The Complete Elemental Master Guide by Goldie and XoSofiya's (Let's Get) Physical Performer Guide: Difference between pages

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[[Category:Elemental Master]]
[[Category:Troubadour & Trouvere]]
<div style="float:right; margin-left:20px;">
== '''Introduction''' ==
{| class="infobox" style="border: 1px solid grey;
Hiiii, i'm Sophie :) I've been playing the dancer class since pre-renewal on PH RO ever since I was a kid. Played on and off, but was always spamming Scream/Tarot Card of Fate and dancing Please Don't Forget Me/Loki's Wail in WoE. I'm also really used to soloing and playing alone (bards were preferred in leveling parties before as Bragi was almost always needed, and Dancers were mostly in demand only in PvP/WoE </3). I still have the tendency to be a bit of a soloist/loner (even irl lol), but i'm really happy to be doing difficult instances with the friends i've made here in Muh RO <3 and to help in case you have any questions.
! colspan=2 style="background:#80EF80;"| <center> [[File:Elemental Master Class Icon.v5.png|40px]] <big><span style="color:rgb(253,253,150); font-family: cursive; text-shadow: 1px 1px 2px black; font-size: 1.1rem;"> Elemental Master </span></h2></big></center>
|-
| colspan=2 style="text-align:center; color:red;" | [[File:Elemental Master Official Artwork.png|280px]]
|-
| style="width:10em;" | '''Job Base(s):'''  
| [[The_Complete_Elemental_Master_Guide_by_Goldie#Sorcerer|Sorcerer]]
|-
| '''Job Type:'''
| 4-2
|-
| '''Job Level:'''
| 60
|-
| '''Number of Skills:'''  
| 18
|-
| '''Total Skill Points:'''
| 246
|-
| '''Total Quest Skills:'''
| 0
|-
! colspan=2 style="background:#80EF80;" | <center><big><span style="color:#FDFD96; font-family: cursive; text-shadow: 1px 1px 2px black;"> Job Bonuses </center></big></span>
|-
| colspan=2 |
{| style="width:100%;"
| '''STR'''
| '''AGI'''
| '''VIT'''
| '''INT'''
| '''DEX'''
| '''LUK'''
|-
| +4
| +4
| +8
| +14
| +10
| +5
|}
|-
! colspan=2 style="background:#80EF80;" | <center><big><span style="color:#FDFD96; font-family: cursive; text-shadow: 1px 1px 2px black;"> Talent Bonuses </center></big></span>
|-
| colspan=2 |
{| style="width:100%;"
| '''POW'''
| '''STA'''
| '''WIS'''
| '''SPL'''
| '''CON'''
| '''CRT'''
|-
| +3
| +8
| +8
| +12
| +6
| +3
|}
|}
</div>


'''<big>Elemental Master</big>''' (<small>''abbrev''.</small> <small>as</small> '''<big>EM</big>''') is the 4th class of the [[The_Complete_Elemental_Master_Guide_by_Goldie#Sage|Sage]], [[The_Complete_Elemental_Master_Guide_by_Goldie#Professor|Professor]], and [[The_Complete_Elemental_Master_Guide_by_Goldie#Sorcerer|Sorcerer]] lineup. It's a versatile class that can be played as DPS, tank, support, or whichever your preference is. It is arguably one of the strongest magical classes at the moment.
While the (physical) performer classes don't have the highest DPS, they have decent damage, good range, and great survivability. This guide is more focused on the Dancer route since it's the class that i always played as, but it should also be applicable to the Bard route (as well as other non-crit, non-HP, ranged physical class builds - albeit with some tweaks). The Dancer class is always gonna hold a special place in my {{#icon:994}}


Unlike [[Arch Mage]], Elemental Master has a lot of utility skills (i.e. Land Protector, Dispell, Blinding Mist, Insignias, Defensive Stances of Spirits, etc.) in its arsenal, making it possible for the class to leave behind defensive gears, and run full DPS while surviving most of the monsters' and bosses' skills and attacks.
== '''Change Log''' ==
Latest edit: January 01, 2026 [Hit Physical Enchant + Skill Shadow Gears Update] <br>


Future and relevant updates arriving to the class with regards to new gears and builds will be listed down in this [[The Complete Elemental Master Guide by Goldie#Future|section]]. Estimated time of arrival (ETA) to the server is still to be determined (TBD) but this will be updated over time for futureproofing.  
== '''Notes''' ==
As a Physical Performer, our main skill for AOE farming is  {{#skill:5353}}. Rose Blossom has '''2 parts'''. The first part is the ''single target'' portion of the skill, while the second part is the AOE one. The AOE part has a stronger damage and can usually one-hit most mobs on it's own when farming, but some monsters with high HP still survive 1 cast of the skill if only the AOE part damages them (even if you could 1 hit them directly using endgame gears). This isn't a problem since clear times are still decent and this usually only happens on endgame-ish dungeons from Biosphere A onwards. I also feel like (''not proven'') having multiple parts for the skill also helps in triggering things like HP/SP absorption etc. <br>


== Introduction ==
[[File:RoseBlossomCornus.gif|300px]] <br>
[[File:Elemental Master Chibi.v3.png|center|320px|Male and Female Elemental Master]]
You're probably wondering why you should play Elemental Master at all. In this section, I'll be pointing out key points of both its pros and cons to help you get ready for the class, get yourself accustomed to it, and decide as early as now if you still want to pursue playing the class after knowing its strengths and weaknesses. Moreover, the main scope and focus of this guide will be about the class as a whole encompassing different builds, skill mechanics, skill behaviors, rotation, and playstyle and it will not just serve as a plain and ordinary gear guide which only dictates the '''best in slot''' ('''BiS''') gears for the class. But first, let me share some of my wild and wistful unfiltered diaristic expression marked with brutal honesty about the class in the past in relation to now.


Gone are the 3rd job days where every magic classes, with the exception of Performers (and to some degree Soul Reaper), have the problem of being elementally-locked behind with whatever skills they have available. Sorcerers had it worst because while they have skills with different elemental properties, these are all hindered by their long cooldowns (CD). Their main skill '''{{#skill:2449}}''' and its companion skills like '''{{#skill:2447}}''', '''{{#skill:2446}}''', and '''{{#skill:2454}}''' all suffered the same fate, and are locked behind an agonizing 5 seconds CD each. While their cooldowns can be reduced with Shadow Gears, and some equipment like {{#icon:550012}}{{#linkitem:550012|Patent Shadow Staff}}, it still wasn't enough to have Sorcerer enter the meta as a main DPS class. Also it's important to point out that even though Psychic Wave can be endowed to the four (4) basic elements (<span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, & <span style="color:brown;">Earth</span>), the old elemental table wasn't exactly in favor of them. For instance, any monsters that was either <span style="color:rgb(216,216,216); text-shadow: 1.5px 1px 1.7px black; font-size: 0.9rem;">Holy 4</span> or <span style="color:rgb(44,45,45); text-shadow: 0.5px 0.5px 1px black; font-size: 0.9rem;">Shadow 4</span> would resist your magical attacks and so most of the time you'll either stick to <span style="color:gray;">Neutral</span> Psychic Wave or "overgear" your Sorcerer just so you can deal an okay amount of damage to those monsters.
As you can see, I can 1 shot the Verdant Cornus, but only if it's the main target. You can make some adjustments to your build/switch arrows to make sure you 1 shot/deal better damage to everything in a specific map though.<br>
I started with this disclaimer because some people prefer classes/builds that really one shot everything with just 1 click using 1 general build like Dragon Knights/Wind Hawks and etc.<br>


Indeed, you may have experienced getting criticized and hated on by other players for joining their party as a DPS Sorcerer. You've probably been told or asked; "Can you tank for us?" or "Be a support and buff slave and let me handle everything and carry you". Or worse, "No! Don't play DPS Sorcerer! DPS Sorcerer sucks! Sorcerer sucks at PVM! The class is trash! It's the worst class DPS-wise". Well, to whoever stuck around with the class despite all the hate and prejudice, I am very happy to say that the naysayers are now eating their words in shame, because now with the arrival of 4th jobs and the updated elemental table, Sorcerers have broken free of the bounds that kept them from performing to their fullest once they finally transitioned to '''Elemental Master'''!
[[File:RoseBlossomGladeMobs.gif|300px]]


1 shotting mobs using the right element/modifiers


<center>
{| class="wikitable"
{| class="mw-collapsible mw-collapsed wikitable" style="width: 59.5%;" data-mce-style="width: 57%;"  
|+ style="white-space:nowrap; border:1px solid; padding:3px; | Pros and Cons
|+ style="white-space:nowrap; border:1.5px solid grey; padding:3px; background-color:#D6DCDA; align="center" | <center>⊱ ──────ஓ๑<span style="font-family: courier; font-size: 1.7rem;">  Pros and Cons </span>๑ஓ ────── ⊰</center>
           
| style=background-color:#77DD77; border:2px solid;" | <center><big><span style="font-family: verdana;"> '''Pros''' </center></big></span>
| style=background-color:#FF6961;" | <center><big><span style="font-family: verdana;"> '''Cons''' </center></big></span>
|-
|-
| style=background-color:#C1E1C1; |
! Pros !! Cons
<big><span style="color:#008000;>'''♣'''</big> Plenty of defensive and utility skills
 
<big><span style="color:#008000;>'''♣'''</big> Gifted to use and specialize on <span style="color:purple;>Poison</span> magic
 
<big><span style="color:#008000;>'''♣'''</big> Excels in space manipulation, zoning, and '''crowd control''' ('''CC''') skills
 
<big><span style="color:#008000;>'''♣'''</big> High burst damage
 
<big><span style="color:#008000;">'''♣'''</big> Mobility
 
<big><span style="color:#008000;>'''♣'''</big> Unlimited supply of '''Activity Point''' ('''AP''') and mana
 
<big><span style="color:#008000;>'''♣'''</big> Access to Elementals and High Elementals
 
<big><span style="color:#008000;>'''♣'''</big> Versatility
 
| style=background-color:#FAA0A0;" |
<big><span style="color:#FF0000;>θ</big> Rotation-heavy and cycles through different skills
 
<big><span style="color:#FF0000;>θ</big> High learning curve
 
<big><span style="color:#FF0000;>θ</big> Needs a lot of catalyst
 
<big><span style="color:#FF0000;>θ</big> Expensive to make and build
|}
</center>
=== <span style="font-size: 1.3rem">Pros</span> ===
* Skills from previous jobs and skill trees still have use and importance, particularly the utility and defensive ones.
* Elemental Master is only one of the few classes that can use and specialize <span style="color:purple;>Poison</span> magic.
** One of their main skills called '''{{#skill:5371}}''' has great coverage against the four (4) basic elements. Monsters with either <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, or <span style="color:brown;">Earth</span> property that can't be hit, evade, or receive decreased damage from '''{{#skill:5372}}''', '''{{#skill:5370}}''', '''{{#skill:5369}}''', and '''{{#skill:5373}}''' will be taken care of by Venom Swamp; thus, learning this skill will remove elemental weakness from the class.
 
* EMs excel in space manipulation, zoning, and '''crowd control''' ('''CC''') skills.
** Four (4) of their skills, if you'll include Psychic Wave, are lingering and count as '''damage over time''' ('''DoT''') skills. This is useful and efficient when you're farming, as it is as simple as placing any of your DoT skills on the ground before teleporting away. You can still kill the monsters and you can still get their drops (thanks to the '''<u>@autoloot</u>''' feature). The only scenario I could think of where this won't be applicable is when you're finishing a Kill Count quest. In that case you'll need to be onscreen to get the count.
** Their skills have strong maneuverability and it doesn't take too much effort to accurately aim them to hit monsters. Most of their spells are '''ground targeted''' and would not require a unit present before they can hit or cast. You can control the distance of how close or far apart your skills are from you; all that will be required of you then is to predict which direction the mobs will likely move towards to and then cast your skills there.
** They have a generous amount of crowd control skills like '''{{#skill:2453}}''' which roots and immobilizes monsters in one place, while their DoT skills possess a "hit-locking" CC effect that flinches monsters and displaces them away from you.
** Their ultimate skill''' https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' acts as their 4th job equivalent of Psychic Wave as it can be endowed to either <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, <span style="color:brown;">Earth</span>, or <span style="color:purple;">Poison</span>—basically assuming the elemental property of their currently summoned '''High Elemental Spirits'''; but unbeknownst to many it also acts as a CC skill! Both normal and boss monsters with the exception of MVPs hit by this skill are rendered immobile and stunned during the entire duration of the skill animation. We'll go more in-depth about Elemental Buster and its secret shenanigans once we go into the [[The_Complete_Elemental_Master_Guide_by_Goldie#Elemental_Master|Elemental Master section]], so please bear with me! <s>*''cough''* '''Autocast Elemental Buster''' ''*cough*''</s>
* The class does not shy away when effortlessly '''one'''-'''hit knocking out''' ('''OHKO''') monsters due to its immanent high burst damage.
** This gives the class the liberty to leave behind some damage gears in favor of [[Increase item drop gears#Equipment that increases drop rate|drop rate gears]] such as {{#icon:19095}}{{#linkitem:19095|Happy Balloon}}, {{#icon:19118}}{{#linkitem:19118|Poring Sunglasses+}}, and {{#icon:22069}}{{#linkitem:22069|Lian Shoes}} to name a few in order to get better yields when farming. There will come a point in the game wherein you will have too much damage that sacrificing some of it won't hurt so you can be ahead of everybody else in terms of farming rates.
** Just as seen in this [https://www.youtube.com/watch?v=bceNkypFuN0 showcase video], EMs can farm the most endgame dungeon [[Varmundt's Biosphere Depth 2]] with 24% drop gears and still OHKO the mobs inside. Not all classes can do this and EM is ''the greatest'' magical class to ever do it alongside [[Inquisitor|Inquisitors]] (in the physical department) so make the most out of this advantage.
 
* They have at least two (2) forms of mobility with the skills '''Lvl. 1'''  '''{{#skill:2459}}''' on '''Lvl. 2 {{#skill:2456}}''' ('''Defensive Mode''') and '''{{#skill:6517}}'''.
** You may argue that {{#icon:12710}}{{#linkitem:12710|Guyak Pudding}} is basically free and only costs 10 {{#icon:50000}}{{#linkitem:50000|Muh Coin}}, but having free guyak whenever you need it is a big add-on, especially for those tight on budget. And besides, not only does it boost movement speed but it also gives you +'''50% FLEE Rate''', which greatly improves an EM's survivability.
** EM is already a class gifted with lots of ground magical skills, above average range and AoE, and yet they were still given another mobility skill with Psychic Stream. This skill with a nine (9) cells range lets you blink/dash towards a monster or a mob of monsters making farming faster and efficient. As an example, you use Psychic Stream on a mob then proceed to autocast your Elemental Buster from the Dimension Set to kill the horde of mobs around you, while aiming Diamond Storm to another pack of mobs to maximize your range and space around you.
* Unlimited supply of '''Activity Point''' ('''AP''') and mana.
** Activity Point will be necessary to cast majority of 4th job skills. EMs will never ran out of AP since most of their skills, with the exception of a manually casted Elemental Buster and Psychic Stream, replenish their AP by 5 points; in the event you die which brings down your AP to 0 in a dungeon or inside an instance, you will never find the need to go back to town to talk to the NPC Healer just to fully recover your AP.
** In case you play in a group and one of your comrades died or in dire need of AP, EMs can generously share their AP via their skill '''{{#skill:5368}}'''.
** Much like Activity Point, mana is also not a problem for the class. With their skill '''{{#skill:373}}''', this gives EMs the ability to convert their HP to SP by a certain percentage anytime they need to.
 
* EMs have access to '''Elementals''' and '''High Elementals''' that would help them in various ways. We'll talk more about them in their [[The_Complete_Elemental_Master_Guide_by_Goldie#Elementals_&_High_Elementals|own sections]].
* Versatility and an all-rounder. Can be played as DPS, tank, or support.
 
=== <span style="font-size: 1.3rem">Cons</span> ===
 
* A rotation-based class that cycles through different skills.
** No matter how strong the class is, if it's not for you then you won't have a good time playing the class. I say that because the class is not a one-button skill class when you're playing it. You'll need to cycle skills in between to farm.
** Needs attentiveness and awareness as to when will the next skill will be off-cooldown, so for people who prefer to just press one (1) button or skill you may want to play other classes instead like [[Soul Ascetic]] (SA).
 
* High learning curve.
** The class looks easy to play on paper and on first sight, but Elemental Master actually has a lot of things you need to understand first in order to effectively play the class to its best capacity.
** However if you plan on using the class as a starting farmer character, do not worry because it's still a viable pick for that purpose. It is as straightforward as casting your skills to kill monsters to get their loots and move on. Difficulty spikes when you start incorporating defensive and utility skills while aiming to optimize '''damage per second''' ('''DPS''') with Elemental Master since a lot of variables will need to be considered, and a complete and thorough understanding of the class is necessary.
 
* Needs a lot of catalysts to summon their Elementals and High Elementals,  and apply their ground defensive skills which makes weight management more important than ever.
* As a magic class and part of the '''meta''' ('''most effective tactics available'''), EM is an expensive class to make and build. Gears for the class will become more and more expensive as you gradually progress through the game.
 
At the end of the day, I believe that every cons you'll encounter with the class will get outweighed by their pros. Now, it's up to you whether you'll commit to the class despite knowing all its strengths and weaknesses. Should you decide to continue, it'll be a pleasure to have you join me in the wonderful journey of mastering the ways of the true Elemental Master.
 
==Magician==
[[File:Mage Takius.png|thumb|276x276px|Magician class]]
=== Overview ===
'''Magicians''' (''<small>colloquially</small>'' <small>called as</small> '''Mages''') are known to rely on magical skills to deal damage against monsters, and use specific elements based on the monsters' elemental property to exploit their weakness. In this lineup, Mages are bestowed with offensive '''Area of Effect''' ('''AoE''') skills that will help them level-up in the early stages of the game. While supportive, defensive, and passive skills will come in handy in endgame as Elemental Master.
 
Among the notable skills that Mages use in their arsenal are '''{{#skill:14}}''', '''{{#skill:19}}''', '''{{#skill:20}}''', and '''{{#skill:17}}''' just to name a few. Mages predominantly use Fire Ball for leveling because of its wider AoE, splash damage effect, and low cooldown. Mages can also use the three (3) other bolt skills for leveling, but it won't be as effective and fast as using Fire Ball to level up, though they are still good skills to use especially when paired with '''{{#skill:18}}''', as this will create a protective barrier between you and the monster you are trying to kill. These bolt skills will also prove to be relevant for the other build of the Elemental Master class which is '''{{#skill:2445}}''' build. Mages also have access to both '''{{#skill:157}}''' and '''{{#skill:12}}''' which give a couple of layers of Defense for the class.
 
===Skill Tree===
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;text-align:center;"
|-
! colspan="3" | Magician Skill Tree
|-
|-
| style="width:30%;"| {{#skillDesc:9}}
| Can use HP and SP Absorb gears for easier farming || Lower DPS compared to Metallic Fury/Rhythmic Wave build. We probably have like, 1/4 (or 1/5. Just a lot lower :( ) of their DPS at max gears with both.
| style="width:30%;"| {{#skillDesc:10}}
| style="width:30%;"| {{#skillDesc:11}}
|-
|-
| {{#skillDesc:12}}
| Some physical gears have HP boosts built in so can be a bit tanky || Long skill cooldown for Rose Blossom at 0.7
| {{#skillDesc:13}}
| {{#skillDesc:14}}
|-
|-
| {{#skillDesc:15}}
| Quick cooldown for single target skill Rhythm Shooting at 0.35 || 2 button turbo for max DPS
| {{#skillDesc:16}}
| {{#skillDesc:17}}
|-
|-
| {{#skillDesc:18}}
| Rose Blossom damage decent enough to 1 hit Temple/Venom dungeons (with drop rate gears) and Forgotten Time dungeon || Needs HIT. Can struggle against certain MVPs with Agi Up (Biosphere A and B MVPS, some are kinda possible with high HIT, but Glade Mistress and Soul Gloom Under Night probably impossible for now)
| {{#skillDesc:19}}
| {{#skillDesc:20}}
|-
|-
| colspan="3" | {{#skillDesc:21}}
| <s>''<small>Sexy</small>''</s> || | Skill is blocked by Pneuma and other similar skills
|-
! colspan="3" | Quest Skills
|-
|-
| colspan="3" |{{#skillDesc:157}}
| <s>''<small>Cute</small>''</s> || | Needs to worry about Variable Cast Time (as compared to no cast time of Metallic Fury)
|}
 
=== Skill Analysis ===
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:100%
|  style="background-color:#e8eaed; text-align: center; font-size: 100%;" data-mce-style="background-color: #ce84e0; text-align: center;" colspan="4" | <center>'''Detailed Analysis of Magician Skills'''</center>
|-
|-
! Skill !! Notes !! Points !! Type
| <s>''<small>Popular to boot</small>''</s> || | The only other build that's considered meta where we can share our gears with is DcB DK/Ranged Ninja (farming). Magic build can share gears with lots of other classes
|-
| {{#skill:9}}
||
* One of the most useful skills you'll learn as a Mage. Put 10 skill points on this one as this will help you replenish your SP passively when standing in one spot as you do DPS, and also improves the potency of SP regenerating potions.
|style="text-align: center;" | 10
|style="text-align: center; background:#cccccc"| Passive
|-
| {{#skill:10}}
||
* Allot 1 skill point to this skill. It will reveal monsters under the Cloaking or Hiding state. Monsters in [[Varmundt%27s_Biosphere_Depth_2|Depth Abyss 2]] such as the Two-Eyes Dollocaris and Flame Ghost will be unveiled by this spell.
|style="text-align: center;" | 1
|style="text-align: center; background:#ccffcc"| Supportive
|-
|-
| {{#skill:11}}
| <s>''<small>Love dancing</small>''</s> || | Need to apply debuff (Sound Blend) and have ultimate skill active (Mystic Symphony) just to achieve max DPS. For magic, only debuff is needed for Metallic Fury (unless fighting Fish/Demi Human monsters) and only ultimate skill is needed for Rhythmic Wave
||
* Just enough points as a prerequisite skill for '''{{#skill:12}}'''.
|style="text-align: center;" | 7
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:12}}
||
* Place 10 skill points on this one and max it out. A good skill to defend yourself and your party members against normal melee attacks. When supporting, you can just spam this underneath your party's tank. Be sure to bring a lot of Blue Gemstones not only for spamming Safety Wall but for your subsequent skills in the Sage branch.
* In places like [[Tower of Trials]] where monsters and MVPs such as the High Orcs and Fallen Bishop cast the Acolyte skill '''{{#skill:25}}''', placing and spamming Safety Walls directly underneath or 1 cell around these monsters will prevent them from casting Pneuma. You can use this tactic to aid your long-range teammates from having their attacks miss.
* When a single instance of a melee physical attack/skill exceeds the durability of Safety Wall, the wall's longevity ceases to disintegrate and the excess damage won't anymore pierce right through to anyone standing on its cell.
* Its MaxHP or durability is influenced by the caster's Job Level, INT, and MaxSP as determined by this formula:
** <code>'''Durability (MaxHP) = Base_Durability + 7000 × (1 + 0.1 × Job_Lv ÷ 50) + 65 × INT + Max_SP'''</code>
** A Level 10 Safety Wall has a base durability value of 3000 and stays active on the floor for 50 seconds until it gets destroyed or cleared by skills.
* Requires 1 {{#item:717}} to cast. Can be purchased from '''NPC''' '''Tool Dealer''' in any towns for 1,500 zeny. 500 pcs. of Blue Gemstones can be packaged into a {{#item:100192}}by talking to the '''NPC Gemstone Bagger''' {{#navi:geffen_in|74|175}} in '''Geffen''' ('''@go 2''') for lighter accessibility.
|style="text-align: center;" | 10
|style="text-align: center; background:#ccffff"| Defensive
|-
| {{#skill:13}}
||
* Just enough points as a prerequisite skill for '''{{#skill:12}}'''.
* With the upcoming release of [[Chapter 1]] which will introduce the [[The Complete Elemental Master Guide by Goldie#Frontier Rune Crown & Book|Frontier Rune Crown & Book]] combo and you play '''{{#skill:2445}}''' build, you will eventually need to maximize this skill because Level 10 Soul Strike will serve as the catalyst skill that will allow you to autocast the Arch Mage skill '''{{#skill:5220}}'''.
|style="text-align: center;" | 5 / 10
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:14}}
||
* Max it out if you're planning on playing '''{{#skill:2445}}''' eventually. Otherwise, just put enough points as a prerequisite skill for the Sage's '''{{#skill:281}}''' skill.
|style="text-align: center;" | 5 / 10
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:15}}
||
* Dump whatever skill points you have left on this one I suppose.
* Frost Diver has a 38%~65% chance (scales with level) of applying the <span style="color:#65BAD6;">Frozen</span> debuff on normal monsters. Once <span style="color:#65BAD6;">Frozen</span>, their element is forcibly changed to <span style="color:blue;">Water 1</span>, which leaves them vulnerable to <span style="color:green;">Wind</span> property skills such as your own '''{{#skill:20}}''' and '''{{#skill:21}}'''.
|style="text-align: center;" | 8
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:16}}
||
* Just enough points as a prerequisite skill for the Sage's '''{{#skill:283}}''' skill.
* Requires 1 {{#item:716}} to cast. Can be purchased from '''NPC''' '''Tool Dealer''' in any towns for 1,500 zeny. 500 pcs. of Red Gemstones can be packaged into a {{#item:100194}}by talking to the '''NPC Gemstone Bagger''' {{#navi:geffen_in|74|175}} in '''Geffen''' ('''@go 2''') for lighter accessibility.
|style="text-align: center;" | 1
|style="text-align: center; background:#ccffcc"| Supportive
|-
| {{#skill:17}}
||
* For early leveling, you can max it out then just take away some skill points afterwards as it will be only used for that purpose. Reset your skill points by talking to the '''NPC''' '''Build Manager Lotus''' {{#navi:main_office|122|169}} when you're done leveling with this skill, and put them on other important skills. It'll only cost 5,000 zeny to reset skill trees, so don't be afraid if you allocated points on a leveling skill such as Fire Ball.
|style="text-align: center;" | 0 / 10
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:18}}
||
* Just like Fire Ball, it is also needed for the early leveling phase. You can also do the old but still useful tactic vertical Fire Wall like in this [https://www.youtube.com/watch?v=2LteV05kLPg video].
|style="text-align: center;" | 0 / 10
|style="text-align: center; background:#ccffcc"| Supportive
|-
| {{#skill:19}}
||
* Max it out if you're planning on playing '''{{#skill:2445}}''' eventually. Otherwise, just put enough points as a prerequisite skill for the Sage's  '''{{#skill:280}}''' skill.
|style="text-align: center;" | 1 / 10
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:20}}
||
* Max it out if you're planning on playing '''{{#skill:2445}}''' eventually. Otherwise, just put enough points as a prerequisite skill for the Sage's  '''{{#skill:282}}''' skill.
| style="text-align: center;" | 1 / 10
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:21}}
||
* Skip this one. No place as a prerequisite skill either.
| style="text-align: center;" | 0
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:157}}
||
* Always an available skill to have as a Mage, but you may need to talk to the '''NPC''' '''Platinum Skill''' {{#navi:main_office|84|59}} first to unlock this one. The most useful skill to have in the Mage tree in my opinion as this will decrease the incoming damage you receive be it physical or magical so long as you have enough SP. The damage reduction scales with your current SP so make sure to keep your SP healthy and full at all times.
|style="text-align: center;" | 1
|style="text-align: center; background:#ccffff"| Defensive
|}
 
===Recommended Skill Tree===
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:50%
! colspan="2" | <center> My Personal Skill Tree Allocations for Magician </center>
|-
|-
! Leveling
| <s>''<small>Great hair</small>''</s> || | Needs 2 buttons to maximize DPS (mainly just used for bosses or in Depth 2 (Depths Abyss) if leveling there and under geared)
| <center> [[File:Mage Leveling Skill Tree.png]] </center>
|-
|-
! Endgame
| <s>''<small>The boys all love to stare</small>''</s> || | Rose Blossom damage has 2 parts. 1 single target and 1 aoe. You can sometimes 1 shot the main target, but need 2 casts to clear mobs. I think this also means only one of the damage parts gets Lex Aeterna debuff if you ever help in parties :(
| <center> [[File:Mage Skill Tree.png]] </center>
|}
|}
<br>
Additional Notes:
* '''♡♡♡ Thanks to Magic Trouvere AinTz for testing and showing DPS ♡♡♡'''
* As you can see, the physical build for performers is like a niche build within a niche class. The meta build for performers is the magic build. Though even if the Ranged DPS is lower, single skill cast damage is good enough to farm all dungeons


==Sage==
== '''Stats and Traits''' ==
[[File:Sage Takius.png|thumb|left|242x242px|Sage class]]
=== General Farming ===
 
Main stats that we should focus on for general farming are '''DEX''' (main ATK source and Variable Cast time reduction), '''INT''' (SP and VCT reduction), '''STR''' (additional ATK source and weight capacity), '''AGI''' (ASPD for cast animation and some FLEE for survivability. Note ASPD can easily be increased with {{#skill:2350}} (for Trouveres)  and {{#skill:2428}} , '''LUK''' (additional ATK source), and lastly '''VIT''' (for additional HP) . I won't be providing an exact stat build for farming since it would depend on your needs anyway. One thing to note is that it's best to strive to reduce Variable Cast Time via stats ('''DEX x 2 + INT = 530'''). You can use {{#item:12883}}  or {{#item:50035}} when adjusting your stats. I prefer not including the '''Blessing''' buff from the healer since it doesn't last as long. As for the traits, you can just use '''POW = 110 and CON = 110''' and the rest you can put on either '''STA or WIS''' (or divide for both) depending on your RES/MRES needs.<br><br>
=== Overview ===
'''Sage''' (''<small>also known as</small>'' '''Battle Mage''' <small>or</small> '''Anti'''-'''Mage''') is the 2nd alternate job for the Magician class. Sages have spent years studying the intrinsic and constituent character of magic and how it interacts with its environment. Instead of using the destructive capabilities of magic, they have utilized everything they have studied about its true nature by disrupting its belligerent side and bringing out its calmer psyche into the fold. Thus, Sages have gained the reputation on being known with the role of '''Anti'''-'''Mages''' or as '''Anti'''-'''Casters'''.  
 
Most of their skills are used to disrupt spells of the opposing enemies, create a defensive layer on the ground that will prevent any kinds of AoE ground magical skills to deal damage unto you and your party members, and remove buffs on the enemies and debuffs on your allies that would otherwise negatively impact the run of the party if left untouched; but with a Sage on a party you can turn the tables and switch the tide of battle to you and your party's favor. While Sages shine brighter in their defensive capabilities and almost all of their skills can only realistically be used in a '''Player vs'''. '''Player''' ('''PvP''') scenario, they are lacking in the offensive department which makes them solely rely on their Mage offensive skills to farm and level-up effectively.


Among the notable skills in a Sage's arsenal include the  '''{{#skill:289}}''', '''{{#skill:276}}''', and '''{{#skill:277}}''' skills to disable monsters and MVPs rendering them crippled and weaker. And of course the bread and butter of all Sages—the '''{{#skill:288}}''' skill that is always sought after in every party, and in every instances. This skill in my opinion is what defines the class and makes it whole and unique among the other classes. Afraid of dying in combat? Required to play with a tank to be your meat shield to eat up all of those hard hitting AoE ground magical skills? Or forced to take out some DPS gears and build tank gears in order to survive a difficult fight? Well fret not because all you'll need is Land Protector to solve all those problems!
=== Endgame Dungeons/Depth 2 Build ===
The stat build that I use for Depth 2 differs a tiny little bit compared to the build I used to farm before. You don't really have to worry too much about survivability in most dungeons so you could dump more stats in '''STR''' and '''LUK''' for additional damage when farming. However, it now matters when going to the endgame dungeons like '''Depth 1''' and '''Depth 2'''. I'll be sharing the stat and trait build that i'm using, but take note that i'm using {{#item:4683}} to achieve instant VCT, have additional damage, and survivability (my previous tests showed that having an MVP card with a +20 stat is better than {{#item:300270}} and {{#item:4392}} , but it might've had something to do with my other items and stats so take that info with a grain of salt. This is for people who are thinking twice about giving up the Empathize + Observer combo because I know it's super good


Atypical and bravely unique from the generic playstyle of the common Mage, Sages are ordinarily seen in the frontlines either to support the party or to deal their own way of dishing out damage. With their skill '''{{#skill:279}}''', this gives Sages the ability to autocast their own Magician skills including the elemental bolt skills with each movement they perform with their melee physical attacks. Due to this distinct individuality that sets them apart, Sages have acclaimed and popularized the approach to being a '''Battle Mage'''. 
===== Stats =====
My current stats, but you can play around with it
* STR - 58 - For Weight Management
* AGI - 1 - Already have 193 Atk Spd with just Nebula Armor of Concentration and a few buffs (can increase this if you want more flee)
* VIT - 112 - Getting VIT as high as your build can accommodate is great. Even if Meteor Assault hits, you still survive it. Would also be able to take a "pop" or 2 of Earthquake and live
* INT - 123 - For VCT
* DEX - 130 - VCT and ATK
* LUK - 81 - Helps with Curse


Besides their defensive skills, they also have supportive spells to amplify the damage output of their own elemental spells or their party members' in the form of '''{{#skill:285}}''', '''{{#skill:286}}''', and '''{{#skill:287}}'''. This is further enhanced by their endow skills '''{{#skill:280}}''', '''{{#skill:281}}''', '''{{#skill:282}}''', and  '''{{#skill:283}}''' which makes them essential members in a party for physical classes particularly as they can flexibly change the elements of their weapons anytime and as needed. 
===== Traits =====
* POW - 110 - For ATK and P. Atk
* STA - 0/36/72* - For RES
* WIS - 0/36/72* - For MRES
* SPL - 0
* CON - 110 - HIT, FLEE, P. Atk, and Skill Modifier for {{#skill:5353}} and {{#skill:5355}}
* CRT - 0 <br>
For STA and WIS, it's really personal preference. You can play around with remaining 72 traits points at level 275. I prefer maxing out WIS since I noticed that most damage I take is from magical damage. Physical monster skills are usually taken cared of by high FLEE


Additionally, Sages have the ability to craft '''Elemental Converters''' ({{#icon:12114}}{{#linkitem:12114|Fire Elemental Converter}}, {{#icon:12115}}{{#linkitem:12115|Water Elemental Converter}}, {{#icon:12117}}{{#linkitem:12117|Wind Elemental Converter}}, and {{#icon:12116}}{{#linkitem:12116|Earth Elemental Converter}}) with their skill '''{{#skill:1007}}''' so long as you have the right materials with you. Your physical player friends would probably be interested to request you to craft some of these for them or you could craft them to sell to players cheaper than NPC price of course.
== '''Important Skills''' ==
 
We have lots of skills points that we can play around with. I won't be giving an exact skill build since we have different needs (for supporting and etc.), but I'll be giving out pointers on what to max out and why.
Their skill kit will always prove useful in the later stages of the game so take your time to learn and understand the skills of the Sage branch as I try my best to explain each and one of them elaboratively and precisely. You won't regret it!
{| class="mw-collapsible mw-collapsed wikitable"
 
|+ style="white-space:nowrap; border:1px solid; padding:3px; | <big>Archer</big>
===Skill Tree===
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;text-align:center;"
|-
! colspan="3" | Sage Skill Tree
|-
|-
| style="width:30%;"| {{#skillDesc:274}}
! Skill !! Level !! Explanation
| style="width:30%;"| {{#skillDesc:275}}
| style="width:30%;"| {{#skillDesc:276}}
|-
|-
| {{#skillDesc:277}}
| {{#skill:43}} Owl's Eye || 10 || For the passive bonus +10 DEX
| {{#skillDesc:278}}
| {{#skillDesc:279}}
|-
|-
| {{#skillDesc:280}}
| {{#skill:44}} Vulture's Eye || 10 || Additional HIT rate. It's more for when still using Bow class weapons when leveling early, we don't really have anywhere to put our skill points   
| {{#skillDesc:281}}
| {{#skillDesc:282}}
|-
|-
| {{#skillDesc:283}}
| {{#skill:45}} || 10 || 12% DEX and AGI boost! You can include this when calculating VCT and ASPD when adjusting stat build. Usually only need to recast every few mins or when dispelled, but you automatically auto cast the highest level learned when using {{#item:50035}}
| {{#skillDesc:284}}
| {{#skillDesc:285}}
|-
|-
| {{#skillDesc:286}}
| {{#skill:46}} || 10 || Useful for leveling until becoming a Wanderer/Minstrel
| {{#skillDesc:287}}
| {{#skillDesc:288}}
|-
| {{#skillDesc:289}}
| {{#skillDesc:290}}
| {{#skillDesc:93}}
|-
| {{#skillDesc:90}}
| colspan="2" | {{#skillDesc:91}}
|-
! colspan="3" | Quest Skills
|-
| {{#skillDesc:1008}}
| {{#skillDesc:1017}}
| {{#skillDesc:1018}}
|-
| {{#skillDesc:1019}}
| colspan="2" | {{#skillDesc:1007}}
|}
|}


=== Skill Analysis ===
{| class="mw-collapsible mw-collapsed wikitable"
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:100%
|+ style="white-space:nowrap; border:1px solid; padding:3px; | <big>Dancer/Gypsy</big>
| style="background-color:#e8eaed; text-align: center; font-size: 100%;" data-mce-style="background-color: #ce84e0; text-align: center;" colspan="4" | <center>'''Detailed Analysis of Sage Skills'''</center>
|-
|-
! Skill !! Notes !! Points !! Type
! Skill !! Level !! Explanation
|-
| {{#skill:274}}
||
* At max level, your damage increases by 30 and '''ASPD''' by 5% when equipping book-type weapons. Always put 10 skill points on this as the additional ASPD% will be useful in the later stages as an Elemental Master. More '''ASPD''' will give smoother flow on your skill rotations.
|style="text-align: center;" |10
|style="text-align: center; background:#cccccc"| Passive
|-
| {{#skill:275}}
||
* Just enough skill point as a prerequisite skill for '''{{#skill:278}}'''.
|style="text-align: center;" |1
|style="text-align: center; background:#ffffcc"| Active
|-
|-
| {{#skill:276}}
| {{#skill:323}} || 10 || Bonus ATK and SP
||
* Allot enough skill points as a prerequisite skill to '''{{#skill:289}}'''.
* When timed perfectly, any targeted magical spells such as Fenrir's or Betelgeuse's '''{{#skill:2217}}''' can be absorbed by Magic Rod. You'll need a lot of after cast delay (ACD) reduction to spam this skill effectively though, and at higher levels it'll have a bigger time window so more targeted spells can be absorbed within that time frame.
* One perfect scenario where you could utilize Magic Rod is in the instance [[Lake of Fire]] to absorb the [[Lake_of_Fire#Bosses|Mystical Beasts]]' targeted magical spells while you lure them to the eight (8) traps scattered around to unlock the boss battle.
* 193 '''ASPD''' and 86% '''ACD''' are the conditions you need to meet to effectively spam this skill.
* In PvP, you may use this skill to absorb the Warlock skill '''{{#skill:2214}}''' and the Performer skill '''{{#skill:2414}}'''.
|style="text-align: center;" | 1 / 5
|style="text-align: center; background:#ccffff"| Defensive
|-
| {{#skill:277}}
||
* Allot enough skill points as a prerequisite skill to '''{{#skill:289}}'''.
* This skill does exactly what its name describes. It disrupts or breaks the spell chanting of monsters and players alike.
* Every successful Spell Breaks would let you absorb the SP expended by the monster's interrupted skills; when mastered at Level 5, it will also cut off 2% of the monster's MaxHP. Theoretically if you could perform 50 successful Spell Breaks without a way for the monster to recover their HP passively or over time, then you could possibly kill it solely with this skill.
* Since Spell Breaker has 0 CD and global delay, a requirement of '''193 ASPD''' is only needed to maximize spam this skill.
* Often overlooked, Spell Breaker is actually a pretty handy skill to have especially when you're tanking or supporting your party. It works 100% of the time when used on normal monsters and 10% against MVPs that have long-casting skills.
* The item {{#item:2949}} grants you the ability to cast a Level 5 Spell Breaker.
|style="text-align: center;" | 3
|style="text-align: center; background:#ccffff"| Defensive
|-
| {{#skill:278}}
||
* Place at least 1 skill point on this one or just skip it altogether.
* There are skills such as the Mage's '''{{#skill:157}}''' or the Professor's '''{{#skill:374}}''' where you can't really instant cast, and having Free Cast will allow you to move and displace yourself as you take your time casting such skills.
* All levels of this skill give movement speed penalty and lower levels give much lower movement speed values; as such, mastering this skill will never grant you back your normal movement speed while in the middle of chanting.
* The ASPD penalty will not negatively affect the caster build of EM but it will however impact '''{{#skill:2445}}''''s reaction/reload time after casting your bolt skills—the workaround in this case is by doing the "dancing" stratagem (immediately moving right after casting a skill) to forcefully cancel any active skill animations. This way you won't have to expend too much skill points on Free Cast since Spell Fist as a build is already tight on points.
* In the server's custom instance [[Tower of Trials]], movement speed is fixed and the movement speed penalty you suffer from Free Cast is ignored inside the Tower. This can assist you from repositioning yourself when taking your time casting skills with 3 seconds or more FCT like Energy Coat or '''{{#skill:5368}}'''.
|style="text-align: center;" | 0 / 1
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:279}}
||
* One of the core skills to have as a '''{{#skill:2445}}''' user. Max this one out if you plan on building Spell Fist; otherwise leave it at 0.
* Higher levels will give you more spell varieties to autocast, and will also increase the chance of it procing up to 20%.
* This skill works best when buffed with the Soul Reaper's '''{{#skill:449}}''' skill as this will allow you to autocast the highest level of your bolt skills casted from Auto Spell.
|style="text-align: center;" | 0 / 10  
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:280}}
||
* Allot 5 skills points on this skill.
* Flame Launcher endows your weapon and your party members' weapon to the <span style="color:red;">Fire</span> property. It also gives you an additional 5% <span style="color:red;">Fire</span> property magical damage.
* Equipping or unequipping a weapon removes the endow effect once it's been applied priorly. You'll need to reapply this skill every time you switch weapons.
* Requires 1 {{#item:6360}}to cast. Can be bought from the '''NPC''' '''Magician Dealer''' in the Main Office {{#navi:main_office|63|59}}.
|style="text-align: center;" | 5
|style="text-align: center; background:#ccffcc"| Supportive
|-
| {{#skill:281}}
||
* Allot 5 skills points on this skill.
* Frost Weapon endows your weapon and your party members' weapon to the <span style="color:blue;">Water</span> property. It also gives you an additional 5% <span style="color:blue;">Water</span> property magical damage.
* Equipping or unequipping a weapon removes the endow effect once it's been applied priorly. You'll need to reapply this skill every time you switch weapons.
* Requires 1 {{#item:6361}}to cast. Can be bought from the '''NPC''' '''Magician Dealer''' in the Main Office {{#navi:main_office|63|59}}.
|style="text-align: center;" | 5
|style="text-align: center; background:#ccffcc"| Supportive
|-
| {{#skill:282}}
||
* Allot 5 skills points on this skill.
* Lightning Loader endows your weapon and your party members' weapon to the <span style="color:green;">Wind</span> property. It also gives you an additional 5% <span style="color:green;">Wind</span> property magical damage.
* Equipping or unequipping a weapon removes the endow effect once it's been applied priorly. You'll need to reapply this skill every time you switch weapons.
* Requires 1 {{#item:6362}}to cast. Can be bought from the '''NPC''' '''Magician Dealer''' in the Main Office {{#navi:main_office|63|59}}.
|style="text-align: center;" | 5
|style="text-align: center; background:#ccffcc"| Supportive
|-
| {{#skill:283}}
||
* Allot 5 skills points on this skill.
* Seismic Weapon endows your weapon and your party members' weapon to the <span style="color:brown;">Earth</span> property. It also gives you an additional 5% <span style="color:brown;">Earth</span> property magical damage.
* Equipping or unequipping a weapon removes the endow effect once it's been applied priorly. You'll need to reapply this skill every time you switch weapons.
* Requires 1 {{#item:6363}}to cast. Can be bought from the '''NPC''' '''Magician Dealer''' in the Main Office {{#navi:main_office|63|59}}.
|style="text-align: center;" | 5
|style="text-align: center; background:#ccffcc"| Supportive
|-
| {{#skill:284}}
||
* At max level, this skill will give you +3 INT, '''+20% resistance against Dragon races''' which is perfect for [[The_Complete_Elemental_Master_Guide_by_Goldie#Dragon_Tank|tanking Betelgeuse]] and enables EMs to get '''full 100% Dragon resist''' with the right gears; and +10% Magical Damage/20% Physical Damage against Dragon races.
* Always put 5 skill points to this one, regardless if you're going to go in as tank EM or DPS EM during CT runs. It's always good to have some resistances in your build anyway.
|style="text-align: center;" | 5
|style="text-align: center; background:#cccccc"| Passive
|-
| {{#skill:285}}
||
* Allot 5 skill points on this skill.
* At max level, Volcano gives +20% <span style="color:red;">Fire</span> Damage which directly interacts with the elemental table and it only means if you're doing 100% <span style="color:red;">Fire</span> damage on a monster you'll do +120% instead.  Also gives +30 ATK/MAtk. You'll use this one most of the time when focusing on DPS.
* Any entity inside its AoE will benefit from Volcano's effects.
** As an example, Betelgeuse standing underneath Volcano will amplify his '''{{#skill:83}}s''' just as your  '''{{#skill:5372}}''' or <span style="color:red;">Fire</span>-endowed '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' would be boosted in the same manner, so careful placement of your set-ups is always necessary.
* Requires 1 {{#item:717}} to cast. Can be purchased from '''NPC''' '''Tool Dealer''' in any towns for 1,500 zeny. 500 pcs. of Blue Gemstones can be packaged into a {{#item:100192}}by talking to the '''NPC Gemstone Bagger''' {{#navi:geffen_in|74|175}} in '''Geffen''' ('''@go 2''') for lighter accessibility.
* Recasting this skill won't consume another Blue Gemstone or until the current elemental floor buff expires.
* Note: Only 1 Land Protector, Volcano, Deluge, and Violent Gale can be activated from the same caster at a time. Casting any of the elemental floor buffs will replace Volcano.
|style="text-align: center;" | 5
|style="text-align: center; background:#ccffcc"| Supportive
|-
| {{#skill:286}}
||
* Allot 5 skill points on this skill.
* At max level, Deluge gives +20% <span style="color:blue;">Water</span> Damage which directly interacts with the elemental table and it only means if you're doing 100% <span style="color:blue;">Water</span> damage on a monster you'll do +120% instead. Also gives +15% MaxHP which works perfectly well with HP-based builds of the Inquisitors and [[Dragon_Knight|Dragon Knights]]. It also gives more HP% on your Elementals and High Elementals—we'll talk more about it in their [[The_Complete_Elemental_Master_Guide_by_Goldie#How_to_Keep_Our_Spirits_Alive_and_Healthy|own section]].
* Any entity inside its AoE will benefit from Deluge's effects.
** As an example, Encroached Tan standing underneath Deluge will amplify his '''{{#skill:2204}}''' just as your  '''{{#skill:5369}}''' or <span style="color:blue;">Water</span>-endowed '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' would be boosted in the same manner, so careful placement of your set-ups is always necessary. Oh and he would also get +15% MaxHP and I'm pretty sure you wouldn't want that.
* Requires 1 {{#item:717}} to cast. Can be purchased from '''NPC''' '''Tool Dealer''' in any towns for 1,500 zeny. 500 pcs. of Blue Gemstones can be packaged into a {{#item:100192}}by talking to the '''NPC Gemstone Bagger''' {{#navi:geffen_in|74|175}} in '''Geffen''' ('''@go 2''') for lighter accessibility.
* Recasting this skill won't consume another Blue Gemstone or until the current elemental floor buff expires.
* Note: Only 1 Land Protector, Volcano, Deluge, and Violent Gale can be activated from the same caster at a time. Casting any of the elemental floor buffs will replace Deluge.
|style="text-align: center;" | 5
|style="text-align: center; background:#ccffcc"| Supportive
|-
| {{#skill:287}}
||
* Allot 5 skill points on this skill.
* At max level, Violent Gale gives +20% <span style="color:green;">Wind</span> Damage which directly interacts with the elemental table and it only means if you're doing 100% <span style="color:green;">Wind</span> damage on a monster you'll do +120% instead.  Also gives +15 FLEE which may help in some FLEE-based builds.
* Any entity inside its AoE will benefit from Violent Gale's effects.
** As an example, Schulang standing underneath Violent Gale will amplify his '''{{#skill:85}}''' just as your  '''{{#skill:5370}}''' or <span style="color:green;">Wind</span>-endowed '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' would be boosted in the same manner, so careful placement of your set-ups is always necessary.
* Requires 1 {{#item:717}} to cast. Can be purchased from '''NPC''' '''Tool Dealer''' in any towns for 1,500 zeny. 500 pcs. of Blue Gemstones can be packaged into a {{#item:100192}}by talking to the '''NPC Gemstone Bagger''' {{#navi:geffen_in|74|175}} in '''Geffen''' ('''@go 2''') for lighter accessibility .
* Recasting this skill won't consume another Blue Gemstone or until the current elemental floor buff expires.
* Note: Only 1 Land Protector, Volcano, Deluge, and Violent Gale can be activated from the same caster at a time. Casting any of the elemental floor buffs will replace Violent Gale.
|style="text-align: center;" | 5
|style="text-align: center; background:#ccffcc"| Supportive
|-
| {{#skill:288}}
||
* Land Protector (LP) will form a 7x7~11x11 (scales with level)  protective area on the ground that will nullify all ground magical skills.
* LP will get its own section as there's more to LP than just a protective area. For more info, check down [[The_Complete_Elemental_Master_Guide_by_Goldie#Land_Protector|below]].
* Requires 1 {{#item:717}} and 1 {{#item:715}}to cast. Can be purchased from '''NPC''' '''Tool Dealer''' in any towns for 1,500 zeny and 4,500 zeny, respectively. Both Blue and Yellow Gemstones can be packaged into a {{#item:100192}}and {{#item:100193}} by talking to the '''NPC Gemstone Bagger''' {{#navi:geffen_in|74|175}} in '''Geffen''' ('''@go 2''') for lighter accessibility.
* Note: Only 1 Land Protector, Volcano, Deluge, and Violent Gale can be activated from the same caster at a time. Casting any of the elemental floor buffs will replace LP. When casting LP by accident and you want to completely remove it, you can cast any of the three elemental floor buffs.
|style="text-align: center;" | 5
|style="text-align: center; background:#ccffff"| Defensive
|-
|-
| {{#skill:289}}
| {{#skill:324}} || 0/5 || As pre-requisite for {{#skill:2418}}. You would probably just use Double Strafe til you become a Wanderer/Minstrel. You can remove it if you don't use it anymore after becoming Trouvere/Troubadour
||
* No reason to leave it Lvl. 1. Always get the maximum level of this skill.
* Removes most buffs ''and'' debuffs from enemies and allies alike. Be careful when you're using this skill as it can also remove debuffs your party has applied on the enemies such as the Warlock's '''{{#skill:2213}}''''s<nowiki/> Magic Intoxication or the Rogue's  '''{{#skill:214}}''', so it's always advisable to coordinate with them before using this skill. For a list of buffs and debuffs that Dispell removes, check down [[The_Complete_Elemental_Master_Guide_by_Goldie#Dispell|below]].
|style="text-align: center;" | 5
|style="text-align: center; background:#ccffcc"| Supportive
|-  
| {{#skill:290}}
||
* Skip this one. No place as a prerequisite skill either.
* ''But'' if you want to have fun and play around with this skill's randomness, then go ahead and use it I guess. You have a chance to use it to tame monsters and turn them into pets starting at Lvl. 6.
* Requires 2 {{#item:715}}to cast. Can be purchased from '''NPC''' '''Tool Dealer''' in any towns for 4,500 zeny. 500 pcs. of Yellow Gemstones can be packaged into a {{#item:100193}} by talking to the '''NPC Gemstone Bagger''' {{#navi:geffen_in|74|175}} in '''Geffen''' ('''@go 2''') for lighter accessibility.
** When using buff, cards, or gears that nullify gemstone requirement such as the Performer ensemble skill '''{{#skill:312}}''', {{#item:4132}}/{{#item:4484}}, and the pair of {{#item:24675}} and {{#item:24676}}, gemstone requirement won't get completely nullified; however, Abracadabra will only consume 1 {{#icon:715}}{{#linkitem:715|Yellow Gemstone}} instead of the usual 2.
|style="text-align: center;" | 0
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:93}}
||
* Put 1 skill point to this one. There are times you're unsure of the monster's property or just its overall data, and with this skill you'll reveal all of it including its current HP.
|style="text-align: center;" | 1
|style="text-align: center; background:#ccffcc"| Supportive
|-
| {{#skill:90}}
||
* Just enough points as a prerequisite skill for the Sorcerer's '''{{#skill:2446}}''' skill.
* Earth Spike isn't considered a bolt skill and can't be converged to your weapon with '''{{#skill:2445}}'''.
|style="text-align: center;" | 5
|style="text-align: center; background:#ffcccc"| Offensive
|-
|-
| {{#skill:91}} Heaven's Drive
| {{#skill:325}} || 5 || Max out for Reverberation (pre-requisite)
||
* Skip this one, but if you plan on focusing mainly on <span style="color:purple;">Poison</span> builds then put 5 skill points since this will be needed as a prerequisite skill for the Sorcerer's '''{{#skill:2450}}''' skill.
|style="text-align: center;" | 0 / 5
|style="text-align: center; background:#ffcccc"| Offensive
|-
| https://static.divine-pride.net/images/skill/1018.png Elemental Change (<span style="color:red;">Fire</span>)
||
* Always an available skill to have as a Sage once you've talked to the '''NPC''' '''Platinum Skill''' at the '''Main Office''' (@go main). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill '''{{#skill:5372}}'''.
* Forcibly changes a single target's [[Elements#Elemental Attribute Table|elemental property]] to <span style="color:red;">Fire 1</span> element permanently. Does not affect MVPs and boss monsters.
* Chance of effect is affected by the learned level of '''{{#skill:280}}''', DEX, INT, and Job Level of the player. With a Level 5 Flame Launcher, Elemental Change (<span style="color:red;">Fire</span>) has a base chance success of 45%.
* Consumes 1 {{#item:12114}} per cast. Can be crafted using your own skill '''{{#skill:1007}}''' or bought from '''NPC''' '''Magiha''' at [[Eden Market#Elemental Potions/Converter|Eden Market]] {{#navi:paramk|99|99}} (@go 40) for a fixed price of 80,000 zeny each.
|style="text-align: center;" | 1
|style="text-align: center; background:#ffffcc"| Active
|-
| https://static.divine-pride.net/images/skill/1018.png Elemental Change (<span style="color:blue;">Water</span>)
||
* Always an available skill to have as a Sage once you've talked to the '''NPC''' '''Platinum Skill''' at the '''Main Office''' (@go main). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill '''{{#skill:5369}}'''.
* Forcibly changes a single target's [[Elements#Elemental Attribute Table|elemental property]] to <span style="color:blue;">Water 1</span> element permanently. Does not affect MVPs and boss monsters.
* Chance of effect is affected by the learned level of '''{{#skill:281}}''', DEX, INT, and Job Level of the player. With a Level 5 Frost Weapon, Elemental Change (<span style="color:blue;">Water</span>) has a base chance success of 45%.
* Consumes 1 {{#item:12115}} per cast. Can be crafted using your own skill '''{{#skill:1007}}''' or bought from '''NPC''' '''Magiha''' at [[Eden Market#Elemental Potions/Converter|Eden Market]] {{#navi:paramk|99|99}} (@go 40) for a fixed price of 80,000 zeny each.
|style="text-align: center;" | 1
|style="text-align: center; background:#ffffcc"| Active
|-
| https://static.divine-pride.net/images/skill/1019.png Elemental Change (<span style="color:green;">Wind</span>)
||
* Always an available skill to have as a Sage once you've talked to the '''NPC''' '''Platinum Skill''' at the '''Main Office''' (@go main). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill '''{{#skill:5370}}'''.
* Forcibly changes a single target's [[Elements#Elemental Attribute Table|elemental property]] to <span style="color:green;">Wind 1</span> element permanently. Does not affect MVPs and boss monsters.
* Chance of effect is affected by the learned level of '''{{#skill:282}}''', DEX, INT, and Job Level of the player. With a Level 5 Lightning Loader, Elemental Change (<span style="color:green;">Wind</span>) has a base chance success of 45%.
* Consumes 1 {{#item:12117}} per cast. Can be crafted using your own skill '''{{#skill:1007}}''' or bought from '''NPC''' '''Magiha''' at [[Eden Market#Elemental Potions/Converter|Eden Market]] {{#navi:paramk|99|99}} (@go 40) for a fixed price of 80,000 zeny each.
|style="text-align: center;" | 1
|style="text-align: center; background:#ffffcc"| Active
|-
| https://static.divine-pride.net/images/skill/1017.png Elemental Change (<span style="color:brown;">Earth</span>)
||
* Always an available skill to have as a Sage once you've talked to the '''NPC''' '''Platinum Skill''' at the '''Main Office''' (@go main). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill '''{{#skill:5373}}'''.
* Forcibly changes a single target's [[Elements#Elemental Attribute Table|elemental property]] to <span style="color:brown;">Earth 1</span> element permanently. Does not affect MVPs and boss monsters.
* Chance of effect is affected by the learned level of '''{{#skill:283}}''', DEX, INT, and Job Level of the player. With a Level 5 Seismic Weapon, Elemental Change (<span style="color:brown;">Earth</span>) has a base chance success of 45%.
* Consumes 1 {{#item:12116}} per cast. Can be crafted using your own skill '''{{#skill:1007}}''' or bought from '''NPC''' '''Magiha''' at [[Eden Market#Elemental Potions/Converter|Eden Market]] {{#navi:paramk|99|99}} (@go 40) for a fixed price of 80,000 zeny each.
|style="text-align: center;" | 1
|style="text-align: center; background:#ffffcc"| Active
|-
|-
| {{#skill:1007}}
| {{#skill:329}} Fortune's Kiss || 10 || For supporting parties focusing on CRIT based classes. Critical +10 and Critical Damage +20% - '''Type: Dance Skill'''
||
* Always an available skill to have as a Sage once you've talked to the '''NPC''' '''Platinum Skill''' at the '''Main Office''' (@go main).
* Lets you create an Elemental Converter of the <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, and <span style="color:brown;">Earth</span> property.
** {{#item:12114}} = 1 {{#item:7433}} + 1 {{#item:990}}
** {{#item:12115}} = 1 {{#item:7433}} + 1 {{#item:991}}
** {{#item:12117}} = 1 {{#item:7433}} + 1 {{#item:992}}
** {{#item:12116}} = 1 {{#item:7433}} + 1 {{#item:993}}
* Blank scroll can be purchased from the '''NPC''' '''Scroll Merchant''' at '''Yuno''' {{#navi:yuno_in03|176|22}} for 4,000 zeny each.
* For more info on where to farm the elemental stones, check down [[The_Complete_Elemental_Master_Guide_by_Goldie#Elemental_Catalysts,_Ores,_&_Stones|below]].
|style="text-align: center;" | 1
|style="text-align: center; background:#ffffcc"| Active
|}
 
===Recommended Skill Tree===
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:50%
! colspan="2" | <center> My Personal Skill Tree Allocations for Sage </center>
|-
|-
! Leveling
| {{#skill:330}} || 10 || Very useful when soloing and when supporting other SP based classes in parties. Max SP + 20% and SP Consumption - 15% - '''Type: Dance Skill'''
| <center> [[File:Sage Leveling Skill Tree.png]] </center>
|-
! Endgame
| <center> [[File:Sage Skill Tree.png]] </center>
|-
| colspan="2" | '''<span style="font-size: 0.75rem;">Note</span>'''<span style="font-size: 0.75rem;">: To avoid confusion and to clarify—for the Endgame skill tree—about four (4) extra skill points from the Sorcerer branch were taken out and then allocated to the Sage and Professor branches. This was done intentionally as I deemed that all the fundamental skills in the Sorcerer branch were already accounted for while there are some important skills left that could not be harbored solely by the limited Sage and Professor skill points.</span>
|}
 
=== Land Protector ===
[[File:Land Protector.png|thumb|509x509px|center|Land Protector AoE. From left to right, 11x11, 9x9, 7x7.]]
 
 
In this section, we'll be talking a lot more about the Sage skill '''{{#skill:288}}''' ('''LP''') in-depth on how it should be properly placed, what level of LP should you use in different scenarios, and what's the extent of the "hittable zone" and "danger zone" of LP. From here on out, I'll be referring to Land Protector as LP only for simplicity's sake. Okay then, let's get going! As what can be seen from the image above, LP is divided into three (3) AoEs. Levels 1-2 LP produce the 7x7, Levels 3-4 LP produce the 9x9, while only Level 5 produces 11x11. In most situation, you'd likely use 11x11 LP most of the time whenever you'd need to put an LP underneath you to protect you or your party from strong ground magical skills from MVPs. However not all the time would you need to use 11x11.
 
If you're in a small party of let's say 4 or 5 then a 9x9 LP will suffice to protect you and your small party. This gets significantly reduced when you solo on your own plus your Elementals and High Elementals. When this happens, you'd only want to use 7x7 and there'll be enough space for the both of you. Now you must be wondering why this is necessary. Simply because your skills won't hit the MVP. There will be times where you'll need to land your ground AoE skills to hit the enemy and you will have a lot of those especially when you transition to Elemental Master, and when an MVP enters your LP, you'll be left disadvantaged alongside your fellow party members that spams ground AoE spells like the Arch Mages. Furthermore when you're in a party and there are ground effects you want to clear such as '''{{#skill:405}}''' or '''{{#skill:229}}''', you'll only need to use 7x7 so that you and your party's ground AoE skills won't get blocked.
 
But then you're probably going to argue, LP actually has a "hittable zone" and yes you are correct but what happens now if the MVP is placed further inside your LP then no matter where you cast your skills to the "hittable zone" of LP your skills will never reach the MVP. That's why you would need to use lower levels of LP in those kinds of situations.
 
==== "Hittable Zone" of Land Protector ====
[[File:LP Hittable Cell.v3.gif|thumb|center|360x360px|Land Protector's "Hittable Zone".]]
 
 
Okay now I would like you to focus your attention to the GIF above. LP doesn't provide total protection from ground AoE skills when those skills are casted right outside the furthest edge of LP. If I cast for example '''{{#skill:5372}}''' on the cell right outside of LP, it will still penetrate LP and damage anyone in Conflagration's '''9x9 AoE''' even if you're inside LP. This is the reason why most people think that LP has a "danger zone" because oftentimes they get hit by ground AoE magical skills of the MVP even when inside LP's protective cells. You are getting hit by the MVP's skills because it's most likely that they also casted their skills right outside of LP on its "hittable zone". Now it doesn't necessarily have to be one (1) cell, it could be two (2) cells or three (3) cells but depending how huge the AoE of the skills it could still reach and penetrate LP and damage you in return. Even if I casted Conflagration two (2) more cells below from the cell that I casted it from the GIF, it will still hit the dummy. A video showcasing its official behavior is documented [https://www.youtube.com/watch?v=aiqWc6U2Lp8 here].
 
[[File:LP.gif|center|thumb|360x360px|Land Protector's Protective Cells.]]
 
 
In contrast, if I cast my Conflagration on LP's protective cell itself, it won't deal any damage at all to the dummy because it didn't penetrate LP as shown in the GIF above. I would need to cast it right outside LP if I would want my skills to reach and hit the dummy. That's why in situations where surviving is more important than doing DPS, you will be required to use higher levels of LP with larger AoE. Forget about the set-ups and the [[The_Complete_Elemental_Master_Guide_by_Goldie#Insignia_System|insignias]], just put LP underneath you so you can survive, just make sure to give a slight space for where you could cast your ground AoE skills to kill the MVP.
 
==== Proper Placement of Land Protector ====
[[File:LP 3 Cell Range.gif|thumb|center|360x360px|Land Protector's 3 Cells Range.]]
 
 
 
When placing your LP, it's important to know what's the maximum range you can go for to readjust its positioning. This is important because when you're faced with an MVP and the MVP is in close melee range, you wouldn't want to move and lure it further to your LP since you'll need space between you and him so you can set-up your insignias while he's outside of LP. Now, LP has a '''three''' ('''3''') '''cells range''' from the position you're standing from. Going above three (3) cells will make you move and lose your position. Be consciously aware of this as this will help you, especially once insignias are taken into consideration and when you do the '''walking LP tactic''' wherein you will need to keep repositioning LP as you walk together with your party inside [[Tower of Trials]]. More info will be discussed regarding LP's behavior in correlation with insignias in this [[The_Complete_Elemental_Master_Guide_by_Goldie#Land_Protector_&_Insignia_Interaction|section]].
 
=== Dispell ===
 
==== List of Common Buffs and Debuffs Removed by Dispell ====
In this section of the guide, I'll only be listing the buffs and debuffs commonly seen from bosses and players. Obviously, this list won't be complete or near perfection, but if you know any more buffs and debuffs that you think should be included in the list, please feel free to add it or let me know.
 
I would also like to add that this list will be updated over time as I work more on the guide.
{| class="wikitable" border="1"
|-
! colspan="4"|Dispellable
|-
| {{#skill:249}}
| {{#skill:257}}
| {{#skill:252}}
| {{#skill:78}}
|-
| {{#skill:34}}
| {{#skill:29}}
| {{#skill:361}}
| https://static.divine-pride.net/images/skill/268.png Steel Body
|-
|-
| https://static.divine-pride.net/images/skill/5232.png + https://static.divine-pride.net/images/skill/5222.png Climax Bloom
| {{#skill:309}} || 5 || ATK +40 and DEF +75. Useful when farming - '''Type: Ensemble Skill'''
| https://static.divine-pride.net/images/skill/5232.png + https://static.divine-pride.net/images/skill/5221.png Climax Earth
| https://static.divine-pride.net/images/skill/2213.png Magic Intoxication
| {{#skill:5001}}
|-
|-
| {{#skill:5296}}
| {{#skill:307}} || 0/5 || Adds an EXP boost when killing monsters. Useful when leveling. You can skill reset and remove this when you max out your level - '''Type: Ensemble Skill'''
| https://static.divine-pride.net/images/skill/2450.png Cloud Poison
| https://static.divine-pride.net/images/skill/2447.png Crystallization
| {{#skill:16}}
|-
|-
| {{#skill:214}}
| {{#skill:313}} || 5 || The best Ensemble skill to use in endgame dungeons whether supporting or soloing in my opinion. +15% elemental resistance to Fire, Water, Earth and Wind and +25% tolerance to Blind, Frozen, Petrified, Stun, Curse, Sleep and Silence status for 180 seconds. Never get Cursed when active with '''75 LUK''' and higher - '''Type: Ensemble Skill'''
| https://static.divine-pride.net/images/skill/653.png NPC MAX PAIN
| https://static.divine-pride.net/images/skill/653.png NPC AGI UP
| https://static.divine-pride.net/images/skill/653.png Curse
|-
| https://static.divine-pride.net/images/skill/653.png Bleeding
| https://static.divine-pride.net/images/skill/653.png Hallucination
| https://static.divine-pride.net/images/skill/653.png Silence
| https://static.divine-pride.net/images/skill/653.png Frozen
|}
|}
'''Notes:'''
* '''Dance''' skills don't stack like {{#skill:329}} Kiss of Fortune and {{#skill:330}}. You can only use one. However, you can have one '''Song''' and '''Dance''' active at the same time e.g. {{#skill:330}} and {{#skill:321}}
* You can only have 1 active '''Ensemble''' skill at a time


==Professor==
{| class="mw-collapsible mw-collapsed wikitable"
[[File:Male and Female Professor.v2.png|thumb|329x329px|Professor class. Artwork by ''[https://www.deviantart.com/michaelxgamingph/gallery michaelxgamingph of devianart]''.]]
|+ style="white-space:nowrap; border:1px solid; padding:3px; | <big>Wanderer</big>
 
=== Overview ===
'''Professor''' (<small>''alternatively''</small> <small>known as</small> '''Scholar''') is the transcendent job of the Sage branch. The Professor job lineup is the direct improvement of what the Sage class is so known for. Thru rebirth and after studying the essence of magic and its inherent yet delicate nature, Professors have spent their time mastering an even greater body of knowledge which led them to learn new mystical skills that support their allies or act as a poke skill to annoy enemies.
 
Most of their newly learned skills revolve around mana or SP. They can now give endless supply of SP to their party members with '''{{#skill:374}}''', and even regenerate their own SP thru the HP%-SP% based skill '''{{#skill:373}}'''. Another SP-manipulating skill they have learned is the skill '''{{#skill:375}}''', which allows Professors to effectively eliminate all of their opponent's SP which makes them an annoying foe to deal with in PvP and [[WoE_SE|War of Emperium]] ('''WoE''') on top of already having an annoying skill like '''{{#skill:289}}''' from their previous job as Sages.  Defensively, they've also learned new skills such as '''{{#skill:404}}''', and '''{{#skill:405}}''' that complements well with '''{{#skill:12}}''' and '''{{#skill:286}}''' and with <span style="color:red;">Fire</span> Bolter builds, respectively.
 
Offensively, Professors have also learned to boost their own magical power, improving on their own bolt-based magical build in the form of '''{{#skill:482}}''' which lets them cast their bolt skills twice in succession by bending and defying the probabilities of time and space. This is one of the core skills you need to have when you're planning on playing '''{{#skill:2445}}'''.
 
