Wizard leveling: Difference between revisions

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! Rarity !! Effect
! Rarity !! Effect
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| Rare || Increases all damage dealt by 10.
| {{Rare}} || Increases all damage dealt by 10.
|-
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| Epic || Increases all damage dealt by 20.
| {{Epic}} || Increases all damage dealt by 20.
|-
|-
| Legendary || Increases all damage dealt by 35.
| {{Legendary}} || Increases all damage dealt by 35.
|-
|-
| Rare || Increases all damage dealt by 2%.
| {{Rare}} || Increases all damage dealt by 2%.
|-
|-
| Epic || Increases all damage dealt by 4%.
| {{Epic}} || Increases all damage dealt by 4%.
|-
|-
| Legendary || Increases all damage dealt by 6%.
| {{Legendary}} || Increases all damage dealt by 6%.
|-
|-
| Rare || Affinity damage increased by +1%.
| {{Rare}} || Affinity damage increased by +1%.
|-
|-
| Epic || Affinity damage increased by +2%.
| {{Epic}} || Affinity damage increased by +2%.
|-
|-
| Legendary || Affinity damage increased by +6%.
| {{Legendary}} || Affinity damage increased by +6%.
|-
|-
| Rare || Affinity damage reduction 1%.
| {{Rare}} || Affinity damage reduction 1%.
|-
|-
| Epic || Affinity damage reduction 2%.
| {{Epic}} || Affinity damage reduction 2%.
|-
|-
| Legendary || Affinity damage reduction 3%.
| {{Legendary}} || Affinity damage reduction 3%.
|-
|-
| Rare || Strength of Affinity bonus against Body +3%.
| {{Rare}} || Strength of Affinity bonus against Body +3%.
|-
|-
| Epic || Strength of Affinity bonus against Body +5%.
| {{Epic}} || Strength of Affinity bonus against Body +5%.
|-
|-
| Legendary || Strength of Affinity bonus against Body +8%.
| {{Legendary}} || Strength of Affinity bonus against Body +8%.
|-
|-
| Rare || Strength of Affinity bonus against Mind +3%.
| {{Rare}} || Strength of Affinity bonus against Mind +3%.
|-
|-
| Epic || Strength of Affinity bonus against Mind +5%.
| {{Epic}} || Strength of Affinity bonus against Mind +5%.
|-
|-
| Legendary || Strength of Affinity bonus against Mind +8%.
| {{Legendary}} || Strength of Affinity bonus against Mind +8%.
|-
|-
| Rare || Strength of Affinity bonus against Soul +3%.
| {{Rare}} || Strength of Affinity bonus against Soul +3%.
|-
|-
| Epic || Strength of Affinity bonus against Soul +5%.
| {{Epic}} || Strength of Affinity bonus against Soul +5%.
|-
|-
| Legendary || Strength of Affinity bonus against Soul +8%.
| {{Legendary}} || Strength of Affinity bonus against Soul +8%.
|-
|-
| Rare || Affinity Mind damage reduction +3%.
| {{Rare}} || Affinity Mind damage reduction +3%.
|-
|-
| Epic || Affinity Mind damage reduction +5%.
| {{Epic}} || Affinity Mind damage reduction +5%.
|-
|-
| Legendary || Affinity Mind damage reduction +8%.
| {{Legendary}} || Affinity Mind damage reduction +8%.
|-
|-
| Rare || Affinity Soul damage reduction +3%.
| {{Rare}} || Affinity Soul damage reduction +3%.
|-
|-
| Epic || Affinity Soul damage reduction +5%.
| {{Epic}} || Affinity Soul damage reduction +5%.
|-
|-
| Legendary || Affinity Soul damage reduction +8%.
| {{Legendary}} || Affinity Soul damage reduction +8%.
|-
|-
| Rare || Affinity Body damage reduction +3%.
| {{Rare}} || Affinity Body damage reduction +3%.
|-
|-
| Epic || Affinity Body damage reduction +5%.
| {{Epic}} || Affinity Body damage reduction +5%.
|-
|-
| Legendary || Affinity Body damage reduction +8%.
| {{Legendary}} || Affinity Body damage reduction +8%.
|-
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| Rare || Increases outgoing healing by 15 units.
| {{Rare}} || Increases outgoing healing by 15 units.
|-
|-
| Epic || Increases outgoing healing by 25 units.
| {{Epic}} || Increases outgoing healing by 25 units.
|-
|-
| Legendary || Increases outgoing healing by 50 units.
| {{Legendary}} || Increases outgoing healing by 50 units.
|-
|-
| Rare || Increases outgoing healing by 6%.
| {{Rare}} || Increases outgoing healing by 6%.
|-
|-
| Epic || Increases outgoing healing by 8%.
| {{Epic}} || Increases outgoing healing by 8%.
|-
|-
| Legendary || Increases outgoing healing by 10%.
| {{Legendary}} || Increases outgoing healing by 10%.
|-
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| Rare || Health +10.
| {{Rare}} || Health +10.
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| Epic || Health +20.
| {{Epic}} || Health +20.
|-
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| Legendary || Health +30.
| {{Legendary}} || Health +30.
|-
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| Rare || Health +2%.
| {{Rare}} || Health +2%.
|-
|-
| Epic || Health +4%.
| {{Epic}} || Health +4%.
|-
|-
| Legendary || Health +6%.
| {{Legendary}} || Health +6%.
|-
|-
| Rare || AoE Damage +3%.
| {{Rare}} || AoE Damage +3%.
|-
|-
| Epic || AoE Damage +5%.
| {{Epic}} || AoE Damage +5%.
|-
|-
| Legendary || AoE Damage +8%.
| {{Legendary}} || AoE Damage +8%.
|-
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| Legendary || +1 mana for skipping a turn.
| {{Legendary}} || +1 mana for skipping a turn.
|-
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| Legendary || 4% chance to cast an ability at no mana cost.
| {{Legendary}} || 4% chance to cast an ability at no mana cost.


