used for avoiding Crystallization from Diamond Dust.
Crimson Rod [2] Weapon - One-Handed Staff Drop: Bathory

Drop: Laurell Weinder

One of the strongest options available for one-handed weaponry. However, it only starts becoming powerful at +12 or higher. Slot in racial magic defence bypass cards and/or racial magic damage increases.
Vicious Mind Rod [1] Weapon - One-Handed Staff Drop: Immortal Cursed Zombie An alternative to the Crimson Rod if you're able to highly refine a Vicious Mind Rod with good enchant options. Look for those with racial magic bonuses against Demon, Undead or DemiHuman race.
Thorn Staff of Darkness Weapon - One-Handed Staff MVP Drop: Entweihen Crothen An option to use when soloing to take advantage of the lower cast delay.
Sunflower Boy [2] Weapon - Two-Handed Staff MVP Drop: Steafan J. E. Wolf

Miniboss Drop: Immortal Wind Ghost

One of the most powerful Warlock weapons in the game at high refines. Slot in racial magic bonuses.
Vicious Mind Two-Handed Staff [1] Weapon - Two-Handed Staff Drop: Immortal Cursed Zombie Has the potential of being the most powerful magic weapon in the game with good enchant options and high refine.
Vellum Arc Wand Weapon - Two-Handed Staff Hall of Abyss Treasure Chests An exceptionally useful weapon for PVP/Battlegrounds/War of Emperium. Take advantage of the FCT reduction effects to trigger Zaha Doll Hat and Reckless Magic more quickly.
Glorious Destruction Staff Weapon - Two-Handed Staff Valor Badge Exchange A weapon that can deal more damage to other players than the Vellum Arc Wand, but casts more slowly. Useful PVP/Battlegrounds/War of Emperium or attacking enemies in Tomb of the Fallen or on the trek to Wolfchev's Laboratory.
Combat Knife Weapon - Dagger MVP Drop: Sniper Shecil The standard weapon to use when gearing for reductions in PVP/Battlegrounds/War of Emperium.

Gameplay

Reading Spellbook, Release and Freezing Spell

Warlocks have the ability to instantly cast magic spells by storing them in memory through the skill Reading Spellbook and then using Release to use them.

See Also