===Skill Tree===
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;text-align:center;"
|-
! colspan="3" | Professor Skill Tree
|-
|-
| style="width:30%;"| {{#skillDesc:373}}
! Skill !! Level !! Explanation
| style="width:30%;"| {{#skillDesc:374}}
| style="width:30%;"| {{#skillDesc:375}}
|-
|-
| {{#skillDesc:402}}
| {{#skill:2350}} || 5 || Huge increase in ASPD. Also helps with 30% FCT reduction if your party doesn't have a Cardinal who can use Sacrament on those who need it. Very versatile. Almost everyone appreciates the additional ASPD - '''Type: Group A Song'''
| {{#skillDesc:403}}
| {{#skillDesc:404}}
|-
|-
| {{#skillDesc:405}}
| {{#skill:2351}} || 5 || Gives a decent boost to MDEF '''BUT''' only if you already have a decent amount of it. This is the buff that I use for myself when soloing Depth 2. <br> Formula: MDEF Boost = [Base_MDEF_Boost + Voice_Lessons_Lv + JobLv ÷ 4]% ('''33.75% MDEF boost''' at Voice Lessons level 10, Job level 55, and Skill level 5 - '''Type: Group A Song'''
| colspan="2" | {{#skillDesc:482}}
|}
 
=== Skill Analysis ===
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:100%
| style="background-color:#e8eaed; text-align: center; font-size: 100%;" data-mce-style="background-color: #ce84e0; text-align: center;" colspan="4" | <center>'''Detailed Analysis of Professor Skills'''</center>
|-
|-
! Skill !! Notes !! Points !! Type
| {{#skill:2352}} || 5 || Offers a good boost of MATK. Useful for Magic Performers and for supporting Magic classes in party play - '''Type: Group A Song'''
|-
| {{#skill:373}}
||
* Maximize this skill and put 5 skill points.
* Nothing is more important than having a healthy SP pool at all times, especially when you're going to be using '''{{#skill:157}}''' to reduce the amount of damage you receive from any sources.
* Indulge is a skill that will immediately replenish your SP back to moderate to full amount at the cost of 10% of your MaxHP. The more HP% you have, the more SP you replenish back that's why a high VIT Professor would benefit most from this skill since they can get the most SP.
* Having 0 SP will make the skill fail since it needs at least 1~5 SP (scales with level) or more in order to cast Indulge.
|style="text-align: center;" | 5  
|style="text-align: center; background:#ccffcc"| Supportive
|-
| {{#skill:374}}
||
* If you're playing in a party, you could put 1 skill point on this one so you support them better; otherwise just leave it be and put your skill points elsewhere.
* When you reached the end stages of the game, almost everybody will have SP recovering consumables like {{#icon:1100004}}{{#linkitem:1100004|Concentrated Blue Syrups}} and {{#icon:23203}}{{#linkitem:23203|Small Mana Potion}} or party buffs like the Performers' '''{{#skill:2427}}'''.
|style="text-align: center;" | 0 / 1
|style="text-align: center; background:#ccffcc"| Supportive
|-
|-
| {{#skill:375}}
| {{#skill:2412}} || 10 || Max it out for a huge buff on all your Wanderer buffs
||
* Don't get this unless you're joining PVP or WoE, since this skill could only be used on those scenarios.
* I recommend to get only Lvls. 4 or 5 of this skill or not at all.  Lvls.  4 & 5 get 70% success chance while the rest gets nothing above or equal to it and if this skill fails it will only drain your own SP instead of the enemy's! Be sure to have any SP healing items for emergency situations like this.
|style="text-align: center;" | 0 / 5
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:402}}
||
* It may have some uses inside PvP or WoE, but not that much needed in '''Player vs'''. '''Monsters''' ('''PvM''').
* This skill will decrease the MDef% of the enemy by 60% at the cost of increasing their MAtk% by 100%.
* Use this skill instead on the opposing team's tank or physical attacker to cripple them; otherwise if you cast it on a magical attacker, it might play to your party's disadvantage and you'll regret it.
|style="text-align: center;" | 0 / 5
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:403}}
||
* Not needed in the current state of the game since instant cast is easy to get elsewhere.
* It's also important to note that should you still decide to get it, keep in mind that it only works for 5 skills in total. If you use it to cast the skill '''{{#skill:10}}''' or '''{{#skill:373}}''', you've basically wasted 2 out of your 5 chances to reduce the cast time of your skills since those two aforementioned skills have zero casting time.
|style="text-align: center;" | 0
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:404}}
||
* Place 1 skill point on this one.
* Wall of Fog is a defensive skill that will protect ''anyone'' inside its 5x3 AoE from ranged targeted skills and ranged attacks, including opposing monsters and MVPs.
* This '''does''' '''not give''' total immunity against ranged physical attacks and skills unlike the Acolyte branch's '''{{#skill:25}}''' just to be clear. It will only decrease the damage by 75%. HIT rate is also reduced by 50 pts.
* Ranged targeted skills—'''both physical and magical'''—will have a 75% chance to miss.
* This skill also gets doubled duration when placed under '''{{#skill:286}}'''. Note that you have to cast Deluge first before placing this skill or else they won't overlap.
* Only two (2) Wall of Fogs can coexist at the same time until the first one expires or either of them gets cleared by  '''{{#skill:288}}''' or any of the ground-effect clearing skills such as the High Wizard's '''{{#skill:483}}''' skill or the Geneticist's '''{{#skill:2483}}''' skill.
* Professors and later on as Elemental Masters get the most out of this skill when they pair it not only with Deluge but also with '''{{#skill:12}}''' which makes it possible for the class to solo instances and MVPs when none of them casts ground magical spells. If they do though, it might be better to use Land Protector instead and just face their melee and/or range attacks head-on while chugging HP potions such as {{#icon:1100005}}{{#linkitem:1100005|Concentrated Golden Syrups}}.
* The perfect instance to use Wall of Fog is [[Lake of Fire]] to evade the Mystical Beasts' ranged targeted skills such as their  '''{{#skill:14}}''', '''{{#skill:20}}''',''' {{#skill:90}}''',  and '''https://static.divine-pride.net/images/skill/13.png Dark Soul Strike'''. In the final room and boss fight, you can place Deluge and one Wall of Fog underneath you to tank those skills as you focus on your DPS to kill the Mystical Beasts.
|style="text-align: center;" | 1
|style="text-align: center; background:#ccffff"| Defensive
|-
| {{#skill:405}}
||
* Mostly used in PvP or WoE scenes. Not much use in PvM.
* When used, it'll consume 1 {{#item:1025}}and reduce their FLEE rate by a flat amount of 50 pts. of whoever is trapped in it.
** Cobwebs are dropped by Argos and they can be found at Mjolnir 10 {{#navi:mjolnir_10}}.
* It's got some uses though for some of the server's events like the recently ended [[Autumn Event]]. It works perfectly on the Sentinels, though just keep in mind it gets destroyed when it gets struck by any <span style="color:red;">Fire</span> property attacks.
|style="text-align: center;" | 1
|style="text-align: center; background:#ccffff"| Defensive
|-
| {{#skill:482}}
||
*Maximize this skill and allot 5 skill points if you're going to play '''{{#skill:2445}}'''.
*Double Casting at max level gives 80% chance for any bolt skills from any sources (either from the Sage's '''{{#skill:279}}''' skill, gears, cards or your own Elementals from Sorcerer and High Elementals from Elemental Master) to be repeated or recasted.
*So long as this skill is active it will limitlessly recast all bolt skills.
|style="text-align: center;" | 0 / 5
|style="text-align: center; background:#ffffcc"| Active
|}
 
===Recommended Skill Tree===
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:50%
! colspan="2" | <center> My Personal Skill Tree Allocations for Professor </center>
|-
|-
! Leveling
| {{#skill:2414}} || 5 || Just as a pre-requisite for Metallic Sound
| <center> [[File:Professor Leveling Skill Tree.png]] </center>
|-
|-
! Endgame
| {{#skill:2413}} || 5 || Just as a pre-requisite for Trouvere/Troubadour skill {{#skill:5357}}
| <center> [[File:Professor Skill Tree.png]] </center>
|-
| colspan="2" | '''<span style="font-size: 0.75rem;">Note</span>'''<span style="font-size: 0.75rem;">: To avoid confusion and to clarify—for the Endgame skill tree—about four (4) extra skill points from the Sorcerer branch were taken out and then allocated to the Sage and Professor branches. This was done intentionally as I deemed that all the fundamental skills in the Sorcerer branch were already accounted for while there are some important skills left that could not be harbored solely by the limited Sage and Professor skill points.</span>
|}
 
==Sorcerer==
[[File:Male and Female Sorcerer.v2.png|alt=|thumb|left|Sorcerer class. Artwork by ''[https://www.deviantart.com/michaelxgamingph/gallery michaelxgamingph of devianart]''.|318x318px]]
 
=== Overview ===
'''Sorcerer''' (''<small>often</small>'' <small>''shortened''</small> <small>to</small> '''Sorc''') is the 3rd class of the Sage and Professor lineup. After traversing an arduous journey of learning the mystic secrets of magic and both of its treacherous and appeasing natures, Professors have undergone an even more daunting exploration to fully unveil the true constitution of magic itself. In their expedition, they've come across the spirits, known amongst the commoners as '''Elementals''', that embody and represent the 4 Elements of Nature: the <span style="color:red;">Fire Spirit Agni</span>, the <span style="color:blue;">Water Spirit Aqua</span>, the <span style="color:green;">Wind Spirit Ventus</span>, and the <span style="color:brown;">Earth Spirit Tera</span>. Guided by the blessings granted to them by the great spirits of old, Professors have mastered the arts that make one deserving of the title Sorcerer.
 
Sorcerers have the ability to call forth the spirits of nature with their skills '''{{#skill:2457}}''', '''{{#skill:2458}}''', '''{{#skill:2459}}''', and '''{{#skill:2460}}'''. Each Elementals bestows the summoner both offensive and defensive passive effects that enabled the Sorcerer class to apply the sacred knowledge of magic they've learned as a Sage and Professor into the battlefield; thus finally enabling them to use damaging area of effect (AoE) skills in the form of '''{{#skill:2449}}''', '''{{#skill:2447}}''', '''{{#skill:2446}}''', and '''{{#skill:2454}}'''. 
 
Depending on which Elementals are summoned, each of their AoE skills are boosted in damage in correspondence to their respective elements. A summoned '''Lvl. 2''' '''{{#skill:2458}}''' in '''Lvl. 1 {{#skill:2456}}''' ('''Passive Mode''') would endow its summoner's '''{{#skill:2449}}''' skill with the <span style="color:blue;">Water</span> property, as well as boosting the damage output of '''{{#skill:2447}}''' and its <span style="color:#49AFFC;">''crystallization''</span> chance which is fitting as the conjurers of Elemental spirit magic. This allowed Sorcerers to share an emotional connection with their Elementals in unimaginable ways  and because of this they have developed skills to further enhance their dearest companion's capabilities with the skill '''{{#skill:2463}}''' that enhanced the Elemental's survivability in battle. Sorcerers have since then developed new skills too in their kit—one that is shared between them and their Elementals. This introduced the complex [[The_Complete_Elemental_Master_Guide_by_Goldie#Insignia_System|Insignia System]] ( <span style="color:red;">'''{{#skill:2465}}'''</span>, <span style="color:blue;">'''{{#skill:2466}}'''</span>, <span style="color:green;">'''{{#skill:2467}}'''</span>, & <span style="color:brown;">'''{{#skill:2468}}'''</span>) that grants varying effects to anybody standing within its AoE.
 
Sorcerers desiring for more knowledge and realizing there's really no way to quench their unending thirst for magic have then further divulged  into the uncharted realms of <span style="color:purple;">Poison</span> magic. This started the beginning stages of the so-called <span style="color:purple;">Poison</span> magic and turned into a practice for the class to satiate their hunger. Albeit limited, this allowed Sorcerers to use <span style="color:purple;">Poison</span> skills such as '''{{#skill:2448}}''' and '''{{#skill:2450}}'''. As the pioneers and trailblazers of the Battle Mage order, Sorcerers have innovated ingenious ways to contribute to this discipline. With their prowess to manipulate magic, they mastered the ability to converge the magical powers of their elemental bolt skills into their armaments with the skill '''{{#skill:2445}}''' and this empowered them to deal melee magical damage with each strike they make.
 
The class to this day has never forgotten its roots coming from the Sage and Professor lineup and have honored this as they developed skills to annoy and poke enemies. '''{{#skill:2453}}''' is a crowd control or root skill that immobilizes any unit that steps within its AoE.  '''{{#skill:2455}}''' is another skill that may come off as infuriating to many and acts as a debuff when used in the PvP and WoE scenes. Intrinsically, Sorcerer's AoE skills have CC effects themselves. Psychic Wave is a DoT skill that hit-locks units that enter its range; Diamond Dust crystallizes enemies rendering them immobile and silenced; Varetyr Spear stuns enemies within its vicinity, and while Earth Grave doesn't apply any CC effects, it gives bleeding status effect and unveils monsters that are in hiding or cloaking state.
 
===Skill Tree===
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;text-align:center;"
|-
! colspan="3" | Sorcerer Skill Tree
|-
|-
| style="width:30%;"| {{#skillDesc:5008}}
| {{#skill:2418}} || 0/5 || Useful for leveling until you get Rose Blossom and Rhythm Shooting. Can also be used for farming in Thanatos Tower alongside 4th class skills. You can remove it if you don't use it anymore
| style="width:30%;"| {{#skillDesc:2443}}
| style="width:30%;"| {{#skillDesc:2444}}
|-
|-
| {{#skillDesc:2445}}
| {{#skill:2423}} || 0/5 || Situational. Used to love this skill, but now that we can use Group B songs alone, it kinda falls flat since it '''overwrites''' other Group B songs - '''Type: Group B Song'''
| {{#skillDesc:2446}}
| {{#skillDesc:2447}}
|-
|-
| {{#skillDesc:2448}}
| {{#skill:2421}} || 0/5 || Optional. You can just use {{#item:610}}. Advantage of this skill is the item required is lighter {{#item:6144}} and you bring a lot of it anyway. Uses up resurrected person's SP so they wake up with no SP (easily solvable if they use seeds and berries). The skill visual effect is nice tho :)
| {{#skillDesc:2449}}
| {{#skillDesc:2450}}
|-
|-
| {{#skillDesc:2451}}
| {{#skill:2420}} Siren's Voice || 5 || My favorite skill! Use for a chance to make enemies fall in love with you. They won't attack you or cast any skills while they're in love. Receiving damage cancels the effect immediately. Very useful when getting mobbed while playing solo. Monsters would follow you around but won't cast skills (ex. Depth 2 Salamander would still follow you but won't use Earthquake if you're alone). Just be careful using this skill in party plays. '''If a party member falls in love with you, any Group B song buffs that they have would be overwritten''' - '''Type: Group B Song'''
| {{#skillDesc:2452}}
| {{#skillDesc:2453}}
|-
|-
| {{#skillDesc:2454}}
| {{#skill:2427}} || 3-5 || Restores SP based on skill level and gives good SP regen. Super useful when farming. You won't have any SP issues when combined with {{#skill:330}} and while using an SP Absorption equipment like a +10 {{#item:24685}}. Just a tip, since most Group B songs have a long cooldown and don't stack, you can cast this first before using any other Group B Song buff, that way, you can restore your and your whole party's SP and then choose whatever other buff you want - '''Type: Group B Song'''
| {{#skillDesc:2455}}
| {{#skillDesc:2456}}
|-
|-
| {{#skillDesc:2457}}
| {{#skill:2428}} || 5 || Gives a huge ASPD buff, - 70% FCT reduction, and 5% Ranged Damage. Buff of choice when soloing - '''Type: Group B Song'''
| {{#skillDesc:2458}}
| {{#skillDesc:2459}}
|-
|-
| {{#skillDesc:2460}}
| {{#skill:2431}} Lerad's Dew || 5 || Gives a huge HP buff to the whole party. Can be used as an alternative to the other buffs if you need more survivability. Very useful in parties with Inquisitors and Dragon Knights - '''Type: Group B Song'''
| {{#skillDesc:2461}}
| {{#skillDesc:2462}}
|-
|-
| {{#skillDesc:2463}}
| {{#skill:2434}} || 5 || Gives a huge all element magic damage buff to the whole party. Great for Magic Performers and when in a party with Magic damage dealers - '''Type: Group B Song'''
| {{#skillDesc:2464}}
| {{#skillDesc:2465}}
|-
|-
| {{#skillDesc:2466}}
| Frigg's Song || 5 || Gives a huge HP buff to the whole party. '''This is not included in Group A or B songs which means it can stack with them'''! Always keep this buff up
| {{#skillDesc:2467}}
| {{#skillDesc:2468}}
|-
|-
| colspan="3" | {{#skillDesc:5014}}
|}
|}
'''Notes:'''
* '''Group A Songs''' skills don't stack like {{#skill:2350}} and {{#skill:2352}}. '''ALSO''' Minstrel's other skills like {{#skill:2381}} is considered a Group A song. So... you can only have one of those buffs active at any given time. If you have a Troubadour party member, be sure to communicate which buff the party needs so you don't overwrite each other's buffs
* '''Group B Songs''' skills don't stack either. Just be careful with {{#skill:2420}} Siren's Voice and {{#skill:2423}} overwriting your main Group B Song buffs if you use them
* This is just a guide and you don't have to get all these skills as there are other prerequisites for these skills that might take up all of your skill points. Just know what you want to focus on


=== Skill Analysis ===
{| class="mw-collapsible mw-collapsed wikitable"
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:100%
|+ style="white-space:nowrap; border:1px solid; padding:3px; | <big>Trouvere</big>
| style="background-color:#e8eaed; text-align: center; font-size: 100%;" data-mce-style="background-color: #ce84e0; text-align: center;" colspan="4" | <center>'''Detailed Analysis of Sorcerer Skills'''</center>
|-
|-
! Skill !! Notes !! Points !! Type
! Skill !! Level !! Explanation
|-
| {{#skill:2449}}
||
* Allot 5 skill points to this skill.
* This is your main damaging skill as a Sorcerer with an 11x11 AoE at max level. Effective for leveling your character upon transitioning to 3rd job.
* When equipped with staves and book-type weapons, Psychic Wave will hit twice. [[Abyss Chaser|Abyss Chasers]] can't abuse this effect since their job tree can't equip staves nor books.
* It has a 5 seconds cooldown so cast this skill whenever it's available. However, there are equipment such as the {{#icon:26118}}{{#linkitem:26118|Shadow Staff}} or its enhanced version {{#icon:550012}}{{#linkitem:550012|Patent Shadow Staff}}, and {{#icon:25419}}{{#linkitem:25419|Professor Stone (Low)}} + {{#icon:25420}}{{#linkitem:25420|Sorcerer Stone (Garment)}} that reduce its cooldown by 3 seconds in total, which are useful in leveling.
* {{#icon:25417}}{{#linkitem:25417|Professor Stone (Top)}} + {{#icon:25420}}{{#linkitem:25420|Sorcerer Stone (Garment)}}, and {{#icon:1000673}}{{#linkitem:1000673|Sorcerer Stone (Mid)}} are some of the easily available resources that would boost Psychic Wave's damage.
* Psychic Wave ('''PW''') by default is <span style="color:gray;">Neutral</span> property but it can also be endowed to the four (4) basic elements <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, and <span style="color:brown;">Earth</span> (plus eventually with <span style="color:purple;">Poison</span>) depending on the active modes and levels of the summoned Elementals.
** As an example, a summoned '''Lvl. 2''' '''{{#skill:2457}}''' in '''Lvl. 1 {{#skill:2456}}''' ('''Passive Mode''') would endow its summoner's '''{{#skill:2449}}''' skill with the <span style="color:red;">Fire</span> property.
* Gets the most benefit from INT among all the Sorcerer's AoE skills. The higher your INT value, the harder it hits as it's got triple the potency for INT as observed in its skill formula: <code>'''[{Base_Damage + (<u>INT × 3</u>)} × (BaseLv ÷ 100)]%'''</code>. With items like {{#icon:22001}}{{#linkitem:22001|Temporal INT Boots}} with {{#icon:4876}}{{#linkitem:4876|Runaway Magic}}, {{#icon:470094}}{{#linkitem:470094|Hero Boots-LT}} with {{#icon:310911}}{{#linkitem:310911|Knowledge of Wise Man}}, and {{#icon:470074}}{{#linkitem:470074|Boots of Unknown Magic Power}}'s unique passive, PW will hit like a truck.
* Frequently disregarded once the leveling phase is over, this skill will still have its uses once you've transitioned to Elemental Master. This is your widest lingering DoT skill, your [[The Complete Elemental Master Guide by Goldie#Psychic Wave|most effective build]] to farm low to mid game dungeons, and your 4th job High Elementals would still give you ability to endow this skill's property to the four (4) basic elements + <span style="color:purple;">Poison</span> eventually. Oftentimes you'll find yourself finished with your set-ups but the MVP is too far away and you want to maintain distance between you and him as much as possible, PW is there to reach and lure him towards you, and besides with 4th job traits and gears PW will still deal a considerable amount of damage so consider adding this to your skill set.
|style="text-align: center;" | 5
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:2447}}
||
* Allot 5 skill points to this skill.
* You have no choice but to maximize this skill as it'll be needed for the costume enchant stone {{#icon:1000673}}{{#linkitem:1000673|Sorcerer Stone (Mid)}}. For every level of Diamond Dust, it gives you +2% '''Variable Cast Time''' ('''VCT''') reduction. This will be needed for you to reach instant cast thru VCT%.
* Diamond Dust ('''DD''') will be one (1) of your main AoE skill in your skill rotation for leveling up. Like PW, it has a 5 seconds cooldown but this can be reduced with the right equipment such as the {{#icon:24297}}{{#linkitem:24297|Sorcerer Shadow Weapon}}. A +10 Sorcerer Shadow Weapon will reduce the cooldown of this skill by 4 seconds, making it possible to reduce your skill rotation down to two (2) skills in a sequence similar to this:
 
 
<center><code>'''{{#skill:2449}}''' —> '''{{#skill:2447}}''' —> '''{{#skill:2447}}''' —> '''''repeat'''''</code></center>
 
 
* It is also possible to completely eliminate the 5 seconds cooldown of Diamond Dust with the item {{#icon:540014}}{{#linkitem:540014|Poenitentia Codex}}. When the codex is refined to +11 and above, it will reduce both Diamond Dust and Earth Grave cooldown by an additional 2 seconds. {{#icon:24297}}{{#linkitem:24297|Sorcerer Shadow Weapon}} wouldn't necessarily need to be refined at +10 when you use both equipment then.
* It also gives out an annoying debuff commonly complained about in the PvP/WoE scenes. At Level 5, Diamond Dust has a 30% base chance to apply the <span style="color:#49AFFC;">crystallization</span> debuff, which has 20 seconds base duration. The chance of application is further increased by ('''JobLv ÷ 5''')'''%''' when a '''Lvl. 2''' '''{{#skill:2458}}''' in '''Lvl. 1 {{#skill:2456}}''' ('''Passive Mode''') is active. <span style="color:blue;">Aqua</span> also increases Diamond Dust's damage by ('''JobLv x 5''')%.
** This debuff only affects normal monsters and players, and useless against boss monsters and MVPs.
* <span style="color:#49AFFC;">'''Crystallization'''</span> causes the following effects:
** Unable to attack, move, cast skills, and use items.
** 2% HP and 1% SP drain per second.
** Increase damage received from <span style="color:green;">Wind</span> property magical attacks by 50%.
** Increase damage received from Maces, One-Handed (1H) Axes, and Two-Handed (2H) Axes by 50%.
** Reduce damage received from Daggers, 1H Swords, 2H Swords, Arrows, and Bullets by 50%.
* Duration of <span style="color:#49AFFC;">crystallization</span> is reduced by your '''base VIT''' and is determined by this formula: 
** <code>'''Duration of Effect = [Base_Duration − (Target_BaseVIT ÷ 10)]s'''</code>
** With 130 base VIT, duration is reduced by 13 seconds, leaving behind 7 more seconds of <span style="color:#49AFFC;">crystallization</span>.
* DD's damage is increased depending on the level of '''{{#skill:281}}''', and the caster's own '''INT''' and base level.
|style="text-align: center;" | 5
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:2446}}
||
* Allot 5 skill points to this skill.
* You have no choice but to maximize this skill as it'll be needed for the costume enchant stone {{#icon:1000674}}{{#linkitem:1000674|Sorcerer Stone (Low)}}. For every level of Earth Grave, it gives you +2% All property magical damage.
* If you prefer to use Earth Grave ('''EG''') instead of Diamond Dust, there are equipment available that could reduce its cooldown from 5 seconds down to 1 second. A +10 {{#icon:24310}}{{#linkitem:24310|Sorcerer Shadow Shield}} exists for that purpose. It's also possible to completely remove its cooldown to 0 just like DD when a +7 Sorcerer Shadow Shield is paired with a +11 {{#icon:540014}}{{#linkitem:540014|Poenitentia Codex}} or a +9 {{#icon:540056}}{{#linkitem:540056|Dim Glacier Book}} with the enchant {{#icon:311228}}{{#linkitem:311228|Glacier Flower Spell (Earth Grave)}}.
* EG's damage is increased depending on the level of '''{{#skill:283}}''', and the caster's own '''INT''' and base level.
* Has a chance to apply the bleeding status effect and reveals enemies under the cloaking or hiding state.
|style="text-align: center;" | 5
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:2451}}
||
* Place 5 skill point to this skill and maximize it.
* Striking is a good supportive buff for your party. It gives '''+100 ATK''' ('''EquipATK''') and +'''70 Perfect HIT''' at max level. Your friends that play physical classes will surely want you to constantly apply this buff on them.
* Like DD and EG, this skill needs to be fully leveled either way since it'll be needed for the costume enchant stone {{#icon:1000672}}{{#linkitem:1000672|Sorcerer Stone (Top)}}. For every level of Striking, it gives you 0.1 second '''Fixed Casting Time''' ('''FCT''') reduction.
** The set {{#icon:1000672}}{{#linkitem:1000672|Sorcerer Stone (Top)}} + {{#icon:1000673}}{{#linkitem:1000673|Sorcerer Stone (Mid)}} + {{#icon:1000674}}{{#linkitem:1000674|Sorcerer Stone (Low)}} + {{#icon:1001420}}{{#linkitem:1001420|Elemental Master Stone (Garment)}} will be your endgame costume enchant stones once you've become an Elemental Master so make sure to maximize all three (3) aforementioned skills (Diamond Dust, Earth Grave, & Striking).
|style="text-align: center;" | 5
|style="text-align: center; background:#ccffcc"| Supportive
|-
| {{#skill:2454}}
||
* Just enough skill points as a prerequisite skill for '''{{#skill:2459}}''' and <span style="color:green;">'''{{#skill:2467}}'''</span> or max this one out for leveling purposes.
* Varetyr Spear's damage is increased depending on the level of '''{{#skill:282}}''', '''{{#skill:2451}}''', and the caster's own '''INT''' and base level.
* Has a chance to stun enemies.
|style="text-align: center;" | 3 / 10
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:2445}}
||
* Either leave this skill out if you're going the caster route or max it if you're going for the niche build Spell Fist.
* Spell Fist concentrates the power of your elemental bolt skills ('''{{#skill:19}}''', '''{{#skill:14}}''', & '''{{#skill:20}}''') to your weapon which makes it possible to deal melee magical damage.
** As an example, if any of your elemental bolt skills at max level would normally deal ≈'''300m per cast''', a Lvl. 10 Spell Fist will make it possible for you to deal ≈'''435m per melee auto attack''' that will be registered as magical damage (Base Level and Spell Fist Level applied in skill formula hence the higher damage scaling as compared to manually casting your bolt skill).
** Meeting the requirement of '''193 ASPD''' gives you a maximum of '''7 hits per second''' thus letting you do ≈'''3.045b DPS''' just from your melee auto attacks alone (autocasted skills not yet accounted for).
* Since Spell Fist is considered melee magical damage, it is affected by the following skills and item to both its advantage and disadvantage:
** Hits are blocked by '''{{#skill:12}}'''.
** Hits are mirrored back by '''{{#skill:252}}'''.
** Attacks would hit twice with the passive skill '''{{#skill:48}}''' (provided by items like {{#icon:25302}}{{#linkitem:25302|Double Attack Garment Stone}})
** Affected by the skill https://static.divine-pride.net/images/skill/675.png '''Stone Skin'''.
** Benefits from the Guillotine Cross skill '''{{#skill:5001}}'''.
** Does not apply {{#item:4147}}'s 3x3 splashing effect due to getting lower priority than Spell Fist's conversion of melee magical attacks.
* Spell Fist also doesn't need high DEX and HIT rate since it ignores FLEE for it is a magical attack in nature.
* Any direct buffs made to the three elemental bolts whether they are skill modifiers (i.e. {{#icon:300267}}{{#linkitem:300267|Crow Baron Card}}& {{#icon:300268}}{{#linkitem:300268|Crow Duke Card}}combo) or the EM's High Elemental's Passive Mode will always be translated into Spell Fist's individual hits.
* Ideally, you'd want to have an FCT lower than 1 second or VCT lower than 90% so you can't instant cast your bolt skills. Yes, that may sound absurd but that's because you'd need to not completely cast your elemental bolts so you could apply Spell Fist as an active skill. Aim your bolt skills on a target, cast it, then immediately press Spell Fist. Instant casting your bolt skills will make it impossible for you to activate Spell Fist.
|style="text-align: center;" | 0 / 10
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:5008}}
||
* Skip this one. No place as a prerequisite skill either. It basically sacrifices your active Elemental and High Elemental Spirit to apply defensive skills to you and your party. Could be a last resort skill if your party is about to get wiped out by https://static.divine-pride.net/images/skill/653.png '''Max Pain''' I suppose.
* The defensive skills applied if you're wondering are the skills '''{{#skill:12}}''' and '''{{#skill:25}}'''. The duration of these skills casted from Elemental Shield is also longer than your normal Safety Wall and Pneuma at Lvl. 1; a normal Lvl. 10 Safety Wall will still be 10 seconds longer than a Safety Wall coming from a Lvl. 5 Elemental Shield.
|style="text-align: center;" | 0
|style="text-align: center; background:#ccffff"| Defensive
|-
| {{#skill:2443}}
||
* Skip this one, unless you want to have your own built-in trail effect to look cool. No place as a prerequisite skill either.
|style="text-align: center;" | 0
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:2444}}
||
* Skip this one, unless you want to have your own built-in trail effect to look cool. No place as a prerequisite skill either.
|style="text-align: center;" | 0
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:2448}}
||
* Skip this one. No place as a prerequisite skill either. There's going to be stronger <span style="color:purple;">Poison</span> skills later on.
|style="text-align: center;" | 0
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:2450}}
||
* Either leave this one out completely or get it to max level.
* Killing Cloud applies the debuff <span style="color:#BB3ECF;">'''Cloud Poison'''</span> which reduces any units' <span style="color:purple;">Poison</span> resistance inside its AoE. At max level, Killing Cloud reduces a monster's <span style="color:purple;">Poison</span> resistance by 25% which lasts for 5 seconds.
* Extremely useful if you're going to be focusing on <span style="color:purple;">Poison</span> element; though keep in mind it has a 5 seconds cooldown but the costume enchant stones {{#icon:1000672}}{{#linkitem:1000672|Sorcerer Stone (Top)}} + {{#icon:25420}}{{#linkitem:25420|Sorcerer Stone (Garment)}} reduces its cooldown by 2 seconds. Typically it's used for DPS-ing or MVP-ing and rarely used for field farming unless you want to see big damage numbers with your <span style="color:purple;">Poison</span>-endowed '''{{#skill:2449}}''' <big>/</big>  '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''', '''{{#skill:5371}}''', and '''{{#skill:2448}}'''.
* Only one (1) Killing Cloud can be activated at a time. Casting another Killing Cloud will supersede the existing one though the debuff refreshes when reapplied on the same unit.
|style="text-align: center;" | 0 / 5
|style="text-align: center; background:#ccffcc"| Supportive
|-
| {{#skill:2452}}
||
* Just put enough skill points to this one as a prerequisite skill for '''{{#skill:2457}}''' and <span style="color:red;">'''{{#skill:2465}}'''</span>.
* At lower levels, Warmer gets lower cooldown, so I suggest not to really max out this skill. You use this skill more for its utility than the HP% heal it gives.
* Much like the majority of your utility skills, Warmer benefits any units inside its 7x7 AoE including monsters and MVPs. An MVP with over a billion HP could recover 30m~50m HP every 3 seconds when standing on its AoE so be extra careful where you place your Warmer!
* Warmer removes the crystallization, frozen, and freezing debuffs.
|style="text-align: center;" | 3
|style="text-align: center; background:#ccffcc"| Supportive
|-
| {{#skill:2453}}
||
* Put 5 skill points to this one if you're going to frequent PvP/WoE or if you're going to use this for leveling or against instance MVPs like Betelgeuse and Encroached Tan; otherwise leave it at 0.
* Extreme Vacuum is a crowd control (CC) skill that pulls in any units towards the center of its AoE.
** Base duration of the rooting effect is decreased by unit's '''STR'''.
** For every point of '''STR''', it decreases the duration of Extreme Vacuum by 0.04 second.
* Works on MVPs and boss monsters, but due to high STR its CC effect will be negligible or barely noticeable for some.
* It has a misleading visual for monsters that are predetermined to move to a specific cell when chasing you and then immediately trapped within this skill's AoE. Perceptibly, it would seem to appear they will move past Extreme Vacuum but they will still remain rooted and immobilized until the duration expires.
* Complements well with [[The_Complete_Elemental_Master_Guide_by_Goldie#Insignia_System|insignias]] and works hand in hand with your own '''{{#skill:288}}'''. You root boss monsters with Extreme Vacuum to displace them away inside your LP and put them under the influence of the insignias' debuffing effects.
* Finds the most use for instances like [[Tower of Trials]], [[Alice Twisted Madness]], [[Final Battle]], and [[Constellation Tower]] among others.
* It's got some uses too for some of the server's events like the recently ended [[Autumn_Event|Autumn Event]]. It roots the Sentinels into place preventing them to move around.
|style="text-align: center;" | 0 / 5
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:2455}}
||
* Put 5 skill points to this one if you're going to frequent PvP/WoE; otherwise leave it at 0.
* Arullo inflicts the Deep Sleep status effect to the targets.
** Base chance of effect is increased by the caster's INT and Job Level.
** Base duration of debuff is decreased by the unit's Base Level and INT.
* Deep Sleep causes the following effects:
** Chat is disabled momentarily.
** 2% of MaxHP and MaxSP is recovered each second.
** Damage from the next attack is amplified by 150%.
* Requires 1 {{#item:715}}to cast. Can be purchased from '''NPC''' '''Tool Dealer''' in any towns for 4,500 zeny. 500 pcs. of Yellow Gemstones can be packaged into a {{#item:100193}} by talking to the '''NPC Gemstone Bagger''' {{#navi:geffen_in|74|175}} in '''Geffen''' ('''@go 2''') for lighter accessibility.
|style="text-align: center;" | 0 / 5
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:2456}}
||
* 3 skill points are enough for this skill.
* Elemental Control switches your active Elementals & High Elementals from Waiting Mode to either Passive, Defensive, or Offensive Mode.
** '''Level 1''': Switch to Passive Mode
** '''Level 2''': Switch to Defensive Mode
** '''Level 3''': Switch to Offensive Mode
** '''Level 4''': Dismisses your currently summoned Elemental or High Elemental... like whyyy and what for??
* This skill altogether with the Elementals and Elemental Master's High Elementals will have a separate section. For more info, check down [[The_Complete_Elemental_Master_Guide_by_Goldie#Modes|below]].
|style="text-align: center;" | 3
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:2457}}
||
* Allot 3 skill points to this one.
* This skill will call forth the <span style="color:red;">Fire Spirit</span> <span style="color:red;">Agni</span> which appears in three (3) forms (Child, Adolescent, & Adult) depending on the skill level:
** '''Level 1''' ('''Child Form'''): Requires 3 {{#item:990}}to summon. Lasts for 10 minutes.
** '''Level 2''' ('''Adolescent Form'''): Requires 6 {{#item:990}}to summon. Lasts for 15 minutes.
** '''Level 3''' ('''Adult Form'''): Requires 1 {{#item:994}}to summon. Lasts for 20 minutes.
* <span style="color:red;">Agni</span>'s stats increase '''based on the summoner's stats''' and  '''{{#skill:2463}}''' skill level.
* <span style="color:red;">Agni</span> assumes <span style="color:red;">Fire 4</span> elemental property. He is naturally immune to all kinds of <span style="color:red;">Fire</span> property attacks, resists 40% of <span style="color:brown;">Earth</span> property attacks, and receives 200% damage against <span style="color:blue;">Water</span> property attacks.
* For recommended farming spots for these elemental catalysts, please refer down [[The_Complete_Elemental_Master_Guide_by_Goldie#Elemental_Catalysts,_Ores,_&_Stones|below]].
* <span style="color:red;">Agni</span> together with the other Elementals and Elemental Master's High Elementals will have a separate section dedicated for them. For more info, check down [[The_Complete_Elemental_Master_Guide_by_Goldie#Elementals|below]].
|style="text-align: center;" | 3
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:2458}}
||
* Allot 3 skill points to this one.
* This skill will call forth the <span style="color:blue;">Water Spirit</span> <span style="color:blue;">Aqua</span> which appears in three (3) forms (Child, Adolescent, & Adult) depending on the skill level:
** '''Level 1''' ('''Child Form'''): Requires 3 {{#item:991}}to summon. Lasts for 10 minutes.
** '''Level 2''' ('''Adolescent Form'''): Requires 6 {{#item:991}}to summon. Lasts for 15 minutes.
** '''Level 3''' ('''Adult Form'''): Requires 1 {{#item:995}}to summon. Lasts for 20 minutes.
* <span style="color:blue;">Aqua</span>'s stats increase '''based on the summoner's stats''' and  '''{{#skill:2463}}''' skill level.
* <span style="color:blue;">Aqua</span> assumes <span style="color:blue;">Water 4</span> elemental property. She is naturally immune to all kinds of <span style="color:blue;">Water</span> property attacks, resists 40% of <span style="color:red;">Fire</span> property attacks, and receives 200% damage against <span style="color:green;">Wind</span> property attacks.
* For recommended farming spots for these elemental catalysts, please refer down [[The_Complete_Elemental_Master_Guide_by_Goldie#Elemental_Catalysts,_Ores,_&_Stones|below]].
* <span style="color:blue;">Aqua</span> together with the other Elementals and Elemental Master's High Elementals will have a separate section dedicated for them. For more info, check down [[The_Complete_Elemental_Master_Guide_by_Goldie#Elementals|below]].
|style="text-align: center;" | 3
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:2459}}
||
* Allot 3 skill points to this one.
* This skill will call forth the <span style="color:green;">Wind Spirit</span> <span style="color:green;">Ventus</span> which appears in three (3) forms (Child, Adolescent, & Adult) depending on the skill level:
** '''Level 1''' ('''Child Form'''): Requires 3 {{#item:992}}to summon. Lasts for 10 minutes.
** '''Level 2''' ('''Adolescent Form'''): Requires 6 {{#item:992}}to summon. Lasts for 15 minutes.
** '''Level 3''' ('''Adult Form'''): Requires 1 {{#item:996}}to summon. Lasts for 20 minutes.
* <span style="color:green;">Ventus</span>' stats increase '''based on the summoner's stats''' and  '''{{#skill:2463}}''' skill level.
* <span style="color:green;">Ventus</span> assumes <span style="color:green;">Wind 4</span> elemental property. She is naturally immune to all kinds of <span style="color:green;">Wind</span> property attacks, resists 40% of <span style="color:blue;">Water</span> property attacks, and receives 200% damage against <span style="color:brown;">Earth</span> property attacks.
* For recommended farming spots for these elemental catalysts, please refer down [[The_Complete_Elemental_Master_Guide_by_Goldie#Elemental_Catalysts,_Ores,_&_Stones|below]].
* <span style="color:green;">Ventus</span> together with the other Elementals and Elemental Master's High Elementals will have a separate section dedicated for them. For more info, check down [[The_Complete_Elemental_Master_Guide_by_Goldie#Elementals|below]].
|style="text-align: center;" | 3
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:2460}}
||
* Allot 3 skill points to this one.
* This skill will call forth the <span style="color:brown;">Earth Spirit</span> <span style="color:brown;">Tera</span> which appears in three (3) forms (Child, Adolescent, & Adult) depending on the skill level:
** '''Level 1''' ('''Child Form'''): Requires 3 {{#item:993}}to summon. Lasts for 10 minutes.
** '''Level 2''' ('''Adolescent Form'''): Requires 6 {{#item:993}}to summon. Lasts for 15 minutes.
** '''Level 3''' ('''Adult Form'''): Requires 1 {{#item:997}}to summon. Lasts for 20 minutes.
* <span style="color:brown;">Tera</span>'s stats increase '''based on the summoner's stats''' and  '''{{#skill:2463}}''' skill level.
* <span style="color:brown;">Tera</span> assumes <span style="color:brown;">Earth 4</span> elemental property. He is naturally immune to all kinds of <span style="color:brown;">Earth</span> property attacks, resists 40% of <span style="color:green;">Wind</span> property attacks, and receives 200% damage against <span style="color:red;">Fire</span> property attacks.
* For recommended farming spots for these elemental catalysts, please refer down [[The_Complete_Elemental_Master_Guide_by_Goldie#Elemental_Catalysts,_Ores,_&_Stones|below]].
* <span style="color:brown;">Tera</span> together with the other Elementals and Elemental Master's High Elementals will have a separate section dedicated for them. For more info, check down [[The_Complete_Elemental_Master_Guide_by_Goldie#Elementals|below]].
|style="text-align: center;" | 3
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:2461}}
||
* Skip this one. No place as a prerequisite skill either.
* But to those who's curious on what it does, it just randomly selects one of the offensive skills your Elementals and High Elementals do regardless of its current state.
|style="text-align: center;" | 0
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:2462}}
||
* Either put only 1 skill point on this one or max it out.
* This skill converts elemental ores into to their higher forms and vice versa.
** '''Level 1''': One (1) '''Elemental Gemstone''' —> '''Lesser Elemental Ores''' (quantity yield is random)
** '''Level 2''': Ten (10) '''Lesser Elemental Ores''' —> One (1) '''Elemental Gemstone'''
* '''Note''': '''Level 2''' has a <u>90% chance of success</u> and a <u>10% chance to fail</u>; all lesser elemental ores will get lost when it fails.
* Personally, I only put 1 skill point as a prerequisite skill. If I want to condense lesser elemental ores (i.e. {{#icon:990}}{{#linkitem:990|Red Blood}} to their higher forms {{#icon:994}}{{#linkitem:994|Flame Heart}}) I'll just make a separate skill tree for it and save it to '''Build Manager NPC Lotus''' {{#navi:main_office|122|169}} and reload it everytime I need to craft.
|style="text-align: center;" | 1 / 2
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:2463}}
||
* Always max this skill passive for your Elementals ''and'' High Elementals of the Elemental Master.
* Greatly improves their survivability. More pieces of information on how to improve their survivability down [[The_Complete_Elemental_Master_Guide_by_Goldie#How_to_Keep_Our_Spirits_Alive_and_Healthy|below]].
|style="text-align: center;" | 5
|style="text-align: center; background:#cccccc"| Passive
|-
| {{#skill:2464}}
||
* Allot 1 skill point to this one.
* Sacrifices 10% of your current HP and SP to heal your Elementals and High Elementals.
* You'll oftentimes find yourself needing to heal your Elementals or High Elementals and this skill will do just that for you.
* Having an HP/SP pool lower than 10% will make this skill fail so always try to bring healing consumables with you like {{#icon:607}}{{#linkitem:607|Yggdrasil Berry}}or {{#icon:608}}{{#linkitem:608|Yggdrasil Seed}}.
|style="text-align: center;" | 1
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:2465}}
||
* Put 3 skill points and max this skill out.
* More pieces of information regarding <span style="color:red;">Fire Insignia</span> and the Insignia System down [[The_Complete_Elemental_Master_Guide_by_Goldie#Insignia_System|below]].
|style="text-align: center;" | 3
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:2466}}
||
* Put 3 skill points and max this skill out.
* More pieces of information regarding <span style="color:blue;">Water Insignia</span> and the Insignia System down [[The_Complete_Elemental_Master_Guide_by_Goldie#Insignia_System|below]].
|style="text-align: center;" | 3
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:2467}}
||
* Put 3 skill points and max this skill out.
* More pieces of information regarding <span style="color:green;">Wind Insignia</span> and the Insignia System down [[The_Complete_Elemental_Master_Guide_by_Goldie#Insignia_System|below]].
|style="text-align: center;" | 3
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:2468}}
||
* Put 3 skill points and max this skill out.
* More pieces of information regarding <span style="color:brown;">Earth Insignia</span> and the Insignia System down [[The_Complete_Elemental_Master_Guide_by_Goldie#Insignia_System|below]].
|style="text-align: center;" | 3
|style="text-align: center; background:#ffffcc"| Active
|}
 
===Recommended Skill Tree===
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:50%
! colspan="2" | <center> My Personal Skill Tree Allocations for Sorcerer </center>
|-
! Leveling
| <center>[[File:Sorcerer Leveling Skill Tree.v3.png]]</center>
|-
! Endgame
| <center>[[File:Sorcerer Skill Tree.png]]</center>
|-
| colspan="2" | '''<span style="font-size: 0.75rem;">Note</span>'''<span style="font-size: 0.75rem;">: To avoid confusion and to clarify—for the Endgame skill tree—about four (4) extra skill points from the Sorcerer branch were taken out and then allocated to the Sage and Professor branches. This was done intentionally as I deemed that all the fundamental skills in the Sorcerer branch were already accounted for while there are some important skills left that could not be harbored solely by the limited Sage and Professor skill points.</span>
|}
 
==Elemental Master==
[[File:Male and Female Elemental Master.v2.png|thumb|330x330px|Elemental Master class]]
 
=== Overview ===
'''Elemental Master''' ('''EM''') is the 4th class of the Sage, Professor, and Sorcerer lineup. While seeking recluse in the vast flora and fauna of Midgard where the mystical Spirits of nature reside, Sorcerers have awakened to a much stronger and greater power. As they ascertain the reason behind this sudden awakening and the closer they seek out the truth, they start to realize that the intimate bond they shared with their companion spirits, the Elementals, have also grown alongside with them leading them to uncover more power thru the elements of nature. 
 
This allowed their companion spirits to evolve and become powerful beings of their own rights. <span style="color:red;">Agni</span> evolved to the <span style="color:#BD0F1E;">High Elemental Ardor</span>, <span style="color:blue;">Aqua</span> evolved to the <span style="color:#0685CF;">High Elemental Diluvio</span>, <span style="color:green;">Ventus</span> evolved to the <span style="color:limegreen;">High Elemental Procella</span>, and <span style="color:brown;">Tera</span> evolved to the <span style="color:#966606;">High Elemental Terremotus</span>. The Sorcerer's previous experimentation on the <span style="color:purple;">Poison</span> element led them to awaken the vicegerent and embodiment of <span style="color:purple;">Poison</span> magic of which it governs—the <span style="color:purple;">High Elemental Serpens</span>. With their newly formed bonds and an unlikely ally with the malignant <span style="color:purple;">Serpens</span>, Sorcerers themselves have evolved to the legendary Elemental Master.
 
Notable skills in an EM's skill kit are the skills '''{{#skill:5372}}''', '''{{#skill:5369}}''', '''{{#skill:5370}}''', '''{{#skill:5373}}''', and '''{{#skill:5371}}''' each of which represents the evolved '''High Elemental''' Spirits that accompany them in their adventure in the form of '''{{#skill:5375}}''', '''{{#skill:5376}}''', '''{{#skill:5377}}''', '''{{#skill:5378}}''', and '''{{#skill:5379}}'''.
 
Depending which of the High Elementals are summoned to aid the Elemental Master, the corresponding element of the AoE skill that represents the High Elemental will boost its damage output. A summoned <span style="color:#BD0F1E;">Ardor</span> will bestow an EM with the gift of <span style="color:red;">Fire</span> and will receive increased <span style="color:red;">Fire</span> magical damage as well as amplifying Conflagration's power. With the combined strength of both the Elemental Master and High Elemental Spirit, this gives them the ability to cast their ultimate skill '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' as a symbol of their infinite bond. Elemental Buster will assume and flexibly switch element depending on the summoned High Elemental Spirit, making it possible to cast a <span style="color:purple;">Poison</span>-endowed Elemental Buster when <span style="color:purple;">Serpens</span> is present.
 
Elemental Masters have also developed the power to hide their spirits which makes them unnoticeable by the monsters around them with the skill '''{{#skill:5381}}'''. Through time and space, this manipulation of magic to conceal their close companions also led them to master blending in with the flow of magic, enabling them to cunningly use the psionic skill '''{{#skill:6517}}''', a pronounced antecedent of its predecessor skill Psychic Wave and the latest addition to the evolution of Battle Mage.
 
===Skill Tree===
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;text-align:center;"
|-
! colspan="3" | Elemental Master Skill Tree
|-
| style="width:30%;"| {{#skillDesc:5365}}
| style="width:30%;"| {{#skillDesc:5366}}
| style="width:30%;"| {{#skillDesc:5367}}
|-
| {{#skillDesc:5368}}
| {{#skillDesc:5369}}
| {{#skillDesc:5370}}
|-
| {{#skillDesc:5371}}
| {{#skillDesc:5372}}
| {{#skillDesc:5373}}
|-
| {{#skillDesc:5381}}
| {{#skillDesc:5379}}
| {{#skillDesc:5375}}
|-
| {{#skillDesc:5376}}
| {{#skillDesc:5377}}
| {{#skillDesc:5378}}
|-
| {{#skillDesc:5374}}
| {{#skillDesc:5380}}
|{{#skilldesc:6517}}
|}
 
=== Skill Analysis ===
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:100%
|  style="background-color:#e8eaed; text-align: center; font-size: 100%;" data-mce-style="background-color: #ce84e0; text-align: center;" colspan="4" | <center>'''Detailed Analysis of Elemental Master Skills'''</center>
|-
! Skill !! Notes !! Points !! Type
|-
| {{#skill:5365}}
||
* Maximize this skill whenever you can or if you have enough skill points to allocate.
* Magic Book Mastery boosts the magical damage of <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, <span style="color:brown;">Earth</span>, and <span style="color:purple;">Poison</span> properties when using book-type weapons.
* Most of your weapons as an Elemental Master are now all book-type weapons, unlike before from the previous jobs where it was a mix of staves and books.
* Give this skill more attention once you're done with your core AoE skills.
|style="text-align: center;" | 5 / 10
|style="text-align: center; background:#cccccc"| Passive
|-
| {{#skill:5366}}
||
* Allot 5 skill points to this and maximize it.
* Spell Enchanting gives '''+20''' '''S'''.'''MAtk''' to you and your allies.
* This is a good supportive skill to boost your own damage output. Really nothing much to say about this skill, just max it out.
|style="text-align: center;" | 5
|style="text-align: center; background:#ccffcc"| Supportive
|-
| {{#skill:5367}}
||
* Either ignore this one or max it out.
* Activity Burn acts loosely similarly like the Professor's '''{{#skill:375}}''' skill. Though instead of stealing away the SP of a target, this one burns the enemies' '''Activity Point''' ('''AP''') with 0 penalty if the skill fails. Unfortunately, this skill can only be used in PvP/WoE scenes; thus making this skill useless in PvM.
* You're only required to max this one out as a prerequisite skill for '''{{#skill:5368}}''' which does have some uses for PvM.
|style="text-align: center;" | 0 / 5
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:5368}}
||
* Either ignore this one or max it out.
* Increasing Activity acts similarly like the Professor's '''{{#skill:374}}''' skill, but without the "give-and-take" interaction of it.
* This skill gives out a flat amount of +50 (scales with level) of your AP to your allies. This isn't a %-% interaction, and you won't gain anything back as this is a one-way exchange of AP.
* Regardless of level, per cast of Increasing Activity will always consume 50 AP. This means that if you use Levels 1-4 of this skill you will still continue to consume 50 AP even though for these levels it will only share 10/20/30/40 AP, consecutively. That's why it is recommendable to get Level 5 as much as you can. Personally, I only allocate 3 skill points to this skill due to limited skill points and since I also focus on DPS besides supporting in a party.
* When focused on supporting, you can replenish back 5 AP by constantly casting any of your ground AoE skills such as  '''{{#skill:5372}}''', '''{{#skill:5369}}''', '''{{#skill:5370}}''', '''{{#skill:5373}}''', and '''{{#skill:5371}}'''. EMs never ran out of AP so don't be too stingy to share AP when you have this skill.
* One other use of this skill is when you use the costume enchant stone {{#icon:1001420}}{{#linkitem:1001420|Elemental Master Stone (Garment)}}. For every level of Increasing Activity, it increases your <span style="color:red;">Fire</span> & <span style="color:purple;">Poison</span> property magical damage by 2%. Others will max this skill out just for this purpose but in my opinion, it's really not worth it since at this point you already have too much <span style="color:red;">Fire</span> & <span style="color:purple;">Poison</span> magical property damage modifiers thus making the damage difference barely noticeable. Besides, this one takes up too much skill points that it's better to expend it on skills such as '''{{#skill:5370}}''' or '''{{#skill:6517}}'''.
|style="text-align: center;" | <span style="font-size: 0.80rem;">0 / 3 / 5</span>
|style="text-align: center; background:#ccffcc"| Supportive
|-
| {{#skill:5369}}
||
* A must have in any EM builds so always max this one out. No exceptions.
* Diamond Storm ('''DS''') is one of the core skills in an EM's build. When using the Dimensions combo consisting of {{#icon:400536}}{{#linkitem:400536|Time Dimensions Rune Crown (Elemental Master)}} + {{#icon:540079}}{{#linkitem:540079|Dimensions Elemental Magic Book}} and when both items are '''Grade A''', it will give you the ability to autocast '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' every time you cast Diamond Storm. Crazy. I know, right?
* This allows EM to casually spam their ultimate skill Elemental Buster with zero restrictions anytime they desire to do so. DS has a 1 second cooldown so for every second, they can freely do just that. Exciting!
* Diamond Storm is also a burst skill. It's not a DoT skill like '''{{#skill:5372}}''' or '''{{#skill:5371}}''' and when paired with an autocasted Elemental Buster which in itself is a burst skill, it greatly accomplishes that purpose neatly.
* Diamond Storm has a 5% chance to inflict the <span style="color:#07C4D9;">'''Rapid Cooling'''</span> status effect.
** <span style="color:#07C4D9;">'''Rapid Cooling'''</span>: Endows the target's elemental property to <span style="color:blue;">Water 1</span>, unable to move, use items or skills, and reduces Def and MDef; however, status debuff will be canceled upon taking damage.
** This status effect only affects normal monsters and useless against boss monsters and MVPs.
** A good debuff to cycle with '''{{#skill:5370}}''', '''{{#skill:5371}}''', and <span style="color:green;">Wind</span>/<span style="color:purple;">Poison</span>-endowed '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' though you may find yourself disappointed because unlike before (90% previously) it's now got a low chance to get applied. But this is technically a buff because casting Diamond Storm on a monster inflicted with this debuff would decrease DS's subsequent damage, but now that chances are lowered monsters will be taking in the full extent of your DS damage without any elemental resistances.
|style="text-align: center;" | 5
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:5370}}
||
* Allot 5 skill points to this one and max it out.
* Lightning Land ('''LL''') is one of your three (3) main DoT skills alongside '''{{#skill:5372}}''' and '''{{#skill:5371}}''' with strong CC effects via "hit-locking" mobs.
* It is a good skill to use when farming. You leave out your LL on the ground then teleport away. Kill the mobs offscreen and still get their loots.
*Lightning Land has a 5% chance to inflict the <span style="color:#44C769;">'''Torrent'''</span> status effect.
**<span style="color:#44C769;">'''Torrent'''</span>: Endows the target's elemental property to <span style="color:green;">Wind 1</span>, unable to move, use items or skills, and increases damage taken from <span style="color:brown;">Earth</span> property; however, status debuff will be canceled upon taking damage.
**This status effect only affects normal monsters and useless against boss monsters and MVPs.
** A good debuff to cycle with '''{{#skill:5373}}''', '''{{#skill:5371}}''', and <span style="color:brown;">Earth</span>/<span style="color:purple;">Poison</span>-endowed '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' though you may find yourself disappointed because unlike before (60% previously) it's now got a low chance to get applied. But this is technically a buff because casting Lightning Land on a monster inflicted with this debuff would decrease LL's subsequent damage, but now that chances are lowered monsters will be taking in the full extent of your LL damage without any elemental resistances.
|style="text-align: center;" | 5
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:5371}}
||
* Allot 5 skill points to this one and max it out.
* Venom Swamp ('''VS''') is one of your three (3) main DoT skills alongside '''{{#skill:5372}}''' and '''{{#skill:5370}}''' with strong CC effect via "hit-locking" mobs.
* It is a good skill to use when farming. You leave out your VS on the ground then teleport away. Kill the mobs offscreen and still get their loots.
* As a <span style="color:purple;">Poison</span> property skill, it provides great coverage against the four (4) basic elements. Poison deals increased damage against <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, and <span style="color:brown;">Earth</span>. Levels 1-2 monsters of these properties receive 150% more damage against <span style="color:purple;">Poison</span>, while Levels 3-4 monsters receive 125% more damage. For more info, refer to the [[Elements#Elemental_Attribute_Table|elemental table]].
* Venom Swamp has a 3% chance to inflict the <span style="color:#7E139E;">'''Severe Poison'''</span> status effect.
** <span style="color:#7E139E;">'''Severe Poison'''</span>: Increases damage taken from <span style="color:purple;">Poison</span> property, reduces Def, and drains HP over time. Does not get canceled upon taking damage.
** This status effect only affects normal monsters and useless against boss monsters and MVPs.
** A good debuff to cycle with your own Venom Swamp, <span style="color:purple;">Poison</span>-endowed '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''', and the Sorcerer skills '''{{#skill:2450}}''', and <span style="color:purple;">Poison</span>-endowed '''{{#skill:2449}}''' though you may find yourself disappointed because unlike before (60% previously) it's now got a low chance to get applied.
|style="text-align: center;" | 5
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:5372}}
||
* Allot 5 skill points to this one and max it out.
* Conflagration ('''Conflag''') is one of your three (3) main DoT skills alongside '''{{#skill:5371}}''' and '''{{#skill:5370}}''' with strong CC effect via "hit-locking" mobs.
* It is a good skill to use when farming. You leave out your Conflag on the ground then teleport away. Kill the mobs offscreen and still get their loots.
* Conflagration has a 3% chance to inflict the <span style="color:#ED3F13;">'''Blaze'''</span> status effect.
** <span style="color:#ED3F13;">'''Blaze'''</span>: Endows target's elemental property to <span style="color:red;">Fire 1</span>, and drains HP over time. Does not get canceled upon taking damage.
** This status effect only affects normal monsters and useless against boss monsters and MVPs.
** A good debuff to cycle with '''{{#skill:5369}}''', '''{{#skill:5371}}''', and <span style="color:blue;">Water</span>/<span style="color:purple;">Poison</span>-endowed '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' though you may find yourself disappointed because unlike before (60% previously) it's now got a low chance to get applied. But this is technically a buff because casting Conflagration on a monster inflicted with this debuff would decrease Conflag's subsequent damage, but now that chances are lowered monsters will be taking in the full extent of your Conflag's damage without any elemental resistances.
|style="text-align: center;" | 5
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:5373}}
||
* A must have in any EM builds so always max this one out especially if you plan on using the other book called {{#icon:540080}}{{#linkitem:540080|Dimensions Elemental Spell Book}}.
* Terra Drive ('''TD''') is one of the core skills in an EM's build. When using the Dimensions combo consisting of {{#icon:400536}}{{#linkitem:400536|Time Dimensions Rune Crown (Elemental Master)}} + {{#icon:540080}}{{#linkitem:540080|Dimensions Elemental Spell Book}} and when both items are '''Grade A''', it will give you the ability to autocast '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' every time you cast Terra Drive. Crazier stupid? Yusss, we know! You're not alone~
* This allows EM to casually spam their ultimate skill Elemental Buster with zero restrictions anytime they desire to do so. Like DS, TD has a 1 second cooldown so for every second, they can freely do just that. But wait there's moreee~
** If you've gotten this far I know what you're probably thinking. Does that mean we could use both {{#icon:540079}}{{#linkitem:540079|Dimensions Elemental Magic Book}} & {{#icon:540080}}{{#linkitem:540080|Dimensions Elemental Spell Book}} to autocast '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' every half a second? The answer is a big Yes! You can freely switch between books and cast DS and TD alternately. Though you may need to be fast on your fingers as this requires a bit of micromanaging so good luck~
* Terra Drive is also a burst skill. It's not a DoT skill like '''{{#skill:5372}}''' or '''{{#skill:5371}}''' and when paired with an autocasted Elemental Buster which in itself is a burst skill, it greatly accomplishes that purpose neatly.
* Terra Drive has a 5% chance to inflict the <span style="color:#A35946;">'''Concretion'''</span> status effect.
** <span style="color:#A35946;">'''Concretion'''</span>: Endows target's elemental property to <span style="color:brown;">Earth 1</span>, unable to move, use items or skills, and reduces MDef; however, status debuff will be canceled upon taking damage.
** This status effect only affects normal monsters and useless against boss monsters and MVPs.
** A good debuff to cycle with '''{{#skill:5372}}''', '''{{#skill:5371}}''', and <span style="color:red;">Fire</span>/<span style="color:purple;">Poison</span>-endowed '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' though you may find yourself disappointed because unlike before (90% previously) it's now got a low chance to get applied. But this is technically a buff because casting Terra Drive on a monster inflicted with this debuff would decrease TD's subsequent damage, but now that chances are lowered monsters will be taking in the full extent of your TD damage without any elemental resistances.
|style="text-align: center;" | 3 / 5
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:5381}}
||
* An optional skill to have when you're tight on skill points, but always a welcome addition as it adds a protective layer for your High Elementals.
* Elemental Veil turns your High Elementals transparent which prevents them from being damaged by normal basic attacks and targeted skills such as '''{{#skill:2217}}''' or '''{{#skill:13}}'''. AoE skills will still hit them as well as those with bouncing effect such as a Warlock's '''{{#skill:2214}}''' despite being a targeted skill.
* It gets longer duration at higher levels, but Level 1 of this skill will suffice.
* It doesn't work on Sorcerer's Elementals, only for EM's High Elementals.
* There is an ongoing visual bug for Elemental Veil wherein your High Elementals would lose their transparency every time you teleport away or switch places and maps. The visual look goes away but the effect of Elemental Veil stays as intended.
* While not the most reliable way to make your High Elementals survive, there are other ways to make them almost unkillable. More pieces of information on how to improve their survivability down [[The_Complete_Elemental_Master_Guide_by_Goldie#How_to_Keep_Our_Spirits_Alive_and_Healthy|below]].
|style="text-align: center;" | 0 / 1
|style="text-align: center; background:#ccffcc"| Supportive
|-
| {{#skill:5379}}
||
* Allot 1 skill point on this one.
* To summon High Elemental <span style="color:purple;">Serpens</span>, you need to summon first any of the Sorcerer's Elementals in their Adult Forms: <span style="color:red;">Agni</span>, <span style="color:blue;">Aqua</span>, <span style="color:green;">Ventus</span>, or <span style="color:brown;">Tera</span>. Afterwards, you use this skill. Duration lasts for 25 minutes.
* <span style="color:purple;">Serpens</span> bestows the summoner with 10% <span style="color:purple;">Poison</span> property magical damage, increases the damage of '''{{#skill:5371}}''' by 30%, and raises VS's default '''SPL scaling''' of <code>'''(5 x SPL)'''</code>  to <code>'''(7 x SPL)'''</code>.
* <span style="color:purple;">Serpens</span>' stats increase '''based on the summoner's stats''', '''{{#skill:2463}}''', and '''{{#skill:5374}}''' skill levels.
* <span style="color:purple;">Serpens</span> assumes <span style="color:purple;">Poison 4</span> elemental property. He is naturally immune to all kinds of <span style="color:purple;">Poison</span> and <span style="color:#C95FB4;">Undead</span> property attacks, resists 50% of <span style="color:silver;">Holy</span>, <span style="color:rgb(44,45,45); text-shadow: 0.5px 0.5px 0.5px black; font-size: 0.9rem;">Shadow</span>, and <span style="color:#F0DF5D;">Ghost</span> property attacks, and receives 125% damage against <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, and <span style="color:brown;">Earth</span> property attacks.
* Requires 1 {{#item:1000294}}to summon. Can be bought from the '''NPC''' '''Magician Dealer''' in the Main Office {{#navi:main_office|63|59}}.
* <span style="color:purple;">Serpens</span> together with the other High Elementals will have a separate section dedicated for them. For more info, check down [[The_Complete_Elemental_Master_Guide_by_Goldie#High_Elementals|below]].
|style="text-align: center;" | 1
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:5375}}
||
* Allot 1 skill point on this one.
* To summon High Elemental <span style="color:#BD0F1E;">Ardor</span>, you need to summon first the Adult Form of <span style="color:red;">Agni</span> using the skill '''Lvl. 3''' '''{{#skill:2457}}'''. Afterwards, you use this skill. Duration lasts for 25 minutes.
* <span style="color:#BD0F1E;">Ardor</span> bestows the summoner with 10% <span style="color:red;">Fire</span> property magical damage, increases the damage of '''{{#skill:5372}}''' by 30%, and raises Conflag's default '''SPL scaling''' of <code>'''(5 x SPL)'''</code>  to <code>'''(7 x SPL)'''</code>.
* <span style="color:#BD0F1E;">Ardor</span>'s stats increase '''based on the summoner's stats''', '''{{#skill:2463}}''', and '''{{#skill:5374}}''' skill levels.
* <span style="color:#BD0F1E;">Ardor</span> assumes <span style="color:red;">Fire 4</span> elemental property. He is naturally immune to all kinds of <span style="color:red;">Fire</span> property attacks, resists 40% of <span style="color:brown;">Earth</span> property attacks, and receives 200% damage against <span style="color:blue;">Water</span> property attacks.
* Requires 1 {{#item:1000293}} to summon. Can be bought from the '''NPC''' '''Magician Dealer''' in the Main Office {{#navi:main_office|63|59}}.
* <span style="color:#BD0F1E;">Ardor</span> together with the other High Elementals will have a separate section dedicated for them. For more info, check down [[The_Complete_Elemental_Master_Guide_by_Goldie#High_Elementals|below]].
|style="text-align: center;" | 1
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:5376}}
||
* Allot 1 skill point on this one.
* To summon High Elemental <span style="color:#0685CF;">Diluvio</span>, you need to summon first the Adult Form of <span style="color:blue;">Aqua</span> using the skill '''Lvl. 3''' '''{{#skill:2458}}'''. Afterwards, you use this skill. Duration lasts for 25 minutes.
* <span style="color:#0685CF;">Diluvio</span> bestows the summoner with 10% <span style="color:blue;">Water</span> property magical damage, increases the damage of '''{{#skill:5369}}''' by 30%, and raises DS's default '''SPL scaling''' of <code>'''(5 x SPL)'''</code>  to <code>'''(10 x SPL)'''</code>.
* <span style="color:#0685CF;">Diluvio</span>'s stats increase '''based on the summoner's stats''', '''{{#skill:2463}}''', and '''{{#skill:5374}}''' skill levels.
* <span style="color:#0685CF;">Diluvio</span> assumes <span style="color:blue;">Water 4</span> elemental property. She is naturally immune to all kinds of <span style="color:blue;">Water</span> property attacks, resists 40% of <span style="color:red;">Fire</span> property attacks, and receives 200% damage against <span style="color:green;">Wind</span> property attacks.
* Requires 1 {{#item:1000295}} to summon. Can be bought from the '''NPC''' '''Magician Dealer''' in the Main Office {{#navi:main_office|63|59}}.
* <span style="color:#0685CF;">Diluvio</span> together with the other High Elementals will have a separate section dedicated for them. For more info, check down [[The_Complete_Elemental_Master_Guide_by_Goldie#High_Elementals|below]].
|style="text-align: center;" | 1
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:5377}}
||
* Allot 1 skill point on this one.
* To summon High Elemental <span style="color:limegreen;">Procella</span>, you need to summon first the Adult Form of <span style="color:green;">Ventus</span> using the skill '''Lvl. 3''' '''{{#skill:2459}}'''. Afterwards, you use this skill. Duration lasts for 25 minutes.
* <span style="color:limegreen;">Procella</span> bestows the summoner with 10% <span style="color:green;">Wind</span> property magical damage, increases the damage of '''{{#skill:5370}}''' by 30%, and raises LL's default '''SPL scaling''' of <code>'''(5 x SPL)'''</code> to <code>'''(7 x SPL)'''</code>.
* <span style="color:limegreen;">Procella</span>'s stats increase '''based on the summoner's stats''', '''{{#skill:2463}}''', and '''{{#skill:5374}}''' skill levels.
* <span style="color:limegreen;">Procella</span> assumes <span style="color:green;">Wind 4</span> elemental property. She is naturally immune to all kinds of <span style="color:green;">Wind</span> property attacks, resists 40% of <span style="color:blue;">Water</span> property attacks, and receives 200% damage against <span style="color:brown;">Earth</span> property attacks.
* Requires 1 {{#item:1000291}} to summon. Can be bought from the '''NPC''' '''Magician Dealer''' in the Main Office {{#navi:main_office|63|59}}.
* <span style="color:limegreen;">Procella</span> together with the other High Elementals will have a separate section dedicated for them. For more info, check down [[The_Complete_Elemental_Master_Guide_by_Goldie#High_Elementals|below]].
|style="text-align: center;" | 1
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:5378}}
||
* Allot 1 skill point on this one.
* To summon High Elemental <span style="color:#966606;">Terremotus</span>, you need to summon first the Adult Form of <span style="color:brown;">Tera</span> using the skill '''Lvl. 3''' '''{{#skill:2460}}'''. Afterwards, you use this skill. Duration lasts for 25 minutes.
* <span style="color:#966606;">Terremotus</span> bestows the summoner with 10% <span style="color:brown;">Earth</span> property magical damage, increases the damage of '''{{#skill:5373}}''' by 30%, and raises TD's default '''SPL scaling''' of <code>'''(5 x SPL)'''</code>  to <code>'''(10 x SPL)'''</code>.
* <span style="color:#966606;">Terremotus</span>' stats increase '''based on the summoner's stats''', '''{{#skill:2463}}''', and '''{{#skill:5374}}''' skill levels.
* <span style="color:#966606;">Terremotus</span> assumes <span style="color:brown;">Earth 4</span> elemental property. He is naturally immune to all kinds of <span style="color:brown;">Earth</span> property attacks, resists 40% of <span style="color:green;">Wind</span> property attacks, and receives 200% damage against <span style="color:red;">Fire</span> property attacks.
* Requires 1 {{#item:1000292}} to summon. Can be bought from the '''NPC''' '''Magician Dealer''' in the Main Office {{#navi:main_office|63|59}}.
* <span style="color:#966606;">Terremotus</span> together with the other High Elementals will have a separate section dedicated for them. For more info, check down [[The_Complete_Elemental_Master_Guide_by_Goldie#High_Elementals|below]].
|style="text-align: center;" | 1
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:5374}}
||
* Allot enough skill points on this one as a prerequisite skill. Dump whatever leftover skill points you have on this one I suppose.
* Slightly boosts your High Elemental's survivability. For more pieces of information on how to improve their survivability further, check down [[The_Complete_Elemental_Master_Guide_by_Goldie#How_to_Keep_Our_Spirits_Alive_and_Healthy|below]].
|style="text-align: center;" | 5 / 7
|style="text-align: center; background:#cccccc"| Passive
|-
| '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>'''
||
* Maximize this skill. No exceptions.
* Elemental Buster ('''EB''') is our ultimate skill as EMs. This skill changes elemental property (<span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, <span style="color:brown;">Earth</span>, or <span style="color:purple;">Poison</span>) based on the currently summoned High Elemental Spirit (<span style="color:#BD0F1E;">Ardor</span>, <span style="color:#0685CF;">Diluvio</span>, <span style="color:limegreen;">Procella</span>, <span style="color:#966606;">Terremotus</span>, or <span style="color:purple;">Serpens</span>). '''Does not work with Sorcerer's Elementals'''.
*With a 13x13 AoE centered around you and with an '''SPL''' '''scaling''' of <code>'''(10 x SPL)'''</code>, EB deals increased damage against Dragon/Formless races. Originally, it has a 2 seconds cooldown and consumes 15 AP per manual cast, but with the Dimensions combo, this can be bypassed and EMs can freely spam this skill to their heart's content.
*When autocasting this skill using the Dimensions combo, not only will the 15 AP requirement be ignored but you will recover 5 AP instead as the system will recognize the skills (i.e. '''{{#skill:5369}}''' or '''{{#skill:5373}}''') that triggered it and assume their mana/FCT/VCT requirements and AP recovery in place of Elemental Buster's.
*Unbeknownst to many, EB also acts as a crowd control skill. Any units targeted by this skill, with the exception of MVPs, <u>gets stunned during the entire duration of its skill animation</u>. In a way you could say it is a crowd control damaging skill in that manner. So even if you get surrounded by large mobs, casting or autocasting EB alone will let you survive.
*It has the damage, it has the AoE, it has a CC effect, could change its elemental property anytime, and easily spammable. What more would you want from this skill honestly. This skill alongside the Dimensions combo is what makes Elemental Master one of the strongest magical DPS class.
|style="text-align: center;" | 10
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:6517}}
||
* Always put 5 points on this skill if you need more mobility.
* Psychic Stream is a fairly new skill and was just recently added to the game. This skill is given to an already versatile class made even more mobile and better.
* This skill lets you dash to a monster or a horde of monster if you so desire (don't worry you have EB to [[The_Complete_Elemental_Master_Guide_by_Goldie#Casual_Farming_with_Psychic_Stream|telestomp]] them!), and inflicts <span style="color:gray;">Neutral</span> property magical damage to them and its adjacent mobs in a 5x5~7x7 AoE (scales with level).
* When hitting mobs immune to <span style="color:gray;">Neutral</span> property such as <span style="color:#F0DF5D;">Ghost 4</span> mobs, the damage won't be dealt but the blink/dash will still connect.
* Psychic Stream is more practically used for field farming, and less practical to use in instances.
* If you only use this skill as a gap closer, you will still have to fully level up Psychic Stream since it gets reduced cooldown the higher the levels. At Level 5, Psychic Stream has a 2.5 seconds CD as compared to Level 1's 12.5 seconds CD. That being said, either learn this skill always at Level 5 or don't get Psychic Stream at all.
* There are items that reduce Psychic Stream's CD such as the combo of {{#icon:400536}}{{#linkitem:400536|Time Dimensions Rune Crown (Elemental Master)}} + {{#icon:540096}}{{#linkitem:540096|Time Gap Elemental Spellbook}}. When both items are '''Grade A''', they reduce its CD by 0.7 second which is not much but still something.
* I honestly don't know why Gravity gave the class even more mobility, but I guess this is them playing favorites. Unlike our cousins the Arch Mages, we now have more mobility which makes farming easier and faster. It's not as good as a Taekwon's '''{{#skill:426}}''' skill or a Knight's '''{{#skill:1001}}''' skill since it has a bit of cooldown and a nine (9) cells range, but in places like [[Varmundt%27s_Biosphere_Depth|Depth Biosphere]] or [[Varmundt%27s_Biosphere_Depth_2|Depth Abyss 2]] where teleportation is disabled, this skill is very useful.
* '''Note''': This skill doesn't work when you're under the '''{{#skill:157}}''' state, so be careful not to cast or recast this skill often.
|style="text-align: center;" | 0 / 5
|style="text-align: center; background:#ffcccc"| Offensive
|}
 
===Recommended Skill Tree===
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:50%
! colspan="2" | <center> My Personal Skill Tree Allocations for Elemental Master </center>
|-
! Pure <br> DPS
| <center>[[File:Elemental Master Skill Tree.v2.png]]</center>
|-
! DPS <br> + <br> Mobility
| <center>[[File:Elemental Master Skill Tree.png]]</center>
|}
 
==Elementals & High Elementals==
For uniformity and to avoid confusion, we'll be grouping the spirit summons of the Sorcerer and Elemental Master to two (2) categories. 
 
