Wizard Leveling
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Wizard Leveling refers to strategies for gaining experience points as a Wizard, High Wizard or a Magician planning on becoming one or the other. High Wizards are able to level anywhere Wizards can and have a few additional options due to their being transcendent characters. Also due to their transcendent status and on average better equipment, they may be able to manage leveling on tougher maps at lower levels. When considering where a High Wizard can level, assume the character is five to ten levels higher than an equal-level Wizard.
Solo
A wizard's ability to level solo diminishes the higher in level he or she gets. Fire Bolt/Fire Wall is an essential combo for all levels of Wizard and will be the primary way one can kill Geographers for the long period of time he or she will spend doing so. Water Ball is a preferable alternative for Fire Bolt in places where it can be used, such as against Stings.
As one reaches the 80s and 90s, it becomes necessary to mob monsters together in order to gain a viable amount of experience from them while soloing. This inevitably requires an area of effect spell, such as Meteor Storm, Lord of Vermillion, Heaven's Drive or Storm Gust. It is not possible as a normal Wizard to get all four and although it is possible, it is not practical to get even three of them. The AoE spell chosen will dictate where one may solo, so wizards are advised to choose carefully.
Party
Partying is the primary way a wizard will gain experience points in the later levels. Sometimes the party will consist of just the wizard and a Priest. Other times, the party will include other characters, including melee characters such as Knights or Crusaders.
As with soloing, where the party can go will depend on what spells the wizard has at his or her disposal. It would be wise to work out the effectiveness of one's arsenal on a skill calculator prior to departing so that you use the most effective spell available. If nothing adequately damages the monsters in question, the wizard should not go.