Ragnarok Warlock

ragnarok_warlock.jpg

I have a Ragnarok High Wizard so I’m pretty much excited with the Ragnarok Warlock. The Ragnarok Warlock sprite is dark, probably because they the most powerful and destructive class in terms of magic in Midgard. Warlock’s ghost property is strengthened, something that any Wizards or high Wizards do not have. They have increase the range and damage of the AOE spells when Ragnarok Warlocks combine their powers. Just like Alchemists, they can mix spells to produce more powerful ones.

Ragnarok Warlock facts

  • Warlocks can combine their powers to produce more massive ones
  • Strong Ghost property spells

How to be a Ragnarok Warlock
You need to be a  Level 99 Wizard or High Wizard. Maximum level would be 150. I advise for the aspiring Warlocks to change into a High Wizard first for more skills and stronger Ragnarok Warlock Skills

wl_reading_sp.pngReading Spellbook – Learning Magic Books by reading them previously and seal them up. Warlocks may use the skill Release to let out the sealed spells. The number of skills you can memorize through Reading Spellbook is determined by your level of Freezing Spell. Reading Magic Books for skills that you do not currently know will cause the skill to fail and put you to sleep.
-Max Lvl: 1, Prerequisites: None Type: Active / Special

Currently there are 17 books that are readable.

Magician Books
- Cold Bolt
- Fire Bolt
- Lightning Bolt
- Thunderstorm

Wizard Books
- Earth Spike
- Heaven’s Drive
- Jupitel Thunder
- Lord of Vermilion
- Meteor Storm
- Storm Gust
- Water Ball

Warlock Books
- Chain Lightning
- Comet
- Crimson Rock
- Drain Life
- Earth Strain
- Tetra Vortex

Drain Life – Strikes a single target with magical damage, and absorb some of that damage as HP.
* Max LV: 5,  Prerequisites: Radius LV 1, Type: Damage / Recovery

Level 1 – Neutral Element Magic Damage: 600% – Absorption of Damage: 10% – Success Rate: 75% – SP Cost: 20
Level 2 – Neutral Element Magic Damage: 700% – Absorption of Damage: 15% – Success Rate: 85% – SP Cost: 24
Level 3 – Neutral Element Magic Damage: 800% – Absorption of Damage: 20% – Success Rate: 85% – SP Cost: 28
Level 4 – Neutral Element Magic Damage: 900% – Absorption of Damage: 25% – Success Rate: 90% – SP Cost: 32
Level 5 – Neutral Element Magic Damage: 1000% – Absorption of Damage: 40% – Success Rate: 95% – SP Cost: 36

Soul Expansion – Strikes a target at long distance with ghost element damage. If used against a player in White Imprison, the skill deals double damage.
* Max LV: 5, Prerequisites: Drain Life LV 1, Type: Active / Damage

Level 1 – Ghost Element Damage: 500% – SP Cost: 30
Level 2 – Ghost Element Damage: 600% – SP Cost: 35
Level 3 – Ghost Element Damage: 700% – SP Cost: 40
Level 4 – Ghost Element Damage: 800% – SP Cost: 45
Level 5 – Ghost Element Damage: 900% – SP Cost: 50

White Imprison – Imprisons the target temporarily behind a white magic curtain, preventing them from moving. While in this state you cannot take damage other than ghost property attacks or attacks with fixed damage (examples: Gravitation Field, Gloria Domini). When White Imprison ends the target takes 2000 damage. You can cast this skill on yourself but it will last 20% shorter and take 2000 damage when it ends.
* Max LV: 5, Prerequisites: Soul Expansion LV 3, Type: Status Effect

Level 1 – Success Rate: 50% – SP Cost: 50 – Duration: 6s
Level 2- Success Rate: 60% – SP Cost: 55 – Duration: 8s
Level 3 – Success Rate: 70% – SP Cost: 60 – Duration: 10s
Level 4 – Success Rate: 80% – SP Cost: 65 – Duration: 12s
Level 5 – Success Rate: 90% – SP Cost: 70 – Duration: 14s

Stasis – Players in the effective range of the caster, including the caster, cannot cast spells.
* Max LV: 5, Prerequisites: Drain Life LV 1, Type: Status Effect

Level 1 – Duration: 10s – SP Cost: 50 – Effective Range: 13×13
Level 2 – Duration: 15s – SP Cost: 60 – Effective Range: 13×13
Level 3 – Duration: 20s – SP Cost: 70 – Effective Range: 13×13
Level 4 – Duration: 25s – SP Cost: 80 – Effective Range: 13×13
Level 5 – Duration: 30s – SP Cost: 90 – Effective Range: 13×13

