The Complete Elemental Master Guide by Goldie: Difference between revisions
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** Does not apply {{#item:4147}}'s 3x3 splashing effect due to getting lower priority than Spell Fist's conversion of melee magical attacks. | ** 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. | * 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. | ||
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*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. | *Generally, <span style="color:#BD0F1E;">Ardor</span> is used for almost all farming maps since <span style="color:red;">Fire</span> element wipes out most mobs in those areas. | ||
*Some mobs cast hard hitting <span style="color:red;">Fire</span> magical spells | *Some mobs such as Aferdes in Mjolnir Underground Cave cast hard hitting <span style="color:red;">Fire</span> magical spells. But <span style="color:#BD0F1E;">Ardor</span> can negate that if you place him in Defensive Mode using '''Lvl. 2''' '''{{#skill:2456}}''', and he will endow your armor to the <span style="color:red;">Fire</span> property, and reduce the damage you take from <span style="color:red;">Fire</span> property attacks by 100%. | ||
*Likewise for '''The Immortal Instance''', both you and <span style="color:#bd0f1e;">Ardor</span> will survive Lasgand's '''{{#skill:83}}s''', and in the event you get hit by his {{#skill:91}} '''Heaven's Drive''' skill, <span style="color:red;">Fire</span> has innate resistance against <span style="color:brown;">Earth</span> property damage. More info on the [[Elements#Elemental_Attribute_Table|elemental table]]. | *Likewise for '''The Immortal Instance''', both you and <span style="color:#bd0f1e;">Ardor</span> will survive Lasgand's '''{{#skill:83}}s''', and in the event you get hit by his {{#skill:91}} '''Heaven's Drive''' skill, <span style="color:red;">Fire</span> has innate resistance against <span style="color:brown;">Earth</span> property damage. More info on the [[Elements#Elemental_Attribute_Table|elemental table]]. | ||
*With <span style="color:#BD0F1E;">Ardor</span>'s defensive buffs and your own '''{{#skill:288}}''', you can finish both Easy and Hard Mode of The Immortal without ever depending on a {{#item:4128}} like most classes just to clear Hard Mode effortlessly. Simply put, <span style="color:#BD0F1E;">Ardor</span> is tailor-fit for this instance hands down. | *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. | ||
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|} | |} | ||
===How to Keep Our Spirits Alive=== | ===How to Keep Our Spirits Alive and Healthy=== | ||
This is the section where I'll be explaining on how to keep our spirits alive. This is unknown to most players who hadn't played the class priorly. Only people who have played the class religiously since Day 1 as a Sorcerer during the 3rd job era would know the secret sauce on how to make your Elemental and High Elementals live their lives as your own personal tank or meat shield. | 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. | ||
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==== Costume Enchant Stones ==== | ==== Costume Enchant Stones ==== | ||
{| class="wikitable mw-collapsible mw-collapsed" style="width: | {| class="wikitable mw-collapsible mw-collapsed" style="width:60%;" | ||
!Type | !Type | ||
!Item | !Item | ||
!Stone | |||
!Notes | !Notes | ||
|- style=height: | |- style=height:7em | ||
|'''Upper Costume''' | |'''Upper Costume''' | ||
| {{#icon:19602}} Any Upper Costume of you liking | | {{#icon:19602}} Any Upper Costume of you liking | ||
| | | | ||
* | <small> | ||
* | * {{#item:1000672}} | ||
|- style=height: | </small> | ||
| | |||
* '''Sorcerer Stone''' ('''Top''') is worn for more FCT reduction for faster casting time. | |||
|- style=height:7em | |||
|'''Middle Costume''' | |'''Middle Costume''' | ||
| {{#icon:19603}} Any Middle Costume of your liking | | {{#icon:19603}} Any Middle Costume of your liking | ||
| | | | ||
* | <small> | ||
|- style=height: | * {{#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''' | |'''Lower Costume''' | ||
| {{#icon:19604}} Any Lower Costume of your liking | | {{#icon:19604}} Any Lower Costume of your liking | ||
| | | | ||
* | <small> | ||
|- style=height:5em | * {{#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''' | |'''Garment Costume''' | ||
| {{#icon:20506}} Any Garment Costume of your liking | | {{#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]]. | 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]]. | ||
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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>. | 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% | 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.]] | [[File:Insignia.Stand.png|center|thumb|386x386px|'''Level 3 Earth Insignia'''. MVP within range to debuff it and buff yourself with Earth Insignia.]] | ||
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| | | | ||
*A remainder gear from Early Game Progression - Part I. | *A remainder gear from Early Game Progression - Part I. | ||
|- style=height: | |- style=height:17.5em | ||
|'''Armor''' | |'''Armor''' | ||
| align="center" | +12 {{#item:450178}} | | align="center" | +12 {{#item:450178}} | ||
| | | | ||
<small> | <small> | ||
*{{#item:300529}} | |||
*{{#item:300376}} | *{{#item:300376}} | ||
*{{#item:300308}} | *{{#item:300308}} | ||
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| | | | ||
*Enchanted with {{#item:310532}}, {{#item:310515}} ''or'' {{#item: 310510}}, and {{#item:310507}}. | *Enchanted with {{#item:310532}}, {{#item:310515}} ''or'' {{#item: 310510}}, and {{#item:310507}}. | ||
*'''Yortus Conjurator Card''' used to be extremely expensive for the strong damage boost it provides but now it's relatively cheaper. | |||
*'''Two Eyes Dollocaris Card''' is only used when your Gray Wolf Robe is refined to +12; any refine levels below +12 will give you negative effects instead of positive effects. | *'''Two Eyes Dollocaris Card''' is only used when your Gray Wolf Robe is refined to +12; any refine levels below +12 will give you negative effects instead of positive effects. | ||
*'''Meyer Lugenburg Card''' will combo with {{#item:300424}} in the garment slot to give 5% more All property magical damage. | *'''Meyer Lugenburg Card''' will combo with {{#item:300424}} in the garment slot to give 5% more All property magical damage. | ||
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| | | | ||
<small> | <small> | ||
*{{#item:300529}} | |||
*{{#item:300376}} | *{{#item:300376}} | ||
*{{#item:300308}} | *{{#item:300308}} | ||
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* Between the two Shadow Weapons, '''Master Shadow Weapon''' is your <u>total endgame</u> Shadow Gear that functions as a set with your [[Shadow Gear#Special Master Shadow Gear|Skill Master Shadow Gear]]. | * Between the two Shadow Weapons, '''Master Shadow Weapon''' is your <u>total endgame</u> Shadow Gear that functions as a set with your [[Shadow Gear#Special Master Shadow Gear|Skill Master Shadow Gear]]. | ||
* '''Master Shadow Weapon''' can be enchanted with {{#item:1001253}} by talking to '''NPC Azzam the Lucky''' {{#navi:grademk|47|181}} in the '''Equipment Enhancement Room''' (@go 50). | * '''Master Shadow Weapon''' can be enchanted with {{#item:1001253}} by talking to '''NPC Azzam the Lucky''' {{#navi:grademk|47|181}} in the '''Equipment Enhancement Room''' (@go 50). | ||
** '''3rd slot''': | ** '''3rd slot''': {{#item:312192}}. | ||
** '''4th slot''': | ** '''4th slot''': {{#item:4714}} ''or'' {{#item:4734}}. | ||
* '''Magical Spell Shadow Weapon''' can be enchanted with {{#item:101177}} or {{#item:101264}}. | * '''Magical Spell Shadow Weapon''' can be enchanted with {{#item:101177}} or {{#item:101264}}. | ||
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | ** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | ||
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* Between the two Shadow Shields, '''Master Shadow Shield''' is your <u>total endgame</u> Shadow Gear that functions as a set with your [[Shadow Gear#Special Master Shadow Gear|Skill Master Shadow Gear]]. | * Between the two Shadow Shields, '''Master Shadow Shield''' is your <u>total endgame</u> Shadow Gear that functions as a set with your [[Shadow Gear#Special Master Shadow Gear|Skill Master Shadow Gear]]. | ||
* '''Master Shadow Shield''' can be enchanted with {{#item:1001253}} by talking to '''NPC Azzam the Lucky''' {{#navi:grademk|47|181}} in the '''Equipment Enhancement Room''' (@go 50). | * '''Master Shadow Shield''' can be enchanted with {{#item:1001253}} by talking to '''NPC Azzam the Lucky''' {{#navi:grademk|47|181}} in the '''Equipment Enhancement Room''' (@go 50). | ||
** '''3rd slot''': | ** '''3rd slot''': {{#item:312192}}. | ||
** '''4th slot''': | ** '''4th slot''': {{#item:4714}} ''or'' {{#item:4734}}. | ||
* '''Magical Spell Shadow Shield''' can be enchanted with {{#item:101177}} or {{#item:101264}}. | * '''Magical Spell Shadow Shield''' can be enchanted with {{#item:101177}} or {{#item:101264}}. | ||
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | ** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | ||
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* '''Lord Bearer's Shadow Shoes''' will combo with {{#icon:24764}}{{#linkitem:24764|Lord Bearer's Shadow Armor}} to give you a permanent '''{{#skill:8}}''' effect and some MaxHP% + 25%. | * '''Lord Bearer's Shadow Shoes''' will combo with {{#icon:24764}}{{#linkitem:24764|Lord Bearer's Shadow Armor}} to give you a permanent '''{{#skill:8}}''' effect and some MaxHP% + 25%. | ||
** This is a personal favorite of mine when farming any dungeons that is not [[Varmundt's Biosphere Depth 2]] since it prevents me from getting flinched by physical attacks which makes farming more efficient. | ** This is a personal favorite of mine when farming any dungeons that is not [[Varmundt's Biosphere Depth 2]] since it prevents me from getting flinched by physical attacks which makes farming more efficient. | ||
|- style=height: | |- style=height:16em | ||
|'''Shadow Earring (Right)''' | |'''Shadow Earring (Right)''' | ||
| align="center" | +10 {{#item:24979}}<br> or <br> +10 {{#item:24665}}<br> | | align="center" | +10 {{#item:24979}}<br> or <br> +10 {{#item:24665}}<br> | ||
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* Between the two Shadow Earrings, '''Conflagrative Shadow Earring''' is your <u>total endgame</u> Shadow Gear that is part of the [[Shadow Gear#Advanced|Skill Master Shadow Gear]] line. | * Between the two Shadow Earrings, '''Conflagrative Shadow Earring''' is your <u>total endgame</u> Shadow Gear that is part of the [[Shadow Gear#Advanced|Skill Master Shadow Gear]] line. | ||
** To craft, one copy of {{#item:7914}}, 7/8/9/10★ [[Shadow Gear#Shadow Gear Recycling|Shadow Stones]], and a 30m zeny fee are needed to be exchanged to '''NPC''' '''Dala''' {{#navi:main_office|87|166}} in the '''Main Office Basement''' (@go 15). | ** To craft, one copy of {{#item:7914}}, 7/8/9/10★ [[Shadow Gear#Shadow Gear Recycling|Shadow Stones]], and a 30m zeny fee are needed to be exchanged to '''NPC''' '''Dala''' {{#navi:main_office|87|166}} in the '''Main Office Basement''' (@go 15). | ||
* '''Conflagrative Shadow Earring''' can be enchanted with {{#item:101177}} or {{#item:101264}}. | * '''Conflagrative Shadow Earring''' and '''Full Tempest Shadow Earring''' can be enchanted with {{#item:101177}} or {{#item:101264}}. | ||
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | ** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | ||
** '''2nd line''': SPL + 5. | ** '''2nd line''': SPL + 5. | ||
|- style=height:16em | |||
|- style=height: | |||
