Talisman Online Wizard Guide

Talisman Online Wizard Guide by cale92

I – Introduction
II – Assistant Talismans
III – Skills
IV – Inherence Points Allocation
V – Weapon Talismans
–> Use of Swords
–> Use of Blades
VI – Conclusion

Okay, time to get down into business.

I – Introduction

Wizards are the nukes of Talisman Online. They dish out heavy magical spells, killing enemies from afar with their great range. They are extremely good damage dealers, and great to have in teams or scenarios, as they will greatly increase the party’s killing speed. Blah blah blah, I won’t bore you with all these. You should know what makes a Wizard by now. If you don’t, then I’ll briefly say. It’s the wickedly high damage they do.

II – Assistant Talismans

Ice Shield
I cannot emphasize enough how useful and necessary this talisman is. It gives you a defence boost, which can be used (cannot be used with Tao Power from Tao Symbol though), and also a speed decrease status effect skill. Extremely crucial, as this will prevent mobs from reaching you and dealing damage (wizards aren’t good tankers, period). Available at Level 5.

Longbrow Needle
This talisman gives you the ability to buff your intelligence, as well as other players, increasing your base MP as well as increasing your base damage (shown on “Attribute” screen). Also, this talisman gives you a faint skill, which can last for 35 seconds when maxed (handy for scenarios and such). Received through a quest at Level 10.

Warm Jade
There is a skill that allows you to be “awaken”. Basically, you become unstunned when you get stunned. Available at Level 20.

Tao Symbol
This talisman should replace Longbrow Needle as your next assistant talisman after Ice Shield. You will be able to increase your damage from a skill from this talisman. Add on to that, an AoE stun! What more could you ask for? Great for PvP, PK, Guild Wars, so on and so forth. Available at Level 30.

III – Skills

Ice Shield

Ice Curse
This spell allows you to “curse” the enemy, causing it to move at a reduction of 80% of its normal speed. Very very useful in grinding, since you do not want the enemy to have a chance to reach you before you finish it off.

Ice Shield
Increases your defence. The higher level the talisman, the more defence it adds. Great when that extra bit of defence is needed, for example, in PvP.

Longbrow Needle

Inspiring Art
This buff increases your base intelligence. For a wizard, 1 Intelligence = 0.2 damage. It adds MP too, at 5 points per point of Intelligence. This talisman will be replaced by Tao Symbol as the main assistant talisman after Ice Shield, but remember to recast this skill on yourself or party members when the buff runs out.

Pointing Faint
By using this skill, the target is “faint” for so and so seconds. Useful in the Happiness Hall scenario, since the mobs run off at low HP to call in for extra reinforcements from nearby enemies. Has a 5 second casting time though, thus making it impractical for PvP or PK, for that matter.

Tao Symbol

Tao Power
This spell is not able to co-exist with Ice Shield, so you’ll have to settle for higher damage, or more defence. I personally chose the higher damage, since most of the time you will not be hit at all, so why not get more damage to further reduce your chances of getting hit?

Earth Faint
Ahhh, the AoE stun. For players that do not know what AoE means, it stands for Area of Effect. It affects mobs around your character, causing damage and stunning them at the same time. Very useful in certain instances, like Tide Cave and Green Scarp (Fire Burst/Tide Spout + Earth Faint).

IV – Inherence Points Allocation

Ice Shield

Improve Ice Curse first, and at maxed, the cooldown of the skill will drop from 20 seconds to 15 seconds.

After finishing Improve Ice Curse, the next skill is Improve Ice Shield. When maxed, should a enemy attack you physically, there is a 50% chance that it is slowed down by 50%. Not very great, but that’s all you have to add.

Longbrow Needle

Improve Inspiring Art, this will increase the effect of the skill by 25%. More Intelligence, more MP, more damage!

Improve Pointing Faint next (nothing else to improve, since there are only two skills), increases the faint time by 15 seconds at maxed, bringing it to a total of 35 seconds (more than enough to kill off other mobs).

Tao Symbol

Improve Tao Power, by doing so, increasing its effect by 50% at the max. This means more damage, which is a must to add!

Improve Earth Faint next, thus increasing the possibility of landing a critical hit by 50%.

V – Weapon Talismans

Use of Swords

Why go for Swords? I’m sure many of you have this on your mind. Well, the Sword is an outright damage dealer, dealing extreme damage. It outdamages Blades, and thus, consumes more MP compared to the Blades.

Skills

Fire Strike
Absorb the fire element between the sky and the ground, agglomerate on the sword and thus cause target x points damage.

Fire Barb
Sword comes out from the ground, pierce the target’s body, cause target x points damage.

Fire Spiral
Sword shoots at the target with fire, cause target x points damage, target is unable to use long distance attack for 3 seconds.

Fire Dragon
Summons a fire dragon down from the sky, cause target x points damage, and with extra burning effect, cause target x points damage in 15 seconds.

Fire Burst
Inspired from the anger, burning the monster(s) around, cause target x points damage.

Tactics

For Level 30 and below (those that do not have Tao Symbol assistant talisman).

1. Fire Barb > Ice Curse > Fire Barb > Fire Strike or Fire Spiral or Normal Attack
2. Fire Barb > Fire Dragon > Fire Barb > Fire Strike or Fire Spiral or Normal Attack

For Level 30 and above (those with Tao Symbol assistant talisman).

1. Fire Barb > Ice Curse > Fire Barb > Fire Strike or Fire Spiral or Normal Attack
2. Fire Barb > Fire Dragon > Fire Barb > Fire Strike or Fire Spiral or Normal Attack
3. Fire Barb > Earth Faint > Fire Barb > Fire Strike or Fire Spiral or Normal Attack

Note: These two tips apply for Blade users as well.

