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[[File:Male and Female Elemental Master.jpg|thumb|750x1750px|Male and Female Elemental Master]]
[[Category:Elemental Master]]
'''<big>Elemental Master</big>''' (''abbrev''. as EM) is the 4th class of the [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#Sage Sage], [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#Professor Professor], and [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#Sorcerer Sorcerer] line-up. It's a pretty versatile class that could be played as DPS, tank, or support whichever your preference is or whenever the situations calls for it, but as a DPS class it is arguably the strongest magical class right now in the current patch.
<div style="float:right; margin-left:20px;">
{| class="infobox" style="border: 1px solid grey;
! 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>


Unlike our cousins the Arch Mages, the Elemental Master class also got a lot of utility skills (i.e. Land Protector, Dispel, Blinding Mist, Insignias, etc.) in its arsenal which makes it possible for the class to leave behind defensive gears and still run full DPS while surviving most of the monsters' and bosses' skills and attacks. That being said, the class could also be played as either a full tank or support class and excel in those roles when built in that manner.
'''<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.
 
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.
 
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.  


== Introduction ==
== Introduction ==
Okay so probably you're wondering why play Elemental Master at all. In this section, we'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 wanna still keep on pursuing playing the class after knowing its strengths and weaknesses.  
[[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 and era where every magic classes with the exception of Performers (Minstrel & Wanderer) and to a 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 minutes CD each. While their cooldowns can be reduced with Shadow Gears, and some equipment like {{#item:550012}}, 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 4 basic elements (Fire, Water, Wind, & Earth), the old elemental table wasn't exactly in favor with them. For instance, any monsters that was either Holy 4 or Dark 4 would resist your magical attacks and so most of the time you'll either stick to Neutral Psychic Wave or "overgear" your Sorcerer just so you can deal an okay amount of damage to those monsters.  
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.  


That being said, you've probably 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?", "Be a support and buff slave and let me handle everything and carry you," or the most obvious "No! Don't play DPS Sorcerer! DPS Sorcerer sucks! Sorcerer sucks at PVM! It's the worst class DPS-wise" Well to whomever stuck around with the class despite all those hates, we are very well happy to say those 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 these bounds restricting them to perform to their fullest when they have finally transitioned to '''Elemental Master'''!
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'''!


=== Pros ===
* Skills from previous jobs and skill trees still have use and importance, particularly the utility and defensive ones.
* Elemental Master is only 1 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 4 Basic Elements. Monsters with either Fire, Water, Wind, or Earth property that can't be hit, miss, or receive decreased damage from '''{{#skill:5372}}''', '''{{#skill:5370}}''', '''{{#skill:5369}}''', and '''{{#skill:5373}}''' will taken care of by Venom Swamp; thus removing that elemental weakness from the class.


* EMs excel in space manipulation and crowd control skills.  
<center>
** 4 of their skills, if you'll count Psychic Wave, are lingering and counts as '''DoT''' (Damage over Time) skills. This will prove to be useful and efficient when you're farming for zeny or loots, as it is as simple as placing any of your DoT skills on the ground and then teleport away. Yes even when you're offscreen you'll still be killing the monsters, and yes you'll 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 which in that case you'll need to be onscreen to get the count.
{| class="mw-collapsible mw-collapsed wikitable" style="width: 59.5%;" data-mce-style="width: 57%;"
** Their ultimate skill''' {{#skill:5380}}''' not only acts as their 4th job equivalent of Psychic Wave in that 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 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 Elemental Master section, so pls. bear with us! <s>*''cough''* '''Autocast Elemental Buster''' ''*cough*''</s>
|+ 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; |
<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


* They have at least 2 forms of mobility with the skills '''Lvl. 1'''  '''{{#skill:2459}}''' on '''Lvl. 2 {{#skill:2456}}''' (''Defensive Mode'') and '''{{#skill:6517}}'''.
<big><span style="color:#008000;>''''''</big> Excels in space manipulation, zoning, and '''crowd control''' ('''CC''') skills
** You may argue that {{#item:12710}} is basically free and only costs 10 {{#item:50000}}, but having a free guyak right beside you whenever you need it anytime and anywhere 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 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 that with your auto-cast 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 the space around you.


* EMs have access to Elementals & High Elementals that would help them in various ways. We'll talk more about them in their [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#Elementals_&_High_Elementals own sections].
<big><span style="color:#008000;>'''♣'''</big> High burst damage
* Versatility. Can be played as DPS, tank, or support.


=== Cons ===
<big><span style="color:#008000;">'''♣'''</big> Mobility


* A rotation-based class that cycles through different skills.
<big><span style="color:#008000;>'''♣'''</big> Unlimited supply of '''Activity Point''' ('''AP''') and mana
** No matter how strong the class is if it's not for you then you won't have a wonderful and fun time playing the class. I say that because the class is not a 1-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 (CD), so for people who prefer to just press 1 button or skill you may want to play other classes instead like Soul Ascetic (SA).


* High learning curve
<big><span style="color:#008000;>'''♣'''</big> Access to Elementals and High Elementals
** 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.


* Needs a lot of catalysts to summon their Elementals & High Elementals,  and apply their ground defensive skills which makes weight management more important than ever.
<big><span style="color:#008000;>'''♣'''</big> Versatility


At the end of the day, we 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 these things and if you still wanna push-through then it'll be a pleasure to have you join us in a wonderful journey of mastering the ways of the true Elemental Master.
| style=background-color:#FAA0A0;" |
<big><span style="color:#FF0000;>θ</big> Rotation-heavy and cycles through different skills


==Mage==
<big><span style="color:#FF0000;>θ</big> High learning curve
[[File:Mage Takius.png|thumb|276x276px|Mage class]]
=== Overview ===
Mages are known to rely on magical skills to deal magical damage against monsters, and to use specific elements of their skills to gain advantage and deal significant damage  based on the monster's elemental property. In-this line-up, Mages are bestowed with offensive '''Area of Effect''' (AoE) skills that will help them level-up in the early stages of the game; and supportive, defensive, and passive skills that will still prove to be useful for them in the late-game stages as Elemental Masters.


Among the notable skills that Mages use in their arsenal include '''{{#skill:14}}''', '''{{#skill:19}}''', '''{{#skill:20}}''', and '''{{#skill:17}}''' to name a few. Mages will predominantly use Fire Ball for leveling because of its wider AoE, splash damage effect, and low cooldown. Mages could also use the 3 other bolt skills for leveling, but it won't be as effective and fast as when you're using Fire Ball to level up, but they're 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 while you cast your bolt skills. 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 '''{{#skill:157}}''' which gives another layer of Defense for the class.
<big><span style="color:#FF0000;>θ</big> Needs a lot of catalyst


=== Skill Tree ===
<big><span style="color:#FF0000;>θ</big> Expensive to make and build
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:100%
|}
|-
</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 '''Level 1'''  '''{{#skill:2459}}''' on '''Level 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.
** Endgame dungeons such as Biosphere Depth 2, [[Chapter 1#Fields/Monsters|Ruined Valkyrie Realm]], and [[Chapter 1#Fields/Monsters|Encroached Geffenia]] do not allow the usage of the teleportation item {{#icon:601}}{{#linkitem:601|Fly Wing}}and thus restricts skills such as the [[Soul Ascetic]] (SA) skill '''{{#skill:426}}'''—but not Psychic Stream. This gives the class a sharper edge than SA in terms of mobility in these dungeons, because even with their 11x11 to 15x15 AoEs SAs will still need to walk to get closer to each pack of mobs to be in range of their self-centered AoE skills '''{{#skill:5427}}''' + '''{{#skill:5429}}''', while EMs have farther reach, can pliantly maneuver their ground skills to any directions, have crowd control effects, and can swiftly zoom in/out with Psychic Stream.
* 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}}
| style="width:30%;"| {{#skillDesc:10}}
| style="width:30%;"| {{#skillDesc:11}}
|-
| {{#skillDesc:12}}
| {{#skillDesc:13}}
| {{#skillDesc:14}}
|-
| {{#skillDesc:15}}
| {{#skillDesc:16}}
| {{#skillDesc:17}}
|-
| {{#skillDesc:18}}
| {{#skillDesc:19}}
| {{#skillDesc:20}}
|-
| colspan="3" | {{#skillDesc:21}}
|-
! colspan="3" | Quest Skills
|-
| colspan="3" |{{#skillDesc:157}}
|}
 
=== 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
! Skill !! Notes !! Points !! Type
|-  
|-  
| {{#skill:9}}
| {{#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 improve the potency of SP regenerating potions
* 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.
| 10  
|style="text-align: center;" | 10  
|style="background:#cccccc"| Passive
|style="text-align: center; background:#cccccc"| Passive
|-  
|-  
| {{#skill:10}}
| {{#skill:10}}
||
||
* Allot 1 skill point to this skill. It will reveal monsters under the Cloaking or Hiding state. Monsters in Depth Abyss 2 such as the Two-Eyes Dollocaris and Flame Ghost will be unveiled by this spell.
* 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 {{#linkmob:22255}} and {{#linkmob:22257}} will be unveiled by this spell.
| 1
|style="text-align: center;" | 1
|style="background:#ccffcc"| Supportive
|style="text-align: center; background:#ccffcc"| Supportive
|-
|-
| {{#skill:11}}
| {{#skill:11}}
||
||
* Just enough points as a prerequisite skill for '''{{#skill:12}}'''.
* Just enough points as a prerequisite skill for '''{{#skill:12}}'''.
| 7  
|style="text-align: center;" | 7  
|style="background:#ffcccc"| Offensive
|style="text-align: center; background:#ffcccc"| Offensive
|-  
|-  
| {{#skill:12}}
| {{#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.
* 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.
* Requires 1 {{#item:717}} to cast.
* 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.
| 10  
* 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.
|style="background:#ccffff"| Defensive
* In '''Temple of Demon God''' ('''Hard Mode'''), this skill is casted and spammed underneath your allies to block a single instance of https://static.divine-pride.net/images/skill/662.png '''Hell's Judgement''' to prevent your party from dying.
* 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''', situated in the west side of '''Geffen''' {{#navi:geffen_in|74|175}} ('''@go 2''') or right outside of the dungeon '''Prontera Culvert''' {{#navi:prt_fild05|294|226}} for lighter accessibility.
|style="text-align: center;" | 10  
|style="text-align: center; background:#ccffff"| Defensive
|-  
|-  
| {{#skill:13}}
| {{#skill:13}}
||
||
* Just enough points as a prerequisite skill for '''{{#skill:12}}'''.
* Just enough points as a prerequisite skill for '''{{#skill:12}}'''.
| 5  
* With the release of [[Chapter 1]] which introduced 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 now 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="background:#ffcccc"| Offensive
|style="text-align: center;" | 5 / 10
|style="text-align: center; background:#ffcccc"| Offensive
|-  
|-  
| {{#skill:14}}
| {{#skill:14}}
||
||
* Max it out if you're planning on playing Spellfist eventually. Otherwise, just put enough points as a prerequisite skill for the Sage's '''{{#skill:281}}''' skill.
* 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.
| 5 / 10  
|style="text-align: center;" | 5 / 10  
|style="background:#ffcccc"| Offensive
|style="text-align: center; background:#ffcccc"| Offensive
|-  
|-  
| {{#skill:15}}
| {{#skill:15}}
||
||
* Dump whatever skill points you have left on this one I suppose.
* Dump whatever skill points you have left on this one I suppose.
| 8  
* 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="background:#ffcccc"| Offensive
|style="text-align: center;" | 8  
|style="text-align: center; background:#ffcccc"| Offensive
|-  
|-  
| {{#skill:16}}
| {{#skill:16}}
||
||
* Just enough points as a prerequisite skill for the Sage's '''{{#skill:283}}''' skill.
* Just enough points as a prerequisite skill for the Sage's '''{{#skill:283}}''' skill.
| 1  
* 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''', situated in the west side of '''Geffen''' {{#navi:geffen_in|74|175}} ('''@go 2''') or right outside of the dungeon '''Prontera Culvert''' {{#navi:prt_fild05|294|226}} for lighter accessibility.
|style="background:#ccffcc"| Supportive
|style="text-align: center;" | 1  
|style="text-align: center; background:#ccffcc"| Supportive
|-  
|-  
| {{#skill:17}}
| {{#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 '''Build Manager NPC 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.
* 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.
| 0 / 10  
* The item {{#item:27026}} gives 100% Fire Ball skill modifier and decreases its VCT by 50%. Having two (2) copies of this card affixed to both your right and left accessories will let you instant cast Fire Ball and significantly increase its damage output, which is extremely helpful in leveling your [[The_Complete_Elemental_Master_Guide_by_Goldie#x1_Experience_Rate|x1 EM character]].
|style="background:#ffcccc"| Offensive
|style="text-align: center;" | 0 / 10  
|style="text-align: center; background:#ffcccc"| Offensive
|-  
|-  
| {{#skill:18}}
| {{#skill:18}}
||
||
* Just like Fire Ball, it is also needed for the early leveling phase.
* 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].
| 0 / 10  
|style="text-align: center;" | 0 / 10  
|style="background:#ccffcc"| Supportive
|style="text-align: center; background:#ccffcc"| Supportive
|-  
|-  
| {{#skill:19}}
| {{#skill:19}}
||
||
* Max it out if you're planning on playing Spellfist eventually. Otherwise, just put enough points as a prerequisite skill for the Sage's  '''{{#skill:280}}''' skill.
* 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.
| 1 / 10  
|style="text-align: center;" | 1 / 10  
|style="background:#ffcccc"| Offensive
|style="text-align: center; background:#ffcccc"| Offensive
|-  
|-  
| {{#skill:20}}
| {{#skill:20}}
||
||
* Max it out if you're planning on playing Spellfist eventually. Otherwise, just put enough points as a prerequisite skill for the Sage's  '''{{#skill:282}}''' skill.
* 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.
| 1 / 10
| style="text-align: center;" | 1 / 10
|style="background:#ffcccc"| Offensive
|style="text-align: center; background:#ffcccc"| Offensive
|-  
|-  
| {{#skill:21}}
| {{#skill:21}}
||
||
* Skip this one. No place as a prerequisite skill either.
* Skip this one. No place as a prerequisite skill either.
| 0
| style="text-align: center;" | 0
|style="background:#ffcccc"| Offensive
|style="text-align: center; background:#ffcccc"| Offensive
|-  
|-  
| {{#skill:157}}
| {{#skill:157}}
||
||
* Always an available skill to have as a Mage, but you may need to talk to the '''Platinum Skill NPC''' {{#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.
* 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.
| 1  
|style="text-align: center;" | 1  
|style="background:#ccffff"| Defensive
|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
| <center> [[File:Mage Leveling Skill Tree.png]] </center>
|-
! Endgame
| <center> [[File:Mage Skill Tree.png]] </center>
|}
|}


Line 142: Line 306:


=== Overview ===
=== Overview ===
Sage is the 2nd alternate job for the Mage 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.  
'''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 be realistically be used in a '''PvP''' (''Player vs. Player'') scenario, they are lacking in the offensive department which makes them solely rely on their Mage offensive skills to farm and level-up effectively.
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 their bread and butter 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!  
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!  
 
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'''. 


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.   
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.   


Additionally, Sages have the ability to craft '''Elemental Converters''' [ ({{#item:12114}}, {{#item:12115}}, {{#item:12116}}, and {{#item:12117}}] 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.   
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.   


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 we try our best to explain each and one of them elaboratively and precisely. You won't regret it!
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!