When referring to '''Elementals''', this pertains to the Sorcerer's spirit summons (<span style="color:red;">Agni</span>, <span style="color:blue;">Aqua</span>, <span style="color:green;">Ventus</span>, and <span style="color:brown;">Tera</span>). On the other hand, '''High Elementals''' refer to the Elemental Master's spirit summons (<span style="color:#BD0F1E;">Ardor</span>, <span style="color:#0685CF;">Diluvio</span>, <span style="color:limegreen;">Procella</span>, <span style="color:#966606;">Terremotus</span>, and <span style="color:purple;">Serpens</span>). Collectively, both Elementals and High Elementals will be referred to as '''Spirits''' from here on out'''.'''
 
'''Sorcerer's Elementals''' could also appear in three (3) different forms and will have its own subcategory. All '''Lvl. 1''' '''{{#skill:2457}}''', '''{{#skill:2458}}''', '''{{#skill:2459}}''', and '''{{#skill:2460}}''' will be known as their '''Child Forms'''; '''Lvl. 2''' will be grouped into their '''Adolescent Forms''', while '''Lvl. 3''' will be called their '''Adult Forms'''.
 
For more detailed pieces of information about their modes ('''Passive''', '''Defensive''', & '''Offensive'''), check down [[The_Complete_Elemental_Master_Guide_by_Goldie#Modes|below]]:
 
=== Elementals ===
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%;background-color:#F47E88;"
| rowspan="2" style="width: 10%;" |'''<big>AGNI</big>'''
| style="width: 30%" |[[File:A1.gif|center|frameless]]
| style="width: 30%" |[[File:A2.gif|center|frameless]]
| style="width: 30%" |[[File:A3.gif|center|frameless]]
|-
| <center> '''Level 1 (Child Form)''' </center>
| <center> '''Level 2 (Adolescent Form)''' </center>
| <center> '''Level 3 (Adult Form)''' </center>
|-
| style="width: 10%" |'''Passive mode''':
| style="width: 30%" |'''<u>Pyrotechnic</u>''':
 
* Boosts '''ATK''' (Equip) by 60.
* Boosts the damage output of '''{{#skill:19}}''' and '''{{#skill:18}}'''.
| style="width: 30%" |'''<u>Heater</u>''':
 
* Boosts '''ATK''' (Equip) by 120.
* Boosts the damage output of '''{{#skill:2443}}''' by ('''JobLv ÷ 2''')'''%''' and boost the effectiveness of '''{{#skill:2452}}''' by ('''WarmerLv x 1~3''')'''%'''.
* Endows '''{{#skill:2449}}''' with the Fire property and increases its SP Cost by 50%.
| style="width: 30%" |'''<u>Tropic</u>''':
 
* Boosts '''ATK''' (Equip) by 180.
* Enables to autocast '''{{#skill:19}}''' ['''Lv. Floor'''('''JobLv ÷ 10''')] at ('''JobLv ÷ 2''')'''%''' chance when physically attacking.
* Grants a 50% chance of not consuming a {{#item:6360}}or {{#item:717}} when using '''{{#skill:280}}''' or '''{{#skill:285}}''', respectively.
|-
|'''Defensive mode''':
|'''<u>Circle of Fire</u>''':
 
* Grants a chance of retaliating damage taken, which will inflict Fire property damage to all enemies in a 3x3 area around the summoner and push them 4 cells backwards.
|'''<u>Fire Cloak</u>''':
 
* Boosts resistance to Fire property damage by 100%.
* Drops resistance to <span style="color:blue;">Water</span> property damage by 100%.
|'''<u>Fire Mantle</u>''':
 
* Creates a 3x3 Fire property barrier around the summoner that absorbs one hit each cell.
|-
|'''Offensive mode''':
|'''<u>Fire Arrow</u>''':
 
* Sends forth a bolt of fire to inflict low Fire property damage to a single target.
|'''<u>Fire Bomb</u>''':
 
* Delivers an explosive strike to inflict Fire property damage to all enemies in a 3x3 area around the target.
 
'''<u>Fire Bomb Attack</u>''':
 
* Delivers an explosive strike to inflict Fire property damage to a single target.
|'''<u>Fire Wave</u>''':
 
* Sends forth a scorching wave to inflict high Fire property damage to all enemies in a 3x3 area around the target.
 
'''<u>Fire Wave Attack</u>''':
 
* Sends forth a scorching wave to inflict high Fire property damage to a single target.
|}
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%;background-color:#B2D1FF;"
| rowspan="2" style="width: 10%" |'''<big>AQUA</big>'''
| style="width: 30%" |[[File:Q1.gif|center|frameless]]
| style="width: 30%" |[[File:Q2.gif|center|frameless]]
| style="width: 30%" |[[File:67px-El_Aqua_L.gif|center|frameless]]
|-
| <center> '''Level 1 (Child Form)''' </center>
| <center> '''Level 2 (Adolescent Form)''' </center>
| <center> '''Level 3 (Adult Form)''' </center>
|-
|-
| style="width: 10%" |'''Passive mode''':
| {{#skill:5349}} || 5 || Passive + 15 P.Atk
| style="width: 30%" |'''<u>Aquaplay</u>''':
 
* Boosts '''MAtk''' (Equip) by 40.
* Boosts the damage output of '''{{#skill:14}}''' and '''{{#skill:15}}'''.
| style="width: 30%" |<u>'''Cooler'''</u>:
 
* Boosts '''MAtk''' (Equip) by 80.
* Boosts the damage output of '''{{#skill:2447}}''' by ('''JobLv × 5''')'''%''' and crystallization's chance of effect by ('''JobLv ÷ 5''')'''%'''.
* Endows '''{{#skill:2449}}''' with the Water property and increases its SP Cost by 50%.
| style="width: 30%" |<u>'''Chilly Air'''</u>:
 
* Boosts '''MAtk''' (Equip) by 120.
* Enables to autocast '''{{#skill:15}}''' ['''Lv. Floor'''('''JobLv ÷ 10''')] at ('''JobLv ÷ 2''')'''%''' chance when physically attacking.
* Grants a 50% chance of not consuming {{#item:6361}} or {{#item:717}}when using '''{{#skill:281}}''' or '''{{#skill:286}}''', respectively.
|-
|-
|'''Defensive mode''':
| {{#skill:5351}} || 1 || Increases Rose Blossom and Rhythm Shooting damage by 100% (Ultimate Skill)
|<u>'''Water Screen:'''</u>
* Enables the summoner to regain 1,000 HP every ten seconds.
* Protects the summoner by taking all of the damage inflicted on them.
|'''<u>Water Drop</u>''':
 
* Boosts resistance to Water property damage by 100%.
* Drops resistance to <span style="color:green;">Wind</span> property damage by 100%.
|'''<u>Water Barrier</u>''':
 
* Creates a 3x3 Water property barrier around the summoner that reduces incoming damage by 20%.
* Drops attack and '''FLEE''' Rate by 30 each inside the barrier.
|-
|-
|'''Offensive mode''':
| {{#skill:5352}} || 1 || Allows you to use Ensemble Skills and Chorus Group B Songs skills alone (Ultimate Skill)
|'''<u>Ice Needle</u>''':
 
* Sends forth a bolt of ice to inflict low Water property damage to a single target.
|<u>'''Water Screw'''</u>:
 
* Releases a stream of bubbles to inflict four hits of Water property damage to all enemies in a 3x3 area around the target.
 
'''<u>Water Screw Attack</u>''':
 
* Releases a stream of bubbles to inflict two hits of Water property damage to a single target.
|<u>'''Tidal Weapon'''</u>:
 
* Strikes with a water coated weapon to inflict very high Water property damage to a single target.
* Endows the summoner's weapon and Aqua's arms with the Water property briefly.
|}
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%;background-color:#D6EFD6;"
| rowspan="2" style="width: 10%" |'''<big>VENTUS</big>'''
| style="width: 30%" |[[File:El_Ventus_S.gif|center|frameless]]
| style="width: 30%" |[[File:70px-El_Ventus_M.gif|center|frameless]]
| style="width: 30%" |[[File:104px-El_Ventus_L.gif|center|frameless]]
|-
|-
| <center> '''Level 1 (Child Form)''' </center>
| {{#skill:5364}} || 5 || P. Atk Buff
| <center> '''Level 2 (Adolescent Form)''' </center>
| <center> '''Level 3 (Adult Form)''' </center>
|-
|-
| style="width: 10%" |'''Passive mode''':
| {{#skill:5362}} || 5 || S. Matk Buff
| style="width: 30%" |'''<u>Gust</u>''':
 
* Boosts '''ASPD''' by 5 and shortens '''FCT''' by 1 second.
* Boost the damage output of '''{{#skill:20}}''' and '''{{#skill:21}}'''.
| style="width: 30%" |'''<u>Blast Mine</u>''':
 
* Boosts '''ASPD''' by 5 and shortens '''FCT''' by 1 second.
* Boosts the damage output of '''{{#skill:2444}}''' by ('''JobLv ÷ 2''')'''%''' and '''{{#skill:2454}}''' by ('''JobLv × 5''')'''%'''.
* Endows '''{{#skill:2449}}''' with the Wind property and increases its SP Cost by 50%.
| style="width: 30%" |'''<u>Wild Storm</u>''':
 
* Boosts '''ASPD''' by 5 and shortens '''FCT''' by 1 second.
* Enables to autocast '''{{#skill:20}}'''  ['''Lv. Floor'''('''JobLv ÷ 10''')] at ('''JobLv ÷ 2''')'''%''' chance when physically attacking.
* Grants a 50% chance of not consuming a {{#item:6362}} or {{#item:717}} when using '''{{#skill:282}}''' or '''{{#skill:287}}''', respectively.
|-
|'''Defensive mode''':
|'''<u>Wind Step</u>''':
 
* Warps the summoner to a random location a few cells away.
* Boosts movement speed by 100% briefly.
* +50% '''FLEE''' '''Rate'''
|'''<u>Wind Curtain</u>''':
 
* Boosts resistance to Wind property damage by 100%.
* Drops resistance to <span style="color:brown;">Earth</span> property damage by 100%.
|'''<u>Zephyr</u>''':
 
* Creates a 3x3 Wind property barrier around the summoner that nullify long range damage and may nullify incoming damage.
* Boosts '''FLEE''' '''Rate''' by 25 inside the barrier.
|-
|'''Offensive mode''':
|'''<u>Wind Slash</u>''':
 
* Sends forth a blade of wind to inflict low Wind property damage to a single target.
|'''<u>Hurricane</u>''':
 
* Whips up a vicious tornado to inflict low Wind property damage to all enemies in a 3x3 area around the target.
 
Hurricane Attack:
 
* Whips up a vicious tornado to inflict Wind property damage to a single target.
|'''<u>Typhoon Mist</u>''':
 
* Produces a violent squall to inflict two hits of very high Wind property damage to a single target and push it two cells backwards. May leave the target silenced.
 
'''<u>Typhoon Mist Attack</u>''':
 
* Produces a violent squall to inflict three hits of high Wind property damage to a single target.
|}
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%;background-color:#E7E0C8;"
| rowspan="2" style="width: 10%" |'''<big>TERA</big>'''
| style="width: 30%" |[[File:El_Tera_S.gif|center|frameless]]
| style="width: 30%" |[[File:El_Tera_M.gif|center|frameless]]
| style="width: 30%" |[[File:El_Tera_L.gif|center|frameless]]
|-
| <center> '''Level 1 (Child Form)''' </center>
| <center> '''Level 2 (Adolescent Form)''' </center>
| <center> '''Level 3 (Adult Form)''' </center>
|-
| style="width: 10%" |'''Passive mode''':
| style="width: 30%" |'''<u>Petrology</u>''':
 
* Boosts '''MaxHP''' by 5%.
* Boosts the damage output of '''{{#skill:90}}''' and {{#skill:91}} '''Heaven's''' Drive and the chance of effect of '''{{#skill:16}}'''.
| style="width: 30%" |'''<u>Cursed Soil</u>''':
 
* Boosts '''MaxHP''' by 10%.
* Boosts the damage output of '''{{#skill:2450}}''' by '''JobLv%''', '''{{#skill:2446}}''' and '''{{#skill:2448}}''' by ('''JobLv × 5''')'''%'''.
* Endows '''{{#skill:2449}}''' with the Earth property and increases its SP Cost by 50%.
| style="width: 30%" |'''<u>Upheaval</u>''':
 
* Boosts '''MaxHP''' by 15%.
* Enables to autocast '''{{#skill:90}}''' ['''Lv. Floor'''('''JobLv ÷ 10''')] at ('''JobLv ÷ 2''')'''%''' chance when physically attacking.
* Grants a 50% chance of not consuming a {{#item:6363}} when using '''{{#skill:283}}'''.
|-
|'''Defensive mode''':
|'''<u>Solid Skin</u>''':
 
* Boosts '''MaxHP''' by 2,000.
* Boosts '''DEF'''.
|'''<u>Stone Shiel</u>d''':
 
* Boosts resistance to Earth property damage by 100%.
* Drops resistance to <span style="color:red;">Fire</span> property damage by 100%.
|'''<u>Power of Gaia</u>''':
 
* Creates a 3x3 Earth property barrier around the summoner that grants immunity to Bleeding and Stone statuses.
* Boosts '''MaxHP''' by 20% inside the barrier.
* Boosts '''DEF''' inside the barrier.
* Slows down movement speed inside the barrier.
|-
|-
|'''Offensive mode''':
| {{#skill:5361}} || 5 || Res Buff
|'''<u>Stone Hammer</u>''':
 
* Delivers a crushing blow to inflict low Earth property damage. May leave the target stunned.
|'''<u>Rock Crusher</u>''':
 
* Drops down a boulder to inflict low Earth property damage to a single target and drop its Movement Speed by 25%.
 
'''<u>Rock Crusher Attack</u>''':
 
* Drops down a boulder to inflict high Earth property damage to a single target and drop its defense.
|'''<u>Stone Rain</u>''':
 
* Drops down an avalanche of rocks to inflict very high Earth property damage to all enemies in a 3x3 area around the target. May leave the enemies stunned.
|}
 
=== High Elementals ===
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
| colspan="3" style="width: 70%;background-color:#F79A9A;" |'''<big>ARDOR</big>'''
'''Passive effects''': Increases the summoner's Fire property magical damage by 10% and '''{{#skill:5372}}'''<nowiki/>'s damage by 30%.
| style="width: 15%;background-color:#F79A9A;" |[[File:Ardor_new.gif|frameless|219x219px]]
|-
|-
| style="width: 33%;background-color:#F79A9A;" |'''<big>Passive mode</big>'''
| {{#skill:5357}} || 5 || Adds a debuff on a single target monster that boosts your Rhythm Shooting and Rose Blossom damage to them. This is the auto cast skill of the Physical Performer Dimensions combo. Allows you to inflict the debuff on multiple enemies easily and with a high damage (using Rhythm Shooting)
 
<u>'''Flame Technique'''</u>
 
1. Increases '''{{#skill:19}}''' damage of summoner by 400%.
 
2. Has a 7% chance to autocast '''Lvl. 1''' '''{{#skill:19}}''' when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)
 
3. Endows '''{{#skill:2449}}'''<nowiki/>'s property to Fire.
| style="width: 33%;background-color:#F79A9A;" |'''<big>Defensive mode</big>'''
 
<u>'''Flame Armor'''</u> <br />1. Enchants summoner's armor with Fire property.
 
2. Reduces damage taken from Fire property by 100%, increases damage taken from <span style="color:blue;">Water</span> property by 30%.
| colspan="2" style="width: 33%;background-color:#F79A9A;" |'''<big>Offensive mode</big>'''<u>
 
'''Flame Rock'''</u>
* Creates an immolation on 7x7 cells around the target and Ardor, deals 2400% MAtk as Fire property that ignores the target's magical defense and to the enemies within the skill range. (Deals additional damage depending on the summoner's base level)
|}
 
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
| colspan="3" style="width: 70%;background-color:#A5C5FA;" |'''<big>DILUVIO</big>'''
 
'''Passive effects''': Increases the summoner's Water property magical damage by 10% and '''{{#skill:5369}}'''<nowiki/>'s damage by 30%.
| style="width: 15%;background-color:#A5C5FA;" |[[File:Diluvio_new.gif|frameless]]
|-
|-
| style="width: 33%;background-color:#A5C5FA;" | '''<big>Passive mode</big>'''
| {{#skill:5360}} || 1/5 || Useful for inflicting a -RES debuff on monsters near you. Useful for mid-late game content, but is useless by endgame content with Boss Protocol monsters. Can just be used to recover AP
 
<u>'''Cold Force'''</u>
 
1. Increases '''{{#skill:14}}''' damage of summoner by 400%.
 
2. Has a 7% chance to autocast '''Lvl. 1''' '''{{#skill:14}}''' when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)
 
3. Endows '''{{#skill:2449}}'''<nowiki/>'s property to Water.
| style="width: 33%;background-color:#A5C5FA;" |'''<big>Defensive mode</big>'''
 
<u>'''Crystal Armor'''</u>
 
1. Enchants summoner's armor with Water property.
 
2. Reduces damage taken from Water property by 100%, increases damage taken from <span style="color:green;">Wind</span> property by 30%.
| colspan="2" style="width: 33%;background-color:#A5C5FA;" |'''<big>Offensive mode</big>'''
 
<u>'''Age of Ice'''</u>
* Creates an ice storm on 11x11 cells around Diluvio, deals 3700% MAtk as Water property that ignores the target's magical defense and to the enemies within the skill range. (Deals additional damage depending on the summoner's base level)
|}
 
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|- style="background-color:#CFF0DF;"
| colspan="3" |'''<big>PROCELLA</big>'''
'''Passive effects''': Increases the summoner's Wind property magical damage by 10% and '''{{#skill:5370}}'''<nowiki/>'s damage by 30%.
| style="width: 17%;|[[File:Procella_new.gif|frameless|166x166px]]
|- style="background-color:#CFF0DF;"
|'''<big>Passive mode</big>'''<u>
 
'''Grace Breeze'''</u>
 
1. Increases '''{{#skill:20}}''' damage of summoner by 400%.
 
2. Has a 7% chance to autocast '''Lvl. 1''' '''{{#skill:20}}''' when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)
 
3. Endows '''{{#skill:2449}}'''<nowiki/>'s property to Wind.
|'''<big>Defensive mode</big>'''
 
<u>'''Eye of Storm'''</u>
 
1. Enchants summoner's armor with Wind property.
 
2. Reduces damage taken from Wind property by 100%, increases damage taken from <span style="color:brown;">Earth</span> property by 30%.
| colspan="2" |'''<big>Offensive mode</big>
 
'''<u>Storm Wind</u>'''
* Creates a strong wind on 5x5 cells around the target and Procella, deals 2600% MAtk as Wind property that ignores target's magical defense and to the enemies within the skill range. (Deals additional damage depending on the summoner's base level)
|}
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|- style="background-color:#CBBAA9;"
| colspan="3" |'''<big>TERREMOTUS</big>'''
'''Passive effects''': Increases the summoner's Earth property magical damage by 10% and '''{{#skill:5373}}'''<nowiki/>'s damage by 30%.
| style="width: 17%;|[[File:Terremotus_new.gif|frameless]]
|- style="background-color:#CBBAA9;"
|'''<big>Passive mode</big>'''
 
<u>'''Earth Care'''</u>
 
1. Increases '''{{#skill:90}}''' damage of summoner by 800%.
 
2. Has a 7% chance to autocast '''Lvl. 1''' '''{{#skill:90}}''' when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)
 
3. Endows '''{{#skill:2449}}'''<nowiki/>'s property to Earth.
| '''<big>Defensive mode</big>'''
 
<u>'''Strong Protection'''</u>
 
1. Enchants summoner's armor with Earth property.
 
2. Reduces damage taken from Earth property by 100%, increases damage taken from <span style="color:red;">Fire</span> property by 30%.
| colspan="2" |'''<big>Offensive mode</big>'''
 
<u>'''Avalanche'''</u>
* Creates a solid rock spear on 9x9 cells around the target, deals 450% MAtk as Earth property for 7 times that ignores the target's magical defense and to the enemies within the skill range. (Deals additional damage depending on the summoner's base level)
|}
 
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|- style="background-color:#CF95B3;"
| colspan="3" |'''<big>SERPENS</big>'''
'''Passive effects''': Increases the summoner's Poison property magical damage by 10% and '''{{#skill:5371}}'''<nowiki/>'s damage by 30%.
| style="width: 17%;|[[File:Serpens_new.gif|frameless|125x125px]]
|- style="background-color:#CF95B3;"
|'''<big>Passive mode</big>'''
 
<u>'''Deep Poisoning'''</u>
 
1. Increases '''{{#skill:2450}}''' damage of summoner by 1500%.
 
2. Has a 7% chance to autocast '''Level 1''' '''{{#skill:2448}}''' when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)
 
3. Endows '''{{#skill:2449}}'''<nowiki/>'s property to Poison.
|'''<big>Defensive mode</big>'''<u>
 
'''Poison Shield'''</u>
 
1. Enchants summoner's armor with Poison property.
 
2. Reduces damage taken from Poison property by 100%, increases damage taken from <span style="color:rgb(216,216,216); text-shadow: 1px 1px 1px black; font-size: 0.9rem;">Holy</span> property by 30%.
| colspan="2" |'''<big>Offensive mode</big>
 
<u>'''Deadly Poison'''</u>
* Creates a poison on 9x9 cells around the target, deals 700% MAtk as Poison property for 5 times that ignores the target's magical defense and to the enemies within the skill range. (Deals additional damage depending on the summoner's base level)
|}
 
===Modes===
The Elementals and High Elementals are part of an Elemental Master's vast skill kit. They give offensive, defensive, and passive buffs to the summoner depending on which mode they are activated. Upon a successful summoning of your companion spirits, you have the option to place them in either '''Passive mode''', '''Defensive mode''', or '''Offensive mode'''. Each of these modes have uses that are essential in what makes Elemental Master a versatile class.
<center>
{| class= "wikitable" style="width: 50%;
|  style="background-color:#e8eaed; text-align: center; font-size: 100%;" data-mce-style="background-color: #ce84e0; text-align: center;" colspan="4" | <center>'''{{#skill:2456}}'''</center>
|-
|-
|'''Level 1'''
| {{#skill:5355}} || 5 || Decent single target damage and useful for inflicting the Sound Blend debuff on enemies when using {{#item:400540}}. Can also be used to finish off monsters not killed by one cast of Rose Blossom. Can be used alternatively with {{#skill:5353}} for helping with strong MVPs
Passive Mode
|'''Level 2'''
Defensive Mode
|'''Level 3'''
Offensive Mode
|'''Level 4'''
Dismisses <br>  Elemental and <br> High Elemental
|-
|-
! colspan="4" | Waiting Mode
| {{#skill:5353}} || 5 || Our main skill! Quite strong, but has a long cooldown. Very cute with the pink flower effect
|}
|}
</center>
'''Notes:'''  
'''Passive mode''' for the most part is used to buff an EM's offensive capabilities outside of its own summons. Meaning this is usually a direct buff to the summoner and not to the spirits themselves. Also starting from Sorcerer to Elemental Master, all of your spirits' Passive mode caters mostly to '''{{#skill:2449}}''' and '''{{#skill:2445}}''' builds and thus finds very little use when focusing on 4th job skills of EM. The only instance I could think of that it still complements 4th job skills is <span style="color:purple;">Serpens</span> on Passive mode. <span style="color:purple;">Serpens</span> will increase your 3rd job skill '''{{#skill:2450}}''' by 1500% which if you're focusing on a <span style="color:purple;">Poison</span>-centric build will be beneficial for you. Or when you're still incorporating Psychic Wave into your skill rotation cycle since its elemental property can be endowed according to the element of your currently summoned Elemental or High Elemental.
* A good skill rotation to be able to use both {{#skill:5351}} and {{#skill:5352}} in a quick interval (starting at max AP), is to use {{#skill:5351}} first, cast {{#skill:5364}}, {{#skill:5362}}, {{#skill:5361}}, and then cast {{#skill:5352}}
 
* I didn't max out some skills in Trouvere skill tree and just used the extra points on the Wanderer skill tree to get more useful Chorus buffs. You can do what you want with the remaining skill points, but since some Trouvere skills are only useable in PVP and/or useless by endgame (Gefenia Nocturne and Raphsody of Mine Worker), it's up to you if you wanna level them up or not
On the other hand, '''Defensive mode''' unlike Passive Mode is used to buff an EM's defensive capabilities. Spirits would endow an EM's armor property to their corresponding element. If for example you have <span style="color:#BD0F1E;">Ardor</span> summoned and you placed him in Defensive mode, he will change your armor property to <span style="color:red;">Fire</span> and you'll get decreased damaged against <span style="color:red;">Fire</span> property attacks but reduced resistance for the opposing element which is <span style="color:blue;">Water</span>. Another good example is '''Lvl. 1''' '''{{#skill:2459}}''' in its Child form placed in Defensive Mode; in this mode, <span style="color:green;">Ventus</span> doesn't endow your armor to <span style="color:green;">Wind</span> but she does however give you free {{#icon:12710}}{{#linkitem:12710|Guyak Pudding}} effect and +'''50% FLEE''' '''Rate''' for as long as she is active. 
 
Meanwhile, '''Offensive mode''' is the state where your spirits will go on an aggro or attack state. They'll randomly attack, select and cast skills they know in their skill pool at a certain chance. For most people this  mode looks and sounds useless which to a degree is true since why would you want your spirits to gain aggro and get attacked when they're already too frail to begin with. But you should know that there are ways to make them tankier than even your own, and spirits gaining aggro from mobs lets you farm efficiently or stay alive as long as possible. Think of them as your own version of the Biolo's Homunculus.
 
The next mode that maybe most of you aren't still aware of is the '''Waiting Mode'''. Now, Waiting mode isn't under any specific Level of '''{{#skill:2456}}''', but it's a state where your spirits can freely enter anytime. The moment you summon your spirits, they are by default in Waiting mode, and once you've placed them into any of the three (3) modes, they exit this state. To place them back into this state once again, you'll need to recast the same level of Elemental Control according to the same mode your spirits are in. If <span style="color:#BD0F1E;">Ardor</span> is in Passive Mode, recast '''Lvl. 1''' '''{{#skill:2456}}''' one more time and he'll be in Waiting mode again. During this state, your spirits don't give anything or do anything for you ''but'' they regain 2% HP/SP every 3 seconds which serves as their own healing consumable in a way acting like their own source of {{#icon:14534}}{{#linkitem:14534|Small Life Potion}}. This helps them stay longer in battles, so put them in Waiting mode as you deem fit and necessary. When either you or your Spirits ran out of SP, you are given a few seconds before your Spirits disappear permanently so make it a habit to replenish your SP and maintain a healthy mana pool at all times.
 
Lastly, we have '''Lvl. 4''' '''{{#skill:2456}}''', which isn't even a mode or give anything good to either you or your spirits like reeaallyy. Don't ever use this skill as you'll only regret it. What it does is it kills your active spirits. I mean why? Just why would you want that? It's always easier to just cast another summoning skill if you want to switch Elementals or High Elementals, but purposedly killing them is really such a questionable move by Gravity. Remove this in your hotkey or better yet don't ever bother getting it, it's a waste of skill point and a waste of space.


=== Choosing Which Spirits to Use for Each Content ===
{| class="wikitable"
Some spirits excel and perform better than the others in certain maps or areas. Here, I'll layout which High Elementals and Elementals work best for different contents and explain as to why they're ideal to use on those. This is based on my experience and my recommendations, and if you prefer to use other spirits you may still do so.
|+ <big>Song & Dance Music Sheet</big>
 
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%;"
! Spirits !! Notes !! Content
|- style="height:30.3em"
| [[File:High Elemental Ardor.v2.png|center|235x235px]] <br>'''<center><span style="color:#bd0f1e;">ARDOR</span></center>'''
||
*Generally, <span style="color:#BD0F1E;">Ardor</span> is used for almost all farming maps since <span style="color:red;">Fire</span> element wipes out most mobs in those areas.
*Some mobs such as Aferdes in Mjolnir Underground Cave cast hard hitting <span style="color:red;">Fire</span> magical spells. But <span style="color:#BD0F1E;">Ardor</span> can negate that if you place him in Defensive Mode using '''Lvl. 2''' '''{{#skill:2456}}''', and he will endow your armor to the <span style="color:red;">Fire</span> property, and reduce the damage you take from <span style="color:red;">Fire</span> property attacks by 100%.
*Likewise for '''The Immortal Instance''', both you and <span style="color:#bd0f1e;">Ardor</span> will survive Lasgand's '''{{#skill:83}}s''', and in the event you get hit by his {{#skill:91}} '''Heaven's Drive''' skill, <span style="color:red;">Fire</span> has innate resistance against <span style="color:brown;">Earth</span> property damage. More info on the [[Elements#Elemental_Attribute_Table|elemental table]].
*With <span style="color:#BD0F1E;">Ardor</span>'s defensive buffs and your own '''{{#skill:288}}''', you can finish both Easy and Hard Mode of The Immortal without ever depending on a {{#item:4128}} like most classes just to clear Hard Mode effortlessly. Simply put, <span style="color:#BD0F1E;">Ardor</span> is tailor-fit for this instance hands down.
*<span style="color:#bd0f1e;">Ardor</span> is easily the best High Elemental to dish out the highest and most consistent DPS as he can fully capitalize on '''{{#skill:285}}''' (+20% <span style="color:red;">Fire</span> Damage and +30 MAtk) and '''Lvl. 3''' <span style="color:red;">'''{{#skill:2465}}'''</span> (+25% <span style="color:red;">Fire</span> property magical damage and +50 MAtk).
||
* [[Niflheim|Niflheim 2]]
* [[Mjolnir Underground Cave]]
* [[Clock Tower Unknown Basement]]
* [[Varmundt%27s_Biosphere#Biosphere_Grass|Varmundt's Biosphere (Grass, Death, & Venom)]]
* [[Varmundt's Biosphere Depth]]
* [[Lake of Fire]]
* [[Alice Twisted Madness]]
* [[Immortal|The Immortal]]
* [[Constellation Tower]]
* [[Hall of Life]]
* [[Tower of Trials]]
|- style="height:19.5em"
|  [[File:High Elemental Serpens.v2.png|center|200x200px|]] <br>'''<center><span style="color:purple;">SERPENS</span></center>'''
||
*<span style="color:purple;">Serpens</span> for the most part is only really used for '''Varmundt's Biosphere Depth 2''' and '''Forgotten Time'''.
*In Depth 2 and Forgotten Time, all the mobs, with the exception of the Valkyrie and the Contaminated Spirits, are made up of <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, and <span style="color:brown;">Earth</span> properties and if you still remember from the previous section we've talked about—<span style="color:purple;">Poison</span> is strong against the four (4) basic elements. Levels 1 & 2 monsters of these elements take '''150% damage''' against <span style="color:purple;">Poison</span> while Levels 3 & 4 mobs receive '''125% damage'''. <span style="color:purple;">Serpens</span> is perfect for these two dungeons.
*<span style="color:purple;">Serpens</span> outside of Depth 2 and Forgotten Time is not technically bad; you may still use him but there are just better High Elementals for those areas. <span style="color:purple;">Poison</span> element is also mostly for coverage where it's there to hit the mobs that the four (4) basic elements resist.
*When using <span style="color:purple;">Serpens</span>, avoid using '''Lvl. 2''' '''{{#skill:2456}}''' ('''Defensive Mode'''). While <span style="color:purple;">Poison</span> element is strong offensively against <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, and <span style="color:brown;">Earth</span>, it is also weak against them defensively; if you endow your armor to <span style="color:purple;">Poison 1</span>, you'll receive '''150% damage'''. Better to just leave him in Passive Mode or Waiting Mode.
||
* [[Forgotten Time]]
* [[Varmundt's Biosphere Depth 2]]
|- style="height:20em"
| [[File:High Elemental Diluvio.v2.png|center|200x200px|]]<br>'''<center><span style="color:#0685CF;">DILUVIO</span></center>'''
||
*<span style="color:#0685CF;">Diluvio</span> is best used for places like '''Thanatos Tower Flr. 12''' where <span style="color:blue;">Water</span> element damages all mobs there and on '''Varmundt's Biosphere''' ('''Fire & Soul''') where <span style="color:blue;">Water</span> hits the hardest.
*<span style="color:#0685CF;">Diluvio</span> is a close contender for '''The Immortal Instance''' next to <span style="color:#BD0F1E;">Ardor</span>. She can withstand Lasgand's '''{{#skill:83}}s''' and has full immunity against his''' {{#skill:89}}''' skill. Use her if <span style="color:#BD0F1E;">Ardor</span> died and your skill to summon him is on CD.
*When you need to survive Encroached Tan's '''{{#skill:2204}}''' and Ghost Ship Captain's '''{{#skill:86}}''', <span style="color:#0685CF;">Diluvio</span> is your strongest choice since she can endow your armor to the <span style="color:blue;">Water</span> property and she will give you 100% resistance against <span style="color:blue;">Water</span>-based attacks when you activate '''Lvl. 2''' '''{{#skill:2456}}''' ('''Defensive Mode''').
*With <span style="color:#0685CF;">Diluvio</span>'s defensive utility, '''{{#skill:288}}''''s ability to block Encroached Tan's https://static.divine-pride.net/images/skill/653.png '''NPC Lockon Laser''', and your own '''{{#skill:404}}''' which gives a 75% chance for ''any'' targeted skills (i.e. Water Ball and Dark Soul Strike) to miss and have ranged attacks reduced, you can go and farm Episode 21 instances easily to casually drop {{#item:1001618}}and MVP cards.
||
* [[Thanatos_Tower_Revamp|Thanatos Tower Flr. 12]]
* [[Varmundt%27s_Biosphere#Biosphere_Fire|Varmundt's Biosphere (Fire & Soul)]]
* [[Mysterious Ghost Ship]]
* [[Final Battle]]
|-
|-
| [[File:High Elemental Terremotus.v3.png|center|200x200px|]] <br>'''<center><span style="color:#966606;">TERREMOTUS</span></center>'''
! Dance !! Song !! Ensemble !! Group A !! Group B !! Independent
||
*<span style="color:#966606;">Terremotus</span> placed a bit higher than <span style="color:limegreen;">Procella</span>. You must be surprised as to why the neglected <span style="color:brown;">Earth</span> element weighs more importance, but that's because he is honestly really strong in '''Varmundt's Biosphere''' ('''Temple'''). Two of the mobs there are  <span style="color:green;">Wind 3</span>/<span style="color:green;">4</span> (Temple Anopheles and Temple Gryphon, respectively), and with an <span style="color:brown;">Earth</span>-endowed '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' and '''{{#skill:2449}}''', you can pretty much kill them and Temple mobs are generally much tankier than your regular Biospheres so take advantage of those elemental weaknesses as a true Elemental Master!
*<span style="color:brown;">Earth</span> element hits all mobs at '''Thanatos Tower Flr. 11''', and one of them is <span style="color:green;">Wind</span> element.
||
* [[Varmundt%27s_Biosphere#Biosphere_Temple|Varmundt's Biosphere (Temple)]]
* [[Thanatos_Tower_Revamp#Monsters|Thanatos Tower Flr. 11]]
|-
|-
| [[File:High Elemental Procella.v2.png|center|200x200px|]] <br>'''<center><span style="color:limegreen;">PROCELLA</span></center>'''
| {{#skill:327}} || {{#skill:319}} || {{#skill:309}} || {{#skill:2350}} || {{#skill:2423}} || Frigg's Song
||
*<span style="color:limegreen;">Procella</span> is not necessarily bad but there are just better High Elementals to use in other farming maps. She performs  best in <span style="color:blue;">Water</span>-infused areas like '''Abandoned Pit Flr'''. '''1''' and '''Varmundt's Biosphere''' ('''Ice'''). You can still use her though, especially if you got bored of using <span style="color:#BD0F1E;">Ardor</span> and you want to be enamored around her gleaming elegance~
||
* [[Abandoned_Pit#Floor_1|Abandoned Pit Flr. 1]]
* [[Varmundt%27s_Biosphere#Biosphere_Ice|Varmundt's Biosphere (Ice)]]
|- style="height:18em"
| [[File:Child Ventus.v2.png|center|130x130px]] <br>'''<center><span style="color:green;">VENTUS</span> </center>'''
||
*<span style="color:green;">Ventus</span> will always going to make it to the list no matter what despite her being an Elemental because it is simply necessary and I just can't help it but include our baby <span style="color:green;">Ventus</span>!
*We're already in 4th jobs era and <span style="color:green;">Ventus</span> is still our best friend and our close confidant for everywhere else we go~ Whether we need to have Guyak she'll give it to us  for free with the help of her Wind Step skill. Now you can casually farm {{#item:25223}}at Second Power Plant and when you don't want to be late for events she'll make your move faster than the speed of light!
*Baby Ventus with her Adolescent and Adult Forms can also provide easy access to 1 second FCT reduction when '''Lvl. 1''' '''{{#skill:2456}}''' ('''Passive Mode''') is activated which helps newbies early on in their journey.
*Just be wary because once you use <span style="color:green;">Ventus</span> or any of the Sorcerer Elementals you won't be able to use or autocast your 4th skill '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' since this skill requires you to have your High Elementals present to activate.
||
* [[Kill_Quests_and_Item_Collection_Boards|Main Board & Eden Board Quests]]
* Low to Mid Tier Instances:
** [[Old Glast Heim]]
** [[Fall of Glastheim]]
** [[Old Glast Heim Challenge Mode]]
* Casual Farming
|- style="height:18.5em"
| [[File:Adolescent Aqua.v2.png|center|200x200px]] <br>'''<center><span style="color:blue;">AQUA</span></center>'''
||
*Lil' Ms. <span style="color:blue;">Aqua</span> is sometimes used in PvP scenarios like WoE and Battlegrounds (BG) where she's sought after because of her ability to increase '''{{#skill:2447}}''''s crystallization's chance of effect by ('''JobLv ÷ 5''')'''%'''.
*Everybody knows how annoying the <span style="color:#49AFFC;">crystallization</span> debuff can be when it's applied. You will be rendered susceptible to a couple of attacks, increasing the damage you take by 50% from <span style="color:green;">Wind</span> property magical attacks and several weapon types such as Maces, Axes, and Two-Handed Axes; not to mention you cannot move, attack, and use most of your skills and items. Truly, <span style="color:blue;">Aqua</span> may look cute and innocent on the outside but she is as deadly as a viper!
||
*[[WoE_SE|WoE]]
*[[Battlegrounds|Battlegrounds (BG)]]
|}
 
===How to Keep Our Spirits Alive and Healthy===
This is the section where I'll be explaining on how to keep our spirits alive. This is unknown to most players who hadn't played the class priorly. Only people who have played the class religiously since Day 1 as a Sorcerer during the 3rd job era would know the secret sauce on how to make your Elemental and High Elementals live their lives as your own personal tank or meat shield.
 
When either an Elemental or High Elemental is summoned, they inherit ''all'' of the summoner's raw stats including '''MaxHP%''', '''Max DEF''', '''Max MDef''', and '''Max FLEE Rate'''. Back in those days, when a Sorcerer ran a high '''VIT''' or high '''AGI''' build, their Elementals too would have high VIT and high AGI thus making them tanky and agile. A kRO (Korea RO) video documenting this official behavior will be seen [https://www.youtube.com/watch?v=mxi1Ej4aQLU here], dating back in the year 2015. They inherit whatever stats you have ''<u>at the time of summoning</u>'' and they retain those stats for as long as they are active. So if you equip full tank gears that 's focused on high '''MaxHP%''', '''DEF''', '''MDef''', and '''FLEE Rate''', they will receive all of those plus some additional stats depending on the spirits' elemental property. That being said, you can make a [[The_Complete_Elemental_Master_Guide_by_Goldie#Swapping_to_Tank_Gears|separate swap gear]] for your tank gears and switch to it whenever you're going to summon your Elementals or High Elementals. It's generally a good idea to invest in those tank gears since it will really make your spirits tanky and thus saves you from the frustration of having to resummon a new one every time they die which drastically decreases your DPS capability, particularly as an Elemental Master.
 
Now since our spirits don't have their own '''<big>UI</big>''' unlike the [[Homunculus]] of Biolos, we will be following the following equations to formulate their individual stats:
{| style="background: #FAFAFA; width: 100%; border:4px; border-style: double; border-color: lightgrey;"
|
'''Max HP'''    = [(SummonerMaxHP ÷ 3) + (SummonerINT x 10) + (SummonerJobLv x 20)] × [(SummonLv + 2) ÷ 3]
'''Max SP'''    = (SummonerMaxSP ÷ 4)
'''ATK (Max)''' = [(SummonerMaxSP) ÷ (18 ÷ SummonLv)] + (1 ~ 100)
'''ATK (Min)''' = [(SummonerMaxSP) ÷ (18 ÷ SummonLv)]
'''MATK'''      = SummonLv x [(SummonerINT ÷ 2) + (SummonerDEX ÷ 4)]
'''ASPD'''      = (SummonerDEX ÷ 10) + (SummonLv x 3) + 150
'''DEF'''      = SummonerDEF + [(SummonerBaseLv) ÷ (5 − SummonLv)]
'''MDEF'''      = SummonerMDEF + [(SummonerINT) ÷ (5 − SummonLv)]
'''FLEE|Flee Rate''' = SummonerFLEE + [(SummonerBaseLv) ÷ (5 − SummonLv)]
'''HIT|Hit Rate'''  = SummonerHIT + SummonerBaseLv
|}
If the called Spirit is:
 
* <span style="color:red;">'''Agni'''</span>: increase its ATK and Hit Rate by <code>(SummonLv × 20)</code> and <code>(SummonLv × 10)</code>, respectively.
* <span style="color:blue;">'''Aqua'''</span>: increase its MAtk and MDef by <code>(SummonLv × 20)</code> and <code>(SummonLv × 10)</code>, respectively.
* <span style="color:green;">'''Ventus'''</span>: increase its MAtk and FLEE Rate by <code>(SummonLv × 10)</code> and <code>(SummonLv × 20)</code>, respectively.
* <span style="color:brown;">'''Tera'''</span>: increase its ATK and DEF by <code>(SummonLv × 5)</code> and <code>(SummonLv × 25)</code>, respectively. 
 
 
As what can be seen from the equations, all of the stats for the Elementals and High Elementals are influenced and dependent with that of the summoner's. Besides inheriting their summoner's stats, they also get additional stats based on what forms ('''Child''', '''Adolescent''', or '''Adult''') they assume as well as what kind of spirit they are. Taking into consideration the '''MDef''' equation <code>SummonerMDEF + [(SummonerINT) ÷ (5 − SummonLv)]</code>, a Level 3 <span style="color:red;">Agni</span> for example will yield higher '''MDef''' values due to having lower divisor values  as compared to Lvls. 1 or 2. Although, it's uncertain or rather I haven't confirmed with [GM] Muh what would be the value for it if it's <span style="color:#BD0F1E;">Ardor</span> for instance since technically he is already on Adult form, and 4th job High Elementals don't have a child or adolescent form. It's even more uncertain for <span style="color:purple;">Serpens</span>' case since he doesn't have any 3rd job base counterpart or maybe whatever base Elemental he was summoned from that's where he'll get his benefits from. But anyway with that in mind, you would also want to build as much HP% as you could get since in the equation for '''MaxHP''' <code>(SummonerMaxHP ÷ 3)</code> , your total MaxHP is divided by 3, and the only way to mitigate that is if you build tons of MaxHP% either from equips, consumables or party buffs. It's also noticeable that our Spirits don't benefit at all in our '''total MAtk''' or '''ATK''' which explains why their magical skills and basic attacks do little to nothing against monsters. 
 
Apart from building your own stats and improving on it, you could also benefit from party buffs or class buffs. Since remember, whatever is your stats ''<u>at the time of summoning</u>'' will be considered into the equation and will be inherited by your Spirits. One way of making this work is by having Performer slaves give you their buffs. Notable skills to use for that purpose are '''{{#skill:322}}''', {{#skill:5007}}'''Frigg's Song''', {{#skill:2431}}'''Lerad's Dew''', the Arch Bishop skill '''{{#skill:2047}}''', and your very own skill from the Sage skill tree '''{{#skill:286}}'''. Remember how I mentioned earlier that Deluge will make your spirits tankier? Well there you have it! From the EM branch, High Elementals will benefit from the passive '''{{#skill:5374}}''', which gives some flat HP and some defensive bonuses, but only High Elementals though; Elementals don't benefit from this passive. We also have our passive from the Sorcerer branch '''{{#skill:2463}}''', which acts as a final multiplier to the total MaxHP%/MaxSP% for both our Elementals and High Elementals once all the calculations are done.
 
As an example, let's say you have a total of 1,300,000 HP and using the equation <code>(SummonerMaxHP ÷ 3)</code>, that will be equivalent to 433,333 HP. Additionally if you have a total 196 INT and you substitute that value to the equation <code>(SummonerINT x 10)</code>, you'll get 1,960. Lastly with the equations (<code>SummonerJobLv x 20)</code>  and <code>[(SummonLv + 2) ÷ 3]</code>, it'll give us values equal to 1,200 and 1.7 (assuming a High Elemental is considered in its Adult Form, could be lower if it's in Child Form; this will need confirmation first), respectively. Multiply 1,200 with 1.7 to yield a value equivalent to 2,040. Add up the remaining value of 25,000 HP from '''Lvl. 5''' '''Elemental Spirit Mastery''' to 433,333 HP + 1960 HP + 2,040 HP. The total value 462,333 HP will then be multiplied with '''Lvl. 5''' '''Elemental Sympathy''''s 25%, to give us the High Elemental's total HP of ≈'''<u>577,916</u>'''. This could be more if you used other class buffs; my basis for the 1,300,000 HP is from my [[The_Complete_Elemental_Master_Guide_by_Goldie#High_End_Tank_Gears|high end tank gears]] and [[The_Complete_Elemental_Master_Guide_by_Goldie#Shadow_Gears|tank shadow gears]]. 
 
Now for defensive stats, you could use the Performer skills '''{{#skill:309}}''', '''{{#skill:2382}}''', '''{{#skill:2351}}''', the High Priest skill '''{{#skill:361}}''', the Soul Reaper's {{#skill:2596}}'''Golem Soul''', the Arch Mage's '''{{#skill:5225}}''' when using '''Lvl. 1''' '''{{#skill:5232}}''', and the Sorcerer skill '''Lvls. 2 and 3''' <span style="color:brown;">'''{{#skill:2468}}'''</span>. We'll have a more in-depth discussion about the Sorcerer insignias in a different [[The_Complete_Elemental_Master_Guide_by_Goldie#Insignia_System|section]], but in a ditch '''Lvl. 2 <span style="color:brown;">Earth Insignia</span>''' will give +'''500''' '''flat HP''' and +'''50''' '''DEF''', while '''Lvl. 3 <span style="color:brown;">Earth Insignia</span>''' will give +'''500''' '''SP''' and +'''50''' '''MDef''' while standing on its AoE. Remember, you have to apply these buffs unto your EM before you summon your spirits. It is also possible to directly apply the Assumptio skill on your summoned spirits but like any other buffs it will expire, unlike when you summon them while possessing all these buffs they will inherit all of it until they die or disappear.
 
Now unfortunately to say but our Spirits won't benefit at all from Race%, Size%, Element%, and Protocol% reductions. So everything that you will work on your tank gears are focused on improving '''MaxHP%''', '''Max DEF''', '''Max MDef''', and '''Max FLEE Rate'''. 
 
Another defensive layer you can incorporate or use is the skill '''{{#skill:5381}}''', which turns your High Elementals transparent making them untargetable. As we've previously stated, this skill is good to have when you have enough points to expend; otherwise you can skip this skill since AoE skills will still damage them. When you're too cheap and would want to save your elemental catalysts, there's also '''{{#skill:2464}}''' that heals your Elementals and High Elementals alike by taking out 10% of your HP/SP. Now, when you use this skill you might want to swap back to your tank gears by then. This is simply because you have fewer HP with your DPS gears for sure and your Spirits have higher MaxHP% than you do. Healing them with Elemental Cure while having low amount of HP will also only heal them by small amounts, whereas if you switch to your tank gears you have more MaxHP%. The only problem with this is once you've switched to your tank gears, your HP won't be full so to solve that problem bring with you some  {{#icon:607}}{{#linkitem:607|Yggdrasil Berry}}or {{#icon:608}}{{#linkitem:608|Yggdrasil Seed}} to restore your HP/SP. One other way to heal your spirits passively is by placing them into '''Waiting Mode''' using '''{{#skill:2456}}'''. Remember they are passively recovering 2% HP/SP for every 3 seconds while in this mode.
 
Both the Elementals and High Elementals follow the same equations in calculating their individual stats. Now the question if High Elementals have their own set of equations the answer is nobody knows but the Gravity developers. Information regarding the 4th job spirits is few and so for the meantime while we lack accurate info we'll be following the one above earlier. I could only imagine it being better for the High Elementals if they did have their own equations. As you can see, the formula didn't include the 4th jobs traits such as STA, WIS, RES, & MRES, so if in a turn of events it did somehow included those traits then our High Elementals are supposedly should be tankier than Elementals. Fret not though, because even with those traits your High Elementals are still durable. With the proper set of tank gears, my High Elementals could survive even the hardest hitting skills of MVPs such as Juncea's '''{{#skill:83}}''', Schulang's''' {{#skill:85}}''', Lasgand's '''{{#skill:91}} Heaven's Drive''', Sakray's '''{{#skill:2216}}''', Sorcerer Celia's '''{{#skill:2449}}''', Rune Knight Seyren's '''{{#skill:2006}}''', Temple Biosphere mobs' '''{{#skill:254}}''', the https://static.divine-pride.net/images/skill/254.png '''Dark Grand Crosses''' of the Depth Valkyries as well as https://static.divine-pride.net/images/skill/653.png '''NPC Earthquakes''' from Depth Salamanders—both from Depth Abyss 2. The only thing it can't survive so far is Betelgeuse's '''{{#skill:2217}}''' though they can survive Tiara's, Warlock Katrinn's, and Fenrir's Tetra Vortex.
 
 
==== Sample Clips ====
<div style="display: flex;">
    <div style="flex: 1;">
{| class="wikitable" style="margin: 0 auto;"
|- {| class="gif-player"  style="background-color: #000000 ;"
| colspan=5 | [[File:Ardor vs. Tiara.gif|Tiara vs. Ardor]]
|- style="text-align:center;background-color: #F79A9A;"
| '''Ardor''' surviving '''Tiara'''<nowiki/>''''s''' '''{{#skill:2217}}''' '''& {{#skill:2213}}'''.
|}
    </div>
    <div style="flex: 1;">
 
{| class="wikitable" style="margin: 0 auto;"
|- {| class="gif-player" style="background-color: #000000 ;"
| colspan=5 | [[File:Ardor vs. Lasgand.v2.gif|360x360px]]
|- style="text-align:center;background-color: #F79A9A;"
| '''Ardor''' surviving '''Lasgand'''<nowiki/>''''s {{#skill:91}}Earth'''/'''Heaven's Drive'''.
|}
    </div>
</div>
 
<div style="display: flex;">
    <div style="flex: 1;">
{| class="wikitable" style="margin: 0 auto;"
|- {| class="gif-player"  style="background-color: #000000 ;"
| colspan=5 | [[File:Earthquake vs. Serpens.gif]]
|- style="text-align:center;background-color: #CF95B3;"
| '''Serpens''' surviving '''Depth 2 Salamander'''<nowiki/>''''s https://static.divine-pride.net/images/skill/653.png Earthquake''' - '''Part I'''.
All three rounds of Earthquake damage divided between me and Serpens.
|}
    </div>
    <div style="flex: 1;">
 
{| class="wikitable" style="margin: 0 auto;"
|- {| class="gif-player" style="background-color: #000000 ;"
| colspan=5 | [[File:Earthquake vs. Serpens Part II.v2.gif]]
|- style="text-align:center;background-color: #CF95B3;""
| '''Serpens''' surviving '''Depth 2 Salamander'''<nowiki/>''''s https://static.divine-pride.net/images/skill/653.png Earthquake''' - '''Part II'''.
All three rounds of Earthquake damage tanked by Serpens alone.
|}
    </div>
</div>
 
 
'''Note''': In all four (4) occasions shown above, <span style="color:#BD0F1E;">Ardor</span> and <span style="color:purple;">Serpens</span> survived some of the deadliest skills in the game casted by MVPs and boss monsters alike. The GIFs have very poor quality and I apologize for that. Hopefully I could replace them with better ones soon, but for now these will do; what's important is we know they can live long enough against the hardest hitting skills when built tanky.
 
=== Tank Gears ===
Okay, now that everything has been explained on how to make your Spirits survive longer, we'll now talk more about gears. I'll be giving out budget options and high end options in this section. The high end gears are optional, but if you have the zeny for it then I say go for it then. The gears I'll be listing down were the set of gears that has worked for me so far and made my Spirits survive and as I'm sure there are plenty of options out there.
 
The tank gears as good as they are to make your Spirits survive longer takes less priority than your core DPS gears. I suggest to build your tank gears last, and once you're done with your core DPS gears then that's the time to invest on these. The budget tank gears aren't as expensive as the high end tank gears and could serve as a side project if you really want to improve your Spirit's survivability much earlier.
 
==== Budget Tank Gears ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:85%;"
!Type
!Item
!Card
!Enchants and Notes
|- style=height:10em
| '''Upper'''
| align="center" | +11 {{#item:19366}} <br> or <br> +10 to +12 {{#item:18980}}
|
<small>
*{{#item:4582}}
*{{#item:300528}} 
*{{#item:300174}}
</small>
||
* '''Illusion Goibne's Helm''' enchanted with {{#item:29010}}and {{#item:29010}}.
* '''Old Wind Whisper''' enchanted with {{#item:29105}}, {{#item:4744}}, and {{#item:4744}}.
|- style=height:8em
| '''Middle'''
| align="center" | {{#item:18603}}
|
<small>
*{{#item:27351}}
*{{#item:300174}}
</small>
||
* You'll need to [[Equipment_Crafting#Charlotte|craft]] this item.
|-
|-
| '''Lower'''
| {{#skill:329}} Fortune's Kiss || {{#skill:320}} || {{#skill:307}} || {{#skill:2351}} || {{#skill:2420}} Siren's Voice || ♡♡♡
| align="center" | {{#item:420021}}
| <center><small> N/A </center></small>
||
* Can be enchanted with {{#item:311087}}, {{#item:310991}}, and {{#item:4742}}.
** Any of the '''Young Leaf''' lower headgears works, I just used Vitality as an example
** CON is picked over WIS or STA because it gives FLEE. Our spirits won't benefit from WIS or STA.
** For more info on the enchanting process, check this [[Young_Leaf_of_World_Tree#Young_Leaf_Enchants|page]].
|- style=height:9em
| '''Armor'''
| align="center" | +12 {{#item:15348}} <br> or <br> +12 {{#item:15399}}
|
<small>
*{{#item:300376}}
</small>
||
* '''Illusion Goibne's Armor''' enchanted with {{#item:29010}}and {{#item:29010}}.
* '''Vit Soutane''' enchanted with {{#item:310078}}, {{#item:4747}}, and {{#item:4747}}.
|- style=height:7em
| '''Weapon'''
| align="center" | {{#item:1602}}
|  
<small>
*4 pcs. of {{#item:4919}}
</small>
||
* If you have Rod as one of your swap gears, always remember to reapply your '''{{#skill:280}}''', '''{{#skill:281}}''', '''{{#skill:282}}''', and '''{{#skill:283}}'''.
|- style=height:9em
| '''Shield'''
| align="center" | +11 to +12 {{#item:460018}}
|
<small>
*{{#item:300465}}
*{{#item:300235}}
</small>
||
* Enchanted with {{#item:29010}} and {{#item:29010}}.
|- style=height:10em
| '''Garment'''
| align="center" | +11 {{#item:20923}} <br> or <br> +11 {{#item:480159}}
|
<small>
*{{#item:4646}}
</small>
||
* '''Illusion Goibne's Spaulders''' enchanted with {{#item:29010}}and {{#item:29010}}.
* '''Snow Flower Manteau''' enchanted with {{#item:311099}} and {{#item:311106}}.
|- style=height:10em
| '''Shoe'''
| align="center" | +11 {{#item:22192}} <br> or <br> +11 {{#item:470115}}
|
<small>
*{{#item:4381}}
</small>
||
* '''Illusion Goibne's Greaves''' enchanted with {{#item:29010}}and {{#item:29010}}.
* '''Snow Flower Boots''' enchanted with {{#item:311099}} and {{#item:311117}}.
|- style=height:5em
| '''Accessory (Right)'''
| align="center" | {{#item:32249}}
|
<small>
*{{#item:300076}}
</small>
||
* N/A
|- style=height:5em
| '''Accessory (Left)'''
| align="center" | {{#item:32251}}
|
<small>
*{{#item:300076}}
</small>
||
* N/A
|}
The difference between '''Illusion Goibne''' set and the '''Snow Flower''' equipment has something to do with the bonuses they give. Illusion Goibne gives out more '''MaxHP''' and '''DEF''', while Snow Flower equips give out more '''MDef'''. Whichever you deem more useful or necessary is up to you but as rule of thumb: '''always even out and balance your modifiers'''. This is something you'll be heeding to every time you build your character.
 
To obtain the '''Illusion Goibne''' set, you'll need to farm at [[Illusion of Luanda]]. Whereas, {{#item:460018}}is farmed at [[Illusion of Twins]]. Turning in the main board quests will reward you some {{#item:50001}}and 15 {{#item:25271}} when completing any Illusion Dungeon board quests. I suggest you keep the Forgotten Heirlooms and bulk open them later for more chances of getting {{#item:6635}}. You will need the Illusion stones to enchant your Illusion Goibne set and Illusion Silver Guard; to do that, you'll need to talk to '''NPC''' '''Illusion Enchanter''' {{#navi:prontera|91|115}} at '''Prontera''' ('''@go 0'''). For more details about Illusion enchanting, refer to this [[Illusion_Enchantment|page]]. Another armor you can use is the {{#item:15399}}, and pairs well with the Snow Flower equips for a good balance of DEF and MDef if you don't want to build the Illusion Goibne set. To enchant the soutane, you can the follow link [[Odin#Enchant|here]]. When you choose VIT Soutane and the Snow Flower Garment/Boots over the Illusion Goibne Set, a headgear option available for you to use is the Bio 5 headgear {{#item:18980}}. This headgear and its enchants give an overall great boost in your Def and MDef. For more info on enchanting the Bio 5 headgear, check this [[Bio 5 Enchantment|page]]. 
 
In order to get the {{#item:480159}}and {{#item:470115}}and enchant it, you will need to have access with [[19_Isgard_Land_of_Snow_Flowers|Episode 19]]. If up to this point you still haven't finished the Episodic quests, you can settle for Illusion Goibne in the meantime. After crafting {{#item:18603}}, you'll need to slot it using the item {{#item:6396}}. You can buy this item in the Muh Shop for 4,500 Muh Points. An option for your lower headgear is the {{#item:420021}}. It's dropped by the MVP in [[Fall of Glastheim]], and you can use any of its variation; you're only after its enchants which is easily enchantable with {{#item:1000874}}. For more info on how to enchant Young Leaf, check this [[King_Schmidts_%26_Young_Leaf#Young_Leaf_of_World_Tree|link]]. 
 
The right and left accessories {{#item:32249}} and {{#item:32251}}can be purchased from '''NPC''' '''Field Manager Elmen''' at {{#navi:einbech|138|249}} right in front of '''Einbech Dungeon'''. To go here quickly, talk to the '''NPC Warper''', choose Dungeons, pick Einbech Dungeon then just go outside of the map. He will ask 75 {{#item:25814}}each in exchange for the accessories.
 
==== High End Tank Gears ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:85%;"
!Type
!Item
!Card
!Enchants and Notes
|- style=height:5em
| '''Upper'''
| align="center" | +12 to +15 {{#item:19483}}
|
<small>
*{{#item:300528}} 
*{{#item:300174}}
</small>
||
* Enchanted with either {{#item:29105}}, {{#item:29106}}, or {{#item:29107}}, {{#item:29680}}, and {{#item:4743}}.
|- style=height:8em
| '''Middle'''
| align="center" | {{#item:410233}}
|
<small>
*{{#item:300174}}
*{{#item:4556}}
</small>
||
* Enchanted with  '''MaxHP%''', '''DEF''' or '''MDef''' enchants, but preferably '''MaxHP%''' or '''MDef''' over '''DEF'''.
* '''Fenrir Card''' helps with reducing casting time, so you can summon your Elementals and High Elementals faster.
|- style=height:5em
| '''Lower'''
| align="center" | {{#item:420269}}
| <center><small> N/A </center></small>
||
* Enchanted with '''VIT''', '''DEF''' or '''MDef''' enchants, but preferably '''MDef''' over '''DEF'''.
|- style=height:6em
| '''Armor'''
| align="center" | +12 to +15 [A] {{#item:450170}}
|
<small>
*{{#item:300376}}
</small>
||
* Enchanted with {{#item:310679}}, {{#item:310744}}, and {{#item:4744}}.
|- style=height:7em
| '''Weapon'''
| align="center" | {{#item:1602}}
|
<small>
*4 pcs. of {{#item:4919}}
</small>
||
* If you have Rod as one of your swap gears, always remember to reapply your '''{{#skill:280}}''', '''{{#skill:281}}''', '''{{#skill:282}}''', & '''{{#skill:283}}'''.
|- style=height:9em
| '''Shield'''
| align="center" | +11 to +12 {{#item:460018}}
|
<small>
*{{#item:300465}}
*{{#item:300235}}
</small>
||
* Enchanted with {{#item:29010}}and {{#item:29010}}.
|- style=height:5em
| '''Garment'''
| align="center" | +11 [A] {{#item:480231}}
|
<small>
*{{#item:4671}}
</small>
||
* Enchanted with {{#item:310938}}and {{#item:4744}}.
* Can also be carded with any of the cheap Bio 5 [MVP] cards just for the +20 All Basic Stats.
|- style=height:5em
| '''Shoe'''
| align="center" | +11 [A] {{#item:470174}}
|
<small>
*{{#item:27150}}
</small>
||
* Enchanted with {{#item:310938}}and {{#item:4744}}.
|- style=height:5em
| '''Accessory (Right)'''
| align="center" | {{#item:490133}}
|
<small>
*{{#item:300076}}
</small>
||
* Enchanted with {{#item:313043}},  {{#item:310721}}, and {{#item:310721}}.
|- style=height:9em
| '''Accessory (Left)'''
| align="center" | {{#item:490485}} <br> or <br> {{#item:490163}}
|
<small>
*{{#item:300076}}
</small>
||
* '''Signet of Circulation''': '''Autumn''' enchanted with {{#item:313001}} and {{#item:312981}}.
** Any of the [[Circulation of Life Accessories]] works, I just used Autumn as an example.
* '''Hero's Badge''' enchanted with {{#item:310918}} and {{#item:4744}}.
|}
Okay so now you already got the zeny to be high end and buy expensive tanking gears to make your Spirits survive longer? Well here are the BiS gears for that purpose!
 
{{#item:19483}}can be obtained from Old Glast Heim: Challenge Mode. To know more details about the enchanting process and costs, click on the [[Old_Glast_Heim_Challenge_Mode#Gear|link]]. The {{#item:410233}} and {{#item:420269}}duo combo can be bought from [[Alice_Twisted_Madness#Gambler's_Seal|Alice Twisted Madness]] instance and can be enchanted with {{#item:102676}} and {{#item:102677}}, respectively. To buy the enchant catalysts, talk to '''NPC Muzaszir''' {{#navi:muh_market|169|209}} . He's located at the Muh Market ('''@go market''').
 
The {{#item:450170}}and {{#item:490133}} can be obtained from the vending machine in front of the [[Constellation_Tower#Item_Exchange|Constellation Tower]] instance and can be enchanted by talking to the enchanter '''NPC Azzam the Lucky''' {{#navi:grademk|47|181}} ('''@go 50''').
 
{{#item:480231}}and {{#item:470174}}will be two (2) of your gears that would give enormous amount of '''MaxHP'''%. These gears can be farmed in [[Varmundt%27s_Biosphere#Biosphere_Grass|Varmundt's Biosphere (Grass)]], and can be enchanted to the same NPC from earlier, Azzam the Lucky. {{#item:490163}}is easily available and can be bought from vendors. Talk to Azzam the Lucky to enchant it.
 
==== Shadow Gears ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:75%;"
!Type
!Item
!Enchants and Notes
|- style=height:6em
|'''Shadow Armor'''
| align="center" | +10 {{#item:24764}}
|
* Can be enchanted using {{#item:23720}} or go total high end and enchant with {{#item:101260}}.
** Enchanted with MaxHP + 2%.
|- style=height:6em
|'''Shadow Weapon'''
| align="center" | +7 {{#item:24792}}
|
*Enchanted with {{#item:312193}}and {{#item:4744}}.
**CON is picked over WIS or STA because it gives FLEE. Our spirits won't benefit from WIS or STA.
|- style=height:6em
|'''Shadow Shield'''
| align="center" | +7 {{#item:24793}}
|
*Enchanted with {{#item:312193}}and {{#item:4744}}.
**CON is picked over WIS or STA because it gives FLEE. Our spirits won't benefit from WIS or STA.
|- style=height:6em
|'''Shadow Shoe'''
| align="center" | +10 {{#item:24763}}
|
* Can be enchanted using {{#item:23720}} or go total high end and enchant with {{#item:101260}}.
** Enchanted with MaxHP + 2%.
|- style=height:6em
|'''Shadow Earring (Right)'''
| align="center" | +10 {{#item:24339}}
|
* Can be enchanted using {{#item:23720}} or go total high end and enchant with {{#item:101260}}.
** Enchanted with MaxHP + 2%.
|- style=height:6em
|'''Shadow Pendant (Left)'''
| align="center" | +10 {{#item:24340}}
|
* Can be enchanted using {{#item:23720}} or go total high end and enchant with {{#item:101260}}.
** Enchanted with MaxHP + 2%.
|}
Same as with your high end tank gears, the shadow gears for additional tanking values takes less priority and you have the option to skip them for now. You may revisit them once you're done with your core DPS gears. For more information regarding the listed '''Shadow Gears''', check this [[Shadow_Gear|page]]. To know more about '''Shadow Gear enchanting''', visit this [[Shadow_Enchanting|page]] or [[Choi%27s_Guide_To_Magic#Shadow_Gear|Choi's Guide to Magic]].
 
==== Costume Enchant Stones ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:60%;"
!Type
!Item
!Stone
!Notes
|- style=height:7em
|'''Upper Costume'''
| {{#icon:19602}} Any Upper Costume of you liking
|
<small>
* {{#item:1000672}}
</small>
|
* '''Sorcerer Stone''' ('''Top''') is worn for more FCT reduction for faster casting time.
|- style=height:7em
|'''Middle Costume'''
| {{#icon:19603}} Any Middle Costume of your liking
|
<small>
* {{#item:25006}}
</small>
|
* '''Vit Convert Stone''' ('''Mid''') will combo with Vit Convert (Low) for more MaxHP% to make our Spirits tankier.
|- style=height:7em
|'''Lower Costume'''
| {{#icon:19604}} Any Lower Costume of your liking
|
<small>
* {{#item:25008}}
</small>
|
* '''Vit Convert Stone''' ('''Low''') will combo with Vit Convert (Mid) for more MaxHP% to make our Spirits tankier.
|- style=height:9.5em
|'''Garment Costume'''
| {{#icon:20506}} Any Garment Costume of your liking
|
<small>
* {{#item:25170}}
* {{#item:1000521}}
</small>
|
* '''Minor Casting Stone''' ('''Garment & Dual''') will combo with each other to help reduce casting time, so we can summon our Spirits faster.
|}
The costume enchant stone combo {{#item:25006}} + {{#item:25008}} grants a bit of VIT values for a moderate amount of +MaxHP% and remains optional and good if you can get a hands on them. {{#item:1000672}} and {{#item:25170}} + {{#item:1000521}}will supply the missing FCT reduction you will lose from some of your main gear equipment and would help with instant casting your summoning skills. For more info on where and how to get them, you can check this [[Costume_Enchants_(Fashion_Points)|page]].
 
==== Swapping to Tank Gears ====
Your Tank Gears will serve as the main sources to make your spirits tanky. You will need to equip them to get their defensive stats and traits before summoning your spirits. This way, your spirits will get to inherit all of them. There is an in-game feature called [[File:Swap Equip Skill Button.png]] '''Swap Equip''' that will let you freely switch between your DPS Gears and Tank Gears, and this will save you the trouble and time of equipping your tank gears individually. Here, I'll be explaining how to configure your Swap Equip set-up.
 
[[File:Swap_Equip_Configuration.png|thumb|400px|center|'''Swap Equip Set'''-'''Up'''. Tank Gears from Main Gears, Shadow Gears, and Costumes Attached in the Swap Equip Window.]]
 
 
To open your '''Swap Equip''' window, you would need to open first your equipment window ('''Alt+Q'''). From the bottom right of your equipment window, you will see a '''Swap Tab''' where you can configure your swap equips so you can easily switch to your Tank Gears whenever you would need to summon your spirits. By clicking on the Swap Tab, there will be two (2) Swap Equip windows appearing in your General and Costume windows. Your primary tank gears will be attached to the General's Swap Equipment window, while Shadow Gears and Costumes will be affixed to the Costume's Swap Equipment Window.
 
In order to transfer your Tank Gears into your Swap Window, you just simply need to '''drag''' your Tank Gears individually from your Inventory until they get attached to your Swap Windows. Now, there will be times where dragging your gears will take a couple of tries before they get affixed to your Swap Windows and this one is an occurring problem that has no solution at the moment besides 'redragging' them again and extending your patience. The default hotkey for '''Swap Equip''' is '''Ctrl+D''', but we also have a <u>shortcut skill button</u> ⟨[[File:Swap Equip Skill Button.png]]⟩ for Swap Equip, and you can find it in the Miscellaneous Tab of your Skill Tree ('''Alt+S'''); place the [[File:Swap Equip Skill Button.png]] '''Swap Equip''' skill button to your skill bar and then use this one instead for easier accessibility.
 
You will need to keep doing this every time you take out your equipment from every EM character or alts you will use, and as tedious as it sounds it's something that you will have to get used to or else your spirits won't survive long in the battlefield. This will be a feature that you will use often not just for making your spirits tanky but also for those situations where you play in a group and your party could use a secondary tank or when you're idle/focused on supporting in Ranged/Melee Floors in [[Tower of Trials]] and surviving is of utmost importance. And this renowned versatility is exactly why I love this class so much!
 
==Insignia System==
The insignias are an integral part of an Elemental Master's core gameplay, mechanics, and skill set. They impart offensive and defensive buffs to both the Elemental Master and Spirits, giving them strong advantage in fights against MVPs. They are divided into four (4) skills consisting of '''<span style="color:red;">{{#skill:2465}}</span>''', '''<span style="color:blue;">{{#skill:2466}}</span>''', '''<span style="color:green;">{{#skill:2467}}</span>''', and '''<span style="color:brown;">{{#skill:2468}}</span>''', each of which have three (3) levels that give different effects. On paper, insignias look complicated to understand but once you've broken down the utility for each one of them, you'll soon realize that they are actually pretty simple to understand. In most situations, insignias can only be realistically used in fights where your enemy only stands in one place such as MVP fights or boss fights. This is where the difficulty curve of the skills scales. Proper placement of insignias are important and knowing where and when to place them. It carefully needs patience, coordination, and setup and has a high skill requirement.
 