27 May 2009 Stasis’s radius is increased to 9 / 10 / 11 / 12 / 13 cells.

Recognized Spell – By gaining a greater understanding of your magic Image:Recognized_Spell.jpg, you can make all of your magic skills deal max damage. However, skills consume 25% more SP.
* Max LV: 5, Prerequisites: Release LV 2, Stasis LV 1, White Imprison LV 1, Type: Special Status, Target: Self

Level 1 – Duration: 20s – SP Cost: 50
Level 2 – Duration: 30s – SP Cost: 60
Level 3 – Duration: 40s – SP Cost: 70
Level 4 – Duration: 50s – SP Cost: 80
Level 5 – Duration: 60s – SP Cost: 90

Marsh of Abyss – Curse a target with the marsh of abyss Image:Marsh_of_Abyss_Status.jpg, slowing their movement and decreasing their DEX/AGI. The stat reduction is only applied half on players.
* Max LV: 5, Prerequisites: Quagmire LV 1, Type: Debuff

Level 1 – Decrease AGI & Dex: 6%: Movement Speed Decrease: 10%: SP Cost: 40
Level 2 – Decrease AGI & Dex: 12%: Movement Speed Decrease: 20%: SP Cost: 42
Level 3 – Decrease AGI & Dex: 18%: Movement Speed Decrease: 30%: SP Cost: 44
Level 4 – Decrease AGI & Dex: 24%: Movement Speed Decrease: 40%: SP Cost: 46
Level 5 – Decrease AGI & Dex: 30%: Movement Speed Decrease: 50%: SP Cost: 48

Crimson Rock – Summons a huge meteorite on the target, striking all targets nearby. When the meteorite hits the ground it lets out a shock wave that throws enemies back and causes stun.
* Max LV: 5, Prerequisites: Summon Fire Ball LV 1, Type: Active / Damage

Level 1 – Fire Element Magic Damage: 1600% – SP Cost: 60
Level 2 – Fire Element Magic Damage: 1900% – SP Cost: 70
Level 3 – Fire Element Magic Damage: 2200% – SP Cost: 80
Level 4 – Fire Element Magic Damage: 2500% – SP Cost: 90
Level 5 – Fire Element Magic Damage: 1800% – SP Cost: 100

Hell Inferno – Conjures the fires of hell to burn a target. The skill causes [Burning] status effect, which continually deals fire element damage over time.
* Max LV: 5, Prerequisites: Crimson Rock LV 2, Type: Damage / Status Effect
Level 1 – Fire Element Magic Damage: 300% – SP Cost: 30 – Burning Chance: 60% – Buring Duration: 5s
Level 2 – Fire Element Magic Damage: 360% – SP Cost: 30 – Burning Chance: 65% – Buring Duration: 10s
Level 3 – Fire Element Magic Damage: 420% – SP Cost: 30 – Burning Chance: 70% – Buring Duration: 15s
Level 4 – Fire Element Magic Damage: 480% – SP Cost: 30 – Burning Chance: 75% – Buring Duration: 20s
Level 5 – Fire Element Magic Damage: 540% – SP Cost: 30 – Burning Chance: 80% – Buring Duration: 25s

Comet – Calls a comet from space to crash down into the ground dealing huge fire element damage in a 15×15 radius. The skill causes [Burning] status effect, which continually deals fire element damage over time. Enemies closer to the center of the blast takes increased damage. This skill requires two Warlocks together to be cast.
* Max LV: 5, Prerequisites: Hell Inferno LV 3, Type: Damage / Status Effect

Level 1 – Fire Element Magic Damage: 1000 – 3000% – SP Cost: 30
Level 2 – Fire Element Magic Damage: 1200 – 3500% – SP Cost: 30
Level 3 – Fire Element Magic Damage: 1400 – 4000% – SP Cost: 30
Level 4 – Fire Element Magic Damage: 1600 – 4500% – SP Cost: 30
Level 5 – Fire Element Magic Damage: 1800 – 5000% – SP Cost: 30

* Need 2 Warlocks to begin cast. Both of then need this skill learned and mastery.
* Now have 20 hits.(02/05/2009)
* Burn chance: 100% (not true)
* Cast time: 10 seconds
* Aftercast time: 10 minutes

27 May 2009 Comet can now be cast with a single warlock. However, doing so will consume 2 red gemstones.
Frosty Misty – Covers a 15×15 area in a freezing mist, causing damage and inflicting Freezing status Image:Freezing_Status.jpg to targets that enter. Freezing Status: 80% Movement Speed Reduction, ASPD 15% Reduction, 15% Increased Casting Time, 10% DEF Reduction.
* Max LV: 5, Prerequisites: Summon Water Ball LV 1, Type: Debuff

Level 1 – Success Rate: 30% – Magic Attack Power: 300% – SP Cost: 40
Level 1 – Success Rate: 40% – Magic Attack Power: 400% – SP Cost: 48
Level 1 – Success Rate: 50% – Magic Attack Power: 500% – SP Cost: 56
Level 1 – Success Rate: 60% – Magic Attack Power: 600% – SP Cost: 64
Level 1 – Success Rate: 70% – Magic Attack Power: 700% – SP Cost: 72