=== Skill Tree ===
===Skill Tree===
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;text-align:center;"
|-
! colspan="3" | Sage Skill Tree
|-
| style="width:30%;"| {{#skillDesc:274}}
| style="width:30%;"| {{#skillDesc:275}}
| style="width:30%;"| {{#skillDesc:276}}
|-
| {{#skillDesc:277}}
| {{#skillDesc:278}}
| {{#skillDesc:279}}
|-
| {{#skillDesc:280}}
| {{#skillDesc:281}}
| {{#skillDesc:282}}
|-
| {{#skillDesc:283}}
| {{#skillDesc:284}}
| {{#skillDesc:285}}
|-
| {{#skillDesc:286}}
| {{#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="wikitable sortable mw-collapsible mw-collapsed" style="width:100%
{| 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 Sage Skills'''</center>
|-
|-
! Skill !! Notes !! Points !! Type
! Skill !! Notes !! Points !! Type
Line 161: Line 370:
| {{#skill:274}}
| {{#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.
* 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.
| 10  
|style="text-align: center;" |10  
|style="background:#cccccc"| Passive
|style="text-align: center; background:#cccccc"| Passive
|-  
|-  
| {{#skill:275}}
| {{#skill:275}}
||
||
* Just enough skill points as a prerequisite skill for '''{{#skill:278}}'''.
* Just enough skill point as a prerequisite skill for '''{{#skill:278}}'''.
| 1
|style="text-align: center;" |1
|style="background:#ccffcc"| Supportive
|style="text-align: center; background:#ffffcc"| Active
|-
|-
| {{#skill:276}}
| {{#skill:276}}
||
||
* Allot enough skill points as a prerequisite skill to Dispell.
* Allot enough skill points as a prerequisite skill to '''{{#skill:289}}'''.
* When timed perfectly, any targeted magical spells such as Fenrir's or Betelguese'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 during that time frame.
* 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.
* 193 '''ASPD''', and 86% '''ACD''' are the conditions you need to meet to effectively spam this skill.
* 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}}'''.
* In PvP, you may use this skill to absorb the Warlock skill '''{{#skill:2214}}''' and the Performer skill '''{{#skill:2414}}'''.
| 1 / 5
|style="text-align: center;" | 1 / 5
|style="background:#ccffff"| Defensive
|style="text-align: center; background:#ccffff"| Defensive
|-  
|-  
| {{#skill:277}}
| {{#skill:277}}
||
||
* Allot enough skill points as a prerequisite skill to Dispell.
* Allot enough skill points as a prerequisite skill to '''{{#skill:289}}'''.
* Often overlooked, Spellbreaker 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.
* This skill does exactly what its name describes. It disrupts or breaks the spell chanting of monsters and players alike.
|| 3
* 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.
|style="background:#ccffff"| Defensive
* 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}}
| {{#skill:278}}
||
||
* Place at least 1 skill point on this one. There are skills such as Energy Coat 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.
* Place at least 1 skill point on this one or just skip it altogether.  
| 1
* 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.
|style="background:#ffffcc"| Active
* 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}}
| {{#skill:279}}
||
||
* One of the core skills to have as a Spellfist user. Max this one out if you plan on building Spellfist; otherwise leave it at 0.
* 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 auto-cast, and will also increase the chance of it procing up to 20%.
* 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 auto-cast the highest level of your bolt skills casted from Auto Spell.
* 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.
|| 0 / 10  
|style="text-align: center;" | 0 / 10  
|style="background:#ffffcc"| Active
|style="text-align: center; background:#ffffcc"| Active
|-  
|-  
| {{#skill:280}}
| {{#skill:280}}
||
||
* Allot 5 skills points on this skill.
* 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 give you an additional 5% <span style="color:red;">Fire</span> property magical damage.
* 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.
* 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 '''Magician Dealer NPC''' in the Main Office {{#navi:main_office|63|59}}.
* Requires 1 {{#item:6360}}to cast. Can be bought from the '''NPC''' '''Magician Dealer''' in the Main Office {{#navi:main_office|63|59}}.
|| 5
|style="text-align: center;" | 5
|style="background:#ccffcc"| Supportive
|style="text-align: center; background:#ccffcc"| Supportive
|-  
|-  
| {{#skill:281}}
| {{#skill:281}}
||
||
* Allot 5 skills points on this skill.
* 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 give you an additional 5% <span style="color:blue;">Water</span> property magical damage.
* 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.
* 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 '''Magician Dealer NPC''' in the Main Office {{#navi:main_office|63|59}}.
* Requires 1 {{#item:6361}}to cast. Can be bought from the '''NPC''' '''Magician Dealer''' in the Main Office {{#navi:main_office|63|59}}.
|| 5
|style="text-align: center;" | 5
|style="background:#ccffcc"| Supportive
|style="text-align: center; background:#ccffcc"| Supportive
|-  
|-  
| {{#skill:282}}
| {{#skill:282}}
||
||
* Allot 5 skills points on this skill.
* 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 give you an additional 5% <span style="color:green;">Wind</span> property magical damage.
* 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.
* 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 '''Magician Dealer NPC''' in the Main Office {{#navi:main_office|63|59}}.
* Requires 1 {{#item:6362}}to cast. Can be bought from the '''NPC''' '''Magician Dealer''' in the Main Office {{#navi:main_office|63|59}}.
|| 5
|style="text-align: center;" | 5
|style="background:#ccffcc"| Supportive
|style="text-align: center; background:#ccffcc"| Supportive
|-  
|-  
| {{#skill:283}}
| {{#skill:283}}
||
||
* Allot 5 skills points on this skill.
* 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 give you an additional 5% <span style="color:brown;">Earth</span> property magical damage.
* 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.
* 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 '''Magician Dealer NPC''' in the Main Office {{#navi:main_office|63|59}}.
* Requires 1 {{#item:6363}}to cast. Can be bought from the '''NPC''' '''Magician Dealer''' in the Main Office {{#navi:main_office|63|59}}.
|| 5
|style="text-align: center;" | 5
|style="background:#ccffcc"| Supportive
|style="text-align: center; background:#ccffcc"| Supportive
|-  
|-  
| {{#skill:284}}
| {{#skill:284}}
||
||
* At max level, this skill will give you +3 INT, +20% resistance against Dragon races which is perfect for tanking Betelguese and enables EMs to get full 100% Dragon resist with the right gears; and +10% Magical Damage/20% Physical Damage against Dragon races.
* 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 gonna go in as tank EM or DPS EM during CT runs. It's always good to have some resistances in your build anyway.
* 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.
| 5  
|style="text-align: center;" | 5  
|style="background:#cccccc"| Passive
|style="text-align: center; background:#cccccc"| Passive
|-  
|-  
| {{#skill:285}}
| {{#skill:285}}
Line 249: Line 467:
* 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.
* 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.  
* Any entity inside its AoE will benefit from Volcano's effects.  
** As an example, Betelguese standing underneath Volcano will amplify his '''{{#skill:83}}s''' just as your  '''{{#skill:5372}}''' or <span style="color:red;">Fire</span>-endowed '''{{#skill:5380}}''' would be boosted in the same manner, so careful placement of your set-ups are always necessary.
** 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.
* 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''', situated in the west side of '''Geffen''' {{#navi:geffen_in|74|175}} ('''@go 2''') or right outside of the dungeon '''Prontera Culvert''' {{#navi:prt_fild05|294|226}} for lighter accessibility.
* Recasting this skill won't consume another Blue Gemstone.
* 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.
* 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.
|| 5
|style="text-align: center;" | 5
|style="background:#ccffcc"| Supportive
|style="text-align: center; background:#ccffcc"| Supportive
|-  
|-  
| {{#skill:286}}
| {{#skill:286}}
||
||
* Allot 5 skill points on this skill.
* 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 Knights. It also gives more HP% on your Elementals and High Elementals—we'll talk more about it in their [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#How_to_keep_Elementals_&_High_Elementals_Alive own section].
* 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.
* Any entity inside its AoE will benefit from Deluge's effects.
** As an example, Lasgand standing underneath Deluge will amplify his '''{{#skill:89}}''' just as your  '''{{#skill:5369}}''' or <span style="color:blue;">Water</span>-endowed '''{{#skill:5380}}''' would be boosted in the same manner, so careful placement of your set-ups are always necessary. Oh and he would also get +15% MaxHP and I'm pretty sure you wouldn't want that.
** 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.
* 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''', situated in the west side of '''Geffen''' {{#navi:geffen_in|74|175}} ('''@go 2''') or right outside of the dungeon '''Prontera Culvert''' {{#navi:prt_fild05|294|226}} for lighter accessibility.
* Recasting this skill won't consume another Blue Gemstone.
* 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.
* 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.
|| 5
|style="text-align: center;" | 5
|style="background:#ccffcc"| Supportive
|style="text-align: center; background:#ccffcc"| Supportive
|-  
|-  
| {{#skill:287}}
| {{#skill:287}}
Line 273: Line 491:
* 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.
* 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.
* 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 '''{{#skill:5380}}''' would be boosted in the same manner, so careful placement of your set-ups are always necessary.
** 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.  
* 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''', situated in the west side of '''Geffen''' {{#navi:geffen_in|74|175}} ('''@go 2''') or right outside of the dungeon '''Prontera Culvert''' {{#navi:prt_fild05|294|226}} for lighter accessibility.
* Recasting this skill won't consume another Blue Gemstone.
* 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.
* 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.
|| 5
|style="text-align: center;" | 5
|style="background:#ccffcc"| Supportive
|style="text-align: center; background:#ccffcc"| Supportive
|-  
|-  
| {{#skill:288}}
| {{#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.
* 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 [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#Land_Protector below].
* 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.
* 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''', situated in the west side of '''Geffen''' {{#navi:geffen_in|74|175}} ('''@go 2''') or right outside of the dungeon '''Prontera Culvert''' {{#navi:prt_fild05|294|226}} 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.
* 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.
| 5
|style="text-align: center;" | 5
|style="background:#ccffff"| Defensive
|style="text-align: center; background:#ccffff"| Defensive
|-
|-
| {{#skill:289}}
| {{#skill:289}}
||
||
* No reason to leave it Lvl. 1. Always get the maximum level of this skill.
* 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 [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#List_of_buffs_and_debuffs_removed_by_Dispell below].
* 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]].
| 5
* Dispell can't be self-casted and you will need the assistance of another Sage player to cast Dispell unto you to cancel any active debuffs you want removed.
|style="background:#ccffcc"| Supportive
|style="text-align: center;" | 5
|style="text-align: center; background:#ccffcc"| Supportive
|-  
|-  
| {{#skill:290}}
| {{#skill:290}}
||
||
* Skip this one. No place as a prerequisite skill either.
* Skip this one. No place as a prerequisite skill either.
* ''But'' if you wanna 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.
* ''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.
| 0  
* 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}} situated in '''Geffen''' ('''@go 2''') or right outside of the dungeon '''Prontera Culvert''' {{#navi:prt_fild05|294|226}} for lighter accessibility.
|style="background:#ffffcc"| Active
** 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}}
| {{#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.
* 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.
|| 1
|style="text-align: center;" | 1
|style="background:#ccffcc"| Supportive
|style="text-align: center; background:#ccffcc"| Supportive
|-  
|-  
| {{#skill:90}}
| {{#skill:90}}
||
||
* Just enough points as a prerequisite skill for the Sorcerer's '''{{#skill:2446}}''' skill.
* Just enough points as a prerequisite skill for the Sorcerer's '''{{#skill:2446}}''' skill.
|| 5
* Earth Spike isn't considered a bolt skill and can't be converged to your weapon with '''{{#skill:2445}}'''.
|style="background:#ffcccc"| Offensive
|style="text-align: center;" | 5
|style="text-align: center; background:#ffcccc"| Offensive
|-
|-
| {{#skill:91}} Heaven's Drive
| {{#skill:91}}
||
||
* 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.
* 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.
| 0 / 5
|style="text-align: center;" | 0 / 5
|style="background:#ffcccc"| Offensive
|style="text-align: center; background:#ffcccc"| Offensive
|-  
|-  
| {{#skill:1008}}
| 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 Platinum Skill NPC at the Main office (@go 50). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill '''{{#skill:5369}}'''.
* 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}}'''.
| 1  
* 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.
|style="background:#ffffcc"| Active
* 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
|-  
|-  
| {{#skill:1017}}
| 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 Platinum Skill NPC at the Main office (@go 50). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill '''{{#skill:5373}}'''.
* 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}}'''.
| 1  
* 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.
|style="background:#ffffcc"| Active
* 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
|-  
|-  
| {{#skill:1018}}
| 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 Platinum Skill NPC at the Main office (@go 50). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill '''{{#skill:5372}}'''.
* 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}}'''.
| 1  
* 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.
|style="background:#ffffcc"| Active
* 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
|-  
|-  
| {{#skill:1019}}
| 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 Platinum Skill NPC at the Main office (@go 50). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill '''{{#skill:5370}}'''.
* 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}}'''.
| 1  
* 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.
|style="background:#ffffcc"| Active
* 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:1007}}
||
||
* Always an available skill to have as a Sage once you've talked to the Platinum Skill NPC at the Main office (@go 50).  
* 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.
* 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:12114}} = 1 {{#item:7433}} + 1 {{#item:990}}
Line 353: Line 587:
** {{#item:12117}} = 1 {{#item:7433}} + 1 {{#item:992}}
** {{#item:12117}} = 1 {{#item:7433}} + 1 {{#item:992}}
** {{#item:12116}} = 1 {{#item:7433}} + 1 {{#item:993}}
** {{#item:12116}} = 1 {{#item:7433}} + 1 {{#item:993}}
* Blank scroll can be purchased from the Scroll Merchant NPC at {{#navi:yuno_in03|176|22}}
* 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 below.
* For more info on where to farm the elemental stones, check down [[The_Complete_Elemental_Master_Guide_by_Goldie#Elemental_Catalysts,_Ores,_&_Stones|below]].
| 1  
|style="text-align: center;" | 1  
|style="background:#ffffcc"| Active
|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
| <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 ===
=== Land Protector ===
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![[File:Land Protector.png|thumb|509x509px|center|Land Protector AoE. From left to right, 11x11, 9x9, 7x7.]]<s>As what can be seen from the image above, LP is divided into three 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.</s>
[[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.  


<s>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.</s>
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.


<s>But then you're probably gonna 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 you cast your skills to the "hittable zone" of LP your skills will never reach the MVP.</s>
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.


-WIP-
==== "Hittable Zone" of Land Protector ====
[[File:LP Hittable Cell.v3.gif|thumb|center|360x360px|Land Protector's "Hittable Zone".]]


=== Proper Placement of Land Protector ===
-WIP-


=== Dispell ===
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].


==== List of Common Buffs and Debuffs Removed by Dispell ====
[[File:LP.gif|center|thumb|360x360px|Land Protector's Protective Cells.]]
In this section of the guide, we'lll only be listing of 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 us know.


We would also like to add that this list will be updated over time as we work more on the guide.
 
{| class="wikitable" border="1"
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.
|-
 
! colspan="3"|Dispellable
==== 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 ===
 
==== Buffs and Debuffs Affected 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.
<center>
{|class="article-table mw-collapsible mw-collapsed" style="width:70%; text-align: center;
!style="border:1.5px solid grey;background:#7DA7FA" colspan="4"|  Dispellable
!style="border:1.5px solid grey;background:#C8A2C8" colspan="4"|  Undispellable
|-
|style="border:1px solid grey;background:#B0C8F7" | {{#skill:249}}
|style="border:1px solid grey;background:#B0C8F7" | {{#skill:257}}
|style="border:1px solid grey;background:#B0C8F7" | {{#skill:252}}
|style="border:1px solid grey;background:#B0C8F7" | {{#skill:78}}
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:2021}}
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:5232}}
|style="border:1px solid grey;background:#D7C1E6" | https://static.divine-pride.net/images/skill/5232.png + https://static.divine-pride.net/images/skill/5225.png Climax Crys. Impact
|style="border:1px solid grey;background:#D7C1E6" | https://static.divine-pride.net/images/skill/5232.png + https://static.divine-pride.net/images/skill/5215.png Climax Dest. Hurricane
|-
|-
| {{#skill:249}}
|style="border:1px solid grey;background:#B0C8F7" | {{#skill:34}}
| {{#skill:257}}
|style="border:1px solid grey;background:#B0C8F7" | {{#skill:29}}
| {{#skill:29}}
|style="border:1px solid grey;background:#B0C8F7" | {{#skill:361}}
|style="border:1px solid grey;background:#B0C8F7" | https://static.divine-pride.net/images/skill/268.png Steel Body
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:5278}}
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:479}}
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:5351}}
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:5210}}
|-
|-
| {{#skill:16}}
|style="border:1px solid grey;background:#B0C8F7" | https://static.divine-pride.net/images/skill/5232.png + https://static.divine-pride.net/images/skill/5222.png Climax Bloom
| {{#skill:34}}
|style="border:1px solid grey;background:#B0C8F7" | https://static.divine-pride.net/images/skill/5232.png + https://static.divine-pride.net/images/skill/5221.png Climax Earth
| {{#skill:361}}
|style="border:1px solid grey;background:#B0C8F7" | https://static.divine-pride.net/images/skill/2213.png Magic Intoxication
|style="border:1px solid grey;background:#B0C8F7" | {{#skill:5001}}
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:5328}}
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:5418}}
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:5318}}
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:5347}}
|-
|-
| {{#skill:252}}
|style="border:1px solid grey;background:#B0C8F7" | {{#skill:5296}}
|Curse
|style="border:1px solid grey;background:#B0C8F7" | https://static.divine-pride.net/images/skill/5357.png Sonic Brand
|Hallucination
|style="border:1px solid grey;background:#B0C8F7" | https://static.divine-pride.net/images/skill/2450.png Cloud Poison
|style="border:1px solid grey;background:#B0C8F7" | https://static.divine-pride.net/images/skill/2447.png Crystallization
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:5461}}
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:5462}}
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:5447}}
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:5448}}
|-
|-
|Silence
|style="border:1px solid grey;background:#B0C8F7" | https://static.divine-pride.net/images/skill/5214.png Deadly Curse
|Poison
|style="border:1px solid grey;background:#B0C8F7" | {{#skill:214}}
|Bleeding
|style="border:1px solid grey;background:#B0C8F7" | {{#skill:16}}
|style="border:1px solid grey;background:#B0C8F7" | https://static.divine-pride.net/images/skill/653.png NPC MAX PAIN
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:5352}}
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:5364}}
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:5361}}
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:5362}}
|-
|-
|Frozen  
|style="border:1px solid grey;background:#B0C8F7" | https://static.divine-pride.net/images/skill/653.png NPC AGI UP
|NPC MAX PAIN*
|style="border:1px solid grey;background:#B0C8F7" | https://static.divine-pride.net/images/skill/653.png Curse
|NPC AGI UP
|style="border:1px solid grey;background:#B0C8F7" | https://static.divine-pride.net/images/skill/653.png Hallucination
|style="border:1px solid grey;background:#B0C8F7" | https://static.divine-pride.net/images/skill/653.png Frozen  
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:5475}}
|style="border:1px solid grey;background:#D7C1E6" | {{#skill:5432}}
|style="border:1px solid grey;background:#D7C1E6" | https://static.divine-pride.net/images/skill/653.png NPC RELIEVE ON
|style="border:1px solid grey;background:#D7C1E6" | https://static.divine-pride.net/images/skill/653.png NPC RECOVERY SWITCH
|}
|}
<nowiki>*</nowiki>NPC MAX PAIN is different from every situation. For instance, Max Pain from Aquila and Margareta Sorin are easily dispellable; however Max Pain originating from Betelguese is not so be aware of that.
</center>


==Professor==
==Professor==
[[File:Male and Female Professor.png|thumb|329x329px|Professor class. ''[https://www.deviantart.com/michaelxgamingph/gallery Artwork by michaelxgamingph of devianart].'']]
[[File:Male and Female Professor.v2.png|thumb|329x329px|Professor class. Artwork by ''[https://www.deviantart.com/michaelxgamingph/gallery michaelxgamingph of devianart]''.]]


=== Overview ===
=== Overview ===
Professor or alternatively known as Scholar is the transcendent job of the Sage branch. The Professor job line-up 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.  
'''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 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 Fire Bolter builds, respectively.
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 by improving on their bolt-based magical build in the form of '''{{#skill:482}}''' which lets them to cast their bolt skills twice in succession. This is one of the core skills you need to have when you're planning on playing Spellfist.
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 ===
===Skill Tree===
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;text-align:center;"
|-
! colspan="3" | Professor Skill Tree
|-
| style="width:30%;"| {{#skillDesc:373}}
| style="width:30%;"| {{#skillDesc:374}}
| style="width:30%;"| {{#skillDesc:375}}
|-
| {{#skillDesc:402}}
| {{#skillDesc:403}}
| {{#skillDesc:404}}
|-
| {{#skillDesc:405}}
| colspan="2" | {{#skillDesc:482}}
|}
 
=== Skill Analysis ===
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:100%
{| 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 !! Notes !! Points !! Type
Line 421: Line 737:
||
||
* Maximize this skill and put 5 skill points.
* 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 gonna be using '''{{#skill:157}}''' to reduce the amount of damage you receive from any sources.
* 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 full and its effectiveness 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.  
* 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.
* 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.
| 5  
|style="text-align: center;" | 5  
|style="background:#ccffcc"| Supportive
|style="text-align: center; background:#ccffcc"| Supportive
|-  
|-  
| {{#skill:374}}
| {{#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.
* 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 {{#item:1100004}}, {{#item:23203}}or party buffs like the Performers'  '''{{#skill:2427}}'''.
* 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}}'''.  
| 0 / 1
|style="text-align: center;" | 0 / 1
|style="background:#ccffcc"| Supportive
|style="text-align: center; background:#ccffcc"| Supportive
|-
|-
| {{#skill:375}}
| {{#skill:375}}
Line 438: Line 754:
* Don't get this unless you're joining PVP or WoE, since this skill could only be used on those scenarios.
* 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.
* 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.
| 0 / 5
|style="text-align: center;" | 0 / 5
|style="background:#ffcccc"| Offensive
|style="text-align: center; background:#ffcccc"| Offensive
|-  
|-  
| {{#skill:402}}
| {{#skill:402}}
||
||
* It may have some uses inside PvP or WoE, but not that much needed in PvE.
* 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%.  
* 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.
* 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.
| 0 / 5
|style="text-align: center;" | 0 / 5
|style="background:#ffcccc"| Offensive
|style="text-align: center; background:#ffcccc"| Offensive
|-  
|-  
| {{#skill:403}}
| {{#skill:403}}
||
||
* Not needed in the current state of the game since instant cast is easy to get elsewhere.
* 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 2 aforementioned skills have 0 casting time.
* 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.
| 0
|style="text-align: center;" | 0
|style="background:#ffffcc"| Active
|style="text-align: center; background:#ffffcc"| Active
|-  
|-  
| {{#skill:404}}
| {{#skill:404}}
||
||
* Place 1 skill point on this one.  
* 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.
* 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 though 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.
* 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 (<u>both physical and magical</u>) will have a 75% chance to miss.
* 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.
* 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 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.
* 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{{#item:1100005}}.
* 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}}.
| 1
* 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="background:#ccffff"| Defensive
|style="text-align: center;" | 1
|style="text-align: center; background:#ccffff"| Defensive
|-  
|-  
| {{#skill:405}}
| {{#skill:405}}
||
||
* Mostly used in PvP or WoE scenes. Not much use in PvE.
* Mostly used in PvP or WoE scenes. Not much use in PvM.
* When used, it'll consume 1 {{#item:1025}}and reduces their FLEE rate by a flat amount of 50 pts. of whoever is trapped in it.
* 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}}.
** 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 [https://wiki.muhro.eu/Autumn_Event Autumn Event]. It works perfectly on the Sentinels, though just keep in mind it gets destroyed when it gets struck by any Fire property attacks.
* 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.
| 1
|style="text-align: center;" | 1
|style="background:#ccffff"| Defensive
|style="text-align: center; background:#ccffff"| Defensive
|-  
|-  
| {{#skill:482}}
| {{#skill:482}}
||
||
*Maximize this skill and allot 5 skill points if you're gonna play Spellfist.
*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 & High Elementals from Elemental Master) to be repeated or recasted.
*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 cast all bolt skills with 0 limits.
*So long as this skill is active it will limitlessly recast all bolt skills.
| 0 / 5
|style="text-align: center;" | 0 / 5
|style="background:#ffffcc"| Active
|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
| <center> [[File:Professor Leveling Skill Tree.png]] </center>
|-
! Endgame
| <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==
==Sorcerer==
[[File:Male and Female Sorcerer.jpg.png|alt=|thumb|left|Sorcerer class. ''Artwork by [https://www.deviantart.com/michaelxgamingph/gallery michaelxgamingph of devianart].''|318x318px]]
[[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 ===
=== Overview ===
Sorcerer is the 3rd class of the Sage and Professor line-up. 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 Ardor</span>, the <span style="color:blue;">Water Spirit Diluvio</span>, the <span style="color:green;">Wind Spirit Ventus</span>, and the <span style="color:brown;">Earth Spirit Terra</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.
'''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}}'''.   
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 ''crystallization'' chance which is fitting as the conjurers of Elemental spirit magic. This allowed Sorcerers to share an emotional connection with their Elementals in ways unimaginable 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 [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#Insignia_System Insignia system] ( '''{{#skill:2465}}''', '''{{#skill:2466}}''', '''{{#skill:2467}}''', & '''{{#skill:2468}}''') that grants varying effects to anybody standing within its AoE.
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}}'''.  
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 line-up 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.
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 ===
===Skill Tree===
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:100%
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;text-align:center;"
|-
! colspan="3" | Sorcerer Skill Tree
|-
| style="width:30%;"| {{#skillDesc:5008}}
| style="width:30%;"| {{#skillDesc:2443}}
| style="width:30%;"| {{#skillDesc:2444}}
|-
|-
! Skill !! Notes !! Points !! Type
| {{#skillDesc:2445}}
| {{#skillDesc:2446}}
| {{#skillDesc:2447}}
|-
| {{#skillDesc:2448}}
| {{#skillDesc:2449}}
| {{#skillDesc:2450}}
|-
| {{#skillDesc:2451}}
| {{#skillDesc:2452}}
| {{#skillDesc:2453}}
|-
| {{#skillDesc:2454}}
| {{#skillDesc:2455}}
| {{#skillDesc:2456}}
|-
| {{#skillDesc:2457}}
| {{#skillDesc:2458}}
| {{#skillDesc:2459}}
|-
| {{#skillDesc:2460}}
| {{#skillDesc:2461}}
| {{#skillDesc:2462}}
|-
| {{#skillDesc:2463}}
| {{#skillDesc:2464}}
| {{#skillDesc:2465}}
|-
| {{#skillDesc:2466}}
| {{#skillDesc:2467}}
| {{#skillDesc:2468}}
|-
| colspan="3" | {{#skillDesc:5014}}
|}
 