Here, I will be explaining more in-depth the Insignia system and I hope at the end of this section you can finally start incorporating the insignias in your gameplay as an EM.
<center>
{| class="mw-collapsible mw-collapsed wikitable" style="width: 75%;" data-mce-style="width: 57%;"
|+ style="white-space:nowrap; border:1px solid grey; padding:3px; background-color:#E8EAED; align="center" | <center><span style="font-size: 0.85rem;"> <big><span style="font-family: verdana;">INSIGNIAS</big></span></center>
|-
|-
|style="background-color:#F79A9A;" |<center>'''{{#skill:2465}}'''</center>
| {{#skill:330}} || {{#skill:321}} || {{#skill:313}} || {{#skill:2352}} || {{#skill:2427}} || ♡♡♡
|style="background-color:#B2D1FF;" |<center>'''{{#skill:2466}}'''</center>
|style="background-color:#D6EFD6;" |<center><nowiki/>'''{{#skill:2467}}'''</center>
|style="background-color:#E7E0C8;" |<center>'''{{#skill:2468}}'''</center>
|-
|-
| style="background-color:#F79A9A;" |'''Level 1''':
| ♡♡♡ || {{#skill:320}} || {{#skill:310}} || {{#skill:2381}} || {{#skill:2431}} Lerad's Dew || ♡♡♡
 
* Boosts Agni's ATK by 20%.
* Doubles Agni's natural recovery.
<small>Requires 1 {{#item:6360}}to cast.</small>
|style="background-color:#B2D1FF;" |'''Level 1''':
 
* Boosts Aqua's ATK by 20%.
* Doubles Aqua's natural recovery.
<small>Requires 1 {{#item:6361}}to cast.</small>
|style="background-color:#D6EFD6;" |'''Level 1''':
 
* Boosts Ventus's ATK by 20%.
* Doubles Ventus's natural recovery.
<small>Requires 1 {{#item:6362}}to cast.</small>
|style="background-color:#E7E0C8;" |'''Level 1''':
 
* Boosts Tera's ATK by 20%.
* Doubles Tera's natural recovery.
<small>Requires 1 {{#item:6363}}to cast.</small>
|-
|-
| style="background-color:#F79A9A;" |'''Level 2''':
| ♡♡♡ || ♡♡♡ || {{#skill:312}} || {{#skill:2382}} || {{#skill:2434}} || ♡♡♡
 
* +50 ATK.
* +10% ATK.
* Endows weapon with the Fire property.
<small>Requires 2 {{#item:6360}}to cast.</small>
|style="background-color:#B2D1FF;" |'''Level 2''':
 
* +10% Recovery effect.
* +10% ATK.
* Endows weapon with the Water property.
<small>Requires 2 {{#item:6361}}to cast.</small>
|style="background-color:#D6EFD6;" |'''Level 2''':
 
* +10% ASPD.
* +10% ATK.
* Endows weapon with the Wind property.
<small>Requires 2 {{#item:6362}}to cast.</small>
|style="background-color:#E7E0C8;" |'''Level 2''':
 
* +500 MaxHP & +50 DEF.
* +10% ATK.
* Endows weapon with the Earth property.
<small>Requires 2 {{#item:6363}}to cast.</small>
|-
|-
|style="background-color:#F79A9A;" |'''Level 3''':
| ♡♡♡ || ♡♡♡ || ♡♡♡ || ♡♡♡ || {{#skill:2428}} || ♡♡♡
 
* +50 MAtk.
* +25% Fire property magical damage.
<small>Requires 3 {{#item:6360}}to cast.</small>
|style="background-color:#B2D1FF;" |'''Level 3:'''
* -30% VCT on Water property magical skills.
* +25% Water property magical damage.
<small>Requires 3 {{#item:6361}}to cast.</small>
|style="background-color:#D6EFD6;" |'''Level 3''':
* +50% ACD on Wind property skills.
* +25% Wind property magical damage.
<small>Requires 3 {{#item:6362}}to cast.</small>
|style="background-color:#E7E0C8;" |'''Level 3''':
 
* +50 MaxSP & +50 MDef.
* +25% Earth property magical damage.
<small>Requires 3 {{#item:6363}}to cast.</small>
|}
</center>
 
=== What are Insignias and How to Use Them ===
[[File:Insignia AoE.png|center|thumb|389x389px|From left to right. 3x3 AoE of Fire, Water, Wind, & Earth Insignia.]]
 
 
 
Okay, we'll be starting first with the actual area of effect (AoE) of insignias. All four insignias have an <s>abysmal</s> short AoE of 3x3, and they are not used in a normal field farming scenario. They are used practically in "long" MVP fights. When placing insignias underneath an MVP, you'll always have to consider the distance between you and the MVP. Since an insignia has a 3x3 AoE, you'd want the MVP to be as close to you as possible to maximize its AoE. Additionally, insignias are stationary and can't be freely readjusted unlike your LP since it has a 1 minute cooldown. In line with this, only one of each elemental insignia can be placed at a time and each level of the elemental insignias don't share the same cooldown. You'll have to decide which level of insignias you're going to use. If you've placed your insignias on the wrong cell, you will have to wait for a minute before it's off CD so don't recklessly cast your insignias all over the place. There's also no visual indicator if an MVP is standing or affected by your insignias. Timing and strategic estimation are crucial in placing an insignia.
 
The elemental insignias are also divided into '''three''' ('''3''') '''levels''', each of which gives different buffs and debuffs. '''Level 1s''' are typically used to "debuff" the MVP standing on its AoE. '''Level 2s''' are for physical-oriented classes where they can stand on it to benefit from its "buffing effect" but that doesn't necessarily mean it can't be placed underneath the MVP too so you can maximize its "buffing effect" on you and its  "debuffing effect"  on the MVP (we'll talk more about what this is as we push through). '''Level 3s''' are for the magic-oriented classes and just like Level 2s, it can be placed both on you and the MVP to fully capitalize on the insignia's "buffing and debuffing effects."
 
'''Note''': '''ANY''' units standing inside the insignias will benefit from its effects including monsters and MVPs.
 
Furthermore, insignias provide one of the strongest debuff in the game. Each insignia has the ability to '''boost the counter element''' no matter which level you use. For example, if you use '''<span style="color:red;">{{#skill:2465}}</span>''' at any level, '''any units''' '''inside''' the insignias' 3x3 AoE will take 50% more damage against <span style="color:blue;">Water</span> elemental attacks. If EMs are standing inside the <span style="color:red;">Fire</span> insignias' AoE, they, too, will receive increased damage against <span style="color:blue;">Water</span> elemental attacks of the MVP. This rings true for the other elemental insignias. Okay this part is important—now if you use a '''Lvl. 2''' '''<span style="color:green;">{{#skill:2467}}</span>''' in a party because you have a melee class user and you plan on buffing him with the insignia's buffing effects ('''Endow weapon with the <span style="color:green;">Wind</span> property''', +10% ASPD, and +10% ATK),  and since he is in melee range and you need to adjust so both of you as well as the MVP would be standing inside <span style="color:green;">Wind Insignia</span> and '''<span style="color:blue;">{{#skill:2466}}</span>''' for its debuffing effect, you might want to think twice; that's because with the observed conditions mentioned, the MVP will also have its weapon element endowed to <span style="color:green;">Wind</span> which means his attacks will hit like a truck and could possibly kill you both since you two are standing on a <span style="color:blue;">Water Insignia</span>. This could have been prevented if you just used a '''Lvl. 1''' or '''Lvl. 3''' '''<span style="color:green;">{{#skill:2467}}</span>''' instead and that way you could have avoided endowing the MVP's weapon to <span style="color:green;">Wind</span>. While a '''Lvl. 1''' <span style="color:green;">Wind Insignia</span> has neutral effect on the three of you, a '''Lvl. 3''' <span style="color:green;">Wind Insignia</span> would have boosted your <span style="color:green;">Wind</span> property magical skills like '''{{#skill:5370}}''' and you would have even received +50% ACD on your <span style="color:green;">Wind</span> skills (just be sure that the MVP doesn't use any <span style="color:green;">Wind</span> skills or else he benefits from it too). Conversely, if you want to tank Lasgand's basic attacks, and you happen to use <span style="color:#BD0F1E;">Ardor</span> on '''Lvl. 2''' '''{{#skill:2456}}''' ('''Defensive Mode''')  you can place a '''Lvl. 2''' '''<span style="color:red;">{{#skill:2465}}</span>''' underneath Lasgand to forcibly endow his weapon attack to the <span style="color:red;">Fire</span> element so you can tank his hits head on.
 
So again, <u>be mindful and strategic as to how you will place your insignias and which level of insignias you're going to use</u>.
 
Apart from those, each insignias also has the ability to heal or damage any unit by 1% of their MaxHP every 5 seconds depending on their element. It will heal any units with the same element and damage any units with the opposite element. For example, if you have your High Elemental <span style="color:#966606;">Terremotus</span> endow your armor to the <span style="color:brown;">Earth</span> property and you are standing on an <span style="color:brown;">Earth Insignia</span>, you will heal 1% of your MaxHP every 5 seconds. This goes both ways for the MVP too. If an <span style="color:brown;">Earth</span> element MVP like Maya is standing on your '''<span style="color:brown;">{{#skill:2468}}</span>''', she will also heal 1% of her MaxHP, though this can be countered if you place a '''<span style="color:red;">{{#skill:2465}}</span>''' underneath her to nullify the healing effects of the elemental insignias. You can also use this effect for offensive measures too. If you're fighting a <span style="color:red;">Fire</span> element MVP like Ifrit, you can place '''<span style="color:blue;">{{#skill:2466}}</span>''' underneath him so he'll get damaged over time by taking away 1% of his MaxHP. 
 
[[File:Insignia.Stand.png|center|thumb|386x386px|'''Level 3 Earth Insignia'''. MVP within range to debuff it and buff yourself with Earth Insignia.]]
 
 
Insignias can be overlapped with one another and I mean all four (4) of them. When you want to benefit from all effects of the insignias, you must be standing at least in one of the three (3) cells available. It doesn't matter which cells you stand on so long as you and the MVP are within its AoE. Depending how far apart the MVP is away from you, it's ideal you place the insignias you want to use to purely debuff the MVP underneath him. If you plan to use an insignia both offensively and defensively, you can place it in the middle between you and the MVP so that way you are debuffing him and at the same time buffing yourself. Remember that some insignias give good effects for you too (i.e. '''Lvl. 3''' '''<span style="color:brown;">{{#skill:2468}}</span>''' can give you +50 '''MDef''' and +25% <span style="color:brown;">Earth</span> property magical damage like in the image above). When overlapping two or more Level 2 Insignias of any element, the one most recently placed will take priority and would endow the monsters' and your allies' weapon according to the element of that insignia.
 
=== Land Protector & Insignia Interaction ===
[[File:LP-Insignia.v2.png|thumb|557x557px|center|LP-Insignia interaction.]]
 
 
 
Now, let's talk about the interaction of insignias with Land Protector. Oftentimes, you will find yourself needing to place LP as a defensive layer to protect you and your Spirits from getting wiped out. But at the same time, you still want to place your insignias to speed up the fight. Well, you can do just that but it will require technique, patience, and a thorough understanding of the interaction between LP and Insignia. First, decide which level of LP you're going to be using. If you still remember in the [[The_Complete_Elemental_Master_Guide_by_Goldie#Land_Protector|LP section]] of this guide, we've talked about how it's ideal to use Levels 1-2 LP when you're soloing instead of Levels 3-5. Well here, we're going to be discussing the importance of one's [[The_Complete_Elemental_Master_Guide_by_Goldie#Proper_Placement_of_Land_Protector|mindful placement of LP]].
 
In the image above, '''11x11 LP''' despite adjusting the placement of LP three (3) cells below you, the MVP is still inside the AoE of your 11x11 LP which makes it impossible for you to put your insignias underneath the MVP. Meanwhile for the '''9x9 LP''' after readjusting the LP three (3) cells below you, the MVP is ''still'' inside LP's AoE and you still can't place your insignias underneath the MVP. Now look on the '''7x7 LP''', after readjusting the LP three (3) cells below you the MVP is now outside of LP and finally you can safely place your insignias, but this is the maximum limit you can go for and one wrong estimation and adjustment of your LP can determine the fate of you and your Spirit. One possible way you could do when you get into such predicament is to utilize your Sorcerer skill '''{{#skill:2453}}''' and cast it right outside of your LP's furthest edge. By doing so and as long as the MVP has low enough STR, you could forcibly root and displace the MVP outside of your LP and you can cautiously set-up your insignias. 
 
With all of those things considered, having a '''leeway''' or '''freedom to carefully readjust LP''' is always the safest decision to do when you're in a rigid scenario. In such cases, you'd either be in a panic or in a rush that I am sure you won't have the time to count cells and accurately place your LP below you! What I'm trying to say now is, always think ahead and give yourself a bit of freedom to readjust your LP should you encounter problems such as this. 7x7 LP proves to be more flexible than 9x9 and 11x11 and 7x7 fulfills this condition in most scenarios. If you're in a party and you have a tank, let the the tank go outside the LP and let him be the meat shield, then you can use 11x11 or 9x9 to your heart's content. You have a party to protect so prioritize that and you have tank to get the aggro, and you have freedom to safely place your insignias underneath the MVP.
 
==Rotation & Playstyle==
===Skill Rotation===
When playing Elemental Master, it's important to have a skill rotation cycle in mind and you need to plan ahead of time when you're field farming, or doing instances to kill an MVP. Here I'll be listing the most commonly used skill rotation cycle that pro EMs use in their day-to-day farming sessions, and I'll be explaining each and one of them and the reasoning behind their sequencing.
 
 
[[File:LGP Set-Up.png|thumb|center|375px|'''LGP Set'''-'''Up'''. <span style="color:#CC081F;">Red Arrows</span> represent the 13x13 AoE centered around you, while <span style="color:#E66ECC;">Pink Arrows</span> represent the 9 cells range from you.]]
 
 
I also recommend unlocking the [[Player_Commands#Client_featuring_commands|Player commands]]: '''@lgp''' —> '''@square on''' —> '''@square 6''' and then '''@circle'''. There should be blocks appearing around you in the form of a square and circle.  These two (2) will serve as your guide with regards to the actual range of your skills. The circle is nine (9) cells away from you; the square is six (6) cells in all directions to represent '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>'''<nowiki/>'s '''13x13 AoE''' around you. Anything that is within the range of the square will be in the range of your Elemental Buster. Whereas, the circle will serve as the maximum range you can cast your AoE skills from your position. Casting your skills with 1 to 9 cells of range outside of the circle will make you move forward a bit and lose your position. Most of your ground targeted AoE skills have a maximum range of 9 cells, with noteworthy exceptions like LP and elemental floor buffs having 3 cells range maximum. These will be important when you're casting your skills so you'd know if you're hitting them and so that you can maximize your actual range.
 
 
<center>
{| style="background: #FAFAFA; width: 50%; outline: 2px dashed lightgrey; border:2px; border-style: dashed; outline-offset: -6px; border: 2px dashed lightgrey; padding:5px"; border-color: lightgrey;"
|
<center><span style="font-size: 1.05rem;font-family: trebuchet ms;">'''Legends'''</span></center>
<center><span style="color:lightgrey;">──────────────────────</span><span style="color:#F078CC; font-size: 0.95rem;">୨ৎ</span><span style="color:lightgrey;">──────────────────────</span></center>
* '''DS combo''' refers to {{#icon:400536}}{{#linkitem:400536|Time Dimensions Rune Crown (Elemental Master)}} + {{#icon:540079}}{{#linkitem:540079|Dimensions Elemental Magic Book}} with '''{{#skill:5369}}''' as the catalyst skill to autocast '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>'''.
 
* '''TD combo''' refers to {{#icon:400536}}{{#linkitem:400536|Time Dimensions Rune Crown (Elemental Master)}} + {{#icon:540080}}{{#linkitem:540080|Dimensions Elemental Spell Book}} with '''{{#skill:5373}}''' as the catalyst skill to autocast '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>'''.
|}
|}
</center>
Just remember, only 1 of each type of buff. Luckily, our Trouvere party buffs all stack so that's easy to remember ♡
 
 
==== Beginner ====
 
<center><code>'''{{#skill:5372}}''' —> '''{{#skill:5371}}''' —> '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' —> '''{{#skill:5370}}''' —> '''''repeat'''''</code></center>
 
 
* When you're in the beginning stages of your journey as much as it will be for your [[The_Complete_Elemental_Master_Guide_by_Goldie#Gear_Progression|gear progression]], you still can't fully capitalize on your skill's best capabilities. You still don't have the proper gears to autocast your ultimate skill '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' for instance.
* However, you can still do a skill rotation not necessarily revolving around autocasted Elemental Buster. You will still incorporate Elemental Buster though and you will ''manually'' cast the skill whenever it's off-CD. This is what I would like to call the '''Beginner skill rotation'''.
* In this skill rotation, you basically just spam all of your AoE DoT skills with the exception of Elemental Buster which is a self-casted skill around you. You start off with '''{{#skill:5372}}''', proceeded with '''{{#skill:5371}}''', followed by a manually casted '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''', and '''{{#skill:5370}}''' then you repeat the rotation back to Conflag.
* By the time you repeat your skill rotation cycle, Elemental Buster is already off-CD and you get another chance to cast it. Remember that all your DoT skills and Elemental Buster have a 2 seconds CD, so keep that in mind when rotating your skills.
* I didn't include '''{{#skill:6517}}''' here just yet since this one will require a bit more of practice and familiarization with the class and your core skills first before incorporating Psychic Stream into your skill cycle.
 
 
==== Casual Farming ====
 
<center><code>'''{{#skill:5372}}''' —> '''{{#skill:5369}}''' —> '''{{#skill:5371}}''' '''AND/OR''' '''{{#skill:5370}}''' —> '''{{#skill:5369}}''' —> '''''repeat'''''</code> <big>(DS Combo)</big></center>
 
 
<center><code>'''{{#skill:5370}}''' —> '''{{#skill:5373}}''' —> '''{{#skill:5371}}''' '''AND/OR''' '''{{#skill:5372}}''' —> '''{{#skill:5373}}''' —> '''''repeat'''''</code> <big>(TD Combo)</big></center>
 
 
* Already got your Dimensions combo? Great! Now you'll have lesser skills to include in your rotation. That's because the Dimensions combo {{#icon:400536}}{{#linkitem:400536|Time Dimensions Rune Crown (Elemental Master)}} + {{#icon:540079}}{{#linkitem:540079|Dimensions Elemental Magic Book}} lets you autocast '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' every time you cast '''{{#skill:5369}}''' while {{#icon:400536}}{{#linkitem:400536|Time Dimensions Rune Crown (Elemental Master)}} + {{#icon:540080}}{{#linkitem:540080|Dimensions Elemental Spell Book}} lets you autocast Elemental Buster every time you cast '''{{#skill:5373}}''' so long as both combos are '''Grade A'''.
* The main idea behind this specific skill rotation is to autocast Elemental Buster whenever you can and that means whenever either Diamond Storm or Terra Drive is off-CD. Both DS and TD have 1 second cooldown and thus you can autocast your Elemental Buster every other second.
* You will start with your 1st DoT skill like '''{{#skill:5372}}''' (DS combo) or '''{{#skill:5370}}''' (TD combo). Proceed that with either DS or TD to autocast Elemental Buster. Now while DS and TD is on CD, you have the option to cast another DoT of your choice. It's up to you if you want to cast either '''{{#skill:5371}}''' or '''{{#skill:5372}}''' and/or '''{{#skill:5371}}''' or '''{{#skill:5370}}''' next. If you have enough ACD, you could just use both skills before DS or TD goes off-CD. I recommend at least '''60% ACD''' for a fluid skill cycle.
 
 
==== DPS ====
<center><code>'''{{#skill:5372}}''' —> '''{{#skill:5369}}''' —> '''{{#skill:5370}}''' —> '''{{#skill:5371}}''' —> '''{{#skill:5369}}''' —> '''''repeat'''''</code> <big>(DS Combo)</big></center>
 
 
<center><code>'''{{#skill:5370}}''' —> '''{{#skill:5371}}''' —> '''{{#skill:5373}}''' —> '''{{#skill:5372}}''' —> '''{{#skill:5373}}''' —> '''repeat'''</code> <big>(TD Combo)</big></center>


== '''Leveling''' ==
'''Reminder: Always use {{#item:12263}}''' or any other type of Battle Manual that you have. They work even when just turning in quests
Also, this is just a rough leveling guide. It would still be good to check out other player guides and ask people in game on the best place to go to if you find yourself struggling on the recommended steps here
=== Early Stage ===
This is just gonna be a short guide for leveling. Your first priority is joining the Eden Group and then doing the [[https://wiki.muhro.eu/Kill_Quests_and_Item_Collection_Boards| Board Quests]]. To prepare for this, just collect the Bows for levels 10 and 45 from the [[https://wiki.muhro.eu/Beginners_Guide#Eden_Gear| Eden Gears]] and then get the {{#item:580022}} at level 100. From Archer to Gypsy, you only need to use the skill {{#skill:46}} to level. Prioritized getting your DEX and AGI to 99 and you should be all set. Just do random Eden Quests until you're level 70 and can collect the level 70-99 quest for hunting '''15x Wraith 15x Evil Druid''' in '''Glast Heim (Monastery)'''. From warper, just choose Dungeons > Glast Heim > Monastery. Repeat this a few times to get to level 99 but don't rebirth yet, make sure you keep 1 completed quest of this so you can turn it in later for quick leveling. After that, rebirth to High Novice > job change to High Archer > do some Eden Boards quests again til you're job 50 and can job change to Gypsy. After changing your job to Gypsy, turn in the the level 70-99 quest that you saved earlier, and you should be around high level 80 to 90's. Repeat and do some quests again to go level 99 and job 70 to become a Wanderer
=== Mid Stage ===
From here, just level up a little more until you get level 5 {{#skill:2418}}. You can then proceed with doing the illusion dungeons quests from the [[https://wiki.muhro.eu/Board_Quests| Main Board Quests]]. You can also do some Eden Board quests again if you find the illusion dungeons a bit too difficult. In fact, once you reach around '''level 190''' i'd recommend doing the episode 17.1 and 17.2 quests or buying the skip tickets for them {{#item:1000285}} and {{#item:1000287}} so you can access the map with the Eden Boards quest '''240x of any type in ba_pw03'''. Get it and go to the Warper > Dungeons > Varmundt Dungeons > Second Power Plant. Just do this quest a lot and you should level up fast. It would also help you collect {{#item:25223}} which you can use to buy {{#item:12263}}, {{#item:12264}}, {{#item:22758}}, and most importantly, {{#item:50035}}. If you are struggling on some maps, i'd recommend using {{#item:22758}} for 30% ranged damage buff (you will be transformed into a gazeti and kobold archer) and {{#item:50035}} for damage and survivability. Using these two would help make your journey a lot easier
=== Late Stage ===
When you reach level 200, change your job to Trouvere and prioritize getting {{#skill:5353}}, {{#skill:5355}}, {{#skill:5351}}, and {{#skill:5352}}. And then max out the other buffs. You should also now be able to access [[Varmundt's Biosphere]] at 240. Understandably, you would struggle quite a bit here if your gears aren't ready for this stage yet. I'd recommend farming first and then coming back here when you think you can handle the monsters. Leveling via the Eden Boards level 190 quests are also still viable. It would take some time, but you can get eden coins for it. Another thing that you can do is join [[Varmundt's_Biosphere_Depth|Depth 1]] parties. You don't need to have good DPS or the best equips here to be useful. Just use {{#item:12710}}, bring {{#item:6316}} (resurrect your self when you die), {{#item:610}} to resurrect others or use {{#skill:2421}} if you have it, your {{#item:12263}} and {{#item:50035}} OR just {{#item:23204}}. Cast your buffs and don't be afraid to attack enemies with Rose Blossom and Rhythm shooting so you can regenerate AP. You can use {{#item:1757}} here for all around damage, but you can also do arrow switching to increase DPS if you want to. '''Make sure to ask the party leader to enable Even Party EXP share and you should level up super fast'''


* You must wondering why this part got so many skills all of a sudden but that's because this is the part where you ''will actually'' do real DPS. This is when you have all set-ups (i.e. insignias, and elemental floor buffs) considered. You don't really do DPS when farming; you '''burst''' them to smithereens.
== '''Gear Recommendation''' ==
* When setting up your insignias and elemental floor buffs, it'll be up to you how you'll place them after knowing the basics of what we've discussed from the previous [[The_Complete_Elemental_Master_Guide_by_Goldie#What_are_Insignias_&_How_to_Use_Them|sections]]. The only key essential part that distinguished this particular rotation is because of the skill '''Lvl.''' '''3''' '''<span style="color:green;">{{#skill:2467}}</span>'''. When underneath a '''Lvl. 3 <span style="color:green;">Wind Insignia</span>''', you get +'''50%''' '''ACD''' '''reduction''' on all of your <span style="color:green;">Wind</span> skills such as '''{{#skill:5370}}''' and this gives you freedom to cast ''another'' one of your DoT skills such as '''{{#skill:5371}}''', and I'll have to stress VS specifically. I'll explain as to why. But yes, it's as if you casted another skill with like zero (0) delay or global delay thanks to that nifty +50% ACD redux.
Inspired by: [[Madame_Celery's_Guide_to_MuhRO| Madame Celery's Guide]], [[The_Performer's_Life_By_Conga_Lyne| Conga Lyne's Performer Guide]], [[Choi's_SVS_Arch_Mage_Guide|Choi's Arch Mage Guide]], and by (Biolo) Schier in Merchant Discord Channel <br> <br>
* Now if you're wondering why VS specifically that's because for the DS combo, you would want '''{{#skill:5372}}''' to be on CD first so that by the time you go back to it after doing your sequenced skill rotation it's already off-CD AND it gets skill modifiers for the DS combo so it hits harder than LL. You want Conflag to be laying on the ground doing damage as you sequence your skills. Meanwhile for the TD Combo, Conflag doesn't get too many skill modifiers only from the {{#icon:400536}}{{#linkitem:400536|Time Dimensions Rune Crown (Elemental Master)}} (only up to 15% assuming your crown is +15). And in this combo, VS gets more skill modifiers than Conflag so what you do is you cast your LL first, proceed to VS then TD with proced autocasted Elemental Buster then Conflag then back to TD with proced autocasted Elemental Buster and then go back to LL. '''Rinse and repeat'''.
 
 
==== Casual Farming with Psychic Stream ====
<center><code>'''{{#skill:6517}}''' —> '''{{#skill:5369}}''' —> '''{{#skill:5372}}''' —> '''{{#skill:5369}}''' —> '''{{#skill:5371}}''' '''AND/OR''' '''{{#skill:5370}}''' —></code>
 
 
<code>'''{{#skill:5369}}''' —> '''''repeat'''''</code> <big>(DS Combo)</big></center>
 
 
<center><code>'''{{#skill:6517}}''' —> '''{{#skill:5373}}''' —> '''{{#skill:5370}}''' —> '''{{#skill:5373}}''' —> '''{{#skill:5371}}''' '''AND/OR''' '''{{#skill:5372}}''' —> '''{{#skill:5373}}''' —> '''''repeat'''''</code> <big>(TD Combo)</big></center>
 
 
* This sequence of skills is almost identical to the Casual farming rotation—only this time '''{{#skill:6517}}''' is incorporated in your skill rotation and that will specifically be followed by either '''{{#skill:5369}}''' or '''{{#skill:5373}}''', both accompanied by autocast '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' as you do field farming.
* Psychic Stream is a gap closer skill that will blink you towards a monster or a horde of them. When that happens, you might think it's like a suicide dive especially for a magic class such as EM. Well remember when I told you that Elemental Buster possesses a CC effect? That will come into play here via a tactic called '''telestomping'''.
* When you're surrounded by mobs as you dash with Psychic Stream, your answer to them is telestomping with Elemental Buster. As soon as you teleport, you CC them AND burst them down with lethal amounts of damage—don't ever give them a reaction time to respond. You will proceed that with one of your DoT skills like '''{{#skill:5372}}''' (DS combo) or '''{{#skill:5370}}''' (TD Combo) then back to DS or TD autocasting Elemental Buster.
* I also recommend putting your hotkey on smartcast for Psychic Stream in case you're not yet used to aiming Psychic Stream. For more info on how to set-up your turbo, follow this [[Patcher#Turbo_Setup|link]].
 
 
==== Double Book ====
<center><code>'''{{#skill:5369}}'''   —> '''{{#icon:540080}}{{#linkitem:540080|Dimensions Elemental Spell Book}}''' —> '''{{#skill:5373}}'''    —>  '''{{#icon:540079}}{{#linkitem:540079|Dimensions Elemental Magic Book}}''' —> '''''repeat'''''</code></center>
 
 
<center><code>'''{{#skill:5373}}'''  —> '''{{#icon:540079}}{{#linkitem:540079|Dimensions Elemental Magic Book}}''' —> '''{{#skill:5369}}'''    —>  '''{{#icon:540080}}{{#linkitem:540080|Dimensions Elemental Spell Book}}''' —> '''''repeat'''''</code></center>
 
 
* If you happen to have both books and you're good at micromanaging, then this skill rotation could be for you. The main idea here is you would want to abuse the book's combo with {{#icon:400536}}{{#linkitem:400536|Time Dimensions Rune Crown (Elemental Master)}} which lets you autocast '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' to your heart's content every time you cast '''{{#skill:5369}}''' or '''{{#skill:5373}}'''. Though instead of only focusing on one (1) book, you'll be using both. Whether you cast DS or TD first won't matter as you'll only rotate between these two (2) skills and no other skills anymore.
* First, you would want to designate four (4) hotkeys for your skills and books each close in proximity similar to this one  [[File:Hotkeys.png]]
* As an example, let's say I reserved hotkeys '''1'''<big>–</big>'''2'''<big>–</big>'''Q'''<big>–</big>'''W''' for '''DS'''<big>–</big>'''TD'''<big>–</big>'''Magic Book'''<big>–</big>'''Spell Book''', respectively. I will press '''<u>Hotkey 1</u>''' first to cast DS then switch to Spell Book by pressing '''<u>Hotkey W</u>'''. After which, I will cast TD then press my '''<u>Hotkey Q</u>''' to equip my Magic Book and then press '''<u>Hotkey 1</u>''' to cast DS again. Keep repeating this 'til you fully master switching books. I myself am not good with micromanaging the Hotkeys that's why I don't use this skill rotation often despite owning the two (2) books. If you're fast with your fingers, then this skill rotation may just be for you.
 
 
====Sample Clip====
[[File:Casual Farming with Psychic Stream.gif|thumb|center|360x360px|Casual Farming at Temple Biosphere with Psychic Stream.]]
 
 
'''Note''': I plan to add more visual aids such as GIFs in this section to exemplify how a proper skill rotation should be, but as of the moment I lack the knowledge how to make GIFs with better quality. It'll be a work in progress (WIP) for now. Hopefully soon though!
 
== Stats & Traits ==
The status points and trait points allocation I'll be providing here are subjective and may vary per individual or user. If you feel and think you want a change of course, you may very well do so and I'll do my best to explain what are the important stats and trait you need to put more pts. on. For a much detailed info regarding stats and traits, check this [[Stats|page]].
 
=== Stats ===
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;
!Stat
!Point
!Notes
|-
!STR
| align="center" |1 or 100+
|
* If you need more carrying capacity, put more pts. into STR though with the recent QoL implemented that made it possible to use {{#item:6286}}twenty (20) times instead of the usual ten (10), you may find yourself no longer needing as much STR.
|-
!AGI
| align="center" |86 or 130
|
* AGI is needed for high Flee and high ASPD. If you have a few points to spare, you can put it more on AGI.
* Higher ASPD will give you much more fluid skill rotation. To know more about the importance of ASPD and how much you need, you can refer to [[Choi%27s_Guide_To_Magic#Attack_Speed|Choi's Guide to Magic (Attack Speed)]] but I always recommend getting '''maximum 193 ASPD''' as much as possible.
|-
!VIT
| align="center" |110
|
* VIT is needed for more health and survivability. VIT also increases the potency of healing items.
|-
!INT
| align="center" |130
|
* INT helps you to reach instant cast faster and it gives some bonus StatusMAtk as well for a bit of damage.
|-
!DEX
| align="center" |0 or 130
|
* Either max out DEX or leave it at 0 for those who reach their instant cast thru VCT% from gears. I myself get mine thru stats in the past that's why I maxed this one out.
** If you're going to get your instant cast thru VCT%, you can evenly distribute the status points to other important stats like AGI or LUK instead.
* If you plan on getting instant cast thru stats, you can follow this equation:
** ('''DEX x 2''') + '''INT''' = '''530'''; you need to have a value <big></big>530 to get instant cast (VCT)
|-
!LUK
| align="center" |4 or 86
|
* Put leftover pts. into LUK
* It gives +1 StatusMAtk every 3 pts. and +1 Perfect Dodge every 10 pts.
* If you hate getting cursed and bringing either {{#item:523}} or {{#item:525}}is burdensome for you then get a total of 100 pts. for Curse immunity.
|}


=== Traits ===
===== '''Eden Phase''' =====
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;
These are decent starting gears. You need to use them while working towards getting the next set that you'll use. '''You should definitely get the Eden Shadow Gears'''. The 50% Ignore Monster Def it provides is definitely super needed! We won't be replacing them until around End Game since it is quite costly to make Shadow Gears. It would probably cost around 200m-400m just to get the BIS Full Penetration Shadow Gears. The headgear slots and garment slot don't really have a shadow gear. We could use costumes in those spots to get cute cosmetics and some additional stats using [[Costume Enchants (Fashion Points)|costume enchants]]
!Traits
{| class="mw-collapsible mw-collapsed wikitable"
!Point
|+ style="white-space:nowrap; border:1px solid; padding:3px; | Eden Phase Equipment
!Notes
|-
|-
!POW
! ♡♡♡ !! Item!! Notes
| align="center" |0
|N/A
|-
|-
!STA
| Upper Head Gear || {{#item:400139}} || Not much to explain per gear here. Just do your best to complete the set so you can work on other better gears asap
| align="center" |0 or 80+
|
* Put more points into STA if you have less resistances against physical attacks or if you have means to nullify the effects of magical attacks like {{#item:4128}}.
* One important reason I put '''80 pts'''. ''or more'' into STA is because I want to capitalize on the enchants of {{#icon:450170}}{{#linkitem:450170|Nebula Armor of Stamina}}'s & {{#icon:480231}}{{#linkitem:480231|Glade Rune Manteau}}'s /{{#icon:470174}}{{#linkitem:470174|Glade Rune Boots}}'s unique passive effects ('''increase MaxHP% ''per 15'''''/'''''20 base STA''''', '''respectively''').
** By [[The Complete Elemental Master Guide by Goldie#Tank Gears|swapping to my tank gears]] ''before summoning'' my Spirits, I get the maximum of my tank gear's defensive stats and by doing so—my Spirits would inherit them and [[The Complete Elemental Master Guide by Goldie#How to keep Elementals and High Elementals Alive|thus makes them tankier]] in the process.
|-
|-
!WIS
| Mid Head Gear || | Anything || -
| align="center" |0 or 72
|
* Put points here if you don't have GTB and have lower resistance against magical attacks.
|-
|-
!SPL
| Low Head Gear || | Anything || -
| align="center" |110
|
* Always max out your SPL. Our 4th skills scale with SPL, and having more SPL is always good.
* Also gives +1 S.MAtk per 3 points of SPL.
|-
|-
!CON
| Armor || | {{#item:450185}} / {{#item:24694}} || -
| align="center" |102 or 110
|
* You don't necessarily have to max this skill, but if you do it's the 2nd trait to give the most S.MAtk. It gives +1 S.MAtk per 5 pts., and +2 FLEE for every 1 pt. of CON.
* If you need more points for STA and WIS for survivability, you can take out some points here and put it to those traits instead.
|-
|-
!CRT
| Weapon || | {{#item:580022}} / {{#item:24709}} || -
| align="center" |0
|N/A
|}
 
=== Recommended Stats and Traits ===
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:25%
! colspan="2" | <center> My Stats and Traits Allocations </center>
|-
|-
! Instant <br> Cast <br> via <br> Stats
| Shield || | Anything / {{#item:24693}} || -
| <center>[[File:Stats & Traits.v1.png]]</center>
|-  
! Instant <br> Cast <br> via <br> Gears <br> (VCT%)
| <center>[[File:Stats & Traits.v2.png]]</center>
|-
|-
! Farming <br> Build <br> (VCT%)
| Garment || | {{#item:480105}} || -  
| <center>[[File:Stats & Traits.v3.png]]</center>
|}
 
== Leveling ==
For leveling, I won't be going too much into detail on this one, as there are already other guides out there that break it down thoroughly and served a complete input on where to farm best for each leveling stages. [[Yvonne's Guide#Leveling Guide|Yvonne's Guide]], [[Choi%27s_Prerenewbie_Guide_to_Renewal#Starting_out_and_Leveling|Choi's Guide]], and [[The Road to a Billion Zeny - Newbie Leveling/Farming Guide#Leveling|AcidMembrane's Guide]] listed all the important dungeons where people can casually level up their characters from Levels 1-99, 100-200, and 200-275. You can follow their guides as you start the leveling phase of the game. Altogether with what we've talked about regarding the class particularly on the [[The_Complete_Elemental_Master_Guide_by_Goldie#Magician|Magician]] and [[The_Complete_Elemental_Master_Guide_by_Goldie#Sorcerer|Sorcerer]] sections, you can apply all of these when leveling up. I'll just go make a brief summary to refresh your recollection and give out tips on how to level up as a '''Mage''' transitioning to '''Sage''' 'til '''Professor''', and as a '''Sorcerer''' transitioning to an '''Elemental Master'''.
 
=== Leveling as a Mage / Sage / Professor ===
 
* The first thing I need to remind you when leveling up is do not worry if you mistakenly put skill points to the wrong skills. We have '''NPC''' '''Build Manager Lotus''' {{#navi:main_office|122|169}} that could reset your skill tree anytime with a very affordable cost of 5,000 zeny. And while leveling up, you will want to allocate skill points to leveling skills such as  '''{{#skill:17}}''' and '''{{#skill:18}}'''. These two skills is what you will use as a Mage, a Sage, as a High Magician, and as a Professor. These two skills will 2-3 hits mobs in the leveling dungeons, thanks to the Eden Gears we have available. To learn more about the Eden Gears, more info are provided [[Beginners_Guide#How_to_play_MuhRo|here]].
* Don't forget to take the Eden Board quests every time you level up on a certain level range and turn-in  your quests for every completed Kill Count.
* For every Eden Quests you complete and successfully turn-in, you will be rewarded with {{#icon:25223}}{{#linkitem:25223|Eden Coins}}and the amount you get will vary on the difficulty of the quests. Keep these coins for later use to buy {{#icon:23204}}{{#linkitem:23204|Brilliant Protection Scrolls}}and {{#icon:14534}}{{#linkitem:14534|Small Life Potions}}from the '''NPC Eden Machine''' {{#navi:moc_para01|50|31}} to improve your sustain and survivability once you reach 3rd job Sorcerer and you finally start leveling up in [[Illusion Dungeons]].
* Once you've transitioned to Sage, don't forget to go back to the Eden Office and get your 2nd job weapon from '''NPC Labraham''' {{#navi:moc_para01|108|83}}. Here, I suggest you pick {{#icon:540027}}{{#linkitem:540027|Paradise Sage Magic Book}} instead of {{#icon:540028}}{{#linkitem:540028|Paradise Sage Spellbook}} since the former gives you VCT% to help with your casting time.
* In Yvonne's guide, she didn't include Glast Heim Monastery for Level 80-99 but I'd suggest you level up here instead right after Orc Dungeon. This place is perfect for classes coming from the Mage branch as mobs here are weak against the <span style="color:red;">Fire</span> element.
* After rebirthing, follow your same routine leveling up as a Mage 'til you've reached Professor then eventually Sorcerer.
* Upon reaching 3rd job, you must first collect your [[Beginners_Guide#Gear|Advanced Paradise Gears]] from '''NPC Louis''' {{#navi:eden|108|87}} and '''NPC Labraham''' {{#navi:moc_para01|108|83}} before continuing your leveling grind. Now here, I suggest you pick {{#icon:540031}}{{#linkitem:540031|Paradise Sorcerer Magic Book}} over {{#icon:540032}}{{#linkitem:540032|Paradise Sorcerer Spellbook}} because for leveling you would want to use your 3rd job elemental AoE skills for faster farming instead of elemental bolt skills for '''{{#skill:2445}}'''. Choi made a brief description in this [[Choi%27s_Prerenewbie_Guide_to_Renewal#Gear_Progression_OR_How_I_Think_About_Gear|section]] of his guide on where to farm the required materials you will need to turn-in for the Advanced Paradise Gears.
 
=== Leveling as a Sorcerer ===
 
* Now you're finally a Sorcerer, you now have more AoE skills but all of them are gated behind 5 seconds cooldown each. You have three (3) options:
** If you're new to the class and you have barely to zero resources and you don't have any friends, take the hard route of leveling up with all your skills. It may be slow but at least you'll be able to practice how to properly rotate your skills. As a Sorcerer, you are always harder to die. Why? Well because you have your own lil' <span style="color:green;">Ventus</span> to accompany you. Make sure you have {{#item:992}} before attempting to summon our baby <span style="color:green;">Ventus</span>. You can purchase some Wind of Verdures from '''NPC''' '''Dus the Smith''' {{#navi:paramk|53|101}} at [[Eden Market#Refine Mats and more|Eden Market]] ('''@go 40''') for 10,000 zeny per piece. For suggested farming areas for elemental ores such as the Wind of Verdures, refer to this [[The_Complete_Elemental_Master_Guide_by_Goldie#Elemental_Catalysts,_Ores,_&_Stones|section]]. Summon the Child form of <span style="color:green;">Ventus</span> by using the skill '''Lvl. 1''' '''{{#skill:2459}}''', and place her on '''Defensive Mode''' by using the skill '''Lvl.''' '''2''' '''{{#skill:2456}}''', and voila! You now have your own source of free {{#item:12710}} + '''50% FLEE Rate'''. You will survive even the most treacherous dungeons for leveling up. Just make sure to replenish <span style="color:green;">Ventus</span>' SP using the skill '''{{#skill:2464}}''' every now and then since she will exit '''Defensive Mode''' if she rans out of Mana and you will lose your benefits. Putting some skill points to '''{{#skill:2463}}''' would also help with your Ventus' sustain. One spell you could incorporate is the CC skill '''{{#skill:2453}}'''. Root mobs with Extreme Vacuum then cast your AoE skills to them. You have at least five forms of defense in this manner—<span style="color:green;">Ventus</span>' Wind Step, Extreme Vacuum's root CC effect, '''{{#skill:2449}}''''s hit-locking effect, '''{{#skill:2447}}''''s crystallization, and '''{{#skill:2454}}''''s stuns; if you'll always have '''{{#skill:157}}''' activated and you finally start using {{#icon:23204}}{{#linkitem:23204|Brilliant Protection Scrolls}}and {{#icon:14534}}{{#linkitem:14534|Small Life Potions}}then I guess you can count that as eight forms of defense then. Keep leveling up 'til you reach Elemental Master.
*** Worry about the proper skill points allocation for later and maximize your AoE skills first so you could farm. Priority of skills as you level up:
 
 
<center>'''<code>{{#skill:2449}} <big>></big> {{#skill:2447}} <big>></big> Lvl.1 {{#skill:2459}} <big>></big> Lvl.2 {{#skill:2456}} <big>></big> {{#skill:2464}} <big>></big> {{#skill:2453}} <big>></big> {{#skill:2446}} <big>></big></code>'''</center> 
 
 
<center><code>'''{{#skill:2454}}''' '''<big>></big>''' '''{{#skill:2463}}'''</code></center>
 
 
* At maximum level, your Extreme Vacuum will have a duration of 12 seconds and it is possible to summon two (2) Vacuums at the same time. Cast Extreme Vacuum whenever you would lure and horde mobs so they'll get rooted and you can safely cast your AoE skills unto them. Only cast Vacuum when it's necessary or you deem fit in the situation since it has a 5 seconds CD and not every time it'll be available for you to use; on times it is on CD, you can just kite the mobs with your skills. That being said, your skill rotation for your Sorcerer skills could go something like this:
 
 
<center><code>'''{{#skill:2453}}''' <small>(as needed)</small>''' —> {{#skill:2449}} —> {{#skill:2447}} —> {{#skill:2446}} —> {{#skill:2454}} —> ''repeat'''''</code></center>
 
 
* Now secondly if this isn't your first character and you have some zeny to spare and you want to ease the suffering part of leveling as a Sorcerer, you could purchase leveling up gears such as the {{#item:26118}} or its enhanced version {{#item:550012}}. Buy whichever is available in the market, both will reduce '''{{#skill:2449}}''''s CD by 1 second at +11. To further reduce its CD, you can purchase the costume enchant stones {{#item:25419}} + {{#item:25420}}that reduce its cooldown by another 2 seconds. In total, you'll have 3 seconds CD reduction for PW and it'll be left with 2 seconds CD. It still has a bit of CD but PW is going to be your main skill leveling up and the frequent you get to use it the better. I still suggest following the priority of skills that I had recommended and the skills in your rotation will be reduced as you will primarily cast PW whenever it's off-CD.
* Third and final option is to find a good soul to leech you all the way to Elemental Master. As an act of courtesy, at least provide an {{#item:17608}}[GFW] to the leecher and I'm pretty sure by this point you have collected enough {{#item:50000}}either from opening {{#item:50001}} or daily log-in rewards. You can purchase a GFW from the Muh Coin shop. You'll need to exchange 18 Muh Coins for 180 Muh Points. To do this, talk to the '''NPC''' '''Rich Cow''' {{#navi:main_office|87|59}} in the '''Main Office''' ('''@go 15''').
 
=== Leveling as an Elemental Master ===
 
* Finally after a millennia, you're now an Elemental Master! Congrats! It's now easier to level up with your 4th skills. Get any of your 4th Job AoE skill and you'll do just fine leveling up. If you're curious as to what and how's the proper way to play EM and rotating your skills, go to this [[The_Complete_Elemental_Master_Guide_by_Goldie#Skill_Rotation|section]] of the guide.
 
==Gear Progression==
Generally, magical classes follow the same path of progression, and they only differ with their choice of weapon, and upper headgear. Choi has made a [[Choi%27s_Guide_To_Magic#Magic_Gear_Progression|thorough guide]] for all things about a magical user's progression towards endgame and it is honestly commendable. In this guide, we'll be focusing more on the Elemental Master's side of progression with core gears that an EM would need for leveling during the early stages of the game to its mid game and then finally endgame. '''This section will also be told for the perspective of people new to the game''' and if this happens to be your 2nd or 3rd time to play a magic-based character then you can freely switch some of the gear recommendations per stages or skip that stage entirely. Furthermore, the entire scope of this gear progression section will fundamentally cover the autocast https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #006400 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">'''Elemental Buster'''</span> build and other unique builds of the class will have their own [[The Complete Elemental Master Guide by Goldie#Builds|separate sections]].
 
The gears that will be listed under the '''early game''' section are those that will be used for early leveling. Early game gears will be divided into '''three''' ('''3''')  '''subcategories''': '''Part I''', '''Part II''', and '''Part III'''. In '''Part I''', you begin your gear progression with the Advanced Paradise Set you used for leveling as a Sorcerer and you are expected to do the Episodic Quests. With the Grace set you had just gotten from Episode 17.1, you will be farming for raw zeny mostly in places like [[Thanatos_Tower_Revamp|Thanatos Tower Flr. 12]], while doing the quests for Episode 17.2 and Episode 18 to get you ready for the next set of gears for Part II. Most of the gears here are obtained from Episode 17.2 and Episode 18, that's why the sooner you finish the episodic quests the closer you approach Part II of early game progression. '''Part II''' routine is almost similar to Part I where you will again farm for zeny to gear yourself up. Upon reaching '''Part III''' of gear progression, this is where you'll start to craft gears which you will continue to use 'til endgame such as {{#item:540079}}and {{#item:470204}}. You'll also be able to start farming popular dungeons such as [[Niflheim|Niflheim 2]] and [[Clock Tower Unknown Basement]].
 
In the '''mid game''' section, these are the gears that you should have gotten as you gradually do the remaining episodic quests and farm for resources such as {{#item:25731}}, {{#item:25729}}and {{#item:1000322}}that you will need to build up your core gears for the endgame stage. Mid game gears will also serve as the base gears that will let you farm certain areas where those aforementioned resources are dropped such as  [[Mjolnir Underground Cave]] and [[Varmundt%27s_Biosphere|Varmundt's Biosphere]].
 
Once you have accumulated enough resources to improve on your gears, this is now the stage where you're nearing or approaching '''endgame'''. This is now the part where you can finally start farming endgame dungeons and instances such as [[Varmundt's Biosphere Depth]], [[Varmundt's Biosphere Depth 2]], [[Constellation Tower]], or [[Immortal|The Immortal]] either on your own accord or with a party. This is also the part where all the best in slot ('''BiS''') gears for EM will be listed and be provided.  Gears in this section are those that have been tested by me and are the gears that give out the strongest damage output for the class. I know most of you are only after this part and it's understandable, but I still do hope you reached this part of the guide after reading the vital pieces of information on what makes Elemental Master, as I cannot stress enough how overwhelming and complicated the class can be for the majority of the player base. That all aside, let's start on the different gear progressions.
 
===Early Game===
 
==== Part I ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:85%;"
!Type
!Item
!Card
!Enchants and Notes
|- style=height:10em
|'''Upper'''
| align="center" | +9 to +10 {{#item:19428}}
|
<small>
*{{#item:4366}}
</small>
|
*Obtained from [[Illusion of Labyrinth#Unique Item Drops|Illusion of Labyrinth]].
*Enchanted with {{#item:29001}} and {{#item:29001}}.
**You can slowly start working on the enchants of your Illusion Morpheus Hood as you progress through the Episodic quests.
*'''Katrinn Card''' will help with instant casting.
|- style=height:12em
|'''Middle'''
| align="center" | {{#item:400002}} <br> or <br> {{#item:410092}}
|
<small>
*{{#item:4169}}
</small>
|
*'''Victory Wing Ears''' ('''VWE''') will be used to combo with {{#item:480125}} for better stats later on during [[The_Complete_Elemental_Master_Guide_by_Goldie#Part_II|Part II]] of early game progression; VWE gives more ACD too and is ''slightly'' more expensive than CCB.
*'''Cor Core Booster''' ('''CCB''') gives more VCT% than VWE and combos with {{#item:420003}}. CCB won't combo with {{#item:480125}} and is ''slightly'' cheaper than VWE.
*'''Dark Illusion Card''' will help with instant casting.
|- style=height:5em
|'''Lower'''
| align="center" | {{#item:420003}}
| <center><small> N/A </center></small>
|
*Can be bought from vendors ('''@ws itemid''') for an affordable price and combos with {{#item:410092}}; these two won't cost much.
|- style=height:15em
|'''Armor'''
| align="center" | +9 {{#item:450112}}
|
<small>
*{{#item:300529}}
*{{#item:4409}}
*{{#item:4119}}
</small>
|
*Can be bought with 20 {{#item:25669}}at '''Cor''' ('''@go cor''') from the '''NPC''' '''Sentinel''' {{#navi:sp_cor|117|130}}.
*Refine the robe to +9 using the {{#item:100130}}, which costs 20 {{#item:25723}}
*You can farm Unknown Parts and Cor Cores at '''Rudus Flr. 2''' {{#navi:sp_rudus2|185|258}} or you can buy them from vendors.
*'''Yortus Conjurator Card''' used to be extremely expensive for the strong damage boost it provides but now it's relatively cheaper.
*'''Bathory Card''' is preferably worn when you farm in [[Thanatos_Tower_Revamp|Thanatos Tower Flr. 12]] for raw zeny. This card makes you immune to the monsters' https://static.divine-pride.net/images/skill/653.png '''Dark Soul Strike''' and https://static.divine-pride.net/images/skill/653.png '''Dark Jupitel Thunder'''.
|- style=height:23em
|'''Weapon'''
| align="center" | +10 to + 11 {{#item:550030}} <br> or <br> {{#item:540031|Paradise Sorcerer Magic Book}}
|
<small>
*{{#item:27384}}
*{{#item:300455}}
</small>
|
*'''Illusion Thorny Staff of Darkness''' ('''ITSoD''') is obtained from [[Illusion of Twins#Illusion Gear|Illusion Twins]]. Can be enchanted with {{#item:100004}}.
**ITSoD combos with {{#icon:19428}}{{#linkitem:19428|Illusion Morpheus's Hood}}to give various effects that scale with the sum of their total refine level, '''including 0'''.'''5s FCT reduction''' <u>when the entire set's sum is refined to +22</u>.
**ITSoD on its own gives some ACD% and MDef pierce that is additive to your free Paradise Shadow Gears. When ITSoD is refined to +11, that is already equivalent to 15% ACD and 83% MDef pierce (with the Paradise Shadow Gears).
*'''Paradise Sorcerer Magic Book''' is a remainder weapon from your early leveling gears as a Sorcerer.
*Only ITSoD has card slots and can be carded with the following combo:
**{{#item:27384}} & {{#item:27384}}
**{{#item:27384}} & {{#item:300455}}
**{{#item:300455}} & {{#item:300455}}
|- style=height:7em
|'''Shield'''
| align="center" | +9 to +10 {{#item:460018}}
|
<small>
*{{#item:27385}}
</small>
|
*Enchanted with {{#item:29001}} and {{#item:29001}}.
**You can slowly start working on the enchants of your Illusion Silver Guard as you progress through the Episodic quests.
|- style=height:11em
|'''Garment'''
| align="center" | +9 {{#item:480019}}
|
<small>
*{{#item:300293}}
*{{#item:4657}}
</small>
|
*Can be bought with 20 {{#item:25669}}at '''Cor''' ('''@go cor''') from the '''NPC''' '''Sentinel''' {{#navi:sp_cor|117|130}}.
*Refine the robe to +9 using the {{#item:100130}}, which costs 20 {{#item:25723}}.
*You can farm Unknown Parts and Cor Cores at '''Rudus Flr. 2''' {{#navi:sp_rudus2|185|258}} or you can buy them from vendors.
*Buy whichever is cheaper in the market for the cards.
|- style=height:22em
|'''Shoe'''
| align="center" | +9 {{#item:470021}}
|
<small>
*{{#item:4658}}
*{{#item:300458}}
*{{#item:300215}}
</small>
|
*Can be bought with 20 {{#item:25669}}at '''Cor''' ('''@go cor''') from the '''NPC''' '''Sentinel''' {{#navi:sp_cor|117|130}}.
*Refine the boots to +9 using the {{#item:100130}}, which costs 20 {{#item:25723}}.
*You can farm Unknown Parts and Cor Cores at '''Rudus Flr. 2''' {{#navi:sp_rudus2|185|258}} or you can buy them from vendors.
*A good source of FCT redux. You need a total of 1.5 seconds on your AoE skills. With this boots, {{#item:1000672}}, {{#item:25067}}, and/or the combo of {{#icon:19428}}{{#linkitem:19428|Illusion Morpheus's Hood}}+{{#icon:550030}}{{#linkitem:550030|Illusion Thorny Staff of Darkness}}(when the sum of their refine level is +22), you can get 1.5s to 2s FCT redux in total.
*'''Nightmare Verit Card''' is much cheaper and gives more MAtk%.
*'''Icewind Card''' is a bit more expensive but gives 5% VCT to help you reach instant cast.
*'''Volcaring Card''' is your cheapest option when you can't afford to buy either Nightmare Verit Card or Icewind Card yet.
|-
|'''Accessory (Right)'''
| align="center" | {{#item:490020}}
|
<small>
*{{#item:300469}}
*{{#item:300464}}
</small>
|
*Can be bought with 20 {{#item:25669}}at '''Cor''' ('''@go cor''') from the '''NPC''' '''Sentinel''' {{#navi:sp_cor|117|130}}.
|- style=height:5em
|'''Accessory (Left)'''
| align="center" | {{#item: 490128|Paradise Advanced Magic Ring}}
| <center><small> N/A </center></small>
|
*A remainder from your early leveling gears as a Sorcerer.
|}
In this stage of gear progression, you are in the beginning stages of gearing. With the gears you have, they are good enough to get you through as you start to do the Episodic Quests starting from [[17.2 Sage Legacy|Episode 17.2]]. To start Episode 17.2, you first need to clear [[17.1 Illusion|Episode 17.1]], and if you don't care for the lore of the game you can skip 17.1 and buy its skip ticket. You can purchase {{#item:1000285}}from '''NPC''' '''Temporal Tina''' {{#navi:main_office|94|59}} in the Main Office ('''@go main''') for 2,000,000 zeny.
 
With the Advanced Paradise Eden gears you obtained during the leveling phase, you can still use them to farm {{#item:25669}}and {{#item:25723}} from mobs in '''Rudus Flr. 2''' {{#navi:sp_rudus2|185|258}}. If you don't like farming for them, you also have the option to buy them from vendors since they aren't too costly to begin with anyway. After getting the required materials to buy your Grace set, you can use {{#item:100130}}to upgrade them to +9. Afterwards, you can start doing the [[Thanatos_Tower|Thanatos Tower]] quest so you can start farming for zeny in Flr. 12 to get you ready for the next upgrade in your gears. For more information regarding areas where you can farm zeny, you can check [[Choi%27s_Prerenewbie_Guide_to_Renewal#Zeny_Farming|Choi's Prerenewal Guide to Renewal (Zeny Farming)]] or [[The Road to a Billion Zeny - Newbie Leveling/Farming Guide]].
 
When refining {{#item:19428}}, {{#item:550030}}, and {{#item:460018}} and to all succeeding '''Lvl. 1 Armors''' and '''Lvl. 4 Weapons''', I suggest you use [[Armor_Weapon_Tickets|refinement tickets]] as this will safely refine your equipment according to the level of the refinement ticket you have. Exchange the tickets to '''NPC''' '''Refine Master''' {{#navi:prontera|189|175}} at Prontera  ('''@go''' '''0'''). You'll need to have your weapon and armor equipped before he refines them for you. For more info, refer to these pages: [[Quick_Newbie_Guide#Refine_Tickets|Quick Newbie Guide]] and [[Choi%27s_Prerenewbie_Guide_to_Renewal#Refining_Gear|Choi's Prerenewal Guide to Renewal (Refining)]].
 
The free '''Paradise Shadow Gears''' {{#item:24687|Paradise Shadow Weapon}}, {{#item:24688|Paradise Shadow Shield}}, {{#item:24689|Paradise Shadow Armor}}, {{#item:24690|Paradise Shadow Shoes}}, {{#item:24691|Paradise Shadow Earring}}, and {{#item:24692|Paradise Shadow Pendant}} are still going to be useful and you can continue using them 'til Part III of the early game stage. As you continue your progress, you are also expected to gradually work on the Shadow Gears listed in this [[The_Complete_Elemental_Master_Guide_by_Goldie#Shadow_Gears_2|section]] as you collect resources to craft them.
 
<center>
{| style="background: transparent; width: 100%; outline: 2px dashed lightgray; border:2px; border-style: dashed; outline-offset: -6px; border: 2px dashed lightgray; padding:7px"; border-color: lightgray;"
|
<span style="font-size: 0.75rem;">𐙚⋆.˚ '''Newbie tip''': Use <span style="color:green;">Ventus</span> in any of her forms and place her on '''Passive Mode''' using '''Level 1 {{#skill:2456}}''' so you may get easy access to 1 second fixed cast time (FCT) reduction. The missing 0.5 second FCT can be supplied by your +9 {{#icon:470021}}{{#linkitem:470021|Grace Magic Boots}} while movement speed can be sorted out with {{#icon:12710}}{{#linkitem:12710|Guyak Pudding}}. This will temporarily and partially solve any casting issues you will have until you get ahold of the proper gears and equipment. You will need a total of 1.5 seconds FCT and 100% VCT to instant cast your core skills.</span>
|}
</center>
 
==== Part II ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:85%;"
!Type
!Item
!Card
!Enchants and Notes
|- style=height:7em
|'''Upper'''
| align="center" | +11 {{#item:19428}}
|
<small>
*{{#item:4366}}
</small>
|
*Enchanted with {{#item:29001}} and {{#item:29001}}.
**Start refining Illusion Morpheus's Hood to +11 to maximize the Rune of Intellect Lv2's effects.
|- style=height:10em
|'''Middle'''
| align="center" | {{#item:400002}} <br> or <br> {{#item:410092}}
|
<small>
*{{#item:4169}}
</small>
|
*'''Victory Wing Ears''' will combo with {{#item:480125}} to give '''MAtk%''' + '''7%''' & '''15% ACD'''.
**Can be left unenchanted or enchanted with any of the available stats since you're only after the combo with the Convertible Magical Wing.
|- style=height:5em
|'''Lower'''
| align="center" | {{#item:420003}}
| <center><small> N/A </center></small>
|
*A remainder gear from Early Game Progression - Part I.
|- style=height:14.2em
|'''Armor'''
| align="center" | +12 {{#item:450178}}
|  
<small>
*{{#item:300529}}
*{{#item:300376}}
*{{#item:300308}}
*{{#item:4119}}
</small>
|
*Enchanted with {{#item:310532}}, {{#item:310515}} ''or'' {{#item: 310510}}, and {{#item:310507}}.
*'''Two Eyes Dollocaris Card''' is only used when your Gray Wolf Robe is refined to +12; any refine levels below +12 will give you negative effects instead of positive effects.
*'''Meyer Lugenburg Card''' will combo with {{#item:300424}} in the garment slot to give 5% more All property magical damage.
*Keep wearing '''Bathory Card''' if you're still farming in Thanatos Tower Flr. 12 for <span style="color:rgb(44,45,45); text-shadow: 0.5px 0.5px 0.5px black; font-size: 0.9rem;">Shadow</span> immunity.
|- style=height:19.8em
|'''Weapon'''
| align="center" | +9 {{#item:540049}} <br> or <br> + 11 {{#item:550030}}
|
<small>
*{{#item:27384}}
*{{#item:300455}}
</small>
|
*'''Glacier Book''' enchanted with {{#item:311353}}, {{#item:311351}}, {{#item:311349}}, and {{#item:311349}}.
**The enchants work best on a two-handed weapon, but you will lose shield slot. Stick with book.
*'''ITSoD''' is still a great contender for this stage. It gives some ACD% and MDef pierce; and when the sum of its refine rate with {{#icon:19428}}{{#linkitem:19428|Illusion Morpheus's Hood}}is +22, it gives 0.5s FCT reduction.
*Only ITSoD has card slots and can be carded with the following combo:
**{{#item:27384}} & {{#item:27384}}
**{{#item:27384}} & {{#item:300455}}
**{{#item:300455}} & {{#item:300455}}
|-
|-
|'''Shield'''
| Shoes || | {{#item:470069}} / {{#item:24695}} || -
| align="center" | +11 {{#item:460018}}
|
<small>
*{{#item:27385}}
</small>
|
*Enchanted with {{#item:29001}} and {{#item:29001}}.
**Start refining Illusion Silver Guard to +11 to maximize the Rune of Intellect Lv2's effects.
|- style=height:6.5em
|'''Garment'''
| align="center" | +11 {{#item:480125}}
|
<small>
*{{#item:300424}}
</small>
|
*Needs to be [[Convertible_Wings|crafted]].
*'''Friedrich S'''. '''Heine Card''' will combo with {{#item:300308}} in the Armor slot to give 5% more All property magical damage.
|- style=height:10em
|'''Shoe'''
| align="center" | +11 {{#item:470023}} <br> or <br> +10 to +11 {{#item:470088}}
|
<small>
*{{#item:4658}}
*{{#item:300458}}
</small>
|
*'''Automatic Leg Type B''' enchanted with {{#item:310122}}, {{#item:310126}}, and {{#item:310111}}.
*'''Gray Wolf Shoes''' enchanted with {{#item:310610}}, {{#item:310602}}, and {{#item:310599}}.
|- style=height:16em
|'''Accessory (Right)'''
| align="center" | {{#item:490052}} <br> or <br> {{#item:490064}}
|
<small>
*{{#item:300469}}
*{{#item:300464}}
</small>
|
*'''Sinful Sapphire Ring''' enchanted with at least {{#item:310204}} or above. For more info about enchanting, check this [[Sinful_Enchantment|page]].
**When enchanting, always choose '''Method 1''' as you'll only be needing the 3rd slot for its general '''MAtk'''% boost.
*'''Brilliant Light Sapphire Necklace''' enchanted with at least {{#item:310254}} or above. For more info about enchanting, check this [[Brilliant Light Enchantment|page]].
**When enchanting, always choose '''Method 1''' as you'll only be needing the 4th slot for its Angel/Demon race modifier to help you farm efficiently in dungeons like [[Niflheim#Level 2|Niflheim 2]].
|- style=height:16em
|'''Accessory (Left)'''
| align="center" | {{#item:490053}} <br> or <br> {{#item:490065}}
|
<small>
*{{#item:300216}}
*{{#item:300371}}
</small>
|
*'''Sinful Sapphire Necklace''' enchanted with at least {{#item:310204}} or above. For more info about enchanting, check this [[Sinful_Enchantment|page]].
**When enchanting, always choose '''Method 1''' as you'll only be needing the 3rd slot for its general '''MAtk'''% boost.
*'''Brilliant Light Sapphire Necklace''' enchanted with at least {{#item:310254}} or above. For more info about enchanting, check this [[Brilliant Light Enchantment|page]].
**When enchanting, always choose '''Method 1''' as you'll only be needing the 4th slot for its Angel/Demon race modifier to help you farm efficiently in dungeons like [[Niflheim#Level 2|Niflheim 2]].
|}
At this stage, you ought to purchase the {{#item:450178}}after doing [[18 Direction of Prayer|Episode 18]] or if you are impatient you may use and buy the {{#item:1000288}}for 9,000,000 zeny from '''NPC''' '''Temporal Tina''' {{#navi:main_office|94|59}} even if you haven't cleared the questline once. By finishing the Episode 18 quests step-by-step, you are given a generous amount of {{#item: 1000405}}for you to get one. To farm more of these fragments, you can go to [[Oz_Labyrinth#Floor_2|Oz Dungeon Flr. 2]] so you can determinedly enchant your Robe with  {{#icon:310532}}{{#linkitem:3101532|Wolf Orb (Shadow Spell)}}, {{#icon:310515}}{{#linkitem:3101515|Wolf Orb (After Cast Delay)}}, and {{#icon:310507}}{{#linkitem:310507|Wolf Orb (Mage) Lv.2}}. ACD is preferably chosen over {{#icon:310510}}{{#linkitem:310510|Wolf Orb (Mage) Lv.3}}since EM is a rotation-heavy class and having more '''ACD''' would help you cycle your skills fluidly (about '''60% ACD''' is needed in total if you want to optimize it). However if you value damage over comfortable rotation then you may freely choose '''Wolf Orb (Mage) Lv. 3''' instead. Additional pieces of information on how to enchant the robe are provided [[Gray Wolf Equipment#Gray Wolf Armor Enchantments|here]].
 
The boots {{#item:470023}} is obtained from Episode 17.2 and will be enchanted with {{#icon:310122}}{{#linkitem:310122|Automatic Orb (Spell Buster)}}, {{#icon:310126}}{{#linkitem:310126|Automatic Orb (Lucky Strike)}}, and {{#icon:310111}}{{#linkitem:310111|Automatic Modification Orb (Fixed Casting)}}. You would need Automatic modules for it so you can enchant the boots. For more details on [[Automatic_Equipment_(17.2)|how to obtain the boots]] and [[Automatic_Enchantment_(17.2)|how to enchant them]], check the given links. When module supplies for Automatic Leg are scarce, another option you have for your boots is the {{#item:470088}} from Episode 18. This boots like your Gray Wolf Robe can be determinedly enchanted at the cost of more Amethyst Fragments. The enchants you would need to get would be {{#icon:310610}}{{#linkitem:310111|Wolf Orb (Spell Buster)}}, {{#icon:310602}}{{#linkitem:3101602|Wolf Orb (Fixed Casting) Lv.3}}, and {{#icon:310599}}{{#linkitem:3101599|Wolf Orb (Robust) Lv.3}}. More info on how to enchant the boots [[Gray Wolf Equipment#Gray Wolf Footgear|here]].
 
Another good improvement for your damage is the weapon {{#item:540049}}. The recommended enchants {{#icon:311353}}{{#linkitem:311353|Glacier Flower Spell (Magical-Element)}}, {{#icon:311351}}{{#linkitem:311351|Glacier Flower Spell (Magical-Size)}}, {{#icon:311349}}{{#linkitem:311349|Glacier Flower Spell (Magical-Race)}}, and {{#icon:311349}}{{#linkitem:311349|Glacier Flower Spell (Magical-Race)}}work best when enchanted on a {{#item:640033}}, but then you will lose {{#item:460018}}in your shield slot which helps you reach instant cast and fast casting is important for every magical class so I don't recommend enchanting on a Two-Hand Staff. Keep in mind you would need to clear [[19 Isgard Land of Snow Flowers|Episode 19]] first if you will be manually enchanting your book and when nobody is selling one in the market. To know more about the enchanting process, kindly check this [[Glacier And Dim Glacier Weapons For Dummies#What Are Glacier Weapons?|page]].
 
Another piece of equipment you'll need to craft is the {{#item:480125}} which will help you get through most stages and you'll still be using this one 'til Mid Game so it's worth the hassle of crafting one. For more info on how to craft it, check this [[Convertible_Wings|page]]. The Sinful accessories {{#icon:490052}}{{#linkitem:490052|Sinful Sapphire Ring}}and {{#icon:490053}}{{#linkitem:490053|Sinful Sapphire Necklace}}, and the Brilliant Light accessories {{#icon:490064}}{{#linkitem:490064|Brilliant Light Sapphire Ring}}and {{#icon:490065}}{{#linkitem:490065|Brilliant Light Sapphire Necklace}}can be obtained from [[Memories_of_Thanatos#Sinful_Accessories|Thanatos Tower]], and they can be enchanted using {{#item:1000257}} and {{#item:1000263}}, respectively. As you farm for raw zeny in Thanatos Flrs. 11 & 12, you can exchange the fragments you loot there for Pieces of Sin/Good Will and use them for enchanting. The Sinful variants will be your all-around accessories for general contents while the Brilliant variants are strictly for Thanatos Tower and [[Niflheim#Level 2|Niflheim 2]] due to the abundance of Demon race monsters in these dungeons.
 
If you're looking to slightly improve your Shadow Gears, you have the option to buy or rent the '''Advanced Paradise Shadow Gears''' from '''NPC Lucy''' {{#navi:moc_para01|108|91}} ('''@go eden''') using the currency {{#item:25223}}. To farm Eden Coins, I suggest you start in [[Abyss_Lake|Abyss Lake 4]] and once you gain access to 17.2  Varmundt, you can transfer to Second Power Plant to farm Eden Coins much efficiently. The Advanced Paradise Shadow Gears consisting of {{#item:24705|Sorcerer Paradise Advanced Shadow Weapon}}, {{#item:24693|Paradise Advanced Shadow Shield}}, {{#item:24694|Paradise Advanced Shadow Armor}}, {{#item:24695|Paradise Advanced Shadow Shoes}}, {{#item:24696|Paradise Advanced Shadow Earring}}, and {{#item:24697|Paradise Advanced Shadow Pendant}} offer a slight increase in damage and 15% more ACD, but gives 5% less VCT than your free Paradise Shadow Gears.
 