Always remember to get the maximum distance away from your target, because doing so, your target has a lower chance of reaching you and dealing damage on you. Try to avoid going near spots where monsters spawn (especially at higher levels), since most mobs are aggressive at higher levels (with exceptions), they attack when you walk near them.

Do not kill monsters that are more than three levels above you, or mobs that are two levels lower than you, as this will drastically decrease your EXP gain (due to the fact that you will miss the higher level mobs, and the lower ones will give lesser and lesser EXP as the level range increases). Also, higher level mobs will crit you more often, and you will get hit alot of times, to the extent that you might die.
Also, always use your strongest spell for the first hit. This is because you are at maximum range, the mob will not agro you, so make use of this advantage, and do the most damage in the first hit, because onwards, the monster will be aware that you are attacking it, and will come after you. Common sense really.

Inherence Point Allocation

Improve Fire Strike
Improves damage of skill by 30% at Level 5.

Improve Fire Barb
Increases the casting time by 5 seconds, increasing damage by 25%, at Level 5.

Improve Fire Dragon
Improves the burning effect by 40%, at Level 5.

Improve Fire Spiral
Lengthens the effect of the skill by 2.5 seconds, when maxed.

Improve Fire Burst
Improve critical strike rate of the skill by 25%, at Level 5.

First Build
1.     Improve Fire Barb
2.     Improve Fire Damage
3.     Improve Critical Rate
4.     Improve Critical Damage
5.     Improve Fire Dragon

–This build is great for dealing high damage at lower levels.

Second Build
1.     Improve Fire Barb
2.     Improve Fire Dragon
3.     Improve Critical Rate
4.     Improve Fire Strike
5.     Improve Fire Damage

–This build will highly optimize your bossing speed. Improve Fire Dragon increases the burning effect, thus causing you to be able to do more damage over time. This will lead to killing bosses faster, however, you will only be able to do so in scenarios, or with groups. You are unable to solo bosses your level, as for the rest of your Wizard life. This build is only great for bossing though, does not work as well on grinding/training, as it burns MP way fast. Also, the burning effect is not able to dish out it’s full damage, as it only deals damage every 3 seconds for a total of 15 seconds.

Use of Blades

Compared to Swords, Blades fall short in terms of damage. However, they have skills that debuff the enemy, causing status effects as well. For example, they are able to keep an enemy to the ground for five seconds, thus casting during that time period.

Skills

Water Fling
Absorb the water element between the sky and the ground, agglomerate on the blade, cause target x points damage.

Ice Fling
Water element concrete into ice, agglomerate on the blade, cause target x points damage, and freeze target for 5 seconds.

Water Barb
Shoot out a huge water column to the target, cause x points damage.

Tide Spout
Tide vortex attack monster(s) around, slowing down the target(s), and cause x points damage.

Water Flowing
Blade flung to the target, cause target x points damage, and causes target to lack of water defense, thus, target takes extra x points damage with every water related attack.

Tactics

For Level 30 and below (those without Tao Symbol assistant talisman and Tide Spout AOE).

1. Water Barb > Ice Curse > Water Barb > Water Fling or Normal Attack.
2. Water Barb > Ice Fling > Water Barb > Water Fling or Normal Attack.
3. Water Barb > Water Flowing > Ice Curse > Water Barb or Normal Attack

It is possible to include Water Flowing into 1. and 2. as well.

For Level 30 and above (with Tao Symbol assistant talisman and Tide Spout AOE).

1. Water Barb > Ice Curse > Water Flowing > Water Barb > Ice Fling > Water Barb > Water Fling or Normal Attack.
2. (two to three mobs, any more can get slightly dangerous)
Tide Spout > Earth Faint (when they reach you) > (move away from them) Tide Spout.
3. Water Barb > Earth Faint > (move away) Water Barb > Ice Curse or Ice Fling > Water Barb.

Inherence Point Allocation

Improve Water Fling
At Level 5, increases hit rate of skill by 5%.

Improve Ice Fling
Decreases the cooldown of the skill by 10 seconds, when maxed.

Improve Water Barb
Decreases the MP consumption of the skill by 30%, at Level 5.

Improve Water Flowing
Increase effect of skill by 50%, when maxed.

Improve Tide Spout
Increase effect of skill by 50%, at Level 5 (to a total of 80% speed reduction).

First Build

1.     Improve Ice Fling
2.     Improve Water Damage
3.     Improve Tide Spout
4.     Improve Critical Rate
5.     Improve Water Flowing

–Damage-wise, this build is pretty good, since Improve Water Damage is maxed out early. By adding points into Improve Ice Fling, you will decrease the cooldown by a whole of 10 seconds, which is quite abit, if you add the time you need to wait before you can cast another. Saves alot of time, really. Improve Tide Spout will become handy and useful, as you want to make the mob take as much time to reach you. Especially useful for training/grinding, PvP, etc. Since Blades are weaker than Swords, one of the ways a Blade is better than the Sword, is that a Blade user can kill multiple mobs at once, without wasting too much HP or MP (with the correct skill of course).

Second Build

1.     Improve Water Damage
2.     Improve Critical Rate
3.     Improve Ice Fling
4.     Improve Tide Spout
5.     Improve Water Flowing

–This build excels in damage dealing. Because Improve Critical Rate and Improve Water Damage are added early, you’ll be doing critical strikes much more often, compared to if you went with the first build. However, you’ll be using Ice Curse more often than ever, than to the first build.

I will add more builds as I experiment more, for both Swords and Blades.

VI – Conclusion

I hope this guide will help you in making crucial decisions, in your advances you make as a Wizard. Have fun in Talisman!

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