=== 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 Sorcerer Skills'''</center>
|-
! Skill !! Notes !! Points !! Type
|-  
|-  
| {{#skill:2449}}
| {{#skill:2449}}
||
||
* Allot 5 skill points to this skill.
* Allot 5 skill points to this skill.
* This is your main damaging skill as a Sorcerer with an 11x11 AoE . Effective for leveling your character upon transitioning to 3rd job.
* 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.
* It has a 5 seconds cooldown so cast this skill whenever it's available. However, there are equipment such as the {{#item:26118}} or its enhanced version {{#item:550012}}, {{#item:25419}} + {{#item:25420}}that reduce its cooldown by 3 seconds in total, which are useful in leveling.
* At max level, this skill lingers on the ground for up to 3 seconds and does seven (7) ticks; when equipped with staves and book-type weapons, Psychic Wave will hit twice which makes it a total of fourteen (14) ticks with every recurring two (2) ticks bundled into one. [[Abyss Chaser|Abyss Chasers]] can't abuse this effect since their job tree can't equip staves nor books.
* {{#item:25417}} + {{#item:25420}}, {{#item:1000673}}are some of the easily available resources that would boost Psychic Wave's damage.
* 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. Moreover, a {{#icon:540056}}{{#linkitem:540056|Dim Glacier Book}}with the enchant {{#icon:311225}} {{#linkitem:311225|Glacier Flower Spell (Psychic Wave)}}reduces PW's CD by 1.5 seconds, a half a second more than the Shadow staves. In line with this, more than one (1) PW can be casted and recasting it will not replace the previous one which makes it possible to leave out two (2) instances of Psychic Wave on the ground.  
* Psychic Wave ('''PW''') by default is <span style="color:gray;">Neutral</span> property but it can also be endowed to the 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>, depending on the active modes and levels of the summoned Elementals.
* {{#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.
** 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.
* 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.
* 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 AoE skill, your 4th job High Elementals would still give you ability to endow this skill's property to the 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.
** 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.
| 5  
* 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.
|style="background:#ffcccc"| Offensive
* 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}}
| {{#skill:2447}}
||
||
* Allot 5 skill points to this skill.
* Allot 5 skill points to this skill.
* You have no choice but to maximize this skill at it'll be needed for the costume enchant stone {{#item:1000673}}. 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%.
* 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 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 {{#item:24297}}. 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 2 skills in a sequence similar to this:  
* 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:  


                <code>'''{{#skill:2449}}''' —> '''{{#skill:2447}}''' —> '''{{#skill:2447}}''' —> '''{{#skill:2449}}''' —> '''''repeat'''''</code>


* It is also possible to completely eliminate the 5 seconds cooldown of Diamond Dust with the item {{#item:540014}}. When the codex is refined to +11 and above, it will reduce both Diamond Dust and Earth Grave cooldown by an additional 2 seconds. {{#item:24297}} wouldn't necessarily need to be refined at +10 when you use both equipment then.
<center><code>'''{{#skill:2449}}''' —> '''{{#skill:2447}}''' —> '''{{#skill:2447}}''' —> '''''repeat'''''</code></center>
* It also gives out an annoying debuff commonly complained about in the PvP/WoE scenes. Diamond Dust has a 30% chance to apply the [https://irowiki.org/wiki/Status_Effects#Crystallization c''rystallization''] debuff. The chance of application is further increased when a '''Lvl. 2''' '''{{#skill:2458}}''' in '''Lvl. 1 {{#skill:2456}}''' (''Passive Mode'') is active. It also increases Diamond Dust's damage by ('''JobLv x 5)'''%.
 
| 5
 
|style="background:#ffcccc"| Offensive
* 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. The {{#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}}
| {{#skill:2446}}
||
||
* Allot 5 skill points to this skill.
* Allot 5 skill points to this skill.
* You have no choice but to maximize this skill at it'll be needed for the costume enchant stone {{#item:1000674}}. For every level of Earth Grave, it gives you +2% All property magical damage.
* 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 {{#item:24310}}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 {{#item:540014}} or a +9 {{#item:540056}}with the enchant {{#item:311228}}.
* 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)}}.
| 5
* EG's damage is increased depending on the level of '''{{#skill:283}}''', and the caster's own '''INT''' and base level.
|style="background:#ffcccc"| Offensive
* 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}}
| {{#skill:2451}}
||
||
* Place 5 skill point to this skill and maximize it.
* Place 5 skill point to this skill and maximize it.  
* Striking is a good supportive buff for your party. It gives '''+100 ATK''' ('''x WeaponLv'''), & +'''70 Perfect HIT''' at max level. Your friends that play physical classes will surely want you to constantly apply this buff on them.
* 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 {{#item:1000672}}. For every level of Striking, it gives you 0.1 second '''Fixed Casting Time''' ('''FCT''') reduction.
* 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 {{#item:1000672}} + {{#item:1000673}} + {{#item:1000674}} + {{#item:1001420}} will be your end-game costume enchant stones once you've become an Elemental Master so make sure to maximize all 3 aforementioned skills (Diamond Dust, Earth Grave, & Striking).
** 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).
| 5  
|style="text-align: center;" | 5  
|style="background:#ccffcc"| Supportive
|style="text-align: center; background:#ccffcc"| Supportive
|-  
|-  
| {{#skill:2454}}
| {{#skill:2454}}
||
||
* Just enough skill points as a prerequisite skill for '''{{#skill:2459}}''' and '''{{#skill:2467}}'''.
* 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.
|| 3
* Varetyr Spear's damage is increased depending on the level of '''{{#skill:282}}''', '''{{#skill:2451}}''', and the caster's own '''INT''' and base level.
|style="background:#ffcccc"| Offensive
* Has a chance to stun enemies.
|style="text-align: center;" | 3 / 10
|style="text-align: center; background:#ffcccc"| Offensive
|-  
|-  
| {{#skill:2445}}
| {{#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.
* 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.  
* 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 detriment:
** 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.
* 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.
| 0 / 10
|style="text-align: center;" | 0 / 10
|style="background:#ffffcc"| Active
|style="text-align: center; background:#ffffcc"| Active
|-  
|-  
| {{#skill:5008}}
| {{#skill:5008}}
||
||
* Skip this one. No place as a prerequisite skill either. It basically sacrifices your active Elemental & 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 Max Pain I suppose.
* 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}}''', & '''{{#skill:25}}'''.
* 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.
|| 0  
|style="text-align: center;" | 0  
|style="background:#ccffff"| Defensive
|style="text-align: center; background:#ccffff"| Defensive
|-  
|-  
| {{#skill:2443}}
| {{#skill:2443}}
||
||
* Skip this one. No place as a prerequisite skill either.
* Skip this one, unless you want to have your own built-in trail effect to look cool. No place as a prerequisite skill either.
|| 0
|style="text-align: center;" | 0
|style="background:#ffffcc"| Active
|style="text-align: center; background:#ffffcc"| Active
|-  
|-  
| {{#skill:2444}}
| {{#skill:2444}}
||
||
* Skip this one. No place as a prerequisite skill either.
* Skip this one, unless you want to have your own built-in trail effect to look cool. No place as a prerequisite skill either.
|| 0
|style="text-align: center;" | 0
|style="background:#ffffcc"| Active
|style="text-align: center; background:#ffffcc"| Active
|-  
|-  
| {{#skill:2448}}
| {{#skill:2448}}
||
||
* Skip this one. No place as a prerequisite skill either. There's gonna be stronger <span style="color:purple;">Poison</span> skills later on.
* 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.
|| 0
|style="text-align: center;" | 0
|style="background:#ffcccc"| Offensive
|style="text-align: center; background:#ffcccc"| Offensive
|-  
|-  
| {{#skill:2450}}
| {{#skill:2450}}
||
||
* Either leave this one out completely or get it to max level.
* Either leave this one out completely or get it to max level.
* Killing Cloud acts as a debuff skill that reduces any units' <span style="color:purple;">Poison</span> resistance inside its AoE. At max level, it reduces its <span style="color:purple;">Poison</span> resistance by 25%.
* 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 gonna 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 {{#item:1000672}} + {{#item:25420}}reduces its cooldown by 2 seconds. Typically it's used for DPS-ing or MVP-ing and rarely used for field farming unless you wanna see big damage numbers with your <span style="color:purple;">Poison</span>-endowed '''{{#skill:2449}}''', '''{{#skill:5371}}''', and '''{{#skill:2448}}'''.
* 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}}'''.
|| 0 / 5
* 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="background:#ccffcc"| Supportive
|style="text-align: center;" | 0 / 5
|style="text-align: center; background:#ccffcc"| Supportive
|-  
|-  
| {{#skill:2452}}
| {{#skill:2452}}
||
||
* Just put enough skill points to this one as a prerequisite skill for '''{{#skill:2457}}''' and '''{{#skill:2465}}'''.
* 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.
* 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.
* Warmer removes the crystallization, frozen, and freezing debuffs.
** Items that reduce Warmer's CD include the costume enchant stone combo of {{#icon:25418}}{{#linkitem:25418|Professor Stone (Mid)}}+ {{#icon:25420}}{{#linkitem:25420|Sorcerer Stone (Garment)}}, and {{#icon:450128}}{{#linkitem:450128|Automatic Armor Type B}}with 2x {{#icon:310149}} {{#linkitem:310149|Automatic Orbs (Warm Wave)}}. The stones reduce Warmer's CD by 15 seconds while the armor enchants reduce it by 14 seconds. A Level 1 Warmer has a CD of 35 seconds but when paired with these items, Warmer's CD can be as low as 6 seconds.
|| 3
* Warmer lingers on the ground for 35~60 seconds (scales with level), but not more than one (1) Warmer can be placed at a time from the same caster. Recasting Warmer will replace the previous one.
|style="background:#ccffcc"| Supportive
* 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 <span style="color:#49AFFC;">crystallization</span>, <span style="color:#65BAD6;">frozen</span>, and <span style="color:#8AAFCF;">freezing</span> debuffs.
** <span style="color:#8AAFCF;">Freezing</span> is a status debuff brought about by skills such as the Warlock's '''{{#skill:2203}}''' and the Rune Knight's '''{{#skill:5004}}'''. Once inflicted by this ailment, it will cause the following effects to happen:
*** Movement Speed is reduced by 30%.
*** Attack Speed is reduced by 30%.
*** Hard DEF is reduced by 30% (10% against monsters).
*** Fixed Cast Time (FCT) is increased by 50%.
*** Damage received from '''{{#skill:2204}}''' is increased.
|style="text-align: center;" | 3
|style="text-align: center; background:#ccffcc"| Supportive
|-  
|-  
| {{#skill:2453}}
| {{#skill:2453}}
||
||
* Put 5 skill points to this one if you're gonna frequent PvP/WoE; otherwise leave it at 0.
* 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.  
* 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'''.
** Base duration of the rooting effect is decreased by unit's '''STR'''.
* Works on MVPs and boss monsters, but due to their high VIT its CC effect will be negligible or barely noticeable.
** For every point of '''STR''', it decreases the duration of Extreme Vacuum by 0.04 second.
* It's got some uses though for some of the server's events like the recently ended [https://wiki.muhro.eu/Autumn_Event Autumn Event]. It roots the Sentinels into place preventing them to move around.
* Works on MVPs and boss monsters, but due to high STR its CC effect will be negligible or barely noticeable for some.
|| 0 / 5
* 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.
|style="background:#ffffcc"| Active
* 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}}
| {{#skill:2455}}
||
||
* Put 5 skill points to this one if you're gonna frequent PvP/WoE; otherwise leave it at 0.
* 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.  
* 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 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.
** Base duration of debuff is decreased by the unit's Base Level and INT.
|| 0 / 5
* Deep Sleep causes the following effects:
|style="background:#ffffcc"| Active
** 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''', situated in the west side of '''Geffen''' {{#navi:geffen_in|74|175}} ('''@go 2''') or right outside of the dungeon '''Prontera Culvert''' {{#navi:prt_fild05|294|226}} for lighter accessibility.
|style="text-align: center;" | 0 / 5
|style="text-align: center; background:#ffffcc"| Active
|-  
|-  
| {{#skill:2456}}
| {{#skill:2456}}
Line 627: Line 1,051:
** '''Level 1''': Switch to Passive Mode
** '''Level 1''': Switch to Passive Mode
** '''Level 2''': Switch to Defensive Mode
** '''Level 2''': Switch to Defensive Mode
** '''Level 3''': Switch to Offensive
** '''Level 3''': Switch to Offensive Mode
** '''Level 4''': Dismisses your currently summoned Elemental or High Elemental... like whyyy and what for??
** '''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 [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#Elementals_&_High_Elementals below].
* 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]].
| 3
|style="text-align: center;" | 3
|style="background:#ffffcc"| Active
|style="text-align: center; background:#ffffcc"| Active
|-
|-
| {{#skill:2457}}
| {{#skill:2457}}
||
||
* Allot 3 skill points to this one.
* Allot 3 skill points to this one.
* This skill will call forth the <span style="color:red;">Fire</span> Spirit Agni which appears in 3 forms (Child, Adolescent, & Adult) depending on the skill level:
* 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
** '''Level 1''' ('''Child Form'''): Requires 3 {{#item:990}}to summon. Lasts for 10 minutes.
** '''Level 2: Adolescent form''' -  requires 6 {{#item:990}}to summon
** '''Level 2''' ('''Adolescent Form'''): Requires 6 {{#item:990}}to summon. Lasts for 15 minutes.
** '''Level 3: Adult form''' - requires 1 {{#item:994}}to summon
** '''Level 3''' ('''Adult Form'''): Requires 1 {{#item:994}}to summon. Lasts for 20 minutes.
* For recommended farming spots for these elemental catalysts, please refer down below.
* <span style="color:red;">Agni</span>'s stats increase '''based on the summoner's stats''' and  '''{{#skill:2463}}''' skill level.
* This skill altogether with the other Elementals and Elemental Master's High Elementals will have a separate section. For more info, check down [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#Elementals_&_High_Elementals below].
* <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.
| 3
* For recommended farming spots for these elemental catalysts, please refer down [[The_Complete_Elemental_Master_Guide_by_Goldie#Elemental_Catalysts,_Ores,_&_Stones|below]].
|style="background:#ffffcc"| Active
* <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}}
| {{#skill:2458}}
||
||
* Allot 3 skill points to this one.
* Allot 3 skill points to this one.
* This skill will call forth the <span style="color:blue;">Water</span> Spirit Aqua which appears in 3 forms (Child, Adolescent, & Adult) depending on the skill level:
* 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
** '''Level 1''' ('''Child Form'''): Requires 3 {{#item:991}}to summon. Lasts for 10 minutes.
** '''Level 2: Adolescent form''' -  requires 6 {{#item:991}}to summon
** '''Level 2''' ('''Adolescent Form'''): Requires 6 {{#item:991}}to summon. Lasts for 15 minutes.
** '''Level 3: Adult form''' - requires 1 {{#item:995}}to summon
** '''Level 3''' ('''Adult Form'''): Requires 1 {{#item:995}}to summon. Lasts for 20 minutes.
* For recommended farming spots for these elemental catalysts, please refer down below.
* <span style="color:blue;">Aqua</span>'s stats increase '''based on the summoner's stats''' and  '''{{#skill:2463}}''' skill level.
* This skill altogether with the other Elementals and Elemental Master's High Elementals will have a separate section. For more info, check down [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#Elementals_&_High_Elementals below].
* <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.
| 3  
* For recommended farming spots for these elemental catalysts, please refer down [[The_Complete_Elemental_Master_Guide_by_Goldie#Elemental_Catalysts,_Ores,_&_Stones|below]].
|style="background:#ffffcc"| Active
* <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}}
| {{#skill:2459}}
||
||
* Allot 3 skill points to this one.
* Allot 3 skill points to this one.
* This skill will call forth the <span style="color:green;">Wind</span> Spirit Ventus which appears in 3 forms (Child, Adolescent, & Adult) depending on the skill level:
* 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
** '''Level 1''' ('''Child Form'''): Requires 3 {{#item:992}}to summon. Lasts for 10 minutes.
** '''Level 2: Adolescent form''' -  requires 6 {{#item:992}}to summon
** '''Level 2''' ('''Adolescent Form'''): Requires 6 {{#item:992}}to summon. Lasts for 15 minutes.
** '''Level 3: Adult form''' - requires 1 {{#item:996}}to summon
** '''Level 3''' ('''Adult Form'''): Requires 1 {{#item:996}}to summon. Lasts for 20 minutes.
* For recommended farming spots for these elemental catalysts, please refer down below.
* <span style="color:green;">Ventus</span>' stats increase '''based on the summoner's stats''' and  '''{{#skill:2463}}''' skill level.
* This skill altogether with the other Elementals and Elemental Master's High Elementals will have a separate section. For more info, check down [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#Elementals_&_High_Elementals below].
* <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.
|| 3
* For recommended farming spots for these elemental catalysts, please refer down [[The_Complete_Elemental_Master_Guide_by_Goldie#Elemental_Catalysts,_Ores,_&_Stones|below]].
|style="background:#ffffcc"| Active
* <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}}
| {{#skill:2460}}
||
||
* Allot 3 skill points to this one.
* Allot 3 skill points to this one.
* This skill will call forth the <span style="color:brown;">Earth</span> Spirit Terra which appears in 3 forms (Child, Adolescent, & Adult) depending on the skill level:
* 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
** '''Level 1''' ('''Child Form'''): Requires 3 {{#item:993}}to summon. Lasts for 10 minutes.
** '''Level 2: Adolescent form''' -  requires 6 {{#item:993}}to summon
** '''Level 2''' ('''Adolescent Form'''): Requires 6 {{#item:993}}to summon. Lasts for 15 minutes.
** '''Level 3: Adult form''' - requires 1 {{#item:997}}to summon
** '''Level 3''' ('''Adult Form'''): Requires 1 {{#item:997}}to summon. Lasts for 20 minutes.
* For recommended farming spots for these elemental catalysts, please refer down below.
* <span style="color:brown;">Tera</span>'s stats increase '''based on the summoner's stats''' and  '''{{#skill:2463}}''' skill level.
* This skill altogether with the other Elementals and Elemental Master's High Elementals will have a separate section. For more info, check down [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#Elementals_&_High_Elementals below].
* <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.
|| 3
* For recommended farming spots for these elemental catalysts, please refer down [[The_Complete_Elemental_Master_Guide_by_Goldie#Elemental_Catalysts,_Ores,_&_Stones|below]].
|style="background:#ffffcc"| Active
* <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}}
| {{#skill:2461}}
||
||
* Skip this one. No place as a prerequisite skill either.
* 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 does regardless of its current state.
* 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.
| 0
|style="text-align: center;" | 0
|style="background:#ffffcc"| Active
|style="text-align: center; background:#ffffcc"| Active
|-  
|-  
| {{#skill:2462}}
| {{#skill:2462}}
Line 692: Line 1,124:
* Either put only 1 skill point on this one or max it out.
* 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.
* This skill converts elemental ores into to their higher forms and vice versa.
** '''Level 1''': 1 '''Elemental Gemstone''' —> '''Lesser Elemental Ores''' (quantity yield is random)
** '''Level 1''': One (1) '''Elemental Gemstone''' —> '''Lesser Elemental Ores''' (quantity yield is random)
** '''Level 2''': 10 '''Lesser Elemental Ores''' —> 1 '''Elemental Gemstone'''  
** '''Level 2''': Ten (10) '''Lesser Elemental Ores''' —> One (1) '''Elemental Gemstone'''  
* Personally, I only put 1 skill point as a prerequisite skill. If I wanna condense lesser elemental ores [ (i.e. {{#item:990}}] to their higher forms [ {{#item:994}}], 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.
* '''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.
| 1 / 2  
* 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="background:#ffffcc"| Active
|style="text-align: center;" | 1 / 2  
|style="text-align: center; background:#ffffcc"| Active
|-  
|-  
| {{#skill:2463}}
| {{#skill:2463}}
||
||
* Always max this skill passive for your Elementals ''and'' High Elementals of the Elemental Master.
* 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 [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#How_to_keep_Elementals_&_High_Elementals_Alive below].
* 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]].
| 5  
|style="text-align: center;" | 5  
|style="background:#cccccc"| Passive
|style="text-align: center; background:#cccccc"| Passive
|-  
|-  
| {{#skill:2464}}
| {{#skill:2464}}
Line 710: Line 1,143:
* Sacrifices 10% of your current HP and SP to heal your Elementals and High Elementals.
* 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.
* 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 {{#item:607}}or {{#item:608}}.
* 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}}.
| 1  
|style="text-align: center;" | 1  
|style="background:#ffffcc"| Active
|style="text-align: center; background:#ffffcc"| Active
|-  
|-  
| {{#skill:2465}}
| {{#skill:2465}}
||
||
* Put 3 skill points and max this skill out.
* Put 3 skill points and max this skill out.
* More pieces of information regarding <span style="color:red;">Fire</span> Insignia and the Insignia System down [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#Insignia_System below].
* 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]].
| 3  
|style="text-align: center;" | 3  
|style="background:#ffffcc"| Active
|style="text-align: center; background:#ffffcc"| Active
|-
|-
| {{#skill:2466}}
| {{#skill:2466}}
||
||
* Put 3 skill points and max this skill out.
* Put 3 skill points and max this skill out.
* More pieces of information regarding <span style="color:blue;">Water</span> Insignia and the Insignia System down [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#Insignia_System below].
* 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]].
| 3  
|style="text-align: center;" | 3  
|style="background:#ffffcc"| Active
|style="text-align: center; background:#ffffcc"| Active
|-
|-
| {{#skill:2467}}
| {{#skill:2467}}
||
||
* Put 3 skill points and max this skill out.
* Put 3 skill points and max this skill out.
* More pieces of information regarding <span style="color:green;">Wind</span> Insignia and the Insignia System down [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#Insignia_System below].
* 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]].
| 3  
|style="text-align: center;" | 3  
|style="background:#ffffcc"| Active
|style="text-align: center; background:#ffffcc"| Active
|-
|-
| {{#skill:2468}}
| {{#skill:2468}}
||
||
* Put 3 skill points and max this skill out.
* Put 3 skill points and max this skill out.
* More pieces of information regarding <span style="color:brown;">Earth</span> Insignia and the Insignia System down [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#Insignia_System below].
* 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]].
| 3  
|style="text-align: center;" | 3  
|style="background:#ffffcc"| Active
|style="text-align: center; background:#ffffcc"| Active
|-
| {{#skill:5014}}
||
* Ignore this skill and never put any points here.
* A skill that gives more drawbacks than benefits and also a skill that is shared by all 3rd Job classes that passed through transcendence.
|style="text-align: center;" | 0
|style="text-align: center; background:#ccffcc"| Supportive
|}
 