==== Part III ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:85%;"
!Type
!Item
!Card
!Enchants and Notes
|- style=height:15.5em
|'''Upper'''
| align="center" | +9 [D] or [C] {{#item:400111}} <br><u>'''OR'''</u><br> +9 to +10 [C] {{#item:400536}}<sup><span style="font-size: 0.55rem;">★</sup></span>
|
<small>
*{{#item:4366}}
</small>
|
*You will need to [[Equipment_Crafting#EXP_Advisor,_Vesper_Headgear,_Cyclop's_Eye|craft]] '''Vesper Headgear'''. You don't need to fully grade and upgrade this headgear as this is only a placeholder. Minimal upgrades will be enough just to get you started and helps you improve your damage so you can start farming on better maps.
*<sup><span style="font-size: 0.55rem;">★</sup></span>As early as now, you could actually shortcut your way and craft the '''Time Dimensions Rune Crown''' <u>provided that you have the materials for them</u> ''and'' <u>you know someone whom you could fully trust and have access already</u> to [[Varmundt's Biosphere Depth 2]] to craft the Rune Crown for you; otherwise, stick to Vesper Headgear for the meantime.
**Enchants for the Rune Crown will be for later; focus on getting the Rune Crown first.
|- style=height:10em
|'''Middle'''
| align="center" | {{#item:400002}} <br> or <br> {{#item:410092}}
|
<small>
*{{#item:4169}}
</small>
|
*A remainder gear from Early Game Progression: Parts I-II.
|- style=height:3em
|'''Lower'''
| align="center" | {{#item:420003}}
| <center><small> N/A </center></small>
|
*A remainder gear from Early Game Progression: Parts I-II.
|-
|-
|'''Armor'''
| Accessory 1 || | {{#item:490126}} / {{#item:24696}} || -  
| align="center" | +12 {{#item:450178}}
|  
<small>
*{{#item:300529}}
*{{#item:300376}}  
*{{#item:300308}}
</small>
|
*Enchanted with {{#item:310532}}, {{#item:310515}} ''or'' {{#item: 310510}}, and {{#item:310507}}.
|- style=height:14em
|'''Weapon'''
| align="center" | +9 to +10 [C] {{#item:540079}} <br> or <br> +9 to +10 [C] {{#item:540080}}
|
<small>
*{{#item:27384}}
*{{#item:300455}}
</small>
|
*You can start working on these two (2) books as early as now. They will be your endgame weapons, and they are fairly easy to upgrade. You can use {{#item:102668}} to upgrade the books.
*Can be carded with the following combo:
**{{#item:27384}} & {{#item:27384}}
**{{#item:27384}} & {{#item:300455}}
**{{#item:300455}} & {{#item:300455}}
|-
|-
|'''Shield'''
| Accessory 2 || | {{#item:490127}} / {{#item:24697}} || -  
| align="center" | +11 {{#item:460018}}
|
<small>
*{{#item:27385}}
</small>
|
*Enchanted with {{#item:29001}} and {{#item:29001}}.
|- style=height:10em
|'''Garment'''
| align="center" | +11 {{#item:480125}} <br> or  <br> +10 [C] {{#item:450267}}
|
<small>
*{{#item:300424}}
</small>
|
*'''Convertible Magical Wing''' is a remainder gear from Early Game Progression: Part II.
*'''Glacier Muffler''' enchanted with  {{#item:312073}}, {{#item:312070}}, and {{#item:312057}}.
|- style=height:5em
|'''Shoe'''
| align="center" | +11 [C] {{#item:470204}}
|
<small>
*{{#item:300458}}
</small>
|
*You will need to [[Equipment_Crafting#Pirate_Captain's_Coat,_Moan_of_Corruption,_Crown_of_Beelzebub,_Fish_Head_Hat|craft]] this. As early as now, you can slowly upgrade Moan of Corruption (MoC) as this will be your endgame boots.
|- style=height:11.5em
|'''Accessory (Right)'''
| align="center" | {{#item:490052}} <br> or <br> {{#item:490064}}
|
<small>
*{{#item:300469}}
*{{#item:300464}}
</small>
|
*'''Sinful Sapphire Ring''' enchanted with at least {{#item:310204}} or above.
**If you have enough budget and resources to re-enchant, try aiming for {{#item:310206}}.
*'''Brilliant Light Sapphire Ring''' enchanted with at least {{#item:310254}} or above.
**If you have enough budget and resources to re-enchant, try aiming for {{#item:310256}}.
|- style=height:11.5em
|'''Accessory (Left)'''
| align="center" | {{#item:490053}} <br> or <br> {{#item:490065}}
|
<small>
*{{#item:300216}}
*{{#item:300371}}
</small>
|
*'''Sinful Sapphire Necklace''' enchanted with at least {{#item:310204}} or above.
**If you have enough budget and resources to re-enchant, try aiming for {{#item:310206}}.
*'''Brilliant Light Sapphire Necklace''' enchanted with at least {{#item:310254}} or above.
**If you have enough budget and resources to re-enchant, try aiming for {{#item:310256}}.
|}
You are now approaching Mid Game and there are core gears you can make as early as now as it's easy to make one  and cheap to get. The books {{#item:540079}} and {{#item:540080}}can be purchased from vendors for an affordable price or if there's a lack of supply you can ask any Depth 2 farmers to <s>donate</s> sell you one. You can start [[Grade_Enhancing|grading]] and [[Refinement|refining]] these books. When refining, make sure to use {{#item:102668}} starting from +9. Don't start grading 'til the books are +11 for a higher chance of success.
 
One other core gear you need to [[Equipment_Crafting#Pirate_Captain's_Coat,_Moan_of_Corruption,_Crown_of_Beelzebub,_Fish_Head_Hat|craft]] is the {{#item:470204}}. MoC gets stronger as you grade it, but at this stage of the progression you must grade it to at least Grade C so you get 1 second FCT redux. With more FCT redux, you can ditch {{#item:25067}} and use the {{#item:1001420}} instead for more damage improvement.
 
Now, if up to this point you still haven't crafted yourself a Convertible Wing because you find it too hard to make, you may use {{#item:450267}} instead ''but'' you really have to be sure you have finished Episodes [[19 Isgard Land of Snow Flowers|19]]-[[20 The Immortal|20]] already since the NPC that enchants it for you is located in '''Ice Castle''' ('''@go 53'''); if not, find a good soul who has access to enchant it for you. The muffler will be enchanted with {{#icon:312073}}{{#linkitem:312073|Glacier Flower Meow Power (Powerful)}}, {{#icon:312070}}{{#linkitem:312070|Glacier Flower Meow Power (Caster)}}, and {{#icon:312057}}{{#linkitem:312057|Glacier Flower Meow Power (Magical Defense)}}. For more information regarding the enchanting process of the muffler, kindly check this [[20 The Immortal#Glacier Garments|page]]. The muffler won't perform as strong as the Convertible Wing but it is passable as a transitory garment until your next upgrade to {{#item:480233}} soon or you finally find the means and the motivation to craft the Convertible Wing.
 
{{#item:400111}} is another piece of equipment you will need to craft. I don't recommend committing too much on this headgear as this will not be your endgame headgear but it is for other classes such as our cousins the Arch Mages. While this headgear only acts as a placeholder, it still imparts a strong increase in damage. Having on Grade D is okay to have but better if you can get Grade C. You can always resell it later don't worry.
 
<sup><span style="font-size: 0.55rem;">★</sup></span>When you know someone close or you know somebody in the community whom you could trust, you could  ask them for a favor to craft the {{#item:400536}} as early as now for you. You will just need to provide them the materials consisting of 50 pcs. {{#item:1001552}}, 50 pcs. {{#item:1001553}}, and 75 pcs. {{#item:25865}} to craft you one. The magic jewels are drops from the [[Varmundt's Biosphere Depth 2]] dungeon, but it can be bought from vendors in the market. On the other hand, the temporal gemstone is obtained in [[Old_Glast_Heim_Challenge_Mode|Old Glast Heim: Challenge Mode]], but you will need higher progression of the instance before it starts dropping so it's highly advisable to just buy from vendors as well.
 
===Mid Game===
{| class="wikitable mw-collapsible mw-collapsed" style="width:85%;"
!Type
!Item
!Card
!Notes
|- style=height:13em
|'''Upper'''
| align="center" | +9 to +10 [C] {{#item:400111}} <br><u>'''OR'''</u><br> +10 to +11 [A] {{#item:400536}}<sup><span style="font-size: 0.36rem;"><big>★</big></span></sup>
|
<small>
*{{#item:4366}}
</small>
|
*Small upgrades on '''Vesper Headgear''' just to improve your damage a bit.
*<sup><span style="font-size: 0.55rem;">★</sup></span>When you did the shortcut and you've acquired the '''Time Dimensions Rune Crown''' in advance, you could fully refine and grade it as this will be your endgame headgear and so that you could finally autocast your '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #006400 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>'''.
|- style=height:10em
|'''Middle'''
| align="center" | {{#item:400002}} <br> or <br> {{#item:410092}}
|
<small>
*{{#item:4169}}
</small>
|
*A remainder gear from Early Game Progression: Parts I-III.
|- style=height:3em
|'''Lower'''
| align="center" | {{#item:420003}}
| <center><small> N/A </center></small>
|
*A remainder gear from Early Game Progression: Parts I-III.
|- style=height:12em
|'''Armor'''
| align="center" | +12 {{#item:450178}}
|
<small>
*{{#item:300529}}
*{{#item:300376}}
*{{#item:300308}}
</small>
|
*Still a strong contender as you save up for {{#item:450173}}.
*Enchanted with {{#item:310532}}, {{#item:310515}} ''or'' {{#item: 310510}}, and {{#item:310507}}.
|- style=height:14em
|'''Weapon'''
| align="center" | +12 [A] {{#item:540079}} <br> or <br> +12 [A] {{#item:540080}}
|
<small>
*{{#item:27384}}
*{{#item:300455}}
</small>
|
*You can fully refine and grade your Dimensions books. Once you have access to [[Varmundt's Biosphere Depth 2]], you can start the enchanting process. Enchants of your choice will vary depending on your needs, and the race/elemental property of the mobs you're going to prioritize.
*Can be carded with the following combo:
**{{#item:27384}} & {{#item:27384}}
**{{#item:27384}} & {{#item:300455}}
**{{#item:300455}} & {{#item:300455}}
|- style=height:10em
|'''Shield'''
| align="center" | +10 to +11 [C] {{#item:460040}}
|
<small>
*{{#item:27385}}
</small>
|
*After finishing Episode 20, you'll gain access to [[20_The_Immortal#Glacier_Shield|Glacier equips]]. You can fully refine and grade this shield as it'll be one of your endgame gears.
*Enchanted with {{#item:312095}}, {{#item:312093}} or {{#item:312092}}, and {{#item:312091}}.
|- style=height:15em
|'''Garment'''
| align="center" | +9 to +10 [C/A] {{#item:480233}} <br> or <br> +12 {{#item:480125}} <br> or <br> +10 [C] {{#item:450267}}
|
<small>
*{{#item:300424}}
</small>
|
*'''Death Rune Manteau''' enchanted with {{#item:310925}} and {{#item:4714}}.
**The 2nd enchant will vary depending on your needs, and elemental property of the mobs you're going to prioritize. For a list of possible enchants, refer to [[Varmundt%27s_Biosphere#Rune_Armor_Enchants|this]].
*'''Convertible Magical Wing''' and '''Glacier Muffler''' are still good contenders in this stage.
|- style=height:5em
|'''Shoe'''
| align="center" | +9 to +10 [A] {{#item:470204}}
|
<small>
*{{#item:300458}}
</small>
|
*Keep refining and fully grade MoC if possible as it will give you huge increase in damage at Grade A.
|- style=height:14em
|'''Accessory (Right)'''
| align="center" | {{#item:490304}}
|  
<small>
*{{#item:300469}}  
*{{#item:300464}}
</small>
|
*Needs to [[Varmundt%27s_Biosphere#Varmundt_Equipment_Reform|reform]] {{#item:490301}}.
*Enchanted with at least  {{#item:311956}} and {{#item:311996}}.
**Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these two BiS enchants are RNG-heavy, you can use the other racial enchants. Refer to this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants|page]] for more info.
|- style=height:14em
|'''Accessory (Left)'''
| align="center" |  {{#item:490307}}
|
<small>
*{{#item:300216}}
*{{#item:300371}}
</small>
|
*Needs to [[Varmundt%27s_Biosphere#Varmundt_Equipment_Reform|reform]] {{#item:490301}}.
*Enchanted with at least  {{#item:311956}} and {{#item:311996}}.
**Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these two BiS enchants are RNG-heavy, you can use the other racial enchants. Refer to this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants|page]] for more info.
|}
|}
Mid Game is the start where you can finally farm comfortably and considerably well on popular farming maps. You should also be finished with Episode 19 or 20 by this point and you ought to get better gears now such as {{#item:460040}}. While this shield takes less priority than your other gears, it is fairly cheap to get and enchant. It only costs 100 {{#item:1001217}} to buy one. The same with the enchanting process, it is also affordable. To know more about the enchanting costs, check this [[20_The_Immortal#Glacier_Shield|page]].
<br><br>


Technically, it's not supposed to be your first exposure to Varmundt and its Biospheres since you can access it as early as you gain access to Episode 17.2 but at the current state of your gears at the time you can't farm in those areas just yet. But now that you do, you can now start upgrading your accessories to {{#item:490307}} and {{#item:490304}}. You would need to [[Varmundt's Biosphere#Varmundt Rune Equipment / Rings|reform]] two (2) copies of {{#item:490301}}first. They give good increase in damage so farm for them as soon as you are able to. For more info on their enchants, check this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants|page]]. As stated on the table, you need not to aim for the {{#icon:311943}}{{#linkitem:311943|Brilliant Biosphere Gem (Boss Type)}}and {{#icon:311942}}{{#linkitem:311942|Brilliant Biosphere Gem (Normal Type)}}as it's purely RNG to get them so for now you can just settle for the different racial enchants and focus more on upgrading the 3rd and 4th slot enchants. Now if you're looking for an upgrade for your Convertible Magical Wing, you can start making your own {{#item:480233}} as you farm for your two Varmundt rings as well. Death Rune Manteau needs [[Varmundt%27s_Biosphere#Varmundt_Equipment_Reform|reforming]] too just like the rings. The manteau starts to perform slightly better than Convertible Wing at +10~+11 Grade C. For more info on how to enchant your Varmundt Rings and Death Rune Manteau, refer to this [[Varmundt%27s_Biosphere#Rune_Armor_Enchants|page]].
===== '''Early Game Gears''' =====
 
These are the recommended early games gears, but do not get stuck trying to perfect them. The only important ones to collect here are the cards and you don't even have to have them all immediately. Focus on getting one combo card set at a time and then try farming the next suggested items. As long as you can decently farm {{#item:1000405}} by killing Gray Wolves (@mi 21304), you can skip upgrading some stuff and focus on hunting Gray Wolves. Of course, it depends on your comfort level in hunting them, but don't dwell on these gears since we will drop these fast. Just a reminder, you should be able to get some refine tickets {{#item:100129}} for the Grace set. Would be better to use those to save some zeny and materials <br>
<sup><span style="font-size: 0.55rem;">★</sup></span>Provided you have completed the Dimensions combo consisting of {{#item:400536}}and {{#item:540079}} or {{#item:540080}}, you can now fully refine and grade these items. '''At''' '''Grade A''', these equipment will unlock your true potential and will allow you to autocast your ultimate skill '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #006400 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' which will make farming much easier for you.
{| class="mw-collapsible mw-collapsed wikitable"
 
|+ style="white-space:nowrap; border:1px solid; padding:3px; | Early Game Equipment
===Endgame===
{| class="wikitable mw-collapsible mw-collapsed" style="width:85%;"
!Type
!Item
!Card
!Enchants and Notes
|- style=height:13em
|'''Upper'''
| align="center" | +12 to +15 [A] {{#item:400536}}
|
<small>
*{{#item:300377}}
*{{#item:4556}}
*{{#item:300560}}
*{{#item:4366}}
*{{#item:300456}}
*{{#item:4583}}
</small>
|
*Enchanted with {{#item:312763}}, {{#item:312718}} or {{#item:312700}}, and any of the raw stats.
**Never ever settle for either {{#icon:312773}}{{#linkitem:312773|Spell Jewel Lv5}}or {{#icon:312709}}{{#linkitem:312709|Time Dimension Jewel (Intelligence) Lv3}} for the 2nd and 3rd slot enchants, respectively. The underwhelming values they provide pale in comparison to '''Magic Essence Jewel Lv5'''<nowiki/>'<nowiki/>'''s''', '''Wisdom Lv3'''<nowiki/>''''s''', and '''Agility Lv3'''<nowiki/>''''s''' added damage and utilities.
**At this point you already get too much %All Property Magical damage and S.MAtk modifiers that they become negligible and make you reach [[Choi%27s_Guide_To_Magic#Damage_Calculations_and_Diminishing_Returns|diminishing returns]] if invested too much on.
|- style=height:11em
|'''Middle'''
| align="center" | {{#item:410233}}
|
<small>
*{{#item:4403}}
*{{#item:4480}}
*{{#item:27396}}
*{{#item:4583}}
</small>
|
*Enchanted with any of the following:
**MAtk + 5% & MAtk + 5%
**ACD + 5% & ACD + 5%
**VCT + 5% & VCT + 5%
|- style=height:7em
|'''Lower'''
| align="center" | {{#item:420213}}
| <center><small> N/A </center></small>
|
*Enchanted with any of the following:
**'''1st line''': Any of the raw stats 
**'''2nd line''': +7% All property magical damage ''or'' +7 S.MAtk
|- style=height:9em
|'''Armor'''
| align="center" | +12 to +15 [A] {{#item:450173}}
|
<small>
*{{#item:300472}}
*{{#item:300529}}
*{{#item:300376}}
</small>
|
*Enchanted with {{#item:310688}}, {{#item:310738}}, and {{#item:4714}}.
**For more info on how to enchant, check this [[Constellation_Tower_Enchants|page]].
|- style=height:23.5em
|'''Weapon'''
| align="center" | +12 to +15 [A] {{#item:540079}} <br> and/or <br> +12 to +15 [A] {{#item:540080}}
|
<small>
*{{#item:27384}}
*{{#item:300455}}
*{{#item:300594}}
*{{#item:300495}}
*{{#item:300497}}
</small>
|
*For a list of possible enchants, refer to [[Varmundt%27s_Biosphere_Depth_2#Dimensions_Weapons_Enchants|this]]. Enchants of your choice will vary depending on your needs, and the race/elemental property of the mobs you're going to prioritize.
*Can be carded with the following combo:
**{{#item:27384}} & {{#item:27384}}
**{{#item:27384}} & {{#item:300455}}
**{{#item:300455}} & {{#item:300455}}
**{{#item:300495}} & {{#item:300497}}
*If '''Dimensions Elemental Spell Book''' is your main weapon, you may replace either Copo Card or Mutating White Knight Card with {{#icon:300594}}{{#linkitem:300594|Ilse El Heine Card}} for more skill modifiers for your '''{{#skill:5370}}''' and '''{{#skill:5373}}''' (+15% LL/TD mods when weapon is refined to +15).
*The combo of {{#icon:300495}}{{#linkitem:300495|Philofontes Card}}and {{#icon:300497}}{{#linkitem:300497|Secret Wing Lazy Card}}is best in slot against Formless and Demi-Human races like [[Hall of Life#Boss|Rigel]] and [[Final Battle#MVP|Encroached Tan]].
|- style=height:20em
|'''Shield'''
| align="center" | +11 to +15 [C] {{#item:460040}} <br> or <br> +12 to +15 [A] {{#item:460020}}
|
<small>
*{{#item:4128}}
*{{#item:300239}}
*{{#item:27298}}
*{{#item:4636}}
*{{#item:300275}}
*{{#item:27385}}
*{{#item:4253}}
*{{#item:300379}}
</small>
|
*'''Glacier Guard''' enchanted with {{#item:312095}}, {{#item:312093}} or {{#item:312092}}, and {{#item:312091}}.
*'''Mad Bunny-LT''' enchanted with {{#item:310860}} or {{#item:310853}} or {{#item:310863}}.
*In terms of damage output, the MAtk% + 10% of either {{#icon:4636}}{{#linkitem:4636|Bijou Card}} or {{#icon:300275}}{{#linkitem:300275|Horror of Thanatos Card}} (shield should be +15) is stronger than the +5% Medium/Large Size modifiers that {{#icon:27385}}{{#linkitem:27385|Mutating Khalitzburg Card}}gives when it combos with Mutating White Knight Card.
|- style=height:21em
|'''Garment'''
| align="center" | +12 to +15 [A] {{#item:480351}}
|
<small>
*{{#item:300145}}
*{{#item:300382}}
*{{#item:27362}}
*{{#item:4576}}
*{{#item:4671}}
*{{#item:300424}}
*{{#item:300521}}
*{{#item:300522}} 
</small>
|
*Needs to [[Divine_Beast%27s_Cloak:_Autumn#Circulation_of_Life:_Autumn|reform]] {{#item:480347}}.
*Enchanted with {{#item:313018}}, {{#item:312558}}, and {{#item:312518}}.
**For more info about purchasing, reforming, and enchanting the garment, check this [[Divine_Beast%27s_Cloak:_Autumn|page]].
|- style=height:16em
|'''Shoe'''
| align="center" | +12 to +14 [A] {{#item:470204}}
|
<small>
*{{#item:300458}}
*{{#item:300248}}
*{{#item:300262}}
*{{#item:4441}}
*{{#item:300281}}
</small>
|
*At +14, MoC will give a total of +'''56''' '''SPL''' which provides strong oomph and boost to your damage so try to aim refining yours to +14 so you can reap its full benefits.
*'''Icewind Card''' will serve as your general all-purpose card while the rest of the racial cards will be for targeting specific MVPs in instances and for maps where those specific races are abundant or common.
|- style=height:14em
|'''Accessory (Right)'''
| align="center" | <br> {{#item:490136}}
|
<small>
*{{#item:300175}}
*{{#item:300469}}
*{{#item:300464}}
*{{#item:27107}}
</small>
|
*Enchanted with {{#item:313038}},  {{#item:310711}}, and {{#item:310711}}.
**For more info on how to enchant, check this [[Constellation_Tower_Enchants|page]].
|-
|-
|'''Accessory (Left)'''
! ♡♡♡ !! Item!! Notes
| align="center" | {{#item:490485}}
|
<small>
*{{#item:300216}}
*{{#item:300371}}
*{{#item:300364}}
*{{#item:300211}}
*{{#item:300222}}
*{{#item:27108}}
</small>
|
*Enchanted with {{#item:312996}} and {{#item:312981}}.
**For more info about purchasing and enchanting the accessory, check this [[Circulation_of_Life_Accessories|page]].
|}
Endgame now finally and this is the last stage of your gear progression but certainly not the last (<s>costumes?</s>). Here, most of the things you will do is going to be min-maxing and striving to get the best possible enchant and upgrade on your gears. Some players settle for the bare minimum and that's fine too if you don't fancy suffering more with RNG, but you're still in endgame. Moreover, this will be the stage where you'll most likely want to buy your own MVP cards either by farming them yourselves from instances or buying them from sellers. The useful MVP cards for EM are listed in the table. I suggest you get them when you have the time and budget for it; EM is an already strong class and these MVP cards scale well with EM's skills.
 
Gears that are new in this section are the [[Alice_Twisted_Madness#Gear|Alice gears]] {{#item:460020}}, {{#item:410233}}, and {{#item:420213}}. The Mad Bunny is sought for the utility that it gives. It gives more ASPD and ACD plus 10% resistance against all element. Damage-wise, it didn't perform significantly better than {{#item:460040}} in my tests, but having more utility is nice to those who prefer it over damage. On the other hand, the middle and lower headgears Gambler's Seal and Ace of Spades are your next new upgrade in those slots. They were upgraded last because they give little improvement in damage as compared to the costs of crafting them and your other core gears.
 
If you're one of those people who joined the bandwagon and only played EM because of the autocast feature that the Dimensions set gives, well this is now the part (or earlier before now) where you should have a {{#item:400536}} to pair with one of your books. To [[Varmundt%27s_Biosphere_Depth_2#Time_Dimensions_Rune_Crowns|craft]] one, you'll need to have access first to Depth Abyss 2. You will need 2,000 Reputation pts. from [[Varmundt's Biosphere Depth]] to access this dungeon. More pieces of information regarding the enchanting process on this [[Varmundt%27s_Biosphere_Depth_2#Normal_Enchants|page]]. Put as much attention as you can on the Dimensions Rune Crown and Dimensions Book and refine them to +15 if you can because besides allowing you the ability to autocast '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #006400 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''', these two will also give you Elemental Buster skill modifier. At +15 for both pieces of equipment, it'll be a total of '''60% Elemental Buster skill modifier'''! No other classes besides EM and only EM gets the privilege and the prestige of autocasting their ultimate and on top of that gets skill modifier for it, so make sure to capitalize on that.
 
Then lastly, you can upgrade your armor to either {{#item:450173}} or {{#item:450284}} and the endless debate whether to stick to Nebula or Engraved still remains to this day simply because Nebula is a future-proof BiS gear that will complement the '''Hall of Life''' ('''HoL''') gears. This is also the reason why people started investing on a {{#item:490136}} as it'll be part of the '''HoL''' series. It recently had just gotten its 2nd enchant {{#item:313038}} in anticipation for HoL.
 
On the other hand, Soul Robe for the majority still outperforms Nebula since it gives +15% increased damage against bosses while Nebula does not. However, when you already have too much boss modifier, Nebula starts to perform better according to my tests. A Soul Purification Robe, the [[Rune Tablet System#Tablets|Demigod Rune Tablet]], {{#item:300472}}, 2 Varmundt Rings with {{#icon:311943}}{{#linkitem:311943|Brilliant Biosphere Gem (Boss Type)}} enchant, {{#item:460040}} with {{#icon:312095}}{{#linkitem:312095|Glacier Flower Meow Power (Intelligence)}} enchant, and a {{#item:9134}} would give over '''163% Boss modifier''' and at that point you're experiencing diminishing returns, which is why Nebula starts performing better. If you want to know more about diminishing returns, Choi has explained it in-depth in his [[Choi%27s_Guide_To_Magic#Damage_Calculations_and_Diminishing_Returns|Guide to Magic]].
 
=== Shadow Gears ===
{| class="wikitable mw-collapsible mw-collapsed" style="width:85%;"
!Type
!Item
!Enchants and Notes
|- style=height:25em
|'''Shadow Armor'''
| align="center" | +10 {{#item:24981}}<br> or <br> +10 {{#item:24883}} <br> or <br> +10 {{#item:24764}} <br> <br>
|
* Among the three Shadow Armors, '''Lightning Swamp Shadow Armor''' is your <u>total endgame</u> Shadow Gear that is part of the [[Shadow Gear#Advanced|Skill Master Shadow Gear]] line.
** To craft, one copy of {{#item:7914}}, 7/8/9/10★ [[Shadow Gear#Shadow Gear Recycling|Shadow Stones]], and a 30m zeny fee are needed to be exchanged to '''NPC''' '''Dala''' {{#navi:main_office|87|166}} in the '''Main Office Basement''' (@go 15).
* '''Lightning Swamp Shadow Armor''' and '''Lord Bearer's Shadow Shoes''' can be enchanted with {{#item:101177}} or {{#item:101264}}.
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%.
** '''2nd line''': SPL + 5.
* '''Full Spell Shadow Armor''' enchanted with {{#item:312664}} and {{#item:4712}} ''or'' {{#item:4732}}.
* '''Lord Bearer's Shadow Armor''' will combo with {{#icon:24763}}{{#linkitem:24763|Lord Bearer's Shadow Shoes}} to give you a permanent '''{{#skill:8}}''' effect and some MaxHP% + 25%.
** This is a personal favorite of mine when farming any dungeons that is not [[Varmundt's Biosphere Depth 2]] since it prevents me from getting flinched by physical attacks which makes farming more efficient.
|- style=height:19em
|'''Shadow Weapon'''
| align="center" | +10 {{#item:24792}} <br> or <br> +10 {{#item:24753}}
|
* Between the two Shadow Weapons, '''Master Shadow Weapon''' is your <u>total endgame</u> Shadow Gear that functions as a set with your [[Shadow Gear#Special Master Shadow Gear|Skill Master Shadow Gear]].
* '''Master Shadow Weapon''' can be enchanted with {{#item:1001253}} by talking to '''NPC Azzam the Lucky''' {{#navi:grademk|47|181}} in the '''Equipment Enhancement Room''' (@go 50).
** '''3rd slot''': {{#item:312192}}.
** '''4th slot''': {{#item:4714}} ''or'' {{#item:4734}}.
* '''Magical Spell Shadow Weapon''' can be enchanted with {{#item:101177}} or {{#item:101264}}.
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%.
** '''2nd line''': SPL + 5.
|- style=height:19em
|'''Shadow Shield'''
| align="center" | +10 {{#item:24793}} <br> or <br> +10 {{#item:24754}}
|
* Between the two Shadow Shields, '''Master Shadow Shield''' is your <u>total endgame</u> Shadow Gear that functions as a set with your [[Shadow Gear#Special Master Shadow Gear|Skill Master Shadow Gear]].
* '''Master Shadow Shield''' can be enchanted with {{#item:1001253}} by talking to '''NPC Azzam the Lucky''' {{#navi:grademk|47|181}} in the '''Equipment Enhancement Room''' (@go 50).
** '''3rd slot''': {{#item:312192}}.
** '''4th slot''': {{#item:4714}} ''or'' {{#item:4734}}.
* '''Magical Spell Shadow Shield''' can be enchanted with {{#item:101177}} or {{#item:101264}}.
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%.
** '''2nd line''': SPL + 5.
|- style=height:25em
|'''Shadow Shoe'''
| align="center" | +10 {{#item:24982}}<br> or <br> +10 {{#item:24884}} <br> or <br> +10 {{#item:24763}} <br> <br>
|
* Among the three Shadow Shoes, '''Lightning Swamp Shadow Shoes''' is your <u>total endgame</u> Shadow Gear that is part of the [[Shadow Gear#Advanced|Skill Master Shadow Gear]] line.
** To craft, one copy of {{#item:7914}}, 7/8/9/10★ [[Shadow Gear#Shadow Gear Recycling|Shadow Stones]], and a 30m zeny fee are needed to be exchanged to '''NPC''' '''Dala''' {{#navi:main_office|87|166}} in the '''Main Office Basement''' (@go 15).
* '''Lightning Swamp Shadow Shoes''' and '''Lord Bearer's Shadow Shoes''' can be enchanted with {{#item:101177}} or {{#item:101264}}.
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%.
** '''2nd line''': SPL + 5.
* '''Full Spell Shadow Shoes''' enchanted with {{#item:312664}} and {{#item:4712}}''or'' {{#item:4732}}.
* '''Lord Bearer's Shadow Shoes''' will combo with {{#icon:24764}}{{#linkitem:24764|Lord Bearer's Shadow Armor}} to give you a permanent '''{{#skill:8}}''' effect and some MaxHP% + 25%.
** This is a personal favorite of mine when farming any dungeons that is not [[Varmundt's Biosphere Depth 2]] since it prevents me from getting flinched by physical attacks which makes farming more efficient.
|- style=height:16em
|'''Shadow Earring (Right)'''
| align="center" | +10 {{#item:24979}}<br> or <br> +10 {{#item:24665}}<br>
|
* Between the two Shadow Earrings, '''Conflagrative Shadow Earring''' is your <u>total endgame</u> Shadow Gear that is part of the [[Shadow Gear#Advanced|Skill Master Shadow Gear]] line.
** To craft, one copy of {{#item:7914}}, 7/8/9/10★ [[Shadow Gear#Shadow Gear Recycling|Shadow Stones]], and a 30m zeny fee are needed to be exchanged to '''NPC''' '''Dala''' {{#navi:main_office|87|166}} in the '''Main Office Basement''' (@go 15).
* '''Conflagrative Shadow Earring''' and '''Full Tempest Shadow Earring''' can be enchanted with {{#item:101177}} or {{#item:101264}}.
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%.
** '''2nd line''': SPL + 5.
|- style=height:16em
|'''Shadow Pendant (Left)'''
| align="center" | +10 {{#item:24980}}<br> or <br> +10 {{#item:24668}} <br> <br> <br>
|
* Between the two Shadow Pendants, '''Conflagrative Shadow Pendant''' is your <u>total endgame</u> Shadow Gear that is part of the [[Shadow Gear#Advanced|Skill Master Shadow Gear]] line.
** To craft, one copy of {{#item:7914}}, 7/8/9/10★ [[Shadow Gear#Shadow Gear Recycling|Shadow Stones]], and a 30m zeny fee are needed to be exchanged to '''NPC''' '''Dala''' {{#navi:main_office|87|166}} in the '''Main Office Basement''' (@go 15).
* '''Conflagrative Shadow Pendant''' and '''Full Tempest Shadow Pendant''' can be enchanted with {{#item:101177}} or {{#item:101264}}.
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%.
** '''2nd line''': SPL + 5.
|}
For more information regarding the listed '''Shadow Gears''', check this [[Shadow_Gear|page]]. For '''Shadow Gear enchanting''', you can refer to this [[Shadow_Enchanting|page]] or [[Choi%27s_Guide_To_Magic#Shadow_Gear|Choi's Guide to Magic]].
 
In terms of precedence, {{#item:24665}} and {{#item:24668}}takes priority over your other Shadow Gears when starting out. You would want to eliminate '''MDef''' as soon as possible and get full '''MDef''' pierce as your damage diminishes the higher the '''MDef''' of the monsters.
 
From early game 'til endgame, the so-called [[Shadow Gear#Milo (S-Z)|Blue Shadow Gears]] consisting of {{#item:24753}}, {{#item:24754}}, {{#item:24665}}, and {{#item:24668}} plus the [[Shadow Gear#Milo (S-Z)|Trait-Enhanced Shadow Gears]] comprising of {{#item:24883}} and {{#item:24884}} will still be strong enough to get you through all stages and due to their universality they can be shared among magic classes. Upon reaching ''absolute endgame'' where you have nowhere else to go or got nothing else to do, you will most likely try to aim conquering [[Tower of Trials]] with a close group or guild to drop {{#item:50208}} and {{#item:50209}}. The coins will be then exchanged to [[Board Quests#Special Instance Shop|NPC Doil]] {{#navi:main_office|124|48}} in the '''1st Floor of Main Office''' ('''@go 15''') to retrieve an {{#item:7914}} for 20 coins each which will be needed to craft the [[Shadow Gear#Special Master Shadow Gear|Skill Master Shadow Gear]], specifically the Lightning Swamp and Conflagrative Shadow Gears for Elemental Master.
 
These Skill Master Shadow Gears will be your total endgame Shadow Equipment and they perform exceptionally better than Blue + Trait-Enhanced Shadow Gears '''against high MRes monsters''' since they give '''20% MRes pierce'''. However against monsters with 0 MRes value like [[Thanatos_Tower_Revamp|Thanatos Tower Flr. 12]] mobs, the latter will hit harder but it's not like going forward the monsters from newer contents will have 0 MRes values; so overall, the Special Master Shadow Gears is a tad bit better, though just keep in mind they are mightily expensive to craft. If they are to be placed in a priority line of things to get, they will be made last alongside the [[The Complete Elemental Master Guide by Goldie#Rune Tablet|Demigod Rune Tablet]].
 
=== Costume Enchant Stones ===
{| class="wikitable mw-collapsible mw-collapsed" style="width:80%;"
!Type
!Item
!Stone
!Notes
|- style=height:6.8em
|'''Upper Costume'''
| {{#icon:19602}} Any Upper Costume of your liking
|
<small>
* {{#item:1000672}}
</small>
|
* For every level of '''{{#skill:2451}}''', it gives you 0.1 second FCT reduction.
|- style=height:6.8em
|'''Middle Costume'''
| {{#icon:19603}} Any Middle Costume of your liking
|
<small>
* {{#item:1000673}}
</small>
|
* For every level of '''{{#skill:2447}}''', it gives you +2% VCT reduction. This will be needed for you to reach instant cast thru VCT%.
|- style=height:6.8em
|'''Lower Costume'''
| {{#icon:19604}} Any Lower Costume of your liking
|
<small>
* {{#item:1000674}}
</small>
|
* For every level of '''{{#skill:2446}}''', it gives you +2% All property magical damage.
|- style=height:28.1em
|'''Garment Costume'''
| {{#icon:20506}} Any Garment Costume of your liking
|
<small>
* {{#item:1001420}}
* {{#item:25067}}
* {{#item:1000921}}
* {{#item:1000675}}
* {{#item:1000522}}
</small>
|
* '''Elemental Master Stone''' ('''Garment''') gives the following effects:
** For every level of '''{{#skill:5368}}''', it increases your <span style="color:red;">Fire</span> and <span style="color:purple;">Poison</span> property magical damage by 2%.
** When equipped with '''Sorcerer Stone''' ('''Top'''),  it increases '''{{#skill:5372}}''' and '''{{#skill:5373}}''' damage by 10%.
** When equipped with '''Sorcerer Stone''' ('''Mid'''),  it increases '''{{#skill:5371}}''' by 10%.
** When equipped with '''Sorcerer Stone''' ('''Low'''),  every level of '''{{#skill:5366}}''' increases magical damage against All elemental enemies by 3%.
* '''Cast Stone''' ('''Garment''') gives 0.5 second FCT reduction.
** This won't be your target endgame costume garment stone; you might wear this one when you need more FCT while wearing [[The Complete Elemental Master Guide by Goldie#Drop Rate Gears|drop rate gears]] or when you are a newbie starting out as an EM, needing a few sources of FCT.
* '''Spell Stone''' ('''Dual''') for damage.
* '''Reload Stone''' ('''Dual''') for a fluid skill rotation if you still lack adequate ACD%.
* '''Variable Casting Time Stone''' ('''Dual''') is an option if you lack VCT%.
|}
Costume Enchant stones gives a considerable damage increase in your DPS, as well as providing good utility. These can be obtained from the '''Point Shop''' {{#navi:main_office|71|315}} in the '''2nd Floor''' of the '''Main Office'''. You can get the Sorcerer stones by opening {{#item:41093}}, {{#item:41097}}, and {{#item:41101}}. For the Elemental Master stone, you will need to open {{#item:41255}}. This is purely RNG and you may end up not getting your desired stone after spending 50~100 Fashion Points. If available in the market, better to just buy there.
 
When you need immediate costumes to slap your costume stones on, you can buy accessible ones from '''NPC''' '''Minho Doh''' {{#navi:paramk|90|33}} at '''Eden Market''' ('''@go 40'''). He sells [[Eden Market#Beauty Shop|invisible costumes]] for 5m~10m zeny each, and while they lack zero aesthetic value these are some of the convenient ways to purchase costumes early on especially when you're just starting out. Otherwise, you may want to check out the '''FP Vending Machines''' at [[Fashion Paradise]] ('''@go 57''') when you have collected enough [[Costume Enchants (Fashion Points)#Fashion Points|Fashion Points]] for a variety of available cute and cool costumes to dolly up your characters.
 
=== Drop Rate Gears ===
{| class="wikitable mw-collapsible mw-collapsed" style="width:85.5%;"
!Type
!Item
!Card
!Notes
|- style="height:33em"
|'''Upper'''
| <center> +12 to +14 {{#item:19136}} <br> or <br> +0 to +12 {{#item:19157}} </center>
|
*<small>{{#item:300377}}</small>
*<small>{{#item:4556}}</small>
*<small>{{#item:4366}}</small>
*<small>{{#item:300456}}</small>
*<small>{{#item:4583}}</small>
|
*'''Spirit of Chung E''' and '''Drooping Gunslinger''' are both [[Equipment Crafting#Jewy - Orbs of Survival, Survival Circlet, Heart Wings Hairband, Rosary's Necklace, Drooping Gunslinger|crafted]] from '''NPC Jewy''' {{#navi:m_crafting|47|109}}.
*Spirit of Chung E can be enchanted by talking to '''NPC Slotty''' {{#navi:muh_market|144, 194}} at '''Market''' ('''@go 37'''). 
**For a list of possible enchants, refer to this [[Slotty|page]].
*Even refines on Spirit of Chung E gives additional +1% increase drop rate; at +14 this headgear will give a total of '''7% increase drop rate'''.
*Drooping Gunslinger only gives 5% increase drop rate but it is easier to make and a much cheaper option when you can't craft nor buy Spirit of Chung E yet.
*For farming low to mid game dungeons, Spirit of Chung E or Drooping Gunslinger can be used instead of {{#icon:400536}}{{#linkitem:400536|Time Dimensions Rune Crown (Elemental Master)}} and {{#icon:400724}}{{#linkitem:400724|Yorscalp Crown of Judgement}} when you have enough damage to OHKO the monsters.
**Just be aware that when you use this headgear in place of your Time Dimension Rune Crown (TDRC) you will lose the ability to autocast '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>'''. Due to this, you will stick to your 4th job skills though without the autocasted Elemental Buster.
*Wearing complete drop gears (total of 35%~37% increase drop rate) ''would still require'' you to wear an {{#icon:300377}}{{#linkitem:300377|(MVP) Ultra Limacina Card}}, summon https://static.divine-pride.net/images/skill/2459.png <span style="color:green;">Ventus</span> in her '''Passive Mode''' state, or switch your {{#icon:1001420}}{{#linkitem:1001420|Elemental Master Stone (Garment)}} + {{#icon:1000921}}{{#linkitem:1000921|Spell Stone (Dual)}} for a {{#icon:25170}}{{#linkitem:25170|Minor Casting Stone (Garment)}} + {{#icon:1000521}}{{#linkitem:1000521|Minor Casting Stone (Dual)}} and wear {{#icon:24747}}{{#linkitem:24747|Spell Caster Shadow Armor}} + {{#icon:24748}}{{#linkitem:24748|Spell Caster Shadow Shoes}} (both refined at +10) since you'll be left with only 0.5 second FCT reduction provided by {{#icon:1000672}}{{#linkitem:1000672|Sorcerer Stone (Top)}}.
|- style=height:15em
|'''Middle'''
| <center> {{#item:19117}} <br> or <br> {{#item:19118}} </center>
|
*<small>{{#item:4403}}</small>
*<small>{{#item:4480}}</small>
*<small>{{#item:27396}}</small>
*<small>{{#item:4583}}</small>
|
*Obtained from [[Poring Village#Items|Poring Village]] Instance.
*Unslotted version of Poring Sunglasses is generally used to farm instances for an increased chance to drop MVP cards. You would need '''a total of 25% increase drop rate from your gears''' + '''100%''' from {{#item:12264}} for a cumulative chance of '''125%''' which is equivalent to '''0'''.'''09%''' in terms of MVP card drop rate.
*Slotted version of Poring Sunglasses is used if you need the extra utility of ACD from {{#icon:4403}}{{#linkitem:4403|(MVP) Kiel Card}} / {{#icon:4480}}{{#linkitem:4480|Sealed Kiel Card}} or the extra damage that {{#item:4583}} imparts when you are farming [[Varmundt's Biosphere#Biosphere Venom|Varmundt's Biosphere (Venom)]] for example.
|- style="height:15em"
|'''Lower'''
| <center> {{#item:19095}} </center>
|<small><center> N/A </center>
|
*Obtained from [[Slot Machine]] as one of the rewards from the {{#item:41006}}.
*Happy Balloon will be needed to reach the minimum 25% total drop rate from gears to get a noticeable increase in MVP card drop rate ('''0'''.'''08%''' —> '''0'''.'''09%''')
*Other lower headgears such as {{#item:19143}} and {{#item:19146}}are available if Happy Balloon is not yet within your budget but with 5% less increase drop rate.
**These [[Poring Family Balloons]] are contained in the {{#item:23135}} which is obtained from the [[Wave Mode]] Instance.
|- style=height:13em
|'''Armor'''
| <center> +10 to +12 {{#item:15186}} </center>
|
*<small>{{#item:300472}}</small>
*<small>{{#item:300376}}</small>
*<small>{{#item:300529}}</small>
|
*Dropped by Nightmare Golem or purchased from vendors in the market.
*Can be enchanted with {{#item:23175}}, bought from '''NPC Muzaszir''' {{#navi:muh_market|169|209}} at '''Market''' ('''@go 37''').
**'''1st line''': Indestructible in battle
**'''2nd line''': Any of the raw stats
 
*For farming low to mid game dungeons, Kafra Uniform can be used instead of {{#icon:450173}}{{#linkitem:450173|Nebula Robe of Spell}} when you have enough damage to OHKO the monsters.
|- style=height:13em
|'''Garment'''
| <center> +12 to +14 {{#item:20802}} </center>
|
<small>
*{{#item:300145}}
*{{#item:300382}}
*{{#item:27362}}
*{{#item:4576}}
*{{#item:27381}}
*{{#item:4671}}
*{{#item:300424}}
*{{#item:300521}}
*{{#item:300522}}
</small>
|
*Obtained from {{#item:23107}} as one of the possible rewards.
*Even refines gives additional +1% increase drop rate; at +14 this garment will give a total of '''7% increase drop rate'''.
*Any of the Amistr Bag variants works just fine but, in my opinion, '''Teleport Amistr Bag''' is your best choice among all of them. It lets you use the Acolyte skill '''{{#skill:26}}''', which is smoother and more fluid to spam than an {{#item:12887}} since the former scales with your ASPD; on the other hand, '''Infinite Fly Wing''' has a noticeable delay that is irreducible by ASPD because it is considered a consumable and not a skill.
*You may substitute Teleport Amistr Bag for a {{#item:4040}} instead when you can't afford to buy one for optimal farming.
|- style="height:19em"
|'''Shoe'''
| <center> +10 to+ 14 {{#item:22069}} </center>
|
*<small>{{#item:300458}}</small>
*<small>{{#item:300248}}</small>
*<small>{{#item:300262}}</small>
*<small>{{#item:4441}}</small>
*<small>{{#item:300281}}</small>
|
*Obtained from [[Royal Hunting]] as one of the rewards from {{#item:9932}}.
*A variety of drop rate shoes are available to choose from such as {{#item:22049}} and {{#item:22051}}. I just used Lian Shoes as top example since this shoes, in my opinion, gives slightly more utility than its other counterparts due to its '''decrease damage taken from <span style="color:gray;">Neutral</span> elemental attacks by 5%''' (i.e. Basic attacks).
*Losing the FCT reduction that {{#icon:470204}}{{#linkitem:470204|Moan of Corruption}} provides will require you to get other sources of FCT from items like {{#icon:25067}}{{#linkitem:25067|Cast Stone (Garment)}}, {{#icon:25170}}{{#linkitem:25170|Minor Casting Stone (Garment)}} + {{#icon:1000521}}{{#linkitem:1000521|Minor Casting Stone (Dual)}} and {{#icon:24747}}{{#linkitem:24747|Spell Caster Shadow Armor}} + {{#icon:24748}}{{#linkitem:24748|Spell Caster Shadow Shoes}} (both refined at +10), or summon https://static.divine-pride.net/images/skill/2459.png <span style="color:green;">Ventus</span> in her '''Passive Mode''' state so you can instant cast all your skills which demand 1.5 seconds FCT in total.
|}
For a complete list of drop rate gears available in the server, follow the given link [[Increase item drop gears#Equipment that increases drop rate|here]].
 
99.9% of your time playing RO will be spent farming dungeons and instances and drop gears are there to improve your rates and efficiency. The name of the meta nowadays is farming with drop gears and you either OHKO the mobs with drop gears or you go home. Well good for us because like I said in the [[The Complete Elemental Master Guide by Goldie#Pros|introductory part]], Elemental Master is the greatest magical class to ever do this since we already have too much damage to not worry about the loss of the excess.
 
=== Rune Tablet ===
{| class="wikitable mw-collapsible mw-collapsed" style="width:85%;"
!Tablet Set
!Rune Pieces
!Activation Cost
!Effects and Notes
|- style="height:22em"
!Demigod Set
| <center> <small>Demigod</small>
<small>Phantom Kite</small>
 
<small>Grey Wolf</small>
</center>
|
* <small>1250 pcs. of {{#item:1000405}}</small>
 
* <small>150 pcs. of {{#item:1001282}}</small>
* <small>2 pcs. of {{#item:1001283}}</small>
|
*Essential cards needed to activate this Rune Tablet are {{#item:300228}} and {{#item:300227}}, both obtained from the Episode 18 Instance [[Villa of Deception]].
*'''Effect''':
**'''2 pieces''': Damage vs. Boss Class + 10%.
**'''3 pieces''': Damage vs. Boss Class + 15%. For Each 3 upgrades, Damage vs. Boss Class + 3%.
*One of the target items you should be aiming for at endgame. This rune tablet is perfect for clearing instances and farming endgame dungeons swarmed with boss protocol mobs such as [[Varmundt's Biosphere Depth]] and [[Varmundt's Biosphere Depth 2]], but incredibly costly to unlock due to the prices of the MVP cards.
*At +15, Demigod Rune Tablet gives '''40% boss damage modifier''' which is equivalent to what a {{#icon:300472}}{{#linkitem:300472|(MVP) Demigod Lasgand Card}} bestows in terms of protocol%.
*While it performs best as a 3 pieces set, the 2 pieces set is good enough to use when you can't afford to unlock the 3 piece set yet.
|- style="height:19em"
!Fusion Set
| <center> <small>Fusion</small>
<small>Transformation</small>
</center>
|
* <small>1550 pcs. of {{#item:1000608}} </small>
* <small> 200 pcs. of {{#item:1001282}} </small>
* <small> 1 pc. of {{#item:1001283}}</small>
|
*Essential cards needed to activate this Rune Tablet are {{#item:300382}} and {{#item:300378}}, obtained from the Episode 19 Instances [[Airship Destruction]] and [[Simulation Battle]], respectively.
*'''Effects''':
**'''2 pieces''': S.MATK + 15 & All elemental resistance - 15%. For each 3 upgrades, All Elemental Resistance + 3%, <span style="color:purple;">Poison</span> & <span style="color:red;">Fire</span> Magic damage + 4%.
*Fusion is the rune tablet to use for maps where normal mobs are more prevalent such as in your day-to-day field farming. Use this instead of the '''Demigod''' Rune Tablet if you want to optimize your farming sessions.
*One weird observation I've noticed though is this rune tablet should supposedly increase <span style="color:#F0DF5D;">Ghost</span> magic damage instead of <span style="color:red;">Fire</span>, [https://www.divine-pride.net/forum/index.php?/topic/6983-kro-rune-tablet-system/#comment-16704 as stated in one of the available sources], but it could also be a translation error on their side so take this with a grain of salt for now; this would need confirmation from [GM] Muh first.
|- style="height:24em"
!Grey Wilderness Set
| <center> <small>Ashring Recipe</small>
<small>Grey Wolf</small>
 
<small>Rakehand</small>
 
<small>Phantom Kite</small>
 
<small>Lava and Ash</small>
 
<small>Hot Volcaring</small>
</center>
|
* <small>650 pcs. of {{#item:1000405}}</small>
* <small>150 pcs. of {{#item:1001282}}</small>
* <small>1 pc. of {{#item:1001283}}</small>
|
*Essential cards needed to activate this Rune Tablet are scattered around Episode 18 maps. For more info, refer to this [[Rune Tablet System|link]].
*'''Effects''':
**'''2 pieces''': ATK + 10 & MAtk + 10. For each 3 upgrades, ATK + 3 & MAtk + 3.
**'''4 pieces''': For each 3 upgrades, VCT + 1% & ASPD + 1%. 
**'''6 pieces''': MaxHP + 2% & MaxSP + 2%. For Each 3 upgrades, MaxHP + 1% & MaxSP + 1%.
*The MAtk boosts this set gives are almost negligible but the biggest takeaway from it is the '''VCT%''' and '''ASPD%''' it provides. At max upgrade, it will give a total of 5% VCT and 5% ASPD.
*Use this set if you still lack enough VCT% or ASPD% in your build.
*This rune tablet is your best option when tanking '''Betelgeuse''' as a Dragon Tank EM.
* By having 100% Dragon resist, defensive traits and stats such as STA, WIS, Res, MRes, Def and MDef bring zero value to you anymore and you will find out why in the [[The Complete Elemental Master Guide by Goldie#Dragon Tank|Dragon Tank section]] of this guide; '''MaxHP%''' is the best defensive stat you should invest more on.
|- style="height:16em"
!Glacier Weapon Set
| <center> <small>Glacier Blade</small>
<small>Glacier Crusher</small>
 
<small>Glacier Graver</small>
 
<small>Glacier Piercer</small>
 
<small>Glacier Caster</small>
 
<small>Glacier Marksman</small>
</center>
|
* <small>450 pcs. of {{#item:1000608}} </small>
* <small> 75 pcs. of {{#item:1001282}} </small>
* <small> 1 pc. of {{#item:1001283}}</small>
|
* Essential gears and items needed to activate this Rune Tablet are obtained in Episode 19 contents. For more info, refer to this [[Rune Tablet System|link]].
* '''Effects''':
** '''2 pieces''': ATK + 35 & MAtk + 35. 
** '''4 pieces''': P.ATK +2 & S.MAtk + 2. For each 5 upgrades, P.ATK + 1 & S.MAtk + 1. 
** '''6 pieces''': Melee Physical Damage + 4%, Ranged Physical Damage +4%, All Elemental Magic Damage +3%.
* If you need a rune tablet focused on pure damage and requires zero MVP cards, the Glacier Weapon rune tablet is for you. This is much like a budget version of the '''Fusion''' Rune Tablet.
|}
The '''NPC Rune Stone''' {{#navi:grademk|47|179}} can be found at the '''Equipment Enhancement''' '''Room''' ('''@go 50'''). Here, you can view the different Rune Tablets encompassing Episode 17.2 to Episode 19, and you will need to bring a variety of materials first from each of the Episodic contents before you can unlock the individual Rune pieces and Rune Tablets.
 
Rune Tablets give substantial improvements in your overall damage, particularly the '''Demigod''' Rune Tablet which gives a total of 40% boss damage modifier when fully upgraded. The '''Fusion''' and '''Glacier Weapon''' Rune Tablets perform best when used on normal maps and areas, with Glacier Weapon acting as a budget version of the Fusion Rune Tablet. Additionally, Rune Tablets also give considerable bulk and utilities by giving you some VCT%, ASPD%, and MaxHP% with the like of the '''Grey Wilderness''' Rune Tablet.
 
The Rune Tablets as strong and useful they are will take the least priority than your core and tank gears. Only unlock them when you have the complete materials and once you are able to.
 
=== Magical Cards ===
For a complete and detailed list of magical cards available in the server, you can refer to [[Madame_Celery%27s_Guide_to_MuhRO#Magical_Damage_Cards|Celery's Guide]] as she already grouped them according to their elemental properties, offensive values, and utilities (i.e. VCT%, ACD%, and ASPD%).
 
The tables below are the collated elemental, offensive, and utility magical cards  that were listed on the gear sections that our class commonly use ''plus'' other magical cards that some classes can use. For guidance, Elemental Master primarily focuses on <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, <span style="color:brown;">Earth</span>, <span style="color:purple;">Poison</span>, and <span style="color:gray;">Neutral</span> properties; so when gearing for cards to slot on your equipment, prioritize these ones and you may forget about the other elements.
 
'''List indicators''':
 
* An empty grey cell indicates the card does not give any bonuses for that elemental property or modifiers.
* Numbers marked with an asterisk <big>*</big> have values that scale '''per 1'''/'''2'''/'''3''' refinement level<small>(s)</small> of the equipment they are affixed to (e.g. 3% being the lowest value at +1 while 45% being the highest possible value at +15 in {{#icon:4657}}{{#linkitem:4657|Nightmare Ancient Mummy Card}}'s case).
* Numbers marked with a star <sup>'''☆'''</sup> have values that scale with your character's <u>base stats</u> (e.g. 2% being the lowest value at <u>Base INT + 10</u> while 26% being the highest possible value at <u>Base INT + 130</u> in {{#icon:300529}}{{#linkitem:300529|Yortus Conjurator Card}}'s case)
* <sup>'''<big>B</big>'''</sup> indicates that card can be slotted to both right and left accessories.
* <sup>'''<big>R</big>'''</sup> indicates that card can only be slotted to right accessory.
* <sup>'''<big>L</big>'''</sup> indicates that card can only be slotted to left accessory.
* <sup>'''<big>C</big>'''</sup> indicates that card combos with one (1), two (2), or more cards to reap its full effects (e.g. {{#icon:300458}}{{#linkitem:300458|Icewind Card}} pairs with {{#icon:300455}}{{#linkitem:300455|Copo Card}} to get the 31% Large Size Magical Modifier when shoes is refined at +14).
 
{| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align: center; width:100%"
|  style="background-color:#daf2c4; text-align: center; font-size: 110%;" data-mce-style="background-color: #ce84e0; text-align: center;" colspan="12" | <center><span style="font-family: cursive; color:#42423f">'''Elemental Cards'''</span></center>
|-
! rowspan="2" | Armor Slot
! Elements →
! rowspan="2" | Fire
! rowspan="2" | Water
! rowspan="2" | Wind
! rowspan="2" | Earth
! rowspan="2" | Poison
! rowspan="2" | Neutral
! rowspan="2" | Holy
! rowspan="2" | Shadow
! rowspan="2" | Ghost
! rowspan="2" | Undead
|-
! Cards ↓
|-
! rowspan="18" | Upper <br> and <br> Middle <br> Headgears
| <small>{{#item:4599}}</small>
| style="background-color:#FF6961;" | 10%
| style="background-color:#bdbfbb;" colspan="9" |
|-
|-
| <small>{{#item:300256}}</small>
| Upper Head Gear || +4 / +9 {{#item:19344}} || Decent headgear for now. Only refine if you have extra funds. +4 should be good enough. We will replace this quickly
| style="background-color:#FF6961;" | 7%
| style="background-color:#bdbfbb;" colspan="9" |  
|-
|-
| <small>{{#item:4597}}</small>
| Mid Head Gear || | Anything || -
| style="background-color:#bdbfbb;" |  
| style="background-color:#B3EBF2;" | 10%
| style="background-color:#bdbfbb;" colspan="8" |
|-
|-
| <small>{{#item:300257}}</small>
| Low Head Gear || | Anything || -
| style="background-color:#bdbfbb;" |  
| style="background-color:#B3EBF2;" | 7%
| style="background-color:#bdbfbb;" colspan="8" |
|-
|-
| <small>{{#item:300359}}</small>
| Armor || | +9 {{#item:450092}} || {{#item:4392}} combos with {{#item:300270}}. Gives you a lot of Range % modifier. We'll also use this for a long time. It's good to invest in these cards
| style="background-color:#bdbfbb;" |
| style="background-color:#B3EBF2;" | 7%
| style="background-color:#bdbfbb;" colspan="8" |
|-
|-
| <small>{{#item:4586}}</small>
| Weapon || | +4 - +9 {{#item:580008}} || {{#item:4608}} good damage boost. Would be good with the card combo. Using {{#item:27361}} would also offer a large damage boost. You'll use these cards for a long time so it's good to invest on them
| style="background-color:#bdbfbb;" colspan="2" |
| style="background-color:#88E788;" | 10%
| style="background-color:#bdbfbb;" colspan="7" |
|-
|-
| <small>{{#item:300255}}</small>
| Shield || | +7 / +11 {{#item:460018}} || Best enchant to get is 2x {{#item:29004}} you don't have to rush this though. And depending on your zeny, it might be better to invest more on the next shield that you'll get. Also, try to get {{#item:4609}}. Should be a bit cheap now. Would definitely help with survivability when paired with {{#item:4608}}
| style="background-color:#bdbfbb;" colspan="2" |
| style="background-color:#88E788;" | 7%
| style="background-color:#bdbfbb;" colspan="7" |
|-
|-
| <small>{{#item:4600}}</small>
| Garment || | +9 {{#item:480018}} || {{#item:300270}}
| style="background-color:#bdbfbb;" colspan="3" |  
| style="background-color:#D3B683;" | 10%
| style="background-color:#bdbfbb;" colspan="6" |
|-
|-
| <small>{{#item:300259}}</small>
| Shoes || | +9 {{#item:470020}} || {{#item:27256}}
| style="background-color:#bdbfbb;" colspan="3" |  
| style="background-color:#D3B683;" | 7%
| style="background-color:#bdbfbb;" colspan="6" |
|-
|-
| <small>{{#item:300238}}</small>
| Accessory 1 || | {{#item:490019}} || {{#item:300449}} + {{#item:300447}}
| style="background-color:#bdbfbb;" colspan="4" | 
| style="background-color:#c71fed;" | 10%
| style="background-color:#bdbfbb;" colspan="5" |
|-
|-
| <small>{{#item:300253}}</small>
| Accessory 2 || | {{#item:2899}} || Optional. It's good for the 50% VCT Reduction. Otherwise, use any other slotted accessory. {{#item:4040}} also optional if you don't wanna use fly wings. You'll lose out on quite a bit of damage tho
| style="background-color:#bdbfbb;" colspan="4" | 
| style="background-color:#c71fed;" | 7%
| style="background-color:#bdbfbb;" colspan="5" |
|-
| <small>{{#item:27310}}</small>
| style="background-color:#bdbfbb;" colspan="5" | 
| style="background-color:#8f8f8f;" | 10%
| style="background-color:#bdbfbb;" colspan="4" |
|-
| <small>{{#item:300251}}</small>
| style="background-color:#bdbfbb;" colspan="5" | 
| style="background-color:#8f8f8f;" | 7%
| style="background-color:#bdbfbb;" colspan="4" |
|-
| <small>{{#item:27309}}</small>
| style="background-color:#bdbfbb;" colspan="6" |
| style="background-color:#d3cfd4;" | 10%
| style="background-color:#bdbfbb;" colspan="3" |
|-
| <small>{{#item:300252}}</small>
| style="background-color:#bdbfbb;" colspan="6" |
| style="background-color:#d3cfd4;" | 7%
| style="background-color:#bdbfbb;" colspan="3" |
|-
| <small>{{#item:300258}}</small>
| style="background-color:#bdbfbb;" colspan="7" |
| style="background-color:#4a494a;" | <span style="color: white;">7%</span>
| style="background-color:#bdbfbb;" colspan="2" |
|-
| <small>{{#item:4598}}</small>
| style="background-color:#bdbfbb;" colspan="8" |
| style="background-color:#FCF8A7;" | 10%
| style="background-color:#bdbfbb;" |
|-
| <small>{{#item:300247}}</small>
| style="background-color:#bdbfbb;" colspan="8" |
| style="background-color:#FCF8A7;" | 3%
| style="background-color:#bdbfbb;" |
|-
! Armor
| <small>{{#item:300308}}</small>
| style="background-color:#FF6961;" | 20%<big>*</big>
| style="background-color:#B3EBF2;" | 20%<big>*</big>
| style="background-color:#88E788;" | 20%<big>*</big>
| style="background-color:#D3B683;" | 20%<big>*</big>
| style="background-color:#c71fed;" | 20%<big>*</big>
| style="background-color:#8f8f8f;" | 20%<big>*</big>
| style="background-color:#d3cfd4;" | 20%<big>*</big>
| style="background-color:#4a494a;" | <span style="color: white;">20%<big>*</big></span>
| style="background-color:#FCF8A7;" | 20%<big>*</big>
| style="background-color:#c95fb4;" | 20%<big>*</big>
|-
! rowspan="5" | Weapon
| <small>{{#item:300462}}</small>
| style="background-color:#FF6961;" | 35%
| style="background-color:#bdbfbb;" |
| style="background-color:#88E788;" | 35%
| style="background-color:#D3B683;" | 35%
| style="background-color:#bdbfbb;" colspan="6" |
|-
| <small>{{#item:300463}}</small>
| style="background-color:#bdbfbb;" |
| style="background-color:#B3EBF2;" | 35%
| style="background-color:#bdbfbb;" colspan="2" |
| style="background-color:#c71fed;" | 35%
| style="background-color:#bdbfbb;" |
| style="background-color:#d3cfd4;" | 35%
| style="background-color:#bdbfbb;" colspan="3" |
|-
| <small>{{#item:300460}}</small>
| style="background-color:#bdbfbb;" colspan="5" |
| style="background-color:#8f8f8f;" | 35%
| style="background-color:#bdbfbb;" |
| style="background-color:#4a494a;" | <span style="color: white;">35%</span>
| style="background-color:#FCF8A7;" | 35%
| style="background-color:#bdbfbb;" |
|-
| <small>{{#item:300495}}</small>
| style="background-color:#FF6961;" | 10%
| style="background-color:#B3EBF2;" | 10%
| style="background-color:#88E788;" | 10%
| style="background-color:#D3B683;" | 10%
| style="background-color:#c71fed;" | 10%
| style="background-color:#8f8f8f;" | 10%
| style="background-color:#d3cfd4;" | 10%
| style="background-color:#4a494a;" | <span style="color: white;">10%</span>
| style="background-color:#FCF8A7;" | 10%
| style="background-color:#c95fb4;" | 10%
|-
| <small>{{#item:300497}}</small>
| style="background-color:#FF6961;" | 10%
| style="background-color:#B3EBF2;" | 10%
| style="background-color:#88E788;" | 10%
| style="background-color:#D3B683;" | 10%
| style="background-color:#c71fed;" | 10%
| style="background-color:#8f8f8f;" | 10%
| style="background-color:#d3cfd4;" | 10%
| style="background-color:#4a494a;" | <span style="color: white;">10%</span>
| style="background-color:#FCF8A7;" | 10%
| style="background-color:#c95fb4;" | 10%
|-
! rowspan="17" | Garment
| <small>{{#item:4657}}</small>
| style="background-color:#FF6961;" | 45%<big>*</big>
| style="background-color:#bdbfbb;" colspan="9" |
|-
| <small>{{#item:300145}}</small>
| style="background-color:#FF6961;" | 100%
| style="background-color:#bdbfbb;" colspan="6" |
| style="background-color:#4a494a;" | <span style="color: white;">100%</span>
| style="background-color:#bdbfbb;" colspan="2" |
|-
| <small>{{#item:27167}}</small>
| style="background-color:#bdbfbb;" |
| style="background-color:#B3EBF2;" | 45%<big>*</big>
| style="background-color:#bdbfbb;" colspan="8" |
|-
| <small>{{#item:4629}}</small>
| style="background-color:#bdbfbb;" colspan="3" |
| style="background-color:#D3B683;" | 45%<big>*</big>
| style="background-color:#bdbfbb;" colspan="6" |
|-
| <small>{{#item:27362}}</small>
| style="background-color:#bdbfbb;" |
| style="background-color:#B3EBF2;" | 100%
| style="background-color:#bdbfbb;" |
| style="background-color:#D3B683;" | 100%
| style="background-color:#bdbfbb;" colspan="6" |
|-
| <small>{{#item:300149}}</small>
| style="background-color:#bdbfbb;" colspan="2" |
| style="background-color:#88E788;" | 45%<big>*</big>
| style="background-color:#bdbfbb;" colspan="7" |
|-
| <small>{{#item:300372}}</small>
| style="background-color:#bdbfbb;" colspan="8" |
| style="background-color:#FCF8A7;" | 45%<big>*</big>
| style="background-color:#bdbfbb;" |
|-
| <small>{{#item:4576}}</small>
| style="background-color:#bdbfbb;" colspan="2" |
| style="background-color:#88E788;" | 100%
| style="background-color:#bdbfbb;" colspan="5" |
| style="background-color:#FCF8A7;" | 100%
| style="background-color:#bdbfbb;" |
|-
| <small>{{#item:300293}}</small>
| style="background-color:#bdbfbb;" colspan="4" |
| style="background-color:#c71fed;" | 45%<big>*</big>
| style="background-color:#bdbfbb;" colspan="5" |
|-
| <small>{{#item:300382}}</small>
| style="background-color:#bdbfbb;" colspan="4" |
| style="background-color:#c71fed;" | 100%
| style="background-color:#bdbfbb;" colspan="4" |
| style="background-color:#c95fb4;" | 100%
|-
| <small>{{#item:300123}}</small>
| style="background-color:#bdbfbb;" colspan="5" |
| style="background-color:#8f8f8f;" | 45%<big>*</big>
| style="background-color:#bdbfbb;" colspan="4" |
|-
| <small>{{#item:300122}}</small>
| style="background-color:#bdbfbb;" colspan="6" |
| style="background-color:#d3cfd4;" | 45%<big>*</big>
| style="background-color:#bdbfbb;" colspan="3" |
|-
| <small>{{#item:300375}}</small>
| style="background-color:#bdbfbb;" colspan="5" |
| style="background-color:#8f8f8f;" | 33%
| style="background-color:#d3cfd4;" | 33%
| style="background-color:#4a494a;" | <span style="color: white;">33%</span>
| style="background-color:#FCF8A7;" | 33%
| style="background-color:#bdbfbb;" |
|-
| <small>{{#item:27381}}</small>
| style="background-color:#bdbfbb;" colspan="5" |
| style="background-color:#8f8f8f;" | 100%
| style="background-color:#d3cfd4;" | 100%
| style="background-color:#bdbfbb;" colspan="3" |
|-
| <small>{{#item:300521}}<sup>'''C'''</sup></small>
| style="background-color:#FF6961;" | 60%<big>*</big>
| style="background-color:#bdbfbb;" colspan="4" |
| style="background-color:#8f8f8f;" | 60%<big>*</big>
| style="background-color:#d3cfd4;" | 60%<big>*</big>
| style="background-color:#4a494a;" | <span style="color: white;">60%<big>*</big></span>
| style="background-color:#FCF8A7;" | 60%<big>*</big>
| style="background-color:#bdbfbb;" |
|-
| <small>{{#item:300522}}<sup>'''C'''</sup></small>
| style="background-color:#bdbfbb;" |
| style="background-color:#B3EBF2;" | 60%<big>*</big>
| style="background-color:#88E788;" | 60%<big>*</big>
| style="background-color:#D3B683;" | 60%<big>*</big>
| style="background-color:#c71fed;" | 60%<big>*</big>
| style="background-color:#bdbfbb;" colspan="4" |
| style="background-color:#c95fb4;" | 60%<big>*</big>
|-
| <small>{{#item:300424}}</small>
| style="background-color:#FF6961;" | 33%<big>*</big>
| style="background-color:#B3EBF2;" | 33%<big>*</big>
| style="background-color:#88E788;" | 33%<big>*</big>
| style="background-color:#D3B683;" | 33%<big>*</big>
| style="background-color:#c71fed;" | 33%<big>*</big>
| style="background-color:#8f8f8f;" | 33%<big>*</big>
| style="background-color:#d3cfd4;" | 33%<big>*</big>
| style="background-color:#4a494a;" | <span style="color: white;">33%<big>*</big></span>
| style="background-color:#FCF8A7;" | 33%<big>*</big>
| style="background-color:#c95fb4;" | 33%<big>*</big>
|-
! rowspan="5" | Shoes
| <small>{{#item:27253}}</small>
| style="background-color:#FF6961;" | 5%
| style="background-color:#bdbfbb;" colspan="5" |
| style="background-color:#d3cfd4;" | 5%
| style="background-color:#bdbfbb;" colspan="3" |
|-
| <small>{{#item:300215}}</small>
| style="background-color:#FF6961;" | 12%<big>*</big>
| style="background-color:#bdbfbb;" colspan="2" |
| style="background-color:#D3B683;" | 12%<big>*</big>
| style="background-color:#bdbfbb;" colspan="6" |
|-
| <small>{{#item:27255}}</small>
| style="background-color:#bdbfbb;" |
| style="background-color:#B3EBF2;" | 5%
| style="background-color:#88E788;" | 5%
| style="background-color:#bdbfbb;" colspan="7" |
|-
| <small>{{#item:300121}}</small>
| style="background-color:#bdbfbb;" |
| style="background-color:#B3EBF2;" | 12%<big>*</big>
| style="background-color:#bdbfbb;" colspan="4" |
| style="background-color:#d3cfd4;" | 12%<big>*</big>
| style="background-color:#bdbfbb;" colspan="3" |
|-
| <small>{{#item:300090}}</small>
| style="background-color:#bdbfbb;" colspan="3" |
| style="background-color:#D3B683;" | 20%
| style="background-color:#bdbfbb;" colspan="6" |
|-
! rowspan="21" | Right <br> and <br> Left <br> Accessories
| <small>{{#item:300267}}<sup>'''L'''</sup></small>
| style="background-color:#FF6961;" | 15%
| style="background-color:#bdbfbb;" |
| style="background-color:#88E788;" | 15%
| style="background-color:#bdbfbb;" colspan="7" |
|-
| <small>{{#item:27161}}<sup>'''B'''</sup></small>
| style="background-color:#FF6961;" | 20%
| style="background-color:#bdbfbb;" colspan="2" |
| style="background-color:#D3B683;" | 20%
| style="background-color:#bdbfbb;" colspan="6" |
|-
| <small>{{#item:300469}}<sup>'''R'''</sup></small>
| style="background-color:#FF6961;" | 25%
| style="background-color:#bdbfbb;" |
| style="background-color:#88E788;" | 25%
| style="background-color:#D3B683;" | 25%
| style="background-color:#bdbfbb;" colspan="6" |
|-
| <small>{{#item:300216}}<sup>'''L'''</sup></small>
| style="background-color:#FF6961;" | 35%
| style="background-color:#bdbfbb;" colspan="9" |
|-
| <small>{{#item:300268}}<sup>'''R'''</sup></small>
| style="background-color:#bdbfbb;" |
| style="background-color:#B3EBF2;" | 15%
| style="background-color:#bdbfbb;" |
| style="background-color:#D3B683;" | 15%
| style="background-color:#bdbfbb;" colspan="6" |
|-
| <small>{{#item:27125}}<sup>'''B'''</sup></small>
| style="background-color:#bdbfbb;" |
| style="background-color:#B3EBF2;" | 20%
| style="background-color:#bdbfbb;" colspan="4" |
| style="background-color:#d3cfd4;" | 20%
| style="background-color:#bdbfbb;" colspan="3" |
|-
| <small>{{#item:300464}}<sup>'''R'''</sup></small>
| style="background-color:#bdbfbb;" |
| style="background-color:#B3EBF2;" | 25%
| style="background-color:#bdbfbb;" colspan="2" |
| style="background-color:#c71fed;" | 25%
| style="background-color:#bdbfbb;" |
| style="background-color:#d3cfd4;" | 25%
| style="background-color:#bdbfbb;" colspan="3" |
|-
| <small>{{#item:300364}}<sup>'''L'''</sup></small>
| style="background-color:#bdbfbb;" |
| style="background-color:#B3EBF2;" | 35%
| style="background-color:#bdbfbb;" colspan="8" |
|-
| <small>{{#item:4577}}<sup>'''B'''</sup></small>
| style="background-color:#bdbfbb;" colspan="2" |
| style="background-color:#88E788;" | 20%
| style="background-color:#bdbfbb;" colspan="5" |
| style="background-color:#FCF8A7;" | 20%
| style="background-color:#bdbfbb;" |
|-
| <small>{{#item:300222}}<sup>'''L'''</sup></small>
| style="background-color:#bdbfbb;" colspan="2" |
| style="background-color:#88E788;" | 35%
| style="background-color:#bdbfbb;" colspan="7" |
|-
| <small>{{#item:300211}}<sup>'''L'''</sup></small>
| style="background-color:#bdbfbb;" colspan="3" |
| style="background-color:#D3B683;" | 35%
| style="background-color:#bdbfbb;" colspan="6" |
|-
| <small>{{#item:300294}}<sup>'''B'''</sup></small>
| style="background-color:#bdbfbb;" colspan="4" |
| style="background-color:#c71fed;" | 20%
| style="background-color:#bdbfbb;" colspan="4" |
| style="background-color:#c95fb4;" | 20%
|-
| <small>{{#item:300371}}<sup>'''L'''</sup></small>
| style="background-color:#bdbfbb;" colspan="4" |
| style="background-color:#c71fed;" | 35%
| style="background-color:#bdbfbb;" colspan="5" |
|-
| <small>{{#item:300175}}<sup>'''R'''</sup></small>
| style="background-color:#bdbfbb;" colspan="4" |
| style="background-color:#c71fed;" | 30%
| style="background-color:#bdbfbb;" colspan="2" |
| style="background-color:#4a494a;" | <span style="color: white;">30%</span>
| style="background-color:#bdbfbb;" colspan="2" |
|-
| <small>{{#item:27262}}<sup>'''B'''</sup></small>
| style="background-color:#bdbfbb;" colspan="5" |
| style="background-color:#8f8f8f;" | 20%
| style="background-color:#bdbfbb;" |
| style="background-color:#4a494a;" | <span style="color: white;">20%</span>
| style="background-color:#bdbfbb;" colspan="2" |
|-
| <small>{{#item:300191}}<sup>'''B'''</sup></small>
| style="background-color:#bdbfbb;" colspan="5" |
| style="background-color:#8f8f8f;" | 20%
| style="background-color:#bdbfbb;" |
| style="background-color:#4a494a;" | <span style="color: white;">20%</span>
| style="background-color:#bdbfbb;" |
| style="background-color:#c95fb4;" | 20%
|-
| <small>{{#item:300470}}<sup>'''R'''</sup></small>
| style="background-color:#bdbfbb;" colspan="5" |
| style="background-color:#8f8f8f;" | 25%
| style="background-color:#bdbfbb;" |  
| style="background-color:#4a494a;" | <span style="color: white;">25%</span>
| style="background-color:#FCF8A7;" | 25%
| style="background-color:#bdbfbb;" |
|-
| <small>{{#item:300218}}<sup>'''L'''</sup></small>
| style="background-color:#bdbfbb;" colspan="5" |
| style="background-color: #8f8f8f;" | 35%
| style="background-color:#bdbfbb;" colspan="4" |
|-
| <small>{{#item:300448}}<sup>'''L'''</sup></small>
| style="background-color:#bdbfbb;" colspan="6" |
| style="background-color:#d3cfd4;" | 35%
| style="background-color:#bdbfbb;" colspan="3" |
|-
| <small>{{#item:300369}}<sup>'''L'''</sup></small>
| style="background-color:#bdbfbb;" colspan="7" |
| style="background-color:#4a494a;" | <span style="color: white;">35%</span>
| style="background-color:#bdbfbb;" colspan="2" |
|-
| <small>{{#item:300370}}<sup>'''L'''</sup></small>
| style="background-color:#bdbfbb;" colspan="8" |
| style="background-color:#FCF8A7;" | 35%
| style="background-color:#bdbfbb;" |
|}
|}
 