|}
|}

Revision as of 07:59, 24 July 2023

Leveling up is a fundamental aspect of gaming that allows players to progress and strengthen their Wizards. When a Wizard levels up - it gains increased properties such as health, mana management, damage, protection while also unlocking new attributes that it didn't have before.

Leveling Up mechanics

The leveling process consists of five stages per level:

  • In stages 1-4 players must gather Resources while battling in Arena to progress. To complete each stage, a specific number of required Resources must be collected and consumed, filling up the Wizard's progress bar by 1/4. Players receive Consumables or Resources as a small reward for passing these stages.
  • Stage 5 requires players to accomplish a task specifically tied to the selected Wizard. The tasks for stage 5 are the same for all Wizards, except for the task associated with reaching Level 5, which is unique for each Wizard.

Upon completing the tasks and leveling up, Wizard receives a random passive skill characteristic which strengthens the Wizard. The higher the rarity of a Wizard - the higher the chance to receive a better rarity passive skill characteristic. If Wizard receives a characteristic that he already has - the effects stack. The same applies to a different rarity of the same characteristic.

When a Wizard reaches Level 5 - it unlocks an additional Unique passive skill.

Currently leveling up is fixed up to Level 5, but in the future it will be possible to increase the Level cap by an additional 5 Levels.


Resources for leveling

Resources have a chance to drop after each Battle in the Arena. Winning the Battle grants a higher chance of being awarded with bigger quantity of resources whereas being defeated reduces the amount by half. There are 7 different resources split into 3 rarities: Common, Unique, Rare.

Common resources

Each type of Wizard (Damage, Support, Tank) needs it's own Common resource for leveling. List of Common resources:

  • Power Stone - resource for Damage Wizards (Rose, Seven, S, Crizal, Elzevir, Tsering, Wahbu).
  • Rebirth Stone - resource for Support Wizards (Tah, Hinata, Amin, Ergork)
  • Protection Stone - resource for Tank Wizards (Chikara, Olek, Einar, Petro).