===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==
==Elemental Master==
[[File:Male and Female Elemental Master.png|thumb|330x330px|Elemental Master class]]
[[File:Male and Female Elemental Master.v2.png|thumb|330x330px|Elemental Master class]]


=== Overview ===
=== Overview ===
Elemental Master ('''EM''') is the 4th class of the Sage, Professor, and Sorcerer line-up. While seeking recluse in the vast flora and fauna of Midgard where the mystical Spirits of nature resides, 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 uncover more power thru the elements of nature.   
'''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:darkred;">High Elemental Ardor</span>, <span style="color:blue;">Aqua</span> evolved to the <span style="color:darkblue;">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;">Terra</span> evolved to the <span style="color:chocolate;">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 new form bonds and an unlikely ally with the malignant Serpens, Sorcerers themselves have evolved to the legendary Elemental Master.
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}}'''.  
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 Ardor will bestow an EM with the gift of fire and will receive increased fire 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 '''{{#skill:5380}}''' 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 Poison-endowed Elemental Buster when the High Elemental Serpens is present.
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}}'''. This manipulation of magic to conceal their close companions also led them to master to blend 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.
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 ===
===Skill Tree===
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:100%
{| 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 !! Notes !! Points !! Type
Line 765: Line 1,249:
||
||
* Maximize this skill whenever you can or if you have enough skill points to allocate.
* 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> when using a book-type weapon.
* 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.  
* 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.
* Give this skill more attention once you're done with your core AoE skills.
| 5 / 10  
|style="text-align: center;" | 5 / 10  
|style="background:#cccccc"| Passive
|style="text-align: center; background:#cccccc"| Passive
|-  
|-  
| {{#skill:5366}}
| {{#skill:5366}}
||
||
* Allot 5 skill points to this and maximize it.
* Allot 5 skill points to this and maximize it.
* Spell Enchanting gives +20 '''S.Matk''' to you and your allies.
* 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.
* This is a good supportive skill to boost your own damage output. Really nothing much to say about this skill, just max it out.
| 5
|style="text-align: center;" | 5
|style="background:#ccffcc"| Supportive
|style="text-align: center; background:#ccffcc"| Supportive
|-
|-
| {{#skill:5367}}
| {{#skill:5367}}
||
||
* Either ignore this one or max it out.
* 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 PvE.
* 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 PvE.
* You're only required to max this one out as a prerequisite skill for '''{{#skill:5368}}''' which does have some uses for PvM.
| 0 / 5
|style="text-align: center;" | 0 / 5
|style="background:#ffffcc"| Active
|style="text-align: center; background:#ffffcc"| Active
|-  
|-  
| {{#skill:5368}}
| {{#skill:5368}}
Line 791: Line 1,275:
* Either ignore this one or max it out.
* 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.  
* 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 an %-% interaction, and you won't gain anything back as this is a one-way exchange of AP.  
* 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.
* 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 {{#item:1001420}}. 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}}'''.
* 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}}'''.
|| 0 / 5
|style="text-align: center;" | <span style="font-size: 0.80rem;">0 / 3 / 5</span>
|style="background:#ccffcc"| Supportive
|style="text-align: center; background:#ccffcc"| Supportive
|-  
|-  
| {{#skill:5369}}
| {{#skill:5369}}
||
||
* A must have in any EM builds so always max this one out. No exceptions.
* 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 {{#item:400536}}+ {{#item:540079}}and when both items are '''Grade A''', it will give you the ability to auto-cast '''{{#skill:5380}}''' every time you cast Diamond Storm. Crazy. I know, right?  
* 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 0 restrictions anytime they desire to do so. DS has a 1 second cooldown so for every second, they can freely do just that. Exciting!
* 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 auto-casted Elemental Buster which in itself is a burst skill, it greatly accomplishes that purpose neatly.
* With the arrival of [[Chapter 1]]'s new content called [[Zero Cell Sector]], this introduced the new book {{#icon:540114}}{{#linkitem:540114|Elemental Spirits}}as part of the [[Another Dimension Weapon|Another Dimension Weapon series]]. 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. Now, instead of swapping out between these two books, you can just use '''Elemental Spirits''' and alternate between '''{{#skill:5373}}''' and DS to autocast Elemental Buster!
* Diamond Storm has a 5% chance to inflict the '''Rapid Cooling''' status effect.
* 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.
** '''Rapid Cooling''': Endows target's property to <span style="color:blue;">Water 1</span>, unable to move, use items or skills, reduces Def and MDef, canceled upon taking damage.
* 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.
** This status effect only affects normal monsters and useless against boss monsters and MVPs.
** A good debuff to cycle with '''{{#skill:5370}}''' and <span style="color:green;">Wind</span>-endowed '''{{#skill:5380}}''' though you may find yourself disappointed because unlike before 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.
** 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.
| 5
|style="text-align: center;" | 3 / 5
|style="background:#ffcccc"| Offensive
|style="text-align: center; background:#ffcccc"| Offensive
|-  
|-  
| {{#skill:5370}}
| {{#skill:5370}}
||
||
* Allot 5 skill points to this one and max it out.
* Allot 5 skill points to this one and max it out.
* Lightning Land ('''LL''') is one of your 3 main DoT skills alongside '''{{#skill:5372}}''' and '''{{#skill:5371}}''' with strong CC effects via "hit-locking" mobs.
* 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.
* With a cooldown of 2 seconds, LL lingers on the ground for up to 3 seconds. It does a total of ten (10) ticks and three (3) of them get registered within a second to account for its DPS gauge.
* 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.
* 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 '''Torrent''' status effect.
*Lightning Land has a 5% chance to inflict the <span style="color:#44C769;">'''Torrent'''</span> status effect.
**'''Torrent''': Endows target's property to <span style="color:green;">Wind 1</span>, unable to move, use items or skills, increases damage taken from Earth property, canceled upon taking damage.
**<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.
**This status effect only affects normal monsters and useless against boss monsters and MVPs.
** A good debuff to cycle with '''{{#skill:5373}}''' and <span style="color:brown;">Earth</span>-endowed '''{{#skill:5380}}''' though you may find yourself disappointed because unlike before 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.
** 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.
|| 5  
|style="text-align: center;" | 5  
|style="background:#ffcccc"| Offensive
|style="text-align: center; background:#ffcccc"| Offensive
|-  
|-  
| {{#skill:5371}}
| {{#skill:5371}}
||
||
* Allot 5 skill points to this one and max it out.
* Allot 5 skill points to this one and max it out.
* Venom Swamp ('''VS''') is one of your 3 main DoT skills alongside '''{{#skill:5372}}''' and '''{{#skill:5370}}''' with strong CC effect via "hit-locking" mobs.
* 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.
* With a cooldown of 2 seconds, VS lingers on the ground for up to 3 seconds. It does a total of ten (10) ticks and three (3) of them get registered within a second to account for its DPS gauge.
* 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.
* 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 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>. Level 1 monsters of these properties receive 150% more damage against <span style="color:purple;">Poison</span>, while Level 4 monsters receive 125% more damage. For more info, refer to the [https://wiki.muhro.eu/Elements#Elemental_Attribute_Table elemental table].
* 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 '''Severe Poison''' status effect.
* Venom Swamp has a 3% chance to inflict the <span style="color:#7E139E;">'''Severe Poison'''</span> status effect.  
** '''Severe Poison''': Increases damage taken from <span style="color:purple;">Poison</span> property, reduces Def, drains HP over time.
** <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.
** 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 '''{{#skill:5380}}''', 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 it's now got a low chance to get applied.
** 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.
|| 5
|style="text-align: center;" | 5
|style="background:#ffcccc"| Offensive
|style="text-align: center; background:#ffcccc"| Offensive
|-  
|-  
| {{#skill:5372}}
| {{#skill:5372}}
||
||
* Allot 5 skill points to this one and max it out.
* Allot 5 skill points to this one and max it out.
* Conflagration ('''Conflag''') is one of your 3 main DoT skills alongside '''{{#skill:5371}}''' and '''{{#skill:5370}}''' with strong CC effect via "hit-locking" mobs.
* 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.
* With a cooldown of 2 seconds, Conflag lingers on the ground for up to 3 seconds. It does a total of ten (10) ticks and three (3) of them get registered within a second to account for its DPS gauge.
* 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.
* 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 '''Blaze''' status effect.
* Conflagration has a 3% chance to inflict the <span style="color:#ED3F13;">'''Blaze'''</span> status effect.
** '''Blaze''': Endows target's property to <span style="color:red;">Fire 1</span>, drains HP over time.
** <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.
** This status effect only affects normal monsters and useless against boss monsters and MVPs.
** A good debuff to cycle with '''{{#skill:5369}}''' and <span style="color:blue;">Water</span>-endowed '''{{#skill:5380}}''' though you may find yourself disappointed because unlike before 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.
** 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.
|| 5
|style="text-align: center;" | 5
|style="background:#ffcccc"| Offensive
|style="text-align: center; background:#ffcccc"| Offensive
|-  
|-  
| {{#skill:5373}}
| {{#skill:5373}}
||
||
* A must have in any EM builds so always max this one out if you plan on using the other {{#item:540080}}.
* A must have in any EM builds so always max this one out especially if you plan on using the Dimensions book called {{#icon:540080}}{{#linkitem:540080|Dimensions Elemental Spell Book}} or the Another Dimensions book known as {{#icon:540114}}{{#linkitem:540114|Elemental Spirits}}.
* Terra Drive ('''TD)''' is one of the core skills in an EM's build. When using the Dimensions combo consisting of {{#item:400536}}+ {{#item:540080}}and when both items are '''Grade A''', it will give you the ability to auto-cast '''{{#skill:5380}}''' every time you cast Terra Drive. Crazier stupid? Yusss, we know! You're not alone~
* 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 0 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~
* 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 {{#item:540079}}& {{#item:540080}}to auto-cast '''{{#skill:5380}}''' 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~
** 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~
* Diamond Storm is also a burst skill. It 's not a DoT skill like '''{{#skill:5372}}''' or '''{{#skill:5371}}''' and when paired with an auto-casted Elemental Buster which in itself is a burst skill, it greatly accomplishes that purpose neatly.
* With the arrival of [[Chapter 1]]'s new content called [[Zero Cell Sector]], this introduced the new book {{#icon:540114}}{{#linkitem:540114|Elemental Spirits}}as part of the [[Another Dimension Weapon|Another Dimension Weapon series]]. 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. Now, instead of swapping out between these two books, you can just use '''Elemental Spirits''' and alternate between TD and '''{{#skill:5369}}''' to autocast Elemental Buster!
* Terra Drive has 5% chance to inflict the '''Concretion''' status effect.
* 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.  
** '''Concretion''': Endows target's property to <span style="color:brown;">Earth 1</span>, unable to move, use items or skills, reduces MDef, canceled upon taking damage.
* 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.
** This status effect only affects normal monsters and useless against boss monsters and MVPs.
** A good debuff to cycle with '''{{#skill:5372}}''' and <span style="color:red;">Fire</span>-endowed '''{{#skill:5380}}''' though you may find yourself disappointed because unlike before 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.
** 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.
|| 3 / 5
|style="text-align: center;" | 3 / 5
|style="background:#ffcccc"| Offensive
|style="text-align: center; background:#ffcccc"| Offensive
|-  
|-  
| {{#skill:5381}}
| {{#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.
* 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 single-target skills. AoE skills will still hit them.
* 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 gets longer duration at higher levels, but Level 1 of this skill will suffice.
* It doesn't work on Elementals, only for High Elementals.
* It doesn't work on Sorcerer's Elementals, only for EM's High Elementals.
* 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 [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#How_to_keep_Elementals_&_High_Elementals_Alive below].
* 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.
|| 0 / 1
* 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="background:#ccffcc"| Supportive
|style="text-align: center;" | 0 / 1
|style="text-align: center; background:#ccffcc"| Supportive
|-  
|-  
| {{#skill:5379}}
| {{#skill:5379}}
||
||
* Allot 1 skill point on this one.
* Allot 1 skill point on this one.
* To summon <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;">Terra</span>. Afterwards, you use this skill.
* 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 and increases the damage of '''{{#skill:5371}}''' by 30%.
* <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 the '''weighting factor of SPL''' from <code>'''(5 x SPL)'''</code> to <code>'''(7 x SPL)'''</code>  in VS's skill formula.
* Requires 1 {{#item:1000294}}to summon. Can be bought from the '''Magician Dealer NPC''' in the Main Office {{#navi:main_office|63|59}}.
* <span style="color:purple;">Serpens</span>' stats increase '''based on the summoner's stats''', '''{{#skill:2463}}''', and '''{{#skill:5374}}''' skill levels.
| 1  
* <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.
|style="background:#ffffcc"| Active
* Moreover, <span style="color:purple;">Serpens</span> gets an '''innate 90% damage reduction''' and thus he '''only receives 10% of the original damage''' dealt by monsters and players alike.
* 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}}
| {{#skill:5375}}
||
||
* Allot 1 skill point on this one.
* Allot 1 skill point on this one.
* To summon <span style="color:darkred;">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.
* 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:darkred;">Ardor</span> bestows the summoner with 10% <span style="color:red;">Fire</span> property magical damage and increases the damage of '''{{#skill:5372}}''' by 30%.
* <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 the '''weighting factor of SPL''' from <code>'''(5 x SPL)'''</code> to <code>'''(7 x SPL)'''</code>  in Conflag's skill formula.
* Requires 1 {{#item:1000293}} to summon. Can be bought from the '''Magician Dealer NPC''' in the Main Office {{#navi:main_office|63|59}}.
* <span style="color:#BD0F1E;">Ardor</span>'s stats increase '''based on the summoner's stats''', '''{{#skill:2463}}''', and '''{{#skill:5374}}''' skill levels.
|| 1
* <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.
|style="background:#ffffcc"| Active
* Moreover, <span style="color:#BD0F1E;">Ardor</span> gets an '''innate 90% damage reduction''' and thus he '''only receives 10% of the original damage''' dealt by monsters and players alike.
* 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}}
| {{#skill:5376}}
||
||
* Allot 1 skill point on this one.
* Allot 1 skill point on this one.
* To summon <span style="color:darkblue;">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.
* 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:darkblue;">Diluvio</span> bestows the summoner with 10% <span style="color:blue;">Water</span> property magical damage and increases the damage of '''{{#skill:5369}}''' by 30%.
* <span style="color:#0685CF;">Diluvio</span> bestows the summoner with 10% <span style="color:blue;">Water</span> property magical damage, and increases the damage of '''{{#skill:5369}}''' by 30%.
* Requires 1 {{#item:1000295}} to summon. Can be bought from the '''Magician Dealer NPC''' in the Main Office {{#navi:main_office|63|59}}.
* Regardless whether <span style="color:#0685CF;">Diluvio</span> is summoned or not, the '''weighting factor of SPL''' will always be <code>'''(7 x SPL)'''</code> in DS's skill formula.
|| 1
* <span style="color:#0685CF;">Diluvio</span>'s stats increase '''based on the summoner's stats''', '''{{#skill:2463}}''', and '''{{#skill:5374}}''' skill levels.
|style="background:#ffffcc"| Active
* <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.
* Moreover, <span style="color:#0685CF;">Diluvio</span> gets an '''innate 90% damage reduction''' and thus she '''only receives 10% of the original damage''' dealt by monsters and players alike.
* 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}}
| {{#skill:5377}}
||
||
* Allot 1 skill point on this one.
* Allot 1 skill point on this one.
* To summon <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.
* 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 and increases the damage of '''{{#skill:5370}}''' by 30%.
* <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 the '''weighting factor of SPL''' from <code>'''(5 x SPL)'''</code> to <code>'''(7 x SPL)'''</code>  in LL's skill formula.
* Requires 1 {{#item:1000291}} to summon. Can be bought from the '''Magician Dealer NPC''' in the Main Office {{#navi:main_office|63|59}}.
* <span style="color:limegreen;">Procella</span>'s stats increase '''based on the summoner's stats''', '''{{#skill:2463}}''', and '''{{#skill:5374}}''' skill levels.
|| 1
* <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.
|style="background:#ffffcc"| Active
* Moreover, <span style="color:limegreen;">Procella</span> gets an '''innate 90% damage reduction''' and thus she '''only receives 10% of the original damage''' dealt by monsters and players alike.
* 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}}
| {{#skill:5378}}
||
||
* Allot 1 skill point on this one.
* Allot 1 skill point on this one.
* To summon <span style="color:chocolate;">Terremotus</span>, you need to summon first the Adult Form of <span style="color:brown;">Terra</span> using the skill '''Lvl. 3''' '''{{#skill:2460}}'''. Afterwards, you use this skill.
* 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:chocolate;">Terremotus</span> bestows the summoner with 10% <span style="color:brown;">Earth</span> property magical damage and increases the damage of '''{{#skill:5373}}''' by 30%.
* <span style="color:#966606;">Terremotus</span> bestows the summoner with 10% <span style="color:brown;">Earth</span> property magical damage, and increases the damage of '''{{#skill:5373}}''' by 30%.
* Requires 1 {{#item:1000292}} to summon. Can be bought from the '''Magician Dealer NPC''' in the Main Office {{#navi:main_office|63|59}}.
* Whether <span style="color:#966606;">Terremotus</span> is summoned or not, the '''weighting factor of SPL''' will always be <code>'''(7 x SPL)'''</code> in TD's skill formula.
| 1
* <span style="color:#966606;">Terremotus</span>' stats increase '''based on the summoner's stats''', '''{{#skill:2463}}''', and '''{{#skill:5374}}''' skill levels.
|style="background:#ffffcc"| Active
* <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.
* Moreover, <span style="color:#966606;">Terremotus</span> gets an '''innate 90% damage reduction''' and thus he '''only receives 10% of the original damage''' dealt by monsters and players alike.
* 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}}
| {{#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.
* 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 [https://wiki.muhro.eu/The_Complete_Elemental_Master_Guide_by_Maybel_%26_Sobel#How_to_keep_Elementals_&_High_Elementals_Alive below].
* 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]].
| 5 / 7
|style="text-align: center;" | 5 / 7
|style="background:#cccccc"| Passive
|style="text-align: center; background:#cccccc"| Passive
|-  
|-  
| {{#skill:5380}}
| '''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.
* 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:darkred;">Ardor</span>, <span style="color:darkblue;">Diluvio</span>, <span style="color:limegreen;">Procella</span>, <span style="color:chocolate;">Terremotus</span>, or <span style="color:purple;">Serpens</span>). Does not work with Sorcerer's Elementals.
* 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, EB deals increased damage against Dragon/Formless races with an '''SPL''' scaling of 10. Originally, it has a 2 second cooldown, but with the Dimensions combo, this can be bypassed and EMs can freely spam this to their heart's desire.
*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.
*Unbeknownst to many, EB also acts as a crowd control skill. Any units targeted by this skill <u>gets stunned during the entire duration of its skill animatio</u>n. 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 auto-casting EB alone will let you survive.
*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.
*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 the strongest magical DPS class.
*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.
| 10  
*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 and Elemental Spirits is what makes Elemental Master one of the strongest magical DPS class.
|style="background:#ffcccc"| Offensive
|style="text-align: center;" | 10  
|style="text-align: center; background:#ffcccc"| Offensive
|-  
|-  
| {{#skill:6517}}
| {{#skill:6517}}
||
||
* Either put 1 skill on this skill or maximize it.
* 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.  
* 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 CC 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).
* 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.
* Psychic Stream is more practically used for field farming, and less practical to use in instances.
* 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 9 cells range, but in places like [https://wiki.muhro.eu/Varmundt%27s_Biosphere_Depth Depth Biosphere] or [https://wiki.muhro.eu/Varmundt%27s_Biosphere_Depth_2 Depth Abyss 2] where teleportation is disabled, this skill is very useful.
* Since the updates on 20 March 2026 with [https://forum.muhro.eu/d/4924-patch-notes-217-20-march-2026 Patch Notes#217] and 17 April 2026 with [https://forum.muhro.eu/d/5051-patch-notes-221-17-april-2026 Patch Notes#221]:
* If you only use this skill as a gap closer which it is 1 skill point should be enough to do that job, but if you use it to one-hit knockout (OHKO) mobs outside of Depth Biospheres, then by all means maximize it.
** Psychic Stream's CD got reduced by 0.5 second in all levels. Now at Level 5, this skill's original CD of 2.5 seconds got reduced to 2 seconds.
* Notes: This skill doesn't work when you're under the '''{{#skill:157}}''' state, so be careful not to cast or recast this skill often.
** Its base MAtk% and SPL ratio got significantly increased. Psychic Stream's original base MAtk% of 18,500% was increased to 21,000% while the factor weight of SPL was buffed from <code>'''(7 x SPL)'''</code> to <code>'''(12 x SPL)'''</code>.
|| 1 / 5
* 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 2 seconds CD as compared to Level 1's 12 seconds CD. That being said, either learn this skill always at Level 5 or don't get Psychic Stream at all.
|style="background:#ffcccc"| Offensive
* 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. Newer items like the combo of {{#icon:401217}}{{#linkitem:401217|Sky Rune Crown (Elemental Master)}}and {{#icon:540125}}{{#linkitem:540125|Sky Elemental Book}}reduce this skill's CD by 1 second, while giving you the ability to autocast your own EM skill '''{{#skill:5373}}''' every time you cast Psychic Stream, and also reducing '''{{#skill:5369}}'''<nowiki/>'s CD by 0.3 second when both items are '''Grade A''' and the '''sum of their total refine is 12 or more'''.
* 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==
==Elementals & High Elementals==
For uniformity and to avoid confusion, we'll be grouping the spirit summons of the Sorcerer and Elemental Master to 2 categories.   
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>, & <span style="color:brown;">Terra</span>). On the other hand, '''High Elementals''' refers to the Elemental Master's spirit summons (<span style="color:darkred;">Ardor</span>, <span style="color:darkblue;">Diluvio</span>, <span style="color:limegreen;">Procella</span>, <span style="color:chocolate;">Terremotus</span>, & <span style="color:purple;">Serpens</span>). Collectively, both Elementals and High Elementals will be referred to as '''Spirits''' from here on out'''.'''
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 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'''.
'''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 below:
For more detailed pieces of information about their modes ('''Passive''', '''Defensive''', & '''Offensive'''), check down [[The_Complete_Elemental_Master_Guide_by_Goldie#Modes|below]]:


=== Elementals ===
=== Elementals ===
Line 962: Line 1,492:
| style="width: 30%" |[[File:A3.gif|center|frameless]]
| style="width: 30%" |[[File:A3.gif|center|frameless]]
|-
|-
|'''Level 1 (Child Form)'''
| <center> '''Level 1 (Child Form)''' </center>
|'''Level 2 (Adolescent Form)'''
| <center> '''Level 2 (Adolescent Form)''' </center>
|'''Level 3 (Adult Form)'''
| <center> '''Level 3 (Adult Form)''' </center>
|-
|-
| style="width: 10%" |'''Passive mode''':
| style="width: 10%" |'''Passive Mode''':
| style="width: 30%" |'''<u>Pyrotechnic</u>''':
| style="width: 30%" |'''<u>Pyrotechnic</u>''':


* Boosts '''ATK''' (equip) by 60.
* Boosts '''ATK''' (Equip) by 60.
* Boosts the damage output of '''{{#skill:19}}''' and '''{{#skill:18}}'''.
* Boosts the damage output of '''{{#skill:19}}''' and '''{{#skill:18}}'''.
| style="width: 30%" |'''<u>Heater</u>''':
| style="width: 30%" |'''<u>Heater</u>''':


* Boosts '''ATK''' (equip) by 120.
* 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)%.
* 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%.
* Endows '''{{#skill:2449}}''' with the Fire property and increases its SP Cost by 50%.
| style="width: 30%" |'''<u>Tropic</u>''':
| style="width: 30%" |'''<u>Tropic</u>''':


* Boosts '''ATK''' (Equip) by 180.
* Boosts '''ATK''' (Equip) by 180.
* Enables to autocast '''{{#skill:19}}''' '''Lv. Floor(JobLv ÷ 10)''' at '''(JobLv ÷ 2)%''' chance when physically attacking.
* 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.
* Grants a 50% chance of not consuming a {{#item:6360}}or {{#item:717}} when using '''{{#skill:280}}''' or '''{{#skill:285}}''', respectively.
|-
|-
|'''Defensive mode''':
|'''Defensive Mode''':
|'''<u>Circle of Fire</u>''':
|'''<u>Circle of Fire</u>''':


Line 989: Line 1,519:


* Boosts resistance to Fire property damage by 100%.
* Boosts resistance to Fire property damage by 100%.
* Drops resistance to Water property damage by 100%.
* Drops resistance to <span style="color:blue;">Water</span> property damage by 100%.
|'''<u>Fire Mantle</u>''':
|'''<u>Fire Mantle</u>''':


* Creates a 3x3 Fire property barrier around the summoner that absorbs one hit each cell.
* Creates a 3x3 Fire property barrier around the summoner that absorbs one hit each cell.
|-
|-
|'''Offensive mode''':
|'''Offensive Mode''':
|'''<u>Fire Arrow</u>''':
|'''<u>Fire Arrow</u>''':


Line 1,019: Line 1,549:
| style="width: 30%" |[[File:67px-El_Aqua_L.gif|center|frameless]]
| style="width: 30%" |[[File:67px-El_Aqua_L.gif|center|frameless]]
|-
|-
|'''Level 1 (Child Form)'''
| <center> '''Level 1 (Child Form)''' </center>
|'''Level 2 (Adolescent Form)'''
| <center> '''Level 2 (Adolescent Form)''' </center>
|'''Level 3 (Adult Form)'''
| <center> '''Level 3 (Adult Form)''' </center>
|-
|-
| style="width: 10%" |'''Passive mode''':
| style="width: 10%" |'''Passive Mode''':
| style="width: 30%" |'''<u>Aquaplay</u>''':
| style="width: 30%" |'''<u>Aquaplay</u>''':


Line 1,031: Line 1,561:


* Boosts '''MAtk''' (Equip) by 80.
* Boosts '''MAtk''' (Equip) by 80.
* Boosts the damage output of '''{{#skill:2447}}''' by (JobLv × 5)% and its chance of effect (Crystallization) by (JobLv ÷ 5)%.
* 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%.
* Endows '''{{#skill:2449}}''' with the Water property and increases its SP Cost by 50%.
| style="width: 30%" |<u>'''Chilly Air'''</u>:
| style="width: 30%" |<u>'''Chilly Air'''</u>:


* Boosts '''MAtk''' (Equip) by 120.
* Boosts '''MAtk''' (Equip) by 120.
* Enables to autocast '''{{#skill:15}}''' '''Lv. Floor(JobLv ÷ 10)''' at '''(JobLv ÷ 2)%''' chance when physically attacking.
* 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.
* Grants a 50% chance of not consuming {{#item:6361}} or {{#item:717}}when using '''{{#skill:281}}''' or '''{{#skill:286}}''', respectively.
|-
|-
|'''Defensive mode''':
|'''Defensive Mode''':
|<u>'''Water Screen:'''</u>
|<u>'''Water Screen:'''</u>
* Enables the summoner to regain 1,000 HP every ten seconds.
* Enables the summoner to regain 1,000 HP every ten seconds.
Line 1,046: Line 1,576:


* Boosts resistance to Water property damage by 100%.
* Boosts resistance to Water property damage by 100%.
* Drops resistance to Wind property damage by 100%.
* Drops resistance to <span style="color:green;">Wind</span> property damage by 100%.
|'''<u>Water Barrier</u>''':
|'''<u>Water Barrier</u>''':


Line 1,052: Line 1,582:
* Drops attack and '''FLEE''' Rate by 30 each inside the barrier.
* Drops attack and '''FLEE''' Rate by 30 each inside the barrier.
|-
|-
|'''Offensive mode''':
|'''Offensive Mode''':
|'''<u>Ice Needle</u>''':
|'''<u>Ice Needle</u>''':


Line 1,074: Line 1,604:
| style="width: 30%" |[[File:104px-El_Ventus_L.gif|center|frameless]]
| style="width: 30%" |[[File:104px-El_Ventus_L.gif|center|frameless]]
|-
|-
|'''Level 1 (Child Form)'''
| <center> '''Level 1 (Child Form)''' </center>
|'''Level 2 (Adolescent Form)'''
| <center> '''Level 2 (Adolescent Form)''' </center>
|'''Level 3 (Adult Form)'''
| <center> '''Level 3 (Adult Form)''' </center>
|-
|-
| style="width: 10%" |'''Passive mode''':
| style="width: 10%" |'''Passive Mode''':
| style="width: 30%" |'''<u>Gust</u>''':
| style="width: 30%" |'''<u>Gust</u>''':


Line 1,086: Line 1,616:


* Boosts '''ASPD''' by 5 and shortens '''FCT''' by 1 second.
* 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)%.
* 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%.
* Endows '''{{#skill:2449}}''' with the Wind property and increases its SP Cost by 50%.
| style="width: 30%" |'''<u>Wild Storm</u>''':
| style="width: 30%" |'''<u>Wild Storm</u>''':


* Boosts '''ASPD''' by 5 and shortens '''FCT''' by 1 second.
* 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.
* 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.
* Grants a 50% chance of not consuming a {{#item:6362}} or {{#item:717}} when using '''{{#skill:282}}''' or '''{{#skill:287}}''', respectively.
|-
|-
|'''Defensive mode''':
|'''Defensive Mode''':
|'''<u>Wind Step</u>''':
|'''<u>Wind Step</u>''':


* Warps the summoner to a random location a few cells away.
* Warps the summoner to a random location a few cells away.
* Boosts movement speed by 100% briefly.
* Boosts movement speed by 100% briefly.
* +50% '''FLEE''' Rate
* +50% '''FLEE''' '''Rate'''
|'''<u>Wind Curtain</u>''':
|'''<u>Wind Curtain</u>''':


* Boosts resistance to Wind property damage by 100%.
* Boosts resistance to Wind property damage by 100%.
* Drops resistance to Earth property damage by 100%.
* Drops resistance to <span style="color:brown;">Earth</span> property damage by 100%.
|'''<u>Zephyr</u>''':
|'''<u>Zephyr</u>''':


* Creates a 3x3 Wind property barrier around the summoner that nullify long range damage and may nullify incoming damage.
* 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.
* Boosts '''FLEE''' '''Rate''' by 25 inside the barrier.
|-
|-
|'''Offensive mode''':
|'''Offensive Mode''':
|'''<u>Wind Slash</u>''':
|'''<u>Wind Slash</u>''':


Line 1,117: Line 1,647:
* Whips up a vicious tornado to inflict low Wind property damage to all enemies in a 3x3 area around the target.
* Whips up a vicious tornado to inflict low Wind property damage to all enemies in a 3x3 area around the target.


Hurricane Attack:
'''<u>Hurricane Attack</u>''':


* Whips up a vicious tornado to inflict Wind property damage to a single target.
* Whips up a vicious tornado to inflict Wind property damage to a single target.
Line 1,134: Line 1,664:
| style="width: 30%" |[[File:El_Tera_L.gif|center|frameless]]
| style="width: 30%" |[[File:El_Tera_L.gif|center|frameless]]
|-
|-
|'''Level 1 (Child Form)'''
| <center> '''Level 1 (Child Form)''' </center>
|'''Level 2 (Adolescent Form)'''
| <center> '''Level 2 (Adolescent Form)''' </center>
|'''Level 3 (Adult Form)'''
| <center> '''Level 3 (Adult Form)''' </center>
|-
|-
| style="width: 10%" |'''Passive mode''':
| style="width: 10%" |'''Passive Mode''':
| style="width: 30%" |'''<u>Petrology</u>''':
| style="width: 30%" |'''<u>Petrology</u>''':


Line 1,146: Line 1,676:


* Boosts '''MaxHP''' by 10%.
* Boosts '''MaxHP''' by 10%.
* Boosts the damage output of '''{{#skill:2450}}''' by JobLv%, '''{{#skill:2446}}''' and '''{{#skill:2448}}''' by (JobLv × 5)%.
* 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%.
* Endows '''{{#skill:2449}}''' with the Earth property and increases its SP Cost by 50%.
| style="width: 30%" |'''<u>Upheaval</u>''':
| style="width: 30%" |'''<u>Upheaval</u>''':


* Boosts '''MaxHP''' by 15%.
* Boosts '''MaxHP''' by 15%.
* Enables to autocast '''{{#skill:90}}''' '''Lv. Floor(JobLv ÷ 10)''' at '''(JobLv ÷ 2)%''' chance when physically attacking.
* 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}}'''.
* Grants a 50% chance of not consuming a {{#item:6363}} when using '''{{#skill:283}}'''.
|-
|-
|'''Defensive mode''':
|'''Defensive Mode''':
|'''<u>Solid Skin</u>''':
|'''<u>Solid Skin</u>''':


Line 1,162: Line 1,692:


* Boosts resistance to Earth property damage by 100%.
* Boosts resistance to Earth property damage by 100%.
* Drops resistance to Fire property damage by 100%.
* Drops resistance to <span style="color:red;">Fire</span> property damage by 100%.
|'''<u>Power of Gaia</u>''':
|'''<u>Power of Gaia</u>''':


Line 1,170: Line 1,700:
* Slows down movement speed inside the barrier.
* Slows down movement speed inside the barrier.
|-
|-
|O'''ffensive mode''':
|'''Offensive Mode''':
|'''<u>Stone Hammer</u>''':
|'''<u>Stone Hammer</u>''':


Line 1,189: Line 1,719:
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
| colspan="3" style="width: 70%;background-color:#F79A9A;" |'''<big>ARDOR</big>'''  
| colspan="3" style="width: 70%;background-color:#F79A9A;" |'''<big>ARDOR</big>'''  
'''Passive effects''': Increases Fire property magical damage of summoner by 10%, increases '''{{#skill:5372}}'s''' damage by 30%.
'''Passive effects''':  
| style="width: 15%;background-color:#F79A9A;" |[[File:Ardor_new.gif|frameless|219x219px]]
*Increases the summoner's Fire property magical damage by 10%, and '''{{#skill:5372}}'''<nowiki/>'s damage by 30%.
*Raises the '''weighting factor of SPL''' from <div style="background:linear-gradient(to right, #BD0F1E, #ff9659); padding:1.8px; border-radius:40px; display:inline-block;"><span style="display:block; padding:0.19em; background:#F79A9A; border-radius:100px; font-size: 0.8rem; font-family: trebuchet ms;">'''5 x SPL''' to '''7 x SPL'''</span></div> in Conflagration's skill formula.
 
| style="width: 15%;background-color:#F79A9A;" |<center>[[File:Ardor_new.gif|frameless|219x219px]]</center>
|-
|-
| style="width: 33%;background-color:#F79A9A;" |'''<big>Passive mode</big>'''
| style="width: 33.33%;background-color:#F79A9A;" |'''<big>Passive Mode</big>'''


<u>'''Flame Technique'''</u>  
<u>'''Flame Technique'''</u>  
Line 1,198: Line 1,731:
1. Increases '''{{#skill:19}}''' damage of summoner by 400%.
1. Increases '''{{#skill:19}}''' damage of summoner by 400%.


2. Has a 7% chance to auto-cast '''Lvl. 1''' '''{{#skill:19}}''' when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)
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}}'s''' property to Fire.
3. Endows '''{{#skill:2449}}'''<nowiki/>'s property to Fire.
| style="width: 33%;background-color:#F79A9A;" |'''<big>Defensive mode</big>'''
| style="width: 33.33%;background-color:#F79A9A;" |'''<big>Defensive Mode</big>'''


<u>'''Flame Armor'''</u> <br />1. Enchants summoner's armor with Fire property.
<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 Water property by 30%.
 
| colspan="2" style="width: 33%;background-color:#F79A9A;" |'''<big>Offensive mode</big>'''<u>
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: 33.33%;background-color:#F79A9A;" |'''<big>Offensive Mode</big>'''<u>


'''Flame Rock'''</u>  
'''Flame Rock'''</u>  
* Creates the immolation on 7 x 7 cells around the target and Ardor, deals 2400% MAtk as Fire property that ignores target's magical defense to the enemies within the skill range. (Deals additional damage depends on summoner's base level)
* 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)
|}
|}


Line 1,214: Line 1,748:
| colspan="3" style="width: 70%;background-color:#A5C5FA;" |'''<big>DILUVIO</big>'''  
| colspan="3" style="width: 70%;background-color:#A5C5FA;" |'''<big>DILUVIO</big>'''  


 
'''Passive effects''':  
'''Passive effects''' : increases water property magical damage of summoner by 10%, increases '''{{#skill:5369}}'s''' damage by 30%.
* 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]]
* Regardless whether summoned or not, the '''weighting factor of SPL''' is always at <div style="background:linear-gradient(to right, #3c52bd, #75e8f0); padding:1.8px; border-radius:40px; display:inline-block;"><span style="display:block; padding:0.19em; background:#A5C5FA; border-radius:100px; font-size: 0.8rem; font-family: trebuchet ms;">'''7 x SPL'''</span></div> in Diamond Storm's skill formula.
| style="width: 15%;background-color:#A5C5FA;" |<center>[[File:Diluvio_new.gif|frameless]]</center>
|-
|-
| style="width: 33%;background-color:#A5C5FA;" | '''<big>Passive mode</big>'''
| style="width: 33.33%;background-color:#A5C5FA;" | '''<big>Passive Mode</big>'''


<u>'''Cold Force'''</u>  
<u>'''Cold Force'''</u>  
Line 1,224: Line 1,759:
1. Increases '''{{#skill:14}}''' damage of summoner by 400%.
1. Increases '''{{#skill:14}}''' damage of summoner by 400%.