<br><br>
{| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align: center; width:100%"
===== '''Mid Game Gears''' =====
|  style="background-color:#daf2c4; text-align: center; font-size: 110%;" data-mce-style="background-color: #ce84e0; text-align: center;" colspan="15" | <center><span style="font-family: cursive; color:#42423f">'''Offensive and Utility Cards'''</span></center>
This is probably the part of the game where you're gonna spend more time building your equipment. The most important stuff here are the accessories, armor, and weapon. Honestly, i only put effort with the Gray Wolf enchantments on the accessories and armor. The enchantment for the shoes and garment was just random. For the weapons, i'd really suggest just getting the {{#item:580062}} since it's the strongest end game weapon anyway. But if you really want to get the {{#item:580033}}, the enchants that you should get are {{#item:311453}} and 2x {{#item:311312}}. The Dim Glacier whip has higher damage when used with a fully refined {{#item:400110}}, but it falls off compared to the next equipment that we'll make. Up to you whether you want to maximize the refines and enchant on them or not. As for the cards, you can still use the cards that you were using in the early game phase and you could also slowly get some of the cards in the late game phase
|-
{| class="mw-collapsible mw-collapsed wikitable"
! rowspan="2" | Armor Slot
|+ style="white-space:nowrap; border:1px solid; padding:3px; | Mid Game Equipment
! Modifiers →
! rowspan="2" | MAtk%
! rowspan="2" | MAtk
! rowspan="2" | SPL
! rowspan="2" | MaxHP% <br> <small>&</small> VIT
! rowspan="2" | VCT
! rowspan="2" | ACD
! rowspan="2" | S.MAtk
! rowspan="2" | Race
! rowspan="2" | Elemental <br> Property
! rowspan="2" | Size
! rowspan="2" | Skill
! rowspan="2" | Normal <br> Protocol
! rowspan="2" | Boss <br> Protocol
|-
! Cards ↓
|-
! rowspan="14" | Upper <br> and <br> Middle <br> Headgears
| <small>{{#item:300174}}</small>
| style="background-color:#bdbfbb;" colspan="3" |
| 10%
| style="background-color:#bdbfbb;" colspan="9" |
|-
| <small>{{#item:300528}}</small>
| style="background-color:#bdbfbb;" colspan="3" |
| 12%
| style="background-color:#bdbfbb;" colspan="9" |
|-
| <small>{{#item:4169}}</small>
| style="background-color:#bdbfbb;" colspan="3" |
| -10%
| -10%
| style="background-color:#bdbfbb;" colspan="8" |
|-
| <small>{{#item:4366}}</small>
| 2%
| style="background-color:#bdbfbb;" colspan="3" |
| -15%<big>*</big>
| style="background-color:#bdbfbb;" colspan="8" |
|-
| <small>{{#item:300459}}</small>
| style="background-color:#bdbfbb;" colspan="4" |
| -3%
| style="background-color:#bdbfbb;" colspan="1" |
| +2
| style="background-color:#bdbfbb;" colspan="6" |
|-
| <small>{{#item:27396}}</small>
| style="background-color:#bdbfbb;" colspan="5" |
| 5%
| style="background-color:#bdbfbb;" colspan="7" |
|-
| <small>{{#item:300456}}<sup>'''C'''</sup></small>
| style="background-color:#bdbfbb;" colspan="3" |
| 5%
| -7%
| style="background-color:#bdbfbb;" colspan="8" |
|-
| <small>{{#item:27109}}<sup>'''C'''</sup></small>
| style="background-color:#bdbfbb;" colspan="8" |
| <small>200% (<span style="color:gray;">Neu</span>)</small>
| style="background-color:#bdbfbb;" colspan="4" |
|-
| <small>{{#item:4583}}</small>
| style="background-color:#bdbfbb;" colspan="8" |
| <small>30% (<span style="color:purple;>Poi</span>)</small>
| style="background-color:#bdbfbb;" colspan="4" |
|-
| <small>{{#item:4480}}</small>
| style="background-color:#bdbfbb;" colspan="5" |
| 20%<big>*</big>
| style="background-color:#bdbfbb;" colspan="7" |
|-
| <small>{{#item:300560}}</small>
| style="background-color:#bdbfbb;" colspan="4" |
| 15%*
| 25%
| style="background-color:#bdbfbb;" colspan="8" |
|-
| <small>{{#item:4403}}</small>
| style="background-color:#bdbfbb;" colspan="5" |
| 30%
| style="background-color:#bdbfbb;" colspan="7" |
|-
| <small>{{#item:4556}}</small>
| style="background-color:#bdbfbb;" |
| +75*
| style="background-color:#bdbfbb;" colspan="11" |
|-
| <small>{{#item:300377}}</small>
| 5%
| style="background-color:#bdbfbb;" colspan="5" |
| +10
| style="background-color:#bdbfbb;" colspan="6" |
|-
! rowspan="15" | Armor
| <small>{{#item:4409}}</small>
| 5%
| style="background-color:#bdbfbb;" colspan="12" |
|-
| <small>{{#item:300376}}</small>
| 10%
| style="background-color:#bdbfbb;" colspan="2" |
| <small> 30% (+12≥) <br> -30% (+12<) </small>
| style="background-color:#bdbfbb;" colspan="9" |
|-
| <small>{{#item:300529}}</small>
| 26%<sup><small>''''''</small></sup>
| style="background-color:#bdbfbb;" colspan="2" |
| -7%
| style="background-color:#bdbfbb;" colspan="2" |
| +10
| style="background-color:#bdbfbb;" colspan="6" |
|-
| <small>{{#item:27214}}</small>
| 11%<sup><small>'''☆'''</small></sup>
| style="background-color:#bdbfbb;" colspan="12" |
|-
| <small>{{#item:4561}}</small>
| 14%<sup><small>'''☆'''</small></sup>
| style="background-color:#bdbfbb;" colspan="12" |
|-
| <small>{{#item:4601}}</small>
| 15%
| style="background-color:#bdbfbb;" colspan="12" |
|-
| <small>{{#item:4602}}</small>
| 20%
| style="background-color:#bdbfbb;" colspan="12" |
|-
| <small>{{#item:300378}}</small>
| style="background-color:#bdbfbb;" colspan="6" |
| +20
| style="background-color:#bdbfbb;" colspan="6" |
|-
| <small>{{#item:300079}}</small>
| style="background-color:#bdbfbb;" colspan="7" |
| <small>30% (Frm/Fsh)</small>
| <small>30% (<span style="color:rgb(216,216,216); text-shadow: 0.7px 0.7px 0.7px black;">Hol</span>/<span style="color:blue;">Wat</span>)</small>
| style="background-color:#bdbfbb;" colspan="4" |
|-
| <small>{{#item:300080}}</small>
| style="background-color:#bdbfbb;" colspan="7" |
| <small>50% (Frm/Fsh)</small>
| <small>50% (<span style="color:rgb(216,216,216); text-shadow: 0.7px 0.7px 0.7px black;">Hol</span>/<span style="color:blue;">Wat</span>)</small>
| style="background-color:#bdbfbb;" colspan="4" |
|-
| <small>{{#item:300209}}</small>
| style="background-color:#bdbfbb;" colspan="7" |
| <small>37%</small>* <small>(Dem/Und)</small>
| <small>37%</small>* <small>(<span style="color:rgb(44,45,45); text-shadow: 0.35px 0.35px 0.35px black;">Sha</span>/<span style="color:#C95FB4;">Und</span>)</small>
| style="background-color:#bdbfbb;" colspan="4" |
|-
| <small>{{#item:4652}}</small>
| style="background-color:#bdbfbb;" colspan="7" |
| <small>50% (Dem/Und)</small>
| <small>50% (<span style="color:rgb(44,45,45); text-shadow: 0.35px 0.35px 0.35px black;">Sha</span>/<span style="color:#C95FB4;">Und</span>)</small>
| style="background-color:#bdbfbb;" colspan="4" |
|-
| <small>{{#item:300227}}</small>
| style="background-color:#bdbfbb;" colspan="7" |
| <small>75% (Ang)</small>
| style="background-color:#bdbfbb;" colspan="5" |
|-
| <small>{{#item:300228}}</small>
| style="background-color:#bdbfbb;" colspan="7" |
| <small>75% (Dem)</small>
| style="background-color:#bdbfbb;" colspan="5" |
|-
| <small>{{#item:300472}}</small>
| 15%
| style="background-color:#bdbfbb;" |
| +15
| -15%
| style="background-color:#bdbfbb;" colspan="2" |
| +15
| style="background-color:#bdbfbb;" colspan="5" |
| 40%
|-
! rowspan="13" | Weapon
| <small>{{#item:300096}}</small>
| style="background-color:#bdbfbb;" |
| +40
| style="background-color:#bdbfbb;" colspan="2" |
| -10%
| style="background-color:#bdbfbb;" colspan="8" |
|-
| <small>{{#item:27261}}</small>
| style="background-color:#bdbfbb;" colspan="10 |
| <small> 50%<big>*</big> (<span style="color:red;">F</span>/<span style="color:blue;">C</span>/<span style="color:green;">L</span>) </small>
| style="background-color:#bdbfbb;" colspan="2" |
|-
| <small>{{#item:300189}}</small>
| style="background-color:#bdbfbb;" colspan="10 |
| <small> 65%<big>*</big> (<span style="color:red;">F</span>/<span style="color:blue;">C</span>/<span style="color:green;">L</span>) </small>
| style="background-color:#bdbfbb;" colspan="2" |
|-
| <small>{{#item:4692}}</small>
| style="background-color:#bdbfbb;" colspan="10 |
| <small> 40%<big>*</big> (VS) </small>
| style="background-color:#bdbfbb;" colspan="2" |
|-
| <small>{{#item:27384}}</small>
| style="background-color:#bdbfbb;" |
| +15
| style="background-color:#bdbfbb;" colspan="7" |
| <small>20% (M/L)</small>
| style="background-color:#bdbfbb;" colspan="3" |
|-
| <small>{{#item:300455}}</small>
| style="background-color:#bdbfbb;" colspan="9" |
| <small>30%</small>* <small>(S) <br> 32%</small>* <small>(M)</small>
| style="background-color:#bdbfbb;" colspan="3" |
|-
| <small>{{#item:300495}}</small><sup><small>'''C'''</sup></small>
| style="background-color:#bdbfbb;" colspan="7" |
| <small>15% (DH/Frm)</small>
| style="background-color:#bdbfbb;" |
| <small>30%</small> <small>(S) <br> 30%</small> <small>(L)</small>
| style="background-color:#bdbfbb;" colspan="3" |
|-
| <small>{{#item:300497}}</small>
| style="background-color:#bdbfbb;" colspan="7" |
| <small>15% (DH/Frm)</small>
| style="background-color:#bdbfbb;" colspan="5" |
|-
| <small>{{#item:300507}}</small>
| style="background-color:#bdbfbb;" colspan="9" |
| <small>20% (S)</small>
| style="background-color:#bdbfbb;" colspan="3" |
|-
| <small>{{#item:300520}}</small><sup><small>'''C'''</sup></small>
| style="background-color:#bdbfbb;" colspan="6" |
| +5
| style="background-color:#bdbfbb;" colspan="2" |
| <small>40% (S) <br> 60% (M) <br> 60% (L)</small>
| style="background-color:#bdbfbb;" colspan="3" |
|-
| <small>{{#item:300594}}</small>
| style="background-color:#bdbfbb;" colspan="10" |
| <small>15%</small>* <small>(LL/TD) <br> 75%<sup>'''C'''</sup></small>* <small>(LL/TD)</small>
| style="background-color:#bdbfbb;" colspan="2" |
|-
| <small>{{#item:300660}}<sup>'''C'''</sup></small>
| style="background-color:#bdbfbb;" colspan="6" |
| +5
| style="background-color:#bdbfbb;" colspan="2" |
| <small>12% (All)</small>
| style="background-color:#bdbfbb;" |
| 14%*
| style="background-color:#bdbfbb;" |
|-
| <small>{{#item:300662}}<sup>'''C'''</sup></small>
| style="background-color:#bdbfbb;" colspan="6" |
| +5
| style="background-color:#bdbfbb;" |
| <small>10% (All)</small>
| style="background-color:#bdbfbb;" colspan="3" |
| 14%*
|-
! rowspan="5" | Shield
| <small>{{#item:300235}}</small>
| style="background-color:#bdbfbb;" colspan="3" |
| 15%<big>*</big>
| style="background-color:#bdbfbb;" colspan="9" |
|-
| <small>{{#item:300465}}</small>
| style="background-color:#bdbfbb;" colspan="3" |
| +15 VIT
| style="background-color:#bdbfbb;" colspan="9" |
|-
| <small>{{#item:300275}}</small>
| 10%<big>*</big>
| style="background-color:#bdbfbb;" colspan="12" |
|-
| <small>{{#item:27385}}<sup>'''C'''</sup></small>
| style="background-color:#bdbfbb;" colspan="9" |
| <small>5% (M/L)</small>
| style="background-color:#bdbfbb;" colspan="3" |
|-
| <small>{{#item:300239}}</small>
| style="background-color:#bdbfbb;" colspan="7" |
| <small>50%</small> <small>(Bru/Pla)</small>
| style="background-color:#bdbfbb;" colspan="5" |
|-
! rowspan="5" | Garment
| <small>{{#item:4646}}</small>
| style="background-color:#bdbfbb;" colspan="3" |
| 8%
| style="background-color:#bdbfbb;" colspan="9" |
|-
|<small>{{#item:300260}}</small>
| style="background-color:#bdbfbb;" |
| +125<sup><small>'''☆'''</small></sup>
| style="background-color:#bdbfbb;" colspan="11" |
|-
|<small>{{#item:300521}}</small>
| style="background-color:#bdbfbb;" colspan="4" |
| +15%
| style="background-color:#bdbfbb;" colspan="3" |
| <small>15% (All)</small>
| style="background-color:#bdbfbb;" colspan="4" |
|-
|<small>{{#item:300522}}</small>
| style="background-color:#bdbfbb;" colspan="4" |
| +15%
| style="background-color:#bdbfbb;" colspan="3" |
| <small>15% (All)</small>
| style="background-color:#bdbfbb;" colspan="4" |
|-
|<small>{{#item:4671}}</small>
| 10%
| style="background-color:#bdbfbb;" colspan="2" |
| <small>10% MHP <br> +20 VIT</small>
| style="background-color:#bdbfbb;" colspan="9" |
|-
! rowspan="11" | Shoes
| <small>{{#item:27253}}</small>
| 3%
| style="background-color:#bdbfbb;" colspan="12" |
|-
| <small>{{#item:27255}}</small>
| 3%
| style="background-color:#bdbfbb;" colspan="12" |
|-
| <small>{{#item:4381}}<sup>
| style="background-color:#bdbfbb;" colspan="3" |
| <small> 10% MHP <br> +1 VIT </small>
| style="background-color:#bdbfbb;" colspan="9" |
|-
| <small>{{#item:4658}}</small>
| 10%
| style="background-color:#bdbfbb;" colspan="12" |
|-
| <small>{{#item:300458}}<sup>'''C'''</sup></small>
| 5%
| style="background-color:#bdbfbb;" |
| +3
| style="background-color:#bdbfbb;" |
| -8%
| style="background-color:#bdbfbb;" colspan="4" |
| <small>31%</small>* <small>(L)</small>
| style="background-color:#bdbfbb;" colspan="3" |
|-
| <small>{{#item:27150}}<sup>
| style="background-color:#bdbfbb;" colspan="3" |
| 15%<big>*</big>
| style="background-color:#bdbfbb;" colspan="9" |
|-
| <small>{{#item:300248}}</small>
| 10%
| style="background-color:#bdbfbb;" colspan="6" |
| <small>50%</small> <small>(Frm/Dem)</small>
| style="background-color:#bdbfbb;" colspan="5" |
|-
| <small>{{#item:300262}}</small>
| 10%
| style="background-color:#bdbfbb;" colspan="6" |
| <small>50%</small> <small>(Und/Dra)</small>
| style="background-color:#bdbfbb;" colspan="5" |
|-
| <small>{{#item:300281}}</small>
| 10%
| style="background-color:#bdbfbb;" colspan="6" |
| <small>50% (Fsh/Ins)</small>
| style="background-color:#bdbfbb;" colspan="5" |
|-
|-
| <small>{{#item:4539}}</small>
! ♡♡♡ !! Item!! Notes
| 8%<big>*</big>
| style="background-color:#bdbfbb;" colspan="6" |
| <small>33%</small>* <small>(DH/Ang)</small>
| style="background-color:#bdbfbb;" colspan="5" |
|-
|-
| <small>{{#item:4441}}</small>
| Upper Head Gear || +12 A {{#item:400110}} || You don't really have to make this a +12 A anymore if you can get {{#item:400540}}. However, this can be used by other classes if you wanna try them. Prioritize getting the gears on the End Game Gears table
| 10%
| style="background-color:#bdbfbb;" colspan="6" |
| <small>50% (DH/Ang)</small>
| style="background-color:#bdbfbb;" colspan="5" |
|-
|-
! rowspan="9" | Right <br> and <br> Left <br> Accessories
| Mid Head Gear || | {{#item:410233}} || Priority enchant is Long Range Physical Damage, but you can also get Atk + (not Atk% +) or HP% +
| <small>{{#item:4433}}<sup>'''B'''</sup></small>
| style="background-color:#bdbfbb;" colspan="10 |
| <small> 25% (<span style="color:red;">F</span>) </small>
| style="background-color:#bdbfbb;" colspan="2" |
|-
|-
| <small>{{#item:4416}}<sup>'''B'''</sup></small>
| Low Head Gear || | {{#item:420018}} / {{#item:18754}}|| P.Atk, Atk, and Dex are good enchants for {{#item:420018}}. You can actually use any kind of {{#item:420018}} you can get not just the Dexterity one. It really doesn't matter
| style="background-color:#bdbfbb;" colspan="10 |
| <small> 25% (<span style="color:blue;">C</span>) </small>
| style="background-color:#bdbfbb;" colspan="2" |
|-
|-
| <small>{{#item:300267}}<sup>'''L'''</sup><sup>'''C'''</sup></small>
| Armor || | +9 / +11 {{#item:450206}} / +9 / +11 {{#item:450177}} || I've been told that since the recent updates, it would be easier to farm for {{#item:450206}} and its enchants or buy it from other players. There is more info about it [[https://wiki.muhro.eu/Issgard_Equipment#Perfect_Enchant_(Slot_2)| here]]. The enchants you'd need for it are {{#item:1000791}} and {{#item:311100}}. The last enchant, you can decide what you need. You'd save more money and time making that so you can skip the Gray Wolf gears. <br> (Outdated for Gray Wolf) Our goal here is to get the perfect enchants for ranged damage characters {{#item:310533}}, {{#item:310508}}, and {{#item:310505}}. This is something that I could recommend spending your time on to perfect. This armor is really good and still sells for a decent price after you're done using it
| style="background-color:#bdbfbb;" colspan="10 |
| <small> 30% (<span style="color:red;">F</span>/<span style="color:green;">L</span>) </small>
| style="background-color:#bdbfbb;" colspan="2" |
|-
|-
| <small>{{#item:300268}}<sup>'''R'''</sup><sup>'''C'''</sup></small>
| Weapon || | {{#item:580030}} / {{#item:580033}} / {{#item:580062}} || The cheapest one you can get would be good. However, I fully recommend getting {{#item:580062}}. It should be the cheapest one since it's easy to get for end game players, and we'll be using this til End Game. Just chat on #Trade if you can't find one for sale on vend
| 5%
| style="background-color:#bdbfbb;" colspan="9 |
| <small> 30% (<span style="color:blue;">C</span>) </small>
| style="background-color:#bdbfbb;" colspan="2" |
|-
|-
| <small>{{#item:300104}}<sup>'''B'''</sup></small>
| Shield || | +7 / +11 {{#item:460018}} || -  
| style="background-color:#bdbfbb;" colspan="3" |
| <small>10% MHP <br>+1 VIT</small>
| style="background-color:#bdbfbb;" colspan="6" |
| <small> 10% (PW) <br> 10% (DD) </small>
| style="background-color:#bdbfbb;" colspan="2" |
|-
|-
| <small>{{#item:300076}}<sup>'''B'''</sup></small>
| Garment || | +9 / +11 {{#item:480090}} || {{#item:310584}}, {{#item:310575}}, and {{#item:310491}} You don't really need perfect enchant for these. More info in explanation
| style="background-color:#bdbfbb;" colspan="3" |
| <small>10% MHP <br>+3 VIT</small>
| style="background-color:#bdbfbb;" colspan="9" |
|-
|-
| <small>{{#item:27108}}<sup>'''L'''</sup></small>
| Shoes || | +9 / +11 {{#item: 470087}} || {{#item:310611}}, {{#item:310602}}, and {{#item:310599}} You don't really need perfect enchant for these. More info in explanation
| style="background-color:#bdbfbb;" colspan="8" |
| <small>20% (<span style="color:gray;">Neu</span>)</small>
| style="background-color:#bdbfbb;" colspan="4" |
|-
|-
| <small>{{#item:4486}}<sup>'''B'''</sup></small>
| Accessory 1 || | {{#item:490106}} || {{#item:310631}}, {{#item:310631}}, and {{#item:310491}}
| style="background-color:#bdbfbb;" colspan="4" |
| -15%
| style="background-color:#bdbfbb;" colspan="8" |
|-
|-
| <small>{{#item:4145}}<sup>'''B'''</sup></small>
| Accessory 2 || | {{#item:490107}} || {{#item:310631}}, {{#item:310631}}, and {{#item:310491}} '''OPTIONAL''': {{#item:310643}}, {{#item:310644}} '''CAUTION''': Only choose the optional enchants if you have no plan of reselling these accessories. I was able to sell one of them easily since i chose the perfect enchants, but for the other one, i took drain life, and when i no longer needed it, it was hard to sell
| style="background-color:#bdbfbb;" colspan="4" |
| -30%
| style="background-color:#bdbfbb;" colspan="8" |
|-
! Miscellaneous
| <small>{{#item:4919}}</small>
| style="background-color:#bdbfbb;" colspan="3" |
| +4 VIT
| style="background-color:#bdbfbb;" colspan="9" |
|}
|}
<br><br>


=== Consumables ===
===== '''Late Game Gears''' =====
Below is a list of consumables that our class often use during our day-to-day farming sessions.
These are the equipment i'm using for endgame content and so far i can do almost everything solo. Even going to Depth 2 alone. It's slower than meta classes like DK and Inquisitor, can have some issues with the Pneuma of some monsters, but really good survivability specially when using {{#skill:2420}} Siren's Voice. Just keep in mind that you're almost like a jack of all trades. Can buff, can support, a little tanky, and can do some damage. You're great for party plays, but also good in soloing if you want to. <br><br> If your only priority is to do AoE damage (only farming with {{#skill:5353}}), you don't really need to rush to make a {{#item:400540}}. It mainly boosts {{#skill:5355}} damage and while it also offers some boost in overall damage with other stats, you can prioritize other gears first.
{| class="wikitable mw-collapsible mw-collapsed" style="width:87%;"
{| class="mw-collapsible mw-collapsed wikitable"
! Consumables
|+ style="white-space:nowrap; border:1px solid; padding:3px; | Late Game Equipment
! Notes and Remarks
! https://static.divine-pride.net/images/skill/38.png <br> <small>NPC</small>
! {{#icon:25223}} <br> <small>Eden Coin</small>
! {{#icon:50000}} <br> <small>Muh Coin</small>
! {{#icon:50003}} <br> <small>Muh Voucher</small>
! <br> https://static.divine-pride.net/images/jobs/icon_jobs_4259.png <br> <small>Crafting</small>
|-
| <center>{{#item:50035}}</center>
|
*This is your main consumable and the first thing you should never forget when you'll be doing long farming sessions, especially at endgame dungeons.
*Two of its many noteworthy effects that it gives is '''+500 Def''' and '''+200 MDef''', which greatly improve our survivability.
<center>
{| class="wikitable mw-collapsible mw-collapsed" style="width: 50%;"
|+ style="white-space:nowrap; border:1px solid black; padding:4px; align="center" | Compiles the effects of the following consumables:
|
<center>{{#icon:14534}}{{#linkitem:14534|Small Life Potion}}, {{#icon:23203}}{{#linkitem:23203|Small Mana Potion}}, {{#icon:23204}}{{#linkitem:23204|Brilliant Protection Scroll}}, {{#icon:12883}}{{#linkitem:12883|Almighty}}, {{#icon:14766}}{{#linkitem:14766|Limited Power Booster}}, {{#icon:23475}}{{#linkitem:23475|Infinity Drink}}, {{#icon:12796}}{{#linkitem:12796|Red Booster}}, {{#icon:12684}}{{#linkitem:12684|Enhanced ASPD Potion}}, {{#icon:14601}}{{#linkitem:14601|Tyr's Blessing}}, & {{#icon:14600}}{{#linkitem:14600|Mental Potion}}</center>
|}
</center>
*Farmed and bought with {{#item:25223}}, convert {{#item:50000}} to Muh Point to buy from Cash Shop, or redeem {{#item:50003}} to buy from Cash Shop.
*Can be converted to 1 hr. version by '''NPC''' '''Nyang Time''' {{#navi:malangdo|208|161}} in '''Malangdo'''.
| <center>❌</center>
| <center>✔️</center>
| <center>✔️</center>
| <center>✔️</center>
| <center>❌</center>
|-
| <center>{{#item:102803}}</center>
|
*Force Booster gives '''+5 All Traits''' and '''+10 S'''.'''MAtk'''. One of the consumables you'd surely want to always upkeep at all times.
*Convert {{#item:50000}} to Muh Point to buy from Cash Shop or redeem {{#item:50003}} to buy from Cash Shop.
| <center>❌</center>
| <center>❌</center>
| <center>✔️</center>
| <center>✔️</center>
| <center>❌</center>
|-
| <center>{{#item:102985}}</center>
|
*Speed Booster is perfect for any builds and helps you survive and tank hits thru high FLEE. It  gives '''+50 FLEE''' and flat '''+1 ASPD''', and increases your movement speed.
*Convert {{#item:50000}} to Muh Point to buy from Cash Shop or redeem {{#item:50003}} to buy from Cash Shop.
| <center>❌</center>
| <center>❌</center>
| <center>✔️</center>
| <center>✔️</center>
| <center>❌</center>
|-
| <center>{{#item:12710}}</center>
|
*Guyak will give +100% movement speed the same as a Geneticist's '''{{#skill:2478}}''' skill and our very own '''Lvl. 1'''  '''{{#skill:2459}}''' on '''Lvl. 2 {{#skill:2456}}''' ('''Defensive Mode''').
*Always a must have every farming sessions. No exceptions.
*Convert {{#item:50000}} to Muh Point to buy from Cash Shop or redeem {{#item:50003}} to buy from Cash Shop.
| <center>❌</center>
| <center>❌</center>
| <center>✔️</center>
| <center>✔️</center>
| <center>❌</center>
|-
| <center>{{#item:12264}}</center>
|
*Like Guyak Pudding, Bubble Gum (BBG) is a must have every time you farm. BBG is basically free and using one will increase your farm rates so you could gain more zeny or use your resources to upgrade your equipment.
*Farmed and bought with {{#item:25223}}, convert {{#item:50000}} to Muh Point to buy from Cash Shop, or redeem {{#item:50003}} to buy from Cash Shop.
| <center>❌</center>
| <center>✔️</center>
| <center>✔️</center>
| <center>✔️</center>
| <center>❌</center>
|-
| <center>{{#item:100233}}</center>
|
*Blue Herb Activator (BHA) gives '''+15% All Property Magical Damage'''. With the excessive amounts of elemental modifiers you will have, BHA will only improve your damage a little, but a boost in damage is a boost in damage.
*Crafted from a Biolo with their Geneticist skill '''{{#skill:2497}}'''. For more information on how to craft, refer to this [[Creations_from_special_jobclasses#Special_Pharmacy_(Genetic)|page]].
*Can be converted to 30 mins. or 1 hr. versions by '''NPC Mandy''' {{#navi:main_office|69|59}} in the '''Main Office''' ('''@go 15''').
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>✔️</center>
|-
| <center>{{#item:12437}}</center>
|
*When you need more ASPD in your build, Enrich Celermine Juice will give you 10% more ASPD.
*A pretty cheap consumable to make and crafting them in batches will give you way too too many than you will need.
*Crafted from a Biolo with their Geneticist skill '''{{#skill:2497}}'''. For more information on how to craft, refer to this [[Creations_from_special_jobclasses#Special_Pharmacy_(Genetic)|page]].
*Can be converted to 30 mins. or 1 hr. versions by '''NPC Mandy''' {{#navi:main_office|69|59}} in the '''Main Office''' ('''@go 15''').
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>✔️</center>
|-
| <center>{{#item:656}}</center>
|
*Our class branch can only use Awakening Potion and sadly we can't use {{#item:657}}. Nonetheless, we still get to use this mid ASPD potion to increase our ASPD by 15%.
*Bought from '''NPC''' '''Tool Dealer''' in any towns for 2,200 zeny each or you can buy its unlimited version {{#item:12885}} in the Cash Shop for 5,000 Muh Points.
| <center>✔️</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
|-
| <center>{{#item:12832}}</center>
|
*Its healing effect stacks with {{#icon:50035}}{{#linkitem:50035|The One Potion}} and {{#icon:14535}}{{#linkitem:14535|Medium Life Potion}}.
*Since our class lacks any form of sustain for HP, we will rely heavily on these healing consumables.
*Farmed and bought with {{#item:25223}}or buy its 1 hr. version for 1 million zeny each from the '''NPC''' '''Head Pharmacist''' {{#navi:paramk|102|30}} at [[Eden Market#Potions|Eden Market]] ('''@go 40''').
*30 mins. version of this item bought with Eden Coins can be converted to 1 hr. version by '''NPC''' '''Nyang Time''' {{#navi:malangdo|208|161}} in '''Malangdo'''.
| <center>✔️</center>
| <center>✔️</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
|-
| <center>{{#item:14535}}</center>
|
*Its healing effect stacks with {{#icon:50035}}{{#linkitem:50035|The One Potion}} and {{#icon:12832}}{{#linkitem:12832|Mysterious Life Potion}}.
*Since our class lacks any form of sustain for HP, we will rely heavily on these healing consumables.
*Farmed and bought with {{#item:25223}}or buy its 1 hr. version for 1 million zeny each from the '''NPC''' '''Head Pharmacist''' {{#navi:paramk|102|30}} at [[Eden Market#Potions|Eden Market]] ('''@go 40''').
*30 mins. version of this item bought with Eden Coins can be converted to 1 hr. version by '''NPC''' '''Nyang Time''' {{#navi:malangdo|208|161}} in '''Malangdo'''.
| <center>✔️</center>
| <center>✔️</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
|-
| <center>{{#item:12431}}</center>
|
*Minor Brisket gives '''+20 VIT''' which is perfect for making you ''and'' your [[The Complete Elemental Master Guide by Goldie#How to keep Elementals and High Elementals Alive|Spirits tankier]].
*Needed most in endgame dungeons such as [[Varmundt's Biosphere Depth]] and [[Varmundt's Biosphere Depth 2]].
*Crafted from a Biolo with their Geneticist skill '''{{#skill:2495}}'''. For more information on how to craft, refer to this [[Creations_from_special_jobclasses#Mixed_Cooking_(Genetic)|page]].
*Can be converted to 30 mins. or 1 hr. versions by '''NPC Mandy''' {{#navi:main_office|69|59}} in the '''Main Office''' ('''@go 15''').
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>✔️</center>
|-
| <center>{{#item:12430}}</center>
|
*One of your most important consumable to upkeep when you play a '''{{#skill:2449}}''' build or you're still getting instant cast (IC) thru stats since it gives '''+20 INT'''; if you play other builds or you get your IC thru VCT%, you may leave this one behind.
*Crafted from a Biolo with their Geneticist skill '''{{#skill:2495}}'''. For more information on how to craft, refer to this [[Creations_from_special_jobclasses#Mixed_Cooking_(Genetic)|page]].
*Can be converted to 30 mins. or 1 hr. versions by '''NPC Mandy''' {{#navi:main_office|69|59}} in the '''Main Office''' ('''@go 15''').
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>✔️</center>
|-
| <center>{{#item:12433}}</center>
|
*Drosera Herb Stew gives '''+20 AGI''' which is perfect for high ASPD and FLEE builds.
*Crafted from a Biolo with their Geneticist skill '''{{#skill:2495}}'''. For more information on how to craft, refer to this [[Creations_from_special_jobclasses#Mixed_Cooking_(Genetic)|page]].
*Can be converted to 30 mins. or 1 hr. versions by '''NPC Mandy''' {{#navi:main_office|69|59}} in the '''Main Office''' ('''@go 15''').
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>✔️</center>
|-
|-
| <center>{{#item:12434}}</center>
! ♡♡♡ !! Item!! Notes
|
*Petite Tail Noodle gives '''+20 LUK''' which grants a bit of StatusMAtk, FLEE, and Perfect FLEE.
*Crafted from a Biolo with their Geneticist skill '''{{#skill:2495}}'''. For more information on how to craft, refer to this [[Creations_from_special_jobclasses#Mixed_Cooking_(Genetic)|page]].
*Can be converted to 30 mins. or 1 hr. versions by '''NPC Mandy''' {{#navi:main_office|69|59}} in the '''Main Office''' ('''@go 15''').
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>✔️</center>
|-
|-
| <center>{{#item:11592}}</center>
| Upper Head Gear || +12 A {{#item:400723}} || Best enchant is {{#item:313409}}, but personally i'm settling with {{#item:313407}} right now cause it's too expensive to enchant. The last enchant {{#item:313426}} is the one that gives a massive damage boost anyway. Can settle for other enchants til you get rich and lucky to get {{#item:313409}}
|
*Trans Candy Red gives MaxHP + 20% which is perfect for making you ''and'' your [[The Complete Elemental Master Guide by Goldie#How to keep Elementals and High Elementals Alive|Spirits tankier]].
*Needed most in endgame dungeons such as [[Varmundt's Biosphere Depth]] and [[Varmundt's Biosphere Depth 2]].
*Farmed and bought with {{#item:25223}}.
*Dropped by Halloween-exclusive monsters during [[Halloween Event]].
| <center>❌</center>
| <center>✔️</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
|-
|-
| <center>{{#item:12424}}</center>
| Mid Head Gear || | {{#item:410233}} || {{#item:300363}} (damage) or {{#item:300174}} (HP) . You can use one or 2 of these cards for Upper and Mid gear. Whatever you prefer
|
*HP Increase Potion gives a slight increase in MaxHP which is helpful for making you ''and'' your [[The Complete Elemental Master Guide by Goldie#How to keep Elementals and High Elementals Alive|Spirits tankier]].
*Optional to have since it only increases your MaxHP a little.
*Crafted from a Biolo with their Geneticist skill '''{{#skill:2497}}'''. For more information on how to craft, refer to this [[Creations_from_special_jobclasses#Special_Pharmacy_(Genetic)|page]].
*Can be converted to 30 mins. or 1 hr. versions by '''NPC Mandy''' {{#navi:main_office|69|59}} in the '''Main Office''' ('''@go 15''').
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>✔️</center>
|-
|-
| <center>{{#item:12427}}</center>
| Low Head Gear || | {{#item:420220}} || Best enchants should Dex + 5 and Long Range Physical attack + 7%, but other stats should be good too like Vit and Luk
|
*SP should never be a problem for EMs, and that is correct ''but'' when you start using skills like  '''{{#skill:157}}''', and items like {{#icon:4128}}{{#linkitem:4128|(MVP) Golden Thief Bug Card}}, {{#icon:300216}}{{#linkitem:300216|Lava Toad Card}}, and all the similar cards that increase your SP consumption, you will almost always ran out of SP—so much so that replenishing it with '''{{#skill:373}}''' will prove to be bothersome, disruptive, and difficult to upkeep.
*Crafted from a Biolo with their Geneticist skill '''{{#skill:2497}}'''. For more information on how to craft, refer to this [[Creations_from_special_jobclasses#Special_Pharmacy_(Genetic)|page]].
*Can be converted to 30 mins. or 1 hr. versions by '''NPC Mandy''' {{#navi:main_office|69|59}} in the '''Main Office''' ('''@go 15''').
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>✔️</center>
|-
|-
| <center>{{#item:12436}}</center>
| Armor || | +12 A {{#item:450283}} / +12 A {{#item:450171}} || {{#item:300376}} best card for survivability. You can change this to other MVP armor cards like {{#item:300007}} and still have decent survivability. The {{#item:450171}} is most probably the best in slot when used with the whole set from Hall of Life (when it gets implemented). As of updating this guide however, {{#item:450283}} is still better
|
*Another SP consumable that complements well with {{#icon:12427}}{{#linkitem:12427|SP Increase Potion (Large)}}. Can never be too careful on your mana management.
*Crafted from a Biolo with their Geneticist skill '''{{#skill:2497}}'''. For more information on how to craft, refer to this [[Creations_from_special_jobclasses#Special_Pharmacy_(Genetic)|page]].
*Can be converted to 30 mins. or 1 hr. versions by '''NPC Mandy''' {{#navi:main_office|69|59}} in the '''Main Office''' ('''@go 15''').
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>✔️</center>
|-
|-
| <center>{{#item:12216}}</center>
| Weapon || | +12 A {{#item:580062}} || For the enchants, it's up to you to decide what you want to get. For cards, we can use 2x {{#item:27361}} or 1x {{#item:27361}} and the {{#item:300455}}. You'd need the {{#item:300457}} as your shoe card for the full combo effect tho
|
*It gives +12 AGI and +10% ASPD. Perfect for high FLEE builds and for filling out any lacking ASPD in your build if any.
*Farmed and bought with {{#item:25223}}, convert {{#item:50000}} to Muh Point to buy from Cash Shop, or redeem {{#item:50003}} to buy from Cash Shop.
| <center>❌</center>
| <center>✔️</center>
| <center>✔️</center>
| <center>✔️</center>
| <center>❌</center>
|-
|-
| <center>{{#item:12215}}</center>
| Shield || | +12 A {{#item:460020}} / +11 C {{#item:460040}} || The {{#item:460020}} is good if you need the additional utility and all element damage reduction it provides, but for higher physical DPS, the {{#item:460040}} wins. You can also get high RES or MRES from it. It's what i'm currently using and it's actually cheaper. The enchantments that i prefer for it are {{#item:312095}}, {{#item:312093}}, and {{#item:312091}}. You can definitely change the 3rd slot enchant for the RES one, but i like the MRES one because we already have {{#skill:5361}} as a RES buff. For the card, it's {{#item:300465}} it's really a great balance of damage and survivability
|
*One of your most important consumable to upkeep when you play a '''{{#skill:2449}}''' build or you're still getting instant cast (IC) thru stats since it gives '''+10 INT''' and '''+10 DEX'''; if you play other builds or you get your IC thru VCT%, you may leave this one behind.
*Farmed and bought with {{#item:25223}}, convert {{#item:50000}} to Muh Point to buy from Cash Shop, or redeem {{#item:50003}} to buy from Cash Shop.
| <center>❌</center>
| <center>✔️</center>
| <center>✔️</center>
| <center>✔️</center>
| <center>❌</center>
|-
|-
| <center>{{#item:607}}</center>
| Garment || | +11 A {{#item:480283}} or +11 A {{#item:480232}} || {{#item:480283}} is probably the better and more versatile option with its 20% all enemy element bonus and +25% ranged physical damage. No RNG with enchants and very easy to refine. You can leave it at +11 C for quite a while since the bonuses for B and A are kinda small. For {{#item:480232}}, priority enchants are {{#item:310922}} and {{#item:4723}}. The {{#item:480232}} can be better when targeting specific mobs/MVPs as you can get higher elemental modifiers here, but take note that it doesn't have an enchant targeting elements like Neutral and Poison. {{#item:4683}} The Wanderer Trentini card is amazing for the + 20 stats and 10% HP. If you can't get it yet tho, it would be okay to still use the {{#item:4392}} {{#item:300270}} combo
|
*A healing consumable that restores your HP and SP to full health.
*Your emergency consumable when you are about to die and all your healing consumables couldn't make it in time to keep your HP pool healthy.
*Keep in mind Yggdrasil Berry can't be spammed as it has a 5 seconds cooldown.
*Can be farmed at '''Lasagna Dungeon''' '''3''' {{#navi:lasa_dun03|190|18}}.
*Can be packaged into either an {{#item:14232}} or {{#item:41278}} by talking to the '''NPC Magic Box''' {{#navi:grademk|36|186}} in the '''Equipment Enhancement''' '''Room''' ('''@go 50''') for lighter accessibility and weight management.
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
|-
|-
| <center>{{#item:608}}</center>
| Shoes || | +11 A {{#item:470197}} > +11 A {{#item:470174}} > +11 A {{#item:470175}} || Again, the {{#item:470197}} is more versatile with its all race damage bonus. But if you are targetting specific enemy elements, Varmundt Boots are ok too, and {{#item:470174}} has bonus HP% for survivability. Priority enchants for the Varmundt boots are {{#item:310922}} and {{#item:4723}}. {{#item:300177}} or {{#item:300184}} you can choose between these 2. I like the {{#item:300177}} because of the additional HP and Flee it gives me. Also, sometimes the Ranged Damage % modifier is too high already and doesn't seem to give a good boost. Remember to try checking and balancing your modifiers using the @bs command. You can also use {{#item:300457}} if you're using a Copo card for your weapon
|
* A healing consumable that restores half of your MaxHP and MaxSP.
* A good consumable to alternate with {{#icon:607}}{{#linkitem:607|Yggdrasil Berry}} when Berry is on cooldown. Like Yggdrasil Berry, it has a 5 seconds cooldown so treat this one like your second emergency consumable.
* One of the main ingredients needed to craft {{#icon:100233}}{{#linkitem:100233|Blue Herb Activators}}.
* Can be farmed at [[Varmundt%27s_Biosphere#Biosphere_Temple|Varmundt's Biosphere (Temple)]].
* Can be packaged into either an {{#item:12534}} or {{#item:41279}} by talking to the '''NPC Magic Box''' {{#navi:grademk|36|186}} in the '''Equipment Enhancement''' '''Room''' ('''@go 50''') for lighter accessibility and weight management.
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
|-
|-
| <center>{{#item:1100005}}</center>
| Accessory 1 || | {{#item:490133}} / {{#item:490132}} / {{#item:490134}} / <s>{{#item:490302}}</s> || We now got a new enchant for the Stellar accessories. These are the best in slot right now. As Trouveres, we don't really need the bonus ASPD and CRI from {{#item:490134}}, but it's up to you if you want to make it. I personally use {{#item:490133}} with 2x {{#item:310701}} and {{#item:313028}}. The bonus HP% is nice to mitigate -HP% from certain MVP cards. You can also choose {{#item:490132}} for more ATK% and P.Atk. <s>Priority enchants for {{#item:490302}} are {{#item:311953}} and {{#item:311978}}. For the last enchant, you can decide what you want based on the enemies that you're fighting. Boss enchants are the best, but they're hard to make</s>
|
*Unlike {{#icon:607}}{{#linkitem:607|Yggrasil Berry}} or {{#icon:608}}{{#linkitem:608|Yggdrasil Seed}}, Golden Syrups can be chugged repeatedly. When either Yggdrasil Berry or Seed is on CD and you need more sustain, you can use this one instead.
*Crafted from a Biolo with their Geneticist skill '''{{#skill:2497}}''' or bought from vendors in the market. For more information on how to craft, refer to this [[Creations_from_special_jobclasses#Special_Pharmacy_(Genetic)|page]].
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>✔️</center>
|-
|-
| <center> Blessings of the 7 Families </center>
| Accessory 2 || | {{#item:490305}} || Same as the other ring. Our cards could be changed to {{#item:300468}} and {{#item:300447}}. This combo gives a total of 21% ranged physical damage compared to {{#item:300449}} + {{#item:300447}} at 20%
|
* The Blessings of the 7 Families from [[21 Age of Heroes|Episode 21]] are strong and worth it to get every time. They bestow upon you '''MAtk + 10%''', '''VCT + 10%''', '''ASPD + 10%''', and '''+15% Damage against each Races per Family'''.
* These buffs last for 1 hr. and it would require you to reach 1,000 reputation points per family first then after which you can start  exchanging 5 {{#item:1001618}} to '''NPC Mandel''' {{#navi:jor_mbase|215|172}}. For more details, kindly check this [[21 Age of Heroes#Family Reputation|page]].
* The Blessings get dispelled upon death.
| <center>✔️</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
| <center>❌</center>
|}
 
In order to convert {{#icon:50000}}{{#linkitem:50000|Muh Coins}}to Muh Points, you must first talk to the '''NPC Rich Cow''' {{#navi:main_office|87|59}}, situated in the '''Main Office''' ('''@go 15'''). The conversion ratio is 1:10, which only means 1 Muh Coin is equivalent to 10 Muh Points. Muh Coins are obtained by opening {{#icon:50001}}{{#linkitem:50001|Forgotten Heirlooms}}, which are acquired by completing [[Board_Quests|Daily Board Quests]], by joining [[Server Events]], or by buying them in the market from vendors. On the other hand, the only way to get {{#icon:50003}}{{#linkitem:50003|Muh Vouchers}} is thru [[Redeem_Donations#How_to_donate?|donation]] or by buying them directly from your fellow players.
 
For Eden consumables, you will need to travel inside '''Eden Group''' ('''@go eden''') and interact with the '''NPC''' '''Eden Machine''' {{#navi:moc_para01|50|31}}. Consumables inside the vending machine are good for 3~30 {{#icon:25223}}{{#linkitem:25223|Eden Coins}}each, depending on which item you would want to purchase. The best areas and maps to farm Eden Coins are either '''Abyss Lake 4''' {{#navi:abyss_041|169|160}} or [[17.2 Sage Legacy|Episode 17.2]]'s '''Second Power Plant''' {{#navi:ba_maison|88|271}}. To warp instantly to these two areas, you need to talk to the '''NPC Warper''' in any towns and choose '''Dungeons''' –> '''Abyss Lake 4''' or '''Varmundt Dungeons''' then '''Second Power Plant'''. You will need to travel first to Abyss Lake 4 before you can unlock it and have full access to Episode 17.2 before you can teleport to Second Power Plant—both via the NPC Warper.
 
=== Pet Suggestions ===
For more info on how to tame, raise, and evolve pets, check this [[Pet_System|page]].
 
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;"
!Pet
!Notes
|- style=height:3em
| {{#item:9134}}
|
* At Loyal intimacy, it gives MAtk + 5%, S.MAtk + 2, and increased magical damage against Boss monsters by 5%.
|- style=height:3em
| {{#item:9147}}
|
* At Loyal intimacy, it gives MAtk + 3% and SPL + 2.
|- style=height:4em
| {{#item:9122}}
|
* At Loyal intimacy, it gives MAtk + 30, and increases <span style="color:#F0DF5D;">Ghost</span> and <span style="color:red;">Fire</span> property magical damage by 5%.
|- style=height:3em
| {{#item:9089}}
|
* At Loyal intimacy, it gives MAtk + 4%.
|- style=height:3em
| {{#item:9097}}
|
* At Loyal intimacy, it gives MAtk + 2%, ATK + 2%, MaxHP + 2%, MaxSP + 2%, and adds a random chance to autocast '''Level 3 {{#skill:19}}''' when dealing melee physical attacks.
|- style=height:4em
| {{#item:9115}}
|
* At Loyal intimacy, it gives MaxSP + 5% and decreases after cast delay (ACD) by 3%.
|- style=height:4em
| {{#item:9048}}
| rowspan=4 |
* At Loyal intimacy, they decrease Variable Casting Time (VCT) by 5%.
|- style=height:4em
| {{#item:9119}}
|- style=height:4em
| {{#item:9139}}
|- style=height:4em
| {{#item:9192}}
|}
|}
<br><br>


== Builds ==
===== '''End Game Gears''' =====
In this section, we'll be tackling the three (3) special builds of Elemental Master: '''{{#skill:2449}}''', '''{{#skill:2445}}''', and https://static.divine-pride.net/images/skill/284.png '''Dragon Tank'''. PW and Spell Fist builds will follow almost the same set of gears from their core DPS build with a few alterations in the headgear, weapon, and shoe slots. Both builds also follow the same set of Shadow Gears and costume enchant stones with the exception for PW as it'll have its own set of costume enchant stones. On the other hand, Dragon Tank will have a whole new set of gears dedicated for tanking Dragon races such as '''Betelgeuse'''.
These are improved equipment from Late Game Gears because of the recent update with [[https://wiki.muhro.eu/Garden_of_Time| Hall of Life]] and [[https://wiki.muhro.eu/21_Age_of_Heroes| Episode 21: Age of Heroes]] gears
 
{| class="mw-collapsible mw-collapsed wikitable"
=== Psychic Wave ===
|+ style="white-space:nowrap; border:1px solid; padding:3px; | End Game Equipment
Upon transitioning to Elemental Master, it is inevitable that you will solely use 4th job skills from then on, and that's because 4th job skills have higher '''MAtk'''% scaling, and they all scale with your '''SPL'''. However, your widest lingering DoT skill (11x11) is attached to the 3rd job skill of Sorcerer and that skill is called '''{{#skill:2449}}'''. PW like your ''' https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' can be endowed to the four (4) basic elements—<span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, or <span style="color:brown;">Earth</span> plus <span style="color:purple;">Poison</span> and unlike your 4th job AoE skills, PW is easily more spammable as its CD can be reduced by up to 3.5 seconds with the proper gears which only leave you a total of 1.5 seconds. You may think it's still a bit long but actually it is not. Instead of cycling four (4) to five (5) skills, you can only do two (2) to three (3) skills with PW. You can start a rotation similar to this one:
 
 
<center><code>'''{{#skill:2449}}''' —> '''{{#skill:5372}}''' —> '''{{#skill:2449}}''' —> '''{{#skill:5371}}''' —> '''''repeat'''''</code></center>
 
 
<center><code>'''{{#skill:2449}}''' —> '''{{#skill:5372}}''' —> '''{{#skill:5371}}''' —> '''''repeat'''''</code></center>
 
 
<center><code>'''{{#skill:2449}}''' —> '''{{#skill:5372}}''' —> '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' —> '''{{#skill:2449}}''' —> '''{{#skill:5371}}''' —> '''''repeat'''''</code></center>
 
 
In the third example, you will have three (3) <span style="color:red;">Fire</span> AoE skills that will benefit from your cards and modifiers focused on the <span style="color:red;">Fire</span> property. The Elemental Buster here is situational and you don't really have to cast it repeatedly as it will consume 15 AP each use. When a pack of mobs surrounds you that's when you use it. Conflagration can either be Venom Swamp or Lightning Land depending on your choice of element, but the main idea still remains that you will cast PW as soon as it's available to maximize its wide AoE. You can even throw in some '''{{#skill:6517}}''' if you so desire which is only fitting since both are psionic skills! I would like to call this build as '''Farming build''' as this build is realistically used for farming low to mid game dungeons such as [[Thanatos_Tower_Revamp|Thanatos Tower Flr. 12]], [[Niflheim#Level 2|Niflheim 2]], [[Clock Tower Unknown Basement]], and [[Mjolnir Underground Cave]].  
 
For some endgame dungeons such as [[Forgotten Time]], [[Varmundt's Biosphere]], and [[Varmundt's Biosphere Depth]], it is finally possible to farm these three areas with Psychic Wave with much better efficiency since the arrival of the {{#icon:480351}}{{#linkitem:480351|Circulation of Life Autumn}} and {{#icon:490485}}{{#linkitem:490485|Signet of Circulation Autumn}}— (2) two new additions to the Hall of Life series equipment. For comparison, every time I would farm [[Varmundt%27s_Biosphere#Biosphere_Temple|Varmundt's Biosphere (Temple)]] I get significantly higher yields of '''850'''~'''970''' {{#icon:25731}}{{#linkitem:25731|Zeluniums}} and '''1050'''~'''1165''' {{#icon:25729}}{{#linkitem:25729|Shadowdecons}} than when I am using the usual autocast Elemental Buster build which I would only get '''700'''~'''750''' Zeluniums and '''900'''~'''950''' Shadowdecons; this upscaled performance is reasonably attributed to the fact that PW is a lingering DoT skill, has a wider AoE, and is easily more spammable which give you plenty of opportunities to cover more grounds and kill more mob. However for [[Varmundt's Biosphere Depth 2]], PW build falls flat and you're better off using your 4th job skills here. You don't really need to follow this build if it is not your cup of tea but if you're among those people who played the class as a Sorcerer in the past and played PW build like me; well, this is genuinely my love letter to them. As of today this is still my favorite build to play despite being here now in the 4th jobs era. I hope you'll consider this build and have fun with it just as I do.
 
==== Stats ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;"
!Stat
!Point
!Notes
|-
!STR
| align="center" |1 or 100+
|
* If you need more carrying capacity, put more pts. into STR though with the recent QoL implemented that made it possible to use {{#item:6286}}twenty (20) times instead of the usual ten (10), you may find yourself no longer needing as much STR.
|-
|-
!AGI
! ♡♡♡ !! Item!! Notes
| align="center" |86
|
* AGI is needed for high Flee and high ASPD. If you have a few points to spare, you can put it more on AGI.
* Higher ASPD will give you much more fluid skill rotation.
|-
|-
!VIT
| Upper Head Gear || +12 A {{#item:400723}} || Best enchant is {{#item:313409}}, but personally i'm settling with {{#item:313407}} right now cause it's too expensive to enchant. The last enchant {{#item:313426}} is the one that gives a massive damage boost anyway. Can settle for other enchants til you get rich and lucky to get {{#item:313409}}
| align="center" |110
|
* VIT is needed for more health and survivability.
|-
|-
!INT
| Mid Head Gear || | {{#item:410233}} || Just same
| align="center" |130
|
* INT for some bonus StatusMAtk for a bit of damage.
* Take as much INT as you can since PW's damage scales with INT. It follows this formula: <code>'''[{Base_Damage + (<u>INT × 3</u>)} × (BaseLv ÷ 100)]%'''</code>
* You could use {{#item:12430}} to help with instant casting and to increase PW's damage.
|-
|-
!DEX
| Low Head Gear || | {{#item:420220}} || Just same
| align="center" |0 or 130
|
* Either max out DEX or leave it at 0 for those who reach their instant cast thru VCT% from gears. I myself get mine thru stats in the past that's why I maxed this one out.
|-
|-
!LUK
| Armor || | +12 A {{#item:450171}} || +12 A {{#item:450171}} only wins against Depth 2 armor when you have {{#item:313015}} on garment and {{#item:312990}} on accessory. Before that, D2 armor still wins by a little
| align="center" |4
|
* Put leftover pts. into LUK
* It gives +1 StatusMAtk every 3 pts. and +1 Perfect Dodge every 10 pts.
* If you hate getting cursed and bringing either {{#item:523}} or {{#item:525}}is burdensome for you then get a total of 100 pts. for Curse immunity.
|}
 
==== Traits ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;"
!Traits
!Point
!Notes
|-
|-
!POW
| Weapon || | +12 A {{#item:580062}} || For the enchants, it's up to you to decide what you want to get. For cards, definitely use {{#item:300596}} to get the combo with the headgear. As for the other slot, you can use {{#item:4140}} or size cards if you're hunting Normal type monsters.
| align="center" |0
|N/A
|-
|-
!STA
| Shield || | +12 A {{#item:460020}} / +11 C {{#item:460040}} || Just same
| align="center" |0 or 80+
|
* Put more points into STA if you have less resistances against physical attacks or if you have means to nullify the effects of magical attacks like {{#item:4128}}.
* One important reason I put '''80 pts'''. ''or more'' into STA is because I want to capitalize on the enchants of {{#icon:450170}}{{#linkitem:450170|Nebula Armor of Stamina}}'s & {{#icon:480231}}{{#linkitem:480231|Glade Rune Manteau}}'s /{{#icon:470174}}{{#linkitem:470174|Glade Rune Boots}}'s unique passive effects ('''increase MaxHP% ''per 15'''''/'''''20 base STA''''', '''respectively''').
** By [[The Complete Elemental Master Guide by Goldie#Tank Gears|swapping to my tank gears]] ''before summoning'' my Spirits, I get the maximum of my tank gear's defensive stats and by doing so—my Spirits would inherit them and [[The Complete Elemental Master Guide by Goldie#How to keep Elementals and High Elementals Alive|thus makes them tankier]] in the process.
|-
|-
!WIS
| Garment || | +15 A {{#item:480350}} || Really the best garment for us right now. Even with no enchants, it wins over the previous garments as long as you also have {{#item:490484}}
| align="center" |0 or 72
|
* Put points here if you don't have GTB and have lower resistance against magical attacks.
|-
|-
!SPL
| Shoes || | +12 A {{#item:470303}} || Best all around shoes. {{#item:470174}} is still good if you have the specific element enchant that you want, but i prefer {{#item:470303}} with the enchants {{#item:313097}} {{#item:313094}} {{#item:313092}}
| align="center" |110
|
* Always max out your SPL. Our 4th skills scale with SPL, and you will still rotate them on this build.
* PW doesn't scale with SPL but for every pt. of SPL, it gives you +5 StatusMAtk.
* Also gives +1 S.MAtk per 3 points of SPL.
|-
|-
!CON
| Accessory 1 || | {{#item:490133}} / {{#item:490132}} / {{#item:490134}} || 2x {{#item:310701}} and {{#item:313028}}
| align="center" |102 or 110
|
* You don't necessarily have to max this skill, but if you do it's the 2nd trait to give the most S.MAtk. It gives +1 S.MAtk per 5 pts., and +2 FLEE for every 1 pt. of CON.
* For a PW build, you can just max this one out instead of evenly distributing between STA or WIS. You won't really die in those low to mid game dungeons.
|-
|-
!CRT
| Accessory 2 || | {{#item:490484}} || Best in slot as it combos with all other gears. Should already beat 45% Varmundt rings with just {{#item:312981}}
| align="center" |0
|N/A
|}
|}
<br>


==== Gears ====
== '''Damage Tests''' ==
{| class="wikitable mw-collapsible mw-collapsed" style="width:85%;"
===== '''Head Gear Comparisons''' =====
!Type
<br>
!Item
'''OLD TEST: Default Training Area Dummy Setting with Maximum Damage Variance'''
!Card
{| class="wikitable"
!Enchants and Notes
|+ style="white-space:nowrap; border:1px solid; padding:3px; |
|- style=height:30.8em
+15 A {{#item:400540}}
|'''Upper'''
<br>
| align="center" | +12 to +15 [A] {{#item:400724}} <br> or <br> +12 to +15 {{#item:19483}} <br> or <br> +12 to +15 [A] {{#item:400536}}
Single Target Damage = 526m
|
<br>
<small>
AOE Damage = 694m
*{{#item:300377}}
<br>
*{{#item:4556}}
Total Damage = 1220m
*{{#item:300560}}
<br>
*{{#item:4366}}
+11 A {{#item:400110}}
*{{#item:300456}}
<br>
*{{#item:4583}}
Single Target Damage = 524m
</small>
<br>
|
AOE Damage = 691m
*'''Yorscalp Crown of Judgement''' enchanted with {{#item:313427}}, {{#item:313413}} ''or'' {{#item:313417}} ''or'' {{#item:313421}}, and {{#item:4714}} ''or'' any of the raw stats.
<br>
**Since getting the 3rd slot enchants are RNG-heavy and unapologetically costly, you may settle for [[21 Age of Heroes#Normal Enchants|Level 3 equivalents]] of the enchants at the very least.
Total Damage = 1215m
**Aim for Intelligence if you want more damage in your build; if in need of more utility like VCT%, ASPD%, and ACD%, go for either Smart or Speed.
<br>
*'''Temporal Circlet (Sorcerer)''' enchanted with {{#item:29075}}, {{#item:29076}}, or {{#item:29077}}, {{#item:29683}}, and {{#item:4713}}.
+10 A {{#item:400673}}
*'''Time Dimensions Rune Crown''' enchanted with {{#item:312763}}, {{#item:312718}} or {{#item:312700}}, and any of the raw stats.
<br>
*Among the three (3) headgears, '''Yorscalp Crown of Judgement''' is currently the best to give out the strongest damage <u>per tick of PW</u> ''and'' <u>total DPS</u>.
Single Target Damage = 485m
*Prior to [[21 Age of Heroes|Episode 21]], Temporal Circlet gave out the strongest damage per tick of PW while total DPS was helmed by TDRC.
<br>
|- style=height:11em
AOE Damage = 640m
|'''Middle'''
<br>
| align="center" | {{#item:410233}}
Total Damage = 1125m
|
<small>
*{{#item:4403}}
*{{#item:4480}}
*{{#item:27396}}
*{{#item:4583}}
</small>
|
*Enchanted with any of the following:
**MAtk + 5% & MAtk + 5%
**ACD + 5% & ACD + 5%
**VCT + 5% & VCT + 5%
|-
|'''Lower'''
| align="center" | {{#item:420213}}
| <center><small> N/A </center></small>
|
*Enchanted with any of the following:
**'''1st line''': Any of the raw stats 
**'''2nd line''': +7% All property magical damage ''or'' +7 S.MAtk
|- style=height:9em
|'''Armor'''
| align="center" | +12 to +15 [A] {{#item:450173}}
|
<small>
*{{#item:300472}}
*{{#item:300376}}
*{{#item:300529}}
</small>
|
*Enchanted with {{#item:310688}}, {{#item:310738}}, and {{#item:4714}}.
|- style=height:11em
|'''Weapon'''
| align="center" | +12 to +15 [A] {{#item:540056}}
|
<small>
*{{#item:300455}}
*{{#item:27384}}
</small>
|
*Enchanted with {{#item:311458}}, {{#item:311296}}, and {{#item:311225}}.
**'''3rd enchant''' can be {{#item:311299}} or {{#item:311297}}.
**For more info on how to make and enchant a Dim Glacier weapon, refer to this [[Glacier_And_Dim_Glacier_Weapons_For_Dummies#What_Are_Dim_Glacier_Weapons?|page]].
|- style=height:17em
|'''Shield'''
| align="center" | +10 to +15 [C] {{#item:460040}} <br> or <br> +12 to +15 [A] {{#item:460020}}
|
<small>
*{{#item:4128}}
*{{#item:300239}}
*{{#item:27298}}
*{{#item:4636}}
*{{#item:300275}}
*{{#item:27385}}
*{{#item:4253}}
*{{#item:300379}}
</small>
|
*'''Glacier Guard''' enchanted with {{#item:312095}}, {{#item:312093}} or {{#item:312092}}, and {{#item:312091}}.
*'''Mad Bunny-LT''' enchanted with {{#item:310860}} or {{#item:310853}}.
*In terms of damage output, the MAtk% + 10% of either {{#icon:4636}}{{#linkitem:4636|Bijou Card}} or {{#icon:300275}}{{#linkitem:300275|Horror of Thanatos Card}} (shield should be +15) is stronger than the +5% Medium/Large Size modifiers that {{#icon:27385}}{{#linkitem:27385|Mutating Khalitzburg Card}}gives when it combos with Mutating White Knight Card.
|- style=height:21em
|'''Garment'''
| align="center" | +12 to +15 [A] {{#item:480351}}
|
<small>  
*{{#item:300145}}
*{{#item:300382}}
*{{#item:27362}}
*{{#item:4576}}
*{{#item:4671}}
*{{#item:300424}}
*{{#item:300521}}
*{{#item:300522}} 
</small>
|
*Needs to [[Divine_Beast%27s_Cloak:_Autumn#Circulation_of_Life:_Autumn|reform]] {{#item:480347}}.
*Enchanted with {{#item:313018}}, {{#item:312558}}, and {{#item:312518}}.
**For more info about purchasing, reforming, and enchanting the garment, check this [[Divine_Beast%27s_Cloak:_Autumn|page]].
|- style=height:18em
|'''Shoe'''
| align="center" | +13 to +14 [C] {{#item:470074}} <br> or <br> +13 [A] {{#item:470094}} <br> or <br>+12 to +14 [A] {{#item:470204}}
|
<small>
*{{#item:300458}}
*{{#item:300248}}
*{{#item:300262}}
*{{#item:4441}}
*{{#item:300281}}
</small>
|
*'''Boots of Unknown Magic Power''' is enchanted using {{#item:100476}} which is obtained from [[Airship Crash#Enchantment|Airship Crash]] or bought from vendors in the market.
**Enchanted with:
***'''1st line''': MaxHP + 1%~10% or ''any''.
*** '''2nd line''': ASPD + 1%~7% or VCT + 1%~10%.
* '''Hero Boots-LT''' enchanted with {{#item:310911}}, {{#item:4812}}, and {{#item:4714}}.
** For more info on how to enchant, check this [[Hero's Boots-LT Enchantment|page]].
|- style=height:14em
|'''Accessory (Right)'''
| align="center" | {{#item:490136}}
|
<small>  
*{{#item:300175}}
*{{#item:300469}}
*{{#item:300464}}
*{{#item:27107}}
</small>
|
*Enchanted with {{#item:313038}},  {{#item:310711}}, and {{#item:310711}}.
**For more info on how to enchant, check this [[Constellation_Tower_Enchants|page]].
|- style=height:19em
|'''Accessory (Left)'''
| align="center" | {{#item:490485}}
|
<small>  
*{{#item:300216}}
*{{#item:300371}}
*{{#item:300364}}
*{{#item:300211}}
*{{#item:300222}}
*{{#item:27108}}
</small>
|
*Enchanted with {{#item:312996}} and {{#item:312981}}.
**For more info about purchasing and enchanting the accessory, check this [[Circulation_of_Life_Accessories|page]].
|}
|}
All the equipment for a PW build share the same set of gears as your core ones; they only differ in the weapon, headgear, and boots of choice. {{#item:540056}} when enchanted with {{#item:311225}} will reduce PW's CD by '''1'''.'''5 seconds''' and when paired with the costume enchant stones {{#item:25419}} + {{#item:25420}}, its CD will be reduced further by another '''2 seconds'''. Additively, it will reduce the CD of PW by '''3'''.'''5 seconds''' leaving behind only '''1'''.'''5 seconds'''. To know more about Dim Glacier weapons like where to get them and how to enchant them, more pieces of information are detailed on this [[Glacier_And_Dim_Glacier_Weapons_For_Dummies#What_Are_Dim_Glacier_Weapons?|page]].
<br>
 
<br>
Meanwhile, {{#item:400724}} and {{#item:470074}} are necessary for a PW build to wipe out monsters with the skill. The headgear will give the most damage boosts not only to PW itself but also to your 4th jobs skills (thanks to the 20% Size/Race/Element/Protocol modifiers of {{#icon:313427}}{{#linkitem:313427|Warrant of Bailiff}}when it gets activated), while the boots gives a total of +'''225 INT''' when its unique passive procs which drastically skyrockets PW's total damage. On the other hand, {{#item:400536}} and {{#item:470204}} are still great options as these two will evenly boost your total DPS with PW and your 4th job skills while also acting as alternative options for when you don't have Yorscalp Crown of Judgement just yet. Another headgear that you may wear is the {{#item:19483}} and this one is considerably cheaper to make than TDRC or Yorscalp. Temporal Circlet gives the second strongest damage per tick of PW next to Yorscalp so if you're looking for an early equipment boost to your PW, you might want to consider this headgear.
'''NEW TEST: Default Training Area Dummy Setting but Large and Maximum Damage Variance (Complete Self Buffs only + Healer Blessing / Agi)'''
 
{| class="wikitable"
Since the implementation on 20 June 2025 of [https://forum.muhro.eu/d/3963-patch-notes-1168-20-june-2025 Patch #1168] which fixed all classes' skills involving their CD, ACD, FCT, and VCT requirements, an {{#icon:300377}}{{#linkitem:300377|(MVP) Ultra Limacina Card}} is now a must for PW build to be played to its best capacity, particularly with drop rate shoes. {{#icon:25420}}{{#linkitem:25420|Sorcerer Stone (Garment)}} can't be replaced with the combo {{#icon:25170}}{{#linkitem:25170|Minor Casting Stone (Garment)}} + {{#icon:1000521}}{{#linkitem:1000521|Minor Casting Stone (Dual)}} since the Sorcerer Stone (Garment) is needed to reduce PW's CD when paired with a {{#icon:25419}}{{#linkitem:25419|Professor Stone (Low)}}.
|+ style="white-space:nowrap; border:1px solid; padding:3px; |
 
+15 A {{#item:400540}} with {{#item:312743}} / {{#item:312718}} / {{#item:4751}}
You have three (3) options to choose from where you can get 1.5 seconds fixed cast time (FCT) reduction, each with their own drawbacks:
<br>
<center>
+15 A {{#item:580062}} with {{#item:300240}} / {{#item:4399}} / {{#item:312800}} / {{#item:311937}}
{| style="background: #FAFAFA; width: 96.7%; outline: 2px dashed lightgrey; border:2px; border-style: dashed; outline-offset: -6px; border: 2px dashed lightgrey; padding:15px"; border-color: lightgrey;"
<br>
|
Relevant Multipliers: Large: 138% & Rose Blossom 185%
# Call forth https://static.divine-pride.net/images/skill/2459.png <span style="color:green;">Ventus</span> and summon her in any of her [[The Complete Elemental Master Guide by Goldie#Elementals|three forms]] (Child, Adolescent, & Adult) and place her in '''Passive Mode''' using '''Level 1 {{#skill:2456}}''' to get an instant 1 second FCT and +5 ASPD. I prefer to use her Adult form in this case since Adult <span style="color:green;">Ventus</span> gets longer duration (20 minutes) than her younger counterparts (10 or 15 minutes) and you can use <span style="color:gray;">Neutral</span> PW. On the other hand, Adolescent form when placed in Passive Mode will forcibly endow your PW to the <span style="color:green;">Wind</span> element and you may use this form if <span style="color:gray;">Neutral</span> element is not suitable in the dungeon you're farming; while Child form is just cheaper on the catalyst cost. The only drawback to this option is you cannot use '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' nor endow your PW to either <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:brown;">Earth</span> or <span style="color:purple;">Poison</span> element, but these are just small prices to pay so you can cycle your 4th job DoT skills and still have the capability to wear drop rate shoes and even {{#item:19136}}.
<br>
# When wearing drop rate shoes and you have no Ultra Limacina Card, you will now need to substitute it with either {{#icon:470094}}{{#linkitem:470094|Hero Boots-LT}} or {{#icon:470204}}{{#linkitem:470204|Moan of Corruption}} to achieve 1.5s FCT. Hero Boots-LT is your closest choice that gives a good balance of damage and utility since it gives 1 second FCT when it's Grade A and refined to +13 and when the {{#icon:310911}}{{#linkitem:310911|Knowledge of Wise Man}}enchant procs it will give +'''100 INT'''.
Single Target Damage = 789m
# Other options to supply the missing FCT include the combo of Thanatos Accessories consisting of {{#icon:490052}}{{#linkitem:490052|Sinful Sapphire Ring}} + {{#icon:490053}}{{#linkitem:490053|Sinful Sapphire Necklace}}(0.3s FCT), and {{#icon:490064}}{{#linkitem:490064|Brilliant Light Sapphire Ring}} + {{#icon:490065}}{{#linkitem:490065|Brilliant Light Sapphire Necklace}}(0.2s FCT), then wearing {{#icon:24747}}{{#linkitem:24747|Spell Caster Shadow Armor}} + {{#icon:24748}}{{#linkitem:24748|Spell Caster Shadow Shoes}} (0.3s FCT when both at +10). And though you will encounter a noticeable damage loss and minor but solvable instant cast problems with that set-up by losing key parts of your HoL set, it will still be good enough to let you farm low to mid game dungeons but not endgame dungeons anymore.
<br>
|}
AOE Damage = 1064m
</center>
<br>
As the three options are listed according to their importance and tested effectiveness, my go-to choice in the absence of an Ultra Limacina Card will always be the first one because even though it doesn't allow me to cast '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' and endow '''{{#skill:2449}}''' to other elements, it still gives me the ability to cycle my 4th job skills and wear drop rate shoes/headgear. The main idea behind this build anyway is to spam PW as much as possible in any given time and doesn't revolve around Elemental Buster. Just make sure you wear your [[The Complete Elemental Master Guide by Goldie#Tank Gears|tank gears]] when summoning <span style="color:green;">Ventus</span> so she doesn't die that often and then give yourself a minute or two of allowance before attempting to resummon her. Resummon <span style="color:green;">Ventus</span> while she's still active and on Passive Mode so you can capitalize on that 1 second FCT for faster summoning.
'''Total Damage = 1853m'''
 
<br>
==== Shadow Gears ====
<br>
{| class="wikitable mw-collapsible mw-collapsed" style="width:85%;"
+15 A {{#item:400723}} with {{#item:313426}} / {{#item:313407}} / {{#item:4741}}
!Type
<br>
!Item
+15 A {{#item:580062}} with {{#item:300240}} / {{#item:4399}} / {{#item:312800}} / {{#item:311937}}
!Enchants and Notes
<br>
|- style="height:19em"
Relevant Multipliers: Large: 148% & Rose Blossom 170%
|'''Shadow Armor'''
<br>
| align="center" | +10 {{#item:24764}} <br> or <br> +10 {{#item:24554}} <br> or <br> +10 {{#item:1270001}}
No Proc Single Target Damage = 725m
|
<br>
* Among the three Shadow Armors, '''Lord Bearer's Shadow Armor''' is the preferred  Shadow Gear when farming with Psychic Wave.
No Proc AOE Damage = 978m
* '''Lord Bearer's Shadow Armor''' and '''Sorcery Master Shadow Armor''' can be enchanted with {{#item:101177}} or {{#item:101264}}.
<br>
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%.
'''Total Damage = 1703m'''
** '''2nd line''': SPL + 5.
<br>
* '''Psychic Shadow Armor''' can be enchanted using {{#item:100208}}.
With Proc Single Target Damage = 1016m
** Enchanted with MAtk + 3%.
<br>
* '''Lord Bearer's Shadow Armor''' will combo with {{#icon:24763}}{{#linkitem:24763|Lord Bearer's Shadow Shoes}} to give you a permanent '''{{#skill:8}}''' effect and some MaxHP% + 25%.
With Proc AOE Damage = 1370m
|- style="height:19em"
<br>
|'''Shadow Weapon'''
'''Total Damage = 2386m'''
| align="center" | +10 {{#item:24736}} <br> or <br> +10 {{#item:24792}}
<br>
|
<br>
* Between the two Shadow Weapons, '''Clever Shadow Weapon''' is the preferred  Shadow Gear to partner with the Lord Bearer's set when farming with Psychic Wave.
+15 A {{#item:400723}} with {{#item:313426}} / {{#item:313407}} / {{#item:4741}}
* '''Clever Shadow Weapon''' can be enchanted with {{#item:101177}} or {{#item:101264}}.
<br>
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%.
+15 A {{#item:580062}} with {{#item:300596}} / {{#item:4399}} / {{#item:312800}} / {{#item:311937}}
** '''2nd line''': SPL + 5.
<br>
* '''Master Shadow Weapon''' can be enchanted with {{#item:1001253}} by talking to '''NPC Azzam the Lucky''' {{#navi:grademk|47|181}} in the '''Equipment Enhancement Room''' (@go 50).
Relevant Multipliers: Large: 108% & Rose Blossom 245%
** '''3rd slot''': {{#item:312192}}.
<br>
** '''4th slot''': {{#item:4714}}.
No Proc Single Target Damage = 794m
|- style="height:23em"
<br>
|'''Shadow Shield'''
No Proc AOE Damage = 1071m
| align="center" | +10 {{#item:24737}}<br> or <br> +10 {{#item:24555}} <br> or <br> +10 {{#item:24793}}
<br>
|
'''Total Damage = 1865m'''
* Among the three Shadow Shields, '''Clever Shadow Shield''' is the preferred  Shadow Gear to partner with the Lord Bearer's set when farming with Psychic Wave.
<br>
* '''Clever Shadow Shield''' can be enchanted with {{#item:101177}} or {{#item:101264}}.
With Proc Single Target Damage = 1117m
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%.
<br>
** '''2nd line''': SPL + 5.
With Proc AOE Damage = 1506m
* '''Psychic Shadow Shield''' can be enchanted using {{#item:100208}}.
<br>
** Enchanted with MAtk + 3%.
'''Total Damage = 2623m'''
* '''Master Shadow Shield''' can be enchanted with {{#item:1001253}} by talking to '''NPC Azzam the Lucky''' {{#navi:grademk|47|181}} in the '''Equipment Enhancement Room''' (@go 50).
** '''3rd slot''': {{#item:312192}}.
** '''4th slot''': {{#item:4714}}.
|- style="height:19em"
|'''Shadow Shoe'''
| align="center" | +10 {{#item:24763}}<br> or <br> +10 {{#item:24556}} <br> or <br> +10 {{#item:1270002}}
|
* Among the three Shadow Shoes, '''Lord Bearer's Shadow Shoes''' is the preferred  Shadow Gear when farming with Psychic Wave.
* '''Lord Bearer's Shadow Shoes''' and '''Sorcery Master Shadow Shoes''' can be enchanted with {{#item:101177}} or {{#item:101264}}.
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%.
** '''2nd line''': SPL + 5.
* '''Psychic Shadow Shoes''' can be enchanted using {{#item:100208}}.
** Enchanted with MAtk + 3%.
* '''Lord Bearer's Shadow Shoes''' will combo with {{#icon:24764}}{{#linkitem:24764|Lord Bearer's Shadow Armor}} to give you a permanent '''{{#skill:8}}''' effect and some MaxHP% + 25%.
|- style="height:12.5em"
|'''Shadow Earring (Right)'''
| align="center" | +10 {{#item:24665}} <br> or <br> +10 {{#item:1270003}}
|
* Between the two Shadow Earrings, '''Full Tempest Shadow Earring''' is the preferred Shadow Gear to partner with the Lord Bearer's and Psychic Shadow sets when farming with Psychic Wave.
* '''Full Tempest Shadow Earring''' and '''Sorcery Master Shadow Earring''' can be enchanted with {{#item:101177}} or {{#item:101264}}.
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%.
** '''2nd line''': SPL + 5.
|- style="height:12.5em"
|'''Shadow Pendant (Left)'''
| align="center" | +10 {{#item:24668}} <br> or <br> +10 {{#item:1270004}}
|
* Between the two Shadow Pendants, '''Full Tempest Shadow Pendant''' is the preferred Shadow Gear to partner with the Lord Bearer's and Psychic Shadow sets when farming with Psychic Wave.
* '''Full Tempest Shadow Pendant''' and '''Sorcery Master Shadow Earring''' can be enchanted with {{#item:101177}} or {{#item:101264}}.
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%.
** '''2nd line''': SPL + 5.
|}
I've always viewed Psychic Wave as more of a Farming build and less as a core DPS build which is why any pieces of gears that will make PW optimal and comfortable for farming will be chosen over damage once you can one-hit to two-hit knockout monsters with the skill.
 