|'''Shadow Pendant (Left)''' | |'''Shadow Pendant (Left)''' | ||
| align="center" | +10 {{#item:24980}}<br> or <br> +10 {{#item:24668}} <br> <br> <br> | | align="center" | +10 {{#item:24980}}<br> or <br> +10 {{#item:24668}} <br> <br> <br> | ||
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* Between the two Shadow Pendants, '''Conflagrative Shadow Pendant''' is your <u>total endgame</u> Shadow Gear that is part of the [[Shadow Gear#Advanced|Skill Master Shadow Gear]] line. | * Between the two Shadow Pendants, '''Conflagrative Shadow Pendant''' is your <u>total endgame</u> Shadow Gear that is part of the [[Shadow Gear#Advanced|Skill Master Shadow Gear]] line. | ||
** To craft, one copy of {{#item:7914}}, 7/8/9/10★ [[Shadow Gear#Shadow Gear Recycling|Shadow Stones]], and a 30m zeny fee are needed to be exchanged to '''NPC''' '''Dala''' {{#navi:main_office|87|166}} in the '''Main Office Basement''' (@go 15). | ** To craft, one copy of {{#item:7914}}, 7/8/9/10★ [[Shadow Gear#Shadow Gear Recycling|Shadow Stones]], and a 30m zeny fee are needed to be exchanged to '''NPC''' '''Dala''' {{#navi:main_office|87|166}} in the '''Main Office Basement''' (@go 15). | ||
* '''Conflagrative Shadow Pendant''' | * '''Conflagrative Shadow Pendant''' and '''Full Tempest Shadow Pendant''' can be enchanted with {{#item:101177}} or {{#item:101264}}. | ||
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | ** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | ||
** '''2nd line''': SPL + 5. | ** '''2nd line''': SPL + 5. | ||
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=== Costume Enchant Stones === | === Costume Enchant Stones === | ||
{| class="wikitable mw-collapsible mw-collapsed" style="width: | {| class="wikitable mw-collapsible mw-collapsed" style="width:80%;" | ||
!Type | !Type | ||
!Item | !Item | ||
!Stone | |||
!Notes | !Notes | ||
|- style=height:8em | |- style=height:6.8em | ||
|'''Upper Costume''' | |'''Upper Costume''' | ||
| {{#icon:19602}} Any Upper Costume of your liking | | {{#icon:19602}} Any Upper Costume of your liking | ||
| | | | ||
* | <small> | ||
* {{#item:1000672}} | |||
|- style=height: | </small> | ||
| | |||
* For every level of '''{{#skill:2451}}''', it gives you 0.1 second FCT reduction. | |||
|- style=height:6.8em | |||
|'''Middle Costume''' | |'''Middle Costume''' | ||
| {{#icon:19603}} Any Middle Costume of your liking | | {{#icon:19603}} Any Middle Costume of your liking | ||
| | | | ||
* | <small> | ||
* {{#item:1000673}} | |||
|- style=height:8em | </small> | ||
| | |||
* For every level of '''{{#skill:2447}}''', it gives you +2% VCT reduction. This will be needed for you to reach instant cast thru VCT%. | |||
|- style=height:6.8em | |||
|'''Lower Costume''' | |'''Lower Costume''' | ||
| {{#icon:19604}} Any Lower Costume of your liking | | {{#icon:19604}} Any Lower Costume of your liking | ||
| | | | ||
* | <small> | ||
* {{#item:1000674}} | |||
|- style=height: | </small> | ||
| | |||
* For every level of '''{{#skill:2446}}''', it gives you +2% All property magical damage. | |||
|- style=height:28.1em | |||
|'''Garment Costume''' | |'''Garment Costume''' | ||
| {{#icon:20506}} Any Garment Costume of your liking | | {{#icon:20506}} Any Garment Costume of your liking | ||
| | | | ||
* | <small> | ||
* '''Elemental Master Stone''' ('''Garment''') gives the following effects: | * {{#item:1001420}} | ||
* {{#item:25067}} | |||
* {{#item:1000921}} | |||
* {{#item:1000675}} | |||
* {{#item:1000522}} | |||
</small> | |||
| | |||
* '''Elemental Master Stone''' ('''Garment''') gives the following effects: | |||
** For every level of '''{{#skill:5368}}''', it increases your <span style="color:red;">Fire</span> and <span style="color:purple;">Poison</span> property magical damage by 2%. | ** For every level of '''{{#skill:5368}}''', it increases your <span style="color:red;">Fire</span> and <span style="color:purple;">Poison</span> property magical damage by 2%. | ||
** When equipped with '''Sorcerer Stone''' ('''Top'''), it increases '''{{#skill:5372}}''' and '''{{#skill:5373}}''' damage by 10%. | ** When equipped with '''Sorcerer Stone''' ('''Top'''), it increases '''{{#skill:5372}}''' and '''{{#skill:5373}}''' damage by 10%. | ||
| Line 3,427: | Line 3,458: | ||
!Card | !Card | ||
!Notes | !Notes | ||
|- style="height: | |- style="height:33em" | ||
|'''Upper''' | |'''Upper''' | ||
| <center> +12 to +14 {{#item:19136}} </center> | | <center> +12 to +14 {{#item:19136}} <br> or <br> +0 to +12 {{#item:19157}} </center> | ||
| | | | ||
*<small>{{#item:300377}}</small> | *<small>{{#item:300377}}</small> | ||
| Line 3,437: | Line 3,468: | ||
*<small>{{#item:4583}}</small> | *<small>{{#item:4583}}</small> | ||
| | | | ||
* | *'''Spirit of Chung E''' and '''Drooping Gunslinger''' are both [[Equipment Crafting#Jewy - Orbs of Survival, Survival Circlet, Heart Wings Hairband, Rosary's Necklace, Drooping Gunslinger|crafted]] from '''NPC Jewy''' {{#navi:m_crafting|47|109}}. | ||
* | *Spirit of Chung E can be enchanted by talking to '''NPC Slotty''' {{#navi:muh_market|144, 194}} at '''Market''' ('''@go 37'''). | ||
**For a list of possible enchants, refer to this [[Slotty|page]]. | **For a list of possible enchants, refer to this [[Slotty|page]]. | ||
*Even refines gives additional +1% increase drop rate; at +14 this headgear will give a total of '''7% increase drop rate'''. | *Even refines on Spirit of Chung E gives additional +1% increase drop rate; at +14 this headgear will give a total of '''7% increase drop rate'''. | ||
*For farming low to mid game dungeons, Spirit of Chung E can be used instead of {{#icon:400536}}{{#linkitem:400536|Time Dimensions Rune Crown (Elemental Master)}} and {{#icon:400724}}{{#linkitem:400724|Yorscalp Crown of Judgement}} when you have enough damage to OHKO the monsters. | *Drooping Gunslinger only gives 5% increase drop rate but it is easier to make and a much cheaper option when you can't craft nor buy Spirit of Chung E yet. | ||
*For farming low to mid game dungeons, Spirit of Chung E or Drooping Gunslinger can be used instead of {{#icon:400536}}{{#linkitem:400536|Time Dimensions Rune Crown (Elemental Master)}} and {{#icon:400724}}{{#linkitem:400724|Yorscalp Crown of Judgement}} when you have enough damage to OHKO the monsters. | |||
**Just be aware that when you use this headgear in place of your Time Dimension Rune Crown (TDRC) you will lose the ability to autocast '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>'''. Due to this, you will stick to your 4th job skills though without the autocasted Elemental Buster. | **Just be aware that when you use this headgear in place of your Time Dimension Rune Crown (TDRC) you will lose the ability to autocast '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>'''. Due to this, you will stick to your 4th job skills though without the autocasted Elemental Buster. | ||
*Wearing complete drop gears (total of 35%~37% increase drop rate) ''would still require'' you to wear an {{#icon:300377}}{{#linkitem:300377|(MVP) Ultra Limacina Card}} or switch your {{#icon:1001420}}{{#linkitem:1001420|Elemental Master Stone (Garment)}} + {{#icon:1000921}}{{#linkitem:1000921|Spell Stone (Dual)}} for a {{#icon:25170}}{{#linkitem:25170|Minor Casting Stone (Garment)}} + {{#icon:1000521}}{{#linkitem:1000521|Minor Casting Stone (Dual)}} and wear {{#icon:24747}}{{#linkitem:24747|Spell Caster Shadow Armor}} + {{#icon:24748}}{{#linkitem:24748|Spell Caster Shadow Shoes}} (both refined at +10) since you'll be left with only 0.5 second FCT reduction provided by {{#icon:1000672}}{{#linkitem:1000672|Sorcerer Stone (Top)}}. | *Wearing complete drop gears (total of 35%~37% increase drop rate) ''would still require'' you to wear an {{#icon:300377}}{{#linkitem:300377|(MVP) Ultra Limacina Card}}, summon https://static.divine-pride.net/images/skill/2459.png <span style="color:green;">Ventus</span> in her '''Passive Mode''' state, or switch your {{#icon:1001420}}{{#linkitem:1001420|Elemental Master Stone (Garment)}} + {{#icon:1000921}}{{#linkitem:1000921|Spell Stone (Dual)}} for a {{#icon:25170}}{{#linkitem:25170|Minor Casting Stone (Garment)}} + {{#icon:1000521}}{{#linkitem:1000521|Minor Casting Stone (Dual)}} and wear {{#icon:24747}}{{#linkitem:24747|Spell Caster Shadow Armor}} + {{#icon:24748}}{{#linkitem:24748|Spell Caster Shadow Shoes}} (both refined at +10) since you'll be left with only 0.5 second FCT reduction provided by {{#icon:1000672}}{{#linkitem:1000672|Sorcerer Stone (Top)}}. | ||
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*Obtained from [[Royal Hunting]] as one of the rewards from {{#item:9932}}. | *Obtained from [[Royal Hunting]] as one of the rewards from {{#item:9932}}. | ||
*A variety of drop rate shoes are available to choose from such as {{#item:22049}} and {{#item:22051}}. I just used Lian Shoes as top example since this shoes, in my opinion, gives slightly more utility than its other counterparts due to its '''decrease damage taken from <span style="color:gray;">Neutral</span> elemental attacks by 5%''' (i.e. Basic attacks). | *A variety of drop rate shoes are available to choose from such as {{#item:22049}} and {{#item:22051}}. I just used Lian Shoes as top example since this shoes, in my opinion, gives slightly more utility than its other counterparts due to its '''decrease damage taken from <span style="color:gray;">Neutral</span> elemental attacks by 5%''' (i.e. Basic attacks). | ||
*Losing the FCT reduction that {{#icon:470204}}{{#linkitem:470204|Moan of Corruption}} provides will require you to get other sources of FCT from items like {{#icon:25067}}{{#linkitem:25067|Cast Stone (Garment)}}, {{#icon:25170}}{{#linkitem:25170|Minor Casting Stone (Garment)}} + {{#icon:1000521}}{{#linkitem:1000521|Minor Casting Stone (Dual)}} and {{#icon:24747}}{{#linkitem:24747|Spell Caster Shadow Armor}} + {{#icon:24748}}{{#linkitem:24748|Spell Caster Shadow Shoes}} (both refined at +10) so you can instant cast all your skills which demand 1.5 seconds FCT in total. | *Losing the FCT reduction that {{#icon:470204}}{{#linkitem:470204|Moan of Corruption}} provides will require you to get other sources of FCT from items like {{#icon:25067}}{{#linkitem:25067|Cast Stone (Garment)}}, {{#icon:25170}}{{#linkitem:25170|Minor Casting Stone (Garment)}} + {{#icon:1000521}}{{#linkitem:1000521|Minor Casting Stone (Dual)}} and {{#icon:24747}}{{#linkitem:24747|Spell Caster Shadow Armor}} + {{#icon:24748}}{{#linkitem:24748|Spell Caster Shadow Shoes}} (both refined at +10), or summon https://static.divine-pride.net/images/skill/2459.png <span style="color:green;">Ventus</span> in her '''Passive Mode''' state so you can instant cast all your skills which demand 1.5 seconds FCT in total. | ||
|} | |} | ||
For a complete list of drop rate gears available in the server, follow the given link [[Increase item drop gears#Equipment that increases drop rate|here]]. | For a complete list of drop rate gears available in the server, follow the given link [[Increase item drop gears#Equipment that increases drop rate|here]]. | ||
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*Farmed and bought with {{#item:25223}}, convert {{#item:50000}} to Muh Point to buy from Cash Shop, or | *Farmed and bought with {{#item:25223}}, convert {{#item:50000}} to Muh Point to buy from Cash Shop, or redeem {{#item:50003}} to buy from Cash Shop. | ||
*Can be converted to 1 hr. version by '''NPC''' '''Nyang Time''' {{#navi:malangdo|208|161}} in '''Malangdo'''. | *Can be converted to 1 hr. version by '''NPC''' '''Nyang Time''' {{#navi:malangdo|208|161}} in '''Malangdo'''. | ||
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*Force Booster gives '''+5 All Traits''' and '''+10 S'''.'''MAtk'''. One of the consumables you'd surely want to always upkeep at all times. | *Force Booster gives '''+5 All Traits''' and '''+10 S'''.'''MAtk'''. One of the consumables you'd surely want to always upkeep at all times. | ||