2. Has a 7% chance to auto-cast '''Lvl. 1''' '''{{#skill:14}}''' when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)
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}}'s''' property to Water.
3. Endows '''{{#skill:2449}}'''<nowiki/>'s property to Water.
| style="width: 33%;background-color:#A5C5FA;" |'''<big>Defensive mode</big>'''
| style="width: 33.33%;background-color:#A5C5FA;" |'''<big>Defensive Mode</big>'''


<u>'''Crystal Armor'''</u>  
<u>'''Crystal Armor'''</u>  


1. Enchants summoner's armor with water property.
1. Enchants summoner's armor with Water property.


2. Reduces damage taken from water property by 100%, increases damage taken from wind property by 30%.
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>'''
| colspan="2" style="width: 33.33%;background-color:#A5C5FA;" |'''<big>Offensive Mode</big>'''


<u>'''Age of Ice'''</u>  
<u>'''Age of Ice'''</u>  
* Creates the ice storm on 11 x 11 cells around Diluvio, deals 3700% MAtk as Water property that ignores target's magical defense to the enemies within the skill range. (Deals additional damage depends on summoner's base level)
* 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%;"
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|- style="background-color:#CFF0DF;"
|- style="background-color:#CFF0DF;"
| colspan="3" |'''<big>PROCELLA</big>'''
| colspan="3" style="width: 80%;"|'''<big>PROCELLA</big>'''
'''Passive effects''' : Increases Wind property magical damage of summoner by 10%, increases '''{{#skill:5370}}'s''' damage by 30%.
'''Passive effects''':  
| style="width: 17%;|[[File:Procella_new.gif|frameless|166x166px]]
* Increases the summoner's Wind property magical damage by 10% and '''{{#skill:5370}}'''<nowiki/>'s damage by 30%.
|- style="background-color:#CFF0DF;"
* Raises the '''weighting factor of SPL''' from <div style="background:linear-gradient(to right, green, #80e88e); padding:1.8px; border-radius:40px; display:inline-block;"><span style="display:block; padding:0.19em; background:#CFF0DF; border-radius:100px; font-size: 0.8rem; font-family: trebuchet ms;">'''5 x SPL''' to '''7 x SPL'''</span></div> in Lightning Land's skill formula.
|'''<big>Passive mode</big>'''<u>
| style="width: 17%;|<center>[[File:Procella_new.gif|frameless|166x166px]]</center>
|-
| style="width: 33.33%;background-color:#CFF0DF;"|'''<big>Passive Mode</big>'''<u>


'''Grace Breeze'''</u>
'''Grace Breeze'''</u>
Line 1,252: Line 1,789:
1. Increases '''{{#skill:20}}''' damage of summoner by 400%.
1. Increases '''{{#skill:20}}''' damage of summoner by 400%.


2. Has a 7% chance to auto-cast '''Lvl. 1''' '''{{#skill:20}}''' when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)
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}}'s''' property to Wind.
3. Endows '''{{#skill:2449}}'''<nowiki/>'s property to Wind.
|'''<big>Defensive mode</big>'''
| style="width: 33.33%;background-color:#CFF0DF;"|'''<big>Defensive Mode</big>'''


<u>'''Eye of Storm'''</u>
<u>'''Eye of Storm'''</u>


1. Enchants summoner's armor with wind property.
1. Enchants summoner's armor with Wind property.


2. Reduces damage taken from wind property by 100%, increases damage taken from earth property by 30%.
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>
| colspan="2" style="width: 33.33%;background-color:#CFF0DF;"|'''<big>Offensive Mode</big>'''


'''<u>'''Storm Wind'''</u>
'''<u>Storm Wind</u>'''
* Creates the strong wind on 5 x 5 cells around the target and Procella, deals 2600% MAtk as Wind property that ignores target's magical defense to the enemies within the skill range. (Deals additional damage depends on summoner's base level)
* 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%;"
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|- style="background-color:#CBBAA9;"
|- style="background-color:#CBBAA9;"
| colspan="3" |'''<big>TERREMOTUS</big>'''
| colspan="3" style="width: 80%;"|<br>'''<big>TERREMOTUS</big>'''
'''Passive effects''' : Increases Earth property magical damage of summoner by 10%, increases '''{{#skill:5373}}'s''' damage by 30%.
'''Passive effects''':  
| style="width: 17%;|[[File:Terremotus_new.gif|frameless]]
* Increases the summoner's Earth property magical damage by 10% and '''{{#skill:5373}}'''<nowiki/>'s damage by 30%.
|- style="background-color:#CBBAA9;"
* Regardless whether summoned or not, the '''weighting factor of SPL''' is always at <div style="background:linear-gradient(to right, #823b15, #b87551); padding:1.8px; border-radius:40px; display:inline-block;"><span style="display:block; padding:0.19em; background:#CBBAA9; border-radius:100px; font-size: 0.8rem; font-family: trebuchet ms;">'''7 x SPL'''</span></div> in Terra Drive's skill formula.
|'''<big>Passive mode</big>'''
<br>
| style="width: 17%;|<center>[[File:Terremotus_new.gif|frameless]]</center>
|-  
| style="width: 33.33%;background-color:#CBBAA9;"|'''<big>Passive Mode</big>'''


<u>'''Earth Care'''</u>
<u>'''Earth Care'''</u>
Line 1,279: Line 1,819:
1. Increases '''{{#skill:90}}''' damage of summoner by 800%.
1. Increases '''{{#skill:90}}''' damage of summoner by 800%.


2. Has a 7% chance to auto-cast '''Lvl. 1''' '''{{#skill:90}}''' when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)
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}}'s''' property to Earth.
3. Endows '''{{#skill:2449}}'''<nowiki/>'s property to Earth.
| '''<big>Defensive mode</big>'''
| style="width: 33.33%;background-color:#CBBAA9;"|'''<big>Defensive Mode</big>'''


<u>'''Strong Protection'''</u>
<u>'''Strong Protection'''</u>


1. Enchants summoner's armor with earth property.
1. Enchants summoner's armor with Earth property.


2. Reduces damage taken from earth property by 100%, increases damage taken from fire property by 30%.
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>'''
| colspan="2" style="width: 33.33%;background-color:#CBBAA9;"|'''<big>Offensive Mode</big>'''


<u>'''Avalanche'''</u>
<u>'''Avalanche'''</u>
* Creates the solid rock spear on 9 x 9 cells around the target, deals 450% MAtk as Earth property for 7 times that ignores target's magical defense to the enemies within the skill range. (Deals additional damage depends on summoner's base level)
* 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%;"
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|- style="background-color:#CF95B3;"
|- style="background-color:#CF95B3;"
| colspan="3" |'''<big>SERPENS</big>'''
| colspan="3" style="width: 80%;"|<br>'''<big>SERPENS</big>'''
'''Passive effects''' : Increases Poison property magical damage of summoner by 10%, increases '''{{#skill:5371}}'s''' damage by 30%.
'''Passive effects''':  
| style="width: 17%;|[[File:Serpens_new.gif|frameless|125x125px]]
* Increases the summoner's Poison property magical damage by 10% and '''{{#skill:5371}}'''<nowiki/>'s damage by 30%.
|- style="background-color:#CF95B3;"
* Raises the '''weighting factor of SPL''' from <div style="background:linear-gradient(to right, purple, #cc58d6); padding:1.8px; border-radius:40px; display:inline-block;"><span style="display:block; padding:0.19em; background:#CF95B3; border-radius:100px; font-size: 0.8rem; font-family: trebuchet ms;">'''5 x SPL''' to '''7 x SPL'''</span></div> in Venom Swamp's skill formula.
|'''<big>Passive mode</big>'''
<br>
| style="width: 17%;|<center>[[File:Serpens_new.gif|frameless|125x125px]]</center>
|- style="background-color:
| style="width: 33.33%;background-color:#CF95B3;"|'''<big>Passive Mode</big>'''


<u>'''Deep Poisoning'''</u>
<u>'''Deep Poisoning'''</u>
Line 1,307: Line 1,850:
1. Increases '''{{#skill:2450}}''' damage of summoner by 1500%.
1. Increases '''{{#skill:2450}}''' damage of summoner by 1500%.


2. Has a 7% chance to auto-cast '''Level 1''' '''{{#skill:2448}}''' when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)
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}}'s''' property to Poison.
3. Endows '''{{#skill:2449}}'''<nowiki/>'s property to Poison.
|'''<big>Defensive mode</big>'''<u>
| style="width: 33.33%;background-color:#CF95B3;"|'''<big>Defensive Mode</big>'''<u>


'''Poison Shield'''</u>
'''Poison Shield'''</u>


1. Enchants summoner's armor with poison property.
1. Enchants summoner's armor with Poison property.


2. Reduces damage taken from poison property by 100%, increases damage taken from holy property by 30%.
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>
| colspan="2" style="width: 33.33%;background-color:#CF95B3;"|'''<big>Offensive Mode</big>'''


<u>'''Deadly Poison'''</u>
<u>'''Deadly Poison'''</u>
* Creates the poison on 9 x 9 cells around the target, deals 700% MAtk as Poison property for 5 times that ignores target's magical defense to the enemies within the skill range. (Deals additional damage depends on summoner's base level)
* 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===
===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 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.  
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.  
{| class="wikitable" border="1" style="width: 50%;"
<center>
! colspan="4" |{{#skill:2456}}
{| 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'''
|'''Level 1'''
Line 1,335: Line 1,879:
Offensive Mode
Offensive Mode
|'''Level 4'''
|'''Level 4'''
Dismisses
Dismisses <br>  Elemental and <br> High Elemental
 
your Elemental and
 
High Elemental
|-
|-
! colspan="4" | Waiting Mode
! colspan="4" | Waiting Mode
|}
|}
'''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 though sometimes both can benefit from it <u>since your spirit's stats completely depend on their master's own stats</u>. Also starting from the 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 we 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.
</center>
'''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. To not be confused, Passive Mode is not the same as the '''High Elemental's''' '''passive effects'''; unlike Passive Mode which requires a separate activation mechanic via '''Lvl'''. '''1''' '''{{#skill:2456}}''', the passive effects of your High Elementals are like active buffs that they bestow upon you for as long as they are alive and present.


On the other hand, '''Defensive mode''' like Passive mode is also 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 Ardor summoned and you placed him in the Defensive mode, he will change your armor property to Fire and you'll get decreased damaged against Fire property attacks but reduced resistance for the opposing element which is Water.  
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.
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 and MVPs lets you farm efficiently or stay alive as long as possible. Think of them as your own version of the Biolo's Homunculus. Personally, this is the mode that I activate every time I would farm endgame dungeons and instances such as [[Varmundt's Biosphere Depth 2|Depth 2]], [[Chapter 1#Fields/Monsters|Encroached Geffenia]], [[Zero Cell Sector]], and [[Constellation Tower]], even more so now that we have the 90% damage reduction buff for our High Elementals.


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 Wait mode, and once you've placed them into any of the 3 modes, they exit Waiting Mode. To place them back into this state once again, you'll need to recast the same Lvl. of Elemental Control according to the same mode your spirits are in. If <span style="color:darkred;">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 {{#item:14534}}. This helps them stay alive longer in battles, so put them in Waiting mode as you deem fit and necessary.
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. In all active modes except for Waiting Mode, Spirits will be unable to recover HP/SP passively and they will drain a portion of the summoner's SP every 10 seconds. 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 reallyyyy. 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 wanna 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.
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.


===How to keep Elementals & High Elementals Alive===
=== Choosing Which Spirits to Use for Each Content ===
This is the section where we'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 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.
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.


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 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''', '''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 separate swap gear for your tank gears and switch to it whenever you're gonna summon your Elementals or High Elementals. It's generally a good idea to invest in those tank gears since it'll 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 decrease your DPS capability, particularly as an Elemental Master.
Also from here on out, starting with the High Elementals, I will be grouping and separating sections according to the weapon and headgear you will be using. For example, the '''Time Dimensions combo''' consisting of {{#icon:400536}} {{#linkitem:400536|Time Dimensions Rune Crown (Elemental Master)}} + {{#icon:540079}}{{#linkitem:540079|Dimensions Elemental Magic Book}}or {{#icon:540080}}{{#linkitem:540080|Dimensions Elemental Spell Book}}will have a section of their own that is separate from when your main weapon is already the '''Another Dimensions''' {{#icon:540114}}{{#linkitem:540114|Elemental Spirits}}which you will likely transition to eventually.


Now since our spirits don't have their own UI unlike the Homunculus of Biolo, we will be following the following equations to formulate their individual stats:
==== <span style="font-size: 0.95rem">Time Dimensions</span> {{#icon:400536}} <span style="font-size: 0.85rem">+</span> {{#icon:540079}}{{#icon:540080}} ====
'''Max HP'''    = [(SummonerMaxHP ÷ 3) + (SummonerINT x 10) + (SummonerJobLv x 20)] × [(SummonLv + 2) ÷ 3]
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%;"
'''Max SP'''    = (SummonerMaxSP ÷ 4)
! Spirits !! Notes !! Content
'''ATK (Max)''' = [(SummonerMaxSP) ÷ (18 ÷ SummonLv)] + (1 ~ 100)
|- style="height:35.3em"
'''ATK (Min)''' = [(SummonerMaxSP) ÷ (18 ÷ SummonLv)]
| [[File:High Elemental Ardor.v2.png|center|235x235px]] <br>'''<center><span style="color:#bd0f1e;">ARDOR</span></center>'''
'''MATK'''     = SummonLv x [(SummonerINT ÷ 2) + (SummonerDEX ÷ 4)]
||
'''ASPD'''      = (SummonerDEX ÷ 10) + (SummonLv x 3) + 150
*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.
'''DEF'''      = SummonerDEF + [(SummonerBaseLv) ÷ (5 − SummonLv)]
*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%.
'''MDEF'''     = SummonerMDEF + [(SummonerINT) ÷ (5 − SummonLv)]
*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}}''' 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]].
'''FLEE|Flee Rate''' = SummonerFLEE + [(SummonerBaseLv) ÷ (5 − SummonLv)]
*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.
'''HIT|Hit Rate'''  = SummonerHIT + SummonerBaseLv
*<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 '''Level 3''' <span style="color:red;">'''{{#skill:2465}}'''</span> (+25% <span style="color:red;">Fire</span> property magical damage and +50 MAtk).
If the called Spirit is:
||
 
<small>
* <span style="color:red;">'''Agni'''</span>: increase its ATK and Hit Rate by <code>(SummonLv × 20)</code> and <code>(SummonLv × 10)</code>, respectively.
* [[Niflheim|Niflheim 2]]
* <span style="color:blue;">'''Aqua'''</span>: increase its MATK and MDef by <code>(SummonLv × 20)</code> and <code>(SummonLv × 10)</code>, respectively.
* [[Mjolnir Underground Cave]]
* <span style="color:green;">'''Ventus'''</span>: increase its MATK and FLEE Rate by <code>(SummonLv × 10)</code> and <code>(SummonLv × 20)</code>, respectively.
* [[Clock Tower Unknown Basement]]
* <span style="color:brown;">'''Terra'''</span>: increase its ATK and DEF by <code>(SummonLv × 5)</code> and <code>(SummonLv × 25)</code>, respectively. 
* [[Varmundt%27s_Biosphere#Biosphere_Grass|Varmundt's Biosphere (Grass, Death, & Venom)]]
 
* [[Varmundt's Biosphere Depth]]
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. 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;">Agn'''i'''</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:darkred;">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 '''Max HP''' <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.
* [[Chapter 1#Fields/Monsters|Ruined Valkyrie Realm]]
 
* [[Chapter 1#Fields/Monsters|Encroached Geffenia]]
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 inherited by your Spirits. One way of making this work is by having Performer slaves give your 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 we mentioned earlier that Deluge will make your spirits much 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.
* [[Central Laboratory]]
* [[Villa of Deception]]
* [[Lake of Fire]]
* [[Alice Twisted Madness]]
* [[Immortal|The Immortal]]
* [[Recreated Dark Whisper]]
* [[Constellation Tower]]
* [[Hall of Life]]
* [[Tower of Trials]]
</small>
|- 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 '''Level 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 '''Level 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)]]
* [[Zero_Cell_Sector#Zero_Cell_Sector_-_Nox|Zero Cell Sector]]
* [[Mysterious Ghost Ship]]
* [[Final Battle]]
|-
| [[File:High Elemental Terremotus.v3.png|center|200x200px|]] <br>'''<center><span style="color:#966606;">TERREMOTUS</span></center>'''
||
*<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)]]
* [[Zero_Cell_Sector#Zero_Cell_Sector_-_Nox|Zero Cell Sector (Nox & Ark)]]
* [[Thanatos_Tower_Revamp#Monsters|Thanatos Tower Flr. 11]]
|- style="height:19.5em"
| [[File:High Elemental Procella.v2.png|center|200x200px|]] <br>'''<center><span style="color:limegreen;">PROCELLA</span></center>'''
||
*<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~
*For '''Ruined Valkyrie Realm''', <span style="color:limegreen;">Procella</span> is a viable pick if you want to slightly speed up your farm in this dungeon. I say this because you will most likely use the book {{#icon:540079}}{{#linkitem:540079|Dimensions Elemental Magic Book}} over {{#icon:540080}}{{#linkitem:540080|Dimensions Elemental Spell Book}}, which makes Conflagration far stronger than Lightning Land due to the distribution of skill and elemental modifiers. Conflagration will kill the mobs in its 1st tick, while Lightning Land will struggle a bit unless you summon <span style="color:limegreen;">Procella</span> and change your <span style="color:red;">Fire</span> elemental accessory cards to the <span style="color:green;">Wind</span> element to boost the damage output of LL. The main idea behind this tactic is to bring LL closer to Conflag's strength so you can kill mobs faster but at the same time without hugely compromising Conflag's kill speed. However if your preferred weapon is the Dimensions Elemental Spell Book instead of Dimensions Elemental Magic Book, you will interchange <span style="color:limegreen;">Procella</span> with <span style="color:#BD0F1E;">Ardor</span> and vice versa.
||
* [[Abandoned_Pit#Floor_1|Abandoned Pit Flr. 1]]
* [[Varmundt%27s_Biosphere#Biosphere_Ice|Varmundt's Biosphere (Ice)]]
* [[Chapter 1#Fields/Monsters|Ruined Valkyrie Realm]]
|- 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 '''Level 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:21.5em"
| [[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!
* <span style="color:blue;">Aqua</span> is also the best Elemental to use for the x1 EXP rate leveling fever, most especially during the Sorcerer stage. When placed on '''Level 1''' '''{{#skill:2456}}''' ('''Passive Mode'''), she will grant you the ability to endow your '''{{#skill:2449}}''' to the <span style="color:blue;">Water</span> element as well as boosting the damage output of '''{{#skill:2447}}''' by ('''JobLv × 5''')'''%'''. These two (2) <span style="color:blue;">Water</span> skills complement well with each other as they will simultaneously benefit from damage modifiers provided by pieces of equipment like {{#icon:19483}} {{#linkitem:19483|Temporal Circlet (Sorcerer)}}, and the '''17'''.'''2 Card set''' consisting of {{#item:300124}}, {{#item:300081}}, and {{#item:300104}}.
||
*[[The_Complete_Elemental_Master_Guide_by_Goldie#Leveling_as_a_Sorcerer_(100-200)|x1 Experience Rate Leveling]]
*[[WoE_SE|WoE]]
*[[Battlegrounds|Battlegrounds (BG)]]
|}


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''' '''{{#skill:2468}}'''. We'll have a more in-depth discussion about the Sorcerer insignias in a different section, but in a ditch Level 2 Earth Insignia will give '''+500''' '''flat HP''' & '''+50''' '''DEF,''' while Level 3 Earth Insignia will give '''+500''' '''SP''' & '''+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 Assumption 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.  
==== <span style="font-size: 0.95rem">Elemental Spirits</span> {{#icon:540114}} <span style="font-size: 0.79rem">feat. Frontier Combo</span> {{#icon:400982}} + {{#icon:540110}} ====
 
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%;"
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'''.
! Spirits !! Notes !! Content
 
|- style="height:36em"
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 amounts of HP will also only heal them by small amounts, whereas if you use 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  {{#item:607}}or {{#item:608}} 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 while in this mode for every 3 seconds.
| [[File:High Elemental Terremotus.v3.png|center|200x200px|]] <br>'''<center><span style="color:#966606;">TERREMOTUS</span></center>'''
 
||
Both the Elementals and High Elementals follow the 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 summons are few and so for the meantime while we lack accurate info we'll be following this one right here. I could only imagine it being better for the High Elementals if they did have their own equations. As you can see, the formula don'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 most hard-hitting skills of MVPs such as Juncea's '''{{#skill:83}}''', Schulang's''' {{#skill:85}}''', Phantom of Amdarais' {{#skill:91}} '''Heaven's Drive,''' Lasgand's '''{{#skill:89}}''', Warlock Katrinn's '''{{#skill:2216}}''', Sorcerer Celia's '''{{#skill:2449}}''', Rune Knight Seyren's '''{{#skill:2006}}''', Temple Biosphere mobs' '''{{#skill:254}}''', the Dark Grand Crosses of the Depth Valkyries from Depth Abyss 2 as well as NPC Earthquakes from the Depth Salamanders. The only thing it can't survive so far is Betelguese's '''{{#skill:2217}}''' though they can survive Tiara's and Fenrir's Tetra Vortex.
* Surprise, surprise, the once neglected <span style="color:brown;">Earth</span> element is now your primary element and it's about time for our stalwart <span style="color:#966606;">Terremotus</span> to get his fair share of the spotlight! With {{#icon:540114}}{{#linkitem:540114|Elemental Spirits}} now as your main weapon for endgame, most of your modifiers will be funneled towards <span style="color:brown;">Earth</span> and <span style="color:blue;">Water</span> elements. This is even further backed up when you pair {{#icon:300594}}{{#linkitem:300594|Ilse El Heine Card}} with {{#icon:400724}} {{#linkitem:400724|Yorscalp Crown of Judgment}}. This combo will give you '''75%''' '''{{#skill:5373}}''' and '''{{#skill:5370}}''' modifiers when both your Yorscalp Crown and Elemental Spirits are refined to +15, and then on top of that you can capitalize on the 100% <span style="color:brown;">Earth</span>/<span style="color:blue;">Water</span> element magical property bonuses from {{#item:27362}}.
 