For starters, the [[Shadow_Gear#Eno_(A-H)|Lord Bearer's set]] comprising of {{#icon:24764}}{{#linkitem:24764|Lord Bearer's Shadow Armor}}+ {{#icon:24763}}{{#linkitem:24763|Lord Bearer's Shadow Shoes}}is preferably chosen over Psychic Shadows and Sorcery Master Shadows due to the Lord Bearer's undeniable utility in the form of permanent '''{{#skill:8}}''' effect. By having unlimited Endure, you can never be flinched by normal physical attacks of monsters which will make your farming more efficient and smooth. When opting for higher damage per tick of PW, decently enchanted '''Clever Shadow Gears''' will give slightly more damage than '''Magical Spell Shadow Gears''' since PW does not scale directly with SPL unlike your 4th job skills; and while SPL grants some StatusMAtk which PW can benefit from, the MAtk% from the Clever Shadow Gears bears more weight and value for PW. Additionally, Magical Spell needs to pair with '''Full Spell Shadow Gears''' to maximize its shared bonuses and using the Lord Bearer's set will occupy the armor and shoe slots.
 
However if you're still lacking in the damage department, '''Psychic Shadow Gears''' will give out the highest damage output ''per tick'' of PW against zero to low MRes monsters while '''Sorcery Master Shadow Gears''' are for overall DPS and against high MRes monsters. [[Shadow_Gear#Magical_Master|Magical Master Shadow Gears]] are your other options if you really need the <span style="color:brown;">Earth</span> elemental modifier for places like [[Varmundt%27s_Biosphere#Biosphere_Temple|Varmundt's Biosphere (Temple)]]. Sorcery Master Shadow Gears are also incredibly expensive to make so when in need of more damage just stick with Psychic Shadow Gears or the combination of Full Spell Shadow + Magical Spell Shadow which were once your [[The Complete Elemental Master Guide by Goldie#Shadow Gears 2|transitory gears]] from your autocast Elemental Buster build that can still serve their purpose.
 
==== Costume Enchant Stones ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:64%;"
!Type
!Item
!Stone
!Notes
|- style=height:7em
|'''Upper Costume'''
| {{#icon:19602}} Any Upper Costume of your liking
|
<small>
* {{#item:1000672}}
</small>
|
* '''Sorcerer Stone''' ('''Top''') is needed for more FCT reduction to easily reach 1.5 seconds so you could cycle your 4th jobs AoE skills and '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' too.
|- style=height:7em
|'''Middle Costume'''
| {{#icon:19603}} Any Middle Costume of your liking
|
<small>
* {{#item:1000673}}
</small>
|
* '''Sorcerer Stone''' ('''Mid''') is used for more PW damage and VCT% to help with instant casting.
|- style=height:7em
|'''Lower Costume'''
| {{#icon:19604}} Any Lower Costume of your liking
|
<small>
* {{#item:25419}}
</small>
|
* '''Professor Stone''' ('''Low''') will combo with the Sorcerer Garment Stone to reduce PW's cooldown by 2 seconds.
|- style=height:12em
|'''Garment Costume'''
| {{#icon:20506}} Any Garment Costume of your liking
|
<small>
* {{#item:25420}}
* {{#item:1000675}}
* {{#item:1000921}}
</small>
|
* '''Sorcerer Stone''' ('''Garment''') gives PW modifiers and combos with Professor Stone (Low) to reduce PW's CD.
* '''Reload Stone''' ('''Dual''') for ACD% for a fluid skill rotation.
* '''Spell Stone''' ('''Dual''') for damage.
|}
|}
The enchant stones that give PW modifiers are {{#item:25417}} when paired with the {{#item:25420}}, {{#item:1000673}}, and the Garment stone itself. The combo that will reduce PW's CD is the {{#item:25419}} and Garment stone.
=== Spell Fist ===
If you're looking to spice things up and wanting a different flavor in your builds, then well maybe '''{{#skill:2445}}''' is the build you're looking for! This build is more of a 'for fun' build and you can never expect it to keep up with the meta build now for Elemental Master. EMs are flexible with their choices of elements, they  use all of their elemental AoEs in a skill rotation, and even their own ultimate can be endowed. But if you want to bonk monsters to death with the power of knowledge then this section of the guide is for you! Spell Fist won't be getting gear progression stages though as I expect that by the time you invest on this fun build, you're already done with your main build as you should be.
Spell Fist build hasn't changed that much since its implementation during the 3rd job era. It's only gotten stronger like most skills that came with it and before it due to the 4th job traits. Spell Fist gameplay remains the same wherein you'll need to aim and cast your chosen elemental bolt skill first on a target then immediately apply Spell Fist. Though for the 4th jobs skill tree, it's gotten a blink skill in the form of '''{{#skill:6517}}''' which made farming as a Spell Fist EM much tolerable. All of our High Elementals on Passive Mode also complements Spell Fist. When in Passive Mode, your bolt skills corresponding to the summoned High Elementals receives increased base damage by adding a value of 400% to their base MAtk%. For example, if a '''Level 1''' '''{{#skill:19}}''' skill does 100% <span style="color:red;">Fire</span> property magical damage per hit/bolt, this would translate to 1000% at '''Level 10'''—effectively 5000% (100% + 400% x Skill Lv.10) with Passive Mode activated; on top of that, you will also have a chance to autocast the highest level learned of that bolt skill. And that's the extent of what's improved with Spell Fist so far; most of the 4th job skills complement the caster build of an EM.


I've tried Spell Fist too and built the gears needed to "make it work" but it's still haunted by the curse of being in melee range and lack of wide AoE making it hard to use while farming. Its main source of damage will be coming from outdated 1st Job Mage skills with the likes of '''{{#skill:19}}''', '''{{#skill:14}}''', and '''{{#skill:20}}''' and even though these skills will get supplemented by your '''{{#skill:279}}''' and '''{{#skill:482}}''' skills it still won't be enough as the elemental bolts don't scale with your base level and their MAtk% is comparably lower than your 4th Job or even your 3rd Job skills. There are little to none existing equipment that give Spell Fist modifier too besides the {{#icon:18793}}{{#linkitem:118793|Sorc Night Cap}}, which gets outshined by {{#icon:400662}}{{#linkitem:400662|Furious Crown (Elemental Master)}} that lets you autocast the 4th Job skill '''{{#skill:5373}}''' when paired with {{#icon:540091}}{{#linkitem:540091|Furious Grimoire}}. It's also discouraging to use strong garment cards like {{#icon:27362}}{{#linkitem:27362|(MVP) Polluted Spider Queen Card}} because of its side effect of you receiving more damage against all properties. With all that being said, I advise you to play this build for fun and if and only if you really know what you're going into. It'll always going to have that charm as being a unique build to play.
== '''Costume Enchants/Shadows/MVP Cards/Pets''' ==


==== Stats ====
===== '''Costume Enchants''' =====
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;"
Currently, we got the new damage multiplier "Non-crit physical damage" or "hit physical" effect. It is a final damage multiplier (similar to Long Range%) and currently, we can only get it via costume enchants and a few headgear enchants so it outperforms the new 4th Class Garment Costume Stones. Would have to re-check how it performs vs the combo of {{#item:1001488}} when we get gears that provide higher "Non-crit physical damage" effect.
!Stat
{| class="mw-collapsible mw-collapsed wikitable"
!Point
|+ style="white-space:nowrap; border:1px solid; padding:3px; | Costume Enchants
!Notes
|-
|-
!STR
! ♡♡♡ !! Item!! Notes
| align="center" |1 or 100+
|
* If you need more carrying capacity, put more pts. into STR though with the recent QoL implemented that made it possible to use {{#item:6286}}twenty (20) times instead of the usual ten (10), you may find yourself no longer needing as much STR.
|-
|-
!AGI
| Upper Head Gear Costume Enchant || Best: {{#item:1002396}} <br> Alternatives: {{#item:1000666}} / {{#item:25498}} / {{#item:1000375}} || <s> Just like what i said on end game gears part, the additional range damage % seems to be negligible sometimes when it's too high and your other stats are low. Definitely explore if {{#item:25498}} would work better for you (+20 atk). It works better for my build, but it might be different for you and {{#item:1000375}} might be better </s> <br> I'd recommend using the best in slot costume stone which is {{#item:1000666}} for the combo with the Garment Stone. You can skip the alternatives unless those are the only things that you have.
| align="center" |130
|
* AGI is needed for high Flee and high ASPD.  
* Spell Fist needs max ASPD of 193 so you can spam all your bolt skills and magic-infused melee attacks.
|-
|-
!VIT
| Mid Head Gear Costume Enchant || | Best: {{#item:1002397}} <br> Alternatives: {{#item:1001943}} (+15% damage vs all sizes) / {{#item:1000667}} / {{#item:25491}} / {{#item:25061}} || -
| align="center" |110
|
* VIT is needed for more health and survivability.
* Spell Fist is in melee range so you'd want to take as much VIT as you can to last longer in battle.
|-
|-
!INT
| Low Head Gear Costume Enchant || | Best: {{#item:1002398}} / {{#item:1000668}} (provides -0.5s FCT) <br> Alternatives: {{#item:25228}} / {{#item:1000865}} / {{#item:1000376}}|| Best for DPS is {{#item:1002398}}. {{#item:25228}} is very convenient when farming. Do remember that you'll lose 0.5s of FCT if you use any of the 2 instead of {{#item:1000668}}.
| align="center" |130
|
* INT for some bonus StatusMAtk for a bit of damage.
|-
|-
!DEX
| Garment Costume Enchant || | Best {{#item:1002399}} <br> Alternatives: {{#item:1001488}} / {{#item:311470}} / {{#item:25493}} / {{#item:25501}} / {{#item:6963}} || Physical classes have the advantage of using HP/SP Absorption costume enchants. You can use it if you need to
| align="center" |0
|
* DEX isn't needed for Spell Fist. Leave this at 0.  
|-
|-
!LUK
| Garment Costume Enchant (Dual) || | Best: {{#item:1002395}} <br> {{#item:1001055}} / {{#item:1000856}} / {{#item:1000523}} / {{#item:1000525}} / {{#item:1000526}} || I really prefer the CON stone since it not only gives damage boost, but also HIT and FLEE. If you have enough damage, using absorb stones are really nice too
| align="center" |4
|
* Put leftover pts. into LUK
* It gives +1 StatusMAtk every 3 pts. and +1 Perfect Dodge every 10 pts.
* If you hate getting cursed and bringing either {{#item:523}} or {{#item:525}}is burdensome for you then get a total of 100 pts. for Curse immunity.
|}
|}
<br>


==== Traits ====
===== '''MVP Cards''' =====
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;"
{| class="mw-collapsible mw-collapsed wikitable"
!Traits
|+ style="white-space:nowrap; border:1px solid; padding:3px; | MVP Cards
!Point
!Notes
|-
|-
!POW
! ♡♡♡ !! Item!! Notes
| align="center" |0
|N/A
|-
|-
!STA
| Upper Head Gear || {{#item:4529}} || It's probably one of the best cards we can get for upper headgear. It's not a priority since other cards give more boost. But it's definitely one of the best (if not the best) in slot specially for an over-refined upper headgear
| align="center" |0 or 80+
|
* Put more points into STA if you have less resistances against physical attacks or if you have means to nullify the effects of magical attacks like {{#item:4128}}.
* One important reason I put '''80 pts'''. ''or more'' into STA is because I want to capitalize on the enchants of {{#icon:450170}}{{#linkitem:450170|Nebula Armor of Stamina}}'s & {{#icon:480231}}{{#linkitem:480231|Glade Rune Manteau}}'s /{{#icon:470174}}{{#linkitem:470174|Glade Rune Boots}}'s unique passive effects ('''increase MaxHP% ''per 15'''''/'''''20 base STA''''', '''respectively''').
** By [[The Complete Elemental Master Guide by Goldie#Tank Gears|swapping to my tank gears]] ''before summoning'' my Spirits, I get the maximum of my tank gear's defensive stats and by doing so—my Spirits would inherit them and [[The Complete Elemental Master Guide by Goldie#How to keep Elementals and High Elementals Alive|thus makes them tankier]] in the process.
|-
|-
!WIS
| Mid Head Gear || | N/A || Most MVP headgear cards that give damage require some kind of refining. Since the middle slot can't be refined. I can't think of any other MVP card that's good for this slot (note: it might be good to use {{#item:300174}} since lots of MVP cards reduce HP by a certain %)
| align="center" |0 or 72
|
* Put points here if you don't have GTB and have lower resistance against magical attacks.
|-
|-
!SPL
| Armor || | Priority: {{#item:300533}} <br> Situational, but nice to have: {{#item:300007}} {{#item:4408}} {{#item:300021}} {{#item:27126}}|| {{#item:300533}} is really just so nice to have cause it's useful for all purpose. Both MVP-ing and farming. The other element/race cards could be better in specific instances
| align="center" |110
|
* Always max out your SPL. Our 4th skills scale with SPL, and having more SPL is always good.
* Also gives +1 S.MAtk per 3 points of SPL.
|-
|-
!CON
| Weapon || | {{#item:4399}} || Definitely the best in slot MVP card right now for us. Lets us change our shadow gears for a huge boost of damage
| align="center" |102 or 110
|
* You don't necessarily have to max this skill, but if you do it's the 2nd trait to give the most S.MAtk. It gives +1 S.MAtk per 5 pts., and +2 FLEE for every 1 pt. of CON.
* If you need more points for STA and WIS for survivability, you can take out some points here and put it to those traits instead.
|-
|-
!CRT
| Shield || | {{#item:4636}} <br> Situational MVP card: {{#item:4128}} {{#item:4636}} || I haven't tried {{#item:4128}}, but it should be useful for Depth 2. {{#item:4636}} gives a nice, versatile boost of damage, but for the monsters with elements included in {{#item:300465}}, it's better and gives more survivability (Vit + 15 and 20% damage reduction). If you can get {{#item:4636}} and play safe, it's good for D2. But the non MVP option {{#item:300465}} is good enough (and can be better in some cases)
| align="center" |0
|N/A
|}
 
====Recommended Skill Tree====
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:50%
! colspan="2" | <center> My Personal Skill Tree Allocations for Spell Fist </center>
|-
|-
! Magician
| Garment || | Best for DPS: {{#item:300473}} <br> Most Versatile: {{#item:4683}} || It is so easy to get instant cast with {{#item:4683}} and it helps so, so much with survivability. For the best DPS however, {{#item:300473}} is the one that you need. You'd have to adjust some gears and stats to get instant cast since it's hard to get stats to 530 without {{#item:4683}} and/or almighty shadow gears and without relying on Blessing buff + The One
| <center>[[File:Spell Fist.v1.png]]</center>
|-
! Sage <br> and <br> Professor
| <center>[[File:Spell Fist.v2.png]]</center>
|-
|-
! Sorcerer
| Shoes || | N/A || -
| <center>[[File:Spell Fist.v3.png]]</center>
|-
|-
! Elemental <br> Master
| Accessories || | {{#item:300471}} || This is the only MVP card we have that gives damage in this slot and it really does help a lot with the mobs included in it even if it only falls under 1 race or element. It lowers HP by 20% tho, so beware of that for harder dungeons
| <center>[[File:Spell Fist.v4.png]]</center>
|}
|}
<br>


==== Gears ====
===== '''Shadow Gears''' =====
{| class="wikitable mw-collapsible mw-collapsed" style="width:85%;"
For the best in slot shadow gears, we should our skill shadow gears Blossom Shadow Armor and Shoes + Musical Shooting Earring and Pendant.
!Type
{| class="mw-collapsible mw-collapsed wikitable"
!Item
|+ style="white-space:nowrap; border:1px solid; padding:3px; | Skill Shadow Gears
!Card
!Enchants and Notes
|- style=height:8em
| Upper
| align="center" | +12 to +14 [A] {{#item:400662}}
|
<small>
*{{#item:300377}}
*{{#item:27109}}
*{{#item:4583}}
</small>
|
*Needs to be [[Furious Equipment#Elemental Master|crafted]]. '''Crafter NPC Angry Beetle''' {{#navi:jor_back2|167|232}} is located at the outskirts of Ice Castle.
*Enchanted with {{#item:29073}} and {{#item:313134}}.
|- style=height:9em
| Middle
| align="center" |{{#item:410233}}
|
<small>
*{{#item:4556}}
*{{#item:4583}}
</small>
|
* Enchanted with any of the following:
** MAtk + 5% & MAtk + 5%
** S.MAtk + 5 & S.MAtk + 5
** All property magical damage + 5% & All property magical damage + 5%
|-
|-
| Low
| Shadow Weapon || | +10 {{#item:24792}} || Enchants I prefer are {{#item:4724}} and {{#item:312193}}
| align="center" |{{#item:420213}}
| <center><small> N/A </center></small>
|
* Enchanted with any of the following:
**'''1st line''': Any of the raw stats 
**'''2nd line''': +7% All property magical damage ''or'' +7 S.MAtk
|- style=height:9em
| Armor
| align="center" | +12 to +15 [A] {{#item:450173}}
|
<small>
*{{#item:300472}}
*{{#item:300376}}
*{{#item:300529}}
</small>
|
* Enchanted with {{#item:310688}}, {{#item:310738}}, and {{#item:4714}}.
|- style=height:27.5em
| Weapon
| align="center" | +12 to +14 [A]{{#item:540091}}
|
<small>
*{{#item:27384}}
*{{#item:300455}}
*{{#item:300594}}
*{{#item:300495}}
*{{#item:300497}}
</small>
|
*Needs to be [[Furious Equipment#Elemental Master|crafted]]. '''Crafter NPC Angry Beetle''' {{#navi:jor_back2|167|232}} is located at the outskirts of Ice Castle.
*For a list of possible enchants, refer to [[Furious Equipment#Furious Weapons & Boots|this]]. Enchants of your choice will vary depending on your needs, and the race/elemental property of the mobs you're going to prioritize.
*Can be carded with the following combo:
**{{#item:27384}} & {{#item:27384}}
**{{#item:27384}} & {{#item:300455}}
**{{#item:300455}} & {{#item:300455}}
**{{#item:300495}} & {{#item:300497}}
*Can also be carded with {{#item: 300189}}, but you already have too much elemental bolt modifiers at this point which makes you reach [[Choi%27s_Guide_To_Magic#Damage_Calculations_and_Diminishing_Returns|diminishing returns]]. For more info on this, check Choi's in-depth explanation about it on his "Guide to Magic".
*The combo of {{#icon:300495}}{{#linkitem:300495|Philofontes Card}}and {{#icon:300497}}{{#linkitem:300497|Secret Wing Lazy Card}}is best in slot against Formless and Demi-Human races like [[Hall of Life#Boss|Rigel]] and [[Final Battle#MVP|Encroached Tan]] and if for some wildest reason you want to have fun with Spell Fist to bonk these two MVPs to death.
|- style=height:17em
| Shield
| align="center" | +10 to +15 [C] {{#item:460040}} <br> or <br> +12 to +15 [A] {{#item:460020}}
|
<small>
*{{#item:4128}}
*{{#item:300239}}
*{{#item:27298}}
*{{#item:4636}}
*{{#item:300275}}
*{{#item:27385}}
*{{#item:4253}}
*{{#item:300379}}
</small>
|
* '''Glacier Guard''' enchanted with {{#item:312095}}, {{#item:312093}} or {{#item:312092}}, and {{#item:312091}}.
* '''Mad Bunny-LT''' enchanted with {{#item:310856}} or {{#item:310863}}.
* In terms of damage output, the MAtk% + 10% of either {{#icon:4636}}{{#linkitem:4636|Bijou Card}} or {{#icon:300275}}{{#linkitem:300275|Horror of Thanatos Card}} (shield should be +15) is stronger than the +5% Medium/Large Size modifiers that {{#icon:27385}}{{#linkitem:27385|Mutating Khalitzburg Card}}gives when it combos with Mutating White Knight Card.
|- style=height:20em
| Garment
| align="center" | +12 to +15 [A] {{#item:480351}}
|
<small>
*{{#item:27362}}
*{{#item:300145}}
*{{#item:4576}}
*{{#item:4671}}
*{{#item:300521}}
*{{#item:300522}}
*{{#item:300424}}
</small>
|
* Needs to [[Divine_Beast%27s_Cloak:_Autumn#Circulation_of_Life:_Autumn|reform]] {{#item:480347}}.
* Enchanted with {{#item:313018}}, {{#item:312558}}, and {{#item:312518}}.
** For more info about purchasing, reforming, and enchanting the garment, check this [[Divine_Beast%27s_Cloak:_Autumn|page]].
|- style=height:16em
| Shoe
| align="center" | +12 to +14 [A] {{#item:470265}}
|
<small>
*{{#item:300458}}
*{{#item:300248}}
*{{#item:300262}}
*{{#item:4441}}
*{{#item:300281}}
</small>
|
* Needs to be [[Furious Equipment#Elemental Master|crafted]]. '''Crafter NPC Angry Beetle''' {{#navi:jor_back2|167|232}} is located at the outskirts of Ice Castle.
* For a list of possible enchants, refer to [[Furious Equipment#Furious Weapons & Boots|this]]. Enchants of your choice will vary depending on your needs, and the race/elemental property of the mobs you're going to prioritize.
|- style=height:14em
| Accessory (Right)
| align="center" | {{#item:490136}}
|
<small>
*{{#item: 300268}}
*{{#item:300464}}
*{{#item:300469}}
*{{#item:27107}}
</small>
|
* Enchanted with {{#item:313038}},  {{#item:310711}}, and {{#item:310711}}.
** For more info on how to enchant, check this [[Constellation_Tower_Enchants|page]].
|- style=height:20em
| Accessory (Left)
| align="center" | {{#item:490485}}
|
<small>
*{{#item:300364}}
*{{#item:300216}}
*{{#item:300211}}
*{{#item:300222}}
*{{#item:300267}}
*{{#item:27108}}
</small>
|
* Enchanted with {{#item:312996}} and {{#item:312981}}.
** For more info about purchasing and enchanting the accessory, check this [[Circulation_of_Life_Accessories|page]].
|}
The gears for Spell Fist uses the same set of equipment as your gears for the Caster build. The furious set consisting of {{#item:400662}}, {{#item:540091}}, and {{#item:470265}} are your core gears for Spell Fist. The crown combos with the Furious Grimoire to autocast '''Lvl. 4''' '''{{#skill:5373}}''' when dealing normal melee damage; whereas the Furious Grimoire combos with Furious Boots for a chance to autocast '''Lvl. 4''' '''{{#skill:5369}}''' with an increased chance to proc it if the Boots is Grade B or higher.
 
And the best element to focus on this build is <span style="color:blue;">Water</span> because you can maximize the skill '''{{#skill:286}}''' since <span style="color:brown;">Earth</span> doesn't get any elemental floor buffs and  '''{{#skill:90}}''' doesn't work with Spell Fist since it's not considered a bolt skill unfortunately. <span style="color:red;">Fire</span> is supposedly strong too but the Furious set doesn't allow us to autocast '''{{#skill:5372}}'''. Those are the key reasons why you should focus more on <span style="color:blue;">Water</span> but if you need to switch elements to <span style="color:red;">Fire</span> or <span style="color:green;">Wind</span> for more coverage you may still do so.
 
==== Shadow Gears ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:85%;"
!Type
!Item
!Enchants and Notes
|- style="height:14em"
|'''Shadow Armor'''
| align="center" | +10 {{#item:24993}} <br> or <br> +10 {{#item:24883}}
|
* Between the two Shadow Armors, '''Magical Master Shadow Armor''' is your endgame Shadow Gear for Spell Fist that is part of the [[Shadow Gear#Special Master Shadow Gear|Special Master Shadow Gear]] line.
* '''Magical Master Shadow Armor''' can be enchanted with {{#item:101177}} or {{#item:101264}}.
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%.
** '''2nd line''': SPL + 5.
* '''Full Spell Shadow Armor''' enchanted with {{#item:312664}} and {{#item:4712}} ''or'' {{#item:4732}}.
|- style="height:19em"
|'''Shadow Weapon'''
| align="center" | +10 {{#item:24792}} <br> or <br> +10 {{#item:24753}}
|
* Between the two Shadow Weapons, '''Master Shadow Weapon''' is your endgame Shadow Gear for Spell Fist that is part of the [[Shadow Gear#Master Shadow Gear|Master Shadow Gear]] line.
* '''Master Shadow Weapon''' can be enchanted with {{#item:1001253}} by talking to '''NPC Azzam the Lucky''' {{#navi:grademk|47|181}} in the '''Equipment Enhancement Room''' (@go 50).
** '''3rd slot''': {{#item:312192}}.
** '''4th slot''': {{#item:4714}} ''or'' {{#item:4734}}.
* '''Magical Spell Shadow Weapon''' can be enchanted with {{#item:101177}} or {{#item:101264}}.
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%.
** '''2nd line''': SPL + 5.
|- style="height:19em"
|'''Shadow Shield'''
| align="center" | +10 {{#item:24793}} <br> or <br> +10 {{#item:24754}}
|
* Between the two Shadow Shields, '''Master Shadow Shield''' is your endgame Shadow Gear for Spell Fist that is part of the [[Shadow Gear#Master Shadow Gear|Master Shadow Gear]] line.
* '''Master Shadow Shield''' can be enchanted with {{#item:1001253}} by talking to '''NPC Azzam the Lucky''' {{#navi:grademk|47|181}} in the '''Equipment Enhancement Room''' (@go 50).
** '''3rd slot''': {{#item:312192}}.
** '''4th slot''': {{#item:4714}} ''or'' {{#item:4734}}.
* '''Magical Spell Shadow Shield''' can be enchanted with {{#item:101177}} or {{#item:101264}}.
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%.
** '''2nd line''': SPL + 5.
|- style="height:14em"
|'''Shadow Shoe'''
| align="center" | +10 {{#item:24994}} <br> or <br> +10 {{#item:24884}}
|
* Between the two Shadow Shoes, '''Magical Master Shadow Shoes''' is your endgame Shadow Gear for Spell Fist that is part of the [[Shadow Gear#Special Master Shadow Gear|Special Master Shadow Gear]] line.
* '''Magical Master Shadow Shoes''' can be enchanted with {{#item:101177}} or {{#item:101264}}.
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%.
** '''2nd line''': SPL + 5.
* '''Full Spell Shadow Shoes''' enchanted with {{#item:312664}} and {{#item:4712}}''or'' {{#item:4732}}.
|- style="height:12.5em"
|'''Shadow Earring (Right)'''
| align="center" | +10 {{#item:24995}} <br> or <br> +10 {{#item:24665}}
|
* Between the two Shadow Earrings, '''Magical Master Shadow Earring''' is your endgame Shadow Gear for Spell Fist that is part of the [[Shadow Gear#Special Master Shadow Gear|Special Master Shadow Gear]] line.
* '''Magical Master Shadow Earring''' and '''Full Tempest Shadow Earring''' can be enchanted with {{#item:101177}} or {{#item:101264}}.
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%.
** '''2nd line''': SPL + 5.
|- style="height:12.5em"
|'''Shadow Pendant (Left)'''
| align="center" | +10 {{#item:24996}} <br> or <br> +10 {{#item:24668}}
|
* Between the two Shadow Pendants, '''Magical Master Shadow Pendant''' is your endgame Shadow Gear for Spell Fist that is part of the [[Shadow Gear#Special Master Shadow Gear|Special Master Shadow Gear]] line.
* '''Magical Master Shadow Earring''' and '''Full Tempest Shadow Pendant''' can be enchanted with {{#item:101177}} or {{#item:101264}}.
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%.
** '''2nd line''': SPL + 5.
|}
The choice of Shadow Gears for Spell Fist is almost identical to Psychic Wave's, but in Spell Fist's case we want to maximize the highest possible damage output; hence, we will use either '''Magical Master Shadow Gears''' or '''Full Spell''' + '''Magical Spell Shadow Gears''', with Magical Master Shadow as the strongest one.
 
The [[Shadow_Gear#Advanced|Skill Master Shadow Gears]] {{#item:1270119}} + {{#item:1270120}} for Diamond Storm and {{#item:1270121}} + {{#item:1270122}} for Terra Drive are not included here because even though we will autocast these two 4th job skills, they are not the main highlights of Spell Fist. You have multitudes of autocasted elemental bolt skills and melee magical attacks that scale with your bolts as your main sources of damage for Spell Fist and funneling all the modifiers to them will give you better damage output with a Spell Fist build.
 
==== Costume Enchant Stones ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:70%;"
!Type
!Item
!Stone
!Notes
|- style=height:8em
|'''Upper Costume'''
| {{#icon:19602}} Any Upper Costume of your liking
|
<small>
* {{#item:25417}}
</small>
|
* '''Professor Stone''' ('''Top''') gives 10% ASPD when a '''Level 10 {{#skill:274}}''' is learned.
|- style=height:9em
|'''Middle Costume'''
| {{#icon:19603}} Any Middle Costume of your liking
|
<small>
* {{#item:25803}}
</small>
|
* '''Professor Stone II''' ('''Mid''') gives 20% '''{{#skill:19}}''', '''{{#skill:14}}''', and '''{{#skill:20}}''' skill modifiers for a stronger melee magical damage converted by '''{{#skill:2445}}'''.
|- style=height:8em
|'''Lower Costume'''
| {{#icon:19604}} Any Lower Costume of your liking
|
<small>
* {{#item:25419}}
</small>
|
* '''Professor Stone''' ('''Low''') gives 20% '''{{#skill:19}}''', '''{{#skill:14}}''', and '''{{#skill:20}}''' skill modifiers for a stronger melee magical damage converted by '''{{#skill:2445}}'''.
|- style=height:16em
|'''Garment Costume'''
| {{#icon:20506}} Any Garment Costume of your liking
|
<small>
* {{#item:25302}}
* {{#item:1000921}}
* {{#item:1000520}}
</small>
|
* '''Double Attack Stone''' ('''Garment''') grants you the ability to learn the Thief skill '''{{#skill:48}}'''.
** With a 21% proc chance, this stone makes it possible for you to land your melee magical attacks twice.
** More hits in your arsenal also means more chances for you to proc your autocast bolt skills and 4th job skills from Furious set.
* '''Spell Stone''' ('''Dual''') for damage.
* '''ASPD Stone''' ('''Dual''') is an option if you lack ASPD.
|}
The enchant stones that give elemental bolt modifiers are {{#item:25803}} and {{#item:25419}}. The {{#item:25302}} complements well with Spell Fist and gives you more chances to land your melee magical auto attacks more than once.
 
=== Dragon Tank ===
<div style="display:inline-table; vertical-align:top; float:right; margin-left:0.37em;">
{| class="wikitable" style="margin: 0 auto;"
|- {| class="gif-player"
| colspan=5 | <center> {{#mob:20994}} </center>
|}
</div>
 
Remember when I told you Elemental Master is a versatile class? That's because it's actually the best tank to use against '''Betelgeuse''' from [[Constellation Tower]]. The class with its passive '''{{#skill:284}}''' from the Sage branch gives it an inherent +'''20% resistance against Dragon races''' such as Betelgeuse, making it possible for the class to reach '''100% Dragon resistance''' when combined with other gears with more Dragon resistances. You may follow most of this section's tank build against [[Alice_Twisted_Madness#Monsters|Alice Twisted Madness]]' Jabberwocky as him and Betelgeuse are both Dragons, but I cannot guarantee that the execution of your skills will be the same for both MVPs as they have their own separate mechanics.
 
Upon reaching 100% Dragon resistance, most of Betelgeuse's attacks and skills will only deal "1" damage or will be registered as "1-1-1-1" damage to your EM Tank, and increasing your defensive values further in RES, MRes, DEF, and MDef won't make a difference anymore. On another note, Betelgeuse inflicts a "'''fixed amount of physical damage'''" unto you with a value of '''10''','''000''' that is only reducible by '''{{#skill:404}}'''. It comes in '''two''' ('''2''') '''forms''': '''1st one''' is a series of attacks wherein <u>only the first and initial hit</u> would inflict that 10k to you; '''2nd one''', called as https://static.divine-pride.net/images/skill/653.png '''Killing Aura''', is a DoT attack that reduces your HP by 10k on certain intervals while you're inside his circle. General physical defensive stats like RES and DEF can't reduce these values and not even your own '''{{#skill:157}}''' decreases it. However, building more HP values (e.g. MaxHP or MaxHP%) would indirectly decrease the value of that 10k and placing Wall of Fogs underneath you would further cut down its value by only inflicting 75% of that 10k and thus it will only deal 7,500 damage to you; plus an added 75% chance for those hits and Betelgeuse's '''{{#skill:2217}}''' to miss. Be mindful on the proper placement of your Wall of Fogs because if Betelgeuse is standing on it your allies that attack with targeted skills will have a shared chance for theirs to miss.
 
Besides Betelgeuse, there are also moving traps during the 2nd and 3rd Phases of the fight. When you go near and touch any of the traps, it will inflict damage to you according to your MaxHP% ''in variance''. The '''2nd Phase traps''' take out about 80%~85% of your MaxHP, while the '''3rd Phase traps''' take out about 75%~80% of your MaxHP. Like Betel's "fixed 10k damage", the traps' damage are irreducible by elemental resistances (i.e. <span style="color:blue;">Water</span>/<span style="color:red;">Fire</span> Armor or {{#icon:12119}}{{#linkitem:12119|Coldproof Potion}}/{{#icon:12118}}{{#linkitem:12118|Fireproof Potion}}), defensive stats, Energy Coat, and even Wall of Fog; Land Protector won't also protect you against them. The traps also have a small chance to instantly kill you and it will not matter whether you're the tank or the DPS.
 
<div style="display:inline-table; vertical-align:top; float:left; margin-right:0.85em;">
{| class="wikitable" style="margin: 0 auto;"
|- {| class="gif-player"
| colspan=5 | <center> {{#mob:20995}} </center>
|}
</div>
 
Now, you may cast '''{{#skill:288}}''' underneath your party to cancel Betelgeuse's '''{{#skill:2213}}''' and '''{{#skill:83}}s''', but if you have  a magical DPS such as EM and AM that have ground AoE skills in your party you might want to readjust the size of your LP and its positioning so that they could also hit Betelgeuse. It's also possible to use lower levels of LP (7x7 or 9x9), but this will require coordination and communication with your team. You may cast or spam '''{{#skill:289}}''' on Betelgeuse to cancel his https://static.divine-pride.net/images/skill/653.png '''Max Pain''', but be careful as this would lose your aggro on Betelgeuse and would also cancel your team's debuff skills such as your Cardinal's '''{{#skill:78}}''', your Arch Mage's '''{{#skill:2213}}''''s Magic Intoxication, your Abyss Chaser's  '''{{#skill:214}}''' or your Shadow Cross' '''{{#skill:5001}}''' skill, so it's best to communicate and coordinate with them first before attempting to do so. When Betel is chanting two of his long-casting magical skills like '''{{#skill:2213}}''' and '''{{#skill:2217}}''', you may use your Sage skills '''{{#skill:277}}''' and '''{{#skill:276}}''' to disrupt and absorb those two skills, respectively. Keep spamming Spell Breaker until you cancel his Comet skill with a 10% chance to be successful. Additionally, you will need to time Magic Rod perfectly and use it just as when he's about to finish casting Tetra Vortex or have enough ACD and ASPD for spamming if you can't estimate its timing. During the 2nd Phase, there will be Dead Souls roaming around the map and they increase Betel's Defense if left untouched. These Dead Souls are plant protocol and they only have a MaxHP of "10"; you can help your team kill the souls in the middle near you by using your '''Lvl. 10''' '''{{#skill:14}}''' to speed up your instance farm, especially if you're doing it in duo. 
 
One great strategy that you could do is to utilize the Sorcerer skill '''{{#skill:2453}}''' to hold Betelgeuse in place to root him in one cell and position. This would also help when he switches aggro from you to the other party members; just be ready to save and cast your second Extreme Vacuum for those times he would cast '''{{#skill:483}}''' to remove any ground skill effects including your insignias and Wall of Fogs. One way you can do to support your party is placing insignias underneath Betel. When you have another EM DPS, it's also a good tactic to coordinate with them so that they can place the insignias on the 2nd Phase, while you handle the 3rd Phase. As what we've talked about in the [[The_Complete_Elemental_Master_Guide_by_Goldie#Insignia_System|insignia system]] portion, insignias are stationary and have a 1 minute CD and thus needs careful planning and set-up. 
 
==== Stats ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;"
!Stat
!Point
!Notes
|-
|-
!STR
| Shadow Shield || | +10 {{#item:24793}} || Same as the weapon, enchants I prefer are {{#item:4724}} and {{#item:312193}}
| align="center" |4
|
* If you need more carrying capacity, put more pts. into STR though with the recent QoL implemented that made it possible to use {{#item:6286}}20 times instead of the usual 10, you may find yourself no longer needing as much STR.
|-
|-
!AGI
| Shadow Armor || | +10 {{#item:1270136}} || -
| align="center" |130
|
* AGI is needed for high FLEE and high ASPD.
|-
|-
!VIT
| Shadow Shoes || | +10 {{#item: 1270137}} || -
| align="center" |130
|
* VIT is needed for more health and survivability.
|-
|-
!INT
| Shadow Accessory 1 || | +10 {{#item:1270134}} || -
| align="center" |55
|
* Put leftover pts. to INT for some MaxSP%.
* The SoftMDef it provides won't help anymore in reducing any of Betelgeuse's magical attacks or skills further.
|-
|-
!DEX
| Shadow Accessory 2 || | +10 {{#item:1270135}} || -
| align="center" |0
|
* DEX isn't needed if you're going to get your instant cast from gears.
|-
!LUK
| align="center" |120
|
* Put at least 100 pts. or more into LUK for Curse immunity.
* It gives +1 FLEE every 5 pts. and +1 Perfect Dodge every 10 pts.
|}
|}
 
For the shadow gears, it's the usual shadow equipment of most physical classes. For enchants, I recommend getting +5% ranged physical damage (highest damage) > CON + 5 > POW + 5, but you can definitely get more defensive enchants if that's what you prefer. Ranged Physical damage gives the highest damage (vs the +5 CON/POW) even if we already have lots of it. CON always gives higher damage for Rhythm Shooting since it has a high CON scaling. For Rose Blossom, sometimes POW gives more damage if it gives you higher p.atk, but CON beats POW if it doesn't.
==== Traits ====
<br>
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;"
With {{#item:4399}}, you'll use a different set of shadow gears since you won't need the full penetration set anymore. I've found that using the set on the 2nd table is better than using 2 sets of Maximum Mammoth
!Traits
{| class="mw-collapsible mw-collapsed wikitable"
!Point
|+ style="white-space:nowrap; border:1px solid; padding:3px; | Shadow Gears
!Notes
|-
|-
!POW
| Shadow Weapon || | +10 {{#item:24425}} / +10 {{#item:24386}} / +10 {{#item:24686}} ||{{#item:24386}} needs to be +10 so you can nullify size penalty similar to Drake Card. If using the Mistress Pet, you can skip it and use other shadow gears
| align="center" |0
| N/A
|-
|-
!STA
| Shadow Shield || | +10 {{#item:24685}} / +10 {{#item:24735}} || Needs to be +10 for full effect of both
| align="center" |72
|
* With 100% Dragon resist, STA won't help reduce any of Betelgeuse's physical attacks or skills ('''not even the fixed 10k physical damage''') so just place whatever leftover points you have here.
|-
|-
!WIS
| Shadow Armor || | +10 {{#item:24663}} || At least +9 for ignoring physical defense (set needs to be +18)
| align="center" |110
|
* With 100% Dragon resist, WIS won't help reduce any of Betelgeuse's magical attacks or skills further.
* The 2nd and 3rd Phase's traps' damage are also irreducible so just place whatever leftover points you have here.
|-
|-
!SPL
| Shadow Shoes || | +10 {{#item: 24664}} || At least +9 for ignoring physical defense
| align="center" |0
| N/A
|-
|-
!CON
| Shadow Accessory 1 || | +10 {{#item:24681}} || +10 for full effect
| align="center" |110
|
* Max out CON; it's the only trait that is useful against tanking Betelgeuse's hits thru high FLEE or dodging since it gives +2 FLEE for every 1 pt. of CON.
|-
|-
!CRT
| Shadow Accessory 2 || | +10 {{#item:24682}} || +10 for full effect (set needs to be +20)
| align="center" |0
| N/A
|}
|}
 
{| class="mw-collapsible mw-collapsed wikitable"
====Recommended Skill Tree====
|+ style="white-space:nowrap; border:1px solid; padding:3px; | Shadow Gears with MVP Thanatos Card
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:50%
! colspan="2" | <center> My Personal Skill Tree Allocations for Dragon Tanking </center>
|-
|-
! Magician
| Shadow Weapon || | +10 {{#item:24425}} / +10 {{#item:24751}} / +10 {{#item:24386}} / +10 {{#item:24686}} || +10 {{#item:24425}} is currently giving me the best damage out of all the choices here
| <center>[[File:Dragon Tank.v1.png]]</center>
|-
! Sage <br> and <br> Professor
| <center>[[File:Dragon Tank.v2.png]]</center>
|-
|-
! Sorcerer
| Shadow Shield || | +10 {{#item:24752}} / +10 {{#item:24685}} || -
| <center>[[File:Dragon Tank.v3.png]]</center>
|-
|-
! Elemental <br> Master
| Shadow Armor || | +10 {{#item:24872}} || For the enchant, Dex + 3 is good. You can choose between S. Atk and HP for the other enchant. Keep in mind Atk% is not the best modifier. Getting and additional 3% Atk% boosted my damage by around 1m only
| <center>[[File:Dragon Tank.v4.png]]</center>
|-
| colspan="2" | '''<span style="font-size: 0.75rem;">Note</span>'''<span style="font-size: 0.75rem;">: The skills encased in red boxes are the fundamental or core skills you will need to get for each skill tree and they will be the skills you will use the most for Dragon tanking and supporting.</span>
|}
 
==== Betelgeuse Tanking Gears ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:85%;"
!Type
!Item
!Card
!Enchants and Notes
|-
|-
|'''Upper'''
| Shadow Shoes || | +10 {{#item: 24873}} || Same as above
| align="center" | +10 to +12 {{#item:19483}} <br> or <br> +10 to +12 {{#item:18980}}
|  
<small>
*{{#item:300560}}
*{{#item:4366}}
*{{#item:300528}}
*{{#item:300174}}
</small>
|
* '''Temporal Circlet''' enchanted with {{#item:29105}}, {{#item:29680}}, and {{#item:4743}}.
** For more info on enchanting, check this [[Old_Glast_Heim_Challenge_Mode#Temporal_Circlet_Enchantment|page]].
* '''Old Wind Whisper''' enchanted with {{#item:29105}}, {{#item:4744}}, and {{#item:4744}}.
** For more info on enchanting, check this [[Bio 5 Enchantment|page]].
* '''Nightmare Piamette Card''' and '''Katrinn Card''' will help with reaching instant cast thru VCT%, with Piamette giving 25% ACD as well.
|- style=height:5em
|'''Middle'''
| align="center" | {{#item:5936}}
| <center><small> N/A </center></small>
|
* Needs to be [[Equipment_Crafting#Archangel's_Wings,_Fallen_Angel_Blessing,_8Way_WIngs_of_Purgatory,_Sigrun's_Wings|crafted]].
|-
|-
|'''Lower'''
| Shadow Accessory 1 || | +10 {{#item:24681}} || +10 for full effect
| align="center" | {{#item:420269}} <br> or <br> {{#item:420021}}
| <center><small> N/A </center></small>
|
* '''Ace of Clovers''' can be enchanted with '''VIT''' and '''VCT'''% enchants.
* '''Young Leaf of World Tree''' enchanted with {{#item:311087}}, {{#item:310991}}, and {{#item:4742}}.
** Any of the '''Young Leaf''' lower headgears works, I just used Vitality as an example.
** For more info on the enchanting process, check this [[Young_Leaf_of_World_Tree#Young_Leaf_Enchants|page]].
|- style=height:8em
|'''Armor'''
| align="center" | +10 to +12 {{#item:15393}}
|
<small>
*{{#item:4342}}
*{{#item:300376}}  
</small>
|
* Enchanted with 3%~7% Resistance against Dragon race.
* '''RSX 0806 Card''' makes you immune from the knockback effect brought about by Betel's '''{{#skill:2213}}''' skill when you're not wearing the {{#item:24679}} + {{#item:24680}} combo.
|- style=height:10em
|'''Weapon'''
| align="center" | +10 {{#item:1602}} <br> or <br> +10 to +12 {{#item:550030}}
|
<small>
*{{#item:300096}}
*{{#item:4919}}
</small>
|
* '''Illusion Thorny Staff of Darkness''' can be enchanted with {{#item:100004}} to get 1%~20% VCT and 1%~10% ACD in the 1st & 2nd line of enchants, respectively.
** For more info on enchanting, check this [[Illusion_Enchantment#Illusion_Weapon_Level_4_Enchants|page]].
|-
|'''Shield'''
| align="center" | +9 {{#item:460005}}
|
<small>
*{{#item:4120}}
</small>
|
* Enchanted with Resistance against Dragon race.
** '''1st line''': 2%~7%
** '''2nd line''': 2%~7%
|- style=height:8em
|'''Garment'''
| align="center" | +11 {{#item:20946}}
|
<small>
*{{#item:4671}}
*{{#item:4646}}
</small>
|
* Enchanted with 3%~7% Resistance against Dragon race.
* Can also be carded with any of the cheap Bio 5 [MVP] cards just for the +20 All Basic Stats .
|- style=height:8em
|'''Shoe'''
| align="center" | +11 {{#item:22208}}
|
<small>
*{{#item:27150}}
*{{#item:4381}}
</small>
|
* Enchanted with 3%~7% Resistance against Dragon race.
|- style=height:6em
|'''Accessory (Right)'''
| align="center" | {{#item:490048}}
|
<small>
*{{#item:300076}}
</small>
|
* Enchanted with {{#item:310216}} but lower levels are fine.
|- style=height:6em
|'''Accessory (Left)'''
| align="center" | {{#item:490049}}
|
<small>
*{{#item:300076}}
</small>
|
* Enchanted with {{#item:310216}} but lower levels are fine.
|}
The Dragon set consisting of {{#item:15393}}, {{#item:20946}}, and {{#item:22208}} have built-in resistances against Dragon races plus they can be enchanted with more resistance values. For more info on the enchanting costs, refer to this [[Abyss_Lake_Equipment|page]]. The Sinful accessories {{#item:490048}} and {{#item:490049}}combos with the Dragon set and can be enchanted with more '''MaxHP'''% for additional tankiness. These can be obtained from [[Memories_of_Thanatos#Sinful_Accessories|Thanatos Tower]]. More info on how to enchant the accessories [[Sinful_Enchantment|here]].
 
For more added Dragon resistance, you will need to get a {{#item:460005}}from [[Geffen Night Arena]]. To enchant the shield, you can check more info [[Geffen Night Arena Equipment#Enchantments|here]]. Whether you want to use {{#item:19483}} or {{#item:18980}} is up to your budget. The Circlet offers more defensive stats thanks to its {{#item:29680}} enchant while the Bio 5 headgear is much more affordable and budget-friendly.
 
If you need additional VCT% in your build to help you reach instant cast or more '''ACD''' to help you spam '''{{#skill:276}}''', you may choose {{#item:550030}}. However if you want to skip the RNG part of enchanting Illusion Thorny Staff of Darkness with more VCT%, you can use a +10 {{#item:1602}} instead. This is a fun one because you can do four (4) {{#item:300096}} and it'll give you an instant +40% VCT or be inventive and use two (2) {{#item:4919}} plus two (2) Senior Papila Cae Cards. The rod gives you more freedom with regards to gear choices too.
 
==== Shadow Gears ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:80%;"
!Type
!Item
!Enchants and Notes
|-
|'''Shadow Armor'''
| align="center" | +10 {{#item:24679}}
|
* <u>Optional</u> but can be enchanted using {{#item:23720}}if you're only after the 1st line of enchant or {{#item:101177}}if you want to improve your Dragon Tank further.
** '''1st line''': MaxHP + 2% or any.
** '''2nd line''': CON + 5.
|- style=height:5em
|'''Shadow Weapon'''
| align="center" | +7 {{#item:24792}}
|
* Enchanted with {{#item:312193}}and {{#item:4744}}.
|- style=height:10em
|'''Shadow Shield'''
| align="center" | +9 {{#item:24057}} <br> or <br> +7 {{#item:24793}}
|
* <u>Optional</u> but '''Dragoon Shadow Shield''' can be enchanted using {{#item:23720}}if you want to improve your Dragon Tank further.
**Enchanted with MaxHP + 2% .
*'''Master Shadow Shield''' enchanted with {{#item:312193}}and {{#item:4744}}.
|-
|'''Shadow Shoe'''
| align="center" | +10 {{#item:24680}}
|
* <u>Optional</u> but can be enchanted using {{#item:23720}}if you're only after the 1st line of enchant or {{#item:101177}}if you want to improve your Dragon Tank further.
** '''1st line''': MaxHP + 2% or any.
** '''2nd line''': CON + 5.
|- style=height:10em
|'''Shadow Earring (Right)'''
| align="center" | +10 {{#item:24339}} <br> or <br> +10 {{#item:24766}}
|
* <u>Optional</u> but can be enchanted using {{#item:23720}}if you're only after the 1st line of enchant or {{#item:101177}}if you want to improve your Dragon Tank further.
** '''1st line''': MaxHP + 2% or any.
** '''2nd line''': CON + 5.
|- style=height:10em
|'''Shadow Pendant (Left)'''
| align="center" | +10 {{#item:24340}} <br> or <br> +10 {{#item:24765}}
|
* <u>Optional</u> but can be enchanted using {{#item:23720}}if you're only after the 1st line of enchant or {{#item:101177}}if you want to improve your Dragon Tank further.
** '''1st line''': MaxHP + 2% or any.
** '''2nd line''': CON + 5.
|}
The {{#item:24057}} gives 3% Dragon resistance at +9; though if you've already reached maximum Dragon resist from your main equipment, you may use other Shadow Gears in the shield slot that give general resists such as a {{#item:24793}}. The next important piece of Shadow Gear will be the {{#item:24679}} and {{#item:24680}} to give you full immunity against knockback plus some '''MaxHP'''% to help with general tankiness. Be extra careful and attentive when wearing Shadow Gears because Betelgeuse can use the Abyss Chaser skill '''{{#skill:5313}}''' to remove your Shadow Gears; that's why I highly advise you to get a total of 100% Dragon resist and general tankiness outside of your Shadow Gears because in the event you get stripped you'll lose your perfect Dragon resist, knockback immunity, and other important stats. For that reason, some CT parties would bring in a Biolo for their '''{{#skill:5339}}''' skill to avoid problems like this.
 
The rest of the Shadow Gears are only suggestions and optional if you don't have the budget for them. It goes the same for enchanting your Shadow Gears as that could get expensive, but when you have the means for it then go ahead and min-max your tank Shadow Gears.
 
==== Costume Enchant Stones ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:80%;"
!Type
!Item
!Stone
!Notes
|- style=height:8em
|'''Upper Costume'''
| {{#icon:19602}} Any Upper Costume of your liking
|
<small>
* {{#item:1000672}}
* {{#item:6640}}
</small>
|
* Use '''Sorcerer Stone''' ('''Top''') for more FCT reduction and faster casting time.
* '''Health Stone''' ('''Top''') gives +1 VIT which is really minimal and can be skipped for Sorcerer Stone (Top) instead.
|- style=height:9em
|'''Middle Costume'''
| {{#icon:19603}} Any Middle Costume of your liking
|
<small>
* {{#item:25006}}
* {{#item:1000673}}
</small>
|
* '''Vit Convert Stone''' ('''Mid''') will combo with Vit Convert (Low) for more MaxHP% and to increase the healing effectiveness of potions such as {{#icon:1100005}}{{#linkitem:1100005|Concentrated Golden Syrups}}.
*  Use '''Sorcerer Stone''' ('''Mid''') if you need more VCT% for faster casting.
|- style=height:8em
|'''Lower Costume'''
| {{#icon:19604}} Any Lower Costume of your liking
|
<small>
* {{#item:25008}}
</small>
|
* '''Vit Convert Stone''' ('''Low''') will combo with Vit Convert (Mid) for more MaxHP% and to increase the healing effectiveness of potions such as {{#icon:1100005}}{{#linkitem:1100005|Concentrated Golden Syrups}}.
|- style=height:14.5em
|'''Garment Costume'''
| {{#icon:20506}} Any Garment Costume of your liking
|
<small>
* {{#item:25306}}
* {{#item:1000522}}
* {{#item:25170}}
* {{#item:1000521}}
</small>
|
* Carded with any of the following combinations:
** {{#item:25306}} + {{#item:1000522}}
** {{#item:25170}} + {{#item:1000521}}
*** The '''Variable''' '''Cast Stones''' and '''Minor Casting Stones''' will help with reducing casting time, so you can cast your skills faster.
|}
 
Personally, I use a combination of {{#icon:25006}}{{#linkitem:25006|VIT Convert Stone}}(Mid/Low) and {{#item:25306}} + {{#item:1000522}} since I have enough FCT (from the Cast Stones, +12 {{#icon:15393}}{{#linkitem:15393|Gold Dragon Plate}}, and {{#icon:490048}}+{{#icon:490049}} Thanatos accessories), and solved most of my VCT problems by using a +10 {{#icon:1602}}{{#linkitem:1602|Rod}} carded with four (4) {{#icon:300096}}{{#linkitem:300096|Senior Papila Cae Cards}}. However if you lack FCT and VCT to instant cast your skills, you may choose to use {{#item:1000672}} and  {{#item:1000673}} instead.
 
==== Pet Suggestions ====
Here's a list of pets that you could journey with to help you tank Betelgeuse:
 
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;"
!Pet
!Notes
|- style=height:7em
| {{#item:9140}}
|
* At Loyal intimacy, it gives VIT + 4, MaxHP + 5%, and adds a random chance to autocast '''Lvl'''. '''2''' '''{{#skill:73}}''' on yourself when receiving physical damage.
|- style=height:5em
| {{#item:9042}}
|
* At Loyal intimacy, it gives MaxHP + 5%, and adds a random chance to autocast '''Lvl'''. '''2''' '''{{#skill:28}}''' on yourself when receiving physical damage.
|-
|-
| {{#item:9048}}
| Shadow Accessory 2 || | +10 {{#item:24682}} || +10 for full effect (set needs to be +20)
| rowspan=4 |
* At Loyal intimacy, they decrease Variable Casting Time (VCT) by 5%.
|- style=height:4em
| {{#item:9119}}
|- style=height:4em
| {{#item:9139}}
|- style=height:4em
| {{#item:9192}}
|}
|}
Note: Shadow gears section will be updated when the Blossom Shadow Set and Rhythm Shadow Set gets released. Right now, i'm using Bow Master Shadow Set, but i'd recommend just waiting for our skill shadows.


== Elemental Catalysts, Ores, & Stones ==
===== '''Pets''' =====
As an Elemental Master, you are required to either buy or farm your own elemental catalysts in order to summon your Elementals and High Elementals. Here, I'm going to list down the farming maps I always frequent where these catalysts are accessible and abundant to make your farm easier. Currently, [[Forgotten Time]]'s '''Zone 1''' {{#navi:t_garden|81|94}} and '''Zone 2''' {{#navi:t_garden|154|94}}  are the best maps to farm the elemental catalysts as all the mobs in their respective zones drop the ores and stones but it has a minimum entry level requirement of 250.
{| class="mw-collapsible mw-collapsed wikitable"
 
|+ style="white-space:nowrap; border:1px solid; padding:3px; | Pets
{| class="wikitable mw-collapsible mw-collapsed" style="width:59%;
!Catalysts
!Map and Monsters
|-
! {{#item:994}}
|
* '''Gig''' from Magma Dungeon Flr. 2
* '''Kasa and Salamander''' from Thor Volcano Flr. 3
* '''Blue Flame Spirits''' & '''Tainted Flame Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_1|Forgotten Time (Zone 1)]]
* '''Red Flame Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_2|Forgotten Time (Zone 2)]]
|-
!{{#item:990}}
|
* '''Fillia''' from [[Amicitia#Level_1|Amicitia Flr. 1]]
* '''Red Flame Spirits''' & '''Hot Water Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_2|Forgotten Time (Zone 2)]]
* Purchased from NPC Dus the Smith {{#navi:paramk|53|101}} at [[Eden Market#Refine Mats and more|Eden Market]] (@go 40).
|-
|-
!{{#item:995}}
! ♡♡♡ !! Item!! Notes
|
* '''Abysmal Swordfish''', '''Abysmal Phen''', & '''Abysmal Strouf''' from [[Illusion_of_Underwater#Second_Floor|Illusion of Underwater Flr. 2]]
* '''Ice Titan''' from Ice Cave Flr. 3
* '''Cold Water Spirits''' & '''Polluted Water Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_1|Forgotten Time (Zone 1)]]
* '''Hot Water Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_2|Forgotten Time (Zone 2)]]
|-
|-
!{{#item:991}}
| Best Pet || {{#item:9193}} || '''Nullifies monster size penalty for physical attacks'''. Increases physical damage against Normal classes by 7%. This is quite expensive to make
|
*'''Vanilaqus''' from [[Amicitia#Level_1|Amicitia Flr. 1]]
*'''Blue Flame Spirits''' & '''Cold Water Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_1|Forgotten Time (Zone 1)]]
* Purchased from NPC Dus the Smith {{#navi:paramk|53|101}} at [[Eden Market#Refine Mats and more|Eden Market]] (@go 40).  
|-
|-
!{{#item:996}}
| Versatile Physical Damage Pet || {{#item:9090}} || Increases physical damage against all classes by 4% when loyal
|
* '''Temple Gryphon''' from [[Varmundt%27s_Biosphere#Biosphere_Temple|Varmundt's Biosphere (Temple)]]
* '''Dry Wind Spirits''' & '''Tainted Wind Spirits''' ('''S'''/'''N'''/'''G'''/'''M''')  from [[Forgotten_Time#Zone_2|Forgotten Time (Zone 2)]]
|-
|-
!{{#item:992}}
| MVP/Depth 1/2 Physical Damage Pet || | {{#item:9132}} || When loyal,  Atk + 5%, P.Atk + 2, Increases physical damage against boss monsters by 5%. You can also just get this if you prefer the Atk% and P.Atk over the Little Isis bonus
|
* '''Grand Peco''' from Yuno Field 09
* '''Strong Wind Spirits''' & '''Blue Earth Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_1|Forgotten Time (Zone 1)]]
* Purchased from NPC Dus the Smith {{#navi:paramk|53|101}} at [[Eden Market#Refine Mats and more|Eden Market]] (@go 40).  
|-
|-
!{{#item:997}}
| HP Absorb Pet || | {{#item:9055}} || When loyal, low chance of gaining 5% of the damage inflicted to an enemy as HP. Max HP +1%
|
* '''Sleeper''' from Yuno Field 02
* '''Blue Earth Spirits''' & '''Polluted Earth Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_1|Forgotten Time (Zone 1)]]
* '''Solid Earth Spirits''' ('''S'''/'''N'''/'''G'''/'''M''')  from [[Forgotten_Time#Zone_2|Forgotten Time (Zone 2)]]
|-
!{{#item:993}}
|
* '''Galensis''' from [[Amicitia#Level_2|Amicitia Flr. 2]]
* '''Dry Wind Spirits''' & '''Solid Earth Spirits''' ('''S'''/'''N'''/'''G'''/'''M''')  from [[Forgotten_Time#Zone_2|Forgotten Time (Zone 2)]]
* Purchased from NPC Dus the Smith {{#navi:paramk|53|101}} at [[Eden Market#Refine Mats and more|Eden Market]] (@go 40).
|}
 
== Future ==
In the recent updates to kRO branded as [[Chapter_1|Chapter 1: Zero Cell/Abandoned Research Institute]], there will be some planned upgrades that will improve the autocast https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #006400 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">'''Elemental Buster'''</span> and '''{{#skill:2445}}''' builds of Elemental Master. To know more about the new equipment, check the external links affixed to their respective names. You will need to use a translator to translate the texts from Korean to English.
 
=== Elemental Spirits ===
<center>[[File:Chapter 1 Elemental Spirits.png|400px]]</center>
 
For Elemental Buster, it will get a new weapon in the form of '''[https://www.divine-pride.net/database/item/540114/kROM Elemental Spirits]'''. This weapon is basically the fusion of the {{#icon:540079}}{{#linkitem:540079|Dimensions Elemental Magic Book}}+ {{#icon:540080}}{{#linkitem:540080|Dimensions Elemental Spell Book}}into a singular book. Instead of swapping out between these two books, you can just use '''Elemental Spirits''' and alternate between '''{{#skill:5373}}''' and '''{{#skill:5369}}''' to autocast Elemental Buster! This will be a huge game changer for our class because we will no longer be forced to <s>break our fingers</s> bring two books just to spam Elemental Buster barely half a second. Currently, when opting to do the [[The_Complete_Elemental_Master_Guide_by_Goldie#Double_Book|Double Book rotation]], our DPS is not smooth and consistent due to the delay of equipping and casting. Weaving in some DoT skills in between is also not optimal as the two Dimensional books have different modifiers for them. For example, having '''{{#skill:5370}}''' linger on the ground and then swapping to Dimensions Magic Book would decrease LL's succeeding damage until you go back again to Dimensions Spell Book. This dilemma is anticipated to be solved by the Elemental Spirits weapon.
 