27 May 2009 Decreased the radius of Frost Misty by 2 cells (31×31 cells -> 27×27 cells).
Jack Frost – Deals water element damage to all targets in Freezing status effect.
* Max LV: 5, Prerequisites: Frost Misty LV 2, Type: Debuff

Level 1 – Water Element Magic Damage 1300% – SP Cost: 50
Level 2 – Water Element Magic Damage 1600% – SP Cost: 50
Level 3 – Water Element Magic Damage 1700% – SP Cost: 50
Level 4 – Water Element Magic Damage 2200% – SP Cost: 50
Level 5 – Water Element Magic Damage 2500% – SP Cost: 50

27 May 2009 Decreased the radius of Jack Frost by 2 cells (31×31 cells -> 27×27 cells).
Chain Lightning – Deals wind element damage to a single target. When a target is struck by chain lightening, chain lightening will also chain to enemies near the target. Higher levels of the skill increase the amount of times it can chain.
* Max LV: 5, Prerequisites: Summon Lightning Ball LV 1, Type: Active / Damage

Level 1 – Wind Element Magic Damage: 500% – Random Attack: 5 times – SP Cost: 80
Level 2 – Wind Element Magic Damage: 600% – Random Attack: 6 times – SP Cost: 90
Level 3 – Wind Element Magic Damage: 700% – Random Attack: 7 times – SP Cost: 100
Level 4 – Wind Element Magic Damage: 800% – Random Attack: 8 times – SP Cost: 110
Level 5 – Wind Element Magic Damage: 900% – Random Attack: 9 times – SP Cost: 120

27 May 2009 Chain Lightning will now hit a target up to 3 times if there are no other targets to chain to.
Sienna Execrate – Causes petrification status to a single target and all targets nearby.
* Max LV: 5, Prerequisites: Summon Stone LV 1, Type: Status Effect

Level 1 – Success Rate: 50% – Range: 3×3 cells – SP Cost:32
Level 2 – Success Rate: 55% – Range: 5×5 cells – SP Cost:34
Level 3 – Success Rate: 60% – Range: 5×5 cells – SP Cost:36
Level 4 – Success Rate: 65% – Range: 7×7 cells – SP Cost:38
Level 5 – Success Rate:70% – Range: 7×7 cells – SP Cost:40
27 May 2009 Adjusted Sienna Execrate’s duration time to be 6 / 9 / 12 / 15 / 18 seconds.

Earth Strain – Causes the earth near you to shake and shoot up from below, dealing damage to those in range. The shaking caused by the skill can cause players to lose their weapon and helm.
* Max LV: 5, Prerequisites: Sienna Execrate LV 2, Type: Damage / Debuff

Level 1 – Earth Magic Attack Power: 2100% – Success Rate Strip Weapon & Helm: 6% – SP Cost: 70
Level 2 – Earth Magic Attack Power: 2200% – Success Rate Strip Weapon & Helm: 6% – SP Cost: 78
Level 3 – Earth Magic Attack Power: 2300% – Success Rate Strip Weapon & Helm: 6% – SP Cost: 86
Level 4 – Earth Magic Attack Power: 2400% – Success Rate Strip Weapon & Helm: 6% – SP Cost: 94
Level 5 – Earth Magic Attack Power: 2500% – Success Rate Strip Weapon & Helm: 6% – SP Cost: 102

27 May 2009 Earth Strain has been changed from being cast in the direction you are facing to being a ground targeted attack.
Release – Throws your active Fire Ball / Ball Lightening / Water Ball / Stone that you currently have summoned to deal damage to a single target.
* Max LV: 2, Type: Active / Special

Level 1 – Throws a single magic stone at the target. – SP Cost: 3
Level 2 – Throws all single magic stone at the target. – SP Cost: 20

Summon Fire Ball – Summons a ball of fire near the caster that explodes when touched. Higher skill level increases the number of balls that can be summoned at once. Maintaining the fire balls drains SP over time.
* Max LV: 5, Prerequisites: Meteor Storm LV 1, Type: Active / Damage

Level 1 – Max Fire Ball: 1 – Fire Element Magic Damage: 100% – Duration: 30s – SP Cost: 10
Level 2 – Max Fire Ball: 2 – Fire Element Magic Damage: 150% – Duration: 40s – SP Cost: 12
Level 3 – Max Fire Ball: 3 – Fire Element Magic Damage: 200% – Duration: 50s – SP Cost: 14
Level 4 – Max Fire Ball: 4 – Fire Element Magic Damage: 250% – Duration: 60s – SP Cost: 16
Level 5 – Max Fire Ball: 5 – Fire Element Magic Damage: 300% – Duration: 70s – SP Cost: 18