*Convert {{#item:50000}} to Muh Point to buy from Cash Shop or | *Convert {{#item:50000}} to Muh Point to buy from Cash Shop or redeem {{#item:50003}} to buy from Cash Shop. | ||
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*Speed Booster is perfect for any builds and helps you survive and tank hits thru high FLEE. It gives '''+50 FLEE''' and flat '''+1 ASPD''', and increases your movement speed. | *Speed Booster is perfect for any builds and helps you survive and tank hits thru high FLEE. It gives '''+50 FLEE''' and flat '''+1 ASPD''', and increases your movement speed. | ||
*Convert {{#item:50000}} to Muh Point to buy from Cash Shop or | *Convert {{#item:50000}} to Muh Point to buy from Cash Shop or redeem {{#item:50003}} to buy from Cash Shop. | ||
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*Guyak will give +100% movement speed the same as a Geneticist's '''{{#skill:2478}}''' skill and our very own '''Lvl. 1''' '''{{#skill:2459}}''' on '''Lvl. 2 {{#skill:2456}}''' ('''Defensive Mode'''). | *Guyak will give +100% movement speed the same as a Geneticist's '''{{#skill:2478}}''' skill and our very own '''Lvl. 1''' '''{{#skill:2459}}''' on '''Lvl. 2 {{#skill:2456}}''' ('''Defensive Mode'''). | ||
*Always a must have every farming sessions. No exceptions. | *Always a must have every farming sessions. No exceptions. | ||
*Convert {{#item:50000}} to Muh Point to buy from Cash Shop or | *Convert {{#item:50000}} to Muh Point to buy from Cash Shop or redeem {{#item:50003}} to buy from Cash Shop. | ||
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*Like Guyak Pudding, Bubble Gum (BBG) is a must have every time you farm. BBG is basically free and using one will increase your farm rates so you could gain more zeny or use your resources to upgrade your equipment. | *Like Guyak Pudding, Bubble Gum (BBG) is a must have every time you farm. BBG is basically free and using one will increase your farm rates so you could gain more zeny or use your resources to upgrade your equipment. | ||
*Farmed and bought with {{#item:25223}}, convert {{#item:50000}} to Muh Point to buy from Cash Shop, or | *Farmed and bought with {{#item:25223}}, convert {{#item:50000}} to Muh Point to buy from Cash Shop, or redeem {{#item:50003}} to buy from Cash Shop. | ||
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*It gives +12 AGI and +10% ASPD. Perfect for high FLEE builds and for filling out any lacking ASPD in your build if any. | *It gives +12 AGI and +10% ASPD. Perfect for high FLEE builds and for filling out any lacking ASPD in your build if any. | ||
*Farmed and bought with {{#item:25223}}, convert {{#item:50000}} to Muh Point to buy from Cash Shop, or | *Farmed and bought with {{#item:25223}}, convert {{#item:50000}} to Muh Point to buy from Cash Shop, or redeem {{#item:50003}} to buy from Cash Shop. | ||
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*One of your most important consumable to upkeep when you play a '''{{#skill:2449}}''' build or you're still getting instant cast (IC) thru stats since it gives '''+10 INT''' and '''+10 DEX'''; if you play other builds or you get your IC thru VCT%, you may leave this one behind. | *One of your most important consumable to upkeep when you play a '''{{#skill:2449}}''' build or you're still getting instant cast (IC) thru stats since it gives '''+10 INT''' and '''+10 DEX'''; if you play other builds or you get your IC thru VCT%, you may leave this one behind. | ||
*Farmed and bought with {{#item:25223}}, convert {{#item:50000}} to Muh Point to buy from Cash Shop, or | *Farmed and bought with {{#item:25223}}, convert {{#item:50000}} to Muh Point to buy from Cash Shop, or redeem {{#item:50003}} to buy from Cash Shop. | ||
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In the third example, you will have three (3) <span style="color:red;">Fire</span> AoE skills that will benefit from your cards and modifiers focused on the <span style="color:red;">Fire</span> property. The Elemental Buster here is situational and you don't really have to cast it repeatedly as it will consume 15 AP each use. When a pack of mobs surrounds you that's when you use it. Conflagration can either be Venom Swamp or Lightning Land depending on your choice of element, but the main idea still remains that you will cast PW as soon as it's available to maximize its wide AoE. You can even throw in some '''{{#skill:6517}}''' if you so desire which is only fitting since both are psionic skills! I would like to call this build as '''Farming build''' as this build is realistically used for farming low to mid game dungeons such as [[Thanatos_Tower_Revamp|Thanatos Tower Flr. 12]], [[Niflheim|Niflheim 2]], [[Clock Tower Unknown Basement]], and [[Mjolnir Underground Cave]]. | In the third example, you will have three (3) <span style="color:red;">Fire</span> AoE skills that will benefit from your cards and modifiers focused on the <span style="color:red;">Fire</span> property. The Elemental Buster here is situational and you don't really have to cast it repeatedly as it will consume 15 AP each use. When a pack of mobs surrounds you that's when you use it. Conflagration can either be Venom Swamp or Lightning Land depending on your choice of element, but the main idea still remains that you will cast PW as soon as it's available to maximize its wide AoE. You can even throw in some '''{{#skill:6517}}''' if you so desire which is only fitting since both are psionic skills! I would like to call this build as '''Farming build''' as this build is realistically used for farming low to mid game dungeons such as [[Thanatos_Tower_Revamp|Thanatos Tower Flr. 12]], [[Niflheim#Level 2|Niflheim 2]], [[Clock Tower Unknown Basement]], and [[Mjolnir Underground Cave]]. | ||
For some endgame dungeons such as [[Forgotten Time]], [[Varmundt's Biosphere]], and [[Varmundt's Biosphere Depth]], it is finally possible to farm these three areas with Psychic Wave with much better efficiency since the arrival of the {{#icon:480351}}{{#linkitem:480351|Circulation of Life Autumn}} and {{#icon:490485}}{{#linkitem:490485|Signet of Circulation Autumn}}— (2) two new additions to the Hall of Life series equipment. For comparison, every time I would farm [[Varmundt%27s_Biosphere#Biosphere_Temple|Varmundt's Biosphere (Temple)]] I get significantly higher yields of '''850'''~'''950''' {{#icon:25731}}{{#linkitem:25731|Zeluniums}} and '''1050'''~'''1110''' {{#icon:25729}}{{#linkitem:25729|Shadowdecons}} than when I am using the usual autocast Elemental Buster build which I would only get '''700'''~'''750''' Zeluniums and '''900'''~'''950''' Shadowdecons; this upscaled performance is reasonably attributed to the fact that PW is a lingering DoT skill, has a wider AoE, and is easily more spammable which give you plenty of opportunities to cover more grounds and kill more mob. However for [[Varmundt's Biosphere Depth 2]], PW build falls flat and you're better off using your 4th job skills here. You don't really need to follow this build if it is not your cup of tea but if you're among those people who played the class as a Sorcerer in the past and played PW build like me; well, this is genuinely my love letter to them. As of today this is still my favorite build to play despite being here now in the 4th jobs era. I hope you'll consider this build and have fun with it just as I do. | For some endgame dungeons such as [[Forgotten Time]], [[Varmundt's Biosphere]], and [[Varmundt's Biosphere Depth]], it is finally possible to farm these three areas with Psychic Wave with much better efficiency since the arrival of the {{#icon:480351}}{{#linkitem:480351|Circulation of Life Autumn}} and {{#icon:490485}}{{#linkitem:490485|Signet of Circulation Autumn}}— (2) two new additions to the Hall of Life series equipment. For comparison, every time I would farm [[Varmundt%27s_Biosphere#Biosphere_Temple|Varmundt's Biosphere (Temple)]] I get significantly higher yields of '''850'''~'''950''' {{#icon:25731}}{{#linkitem:25731|Zeluniums}} and '''1050'''~'''1110''' {{#icon:25729}}{{#linkitem:25729|Shadowdecons}} than when I am using the usual autocast Elemental Buster build which I would only get '''700'''~'''750''' Zeluniums and '''900'''~'''950''' Shadowdecons; this upscaled performance is reasonably attributed to the fact that PW is a lingering DoT skill, has a wider AoE, and is easily more spammable which give you plenty of opportunities to cover more grounds and kill more mob. However for [[Varmundt's Biosphere Depth 2]], PW build falls flat and you're better off using your 4th job skills here. You don't really need to follow this build if it is not your cup of tea but if you're among those people who played the class as a Sorcerer in the past and played PW build like me; well, this is genuinely my love letter to them. As of today this is still my favorite build to play despite being here now in the 4th jobs era. I hope you'll consider this build and have fun with it just as I do. | ||
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Meanwhile, {{#item:400724}} and {{#item:470074}} are necessary for a PW build to wipe out monsters with the skill. The headgear will give the most damage boosts not only to PW itself but also to your 4th jobs skills (thanks to the 20% Size/Race/Element/Protocol modifiers of {{#icon:313427}}{{#linkitem:313427|Warrant of Bailiff}}when it gets activated), while the boots gives a total of +'''225 INT''' when its unique passive procs which drastically skyrockets PW's total damage. On the other hand, {{#item:400536}} and {{#item:470204}} are still great options as these two will evenly boost your total DPS with PW and your 4th job skills while also acting as alternative options for when you don't have Yorscalp Crown of Judgement just yet. Another headgear that you may wear is the {{#item:19483}} and this one is considerably cheaper to make than TDRC or Yorscalp. Temporal Circlet gives the second strongest damage per tick of PW next to Yorscalp so if you're looking for an early equipment boost to your PW, you might want to consider this headgear. | Meanwhile, {{#item:400724}} and {{#item:470074}} are necessary for a PW build to wipe out monsters with the skill. The headgear will give the most damage boosts not only to PW itself but also to your 4th jobs skills (thanks to the 20% Size/Race/Element/Protocol modifiers of {{#icon:313427}}{{#linkitem:313427|Warrant of Bailiff}}when it gets activated), while the boots gives a total of +'''225 INT''' when its unique passive procs which drastically skyrockets PW's total damage. On the other hand, {{#item:400536}} and {{#item:470204}} are still great options as these two will evenly boost your total DPS with PW and your 4th job skills while also acting as alternative options for when you don't have Yorscalp Crown of Judgement just yet. Another headgear that you may wear is the {{#item:19483}} and this one is considerably cheaper to make than TDRC or Yorscalp. Temporal Circlet gives the second strongest damage per tick of PW next to Yorscalp so if you're looking for an early equipment boost to your PW, you might want to consider this headgear. | ||