* Due to the insane amounts of skill modifiers that you will reap off of the Episode 21 card Ilse El Heine and Yorscalp Crown combo, this gives <span style="color:#966606;">Terremotus</span> a sharper edge than Diluvio even though both of them will benefit from other sources of damage modifiers.
=== Tank Gears ===
* In a party composition where you will benefit from all kinds of buffs, <span style="color:brown;">Earth</span> proves to be the strongest element to choose from. The Arch Mage class will act as a dedicated debuffer via their skill '''Level 4''' '''{{#skill:5232}}''' + '''{{#skill:5218}}''' ('''Climax Earth''') to reduce the affected enemies' <span style="color:brown;">Earth</span> resistance by 100%. <span style="color:blue;">Water</span> element doesn't get such debuffs from the Arch Mage, but <span style="color:red;">Fire</span> will get some via '''Level 4''' '''{{#skill:5232}}''' + '''{{#skill:5222}}''' ('''Climax Bloom'''), which will reduce the opponents' <span style="color:red;">Fire</span> element resistance by 100%. Combine all these debuffs with your own elemental insignias and you will for sure shine the brightest among all the magical classes in your party.
Okay, now that everything has been explained as to how make your Spirits survive longer, we'll no 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.
* Apart from increasing the base MAtk% of your Terra Drive skill, <span style="color:#966606;">Terremotus</span> will also grant you the ability to endow 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>''' to the <span style="color:brown;">Earth</span> element. Both skills are burst type and their main purpose is to either delete monsters in a single cast or melt them fast enough to end the fight immediately. Elemental Spirits gives you the ability for both skills to coexist at the same time via autocasting, so I would advise you to utilize this advantage.
{| class="wikitable"
* One of the best areas where <span style="color:#966606;">Terremotus</span> is ideally used is in the endgame dungeon '''Zero Cell Sector''' ('''Nox''' & '''Ark'''). Granted the monsters '''M'''.'''GN-6059''', '''M'''.'''GN-0001''' and their partner homunculus are <span style="color:red;">Fire</span> and <span style="color:brown;">Earth</span> element and thus resists and are immune against <span style="color:brown;">Earth</span>—respectively, <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>''' will hit all the mobs here. Nox Floor mobs are also generally less tanky than Ark Floor's and they will die instantly with your Double Busters when you're endgame geared.
|+ Budget Tank Gears
||
<small>
* [[Niflheim|Niflheim 2]]
* [[Mjolnir Underground Cave]]
* [[Clock Tower Unknown Basement]]
* [[Varmundt%27s_Biosphere#Biosphere_Grass|Varmundt's Biosphere (Temple)]]
* [[Varmundt's Biosphere Depth]]
* [[Chapter 1#Fields/Monsters|Ruined Valkyrie Realm]]
* [[Chapter 1#Fields/Monsters|Encroached Geffenia]]
* [[Zero_Cell_Sector#Zero_Cell_Sector_-_Nox|Zero Cell Sector (Nox & Ark)]]
* [[Central Laboratory]]
* [[Villa of Deception]]
* [[Lake of Fire]]
* [[Alice Twisted Madness]]
* [[Immortal|The Immortal]]
* [[Constellation Tower]]
* [[Hall of Life]]
* [[Tower of Trials]]
</small>
|- style="height:26.7em"
| [[File:High Elemental Diluvio.v2.png|center|200x200px|]]<br>'''<center><span style="color:#0685CF;">DILUVIO</span></center>'''
||
* <span style="color:#0685CF;">Diluvio</span> also gets a glow up alongside <span style="color:#966606;">Terremotus</span> because she also benefits from {{#icon:540114}}{{#linkitem:540114|Elemental Spirits}}'s autocast shenanigan. Every time you cast '''{{#skill:5369}}''', you will 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>''', and when you use the card {{#item:27362}} you will get 100% <span style="color:brown;">Earth</span>/<span style="color:blue;">Water</span> element magical property bonuses. As had been previously mentioned, the two primary reasons why Diluvio ranked 2nd and below Terremotus is because Diamond Storm won't get any skill modifiers from {{#icon:300594}}{{#linkitem:300594|Ilse El Heine Card}}+ {{#icon:400724}} {{#linkitem:400724|Yorscalp Crown of Judgment}}, and <span style="color:blue;">Water</span> won't get any less 100% resistance from Arch Mage's debuffs. However, Arch Mage can give you '''30%''' <span style="color:blue;">Water</span> property elemental modifier with their skill '''Level 1''' '''{{#skill:5232}}''' + '''{{#skill:5225}}''', but with the enormous amount of elemental modifier you will have and due to the so-called diminishing returns, the added bonuses won't be as impactful as compared to when elemental resistance is reduced by 100%.
* <span style="color:blue;">Water</span> gets access to one of your elemental floor buffs via '''{{#skill:286}}''', and this skill boosts any <span style="color:blue;">Water</span> property elemental attacks by 20% including your Diamond Storm and <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>'''. The damage boost you get from Deluge will make it on par with <span style="color:brown;">Earth</span>'s Ilse El Heine and Yorscalp Crown combo. One of the key reasons why both <span style="color:brown;">Earth</span> and <span style="color:blue;">Water</span> builds are comparable to one another for solo-play, but differ greatly once placed in a party scenario.
* <span style="color:#0685CF;">Diluvio</span> will retain all of its utility including endowing your armor to the <span style="color:blue;">Water</span> property to give you 100% resistance against <span style="color:blue;">Water</span>-based attacks via '''Level 2''' '''{{#skill:2456}}''' ('''Defensive Mode'''). This will make you survive Encroached Tan's '''{{#skill:2204}}''' and Ghost Ship Captain's '''{{#skill:86}}'''. Even with no access to {{#item:4128}}, you can easily cheese your way and make instance farming effortless.
||
* [[Thanatos_Tower_Revamp|Thanatos Tower Flr. 12]]
* [[Varmundt%27s_Biosphere#Biosphere_Fire|Varmundt's Biosphere (Fire & Soul)]]
* [[Zero_Cell_Sector#Zero_Cell_Sector_-_Lux|Zero Cell Sector (Lux & Vita)]]
* [[Mysterious Ghost Ship]]
* [[Final Battle]]
|- style="height:26.5em"
|  [[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'''. Nothing much has changed for <span style="color:purple;">Serpens</span> with the addition of {{#icon:540114}}{{#linkitem:540114|Elemental Spirits}}. Despite losing some <span style="color:purple;">Poison</span> property modifiers from Time Dimensions combo, that was compensated with the ability to double cast 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>''' without ever needing to switch books. It just made your farming speed faster for these two dungeons honestly. And if you worry too much about the loss of <span style="color:purple;">Poison</span> property modifier, you can always find a good distribution of <span style="color:purple;">Poison</span> magical enchants on your {{#item:540109}} first before reforming it to Elemental Spirits.
*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]]
|-
|-
! Type !! Item !! Notes
| [[File:High Elemental Ardor.v2.png|center|235x235px]] <br>'''<center><span style="color:#bd0f1e;">ARDOR</span></center>'''
|-
||
| '''Upper'''|| +11 {{#item:19366}}||
* <span style="color:#bd0f1e;">Ardor</span> has still retained its strengths and utilities and don't ever think he is no longer a powerful spirit to use. I would say he just got outranked by both <span style="color:#966606;">Terremotus</span> and <span style="color:#0685CF;">Diluvio</span> due to the distribution of skill and elemental modifiers, but he did not necessarily lost his viability.
* '''Illusion Goibne's Helm''' with {{#item:29010}}and {{#item:29010}}.
* There will be places where <span style="color:#bd0f1e;">Ardor</span> is still the most preferred High Elemental to summon. Places like '''Varmundt's Biosphere''' ('''Grass''', '''Death''', & '''Venom''') and '''Ruined Valkyrie Realm''' where <span style="color:red;">Fire</span> will hit the hardest or has far greater coverage, you will for sure need the assistance of our beloved <span style="color:#bd0f1e;">Ardor</span>.
* Carded with {{#item:4582}}or {{#item:300174}}.
* <span style="color:#bd0f1e;">Ardor</span>'s ability to endow your armor to the <span style="color:red;">Fire</span> element by activating '''Defensive Mode''' with the skill '''Level 2''' '''{{#skill:2456}}''' makes him the best spirit to use for '''The Immortal''' and '''Recreated Dark Whisper''' instances. You will survive '''{{#skill:83}}s''' and resist the '''{{#skill:91}}''' skill of {{#linkmob:21981}} and {{#linkmob:22497}}; likewise, if you use <span style="color:#bd0f1e;">Ardor</span> for '''Mjolnir Underground Cave''', you will survive the {{#linkmob:21952}} that cast hard hitting <span style="color:red;">Fire</span> magical spells and some random '''{{#skill:2006}}''' here and there.
|-
||
| '''Middle'''|| {{#item:18603}}||
* [[Mjolnir Underground Cave]]
* Carded with {{#item:27351}}or {{#item:300174}}.
* [[Varmundt%27s_Biosphere#Biosphere_Grass|Varmundt's Biosphere (Grass, Death, & Venom)]]
|-
* [[Varmundt's Biosphere Depth]]
| '''Lower'''|| N/A ||N/A
* [[Chapter 1#Fields/Monsters|Ruined Valkyrie Realm]]
|-
* [[Immortal|The Immortal]]
| '''Armor'''|| + 12 {{#item:15348}} or + 12 {{#item:15399}}||
* [[Recreated Dark Whisper]]
* '''Illusion Goibne's Armor''' with {{#item:29010}}and {{#item:29010}}.
|- style="height:25em"
* '''Vit Soutane''' with {{#item:310078}}, {{#item:4747}}, and {{#item:4747}}.
| [[File:High Elemental Procella.v2.png|center|200x200px|]] <br>'''<center><span style="color:limegreen;">PROCELLA</span></center>'''
||
* The elegant <span style="color:limegreen;">Procella</span> has finally found her sunny day and gets her well-deserved flowers because with the Chapter 1 patch that introduced the {{#item:400982}} + {{#item:540110}}combo as part of the [[Frontier Rune Crown|Frontier Rune Crown and Weapon series]], she is hands down the best spirit to use for '''{{#skill:2445}}''' build. The Frontier combo lets you autocast the Arch Mage skill '''{{#skill:5220}}''' at a 60% chance every time you cast your Magician skill '''{{#skill:13}}'''. 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:18666}}.
* Now what makes <span style="color:limegreen;">Procella</span> the overall best spirit to use for Spell Fist build is because when you use the {{#item:4576}}you will get 100% <span style="color:green;">Wind</span>/<span style="color:#F0DF5D;">Ghost</span> magical property modifier which will boost our <span style="color:green;">Wind</span>-infused melee magical attacks, '''{{#skill:20}}''', Soul Strike, and SVS at the same time!
* I've played the revamped build for Spell Fist and trust me when I say it has gotten a lot stronger now, and is no longer a meme build. The {{#item:300666}} lets you autocast another Arch Mage skill called '''{{#skill:5233}}''' and the Abyss Chaser skill '''{{#skill:6515}}''' at a 10% and 7% chance, respectively. What's more, this omits the need to wear {{#item:470265}} in place of {{#item:470204}} or {{#item:470337}}, which gives you a lot of SPL bonuses. More things will be discussed in Spell Fist's own [[The_Complete_Elemental_Master_Guide_by_Goldie#Spell_Fist|build section]], and for now let us rejoice and be happy for our glamorous <span style="color:limegreen;">Procella</span>.
||
* [[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 '''Level 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:21.5em"
| [[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!
* <span style="color:blue;">Aqua</span> is also the best Elemental to use for the x1 EXP rate leveling fever, most especially during the Sorcerer stage. When placed on '''Level 1''' '''{{#skill:2456}}''' ('''Passive Mode'''), she will grant you the ability to endow your '''{{#skill:2449}}''' to the <span style="color:blue;">Water</span> element as well as boosting the damage output of '''{{#skill:2447}}''' by ('''JobLv × 5''')'''%'''. These two (2) <span style="color:blue;">Water</span> skills complement well with each other as they will simultaneously benefit from damage modifiers provided by pieces of equipment like {{#icon:19483}} {{#linkitem:19483|Temporal Circlet (Sorcerer)}}, and the '''17'''.'''2 Card set''' consisting of {{#item:300124}}, {{#item:300081}}, and {{#item:300104}}.  
||
*[[The_Complete_Elemental_Master_Guide_by_Goldie#Leveling_as_a_Sorcerer_(100-200)|x1 Experience Rate Leveling]]
*[[WoE_SE|WoE]]
*[[Battlegrounds|Battlegrounds (BG)]]
|}


* Carded with {{#item:300376}}.
===How to Keep Our Spirits Alive and Healthy===
|-
Before proceeding, please be reminded of the following important notes when building your spirits.
| '''Weapon'''|| {{#item:1602}}||
<br><br>
* Carded with {{#item:4919}}, {{#item:4919}}{{#item:4919}}, and {{#item:4919}}.
<center>
|-
{| style="width: 55%; border:5px double; padding:2px; border-color: gray lightgray black;"
| '''Shield'''|| +11 to +12 {{#item:460018}}||
* Enchanted with {{#item:29010}}and {{#item:29010}}.
* Carded with {{#item:300235}}.
|-
| '''Garment'''|| +11 {{#item:20923}} <br> +11 {{#item:480159}}||
* '''Illusion Goibne's Spaulders''' with {{#item:29010}}and {{#item:29010}}.
* '''Snow Flower Manteau''' with {{#item:311099}} and {{#item:311106}}
* Carded with {{#item:4646}}.
|-
| '''Shoe'''|| +11 {{#item:22192}}
+11 {{#item:470115}}
|
|
* '''Illusion Goibne's Greaves''' with {{#item:29010}}and {{#item:29010}}.
<span style="font-size: 1rem;"><center>🔔 <span style="font-family: Corbel;">'''Important Reminder'''</span> 🔔</span></center><span style="font-size: 0.8rem;"><center><span style="font-family: Segoe UI;">'''High Elementals''' <u>have an innate 90% damage reduction</u>. <br>'''Elementals''' <u>do not share this damage reduction feature</u>.</span>
* '''Snow Flower Boots''' with {{#item:311099}} and {{#item:311117}}.
* Carded with {{#item:4381}}.
|-
| '''Accessory (Right)'''|| {{#item:32249}}||
* Carded with {{#item:300076}}.
|-
| '''Accessory (Left)'''|| {{#item:32251}}||
* Carded with {{#item:300076}}.
|}
|}
To farm the Illusion Goibne set, you'll need to farm at [[Illusion of Luanda]].
</center>
{| class="wikitable"
 
|+ High End Tank Gears
|-
! Type !! Item !! Notes
|-
| '''Upper'''|| +12 to +15 {{#item:19483}}||
* Enchanted with either {{#item:29105}}, {{#item:29106}}, or {{#item:29107}}, {{#item:29680}}, and {{#item:4743}}.
* Carded with {{#item:300174}}.
|-
| '''Middle'''|| {{#item:410233}}||
* Carded with {{#item:300174}}or {{#item:4556}}.
** '''Fenrir card''' helps with reducing casting time, so you can summon your Elementals and High Elementals faster.
* Enchanted with either '''DEF''' or '''MDef''' enchants, but we prefer '''MDef''' over '''DEF'''.
|-
| '''Lower'''|| {{#item:420269}} ||
* Enchanted with '''VIT''', '''DEF''' or '''MDef''' enchants, but we prefer '''MDef''' over '''DEF'''.
|-
| '''Armor'''|| + 12 to +15 {{#item:450170}}||
* Enchanted with {{#item:310679}}, {{#item:310744}}, and {{#item:4744}}.


* Carded with {{#item:300376}}.
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.
|-
 
| '''Weapon'''|| {{#item:1602}}||
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.
* Carded with {{#item:4919}}, {{#item:4919}}{{#item:4919}}, and {{#item:4919}}.
|-
| '''Shield'''|| +11 to +12 {{#item:460018}}||
* Enchanted with {{#item:29010}}and {{#item:29010}}.
* Carded with {{#item:300235}}.
|-
| '''Garment'''|| +11 {{#item:480231}}||
* Enchanted with {{#item:310938}}and {{#item:4744}}.
* Carded with {{#item:4671}}.
|-
| '''Shoe'''|| +11 {{#item:470174}}


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;"
|
|
* Enchanted with {{#item:310938}}and {{#item:4744}}.
'''Max HP'''    = [(SummonerMaxHP ÷ 3) + (SummonerINT x 10) + (SummonerJobLv x 20)] × [(SummonLv + 2) ÷ 3]
* Carded with {{#item:27150}}.
'''Max SP'''    = (SummonerMaxSP ÷ 4)
|-
'''ATK (Max)''' = [(SummonerMaxSP) ÷ (18 ÷ SummonLv)] + (1 ~ 100)
| '''Accessory (Right)'''|| {{#item:490133}}||
'''ATK (Min)''' = [(SummonerMaxSP) ÷ (18 ÷ SummonLv)]
* Enchanted with {{#item:313043}}, {{#item:310721}}, and {{#item:310721}}.
'''MATK'''      = SummonLv x [(SummonerINT ÷ 2) + (SummonerDEX ÷ 4)]
* Carded with {{#item:300076}}.
  '''ASPD'''      = (SummonerDEX ÷ 10) + (SummonLv x 3) + 150
|-
'''DEF'''      = SummonerDEF + [(SummonerBaseLv) ÷ (5 − SummonLv)]
| '''Accessory (Left)'''|| {{#item:490163}}||
'''MDEF'''      = SummonerMDEF + [(SummonerINT) ÷ (5 − SummonLv)]
* Enchanted with {{#item:310918}}, and {{#item:4744}}.
'''FLEE|Flee Rate''' = SummonerFLEE + [(SummonerBaseLv) ÷ (5 − SummonLv)]
* Carded with {{#item:300076}}.
'''HIT|Hit Rate'''  = SummonerHIT + SummonerBaseLv
|}
|}
-INSERT-
If the called Spirit is:


-INSERT-
* <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}}''', '''{{#skill:2431}}''', 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.


-INSERT-
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]]. 


{| class="wikitable"
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}}''', the Arch Mage's '''Lvl. 1''' '''{{#skill:5232}}''' + '''{{#skill:5225}}''', 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.
|+Shadow Gears & Costume Enchant Stones
 
!Type
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'''. 
!Item
 
!Notes
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.
|-
 
|'''UpperCostume'''
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. <s>The only thing it can't survive so far is Betelgeuse's '''{{#skill:2217}}'''</s> though they can survive Tiara's, Warlock Katrinn's, and Fenrir's Tetra Vortex.
|Any Upper Costume of you liking
 
<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;"
|
|
* Carded with {{#item:1000672}}.
<span style="font-size: 0.8rem;">‎˚˖𓍢ִ໋❀ '''Quick Update''': Since the 90% damage reduction update that arrived on 20 March 2026 with [https://forum.muhro.eu/d/4924-patch-notes-217-20-march-2026 Patch Notes#217], High Elementals can now survive all types of damage—both magical and physical—including Betelgeuse's '''{{#skill:2217}}'''. I repeat, including Betelgeuse's '''{{#skill:2217}}''' skill! I am so, so proud of them~ 🥹🤍🫶🏻
** For more FCT reduction for faster casting time.
|}
|-
</center>
|'''MiddleCostume'''
 
|Any Middle Costume of your liking
 
==== 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 1''': 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. GIFs are outdated and doesn't reflect the contemporary state of High Elementals at the current patch.<br>
'''Note 2''': Several updates have been implemented to the server and the biggest one yet for our High Elementals arrived on 20 March 2026 with [https://forum.muhro.eu/d/4924-patch-notes-217-20-march-2026 Patch Notes#217], which gave them an <u>innate 90% damage reduction</u>. With this buff, it could very well be possible to use budget tank gears and they will all still survive the hardest hitting skills at endgame.
 
