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05magician male06magician female
Male SwordmanFemale Swordman
Male ArcherFemale Archer
Male MagicianFemale Magician
Male MerchantFemale Merchant
Male AcolyteFemale Acolyte
Male ThiefFemale Thief
Male NoviceFemale Novice

Magicians rely on magic attacks to damage enemies. Their normal attacks are slow and weak, but their magic is strong enough to overcompensate. Some spells are very hard to aim, but are unmatched in damage per second. Their low HP is offset by the two defensive skills Energy Coat and Safety Wall, with a third skill Fire Wall keeping enemies from passing while doing damage

The magicians are wide open as they're casting their spells. It's important to create a safe environment as well as set up the enemies so the spells will land properly. Either by some of their Physical moves, Safety Wall or Fire Wall. Also, even when they're known for their spells, their SP is not unlimited. You will need to pace yourself properly through the stages so you won't have to stop and rest. Some physical attacks should be mixed in to create optimal situations for spells so you don't waste too much SP. Or you can also grind and become over level to compensate.

Important Attributes: INT, AGI and DEX

Skills[]

Magician Skills
Skill Command Requirements Power Effect Summary
Energy Coat (D) →→+B Soul Strike (3) - Reduce physical damage, but lose SP per hit.
SP Regeneration passive default - Increase SP Recovery rate
Napalm Beat (D) D default 120-255/hit Releases forward an invisible psychokinesis.
Soul Strike ↓↓+A Napalm Beat (3) 600/hit Summons the spirits with no cast and can be done in the air.
Safety Wall (D) ↓↑+B Soul Strike (3) - Transmutes a blue gemstone into a virtually impenetrable barrier.
Stone Curse (D) →→+A default 100 Enemies that gets hit by this skill have a chance to be cursed into stone.
Fire Bolt (D) ↓↓+A default 850/hit Summon a rain of fire arrows from above.
Fire Ball (D) ←→+B Fire Bolt (3) 750-1087,

1250-1812

Conjures a huge fire ball and lobs it forward in a parabolic arc, exploding upon landing.
Fire Wall ↓↓+B Fire Ball (3) 200/hit Summon a thick wall of fire.
Cold Bolt (D) ↓↓+B default 600/hit Summon a hail of huge ice lances from the sky
Frost Diver (D) ←→+A Cold Bolt (3) 110-200 Launches a wave of freezing cold ice spike on the ground that travels horizontally
Lightning Bolt (D) ↓↘→+A default 333/hit Multiple lightning bolts will strike down the nearest enemy instantly
Thunder Storm (D) ↓↘→+B Lightning Bolt (3) 777/hit Bring down a fierce thunder storm in a wide radius

Moves[]

Magician-Female Moves
Moves Command Requirements Effect Summary
Air Dash →→ (Air) AGI 10 Dash forward when mid-air (jumping)
Staff Uppercut →→+A STR 5 Hits multiple times while juggling the enemy
Lightning Palm →→+B STR 10 INT 10 Conjure a lightning orb in her palm to pushes back enemies to the edge of the screen
Aerial Staff Dive (Air Dash) →+A DEX 10 Crash landing using staff to hit multiple enemies.
Spinning Staff →+B (+ Air) default Hits multiple times by spinning the staff. Can be done in the air
Napalm Geyser ↘+B default Slams a large fire explosion appears in front of her briefly
Magician-Male Moves
Moves Command Requirements Effect Summary
Damascus Dagger →→+A STR 10 A high speed dagger spin after a dash
Lightning Kick →→+B AGI 20 DEX 20 Quickly dashes forward foot extended, covered with a blue aura. Int-based damage.
Air Dash →→ (Air) AGI 10 Dash forward when mid-air (jumping)
Napalm Field →+B default A fire barrier appears briefly around him
Razor Cape ↘+B default Extends his cape and spins upwards

Bonus Stats[]

  • Level 4 = +1 INT
  • Level 12 = +1 DEX
  • Level 20 = +1 DEX
  • Level 28 = +1 INT

Gender Differences[]

Other than the normal differences such as Males having higher HP and Females having higher SP, the most notable uniqueness and combos are:

  • Female Magician
    • She seems to prefer staying at a safe distance. She is more versatile and has better control over her distance and the enemies.
    • Less physical oriented than her male counterpart. Instead, most of her physical moves are used to set up the optimal situations for spells
    • Unlike Male Magician, she cannot perform any basic attack in her basic hop. Only Aerial Staff Dive is available during the hop
      • This restriction does not apply during Air Dash
    • She carries a Wing Staff which has an average reach and multiple combo potential. (most of them are effective and easy to do, so I will only list a few of them here)
    • Unlike Male Magician, her combos are very simple, more efficient and far easier to perform. For example:
      1. A single use of Lightning Palm is much more effective at clustering up enemies than multiple repetitions of Male Magician's air flick combo.
      2. A single use of Aerial Staff Dive is as effective as a whole air flick combo (but with slightly less potential damage, which is negligible because she can spell combo a lot faster)
      3. She can effectively combo Fire Wall with Lightning Palm, to cluster up enemies without the need of the edge of the screen.
      4. Fire Bolt lands further away from her, making it far safer to use, and a perfect distance to combo with her Staff Uppercut, which is faster and more reliable than Napalm Field
      5. Fire Ball lands at the same distance as Fire Bolt - This makes it easier to deal high damage, as well as strong combo with Staff Uppercut against a group of many enemies. (If they're few in number, Staff Uppercut and Fire Bolt will do the job even more efficiently)
    • She has similar animation for almost every magical spells but has a different physical attack animations compared to the Male Magician
    • Anti Gravity magic - the strongest anti gravity in the game that comes with her Wing Staff. She jumps higher than most characters, with the only exception of Male Magician because he's physically stronger on top of having his Cloak of levitation. But she stays longer in mid-air than any characters in the game, even the when compared to Male Magician who jumps the highest, thus giving the feel of "floating". This effect is represented by the glowing staff during a jump.
  • Male Magician
    • He seems to enjoys the thrill of close range combat even when he's not very good at it (except his basic (Air)+A combo, which is not hard to master), as none of his moves actually creates a distance between himself and the enemies.
    • He carries a Damascus Dagger, it's very unreliable to be used for mostly anything other than his (Ground)B to set up for Napalm Field(or to remove the combo penalty for his other lackluster moves: Damascus Dagger and Razor Cape)
    • To answer to his weaknesses of lower SP, having complex, less reliable and harder to perform combos, his basic (Air)+A attack is extremely reliable (fast 200 base physical damage per hit). It can be used effectively mid-hoping, or mid-Air Dash. Even without investing in STR, just the damage done by this technique alone is on par with Fire Ball (before it explodes). On top of dealing excellent damage, you can use it to set up the enemies placement, either to just further dealing damage on them with more combo, or in conjunction with spells to reliably deal with a large group of enemies. Note: you can also change the direction of the attack while still in the air, making it even easier to land a spell optimally.
    • He has very limited effective combos and everything he does, even the basic attacks, are too slow to be reliable without a combo.
      • His most basic air flick combo (Air)A: His only reliable method to cluster up a group of enemies, as well as an answer to most of his weaknesses, especially lower SP than female
        1. Hop + (Air)A: effectively turning himself into a living Fire Ball that doesn't cost SP and doesn't explode. There's a slight delay before he can (Air)A. so don't use this if the enemies are right in front of him. Unless they're already at the edge of the screen, in this case, flick away.
        2. As the enemies are clustered at the edge of the screen, you can either follow up with spell or finish them up with Lightning Kick, which will now deal full damage to every enemy.
        3. Just because you can, does not mean you have to. Sometimes you don't need to push the enemies too far to do other combos, especially spell combos.
        4. Jump Cancel + Air Dash + (Air)A: can be used to cancel out of ground combo. Can be used even as the enemies are right in front of him, you just need to turn toward them before flicking. But if they're by the dagger reach (slightly further away), you can simply flick forward.
      • His go-to spell combos (skip to a next step if the enemies are already far enough)
        1. Enemies are too close: spam (Ground)A, until they're a bit further away (process to step 2)
        2. Enemies are a bit further away: (Ground)B, until they're at around the tip of Damascus's reach AKA Napalm Field's distance
        3. Enemies are at the Napalm Field's distance: use Napalm Field, then a spell
        4. A niche Fire Ball Combo: double Napalm Field to launch the enemy high up into the air + Lightning Kick away + Turn back and Fire Ball. **will not work if the enemies are too heavy**
      • As a follow up to Fire Ball, He can use Hop+(Air)A combo to clean up the surviving enemies, this will deal similar damage to casting another Fire Ball, saving a lot of SP as well as moving him forward
      • As a follow up to Fire Ball, If they're only a few enemies or a single surviving enemy, simply use Lightning Kick to finish them off
    • Fire Bolt lands very close to himself, making it riskier to use. A lot of times he has to set it up with Napalm Field, which is also slow and needs a good timing or be combo'd with another attack.
    • Fire Ball lands further away - This makes it easier to clear a large group of weak enemies, but harder to control when you want a high burst damage on stronger enemies.
      • Unlike Female Magician, his Fire Ball and Napalm Field are not very compatible. unless the enemies are light weight and are also at a perfect distance when you hit them with Napalm Field. It is very unlikely for the Fire Ball's explosion to hit
    • Has a special animation for the Cold Bolt & Stone Curse magic
    • Cloak of levitation - Male Magician jumps extremely high, even higher than Female Magician because he has stronger legs. As well as descends more slowly than normal. But not as significantly as Female Magician's Anti Gravity magic from her Wing Staff.
  • Female and Male Magician
    • Hop - press →→ while standing. Instead of a dash or a run, the magicians does a hop instead, the difference is they can avoid small enemies while hopping and can execute mini aerial combos and attacks while doing so, the travel distance is small but it is very versatile.

Stats Effect[]

Magician only, other jobs have some different effects for certain stats.

  • STR: Increases MIN and MAX ATK for physical attack.
  • AGI: Increases animation for every movement and Dodge chance.
  • VIT: Increases max HP, HP regeneration, overall Defense, resistance against Super Armor / flinching.
  • INT: Increases max SP, SP regeneration, overall Magic Attack for all magic attack
  • DEX: More MIN ATK and MATK damage. Every 10 DEX , you can chain in a combo another Strong Attack.
  • LUK: Increases Critical attacks

External links[]

Male Swordman Male Archer Male Magician Male Merchant Male Acolyte Male Thief Male Novice
Female Swordman Female Archer Female Magician Female Merchant Female AcolyteFemale Thief Female Novice
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