Since the implementation on 20 June 2025 of [https://forum.muhro.eu/d/3963-patch-notes-1168-20-june-2025 Patch #1168] which fixed all classes' skills involving their CD, ACD, FCT, and VCT requirements, an {{#icon:300377}}{{#linkitem:300377|(MVP) Ultra Limacina Card}} is now a must for PW build to be played to its best capacity, particularly with drop rate shoes. {{#icon:25420}}{{#linkitem:25420|Sorcerer Stone (Garment)}} can't be replaced with the combo {{#icon:25170}}{{#linkitem:25170|Minor Casting Stone (Garment)}} + {{#icon:1000521}}{{#linkitem:1000521|Minor Casting Stone (Dual)}} since the Sorcerer Stone (Garment) is needed to reduce PW's CD when paired with a {{#icon:25419}}{{#linkitem:25419|Professor Stone (Low)}}. When wearing drop rate shoes and you have no Ultra Limacina Card, you will now need to substitute it with either {{#icon:470094}}{{#linkitem:470094|Hero Boots-LT}} or {{#icon:470204}}{{#linkitem:470204|Moan of Corruption}} to achieve 1.5s FCT. Other options to supply the missing FCT include the combo of Thanatos Accessories consisting of {{#icon:490052}}{{#linkitem:490052|Sinful Sapphire Ring}} + {{#icon:490053}}{{#linkitem:490053|Sinful Sapphire Necklace}}(0.3s FCT), and {{#icon:490064}}{{#linkitem:490064|Brilliant Light Sapphire Ring}} + {{#icon:490065}}{{#linkitem:490065|Brilliant Light Sapphire Necklace}}(0.2s FCT), then wearing {{#icon:24747}}{{#linkitem:24747|Spell Caster Shadow Armor}} + {{#icon:24748}}{{#linkitem:24748|Spell Caster Shadow Shoes}} (0.3s FCT when both at +10). And though you will encounter a noticeable damage loss and minor but solvable instant cast problems with that set-up by losing key parts of your HoL set, it will still be good enough to let you farm low to mid game dungeons but not endgame dungeons anymore. | Since the implementation on 20 June 2025 of [https://forum.muhro.eu/d/3963-patch-notes-1168-20-june-2025 Patch #1168] which fixed all classes' skills involving their CD, ACD, FCT, and VCT requirements, an {{#icon:300377}}{{#linkitem:300377|(MVP) Ultra Limacina Card}} is now a must for PW build to be played to its best capacity, particularly with drop rate shoes. {{#icon:25420}}{{#linkitem:25420|Sorcerer Stone (Garment)}} can't be replaced with the combo {{#icon:25170}}{{#linkitem:25170|Minor Casting Stone (Garment)}} + {{#icon:1000521}}{{#linkitem:1000521|Minor Casting Stone (Dual)}} since the Sorcerer Stone (Garment) is needed to reduce PW's CD when paired with a {{#icon:25419}}{{#linkitem:25419|Professor Stone (Low)}}. | ||
You have three (3) options to choose from where you can get 1.5 seconds fixed cast time (FCT) reduction, each with their own drawbacks: | |||
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{| style="background: #FAFAFA; width: 96.7%; outline: 2px dashed lightgrey; border:2px; border-style: dashed; outline-offset: -6px; border: 2px dashed lightgrey; padding:15px"; border-color: lightgrey;" | |||
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# Call forth https://static.divine-pride.net/images/skill/2459.png <span style="color:green;">Ventus</span> and summon her in any of her [[The Complete Elemental Master Guide by Goldie#Elementals|three forms]] (Child, Adolescent, & Adult) and place her in '''Passive Mode''' using '''Level 1 {{#skill:2456}}''' to get an instant 1 second FCT and +5 ASPD. I prefer to use her Adult form in this case since Adult <span style="color:green;">Ventus</span> gets longer duration (20 minutes) than her younger counterparts (10 or 15 minutes) and you can use <span style="color:gray;">Neutral</span> PW. On the other hand, Adolescent form when placed in Passive Mode will forcibly endow your PW to the <span style="color:green;">Wind</span> element and you may use this form if <span style="color:gray;">Neutral</span> element is not suitable in the dungeon you're farming; while Child form is just cheaper on the catalyst cost. The only drawback to this option is you cannot use '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' nor endow your PW to either <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:brown;">Earth</span> or <span style="color:purple;">Poison</span> element, but these are just small prices to pay so you can cycle your 4th job DoT skills and still have the capability to wear drop rate shoes and even {{#item:19136}}. | |||
# When wearing drop rate shoes and you have no Ultra Limacina Card, you will now need to substitute it with either {{#icon:470094}}{{#linkitem:470094|Hero Boots-LT}} or {{#icon:470204}}{{#linkitem:470204|Moan of Corruption}} to achieve 1.5s FCT. Hero Boots-LT is your closest choice that gives a good balance of damage and utility since it gives 1 second FCT when it's Grade A and refined to +13 and when the {{#icon:310911}}{{#linkitem:310911|Knowledge of Wise Man}}enchant procs it will give +'''100 INT'''. | |||
# Other options to supply the missing FCT include the combo of Thanatos Accessories consisting of {{#icon:490052}}{{#linkitem:490052|Sinful Sapphire Ring}} + {{#icon:490053}}{{#linkitem:490053|Sinful Sapphire Necklace}}(0.3s FCT), and {{#icon:490064}}{{#linkitem:490064|Brilliant Light Sapphire Ring}} + {{#icon:490065}}{{#linkitem:490065|Brilliant Light Sapphire Necklace}}(0.2s FCT), then wearing {{#icon:24747}}{{#linkitem:24747|Spell Caster Shadow Armor}} + {{#icon:24748}}{{#linkitem:24748|Spell Caster Shadow Shoes}} (0.3s FCT when both at +10). And though you will encounter a noticeable damage loss and minor but solvable instant cast problems with that set-up by losing key parts of your HoL set, it will still be good enough to let you farm low to mid game dungeons but not endgame dungeons anymore. | |||
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</center> | |||
As the three options are listed according to their importance and tested effectiveness, my go-to choice in the absence of an Ultra Limacina Card will always be the first one because even though it doesn't allow me to cast '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' and endow '''{{#skill:2449}}''' to other elements, it still gives me the ability to cycle my 4th job skills and wear drop rate shoes/headgear. The main idea behind this build anyway is to spam PW as much as possible in any given time and doesn't revolve around Elemental Buster. Just make sure you wear your [[The Complete Elemental Master Guide by Goldie#Tank Gears|tank gears]] when summoning <span style="color:green;">Ventus</span> so she doesn't die that often and then give yourself a minute or two of allowance before attempting to resummon her. Resummon <span style="color:green;">Ventus</span> while she's still active and on Passive Mode so you can capitalize on that 1 second FCT for faster summoning. | |||
==== | ==== Shadow Gears ==== | ||
{| class="wikitable mw-collapsible mw-collapsed" style="width: | {| class="wikitable mw-collapsible mw-collapsed" style="width:85%;" | ||
!Type | !Type | ||
!Item | !Item | ||
!Notes | !Enchants and Notes | ||
|- | |- style="height:19em" | ||
|''' | |'''Shadow Armor''' | ||
| {{# | | align="center" | +10 {{#item:24764}} <br> or <br> +10 {{#item:24554}} <br> or <br> +10 {{#item:1270001}} | ||
| | | | ||
* | * Among the three Shadow Armors, '''Lord Bearer's Shadow Armor''' is the preferred Shadow Gear when farming with Psychic Wave. | ||
|- | * '''Lord Bearer's Shadow Armor''' and '''Sorcery Master Shadow Armor''' can be enchanted with {{#item:101177}} or {{#item:101264}}. | ||
|''' | ** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | ||
| {{# | ** '''2nd line''': SPL + 5. | ||
* '''Psychic Shadow Armor''' can be enchanted using {{#item:100208}}. | |||
** Enchanted with MAtk + 3%. | |||
* '''Lord Bearer's Shadow Armor''' will combo with {{#icon:24763}}{{#linkitem:24763|Lord Bearer's Shadow Shoes}} to give you a permanent '''{{#skill:8}}''' effect and some MaxHP% + 25%. | |||
|- style="height:19em" | |||
|'''Shadow Weapon''' | |||
| align="center" | +10 {{#item:24736}} <br> or <br> +10 {{#item:24792}} | |||
| | | | ||
* | * Between the two Shadow Weapons, '''Clever Shadow Weapon''' is the preferred Shadow Gear to partner with the Lord Bearer's set when farming with Psychic Wave. | ||
|- | * '''Clever Shadow Weapon''' can be enchanted with {{#item:101177}} or {{#item:101264}}. | ||
|''' | ** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | ||
| {{# | ** '''2nd line''': SPL + 5. | ||
* '''Master Shadow Weapon''' can be enchanted with {{#item:1001253}} by talking to '''NPC Azzam the Lucky''' {{#navi:grademk|47|181}} in the '''Equipment Enhancement Room''' (@go 50). | |||
** '''3rd slot''': {{#item:312192}}. | |||
** '''4th slot''': {{#item:4714}}. | |||
|- style="height:23em" | |||
|'''Shadow Shield''' | |||
| align="center" | +10 {{#item:24737}}<br> or <br> +10 {{#item:24555}} <br> or <br> +10 {{#item:24793}} | |||
| | | | ||
* | * Among the three Shadow Shields, '''Clever Shadow Shield''' is the preferred Shadow Gear to partner with the Lord Bearer's set when farming with Psychic Wave. | ||
|- | * '''Clever Shadow Shield''' can be enchanted with {{#item:101177}} or {{#item:101264}}. | ||
|''' | ** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | ||
| {{# | ** '''2nd line''': SPL + 5. | ||
* '''Psychic Shadow Shield''' can be enchanted using {{#item:100208}}. | |||
** Enchanted with MAtk + 3%. | |||
* '''Master Shadow Shield''' can be enchanted with {{#item:1001253}} by talking to '''NPC Azzam the Lucky''' {{#navi:grademk|47|181}} in the '''Equipment Enhancement Room''' (@go 50). | |||
** '''3rd slot''': {{#item:312192}}. | |||
** '''4th slot''': {{#item:4714}}. | |||
|- style="height:19em" | |||
|'''Shadow Shoe''' | |||
| align="center" | +10 {{#item:24763}}<br> or <br> +10 {{#item:24556}} <br> or <br> +10 {{#item:1270002}} | |||
| | | | ||
* | * Among the three Shadow Shoes, '''Lord Bearer's Shadow Shoes''' is the preferred Shadow Gear when farming with Psychic Wave. | ||
** ''' | * '''Lord Bearer's Shadow Shoes''' and '''Sorcery Master Shadow Shoes''' can be enchanted with {{#item:101177}} or {{#item:101264}}. | ||
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | |||
** ''' | ** '''2nd line''': SPL + 5. | ||
| | * '''Psychic Shadow Shoes''' can be enchanted using {{#item:100208}}. | ||
** Enchanted with MAtk + 3%. | |||
* '''Lord Bearer's Shadow Shoes''' will combo with {{#icon:24764}}{{#linkitem:24764|Lord Bearer's Shadow Armor}} to give you a permanent '''{{#skill:8}}''' effect and some MaxHP% + 25%. | |||
|- style="height:12.5em" | |||
|'''Shadow Earring (Right)''' | |||
| align="center" | +10 {{#item:24665}} <br> or <br> +10 {{#item:1270003}} | |||
| | |||
* Between the two Shadow Earrings, '''Full Tempest Shadow Earring''' is the preferred Shadow Gear to partner with the Lord Bearer's and Psychic Shadow sets when farming with Psychic Wave. | |||
* '''Full Tempest Shadow Earring''' and '''Sorcery Master Shadow Earring''' can be enchanted with {{#item:101177}} or {{#item:101264}}. | |||
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | |||
** '''2nd line''': SPL + 5. | |||
|- style="height:12.5em" | |||
|'''Shadow Pendant (Left)''' | |||
| align="center" | +10 {{#item:24668}} <br> or <br> +10 {{#item:1270004}} | |||
| | |||
* Between the two Shadow Pendants, '''Full Tempest Shadow Pendant''' is the preferred Shadow Gear to partner with the Lord Bearer's and Psychic Shadow sets when farming with Psychic Wave. | |||
* '''Full Tempest Shadow Pendant''' and '''Sorcery Master Shadow Earring''' can be enchanted with {{#item:101177}} or {{#item:101264}}. | |||
** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | |||
** '''2nd line''': SPL + 5. | |||
|} | |||
I've always viewed Psychic Wave as more of a Farming build and less as a core DPS build which is why any pieces of gears that will make PW optimal and comfortable for farming will be chosen over damage once you can one-hit to two-hit knockout monsters with the skill. | |||