Summon Water Ball – Summons a ball of water near the caster that explodes when touched. Higher skill level increases the number of balls that can be summoned at once. Maintaining the water balls drains SP over time.
* Max LV: 5, Prerequisites: Storm Gust LV 1, Type: Active / Damage

Level 1 – Max Water Ball: 1 – Water Element Magic Damage: 100% – Duration: 30s – SP Cost: 10
Level 2 – Max Water Ball: 2 – Water Element Magic Damage: 150% – Duration: 40s – SP Cost: 12
Level 3 – Max Water Ball: 3 – Water Element Magic Damage: 200% – Duration: 50s – SP Cost: 14
Level 4 – Max Water Ball: 4 – Water Element Magic Damage: 250% – Duration: 60s – SP Cost: 16
Level 5 – Max Water Ball: 5 – Water Element Magic Damage: 300% – Duration: 70s – SP Cost: 18

Summon Lightning Ball – Summons a ball of lightning near the caster that explodes when touched. Higher skill level increases the number of balls that can be summoned at once. Maintaining the ball lightening drains SP over time.
* Max LV: 5, Prerequisites: Lord of Vermilion LV 1, Type: Active / Damage

Level 1 – Max Lightning Ball: 1 – Wind Element Magic Damage: 100% – Duration: 30s – SP Cost: 10
Level 2 – Max Lightning Ball: 2 – Wind Element Magic Damage: 150% – Duration: 40s – SP Cost: 12
Level 3 – Max Lightning Ball: 3 – Wind Element Magic Damage: 200% – Duration: 50s – SP Cost: 14
Level 4 – Max Lightning Ball: 4 – Wind Element Magic Damage: 250% – Duration: 60s – SP Cost: 16
Level 5 – Max Lightning Ball: 5 – Wind Element Magic Damage: 300% – Duration: 70s – SP Cost: 18

Summon Stone – Summons a magic stone near the caster that explodes when touched. Higher skill level increases the number of stones that can be summoned at once. Maintaining the stone drains SP over time.
* Max LV: 5, Prerequisites: Heaven’s Drive LV 1, Type: Active / Damage

Level 1 – Max Stone 1 – Earth Element Magic Damage: 100% – Duration: 30s – SP Cost: 10
Level 2 – Max Stone 2 – Earth Element Magic Damage: 150% – Duration: 40s – SP Cost: 12
Level 3 – Max Stone 3 – Earth Element Magic Damage: 200% – Duration: 50s – SP Cost: 14
Level 4 – Max Stone 4 – Earth Element Magic Damage: 250% – Duration: 60s – SP Cost: 16
Level 5 – Max Stone 5 – Earth Element Magic Damage: 300% – Duration: 70s – SP Cost: 18

Tetra Vortex – Summons ether in the 4 elements, to deal magic damage of each element. Tetra Vortex requires you to have summoned one Fire Ball, Water Ball, Lightening Ball and Stone before casting or the skill will fail. Targets struck by Tetra Vortex will receive one status effect from Burning, Freezing, Stun, and Bleeding status ailments.
* Max LV: 5, Prerequisites: Hell Inferno LV 5, Jack Frost LV 5, Chain Lightning LV 5, Earth Strain LV 5, Type: Damage / Debuff

Level 1 -   4 Element Magic Damage 1000% * 4 hits / Random one status of Burning, Freezing, Stun and Bleeding  - SP Cost:   120
Level 2 –     4 Element Magic Damage 1500% * 4 hits / Random one status of Burning, Freezing, Stun and Bleeding  - SP Cost:   150
Level 3 –     4 Element Magic Damage 2000% * 4 hits / Random one status of Burning, Freezing, Stun and Bleeding   - SP Cost:  180
Level 4 –     4 Element Magic Damage 2500% * 4 hits / Random one status of Burning, Freezing, Stun and Bleeding – SP Cost:    210
Level 5 -    4 Element Magic Damage 3000% * 4 hits / Random one status of Burning, Freezing, Stun and Bleeding – SP Cost:  240

Ragnarok Warlock Favorite Skills

There are lots of new cool Ragnarok Warlock skills but my favorite is Tetra Votrex because of the status element that it might bring plus the massive element magic damage. Imaging hitting with it for 4 times with 4 different elements. Yikes! Warlocks are owning

Ragnarok Sprite

ragnarok_female_warlock.jpg

ragnarok_male_warlock.jpg

Ragnarok Warlock Thoughts

The Ragnarok Warlock skills seems like High Wizard skills that are made stronger like the Marsh of Abyss which is basically the Quagmire. Unfortunately, my high wizard is stucked with level 97 and i have no time and resources to level it. But seeing the Ragnarok Warlock skills inspired me to head over to 99. Biolabs, here i come!


Bookmark and Share

« »