With Elemental Spirits, our DPS will be expected to increase drastically because this Chapter 1 book won't need a partner crown or headgear just to activate the autocast shenanigan. We can finally start using {{#item:400724}} with its crazy OP enchant of {{#icon:313427}}{{#linkitem:313427|Warrant of Bailiff}}+ its combo with {{#item:300594}}. The tradeoff is our Elemental Buster skill modifier will be reduced down to 25% from Time Dimension's 60%, but fret not because this will be compensated with '''every''' '''half a second''' '''spammability of Elemental Buster''', {{#icon:313427}}{{#linkitem:313427|Warrant of Bailiff}}'s procs, and '''up to''' '''209%''' '''{{#skill:5373}}''' skill modifiers!
<center>
{| class= "wikitable" style="width: 88.5%;
|  style="background-color:#E8EAED; text-align: center; font-size: 100%;" data-mce-style="background-color: #ce84e0; text-align: center;" | <center><span style="font-size: 0.9rem;"> '''Breakdown of Overall Terra Drive''', '''Diamond Storm''', '''Lightning Land''', '''Conflagration''', '''& Venom Swamp Skill Modifiers''' </span></center>
|-
|-
| style="background-color:#RRGGBB;" |
| SP Absorb Pet || | {{#item:9052}} || When loyal, max SP +5%. Low chance of gaining 1% of the damage inflicted to an enemy as SP. Probably the most used pet for farming. Almost no more SP problems when combined with other SP absorb items like {{#item:5208}} and {{#item:24685}}
* '''209%''' TD skill mods = '''90%''' (2x Ilse El Heine cards and combo with Yorscalp) + '''95%''' (Elemental Spirits) + '''10%''' (Costume Enchant Stones) + '''14%''' (Terra Stream Skill Master Shadow Gears)
 
* '''111%''' DS skill mods = '''95%''' (Elemental Spirits) + '''16%''' (Diamond Skill Master Shadow Gears)
 
* '''104%''' LL skill mods = '''90%''' (2x Ilse El Heine cards and combo with Yorscalp) + '''14%''' (Lightning Swamp Skill Master Shadow Gears)
* '''26%''' Conflag skill mods = '''16%''' (Conflagrative Skill Master Shadow Gears) + '''10%''' (Costume Enchant Stones)
* '''24%''' VS skill mods = '''14%''' (Lightning Swamp Skill Master Shadow Gears) + '''10%''' (Costume Enchant Stones)
<small><span style="font-size: 0.55rem;">▶</span></small> <span style="font-size: 0.75rem;">In a more realistic scenario, replacing one of the Ilse El Heine Cards to either Copo Card or Mutating White Knight Card is more optimal damage-wise due to diminishing returns but I am just presenting the highest possible value for each modifiers to know how more or less you can feasibly invest/sacrifice for each.</span>
|}
|}
</center>
With this much distribution of skill modifiers for our five primary skills, we can condense our skill rotation to something like this:
<center><code> '''{{#skill:5370}}''' —> '''{{#skill:5373}}''' —> '''{{#skill:5369}}''' —>''' {{#skill:5373}}''' —>''' {{#skill:5369}}''' —>''' ''repeat'''''</code>
<code> '''{{#skill:5370}}''' —> '''{{#skill:5372}}''' —> '''{{#skill:5373}}''' —> '''{{#skill:5369}}''' —>''' {{#skill:5373}}''' —>''' {{#skill:5369}}''' —>''' ''repeat'''''</code>
<code> '''{{#skill:5370}}''' —> '''{{#skill:5371}}''' —> '''{{#skill:5373}}''' —> '''{{#skill:5369}}''' —>''' {{#skill:5373}}''' —>''' {{#skill:5369}}''' —>''' ''repeat'''''</code>


<code> '''{{#skill:5370}}''' —> '''{{#skill:5372}}''' —> '''{{#skill:5371}}''' —> '''{{#skill:5373}}''' —> '''{{#skill:5369}}''' —>''' {{#skill:5373}}''' —>''' {{#skill:5369}}''' —>''' ''repeat'''''</code></center> 
== '''Hall of Life''' ==
Performers are a good addition to the parties in the end game instance, Hall of Life
* As stated in [[The_Performer's_Life_By_Conga_Lyne#Dungeon/Instance_Progression|Conga's guide]], try to get at least 300k HP. It's possible to get higher HP and can give up devo on lower levels if needed. At higher levels though, you'd still want devo even with high HP.
* As a reminder, Group A Songs skills don't stack like {{#skill:2350}} and {{#skill:2381}}. Usually, parties prefer {{#skill:2350}} so if there's a Troubadour with you, communicate.
* Another reminder is choosing Group B Chorus skills. They also don't stack so only choose one. The most commonly used Chorus buffs are {{#skill:2434}} if your DPS are magic types and {{#skill:2428}} if ranged types. For lower level parties where not everyone has high HP, or if your main DPS are melee types, {{#skill:2431}} Lerad's Dew is also a decent option.
* For Ensemble, you can't go wrong with {{#skill:313}}. It is confirmed in [https://discord.com/channels/822793286786875403/1127133633631748226/1333338834531778631 Discord] that Rigel casts wind magic, fire magic, neutral magic, water magic, neutral misc, and ranged physical (thanks GM Muh). It is preferred that people avoid getting hit by any skill and dodge everything, but for those instances where someone messes up, having a little bit of these added resistances should help mitigate damage received (specially by the devo IG).
* Always cast {{#skill:5007}} Frigg's Song and if soul linked, {{#skill:322}}. Actually, ask to be soul linked if there's an SA cause higher HP is always needed in higher levels. And a reminder, it doesn't stack with {{#skill:321}}. Prioritize {{#skill:322}} over {{#skill:321}}.
* If there are crit-focused members like Wind Hawks, DKs, and Dorams, use {{#skill:329}} Fortune's Kiss.
* It is not always a perfect run so if someone dies, make sure to recast all buffs that you can use specially if it's the main DPS of the party.
* Sometimes, when the runs are perfect, it goes so fast that {{#skill:2434}} is still on CD. Just communicate with party members if you need to wait for CD of some skills before starting the fight again.


 
== '''Encore''' ==
In the first skill rotation, while Lightning Land is dealing damage and on cooldown for 2 seconds, we can alternate between Terra Drive and Diamond Storm to autocast four (4) undisrupted  https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #006400 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">'''Elemental Busters'''</span> to burst down MVPs and monsters to smithereens. Once LL is off-CD, we will cast it again then go back to spamming Elemental Buster. This specific skill rotation does the least DPS as compared to the next three rotations but finds the most comfort among the three since it will only require about 50% ACD and have fewer skills to manage. 
Final Battle Hard: [https://youtu.be/MCVbhl8JuMM?si=kjLylJxpzTC-5Uvq Rose Blossom Trouvere]
 
Meanwhile, the next three rotations will <s>probably strain your fingers</s> depend on your party composition and the situation; for example, when an Arch Mage is present to debuff the MVP with their https://static.divine-pride.net/images/skill/5232.png + https://static.divine-pride.net/images/skill/5222.png '''Climax Bloom''' and https://static.divine-pride.net/images/skill/5232.png + https://static.divine-pride.net/images/skill/5221.png '''Climax Earth''', and then you even add your own '''{{#skill:2468}}''', the second one (with Conflagration) will do the second most DPS. Whereas, the third one (with Venom Swamp) will be situational and is for when mobs are either resistant or immune to your Conflag or <span style="color:red;">Fire</span> skills in general. These two rotations will need a bit more ACD (≈60% more or less) and higher ASPD to smoothly cycle all your skills.
 
The fourth and last skill rotation is the overall best one to give out the highest value in damage numbers or total DPS as you will be able to cast all three of your DoT skills before you spam your autocasted Elemental Busters. In this particular rotation, you will have an adequate amount of time before your three DoT skills stop lingering and go off-CD but this also means you will need ''A LOT'' of ACD for this rotation to work. I have experimented on a couple of set-ups and what worked best for me is by having '''full''' '''193 ASPD''' and an ACD ranging from '''65% to 72%'''—65% is already baseline clunky and anything below 65% would be a lot clunkier and more problematic. Moreover, it is also ideal and optimal to designate the keys for your DoT skills (LL, Conflag, and VS) to be on [[Patcher#Turbo Setup|smart-cast mode]] as this will allow you to rapidly spam all of them in a fast sequential manner; this is crucial because you would want to cast all three of them <u>within a short time-frame</u> so that by the time you get back to recasting them again there won't be any delays or gaps. Remember, though your DoT skills have a two (2) seconds cooldown for each one of them, they exist and linger for up to three (3) seconds.
 
<center>
{| class= "wikitable" style="width: 80%;
|  style="background-color:#E8EAED; text-align: center; font-size: 100%;" data-mce-style="background-color: #ce84e0; text-align: center;" | <center><span style="font-size: 0.9rem;"> '''Theoretical Total DPS in MAtk% Within a Second Using 4th Rotation Cycle''' </span></center>
|-
| style="background-color:#RRGGBB;" |
* '''54''','''100%''' (2x https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #006400 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">'''Elemental Buster'''</span>) + '''20''','''800%''' (<span style="color:#A35946;">Terra Drive</span>) + '''12''','''500%''' (<span style="color:#07C4D9;">Diamond Storm</span>) + '''18''','''600%''' (<small>3 ticks of</small> <span style="color:#44C769;">Lightning Land</span>) + '''18''','''600%''' (<small>3 ticks of</small> <span style="color:#ED3F13;">Conflagration</span>) + '''18''','''600%''' (<small>3 ticks of</small> <span style="color:#7E139E;">Venom Swamp</span>)
**'''Total MAtk%''' = '''143''','''200%'''
<small><span style="font-size: 0.55rem;">▶</span></small> <span style="font-size: 0.75rem;">Total MAtk% presented in the table is the '''combined MAtk%''' of your skills, anticipated to be the overall value done for every second.
<br>
<small><span style="font-size: 0.55rem;">▶</span></small> <span style="font-size: 0.75rem;">It is expected to produce this much damage every second when cycling all of your skills using the 4th rotation and with <span style="color:#966606;">Terremotus</span> as the summoned Spirit.
<br>
<small><span style="font-size: 0.55rem;">▶</span></small> <span style="font-size: 0.75rem;">SPL scaling, buffs, debuffs, and other damage modifiers aren't yet accounted for. With both <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #006400 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>'s and <span style="color:#A35946;">Terra Drive</span>'s '''10 SPL scaling''', damage will be expected to skyrocket even more.
|}
</center>
 
To boot, you may also freely insert '''one''' ('''1''') '''manually'''-'''casted''' https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #006400 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">'''Elemental Buster'''</span> right after Venom Swamp to make it five (5) undisrupted Elemental Busters (3 Busters within a second and 5 in total); however, this is <u>only applicable to the 1st series of rotation cycle</u> as your Elemental Buster goes into CD once it gets autocasted by either Terra Drive and Diamond Storm and it will struggle to be available again and keep up with the fast global CD of your skills. 
 
In addition to the skill modifiers, we will also greatly benefit from the Cardinal skill '''{{#skill:5271}}''' as this will finally enable us to reach the '''cap of 50% MRes pierce'''—a feat that is only achievable by a selected few classes and EM will soon join the club!
 
<center>
{| class= "wikitable" style="width: 75%;
|  style="background-color:#E8EAED; text-align: center; font-size: 100%;" data-mce-style="background-color: #ce84e0; text-align: center;" | <center><span style="font-size: 0.9rem;"> '''Breakdown of Total MRes Pierce''' </span></center>
|-
| style="background-color:#RRGGBB;" |
* '''Solo'''
** '''30%''' MRes Pierce = '''10%''' (Yorscalp) + '''20%''' (Skill Master Shadow Gears)
* '''Party'''
** '''55%''' MRes Pierce <u>but capped at 50%</u> = '''25%''' (Argutus Vita) + '''10%''' (Yorscalp) + '''20%''' (Skill Master Shadow Gears)
|}
</center>
And lastly, we can maximize the effect of {{#item:27362}} and the Arch Mage's https://static.divine-pride.net/images/skill/5232.png + https://static.divine-pride.net/images/skill/5221.png '''Climax Earth''' debuff and https://static.divine-pride.net/images/skill/5232.png + '''{{#skill:5225}}''' buff for more damage since we will most likely lean towards <span style="color:brown;">Earth</span>/<span style="color:blue;">Water</span> magical build.
 
Other honorable mentions worth bringing up include easier gear progression for players since Elemental Spirits won't need a partner headgear to activate autocast Elemental Buster; that being said, aspiring EMs can use {{#icon:19436}}{{#linkitem:19436|Vesper Headgear}}as their early to mid game progression headgear before transitioning to {{#icon:400724}}{{#linkitem:400724|Yorscalp Crown of Judgment}}for endgame, and {{#icon:19136}}{{#linkitem:19136|Spirit of Chung E}}could also be used when farming for loots to further increase your drop rate and get higher yields.
 
=== Frontier Rune Crown & Book ===
<center>[[File:Frontier Rune Crown EM & Elemental Book.png|770px]]</center>
For Spell Fist, it will get an upgrade from the current Furious set to the new combo consisting of [https://www.divine-pride.net/database/item/400982/kROM '''Frontier Rune Crown (Elemental Master)'''] + '''[https://www.divine-pride.net/database/item/540110/kROM Frontier Elemental Book]'''. Now what makes this combo different from the Furious set is that it will let you autocast the Arch Mage skill '''{{#skill:5220}}''' at a 60% chance every time you cast your Magician skill '''{{#skill:13}}'''. Don't get too overly excited now because it is still uncertain whether Soul Vulcan Strike will be autocasted <u>coming from any sources of casted Soul Strike</u> including ones from procs such as our own '''{{#skill:279}}''' and {{#item:420003}}.
 
The item description for the Frontier Crown on the website is just too ambiguous to make a concrete conclusion out of it. If it turns out that any sources of Soul Strike casts will be counted then this could also be a huge upgrade for Spell Fist for you will almost always autocast SVS at any given time. What's more, the added 2 seconds CD for Soul Strike convinces me that the developers are encouraging players to trigger autocast SVS from melee auto attacks instead of manually casting Soul Strike which is a preventive measure against abuse because Soul Strike naturally has 0 second CD.
 
It will also make {{#item:4576}} a viable card to use for this specific set-up since it will boost our <span style="color:green;">Wind</span>-infused melee magical attacks, '''{{#skill:20}}''', Soul Strike, and SVS at the same time (which also means the glamorous <span style="color:limegreen;">Procella</span> would be a great choice at last!).
 
The only downside I could see with this build is it will need more CD reduction for our gap closer skill '''{{#skill:6517}}'''. Having an 11x11 AoE with SVS is good but having the need to get closer to each individual monster is not. I hope Gravity would consider decreasing the innate CD of Psychic Stream to make this build more viable for field farming.
 
== Summary ==
'''Elemental Master''' is a versatile class that can play any roles. DPS, Support, or Tank you name it! That's what makes the class so interesting to begin with. Its previous branches from Mage, Sage, Professor and Sorcerer aren't completely forgotten because their skills, mostly defensive and supportive utilities, are still incorporated in an EM's gameplay and usage. EM is also a rotation-heavy class and it may not be for everybody and that's fine. There will be classes that will fit your playstyle more but with EM you'll need to have a lot of micromanaging to do. It's not only for your AoE skills but with your set-ups as well. And lastly, you have Elementals and High Elementals that will act as your companions in battle that will buff and defend you from harm. And what's more, they can survive longer if you have the proper gears for it acting like your own personal tank.
 
I hope I was able to make things simpler and easier to understand for all of you, and I don't expect everybody to comprehend and absorb all of these in one sitting so just take your time, relax, and have fun with the class! <big>🤗🤍</big>
 
== Acknowledgement ==
I would like to extend my warm and heartfelt gratitude to the people who helped me with my guide.
 
# '''Ripley''' for helping me proofread.
# '''[GM] Muh''' for helping me and giving me the equations for computing the Spirits' status values.
# '''Coffee'''/'''Espresso''' for suggesting the Illusion Goibne set as a possible alternative under the '''[[The_Complete_Elemental_Master_Guide_by_Goldie#Budget_Tank_Gears|Budget Tank Gears]]''' section.
 
It wouldn't have come out as coherent and comprehensive as I wanted it to be if it weren't for your help so thank you so so much! <big>🥹❤️🫶🏻</big>
 
== Changelog ==
{| style="background: transparent; width: 100%; outline: 2px dashed lightgray; border:2px; border-style: dashed; outline-offset: -6px; border: 2px dashed lightgray; padding:7px"; border-color: lightgray; style="font-size: 88%;"
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* Notable changes as of 15 January 2025:
** Added [[Forgotten Time]] as a possible farming area for elemental catalysts.
** Updated the table under [[The Complete Elemental Master Guide by Goldie#Elemental Catalysts, Ores, & Stones|Elemental Catalysts, Ores, & Stones]].
* Notable changes as of 29 January 2025:
** Added [[Divine_Beast%27s_Cloak:_Autumn#Circulation_of_Life:_Autumn|Circulation of Life Autumn]] and [[Circulation of Life Accessories|Signet of Circulation: Autumn]] under [[The_Complete_Elemental_Master_Guide_by_Goldie#Endgame|Endgame Equipment]] and [[The_Complete_Elemental_Master_Guide_by_Goldie#High_End_Tank_Gears|High End Tank Gears]] sections.
* Notable changes as of 18 March 2025:
** Improved and added [[The_Complete_Elemental_Master_Guide_by_Goldie#Psychic_Wave|Psychic Wave]] as a viable and alternative build to farm some endgame dungeons.
* Notable changes as of 17 May 2025:
** Added [[The Complete Elemental Master Guide by Goldie#Drop Rate Gears|Drop Rate Gears]] and [[The Complete Elemental Master Guide by Goldie#Rune Tablet|Rune Tablet]] under [[The Complete Elemental Master Guide by Goldie#Gear Progression|Gear Progression]] section.
*Notable changes as of 26 June 2025:
** Added tabulations of magical cards under [[The Complete Elemental Master Guide by Goldie#Magical Cards|Magical Cards]] section.
** Added [[The Complete Elemental Master Guide by Goldie#Consumables|Consumables]] under [[The Complete Elemental Master Guide by Goldie#Gear Progression|Gear Progression]] section.
* Notable changes as of 18 July 2025:
** Updated the [[The Complete Elemental Master Guide by Goldie#Shadow Gears 2|Shadow Gears table]].
* Notable changes as of 21 August 2025:
** Updated [[The_Complete_Elemental_Master_Guide_by_Goldie#Psychic_Wave|Psychic Wave]] build and added [[21 Age of Heroes#Crowns|Yorscalp Crown of Judgement]] as the new endgame headgear for the build.
* Notable changes as of 17 September 2025:
** Added a [[The Complete Elemental Master Guide by Goldie#Future|Future]] section for upcoming updates to look forward to for Elemental Master.
|}

Revision as of 23:41, 1 January 2026

Introduction

Hiiii, i'm Sophie :) I've been playing the dancer class since pre-renewal on PH RO ever since I was a kid. Played on and off, but was always spamming Scream/Tarot Card of Fate and dancing Please Don't Forget Me/Loki's Wail in WoE. I'm also really used to soloing and playing alone (bards were preferred in leveling parties before as Bragi was almost always needed, and Dancers were mostly in demand only in PvP/WoE </3). I still have the tendency to be a bit of a soloist/loner (even irl lol), but i'm really happy to be doing difficult instances with the friends i've made here in Muh RO <3 and to help in case you have any questions.

While the (physical) performer classes don't have the highest DPS, they have decent damage, good range, and great survivability. This guide is more focused on the Dancer route since it's the class that i always played as, but it should also be applicable to the Bard route (as well as other non-crit, non-HP, ranged physical class builds - albeit with some tweaks). The Dancer class is always gonna hold a special place in my 994.png

Change Log

Latest edit: January 01, 2026 [Hit Physical Enchant + Skill Shadow Gears Update]

Notes

As a Physical Performer, our main skill for AOE farming is 5353.png Rose Blossom. Rose Blossom has 2 parts. The first part is the single target portion of the skill, while the second part is the AOE one. The AOE part has a stronger damage and can usually one-hit most mobs on it's own when farming, but some monsters with high HP still survive 1 cast of the skill if only the AOE part damages them (even if you could 1 hit them directly using endgame gears). This isn't a problem since clear times are still decent and this usually only happens on endgame-ish dungeons from Biosphere A onwards. I also feel like (not proven) having multiple parts for the skill also helps in triggering things like HP/SP absorption etc.


As you can see, I can 1 shot the Verdant Cornus, but only if it's the main target. You can make some adjustments to your build/switch arrows to make sure you 1 shot/deal better damage to everything in a specific map though.
I started with this disclaimer because some people prefer classes/builds that really one shot everything with just 1 click using 1 general build like Dragon Knights/Wind Hawks and etc.

1 shotting mobs using the right element/modifiers

Pros and Cons
Pros Cons
Can use HP and SP Absorb gears for easier farming Lower DPS compared to Metallic Fury/Rhythmic Wave build. We probably have like, 1/4 (or 1/5. Just a lot lower :( ) of their DPS at max gears with both.
Some physical gears have HP boosts built in so can be a bit tanky Long skill cooldown for Rose Blossom at 0.7
Quick cooldown for single target skill Rhythm Shooting at 0.35 2 button turbo for max DPS
Rose Blossom damage decent enough to 1 hit Temple/Venom dungeons (with drop rate gears) and Forgotten Time dungeon Needs HIT. Can struggle against certain MVPs with Agi Up (Biosphere A and B MVPS, some are kinda possible with high HIT, but Glade Mistress and Soul Gloom Under Night probably impossible for now)
Sexy Skill is blocked by Pneuma and other similar skills
Cute Needs to worry about Variable Cast Time (as compared to no cast time of Metallic Fury)
Popular to boot The only other build that's considered meta where we can share our gears with is DcB DK/Ranged Ninja (farming). Magic build can share gears with lots of other classes
Love dancing Need to apply debuff (Sound Blend) and have ultimate skill active (Mystic Symphony) just to achieve max DPS. For magic, only debuff is needed for Metallic Fury (unless fighting Fish/Demi Human monsters) and only ultimate skill is needed for Rhythmic Wave
Great hair Needs 2 buttons to maximize DPS (mainly just used for bosses or in Depth 2 (Depths Abyss) if leveling there and under geared)
The boys all love to stare Rose Blossom damage has 2 parts. 1 single target and 1 aoe. You can sometimes 1 shot the main target, but need 2 casts to clear mobs. I think this also means only one of the damage parts gets Lex Aeterna debuff if you ever help in parties :(


Additional Notes:

  • ♡♡♡ Thanks to Magic Trouvere AinTz for testing and showing DPS ♡♡♡
  • As you can see, the physical build for performers is like a niche build within a niche class. The meta build for performers is the magic build. Though even if the Ranged DPS is lower, single skill cast damage is good enough to farm all dungeons

Stats and Traits

General Farming

Main stats that we should focus on for general farming are DEX (main ATK source and Variable Cast time reduction), INT (SP and VCT reduction), STR (additional ATK source and weight capacity), AGI (ASPD for cast animation and some FLEE for survivability. Note ASPD can easily be increased with 2350.png Swing Dance (for Trouveres) and 2428.png Dance with Warg , LUK (additional ATK source), and lastly VIT (for additional HP) . I won't be providing an exact stat build for farming since it would depend on your needs anyway. One thing to note is that it's best to strive to reduce Variable Cast Time via stats (DEX x 2 + INT = 530). You can use 12883.png Almighty (12883) or 50035.png The One Potion (50035) when adjusting your stats. I prefer not including the Blessing buff from the healer since it doesn't last as long. As for the traits, you can just use POW = 110 and CON = 110 and the rest you can put on either STA or WIS (or divide for both) depending on your RES/MRES needs.

Endgame Dungeons/Depth 2 Build

The stat build that I use for Depth 2 differs a tiny little bit compared to the build I used to farm before. You don't really have to worry too much about survivability in most dungeons so you could dump more stats in STR and LUK for additional damage when farming. However, it now matters when going to the endgame dungeons like Depth 1 and Depth 2. I'll be sharing the stat and trait build that i'm using, but take note that i'm using 4683.png [MVP] Wanderer Trentini Card (4683) to achieve instant VCT, have additional damage, and survivability (my previous tests showed that having an MVP card with a +20 stat is better than 300270.png Empathize Card (300270) and 4392.png Observation Card (4392) , but it might've had something to do with my other items and stats so take that info with a grain of salt. This is for people who are thinking twice about giving up the Empathize + Observer combo because I know it's super good

Stats

My current stats, but you can play around with it

  • STR - 58 - For Weight Management
  • AGI - 1 - Already have 193 Atk Spd with just Nebula Armor of Concentration and a few buffs (can increase this if you want more flee)
  • VIT - 112 - Getting VIT as high as your build can accommodate is great. Even if Meteor Assault hits, you still survive it. Would also be able to take a "pop" or 2 of Earthquake and live
  • INT - 123 - For VCT
  • DEX - 130 - VCT and ATK
  • LUK - 81 - Helps with Curse
Traits
  • POW - 110 - For ATK and P. Atk
  • STA - 0/36/72* - For RES
  • WIS - 0/36/72* - For MRES
  • SPL - 0
  • CON - 110 - HIT, FLEE, P. Atk, and Skill Modifier for 5353.png Rose Blossom and 5355.png Rhythm Shooting
  • CRT - 0

For STA and WIS, it's really personal preference. You can play around with remaining 72 traits points at level 275. I prefer maxing out WIS since I noticed that most damage I take is from magical damage. Physical monster skills are usually taken cared of by high FLEE

Important Skills

We have lots of skills points that we can play around with. I won't be giving an exact skill build since we have different needs (for supporting and etc.), but I'll be giving out pointers on what to max out and why.

Archer
Skill Level Explanation
43.png Owl's Eye Owl's Eye 10 For the passive bonus +10 DEX
44.png Vulture's Eye Vulture's Eye 10 Additional HIT rate. It's more for when still using Bow class weapons when leveling early, we don't really have anywhere to put our skill points
45.png Improve Concentration 10 12% DEX and AGI boost! You can include this when calculating VCT and ASPD when adjusting stat build. Usually only need to recast every few mins or when dispelled, but you automatically auto cast the highest level learned when using 50035.png The One Potion (50035)
46.png Double Strafe 10 Useful for leveling until becoming a Wanderer/Minstrel
Dancer/Gypsy
Skill Level Explanation
323.png Dancing Lesson 10 Bonus ATK and SP
324.png Throw Arrow 0/5 As pre-requisite for 2418.png Severe Rainstorm. You would probably just use Double Strafe til you become a Wanderer/Minstrel. You can remove it if you don't use it anymore after becoming Trouvere/Troubadour
325.png Ugly Dance 5 Max out for Reverberation (pre-requisite)
329.png Fortune's Kiss Fortune's Kiss 10 For supporting parties focusing on CRIT based classes. Critical +10 and Critical Damage +20% - Type: Dance Skill
330.png Service For You 10 Very useful when soloing and when supporting other SP based classes in parties. Max SP + 20% and SP Consumption - 15% - Type: Dance Skill
309.png Drum of Battlefield 5 ATK +40 and DEF +75. Useful when farming - Type: Ensemble Skill
307.png Mr. Kim A Rich Man 0/5 Adds an EXP boost when killing monsters. Useful when leveling. You can skill reset and remove this when you max out your level - Type: Ensemble Skill
313.png Invulnerable Siegfried 5 The best Ensemble skill to use in endgame dungeons whether supporting or soloing in my opinion. +15% elemental resistance to Fire, Water, Earth and Wind and +25% tolerance to Blind, Frozen, Petrified, Stun, Curse, Sleep and Silence status for 180 seconds. Never get Cursed when active with 75 LUK and higher - Type: Ensemble Skill

Notes:

  • Dance skills don't stack like 329.png Fortune's Kiss Kiss of Fortune and 330.png Service For You. You can only use one. However, you can have one Song and Dance active at the same time e.g. 330.png Service For You and 321.png Poem of Bragi
  • You can only have 1 active Ensemble skill at a time
Wanderer
Skill Level Explanation
2350.png Swing Dance 5 Huge increase in ASPD. Also helps with 30% FCT reduction if your party doesn't have a Cardinal who can use Sacrament on those who need it. Very versatile. Almost everyone appreciates the additional ASPD - Type: Group A Song
2351.png Symphony of Lover 5 Gives a decent boost to MDEF BUT only if you already have a decent amount of it. This is the buff that I use for myself when soloing Depth 2.
Formula: MDEF Boost = [Base_MDEF_Boost + Voice_Lessons_Lv + JobLv ÷ 4]% (33.75% MDEF boost at Voice Lessons level 10, Job level 55, and Skill level 5 - Type: Group A Song
2352.png Moonlight Serenade 5 Offers a good boost of MATK. Useful for Magic Performers and for supporting Magic classes in party play - Type: Group A Song
2412.png Lesson 10 Max it out for a huge buff on all your Wanderer buffs
2414.png Reverberation 5 Just as a pre-requisite for Metallic Sound
2413.png Metallic Sound 5 Just as a pre-requisite for Trouvere/Troubadour skill 5357.png Sound Blend
2418.png Severe Rainstorm 0/5 Useful for leveling until you get Rose Blossom and Rhythm Shooting. Can also be used for farming in Thanatos Tower alongside 4th class skills. You can remove it if you don't use it anymore
2423.png Circle of Nature 0/5 Situational. Used to love this skill, but now that we can use Group B songs alone, it kinda falls flat since it overwrites other Group B songs - Type: Group B Song
2421.png Death Valley 0/5 Optional. You can just use 610.png Yggdrasil Leaf (610) . Advantage of this skill is the item required is lighter 6144.png Regrettable Tears (6144) and you bring a lot of it anyway. Uses up resurrected person's SP so they wake up with no SP (easily solvable if they use seeds and berries). The skill visual effect is nice tho :)
2420.png Siren's Voice Siren's Voice 5 My favorite skill! Use for a chance to make enemies fall in love with you. They won't attack you or cast any skills while they're in love. Receiving damage cancels the effect immediately. Very useful when getting mobbed while playing solo. Monsters would follow you around but won't cast skills (ex. Depth 2 Salamander would still follow you but won't use Earthquake if you're alone). Just be careful using this skill in party plays. If a party member falls in love with you, any Group B song buffs that they have would be overwritten - Type: Group B Song
2427.png Song of Mana 3-5 Restores SP based on skill level and gives good SP regen. Super useful when farming. You won't have any SP issues when combined with 330.png Service For You and while using an SP Absorption equipment like a +10 24685.png Absorb Shadow Shield (24685) . Just a tip, since most Group B songs have a long cooldown and don't stack, you can cast this first before using any other Group B Song buff, that way, you can restore your and your whole party's SP and then choose whatever other buff you want - Type: Group B Song
2428.png Dance with Warg 5 Gives a huge ASPD buff, - 70% FCT reduction, and 5% Ranged Damage. Buff of choice when soloing - Type: Group B Song
2431.png Lerad's Dew Lerad's Dew 5 Gives a huge HP buff to the whole party. Can be used as an alternative to the other buffs if you need more survivability. Very useful in parties with Inquisitors and Dragon Knights - Type: Group B Song
2434.png Unlimited Humming Voice 5 Gives a huge all element magic damage buff to the whole party. Great for Magic Performers and when in a party with Magic damage dealers - Type: Group B Song
Frigg's Song 5 Gives a huge HP buff to the whole party. This is not included in Group A or B songs which means it can stack with them! Always keep this buff up

Notes:

  • Group A Songs skills don't stack like 2350.png Swing Dance and 2352.png Moonlight Serenade. ALSO Minstrel's other skills like 2381.png Windmill Rush is considered a Group A song. So... you can only have one of those buffs active at any given time. If you have a Troubadour party member, be sure to communicate which buff the party needs so you don't overwrite each other's buffs
  • Group B Songs skills don't stack either. Just be careful with 2420.png Siren's Voice Siren's Voice and 2423.png Circle of Nature overwriting your main Group B Song buffs if you use them
  • This is just a guide and you don't have to get all these skills as there are other prerequisites for these skills that might take up all of your skill points. Just know what you want to focus on
Trouvere
Skill Level Explanation
5349.png Stage Manner 5 Passive + 15 P.Atk
5351.png Mystic Symphony 1 Increases Rose Blossom and Rhythm Shooting damage by 100% (Ultimate Skill)
5352.png Sonata of Kvasir 1 Allows you to use Ensemble Skills and Chorus Group B Songs skills alone (Ultimate Skill)
5364.png March of Prontera 5 P. Atk Buff
5362.png Serenade of Jawaii 5 S. Matk Buff
5361.png Musical Interlude 5 Res Buff
5357.png Sound Blend 5 Adds a debuff on a single target monster that boosts your Rhythm Shooting and Rose Blossom damage to them. This is the auto cast skill of the Physical Performer Dimensions combo. Allows you to inflict the debuff on multiple enemies easily and with a high damage (using Rhythm Shooting)
5360.png Rhapsody of Mineworker 1/5 Useful for inflicting a -RES debuff on monsters near you. Useful for mid-late game content, but is useless by endgame content with Boss Protocol monsters. Can just be used to recover AP
5355.png Rhythm Shooting 5 Decent single target damage and useful for inflicting the Sound Blend debuff on enemies when using 400540.png Time Dimensions Rune Crown (Troubadour & Trouvere) [1] (400540) . Can also be used to finish off monsters not killed by one cast of Rose Blossom. Can be used alternatively with 5353.png Rose Blossom for helping with strong MVPs
5353.png Rose Blossom 5 Our main skill! Quite strong, but has a long cooldown. Very cute with the pink flower effect

Notes:

  • A good skill rotation to be able to use both 5351.png Mystic Symphony and 5352.png Sonata of Kvasir in a quick interval (starting at max AP), is to use 5351.png Mystic Symphony first, cast 5364.png March of Prontera, 5362.png Serenade of Jawaii, 5361.png Musical Interlude, and then cast 5352.png Sonata of Kvasir
  • I didn't max out some skills in Trouvere skill tree and just used the extra points on the Wanderer skill tree to get more useful Chorus buffs. You can do what you want with the remaining skill points, but since some Trouvere skills are only useable in PVP and/or useless by endgame (Gefenia Nocturne and Raphsody of Mine Worker), it's up to you if you wanna level them up or not
Song & Dance Music Sheet
Dance Song Ensemble Group A Group B Independent
327.png Humming 319.png Whistle 309.png Drum of Battlefield 2350.png Swing Dance 2423.png Circle of Nature Frigg's Song
329.png Fortune's Kiss Fortune's Kiss 320.png Assassin Cross of Sunset 307.png Mr. Kim A Rich Man 2351.png Symphony of Lover 2420.png Siren's Voice Siren's Voice ♡♡♡
330.png Service For You 321.png Poem of Bragi 313.png Invulnerable Siegfried 2352.png Moonlight Serenade 2427.png Song of Mana ♡♡♡
♡♡♡ 320.png Assassin Cross of Sunset 310.png The Ring of Nibelungen 2381.png Windmill Rush 2431.png Lerad's Dew Lerad's Dew ♡♡♡
♡♡♡ ♡♡♡ 312.png Into the Abyss 2382.png Echo Song 2434.png Unlimited Humming Voice ♡♡♡
♡♡♡ ♡♡♡ ♡♡♡ ♡♡♡ 2428.png Dance with Warg ♡♡♡

Just remember, only 1 of each type of buff. Luckily, our Trouvere party buffs all stack so that's easy to remember ♡

Leveling

Reminder: Always use 12263.png [Bound] Battle Manual (12263) or any other type of Battle Manual that you have. They work even when just turning in quests Also, this is just a rough leveling guide. It would still be good to check out other player guides and ask people in game on the best place to go to if you find yourself struggling on the recommended steps here

Early Stage

This is just gonna be a short guide for leveling. Your first priority is joining the Eden Group and then doing the [Board Quests]. To prepare for this, just collect the Bows for levels 10 and 45 from the [Eden Gears] and then get the 580022.png Paradise Wanderer Whip (580022) at level 100. From Archer to Gypsy, you only need to use the skill 46.png Double Strafe to level. Prioritized getting your DEX and AGI to 99 and you should be all set. Just do random Eden Quests until you're level 70 and can collect the level 70-99 quest for hunting 15x Wraith 15x Evil Druid in Glast Heim (Monastery). From warper, just choose Dungeons > Glast Heim > Monastery. Repeat this a few times to get to level 99 but don't rebirth yet, make sure you keep 1 completed quest of this so you can turn it in later for quick leveling. After that, rebirth to High Novice > job change to High Archer > do some Eden Boards quests again til you're job 50 and can job change to Gypsy. After changing your job to Gypsy, turn in the the level 70-99 quest that you saved earlier, and you should be around high level 80 to 90's. Repeat and do some quests again to go level 99 and job 70 to become a Wanderer

Mid Stage

From here, just level up a little more until you get level 5 2418.png Severe Rainstorm. You can then proceed with doing the illusion dungeons quests from the [Main Board Quests]. You can also do some Eden Board quests again if you find the illusion dungeons a bit too difficult. In fact, once you reach around level 190 i'd recommend doing the episode 17.1 and 17.2 quests or buying the skip tickets for them 1000285.png Episode 17.1 Clear Ticket (1000285) and 1000287.png Episode 17.2 Clear Ticket (1000287) so you can access the map with the Eden Boards quest 240x of any type in ba_pw03. Get it and go to the Warper > Dungeons > Varmundt Dungeons > Second Power Plant. Just do this quest a lot and you should level up fast. It would also help you collect 25223.png Eden Coin (25223) which you can use to buy 12263.png [Bound] Battle Manual (12263) , 12264.png [Bound] Bubble Gum (12264) , 22758.png Collection Of Scrolls Shooting Transformation (22758) , and most importantly, 50035.png The One Potion (50035) . If you are struggling on some maps, i'd recommend using 22758.png Collection Of Scrolls Shooting Transformation (22758) for 30% ranged damage buff (you will be transformed into a gazeti and kobold archer) and 50035.png The One Potion (50035) for damage and survivability. Using these two would help make your journey a lot easier

Late Stage

When you reach level 200, change your job to Trouvere and prioritize getting 5353.png Rose Blossom, 5355.png Rhythm Shooting, 5351.png Mystic Symphony, and 5352.png Sonata of Kvasir. And then max out the other buffs. You should also now be able to access Varmundt's Biosphere at 240. Understandably, you would struggle quite a bit here if your gears aren't ready for this stage yet. I'd recommend farming first and then coming back here when you think you can handle the monsters. Leveling via the Eden Boards level 190 quests are also still viable. It would take some time, but you can get eden coins for it. Another thing that you can do is join Depth 1 parties. You don't need to have good DPS or the best equips here to be useful. Just use 12710.png Guyak Pudding (12710) , bring 6316.png [Bound] Token of Siegfried (6316) (resurrect your self when you die), 610.png Yggdrasil Leaf (610) to resurrect others or use 2421.png Death Valley if you have it, your 12263.png [Bound] Battle Manual (12263) and 50035.png The One Potion (50035) OR just 23204.png Brilliant Protection Scroll (23204) . Cast your buffs and don't be afraid to attack enemies with Rose Blossom and Rhythm shooting so you can regenerate AP. You can use 1757.png Immaterial Arrow (1757) here for all around damage, but you can also do arrow switching to increase DPS if you want to. Make sure to ask the party leader to enable Even Party EXP share and you should level up super fast

Gear Recommendation

Inspired by: Madame Celery's Guide, Conga Lyne's Performer Guide, Choi's Arch Mage Guide, and by (Biolo) Schier in Merchant Discord Channel

Eden Phase

These are decent starting gears. You need to use them while working towards getting the next set that you'll use. You should definitely get the Eden Shadow Gears. The 50% Ignore Monster Def it provides is definitely super needed! We won't be replacing them until around End Game since it is quite costly to make Shadow Gears. It would probably cost around 200m-400m just to get the BIS Full Penetration Shadow Gears. The headgear slots and garment slot don't really have a shadow gear. We could use costumes in those spots to get cute cosmetics and some additional stats using costume enchants

Eden Phase Equipment
♡♡♡ Item Notes
Upper Head Gear 400139.png Advanced Paradise Luxury Cap (400139) Not much to explain per gear here. Just do your best to complete the set so you can work on other better gears asap
Mid Head Gear Anything -
Low Head Gear Anything -
Armor 450185.png Advanced Paradise Suit (450185) / 24694.png Advanced Paradise Shadow Armor (24694) -
Weapon 580022.png Paradise Wanderer Whip (580022) / 24709.png Wanderer&Minstrel Advanced Paradise Shadow Weapon (24709) -
Shield Anything / 24693.png Advanced Paradise Shadow Shield (24693) -
Garment 480105.png Advanced Paradise Manteau (480105) -
Shoes 470069.png Paradise Luxury Boots (470069) / 24695.png Advanced Paradise Shadow Shoes (24695) -
Accessory 1 490126.png Advanced Paradise Ring (490126) / 24696.png Advanced Paradise Shadow Earring (24696) -
Accessory 2 490127.png Advanced Paradise Gloves (490127) / 24697.png Advanced Paradise Shadow Pendant (24697) -



Early Game Gears

These are the recommended early games gears, but do not get stuck trying to perfect them. The only important ones to collect here are the cards and you don't even have to have them all immediately. Focus on getting one combo card set at a time and then try farming the next suggested items. As long as you can decently farm 1000405.png Amethyst Fragment (1000405) by killing Gray Wolves (@mi 21304), you can skip upgrading some stuff and focus on hunting Gray Wolves. Of course, it depends on your comfort level in hunting them, but don't dwell on these gears since we will drop these fast. Just a reminder, you should be able to get some refine tickets 100129.png Imperial Refine Ticket (100129) for the Grace set. Would be better to use those to save some zeny and materials

Early Game Equipment
♡♡♡ Item Notes
Upper Head Gear +4 / +9 19344.png Illusion Hot-blooded Headband [1] (19344) Decent headgear for now. Only refine if you have extra funds. +4 should be good enough. We will replace this quickly
Mid Head Gear Anything -
Low Head Gear Anything -
Armor +9 450092.png Grace Severe Suit [1] (450092) 4392.png Observation Card (4392) combos with 300270.png Empathize Card (300270) . Gives you a lot of Range % modifier. We'll also use this for a long time. It's good to invest in these cards
Weapon +4 - +9 580008.png Illusion Electric Eel [2] (580008) 4608.png White Knight Card (4608) good damage boost. Would be good with the card combo. Using 27361.png Polluted Wander Man Card (27361) would also offer a large damage boost. You'll use these cards for a long time so it's good to invest on them
Shield +7 / +11 460018.png Illusion Silver Guard [1] (460018) Best enchant to get is 2x 29004.png Rune of Dexterity Lv2 (29004) you don't have to rush this though. And depending on your zeny, it might be better to invest more on the next shield that you'll get. Also, try to get 4609.png Khalitzburg Knight Card (4609) . Should be a bit cheap now. Would definitely help with survivability when paired with 4608.png White Knight Card (4608)
Garment +9 480018.png Grace Attack Manteau [1] (480018) 300270.png Empathize Card (300270)
Shoes +9 470020.png Grace Attack Boots [1] (470020) 27256.png Blut Hase Card (27256)
Accessory 1 490019.png Grace Attack Ring [1] (490019) 300449.png Timbers Card (300449) + 300447.png Aferde Card (300447)
Accessory 2 2899.png Sound Amplifier [1] (2899) Optional. It's good for the 50% VCT Reduction. Otherwise, use any other slotted accessory. 4040.png Creamy Card (4040) also optional if you don't wanna use fly wings. You'll lose out on quite a bit of damage tho



Mid Game Gears

This is probably the part of the game where you're gonna spend more time building your equipment. The most important stuff here are the accessories, armor, and weapon. Honestly, i only put effort with the Gray Wolf enchantments on the accessories and armor. The enchantment for the shoes and garment was just random. For the weapons, i'd really suggest just getting the 580062.png Dimensions Musical Rope [2] (580062) since it's the strongest end game weapon anyway. But if you really want to get the 580033.png Dim Glacier Whip [1] (580033) , the enchants that you should get are 311453.png Glacier Flower Spell (Physical Grade) Lv5 (311453) and 2x 311312.png Glacier Flower Spell (Rose Blossom) (311312) . The Dim Glacier whip has higher damage when used with a fully refined 400110.png Crown of Beelzebub [1] (400110) , but it falls off compared to the next equipment that we'll make. Up to you whether you want to maximize the refines and enchant on them or not. As for the cards, you can still use the cards that you were using in the early game phase and you could also slowly get some of the cards in the late game phase

Mid Game Equipment
♡♡♡ Item Notes
Upper Head Gear +12 A 400110.png Crown of Beelzebub [1] (400110) You don't really have to make this a +12 A anymore if you can get 400540.png Time Dimensions Rune Crown (Troubadour & Trouvere) [1] (400540) . However, this can be used by other classes if you wanna try them. Prioritize getting the gears on the End Game Gears table
Mid Head Gear 410233.png Gambler's Seal [1] (410233) Priority enchant is Long Range Physical Damage, but you can also get Atk + (not Atk% +) or HP% +
Low Head Gear 420018.png Young Leaf of World Tree (Dexteriy) (420018) / 18754.png Blood Sucker (18754) P.Atk, Atk, and Dex are good enchants for 420018.png Young Leaf of World Tree (Dexteriy) (420018) . You can actually use any kind of 420018.png Young Leaf of World Tree (Dexteriy) (420018) you can get not just the Dexterity one. It really doesn't matter
Armor +9 / +11 450206.png Snow Flower Armor [1] (450206) / +9 / +11 450177.png Grey Wolf Suit [1] (450177) I've been told that since the recent updates, it would be easier to farm for 450206.png Snow Flower Armor [1] (450206) and its enchants or buy it from other players. There is more info about it [here]. The enchants you'd need for it are 1000791.png Ice Magic Stone (Rainstorm) (1000791) and 311100.png Ice Flower Spell (Sniper) (311100) . The last enchant, you can decide what you need. You'd save more money and time making that so you can skip the Gray Wolf gears.
(Outdated for Gray Wolf) Our goal here is to get the perfect enchants for ranged damage characters 310533.png Wolf Orb (Angle Shot) (310533) , 310508.png Wolf Orb (Shooter) Lv.3 (310508) , and 310505.png Wolf Orb (Shooter) Lv.2 (310505) . This is something that I could recommend spending your time on to perfect. This armor is really good and still sells for a decent price after you're done using it
Weapon 580030.png Glacier Whip (580030) / 580033.png Dim Glacier Whip [1] (580033) / 580062.png Dimensions Musical Rope [2] (580062) The cheapest one you can get would be good. However, I fully recommend getting 580062.png Dimensions Musical Rope [2] (580062) . It should be the cheapest one since it's easy to get for end game players, and we'll be using this til End Game. Just chat on #Trade if you can't find one for sale on vend
Shield +7 / +11 460018.png Illusion Silver Guard [1] (460018) -
Garment +9 / +11 480090.png Grey Wolf Muffler [1] (480090) 310584.png Wolf Orb (Powerful) Lv.3 (310584) , 310575.png Wolf Orb (Fast) Lv.3 (310575) , and 310491.png Wolf Orb (DEX) Lv.3 (310491) You don't really need perfect enchant for these. More info in explanation
Shoes +9 / +11 470087.png Grey Wolf Boots [1] (470087) 310611.png Wolf Orb (Firing Shot) (310611) , 310602.png Wolf Orb (Fixed Casting) Lv.3 (310602) , and 310599.png Wolf Orb (Robust) Lv.3 (310599) You don't really need perfect enchant for these. More info in explanation
Accessory 1 490106.png Grey Wolf Pendant [1] (490106) 310631.png Wolf Orb (Archer) Lv.4 (310631) , 310631.png Wolf Orb (Archer) Lv.4 (310631) , and 310491.png Wolf Orb (DEX) Lv.3 (310491)
Accessory 2 490107.png Grey Wolf Ring [1] (490107) 310631.png Wolf Orb (Archer) Lv.4 (310631) , 310631.png Wolf Orb (Archer) Lv.4 (310631) , and 310491.png Wolf Orb (DEX) Lv.3 (310491) OPTIONAL: 310643.png Wolf Orb (Drain Life) (310643) , 310644.png Wolf Orb (Drain Soul) (310644) CAUTION: Only choose the optional enchants if you have no plan of reselling these accessories. I was able to sell one of them easily since i chose the perfect enchants, but for the other one, i took drain life, and when i no longer needed it, it was hard to sell



Late Game Gears

These are the equipment i'm using for endgame content and so far i can do almost everything solo. Even going to Depth 2 alone. It's slower than meta classes like DK and Inquisitor, can have some issues with the Pneuma of some monsters, but really good survivability specially when using 2420.png Siren's Voice Siren's Voice. Just keep in mind that you're almost like a jack of all trades. Can buff, can support, a little tanky, and can do some damage. You're great for party plays, but also good in soloing if you want to.

If your only priority is to do AoE damage (only farming with 5353.png Rose Blossom), you don't really need to rush to make a 400540.png Time Dimensions Rune Crown (Troubadour & Trouvere) [1] (400540) . It mainly boosts 5355.png Rhythm Shooting damage and while it also offers some boost in overall damage with other stats, you can prioritize other gears first.

Late Game Equipment
♡♡♡ Item Notes
Upper Head Gear +12 A 400723.png Yorscalp Crown of Execution [1] (400723) Best enchant is 313409.png Strength of Yorscalp Lv4 (313409) , but personally i'm settling with 313407.png Strength of Yorscalp Lv2 (313407) right now cause it's too expensive to enchant. The last enchant 313426.png Warrant of Arbiter (313426) is the one that gives a massive damage boost anyway. Can settle for other enchants til you get rich and lucky to get 313409.png Strength of Yorscalp Lv4 (313409)
Mid Head Gear 410233.png Gambler's Seal [1] (410233) 300363.png Limacina Card (300363) (damage) or 300174.png Melted Poring Card (300174) (HP) . You can use one or 2 of these cards for Upper and Mid gear. Whatever you prefer
Low Head Gear 420220.png Ace of Diamonds in Mouth (Ranged Physical) (420220) Best enchants should Dex + 5 and Long Range Physical attack + 7%, but other stats should be good too like Vit and Luk
Armor +12 A 450283.png Engraved Ice Storm Rune Suit [1] (450283) / +12 A 450171.png Nebula Suit of Concentration [1] (450171) 300376.png Two Eyes Dollocaris (300376) best card for survivability. You can change this to other MVP armor cards like 300007.png [MVP] Jewgoliant Card (300007) and still have decent survivability. The 450171.png Nebula Suit of Concentration [1] (450171) is most probably the best in slot when used with the whole set from Hall of Life (when it gets implemented). As of updating this guide however, 450283.png Engraved Ice Storm Rune Suit [1] (450283) is still better
Weapon +12 A 580062.png Dimensions Musical Rope [2] (580062) For the enchants, it's up to you to decide what you want to get. For cards, we can use 2x 27361.png Polluted Wander Man Card (27361) or 1x 27361.png Polluted Wander Man Card (27361) and the 300455.png Copo Card (300455) . You'd need the 300457.png Grey Icewind Card (300457) as your shoe card for the full combo effect tho
Shield +12 A 460020.png Mad Bunny-LT [1] (460020) / +11 C 460040.png Glacier Guard [1] (460040) The 460020.png Mad Bunny-LT [1] (460020) is good if you need the additional utility and all element damage reduction it provides, but for higher physical DPS, the 460040.png Glacier Guard [1] (460040) wins. You can also get high RES or MRES from it. It's what i'm currently using and it's actually cheaper. The enchantments that i prefer for it are 312095.png Glacier Flower Meow Power (Intelligence) (312095) , 312093.png Glacier Flower Meow Power (Magical Resistance) (312093) , and 312091.png Glacier Flower Meow Power (Attack) (312091) . You can definitely change the 3rd slot enchant for the RES one, but i like the MRES one because we already have 5361.png Musical Interlude as a RES buff. For the card, it's 300465.png Elite Rgan Guardian Card (300465) it's really a great balance of damage and survivability
Garment +11 A 480283.png Dim Glacier Manteau [1] (480283) or +11 A 480232.png Ice Rune Manteau [1] (480232) 480283.png Dim Glacier Manteau [1] (480283) is probably the better and more versatile option with its 20% all enemy element bonus and +25% ranged physical damage. No RNG with enchants and very easy to refine. You can leave it at +11 C for quite a while since the bonuses for B and A are kinda small. For 480232.png Ice Rune Manteau [1] (480232) , priority enchants are 310922.png Power of Varmundt Lv3 (310922) and 4723.png DEX+4 (4723) . The 480232.png Ice Rune Manteau [1] (480232) can be better when targeting specific mobs/MVPs as you can get higher elemental modifiers here, but take note that it doesn't have an enchant targeting elements like Neutral and Poison. 4683.png [MVP] Wanderer Trentini Card (4683) The Wanderer Trentini card is amazing for the + 20 stats and 10% HP. If you can't get it yet tho, it would be okay to still use the 4392.png Observation Card (4392) 300270.png Empathize Card (300270) combo
Shoes +11 A 470197.png Dim Glacier Boots [1] (470197) > +11 A 470174.png Glade Rune Boots [1] (470174) > +11 A 470175.png Ice Rune Boots [1] (470175) Again, the 470197.png Dim Glacier Boots [1] (470197) is more versatile with its all race damage bonus. But if you are targetting specific enemy elements, Varmundt Boots are ok too, and 470174.png Glade Rune Boots [1] (470174) has bonus HP% for survivability. Priority enchants for the Varmundt boots are 310922.png Power of Varmundt Lv3 (310922) and 4723.png DEX+4 (4723) . 300177.png Midnight Archi Card (300177) or 300184.png Midnight Blut Hase Card (300184) you can choose between these 2. I like the 300177.png Midnight Archi Card (300177) because of the additional HP and Flee it gives me. Also, sometimes the Ranged Damage % modifier is too high already and doesn't seem to give a good boost. Remember to try checking and balancing your modifiers using the @bs command. You can also use 300457.png Grey Icewind Card (300457) if you're using a Copo card for your weapon
Accessory 1 490133.png Stamina Signet of Star [1] (490133) / 490132.png Power Signet of Star [1] (490132) / 490134.png Concentration Signet of Star [1] (490134) / 490302.png Soul Rune Ring [1] (490302) We now got a new enchant for the Stellar accessories. These are the best in slot right now. As Trouveres, we don't really need the bonus ASPD and CRI from 490134.png Concentration Signet of Star [1] (490134) , but it's up to you if you want to make it. I personally use 490133.png Stamina Signet of Star [1] (490133) with 2x 310701.png Star of Master Archer Lv5 (310701) and 313028.png Star Cluster of Strength Lv5 (313028) . The bonus HP% is nice to mitigate -HP% from certain MVP cards. You can also choose 490132.png Power Signet of Star [1] (490132) for more ATK% and P.Atk. Priority enchants for 490302.png Soul Rune Ring [1] (490302) are 311953.png Tenacity of Varmundt Lv5 (311953) and 311978.png Fragment of Varmundt (POW) Lv5 (311978) . For the last enchant, you can decide what you want based on the enemies that you're fighting. Boss enchants are the best, but they're hard to make
Accessory 2 490305.png Soul Magic Ring [1] (490305) Same as the other ring. Our cards could be changed to 300468.png Snow Rabbit Iceslug Card (300468) and 300447.png Aferde Card (300447) . This combo gives a total of 21% ranged physical damage compared to 300449.png Timbers Card (300449) + 300447.png Aferde Card (300447) at 20%



End Game Gears

These are improved equipment from Late Game Gears because of the recent update with [Hall of Life] and [Episode 21: Age of Heroes] gears

End Game Equipment
♡♡♡ Item Notes
Upper Head Gear +12 A 400723.png Yorscalp Crown of Execution [1] (400723) Best enchant is 313409.png Strength of Yorscalp Lv4 (313409) , but personally i'm settling with 313407.png Strength of Yorscalp Lv2 (313407) right now cause it's too expensive to enchant. The last enchant 313426.png Warrant of Arbiter (313426) is the one that gives a massive damage boost anyway. Can settle for other enchants til you get rich and lucky to get 313409.png Strength of Yorscalp Lv4 (313409)
Mid Head Gear 410233.png Gambler's Seal [1] (410233) Just same
Low Head Gear 420220.png Ace of Diamonds in Mouth (Ranged Physical) (420220) Just same
Armor +12 A 450171.png Nebula Suit of Concentration [1] (450171) +12 A 450171.png Nebula Suit of Concentration [1] (450171) only wins against Depth 2 armor when you have 313015.png Life of Summer (Concentration) (313015) on garment and 312990.png Signet of Concentration Lv4 (312990) on accessory. Before that, D2 armor still wins by a little
Weapon +12 A 580062.png Dimensions Musical Rope [2] (580062) For the enchants, it's up to you to decide what you want to get. For cards, definitely use 300596.png Maristella Walther Card (300596) to get the combo with the headgear. As for the other slot, you can use 4140.png Abysmal Knight Card (4140) or size cards if you're hunting Normal type monsters.
Shield +12 A 460020.png Mad Bunny-LT [1] (460020) / +11 C 460040.png Glacier Guard [1] (460040) Just same
Garment +15 A 480350.png Circulation of Life Summer [1] (480350) Really the best garment for us right now. Even with no enchants, it wins over the previous garments as long as you also have 490484.png Signet of Circulation Summer [1] (490484)
Shoes +12 A 470303.png Yorscalp Boots [1] (470303) Best all around shoes. 470174.png Glade Rune Boots [1] (470174) is still good if you have the specific element enchant that you want, but i prefer 470303.png Yorscalp Boots [1] (470303) with the enchants 313097.png Forest Magic Orb (Firing Shot) (313097) 313094.png Forest Magic Orb (Size Attack) (313094) 313092.png Forest Magic Orb (Physical Force) (313092)
Accessory 1 490133.png Stamina Signet of Star [1] (490133) / 490132.png Power Signet of Star [1] (490132) / 490134.png Concentration Signet of Star [1] (490134) 2x 310701.png Star of Master Archer Lv5 (310701) and 313028.png Star Cluster of Strength Lv5 (313028)
Accessory 2 490484.png Signet of Circulation Summer [1] (490484) Best in slot as it combos with all other gears. Should already beat 45% Varmundt rings with just 312981.png Token of Life (312981)


Damage Tests

Head Gear Comparisons


OLD TEST: Default Training Area Dummy Setting with Maximum Damage Variance

+15 A 400540.png Time Dimensions Rune Crown (Troubadour & Trouvere) [1] (400540)
Single Target Damage = 526m
AOE Damage = 694m
Total Damage = 1220m
+11 A 400110.png Crown of Beelzebub [1] (400110)
Single Target Damage = 524m
AOE Damage = 691m
Total Damage = 1215m
+10 A 400673.png Furious Crown (Troubadour & Trouvere) [1] (400673)
Single Target Damage = 485m
AOE Damage = 640m
Total Damage = 1125m



NEW TEST: Default Training Area Dummy Setting but Large and Maximum Damage Variance (Complete Self Buffs only + Healer Blessing / Agi)

+15 A 400540.png Time Dimensions Rune Crown (Troubadour & Trouvere) [1] (400540) with 312743.png Master Archer Jewel Lv5 (312743) / 312718.png Time Dimension Jewel (Wisdom) Lv3 (312718) / 4751.png LUK+2 (4751)
+15 A 580062.png Dimensions Musical Rope [2] (580062) with 300240.png Gan Ceann Card (300240) / 4399.png [MVP] Thanatos Card (4399) / 312800.png Varmundt's Crystal (Poison) Lv3 (312800) / 311937.png Biosphere Gem (Execu-sect) (311937)
Relevant Multipliers: Large: 138% & Rose Blossom 185%
Single Target Damage = 789m
AOE Damage = 1064m
Total Damage = 1853m

+15 A 400723.png Yorscalp Crown of Execution [1] (400723) with 313426.png Warrant of Arbiter (313426) / 313407.png Strength of Yorscalp Lv2 (313407) / 4741.png VIT+2 (4741)
+15 A 580062.png Dimensions Musical Rope [2] (580062) with 300240.png Gan Ceann Card (300240) / 4399.png [MVP] Thanatos Card (4399) / 312800.png Varmundt's Crystal (Poison) Lv3 (312800) / 311937.png Biosphere Gem (Execu-sect) (311937)
Relevant Multipliers: Large: 148% & Rose Blossom 170%
No Proc Single Target Damage = 725m
No Proc AOE Damage = 978m
Total Damage = 1703m
With Proc Single Target Damage = 1016m
With Proc AOE Damage = 1370m
Total Damage = 2386m

+15 A 400723.png Yorscalp Crown of Execution [1] (400723) with 313426.png Warrant of Arbiter (313426) / 313407.png Strength of Yorscalp Lv2 (313407) / 4741.png VIT+2 (4741)
+15 A 580062.png Dimensions Musical Rope [2] (580062) with 300596.png Maristella Walther Card (300596) / 4399.png [MVP] Thanatos Card (4399) / 312800.png Varmundt's Crystal (Poison) Lv3 (312800) / 311937.png Biosphere Gem (Execu-sect) (311937)
Relevant Multipliers: Large: 108% & Rose Blossom 245%
No Proc Single Target Damage = 794m
No Proc AOE Damage = 1071m
Total Damage = 1865m
With Proc Single Target Damage = 1117m
With Proc AOE Damage = 1506m
Total Damage = 2623m

Costume Enchants/Shadows/MVP Cards/Pets

Costume Enchants

Currently, we got the new damage multiplier "Non-crit physical damage" or "hit physical" effect. It is a final damage multiplier (similar to Long Range%) and currently, we can only get it via costume enchants and a few headgear enchants so it outperforms the new 4th Class Garment Costume Stones. Would have to re-check how it performs vs the combo of 1001488.png Troubadour & Trouvere Stone (Garment) (1001488) when we get gears that provide higher "Non-crit physical damage" effect.

Costume Enchants
♡♡♡ Item Notes
Upper Head Gear Costume Enchant Best: 1002396.png Hit Physical Stone (Top) (1002396)
Alternatives: 1000666.png Wanderer Minstrel Stone (Top) (1000666) / 25498.png Clown Gypsy Stone (Top) (25498) / 1000375.png Ranged Stone (Top) (1000375)
Just like what i said on end game gears part, the additional range damage % seems to be negligible sometimes when it's too high and your other stats are low. Definitely explore if 25498.png Clown Gypsy Stone (Top) (25498) would work better for you (+20 atk). It works better for my build, but it might be different for you and 1000375.png Ranged Stone (Top) (1000375) might be better
I'd recommend using the best in slot costume stone which is 1000666.png Wanderer Minstrel Stone (Top) (1000666) for the combo with the Garment Stone. You can skip the alternatives unless those are the only things that you have.
Mid Head Gear Costume Enchant Best: 1002397.png Hit Physical Stone (Mid) (1002397)
Alternatives: 1001943.png Wanderer Minstrel Stone II (Mid) (1001943) (+15% damage vs all sizes) / 1000667.png Wanderer Minstrel Stone (Mid) (1000667) / 25491.png Stalker Stone (Mid) (25491) / 25061.png Ranged Stone (Mid) (25061)
-
Low Head Gear Costume Enchant Best: 1002398.png Hit Physical Stone (Low) (1002398) / 1000668.png Wanderer Minstrel Stone (Low) (1000668) (provides -0.5s FCT)
Alternatives: 25228.png Teleport Stone (Low) (25228) / 1000865.png Shadow Chaser Stone (Low) (1000865) / 1000376.png Ranged Stone (Low) (1000376)
Best for DPS is 1002398.png Hit Physical Stone (Low) (1002398) . 25228.png Teleport Stone (Low) (25228) is very convenient when farming. Do remember that you'll lose 0.5s of FCT if you use any of the 2 instead of 1000668.png Wanderer Minstrel Stone (Low) (1000668) .
Garment Costume Enchant Best 1002399.png Hit Physical Stone (Garment) (1002399)
Alternatives: 1001488.png Troubadour & Trouvere Stone (Garment) (1001488) / 311470.png Range Physical Attack Stone (Garment) (311470) / 25493.png Shadow Chaser Stone (Garment) (25493) / 25501.png Wanderer Minstrel Stone (Garment) (25501) / 6963.png HP Absorbtion Stone (Garment) (6963)
Physical classes have the advantage of using HP/SP Absorption costume enchants. You can use it if you need to
Garment Costume Enchant (Dual) Best: 1002395.png Hit Physical Stone (Dual) (1002395)
1001055.png Power Stone (Dual) (1001055) / 1000856.png Concentration Stone (Dual) (1000856) / 1000523.png Ranged Stone (Dual) (1000523) / 1000525.png SP Absorbtion Stone (Dual) (1000525) / 1000526.png HP Absorbtion Stone (Dual) (1000526)
I really prefer the CON stone since it not only gives damage boost, but also HIT and FLEE. If you have enough damage, using absorb stones are really nice too


MVP Cards
MVP Cards
♡♡♡ Item Notes
Upper Head Gear 4529.png [MVP] Violent Coelacanth Card (4529) It's probably one of the best cards we can get for upper headgear. It's not a priority since other cards give more boost. But it's definitely one of the best (if not the best) in slot specially for an over-refined upper headgear
Mid Head Gear N/A Most MVP headgear cards that give damage require some kind of refining. Since the middle slot can't be refined. I can't think of any other MVP card that's good for this slot (note: it might be good to use 300174.png Melted Poring Card (300174) since lots of MVP cards reduce HP by a certain %)
Armor Priority: 300533.png [MVP] Encroached Tan Card (300533)
Situational, but nice to have: 300007.png [MVP] Jewgoliant Card (300007) 4408.png [MVP] Gloom Under Night Card (4408) 300021.png [MVP] Bone Detardeurus Card (300021) 27126.png [MVP] Boitata Card (27126)
300533.png [MVP] Encroached Tan Card (300533) is really just so nice to have cause it's useful for all purpose. Both MVP-ing and farming. The other element/race cards could be better in specific instances
Weapon 4399.png [MVP] Thanatos Card (4399) Definitely the best in slot MVP card right now for us. Lets us change our shadow gears for a huge boost of damage
Shield 4636.png [MVP] Bijou Card (4636)
Situational MVP card: 4128.png [MVP] Golden Thief Bug Card (4128) 4636.png [MVP] Bijou Card (4636)
I haven't tried 4128.png [MVP] Golden Thief Bug Card (4128) , but it should be useful for Depth 2. 4636.png [MVP] Bijou Card (4636) gives a nice, versatile boost of damage, but for the monsters with elements included in 300465.png Elite Rgan Guardian Card (300465) , it's better and gives more survivability (Vit + 15 and 20% damage reduction). If you can get 4636.png [MVP] Bijou Card (4636) and play safe, it's good for D2. But the non MVP option 300465.png Elite Rgan Guardian Card (300465) is good enough (and can be better in some cases)
Garment Best for DPS: 300473.png [MVP] Snow Angel Card (300473)
Most Versatile: 4683.png [MVP] Wanderer Trentini Card (4683)
It is so easy to get instant cast with 4683.png [MVP] Wanderer Trentini Card (4683) and it helps so, so much with survivability. For the best DPS however, 300473.png [MVP] Snow Angel Card (300473) is the one that you need. You'd have to adjust some gears and stats to get instant cast since it's hard to get stats to 530 without 4683.png [MVP] Wanderer Trentini Card (4683) and/or almighty shadow gears and without relying on Blessing buff + The One
Shoes N/A -
Accessories 300471.png [MVP] Fallen Angel Iceslug Card (300471) This is the only MVP card we have that gives damage in this slot and it really does help a lot with the mobs included in it even if it only falls under 1 race or element. It lowers HP by 20% tho, so beware of that for harder dungeons


Shadow Gears

For the best in slot shadow gears, we should our skill shadow gears Blossom Shadow Armor and Shoes + Musical Shooting Earring and Pendant.

Skill Shadow Gears
Shadow Weapon +10 24792.png Master Shadow Weapon (24792) Enchants I prefer are 4724.png DEX+5 (4724) and 312193.png CON+3 (312193)
Shadow Shield +10 24793.png Master Shadow Shield (24793) Same as the weapon, enchants I prefer are 4724.png DEX+5 (4724) and 312193.png CON+3 (312193)
Shadow Armor +10 1270136.png Blossom Shadow Armor (1270136) -
Shadow Shoes +10 1270137.png Blossom Shadow Shoes (1270137) -
Shadow Accessory 1 +10 1270134.png Musical Shooting Shadow Earring (1270134) -
Shadow Accessory 2 +10 1270135.png Musical Shooting Shadow Pendant (1270135) -

For the shadow gears, it's the usual shadow equipment of most physical classes. For enchants, I recommend getting +5% ranged physical damage (highest damage) > CON + 5 > POW + 5, but you can definitely get more defensive enchants if that's what you prefer. Ranged Physical damage gives the highest damage (vs the +5 CON/POW) even if we already have lots of it. CON always gives higher damage for Rhythm Shooting since it has a high CON scaling. For Rose Blossom, sometimes POW gives more damage if it gives you higher p.atk, but CON beats POW if it doesn't.
With 4399.png [MVP] Thanatos Card (4399) , you'll use a different set of shadow gears since you won't need the full penetration set anymore. I've found that using the set on the 2nd table is better than using 2 sets of Maximum Mammoth

Shadow Gears
Shadow Weapon +10 24425.png Perfect Size Shadow Weapon (24425) / +10 24386.png Infinity Shadow Weapon (24386) / +10 24686.png Absorb Shadow Weapon (24686) 24386.png Infinity Shadow Weapon (24386) needs to be +10 so you can nullify size penalty similar to Drake Card. If using the Mistress Pet, you can skip it and use other shadow gears
Shadow Shield +10 24685.png Absorb Shadow Shield (24685) / +10 24735.png Durable Shadow Shield (24735) Needs to be +10 for full effect of both
Shadow Armor +10 24663.png Full Penetration Shadow Armor (24663) At least +9 for ignoring physical defense (set needs to be +18)
Shadow Shoes +10 24664.png Full Penetration Shadow Shoes (24664) At least +9 for ignoring physical defense
Shadow Accessory 1 +10 24681.png Maximum Mammoth Shadow Earring (24681) +10 for full effect
Shadow Accessory 2 +10 24682.png Maximum Mammoth Shadow Pendant (24682) +10 for full effect (set needs to be +20)
Shadow Gears with MVP Thanatos Card
Shadow Weapon +10 24425.png Perfect Size Shadow Weapon (24425) / +10 24751.png Physical Power Shadow Weapon (24751) / +10 24386.png Infinity Shadow Weapon (24386) / +10 24686.png Absorb Shadow Weapon (24686) +10 24425.png Perfect Size Shadow Weapon (24425) is currently giving me the best damage out of all the choices here
Shadow Shield +10 24752.png Physical Power Shadow Shield (24752) / +10 24685.png Absorb Shadow Shield (24685) -
Shadow Armor +10 24872.png Full Power Shadow Armor (24872) For the enchant, Dex + 3 is good. You can choose between S. Atk and HP for the other enchant. Keep in mind Atk% is not the best modifier. Getting and additional 3% Atk% boosted my damage by around 1m only
Shadow Shoes +10 24873.png Full Power Shadow Shoes (24873) Same as above
Shadow Accessory 1 +10 24681.png Maximum Mammoth Shadow Earring (24681) +10 for full effect
Shadow Accessory 2 +10 24682.png Maximum Mammoth Shadow Pendant (24682) +10 for full effect (set needs to be +20)

Note: Shadow gears section will be updated when the Blossom Shadow Set and Rhythm Shadow Set gets released. Right now, i'm using Bow Master Shadow Set, but i'd recommend just waiting for our skill shadows.

Pets
Pets
♡♡♡ Item Notes
Best Pet 9193.png Mistress Egg (9193) Nullifies monster size penalty for physical attacks. Increases physical damage against Normal classes by 7%. This is quite expensive to make
Versatile Physical Damage Pet 9090.png Little Isis Egg (9090) Increases physical damage against all classes by 4% when loyal
MVP/Depth 1/2 Physical Damage Pet 9132.png Abysmal Knight Egg (9132) When loyal, Atk + 5%, P.Atk + 2, Increases physical damage against boss monsters by 5%. You can also just get this if you prefer the Atk% and P.Atk over the Little Isis bonus
HP Absorb Pet 9055.png Succubus Egg (9055) When loyal, low chance of gaining 5% of the damage inflicted to an enemy as HP. Max HP +1%
SP Absorb Pet 9052.png Incubus Egg (9052) When loyal, max SP +5%. Low chance of gaining 1% of the damage inflicted to an enemy as SP. Probably the most used pet for farming. Almost no more SP problems when combined with other SP absorb items like 5208.png Rideword Hat [1] (5208) and 24685.png Absorb Shadow Shield (24685)

Hall of Life

Performers are a good addition to the parties in the end game instance, Hall of Life

  • As stated in Conga's guide, try to get at least 300k HP. It's possible to get higher HP and can give up devo on lower levels if needed. At higher levels though, you'd still want devo even with high HP.
  • As a reminder, Group A Songs skills don't stack like 2350.png Swing Dance and 2381.png Windmill Rush. Usually, parties prefer 2350.png Swing Dance so if there's a Troubadour with you, communicate.
  • Another reminder is choosing Group B Chorus skills. They also don't stack so only choose one. The most commonly used Chorus buffs are 2434.png Unlimited Humming Voice if your DPS are magic types and 2428.png Dance with Warg if ranged types. For lower level parties where not everyone has high HP, or if your main DPS are melee types, 2431.png Lerad's Dew Lerad's Dew is also a decent option.
  • For Ensemble, you can't go wrong with 313.png Invulnerable Siegfried. It is confirmed in Discord that Rigel casts wind magic, fire magic, neutral magic, water magic, neutral misc, and ranged physical (thanks GM Muh). It is preferred that people avoid getting hit by any skill and dodge everything, but for those instances where someone messes up, having a little bit of these added resistances should help mitigate damage received (specially by the devo IG).
  • Always cast 5007.png Frigg's Song Frigg's Song and if soul linked, 322.png Apple of Idun. Actually, ask to be soul linked if there's an SA cause higher HP is always needed in higher levels. And a reminder, it doesn't stack with 321.png Poem of Bragi. Prioritize 322.png Apple of Idun over 321.png Poem of Bragi.
  • If there are crit-focused members like Wind Hawks, DKs, and Dorams, use 329.png Fortune's Kiss Fortune's Kiss.
  • It is not always a perfect run so if someone dies, make sure to recast all buffs that you can use specially if it's the main DPS of the party.
  • Sometimes, when the runs are perfect, it goes so fast that 2434.png Unlimited Humming Voice is still on CD. Just communicate with party members if you need to wait for CD of some skills before starting the fight again.

Encore

Final Battle Hard: Rose Blossom Trouvere