For starters, the [[Shadow_Gear#Eno_(A-H)|Lord Bearer's set]] comprising of {{#icon:24764}}{{#linkitem:24764|Lord Bearer's Shadow Armor}}+ {{#icon:24763}}{{#linkitem:24763|Lord Bearer's Shadow Shoes}}is preferably chosen over Psychic Shadows and Sorcery Master Shadows due to the Lord Bearer's undeniable utility in the form of permanent '''{{#skill:8}}''' effect. By having unlimited Endure, you can never be flinched by normal physical attacks of monsters which will make your farming more efficient and smooth. When opting for higher damage per tick of PW, decently enchanted '''Clever Shadow Gears''' will give slightly more damage than '''Magical Spell Shadow Gears''' since PW does not scale directly with SPL unlike your 4th job skills; and while SPL grants some StatusMAtk which PW can benefit from, the MAtk% from the Clever Shadow Gears bears more weight and value for PW. Additionally, Magical Spell needs to pair with '''Full Spell Shadow Gears''' to maximize its shared bonuses and using the Lord Bearer's set will occupy the armor and shoe slots. | |||
However if you're still lacking in the damage department, '''Psychic Shadow Gears''' will give out the highest damage output ''per tick'' of PW against zero to low MRes monsters while '''Sorcery Master Shadow Gears''' are for overall DPS and against high MRes monsters. Sorcery Master Shadow Gears are also incredibly expensive to make so when in need of more damage just stick with Psychic Shadow Gears or the combination of Full Spell Shadow + Magical Spell Shadow which were once your [[The Complete Elemental Master Guide by Goldie#Shadow Gears 2|transitory gears]] from your autocast Elemental Buster build that can still serve their purpose. | |||
==== Costume Enchant Stones ==== | |||
{| class="wikitable mw-collapsible mw-collapsed" style="width:64%;" | |||
==== | !Type | ||
{| class="wikitable mw-collapsible mw-collapsed" style="width: | !Item | ||
! | !Stone | ||
! | |||
!Notes | !Notes | ||
|- | |- style=height:7em | ||
|'''Upper Costume''' | |||
| | | {{#icon:19602}} Any Upper Costume of your liking | ||
| | | | ||
* | <small> | ||
* {{#item:1000672}} | |||
</small> | |||
| | | | ||
* | * '''Sorcerer Stone''' ('''Top''') is needed for more FCT reduction to easily reach 1.5 seconds so you could cycle your 4th jobs AoE skills and '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' too. | ||
|- style=height:7em | |||
|- | |'''Middle Costume''' | ||
| {{#icon:19603}} Any Middle Costume of your liking | |||
| | |||
| | | | ||
* VIT is needed for more health and survivability. | <small> | ||
* Spell Fist is in melee range so you'd want to take as much VIT as you can to last longer in battle. | * {{#item:1000673}} | ||
</small> | |||
| | |||
* '''Sorcerer Stone''' ('''Mid''') is used for more PW damage and VCT% to help with instant casting. | |||
|- style=height:7em | |||
|'''Lower Costume''' | |||
| {{#icon:19604}} Any Lower Costume of your liking | |||
| | |||
<small> | |||
* {{#item:25419}} | |||
</small> | |||
| | |||
* '''Professor Stone''' ('''Low''') will combo with the Sorcerer Garment Stone to reduce PW's cooldown by 2 seconds. | |||
|- style=height:12em | |||
|'''Garment Costume''' | |||
| {{#icon:20506}} Any Garment Costume of your liking | |||
| | |||
<small> | |||
* {{#item:25420}} | |||
* {{#item:1000675}} | |||
* {{#item:1000921}} | |||
</small> | |||
| | |||
* '''Sorcerer Stone''' ('''Garment''') gives PW modifiers and combos with Professor Stone (Low) to reduce PW's CD. | |||
* '''Reload Stone''' ('''Dual''') for ACD% for a fluid skill rotation. | |||
* '''Spell Stone''' ('''Dual''') for damage. | |||
|} | |||
The enchant stones that give PW modifiers are {{#item:25417}} when paired with the {{#item:25420}}, {{#item:1000673}}, and the Garment stone itself. The combo that will reduce PW's CD is the {{#item:25419}} and Garment stone. | |||
=== Spell Fist === | |||
If you're looking to spice things up and wanting a different flavor in your builds, then well maybe '''{{#skill:2445}}''' is the build you're looking for! This build is more of a 'for fun' build and you can never expect it to keep up with the meta build now for Elemental Master. EMs are flexible with their choices of elements, they use all of their elemental AoEs in a skill rotation, and even their own ultimate can be endowed. But if you want to bonk monsters to death with the power of knowledge then this section of the guide is for you! Spell Fist won't be getting gear progression stages though as I expect that by the time you invest on this fun build, you're already done with your main build as you should be. | |||
Spell Fist build hasn't changed that much since its implementation during the 3rd job era. It's only gotten stronger like most skills that came with it and before it due to the 4th job traits. Spell Fist gameplay remains the same wherein you'll need to aim and cast your chosen elemental bolt skill first on a target then immediately apply Spell Fist. Though for the 4th jobs skill tree, it's gotten a blink skill in the form of '''{{#skill:6517}}''' which made farming as a Spell Fist EM much tolerable. All of our High Elementals on Passive Mode also complements Spell Fist. When in Passive Mode, your bolt skills corresponding to the summoned High Elementals receives increased base damage by adding a value of 400% on their base MAtk%. For example, if a '''Level 1''' '''{{#skill:19}}''' skill does 100% <span style="color:red;">Fire</span> property magical damage per hit/bolt, this would translate to 1000% at '''Level 10'''—effectively 5000% (100% + 400% x Skill Lv.10) with Passive Mode; on top of that, you will also have a chance to autocast the highest level learned of that bolt skill. And that's the extent of what's improved with Spell Fist so far; most of the 4th job skills complement the caster build of an EM. | |||
I've tried Spell Fist too and built the gears needed to "make it work" but it's still haunted by the curse of being in melee range and lack of wide AoE making it hard to use while farming. Its main source of damage will be coming from outdated 1st Job Mage skills with the likes of '''{{#skill:19}}''', '''{{#skill:14}}''', and '''{{#skill:20}}''' and even though these skills will get supplemented by your '''{{#skill:279}}''' and '''{{#skill:482}}''' skills it still won't be enough as the elemental bolts don't scale with your base level and their MAtk% is comparably lower than your 4th Job or even your 3rd Job skills. There are little to none existing equipment that give Spell Fist modifier too besides the {{#icon:18793}}{{#linkitem:118793|Sorc Night Cap}}, which gets outshined by {{#icon:400662}}{{#linkitem:400662|Furious Crown (Elemental Master)}} that lets you autocast the 4th Job skill '''{{#skill:5373}}''' when paired with {{#icon:540091}}{{#linkitem:540091|Furious Grimoire}}. It's also discouraging to use strong garment cards like {{#icon:27362}}{{#linkitem:27362|(MVP) Polluted Spider Queen Card}} because of its side effect of you receiving more damage against all properties. With all that being said, I advise you to play this build for fun and if and only if you really know what you're going into. It'll always going to have that charm as being a unique build to play. | |||
==== Stats ==== | |||
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;" | |||
!Stat | |||
!Point | |||
!Notes | |||
|- | |||
!STR | |||
| align="center" |1 or 100+ | |||
| | |||
* If you need more carrying capacity, put more pts. into STR though with the recent QoL implemented that made it possible to use {{#item:6286}}twenty (20) times instead of the usual ten (10), you may find yourself no longer needing as much STR. | |||
|- | |||
!AGI | |||
| align="center" |130 | |||
| | |||
* AGI is needed for high Flee and high ASPD. | |||
* Spell Fist needs max ASPD of 193 so you can spam all your bolt skills and magic-infused melee attacks. | |||
|- | |||
!VIT | |||
| align="center" |110 | |||
| | |||
* VIT is needed for more health and survivability. | |||
* Spell Fist is in melee range so you'd want to take as much VIT as you can to last longer in battle. | |||
|- | |- | ||
!INT | !INT | ||
| Line 5,252: | Line 5,388: | ||
*Needs to be [[Furious Equipment#Elemental Master|crafted]]. '''Crafter NPC Angry Beetle''' {{#navi:jor_back2|167|232}} is located at the outskirts of Ice Castle. | *Needs to be [[Furious Equipment#Elemental Master|crafted]]. '''Crafter NPC Angry Beetle''' {{#navi:jor_back2|167|232}} is located at the outskirts of Ice Castle. | ||
*Enchanted with {{#item:29073}} and {{#item:313134}}. | *Enchanted with {{#item:29073}} and {{#item:313134}}. | ||
|- style=height: | |- style=height:9em | ||
| Middle | | Middle | ||
| align="center" |{{#item:410233}} | | align="center" |{{#item:410233}} | ||
| | | | ||
<small> | <small> | ||
*{{#item: | *{{#item:4556}} | ||
*{{#item:4583}} | *{{#item:4583}} | ||
</small> | </small> | ||
| Line 5,265: | Line 5,399: | ||
* Enchanted with any of the following: | * Enchanted with any of the following: | ||
** MAtk + 5% & MAtk + 5% | ** MAtk + 5% & MAtk + 5% | ||
** | ** S.MAtk + 5 & S.MAtk + 5 | ||
** All property magical damage + 5% & All property magical damage + 5% | |||
|- | |- | ||
| Low | | Low | ||
| Line 5,388: | Line 5,523: | ||
And the best element to focus on this build is <span style="color:blue;">Water</span> because you can maximize the skill '''{{#skill:286}}''' since <span style="color:brown;">Earth</span> doesn't get any elemental floor buffs and '''{{#skill:90}}''' doesn't work with Spell Fist since it's not considered a bolt skill unfortunately. <span style="color:red;">Fire</span> is supposedly strong too but the Furious set doesn't allow us to autocast '''{{#skill:5372}}'''. Those are the key reasons why you should focus more on <span style="color:blue;">Water</span> but if you need to switch elements to <span style="color:red;">Fire</span> or <span style="color:green;">Wind</span> for more coverage you may still do so. | And the best element to focus on this build is <span style="color:blue;">Water</span> because you can maximize the skill '''{{#skill:286}}''' since <span style="color:brown;">Earth</span> doesn't get any elemental floor buffs and '''{{#skill:90}}''' doesn't work with Spell Fist since it's not considered a bolt skill unfortunately. <span style="color:red;">Fire</span> is supposedly strong too but the Furious set doesn't allow us to autocast '''{{#skill:5372}}'''. Those are the key reasons why you should focus more on <span style="color:blue;">Water</span> but if you need to switch elements to <span style="color:red;">Fire</span> or <span style="color:green;">Wind</span> for more coverage you may still do so. | ||
=== | ==== Shadow Gears ==== | ||
{| class="wikitable mw-collapsible mw-collapsed" style="width:85%;" | |||
{| class="wikitable" style=" | !Type | ||
|- | !Item | ||
| | !Enchants and Notes | ||
|- style="height:14em" | |||
|'''Shadow Armor''' | |||
| align="center" | +10 {{#item:1270001}} <br> or <br> +10 {{#item:24883}} | |||
| | | | ||
* If you need more carrying capacity, put more pts. into STR though with the recent QoL implemented that made it possible to use {{#item:6286}}20 times instead of the usual 10, you may find yourself no longer needing as much STR. | * Between the two Shadow Armors, '''Sorcery Master Shadow Armor''' is your endgame Shadow Gear for Spell Fist that is part of the [[Shadow Gear#Special Master Shadow Gear|Special Master Shadow Gear]] line. | ||
|- | * '''Sorcery Master Shadow Armor''' can be enchanted with {{#item:101177}} or {{#item:101264}}. | ||
!AGI | ** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | ||
| align="center" |130 | ** '''2nd line''': SPL + 5. | ||
| | * '''Full Spell Shadow Armor''' enchanted with {{#item:312664}} and {{#item:4712}} ''or'' {{#item:4732}}. | ||
* AGI is needed for high FLEE and high ASPD. | |- style="height:19em" | ||
|- | |'''Shadow Weapon''' | ||
!VIT | | align="center" | +10 {{#item:24792}} <br> or <br> +10 {{#item:24753}} | ||
| align="center" |130 | | | ||
| | * Between the two Shadow Weapons, '''Master Shadow Weapon''' is your endgame Shadow Gear for Spell Fist that is part of the [[Shadow Gear#Special Master Shadow Gear|Special Master Shadow Gear]] line. | ||