=== 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:86%;"
!Type
!Item
!Card
!Enchants and Notes
|- style=height:16em
| '''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}}.
** Can be refined using [[Armor Weapon Tickets]], exchanged with '''NPC Red Hugo''' {{#navi:paramk|59|100}} at [[Eden Market#Armor / Weapon Certificates|Eden Market]] ('''@go 40''') or by using {{#item:100421}}, dropped by monsters at [[Illusion of Luanda]].
* '''Old Wind Whisper''' enchanted with {{#item:29105}}, {{#item:4744}}, and {{#item:4744}}.
** Can be refined using [[Armor Weapon Tickets]], exchanged with '''NPC Red Hugo''' {{#navi:paramk|59|100}} at [[Eden Market#Armor / Weapon Certificates|Eden Market]] ('''@go 40''').
|- style=height:26.5em
| '''Middle'''
| align="center" | {{#item:400002}} <br> or <br> {{#item:19241}} <br> or <br> {{#item:18603}} 
|
<small>
*{{#item:27351}}
*{{#item:300174}}
</small>
|
|
* Carded with {{#item:25006}}.
* '''Victory Wing Ears''' and '''Magical Booster''' are both obtained as two of the possible rewards from {{#item:41078}}, which is dropped by mobs inside [[Amicitia#Gear|Amicitia]]. Victory Wing Ears can be enchanted using {{#item:100009}}, while Magical Booster will be enchanted using {{#item:23308}}, both bought from [[Muzaszir|NPC Muzaszir]] {{#navi:muh_market|168|209}} at [[Market Place#Muzaszir|Market]] ('''@go 37''') for 1 million zeny each.
|-
** Victory Wing Ears can be enchanted with:
|'''LowerCostume'''
*** '''1st line''': MaxHP + 50~100
|Any Lower Costume of your liking
*** '''2nd line''': MaxHP + 1~2%
** Magical Booster can be enchanted with the following combination and set of enchants:
*** '''1st line''': Vit + 1 ''or'' MaxHP + 1~2%
*** '''2nd line''': Vit + 1
* '''Black Devil's Mask''' will be [[Equipment_Crafting#Charlotte|crafted]]. '''Crafter NPC Charlotte''' {{#navi:m_crafting|42|51}} is located inside '''Equipment Workshop''' ('''@go 59''').
** Unslotted {{#item:18599}} can be slotted using {{#item:6396}}, bought from the Muh Shop for 4,500 Muh Points.
|- style=height:9em
| '''Lower'''
| align="center" | {{#item:420021}}
| <center><small> N/A </center></small>
|
|
* Carded with {{#item:25008}}.
* 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
|'''Shadow Armor'''
** CON is picked over WIS or STA because it gives FLEE. Our spirits won't benefit from WIS or STA.
| +10 {{#item:24764}}
** For more info on the enchanting process, check this [[Young_Leaf_of_World_Tree#Young_Leaf_Enchants|page]].
|- style=height:16em
| '''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}}.
** Can be refined using [[Armor Weapon Tickets]], exchanged with '''NPC Red Hugo''' {{#navi:paramk|59|100}} at [[Eden Market#Armor / Weapon Certificates|Eden Market]] ('''@go 40''') or by using {{#item:100421}}, dropped by monsters at [[Illusion of Luanda]].
* '''Vit Soutane''' enchanted with {{#item:310078}}, {{#item:4747}}, and {{#item:4747}}.
** Can be refined using [[Armor Weapon Tickets]], exchanged with '''NPC Red Hugo''' {{#navi:paramk|59|100}} at [[Eden Market#Armor / Weapon Certificates|Eden Market]] ('''@go 40''').
|- style=height:7em
| '''Weapon'''
| align="center" | {{#item:1602}}
|
<small>
*4 pcs. of {{#item:4919}}
</small>
||
* Can be randomly enchanted with any of the basic stats such as VIT + 5 when dropped from {{#linkmob:1113}}.
* 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:9.5em
| '''Shield'''
| align="center" | +11 to +12 {{#item:460018}}
|
<small>
*{{#item:300465}}
*{{#item:300235}}
</small>
|
|
* Enchanted with MaxHP + 2%.
* Can be refined using [[Armor Weapon Tickets]], exchanged with '''NPC Red Hugo''' {{#navi:paramk|59|100}} at [[Eden Market#Armor / Weapon Certificates|Eden Market]] ('''@go 40''') or by using the {{#item:100699}}, dropped by monsters at [[Illusion of Twins]].
|-
* Enchanted with {{#item:29010}} and {{#item:29010}}.
|'''Shadow Weapon'''
|- style=height:14.2em
| +7 {{#item:24792}}
| '''Garment'''
| align="center" | +11 {{#item:20923}} <br> or <br> +11 {{#item:480159}}
|
<small>
*{{#item:4646}}
</small>
|
|
*Enchanted with {{#item:312193}}and {{#item:4744}}.
* '''Illusion Goibne's Spaulders''' enchanted with {{#item:29010}}and {{#item:29010}}.
|-
** Can be refined using [[Armor Weapon Tickets]], exchanged with '''NPC Red Hugo''' {{#navi:paramk|59|100}} at [[Eden Market#Armor / Weapon Certificates|Eden Market]] ('''@go 40''') or by using {{#item:100421}}, dropped by monsters at [[Illusion of Luanda]].
|'''Shadow Shield'''
* '''Snow Flower Manteau''' enchanted with {{#item:311099}} and {{#item:311106}}.
| +7 {{#item:24793}}
|- style=height:14.2em
| '''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}}.
** Can be refined using [[Armor Weapon Tickets]], exchanged with '''NPC Red Hugo''' {{#navi:paramk|59|100}} at [[Eden Market#Armor / Weapon Certificates|Eden Market]] ('''@go 40''') or by using {{#item:100421}}, dropped by monsters at [[Illusion of Luanda]].
* '''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. Your two other options for middle headgear are the items {{#item:400002}} and {{#item:19241}}. They are obtained by opening {{#item:41078}} which is a drop by monsters inside [[Amicitia#Gear|Amicitia]]. 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:9em
| '''Upper'''
| align="center" | +12 to +15 {{#item:19483}}
|
<small>
*{{#item:300528}} 
*{{#item:300174}}
</small>
|
|
*Enchanted with {{#item:312193}}and {{#item:4744}}.
* Can be refined using [[Armor Weapon Tickets]], exchanged with '''NPC Red Hugo''' {{#navi:paramk|59|100}} at [[Eden Market#Armor / Weapon Certificates|Eden Market]] ('''@go 40''').
|-
* Enchanted with either {{#item:29105}}, {{#item:29106}}, or {{#item:29107}}, {{#item:29680}}, and {{#item:4743}}.
|'''GarmentCostume'''
|- style=height:10em
|Any Garment Costume of your liking
| '''Middle'''
| align="center" | {{#item:410233}}
|
<small>
*{{#item:300174}}
*{{#item:4556}}
</small>
|
|
* Carded with {{#item:25170}}, and {{#item:1000521}}.
* Enchanted with '''MaxHP%''', '''DEF''' or '''MDef''' enchants, but preferably '''MaxHP%''' or '''MDef''' over '''DEF'''.
** These combo helps with reducing casting time, so you can summon your Elementals and High Elementals faster.
** Can be enchanted using {{#item:102676}}, bought from [[Muzaszir|NPC Muzaszir]] {{#navi:muh_market|168|209}} at [[Market Place#Muzaszir|Market]] ('''@go 37''') for 1 million zeny each.
|-
* '''Fenrir Card''' helps with reducing casting time, so you can summon your Elementals and High Elementals faster.
|'''Shadow Shoe'''
|- style=height:7em
| +10 {{#item:24763}}
| '''Lower'''
| align="center" | {{#item:420269}}  
| <center><small> N/A </center></small>
|
|
* Enchanted with MaxHP + 2%.
* Enchanted with '''VIT''', '''DEF''' or '''MDef''' enchants, but preferably '''MDef''' over '''DEF'''.
|-
** Can be enchanted using {{#item:102677}}, bought from [[Muzaszir|NPC Muzaszir]] {{#navi:muh_market|168|209}} at [[Market Place#Muzaszir|Market]] ('''@go 37''') for 1 million zeny each.
|'''Shadow Earring (Right)'''
|- style=height:6em
| +10 {{#item:24339}}
| '''Armor'''
| align="center" | +12 to +15 [A] {{#item:450170}}
|
<small>
*{{#item:300376}}
</small>
|
|
* Enchanted with MaxHP + 2%.
* Enchanted with {{#item:310679}}, {{#item:310744}}, and {{#item:4744}}.
|-
|- style=height:9em
|'''Shadow Pendant (Left)'''
| '''Weapon'''
| +10 {{#item:24340}}
| align="center" | {{#item:1602}}
|
<small>
*4 pcs. of {{#item:4919}}
</small>
|
|
* Enchanted with MaxHP + 2%.
* Can be randomly enchanted with any of the basic stats such as VIT + 5 when dropped from {{#linkmob:1113}}.
* 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>
|
* Can be refined using [[Armor Weapon Tickets]], exchanged with '''NPC Red Hugo''' {{#navi:paramk|59|100}} at [[Eden Market#Armor / Weapon Certificates|Eden Market]] ('''@go 40''') or by using the {{#item:100699}}, dropped by monsters at [[Illusion of Twins]].
* Enchanted with {{#item:29010}}and {{#item:29010}}.
|- style=height:9em
| '''Garment'''
| align="center" | +11 [A] {{#item:480231}}
|
<small>
*{{#item:4671}}
</small>
|
* Can be refined using the {{#item:101307}}, exchanged with '''NPC MC HAMMER''', found wandering about at [[Eden Market#Refine Hammers|Eden Market]] ('''@go 40''').
* 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:7.5em
| '''Shoe'''
| align="center" | +11 [A] {{#item:470174}}
|
<small>
*{{#item:300667}}
*{{#item:27150}}
</small>
|
* Can be refined using the {{#item:101307}}, exchanged with '''NPC MC HAMMER''', found wandering about at [[Eden Market#Refine Hammers|Eden Market]] ('''@go 40''').
* Enchanted with {{#item:310938}}and {{#item:4744}}.
|- style=height:5.8em
| '''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}}.
|}
|}
-INSERT-
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''').


-INSERT-
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''').


=== Choosing Which High Elementals to Use for Each Content ===
{{#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.
Some High Elementals excel and perform better than the others in certain maps or areas. Here, we'll layout which High Elementals works best for different contents and explain as to why they're ideal to use on those. This is based on our experience and our recommendations, and if you prefer to use other High Elementals you may still do so.
 
{| class="wikitable mw-collapsible mw-collapsed" style="width:75%;
==== Shadow Gears ====
! High Elementals !! Notes !! Content
{| class="wikitable mw-collapsible mw-collapsed" style="width:75%;"
|-
!Type
| [[File:High Elemental Ardor.png|center|195x195px]]
!Item
'''<center><span style="color:darkred;">ARDOR</span></center>'''
!Enchants and Notes
||
|- style=height:6em
*Generally, <span style="color:darkred;">Ardor</span> is used for almost all farming maps since <span style="color:red;">Fire</span> element wipes out most mobs in those areas.
|'''Shadow Armor'''
*Some mobs cast hard hitting <span style="color:red;">Fire</span> magical spells such as in Mjolnir Underground Cave. But Ardor 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%.
| align="center" | +10 {{#item:24764}}
*Likewise for '''The Immortal instance''', both you and Ardor will able to 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 [https://wiki.muhro.eu/Elements#Elemental_Attribute_Table elemental table]. Simply put, <span style="color:darkred;">Ardor</span> is tailor-fit for this instance hands down.
|
||
* Can be enchanted using {{#item:23720}} or go total high end and enchant with {{#item:101260}}.
* [https://wiki.muhro.eu/Niflheim Niflheim 2]
** Enchanted with MaxHP + 2%.
* [[Mjolnir Underground Cave]]
|- style=height:6em
* [[Clock Tower Unknown Basement]]
|'''Shadow Weapon'''
* [https://wiki.muhro.eu/Varmundt%27s_Biosphere#Biosphere_Grass Varmundt's Biosphere (Grass, Death, &Venom)]
| align="center" | +7 {{#item:24792}}
* [[Varmundt's Biosphere Depth]]
|
* [[Alice Twisted Madness]]
*Enchanted with {{#item:312193}}and {{#item:4744}}.
* [https://wiki.muhro.eu/Immortal The Immortal Instance]
**CON is picked over WIS or STA because it gives FLEE. Our spirits won't benefit from WIS or STA.
|-
|- style=height:6em
| [[File:High Elemental Serpens.png|center|200x200px|]]
|'''Shadow Shield'''
'''<center><span style="color:purple;">SERPENS</span></center>'''
| align="center" | +7 {{#item:24793}}
||
|
*<span style="color:purple;">Serpens</span> for the most part is only really used for Varmundt's Biosphere Depth 2.
*Enchanted with {{#item:312193}}and {{#item:4744}}.
*In Depth 2, all the mobs, with the exception of the Valkyrie, 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 how <span style="color:purple;">Poison</span> is strong against the 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 this dungeon.
**CON is picked over WIS or STA because it gives FLEE. Our spirits won't benefit from WIS or STA.
*<span style="color:purple;">Serpens</span> outside of Depth 2 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 4 basic elements resist.
|- style=height:6em
*When using Serpens, 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</span>, you'll receive '''125% damage'''~'''150% damage'''. Better to just leave him in Passive Mode or Waiting Mode.
|'''Shadow Shoe'''
||
| align="center" | +10 {{#item:24763}}
* [[Varmundt's Biosphere Depth 2]]
|
|-
* Can be enchanted using {{#item:23720}} or go total high end and enchant with {{#item:101260}}.
| [[File:High Elemental Diluvio.png|center|200x200px|]]
** Enchanted with MaxHP + 2%.
'''<center><span style="color:darkblue;">DILUVIO</span></center>'''
|- style=height:6em
||
|'''Shadow Earring (Right)'''
*<span style="color:darkblue;">Diluvio</span> is best used for places like '''Thanatos Tower Flr. 12''' where <span style="color:blue;">Water</span> element damages all mobs there, '''Constellation Tower''' for surviving the 2nd Phase's <span style="color:blue;">Water</span>-elemental traps and resist the 3rd Phase's <span style="color:red;">Fire</span>-elemental traps, and on '''Varmundt's Biosphere (Fire & Soul)''' where <span style="color:blue;">Water</span> hits the hardest.
| align="center" | +10 {{#item:24339}}
*Use the skill '''Lvl. 2''' '''{{#skill:2456}}''' ('''Defensive Mode)''', so you can endow your armor to the Water property. That way, you could survive Constellation Tower.
|
*<span style="color:darkblue;">Diluvio</span> is a close contender for '''The Immortal instance''' next to <span style="color:darkred;">Ardor</span>, she can withstand Lasgand's '''{{#skill:83}}s''' and''' {{#skill:89}}''' skill. Use her if <span style="color:darkred;">Ardor</span> is died and your skill to summon him is on CD.
* Can be enchanted using {{#item:23720}} or go total high end and enchant with {{#item:101260}}.
||
** Enchanted with MaxHP + 2%.
* [[Constellation Tower]]
|- style=height:6em
* [https://wiki.muhro.eu/Thanatos_Tower_Revamp Thanatos Tower Flr. 12]
|'''Shadow Pendant (Left)'''
* [https://wiki.muhro.eu/Varmundt%27s_Biosphere#Biosphere_Fire Varmundt's Biosphere (Fire & Soul)]
| align="center" | +10 {{#item:24340}}
|-
|
| [[File:High Elemental Terremotus.png|center|200x200px|]]
* Can be enchanted using {{#item:23720}} or go total high end and enchant with {{#item:101260}}.
'''<center><span style="color:chocolate;">TERREMOTUS</span></center>'''
** Enchanted with MaxHP + 2%.
||
*<span style="color:chocolate;">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 4</span>, and with an <span style="color:brown;">Earth</span>-endowed '''{{#skill:5380}}''', 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 too '''Thanatos Tower Flr. 11''', and one of them are <span style="color:green;">Wind</span> element.
||
* [https://wiki.muhro.eu/Varmundt%27s_Biosphere#Biosphere_Temple Varmundt's Biosphere (Temple)]
* [https://wiki.muhro.eu/Thanatos_Tower_Revamp#Monsters Thanatos Tower Flr. 11]
|-
| [[File:High Elemental Procella.png|center|200x200px|]]
'''<center><span style="color:limegreen;">PROCELLA</span></center>'''
||
*<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 '''Varmundt's Biosphere (Ice)'''. You can still use her though, especially if you got bored of using <span style="color:darkred;">Ardor</span> and be enamored around her gleaming elegance~
||
* [https://wiki.muhro.eu/Varmundt%27s_Biosphere#Biosphere_Ice Varmundt's Biosphere (Ice)]
|}
|}
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]].


==Insignia System==
==== Costume Enchant Stones ====
The insignias are an integral part in 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 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 3 levels that give different effects. On paper, insignias look complicated to understand but once you've breakdown 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 1 place such as MVP fights or boss fights. This is where the difficulty of the skills come into play. Proper placement of insignias are important and knowing where and when to place them. Here, we will be explaining more in-depth the Insignia system and we hope at the end of this section you can finally start incorporating the insignias in your gameplay as an EM.
{| class="wikitable mw-collapsible mw-collapsed" style="width:60%;"
{| class="wikitable mw-collapsible mw-collapsed" border="1" style="width: 50%;"
!Type
! colspan="4" |<big>INSIGNIAS</big>
!Item
|-
!Stone
|style="background-color:#F79A9A;" |<center>'''{{#skill:2465}}'''</center>
!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>
|style="background-color:#B2D1FF;" |<center>'''{{#skill:2466}}'''</center>
|style="background-color:#B2D1FF;" |<center>'''{{#skill:2466}}'''</center>
|style="background-color:#D6EFD6;" |<center><nowiki/>'''{{#skill:2467}}'''</center>
|style="background-color:#D6EFD6;" |<center><nowiki/>'''{{#skill:2467}}'''</center>
Line 1,621: Line 2,570:
| style="background-color:#F79A9A;" |'''Level 1''':
| style="background-color:#F79A9A;" |'''Level 1''':


* Boost Agni's ATK by 20%.
* Boosts Agni's ATK by 20%.
* Double Agni's natural recovery.
* Doubles Agni's natural recovery.
<small>Requires 1 {{#item:6360}}to cast.</small>
<small>Requires 1 {{#item:6360}} to cast.</small>
|style="background-color:#B2D1FF;" |'''Level 1''':
|style="background-color:#B2D1FF;" |'''Level 1''':


* Boost Aqua's ATK by 20%.
* Boosts Aqua's ATK by 20%.
* Double Aqua's natural recovery.
* Doubles Aqua's natural recovery.
<small>Requires 1 {{#item:6361}}to cast.</small>
<small>Requires 1 {{#item:6361}} to cast.</small>
|style="background-color:#D6EFD6;" |'''Level 1''':
|style="background-color:#D6EFD6;" |'''Level 1''':


* Boost Ventus's ATK by 20%.
* Boosts Ventus's ATK by 20%.
* Double Ventus's natural recovery.
* Doubles Ventus's natural recovery.
<small>Requires 1 {{#item:6362}}to cast.</small>
<small>Requires 1 {{#item:6362}} to cast.</small>
|style="background-color:#E7E0C8;" |'''Level 1''':
|style="background-color:#E7E0C8;" |'''Level 1''':


* Boost Tera's ATK by 20%.
* Boosts Tera's ATK by 20%.
* Double Tera's natural recovery.
* Doubles Tera's natural recovery.
<small>Requires 1 {{#item:6363}}to cast.</small>
<small>Requires 1 {{#item:6363}} to cast.</small>
|-
|-
| style=
| style="background-color:#F79A9A;" |'''Level 2''':
 
* +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''':
 
* +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>
 
 
=== 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.
 
 
=== Time Dimensions {{#icon:400536}} <span style="font-size: 0.85rem>+</span> {{#icon:540079}}{{#icon:540080}} ===
 
==== 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.
 
 
==== 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}}''' —> '''
|}
|}
=== Area of Effect ===
[[File:Insignia AoE.png|center|thumb]]
=== Proper Placement of Insignias ===
==Gameplay==
===Skill Rotation===
===Utilizing Defensive Skills===
==Gear Progression==
===Early===
===Mid===
===Late===
==Shadow Gears==
==Costume Enchant Stones==