Unique resources

Each Wizard affinity (Body, Soul, Mind) needs it's own Unique resource for leveling. These resources drop on specific days for each type of Wizards:

  • Mind Rune - resource for Mind affinity Wizards drops on Monday and Thursday.
  • Soul Rune - resource for Soul affinity Wizards drops on Tuesdays and Fridays.
  • Body Rune - resource for Body affinity Wizards drops on Wednesday and Saturday.

On Sunday all three types of resources can drop.

Rare resources

  • Exalted Orb - resource needed for all Wizards to level up.


Requirements and tasks to level up

Resource requirements for stages 1-4 of each Level
Lvl. / Stage Unique resource Rare resource Common resource
1.1 1 1 5
1.2 2 1 10
1.3 3 1 20
1.4 5 1 25
2.1 5 2 30
2.2 10 2 35
2.3 10 3 50
2.4 15 5 65
3.1 10 3 55
3.2 10 4 70
3.3 15 5 85
3.4 25 8 100
4.1 15 5 80
4.2 20 8 95
4.3 25 10 110
4.4 40 20 125


Tasks for all Wizards to level up
To reach Description
Level 2 Finish 10 battles using the target Wizard.
Level 3 Deal 10,000 damage to enemy Wizards using the target Wizard.
Level 4 Win 10 battles using the target Wizard.


Level 5 tasks for individual Wizards
Wizard Task description
Petro Kill 5 Wizards using the Improvised Grenade spell.
S Deal 5,000 damage to Mind affinity Wizards.
Tah Win 10 battles with Tah remaining alive.
Olek Kill two Wizards at the same time using the Magic Rain spell.
Hinata Heal 10,000 health with the Field of Flower spell.
Crizal Kill 10 enemy Wizards.
Chikara Destroy an enemy Wizard with the Hand Cannon spell 5 times.
Tsering Deal 5,000 damage to Soul affinity Wizards.
Amin Heal an ally Wizard below 35% health with the Heal spell 10 times.
Rose Using the Lucky Coin spell deal above average damage 15 times.
Seven Kill 5 Wizards with the Scream spell.
Elzevir Deal 5,000 damage to Body affinity Wizards.
Einar Use Devotees Sorrow spell on 3 enemy Wizards 15 times.
Ergork Use Honor to Serve spell 15 times.
Wahbu Kill 5 Wizards using Lightning Chains spell.


List of passive skill characteristics

Passive skill characteristics gained upon leveling
Rarity Effect
Rare Increases all damage dealt by 10.
Epic Increases all damage dealt by 20.
Legendary Increases all damage dealt by 35.
Rare Increases all damage dealt by 2%.
Epic Increases all damage dealt by 4%.
Legendary Increases all damage dealt by 6%.
Rare Affinity damage increased by +1%.
Epic Affinity damage increased by +2%.
Legendary Affinity damage increased by +6%.
Rare Affinity damage reduction 1%.
Epic Affinity damage reduction 2%.
Legendary Affinity damage reduction 3%.
Rare Strength of Affinity bonus against Body +3%.
Epic Strength of Affinity bonus against Body +5%.
Legendary Strength of Affinity bonus against Body +8%.
Rare Strength of Affinity bonus against Mind +3%.
Epic Strength of Affinity bonus against Mind +5%.
Legendary Strength of Affinity bonus against Mind +8%.
Rare Strength of Affinity bonus against Soul +3%.
Epic Strength of Affinity bonus against Soul +5%.
Legendary Strength of Affinity bonus against Soul +8%.
Rare Affinity Mind damage reduction +3%.
Epic Affinity Mind damage reduction +5%.
Legendary Affinity Mind damage reduction +8%.
Rare Affinity Soul damage reduction +3%.
Epic Affinity Soul damage reduction +5%.
Legendary Affinity Soul damage reduction +8%.
Rare Affinity Body damage reduction +3%.
Epic Affinity Body damage reduction +5%.
Legendary Affinity Body damage reduction +8%.
Rare Increases outgoing healing by 15 units.
Epic Increases outgoing healing by 25 units.
Legendary Increases outgoing healing by 50 units.
Rare Increases outgoing healing by 6%.
Epic Increases outgoing healing by 8%.
Legendary Increases outgoing healing by 10%.
Rare Health +10.
Epic Health +20.
Legendary Health +30.
Rare Health +2%.
Epic Health +4%.
Legendary Health +6%.
Rare AoE Damage +3%.
Epic AoE Damage +5%.
Legendary AoE Damage +8%.
Legendary +1 mana for skipping a turn.
Legendary 4% chance to cast an ability at no mana cost.