* VIT is needed for more health and survivability. | * '''Master Shadow Weapon''' can be enchanted with {{#item:1001253}} by talking to '''NPC Azzam the Lucky''' {{#navi:grademk|47|181}} in the '''Equipment Enhancement Room''' (@go 50). | ||
|- | ** '''3rd slot''': {{#item:312192}}. | ||
!INT | ** '''4th slot''': {{#item:4714}} ''or'' {{#item:4734}}. | ||
| align="center" |55 | * '''Magical Spell Shadow Weapon''' can be enchanted with {{#item:101177}} or {{#item:101264}}. | ||
| | ** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | ||
* Put leftover pts. to INT for some MaxSP%. | ** '''2nd line''': SPL + 5. | ||
* The SoftMDef it provides won't help anymore in reducing any of Betelgeuse's magical attacks or skills further. | |- style="height:19em" | ||
|- | |'''Shadow Shield''' | ||
!DEX | | align="center" | +10 {{#item:24793}} <br> or <br> +10 {{#item:24754}} | ||
| align="center" |0 | | | ||
| | * Between the two Shadow Shields, '''Master Shadow Shield''' is your endgame Shadow Gear for Spell Fist that is part of the [[Shadow Gear#Special Master Shadow Gear|Special Master Shadow Gear]] line. | ||
* DEX isn't needed if you're going to get your instant cast from gears. | * '''Master Shadow Shield''' can be enchanted with {{#item:1001253}} by talking to '''NPC Azzam the Lucky''' {{#navi:grademk|47|181}} in the '''Equipment Enhancement Room''' (@go 50). | ||
|- | ** '''3rd slot''': {{#item:312192}}. | ||
!LUK | ** '''4th slot''': {{#item:4714}} ''or'' {{#item:4734}}. | ||
| align="center" |120 | * '''Magical Spell Shadow Shield''' can be enchanted with {{#item:101177}} or {{#item:101264}}. | ||
| | ** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | ||
* Put at least 100 pts. or more into LUK for Curse immunity. | ** '''2nd line''': SPL + 5. | ||
* It gives +1 FLEE every 5 pts. and +1 Perfect Dodge every 10 pts. | |- style="height:14em" | ||
|} | |'''Shadow Shoe''' | ||
| align="center" | +10 {{#item:1270002}} <br> or <br> +10 {{#item:24884}} | |||
==== Traits ==== | | | ||
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;" | * Between the two Shadow Shoes, '''Sorcery Master Shadow Shoes''' is your endgame Shadow Gear for Spell Fist that is part of the [[Shadow Gear#Special Master Shadow Gear|Special Master Shadow Gear]] line. | ||
!Traits | * '''Sorcery Master Shadow Shoes''' can be enchanted with {{#item:101177}} or {{#item:101264}}. | ||
!Point | ** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | ||
!Notes | ** '''2nd line''': SPL + 5. | ||
|- | * '''Full Spell Shadow Shoes''' enchanted with {{#item:312664}} and {{#item:4712}}''or'' {{#item:4732}}. | ||
!POW | |- style="height:12.5em" | ||
| align="center" |0 | |'''Shadow Earring (Right)''' | ||
|N/A | | align="center" | +10 {{#item:1270003}} <br> or <br> +10 {{#item:24665}} | ||
|- | | | ||
!STA | * Between the two Shadow Earrings, '''Sorcery Master Shadow Earring''' is your endgame Shadow Gear for Spell Fist that is part of the [[Shadow Gear#Special Master Shadow Gear|Special Master Shadow Gear]] line. | ||
| align="center" |72 | * '''Sorcery Master Shadow Earring''' and '''Full Tempest Shadow Earring''' can be enchanted with {{#item:101177}} or {{#item:101264}}. | ||
| | ** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | ||
* With 100% Dragon resist, STA won't help reduce any of Betelgeuse's physical attacks or skills ('''not even the fixed 10k physical damage''') so just place whatever leftover points you have here. | ** '''2nd line''': SPL + 5. | ||
|- | |- style="height:12.5em" | ||
!WIS | |'''Shadow Pendant (Left)''' | ||
| align="center" |110 | | align="center" | +10 {{#item:1270004}} <br> or <br> +10 {{#item:24668}} | ||
| | | | ||
* With 100% Dragon resist, WIS won't help reduce any of Betelgeuse's magical attacks or skills further. | * Between the two Shadow Pendants, '''Sorcery Master Shadow Pendant''' is your endgame Shadow Gear for Spell Fist that is part of the [[Shadow Gear#Special Master Shadow Gear|Special Master Shadow Gear]] line. | ||
* The 2nd and 3rd Phase's traps' damage are also irreducible so just place whatever leftover points you have here. | * '''Sorcery Master Shadow Earring''' and '''Full Tempest Shadow Pendant''' can be enchanted with {{#item:101177}} or {{#item:101264}}. | ||
|- | ** '''1st line''': MAtk% + 1~3% or All property magical damage + 1~5%. | ||
!SPL | ** '''2nd line''': SPL + 5. | ||
| align="center" |0 | |} | ||
| | The choice of Shadow Gears for Spell Fist is almost identical to Psychic Wave's, but in Spell Fist's case we want to maximize the highest possible damage output; hence, we will use either '''Sorcery Master Shadow Gears''' or '''Full Spell''' + '''Magical Spell Shadow Gears''', with Sorcery Master Shadow as the strongest one. | ||
* N/A | |||
|- | The [[Shadow_Gear#Advanced|Skill Master Shadow Gears]] {{#item:1270119}} + {{#item:1270120}} for Diamond Storm and {{#item:1270121}} + {{#item:1270122}} for Terra Drive are not included here because even though we will autocast these two 4th job skills, they are not the main highlights of Spell Fist. You have multitudes of autocasted elemental bolt skills and melee magical attacks that scale with your bolts as your main sources of damage for Spell Fist and funneling all the modifiers to them will give you better damage output with a Spell Fist build. | ||
!CON | |||
| align="center" |110 | ==== Costume Enchant Stones ==== | ||
| | {| class="wikitable mw-collapsible mw-collapsed" style="width:70%;" | ||
* Max out CON; it's the only trait that is useful against tanking Betelgeuse's hits thru high FLEE or dodging since it gives +2 FLEE for every 1 pt. of CON. | !Type | ||
|- | !Item | ||
!Stone | |||
!Notes | |||
|- style=height:8em | |||
|'''Upper Costume''' | |||
| {{#icon:19602}} Any Upper Costume of your liking | |||
| | |||
<small> | |||
* {{#item:25417}} | |||
</small> | |||
| | |||
* '''Professor Stone''' ('''Top''') gives 10% ASPD when a '''Level 10 {{#skill:274}}''' is learned. | |||
|- style=height:9em | |||
|'''Middle Costume''' | |||
| {{#icon:19603}} Any Middle Costume of your liking | |||
| | |||
<small> | |||
* {{#item:25803}} | |||
</small> | |||
| | |||
* '''Professor Stone II''' ('''Mid''') gives 20% '''{{#skill:19}}''', '''{{#skill:14}}''', and '''{{#skill:20}}''' skill modifiers for a stronger melee magical damage converted by '''{{#skill:2445}}'''. | |||
|- style=height:8em | |||
|'''Lower Costume''' | |||
| {{#icon:19604}} Any Lower Costume of your liking | |||
| | |||
<small> | |||
* {{#item:25419}} | |||
</small> | |||
| | |||
* '''Professor Stone''' ('''Low''') gives 20% '''{{#skill:19}}''', '''{{#skill:14}}''', and '''{{#skill:20}}''' skill modifiers for a stronger melee magical damage converted by '''{{#skill:2445}}'''. | |||
|- style=height:16em | |||
|'''Garment Costume''' | |||
| {{#icon:20506}} Any Garment Costume of your liking | |||
| | |||
<small> | |||
* {{#item:25302}} | |||
* {{#item:1000921}} | |||
* {{#item:1000520}} | |||
</small> | |||
| | |||
* '''Double Attack Stone''' ('''Garment''') grants you the ability to learn the Thief skill '''{{#skill:48}}'''. | |||
** With a 21% proc chance, this stone makes it possible for you to land your melee magical attacks twice. | |||
** More hits in your arsenal also means more chances for you to proc your autocast bolt skills and 4th job skills from Furious set. | |||
* '''Spell Stone''' ('''Dual''') for damage. | |||
* '''ASPD Stone''' ('''Dual''') is an option if you lack ASPD. | |||
|} | |||
The enchant stones that give elemental bolt modifiers are {{#item:25803}} and {{#item:25419}}. The {{#item:25302}} complements well with Spell Fist and gives you more chances to land your melee magical auto attacks more than once. | |||
=== Dragon Tank === | |||
<div style="display:inline-table; vertical-align:top; float:right;"> | |||
{| class="wikitable" style="margin: 0 auto;" | |||
|- {| class="gif-player" | |||
| colspan=5 | <center> {{#mob:20994}} </center> | |||
|} | |||
</div> | |||
Remember when I told you Elemental Master is a versatile class? That's because it's actually the best tank to use against '''Betelgeuse''' from [[Constellation Tower]]. The class with its passive '''{{#skill:284}}''' from the Sage branch gives it an inherent +'''20% resistance against Dragon races''' such as Betelgeuse, making it possible for the class to reach '''100% Dragon resistance''' when combined with other gears with more Dragon resistances. You may follow most of this section's tank build against [[Alice_Twisted_Madness#Monsters|Alice Twisted Madness]]' Jabberwocky as him and Betelgeuse are both Dragons, but I cannot guarantee that the execution of your skills will be the same for both MVPs as they have their own separate mechanics. | |||
Upon reaching 100% Dragon resistance, most of Betelgeuse's attacks and skills will only deal "1" damage or will be registered as "1-1-1-1" damage to your EM Tank, and increasing your defensive values further in RES, MRes, DEF, and MDef won't make a difference anymore. On another note, Betelgeuse inflicts a "'''fixed amount of physical damage'''" unto you with a value of '''10''','''000''' that is only reducible by '''{{#skill:404}}'''. It comes in '''two''' ('''2''') '''forms''': '''1st one''' is a series of attacks wherein <u>only the first and initial hit</u> would inflict that 10k to you; '''2nd one''', called as https://static.divine-pride.net/images/skill/653.png '''Killing Aura''', is a DoT attack that reduces your HP by 10k on certain intervals while you're inside his circle. General physical defensive stats like RES and DEF can't reduce these values and not even your own '''{{#skill:157}}''' decreases it. However, building more HP values (eg. MaxHP or MaxHP%) would indirectly decrease the value of that 10k and placing Wall of Fogs underneath you would further cut down its value by only inflicting 75% of that 10k and thus it will only deal 7,500 damage to you; plus an added 75% chance for those hits and Betelgeuse's '''{{#skill:2217}}''' to miss. Be mindful on the proper placement of your Wall of Fogs because if Betelgeuse is standing on it your allies that attack with targeted skills will have a shared chance for theirs to miss. | |||
Besides Betelgeuse, there are also moving traps during the 2nd and 3rd Phases of the fight. When you go near and touch any of the traps, it will inflict damage to you according to your MaxHP% ''in variance''. The '''2nd Phase traps''' take out about 80%~85% of your MaxHP, while the '''3rd Phase traps''' take out about 75%~80% of your MaxHP. Like Betel's "fixed 10k damage", the traps' damage are irreducible by elemental resistances (i.e. <span style="color:blue;">Water</span>/<span style="color:red;">Fire</span> Armor or {{#icon:12119}}{{#linkitem:12119|Coldproof Potion}}/{{#icon:12118}}{{#linkitem:12118|Fireproof Potion}}), defensive stats, Energy Coat, and even Wall of Fog; Land Protector won't also protect you against them. The traps also have a small chance to instantly kill you and it will not matter whether you're the tank or the DPS. | |||
Now, you may cast '''{{#skill:288}}''' underneath your party to cancel Betelgeuse's '''{{#skill:2213}}''' and '''{{#skill:83}}s''', but if you have a magical DPS such as EM and AM that have ground AoE skills in your party you might want to readjust the size of your LP and its positioning so that they could also hit Betelgeuse. It's also possible to use lower levels of LP (7x7 or 9x9), but this will require coordination and communication with your team. You may cast or spam '''{{#skill:289}}''' on Betelgeuse to cancel his https://static.divine-pride.net/images/skill/653.png '''Max Pain''', but be careful as this would lose your aggro on Betelgeuse and would also cancel your team's debuff skills such as your Cardinal's '''{{#skill:78}}''', your Arch Mage's '''{{#skill:2213}}''''s Magic Intoxication, your Abyss Chaser's '''{{#skill:214}}''' or your Shadow Cross' '''{{#skill:5001}}''' skill, so it's best to communicate and coordinate with them first before attempting to do so. When Betel is chanting two of his long-casting magical skills like '''{{#skill:2213}}''' and '''{{#skill:2217}}''', you may use your Sage skills '''{{#skill:277}}''' and '''{{#skill:276}}''' to disrupt and absorb those two skills, respectively. Keep spamming Spell Breaker until you cancel his Comet skill with a 10% chance to be successful. Additionally, you will need to time Magic Rod perfectly and use it just as when he's about to finish casting Tetra Vortex or have enough ACD and ASPD for spamming if you can't estimate its timing. During the 2nd Phase, there will be Dead Souls roaming around the map and they increase Betel's Defense if left untouched. These Dead Souls are plant protocol and they only have a MaxHP of "10"; you can help your team kill the souls in the middle near you by using your '''Lvl. 10''' '''{{#skill:14}}''' to speed up your instance farm, especially if you're doing it in duo. | |||
One great strategy that you could do is to utilize the Sorcerer skill '''{{#skill:2453}}''' to hold Betelgeuse in place to root him in one cell and position. This would also help when he switches aggro from you to the other party members; just be ready to save and cast your second Extreme Vacuum for those times he would cast '''{{#skill:483}}''' to remove any ground skill effects including your insignias and Wall of Fogs. One way you can do to support your party is placing insignias underneath Betel. When you have another EM DPS, it's also a good tactic to coordinate with them so that they can place the insignias on the 2nd Phase, while you handle the 3rd Phase. As what we've talked about in the [[The_Complete_Elemental_Master_Guide_by_Goldie#Insignia_System|insignia system]] portion, insignias are stationary and have a 1 minute CD and thus needs careful planning and set-up. | |||
==== Stats ==== | |||
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;" | |||
!Stat | |||
!Point | |||
!Notes | |||
|- | |||
!STR | |||
| align="center" |4 | |||
| | |||
* If you need more carrying capacity, put more pts. into STR though with the recent QoL implemented that made it possible to use {{#item:6286}}20 times instead of the usual 10, you may find yourself no longer needing as much STR. | |||
|- | |||
!AGI | |||
| align="center" |130 | |||
| | |||
* AGI is needed for high FLEE and high ASPD. | |||
|- | |||
!VIT | |||
| align="center" |130 | |||
| | |||
* VIT is needed for more health and survivability. | |||
|- | |||
!INT | |||
| align="center" |55 | |||
| | |||
* Put leftover pts. to INT for some MaxSP%. | |||
* The SoftMDef it provides won't help anymore in reducing any of Betelgeuse's magical attacks or skills further. | |||
|- | |||
!DEX | |||
| align="center" |0 | |||
| | |||
* DEX isn't needed if you're going to get your instant cast from gears. | |||
|- | |||
!LUK | |||
| align="center" |120 | |||
| | |||
* Put at least 100 pts. or more into LUK for Curse immunity. | |||
* It gives +1 FLEE every 5 pts. and +1 Perfect Dodge every 10 pts. | |||
|} | |||
==== Traits ==== | |||
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;" | |||
!Traits | |||
!Point | |||
!Notes | |||
|- | |||
!POW | |||
| align="center" |0 | |||
|N/A | |||
|- | |||
!STA | |||
| align="center" |72 | |||
| | |||
* With 100% Dragon resist, STA won't help reduce any of Betelgeuse's physical attacks or skills ('''not even the fixed 10k physical damage''') so just place whatever leftover points you have here. | |||
|- | |||
!WIS | |||
| align="center" |110 | |||
| | |||
* With 100% Dragon resist, WIS won't help reduce any of Betelgeuse's magical attacks or skills further. | |||
* The 2nd and 3rd Phase's traps' damage are also irreducible so just place whatever leftover points you have here. | |||
|- | |||
!SPL | |||
| align="center" |0 | |||
| | |||
* N/A | |||
|- | |||
!CON | |||
| align="center" |110 | |||
| | |||
* Max out CON; it's the only trait that is useful against tanking Betelgeuse's hits thru high FLEE or dodging since it gives +2 FLEE for every 1 pt. of CON. | |||
|- | |||
!CRT | !CRT | ||
| align="center" |0 | | align="center" |0 | ||
| Line 5,667: | Line 5,919: | ||
!Type | !Type | ||
!Item | !Item | ||
!Stone | |||
!Notes | !Notes | ||
|- style=height:8em | |- style=height:8em | ||
| Line 5,672: | Line 5,925: | ||
| {{#icon:19602}} Any Upper Costume of your liking | | {{#icon:19602}} Any Upper Costume of your liking | ||
| | | | ||
* | <small> | ||
* {{#item:1000672}} | |||
* {{#item:6640}} | |||
</small> | |||
| | |||
* Use '''Sorcerer Stone''' ('''Top''') for more FCT reduction and faster casting time. | |||
* '''Health Stone''' ('''Top''') gives +1 VIT which is really minimal and can be skipped for Sorcerer Stone (Top) instead. | |||
|- style=height:9em | |- style=height:9em | ||
|'''Middle Costume''' | |'''Middle Costume''' | ||
| {{#icon:19603}} Any Middle Costume of your liking | | {{#icon:19603}} Any Middle Costume of your liking | ||
| | | | ||
* | <small> | ||
* {{#item:25006}} | |||
* {{#item:1000673}} | |||
</small> | |||
| | |||
* '''Vit Convert Stone''' ('''Mid''') will combo with Vit Convert (Low) for more MaxHP% and to increase the healing effectiveness of potions such as {{#icon:1100005}}{{#linkitem:1100005|Concentrated Golden Syrups}}. | |||
* Use '''Sorcerer Stone''' ('''Mid''') if you need more VCT% for faster casting. | |||
|- style=height:8em | |- style=height:8em | ||
|'''Lower Costume''' | |'''Lower Costume''' | ||
| {{#icon:19604}} Any Lower Costume of your liking | | {{#icon:19604}} Any Lower Costume of your liking | ||
| | | | ||
* | <small> | ||
* {{#item:25008}} | |||
|- style=height: | </small> | ||
| | |||
* '''Vit Convert Stone''' ('''Low''') will combo with Vit Convert (Mid) for more MaxHP% and to increase the healing effectiveness of potions such as {{#icon:1100005}}{{#linkitem:1100005|Concentrated Golden Syrups}}. | |||
|- style=height:14.5em | |||
|'''Garment Costume''' | |'''Garment Costume''' | ||
| {{#icon:20506}} Any Garment Costume of your liking | | {{#icon:20506}} Any Garment Costume of your liking | ||
| | |||
<small> | |||
* {{#item:25306}} | |||
* {{#item:1000522}} | |||
* {{#item:25170}} | |||
* {{#item:1000521}} | |||
</small> | |||
| | | | ||
* Carded with any of the following combinations: | * Carded with any of the following combinations: | ||
| Line 5,808: | Line 6,079: | ||
* '''104%''' LL skill mods = '''90%''' (2x Ilse El Heine cards and combo with Yorscalp) + '''14%''' (Lightning Swamp Skill Master Shadow Gears) | * '''104%''' LL skill mods = '''90%''' (2x Ilse El Heine cards and combo with Yorscalp) + '''14%''' (Lightning Swamp Skill Master Shadow Gears) | ||
* '''26%''' Conflag skill mods = '''16%''' (Conflagrative Skill Master Shadow Gears) + '''10%''' (Costume Enchant Stones) | * '''26%''' Conflag skill mods = '''16%''' (Conflagrative Skill Master Shadow Gears) + '''10%''' (Costume Enchant Stones) | ||
* '''24%''' VS | * '''24%''' VS skill mods = '''14%''' (Lightning Swamp Skill Master Shadow Gears) + '''10%''' (Costume Enchant Stones) | ||
<small><span style="font-size: 0.55rem;">▶</span></small> <span style="font-size: 0.75rem;">In a more realistic scenario, replacing one of the Ilse El Heine Cards to either Copo Card or Mutating White Knight Card is more optimal damage-wise due to diminishing returns but I am just presenting the highest possible value for each modifiers to know how more or less you can feasibly invest/sacrifice for each.</span> | <small><span style="font-size: 0.55rem;">▶</span></small> <span style="font-size: 0.75rem;">In a more realistic scenario, replacing one of the Ilse El Heine Cards to either Copo Card or Mutating White Knight Card is more optimal damage-wise due to diminishing returns but I am just presenting the highest possible value for each modifiers to know how more or less you can feasibly invest/sacrifice for each.</span> | ||
|} | |} | ||
| Line 5,827: | Line 6,098: | ||
In the first skill rotation, while Lightning Land is dealing damage and on cooldown for 2 seconds, we can alternate between Terra Drive and Diamond Storm to autocast four (4) undisrupted https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #006400 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">'''Elemental Busters'''</span> to burst down MVPs and monsters to smithereens. Once LL is off-CD, we will cast it again then go back to spamming Elemental Buster. This specific skill rotation does the least DPS as compared to the next | In the first skill rotation, while Lightning Land is dealing damage and on cooldown for 2 seconds, we can alternate between Terra Drive and Diamond Storm to autocast four (4) undisrupted https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #006400 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">'''Elemental Busters'''</span> to burst down MVPs and monsters to smithereens. Once LL is off-CD, we will cast it again then go back to spamming Elemental Buster. This specific skill rotation does the least DPS as compared to the next three rotations but finds the most comfort among the three since it will only require about 50% ACD and have fewer skills to manage. | ||
Meanwhile, the next three rotations will <s>probably strain your fingers</s> depend on your party composition and the situation; for example, when an Arch Mage is present to debuff the MVP with their https://static.divine-pride.net/images/skill/5232.png + https://static.divine-pride.net/images/skill/5222.png '''Climax Bloom''' and https://static.divine-pride.net/images/skill/5232.png + https://static.divine-pride.net/images/skill/5221.png '''Climax Earth''', and then you even add your own '''{{#skill:2468}}''', the second one (with Conflagration) will do the second most DPS. Whereas, the third one (with Venom Swamp) will be situational and is for when mobs are either resistant or immune to your Conflag or <span style="color:red;">Fire</span> skills in general. These two rotations will need a bit more ACD (≈60% more or less) and higher ASPD to smoothly cycle all your skills. | Meanwhile, the next three rotations will <s>probably strain your fingers</s> depend on your party composition and the situation; for example, when an Arch Mage is present to debuff the MVP with their https://static.divine-pride.net/images/skill/5232.png + https://static.divine-pride.net/images/skill/5222.png '''Climax Bloom''' and https://static.divine-pride.net/images/skill/5232.png + https://static.divine-pride.net/images/skill/5221.png '''Climax Earth''', and then you even add your own '''{{#skill:2468}}''', the second one (with Conflagration) will do the second most DPS. Whereas, the third one (with Venom Swamp) will be situational and is for when mobs are either resistant or immune to your Conflag or <span style="color:red;">Fire</span> skills in general. These two rotations will need a bit more ACD (≈60% more or less) and higher ASPD to smoothly cycle all your skills. | ||