List of Unique passive skills

When a Wizard reaches Level 5, it unlocks a unique passive skill that remains active permanently during battles. This passive skill provides additional benefits to the Wizard. List of unique passive skills:

Wizard Passive skill description
Petro Every 5 casts of Improvised Grenade will deal 5x damage.
Petro Improvised Grenade costs 0 mana.
S Spikes ignore 10% of affinity defense.
S If the target Wizard is below 40% health, the Magic Explosion spell will immediately kill it.
Tah Earth Protection additionally applies 100 Armor.
Tah After Tah ends his turn, he heals himself for 50 health.
Olek The second and subsequent casts of Magic Rain adds additional 40 damage to the spell.
Olek Affinity damage taken is reduced by 5%.
Hinata Lifedrain Root additionally drains 1 mana from the enemy. She does not receive drained mana for herself.
Hinata If Hinata is in a team and is alive - after each turn of Hinata or an allied Wizard, the entire team restores 10 health points including Hinata herself.
Crizal Star Fall deals 100 more damage if it only hits 1 target.
Crizal +150 Armor at the start of Battle.
Chikara Every 3rd use of Hand Cannon will cost 0 mana.
Chikara Every 5th use of Hand Cannon will deal double damage.
Tsering Casting Black Hole restores an additional 150 health for Tsering.
Tsering When Tsering dies - all enemy Wizards lose 3 mana.
Amin Fire Ray also deals 50% damage to adjacent Wizards on the sides. If the spell is cast on the central Wizard - then 50% of the damage will be dealt to Wizards in spots #1 and #3. If the spell is cast on a Wizard in spot #3 - then 50% of the damage will be dealt only to Wizard in spot #2 (if the Wizard is alive).
Amin Fire Ray will heal Amin for 20% of the damage dealt.
Rose Reduces the lower damage threshold from Lucky Coin by 50 damage points. (Exaple: Damage range instead of 250-550 will become 300-550).
Rose Rose's damage taken becomes random in the range of -100 / +50 of damage taken.
Seven When Seven skips a turn - it restores an additional 1 mana to allied Wizards if they are alive.
Seven If Encore is cast on 3 alive enemy Wizards - it deals 50 more damage.
Elzevir If Elzevir is alive - enemy Wizards take 10 damage after their turn. (skipping a turn does not remove this effect).
Elzevir Wizard attacking Elzevir takes 30 damage.
Einar If health is less than 30% - then damage dealt is increased by 20%.
Einar Recovers health equal to 10% of the damage dealt.
Ergork Every 3rd use of Honor to Serve in battle will increase armor by 250.
Ergork Honor to Serve costs 1 less mana.
Wahbu Thunderstorm now deals pure damage, ignoring damage increase or decrease from affinity.
Wahbu Lightning Chains deals 100 more damage if it only hits 1 target.


List of stage completion rewards

Upon completing stages 1-4 of each Level, players receive rewards. These rewards are issued four times for each Level increase. The rewards are randomly chosen from a list of items. The list includes:

Health Potion x 3
Mana Potion x 3
Revival Potion x 3
Shield Potion x 3
Mana Steal Potion x 3
Power Stone x 25
Rebirth Stone x 25
Protection Stone x 25
Mind Rune x 5
Mind Rune x 15
Body Rune x 5
Body Rune x 15
Soul Rune x 5
Soul Rune x 15
Exalted Orb x 3
Exalted Orb x 10
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