The fourth and last skill rotation is the overall best one to give out the | The fourth and last skill rotation is the overall best one to give out the highest value in damage numbers or total DPS as you will be able to cast all three of your DoT skills before you spam your autocasted Elemental Busters. In this particular rotation, you will have an adequate amount of time before your three DoT skills stop lingering and go off-CD but this also means you will need ''A LOT'' of ACD for this rotation to work. I have experimented on a couple of set-ups and what worked best for me is by having '''full''' '''193 ASPD''' and an ACD ranging from '''65% to 72%'''—65% is already baseline clunky and anything below 65% would be a lot clunkier and more problematic. Moreover, it is also ideal and optimal to designate the keys for your DoT skills (LL, Conflag, and VS) to be on [[Patcher#Turbo Setup|smart-cast mode]] as this will allow you to rapidly spam all of them in a fast sequential manner; this is crucial because you would want to cast all three of them <u>within a short time-frame</u> so that by the time you get back to recasting them again there won't be any delays or gaps. Remember, though your DoT skills have a two (2) seconds cooldown for each one of them, they exist and linger for up to three (3) seconds. | ||
To boot, you may also freely insert '''one''' ('''1''') '''manually'''-'''casted''' https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #006400 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">'''Elemental Buster'''</span> right after Venom Swamp to make it five (5) undisrupted Elemental Busters (3 Busters within a second and 5 in total); however, this is <u>only applicable to the 1st series of rotation cycle</u> as your Elemental Buster goes into CD once it gets autocasted by either Terra Drive and Diamond Storm and it will struggle to be available again and keep up with the fast global CD of your skills. | |||
In addition to the skill modifiers, we will also greatly benefit from the Cardinal skill '''{{#skill:5271}}''' as this will finally enable us to reach the '''cap of 50% MRes pierce'''—a feat that is only achievable by a selected few classes and EM will soon join the club! | In addition to the skill modifiers, we will also greatly benefit from the Cardinal skill '''{{#skill:5271}}''' as this will finally enable us to reach the '''cap of 50% MRes pierce'''—a feat that is only achievable by a selected few classes and EM will soon join the club! | ||
| Line 5,849: | Line 6,122: | ||
And lastly, we can maximize the effect of {{#item:27362}} and the Arch Mage's https://static.divine-pride.net/images/skill/5232.png + https://static.divine-pride.net/images/skill/5221.png '''Climax Earth''' debuff and https://static.divine-pride.net/images/skill/5232.png + '''{{#skill:5225}}''' buff for more damage since we will most likely lean towards <span style="color:brown;">Earth</span>/<span style="color:blue;">Water</span> magical build. | And lastly, we can maximize the effect of {{#item:27362}} and the Arch Mage's https://static.divine-pride.net/images/skill/5232.png + https://static.divine-pride.net/images/skill/5221.png '''Climax Earth''' debuff and https://static.divine-pride.net/images/skill/5232.png + '''{{#skill:5225}}''' buff for more damage since we will most likely lean towards <span style="color:brown;">Earth</span>/<span style="color:blue;">Water</span> magical build. | ||
Other honorable mentions worth bringing up include easier gear progression for players since Elemental Spirits won't need a partner headgear to activate autocast Elemental Buster; that being said, {{# | Other honorable mentions worth bringing up include easier gear progression for players since Elemental Spirits won't need a partner headgear to activate autocast Elemental Buster; that being said, {{#icon:19136}}{{#linkitem:19136|Spirit of Chung E}}could also be used when farming for loots to further increase your drop rate and get higher yields. | ||
=== Frontier Rune Crown & Book === | === Frontier Rune Crown & Book === | ||
Latest revision as of 10:03, 4 December 2025
| Job Base(s): | Sorcerer | ||||||||||||
| Job Type: | 4-2 | ||||||||||||
| Job Level: | 60 | ||||||||||||
| Number of Skills: | 18 | ||||||||||||
| Total Skill Points: | 246 | ||||||||||||
| Total Quest Skills: | 0 | ||||||||||||
| |||||||||||||
| |||||||||||||
Elemental Master (abbrev. as EM) is the 4th class of the Sage, Professor, and 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 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

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. But first, let me share some of my wild and wistful unfiltered diaristic expression marked with brutal honesty about the class in the past in relation to now.
Gone are the 3rd job days where every magic classes, with the exception of Performers (and to some degree Soul Reaper), have the problem of being elementally-locked behind with whatever skills they have available. Sorcerers had it worst because while they have skills with different elemental properties, these are all hindered by their long cooldowns (CD). Their main skill
Psychic Wave and its companion skills like
Diamond Dust,
Earth Grave, and
Varetyr Spear 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
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 (Fire, Water, Wind, & Earth), the old elemental table wasn't exactly in favor of them. For instance, any monsters that was either Holy 4 or Shadow 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.
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!
|
♣ Plenty of defensive and utility skills ♣ Gifted to use and specialize on Poison magic ♣ Excels in space manipulation, zoning, and crowd control (CC) skills ♣ High burst damage ♣ Mobility ♣ Unlimited supply of Activity Point (AP) and mana ♣ Access to Elementals and High Elementals ♣ Versatility |
θ Rotation-heavy and cycles through different skills θ High learning curve θ Needs a lot of catalyst θ Expensive to make and build |
Pros
- 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 Poison magic.
- One of their main skills called
Venom Swamp has great coverage against the four (4) basic elements. Monsters with either Fire, Water, Wind, or Earth property that can't be hit, evade, or receive decreased damage from
Conflagration,
Lightning Land,
Diamond Storm, and
Terra Drive will be taken care of by Venom Swamp; thus, learning this skill will remove elemental weakness from the class.
- One of their main skills called
- 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 @autoloot 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
Extreme Vacuum 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
Elemental Buster acts as their 4th job equivalent of Psychic Wave as it can be endowed to either Fire, Water, Wind, Earth, or Poison—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 Elemental Master section, so please bear with me! *cough* Autocast Elemental Buster *cough*
- 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 drop rate gears such as
Happy Balloon ,
Poring Sunglasses+ , and
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 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 Inquisitors (in the physical department) so make the most out of this advantage.
- This gives the class the liberty to leave behind some damage gears in favor of drop rate gears such as
- They have at least two (2) forms of mobility with the skills Lvl. 1
Summon Ventus on Lvl. 2
Elemental Control (Defensive Mode) and
Psychic Stream.
- You may argue that
Guyak Pudding is basically free and only costs 10
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.
- You may argue that
- 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
Increasing Activity. - Much like Activity Point, mana is also not a problem for the class. With their skill
Indulge, 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 own sections.
- Versatility and an all-rounder. Can be played as DPS, tank, or support.
Cons
- 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

Overview
Magicians (colloquially called as 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
Cold Bolt,
Fire Bolt,
Lightning Bolt, and
Fire Ball 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
Fire Wall, 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
Spell Fist build. Mages also have access to
Energy Coat which gives another layer of Defense for the class.
Skill Tree
| Magician Skill Tree | ||
|---|---|---|
Max Level: 10 Skill Form: Passive Description: Restores SP every 10 sec while idle. MaxSP affects how much SP restoration is increased by this skill. [Lv 1]: Restores (5+0.2% of MaxSP) SP [Lv 2]: Restores (10+0.4% of MaxSP) SP [Lv 3]: Restores (15+0.6% of MaxSP) SP [Lv 4]: Restores (20+0.8% of MaxSP) SP [Lv 5]: Restores (25+1.0% of MaxSP) SP [Lv 6]: Restores (30+1.2% of MaxSP) SP [Lv 7]: Restores (35+1.4% of MaxSP) SP [Lv 8]: Restores (40+1.6% of MaxSP) SP [Lv 9]: Restores (45+1.8% of MaxSP) SP [Lv 10]: Restores (50+2.0% of MaxSP) SP |
Max Level: 1 Skill Form: Active Type: Supportive Target: Caster Cast Time: 0s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Uses 10 SP to summon a fire ball that for 10 seconds will detect hidden characters in 7x7 AoE around the caster. |
Max Level: 10 Skill Form: Active Type: Magical Target: 1 Character Cast Time: 0.10s Fixed / 0.40s Variable After Cast Delay: 0.50s Cool Down: 0s Recover: AP AP Cost: Description: Uses telekinesis power to attack a target and 3x3 cells around it with Ghost elemental magic. The damage portion is divided among the targets. [Lv 1]: 80% MATK [Lv 2]: 90% MATK [Lv 3]: 100% MATK [Lv 4]: 110% MATK [Lv 5]: 120% MATK [Lv 6]: 130% MATK [Lv 7]: 140% MATK [Lv 8]: 150% MATK [Lv 9]: 160% MATK [Lv 10]: 170% MATK |
Max Level: 10 Requirement: Napalm Beat 7, Soul Strike 5 Skill Form: Active Type: Supportive Target: Ground Cast Time: (Lv10) 0.08s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Creates a magic barrier on a targeted spot that will block certain number of physical melee attacks and damage. The barrier will disappear after a period of time. Consumes 1 Blue Gemstone. [Lv 1]: Barrier: 300, Blocks 2 Hits [Lv 2]: Barrier: 600, Blocks 3 Hits [Lv 3]: Barrier: 900, Blocks 4 Hits [Lv 4]: Barrier: 1200, Blocks 5 Hits [Lv 5]: Barrier: 1500, Blocks 6 Hits [Lv 6]: Barrier: 1800, Blocks 7 Hits [Lv 7]: Barrier: 2100, Blocks 8 Hits [Lv 8]: Barrier: 2400, Blocks 9 Hits [Lv 9]: Barrier: 2700, Blocks 10 Hits [Lv 10]: Barrier: 3000, Blocks 11 Hits |
Max Level: 10 Requirement: Napalm Beat 4 Skill Form: Active Type: Magical Target: 1 Character Cast Time: 0.10s Fixed / 0.40s Variable After Cast Delay: 1.40s Cool Down: 0s Recover: AP AP Cost: Description: Summons holy spirit to inflict 100% MATK Ghost elemental magical damage per Hit on a target. This skill inflicts additional damage against Undead monster. [Lv 1]: 1 Hit, Undead +5%, 18 SP Consumption [Lv 2]: 1 Hit, Undead +10%, 14 SP Consumption [Lv 3]: 2 Hits, Undead +15%, 24 SP Consumption [Lv 4]: 2 Hits, Undead +20%, 20 SP Consumption [Lv 5]: 3 Hits, Undead +25%, 30 SP Consumption [Lv 6]: 3 Hits, Undead +30%, 26 SP Consumption [Lv 7]: 4 Hits, Undead +35%, 36 SP Consumption [Lv 8]: 4 Hits, Undead +40%, 32 SP Consumption [Lv 9]: 5 Hits, Undead +45%, 42 SP Consumption [Lv 10]: 5 Hits, Undead +50%, 38 SP Consumption |
Max Level: 10 Skill Form: Active Type: Magical Target: Enemy Cast Time: (Lv10) 1.20s Fixed After Cast Delay: 1.40s Cool Down: 0s Recover: AP AP Cost: Description: Summons bolts of frigid ice to strike at an enemy which inflicts 100% MATKWater elemental magic damage per Hit. [Lv 1]: 1 Hit, 12 SP Consumption [Lv 2]: 2 Hits, 14 SP Consumption [Lv 3]: 3 Hits, 16 SP Consumption [Lv 4]: 4 Hits, 18 SP Consumption [Lv 5]: 5 Hits, 20 SP Consumption [Lv 6]: 6 Hits, 22 SP Consumption [Lv 7]: 7 Hits, 24 SP Consumption [Lv 8]: 8 Hits, 26 SP Consumption [Lv 9]: 9 Hits, 28 SP Consumption [Lv 10]: 10 Hits, 30 SP Consumption |
Max Level: 10 Requirement: Cold Bolt 5 Skill Form: Active Type: Magical, Debuff Target: 1 Character Cast Time: 0.16s Fixed / 0.64s Variable After Cast Delay: 0.50s Cool Down: 0s Recover: AP AP Cost: Description: Inflicts Water magic damage on a target, which has a chance to inflict Freezing status. The Freezing chance and duration are affected by target's Level, MDEF and LUK stats. [Lv 1]: 110% MATK, Frozen Chance: 38% [Lv 2]: 120% MATK, Frozen Chance: 41% [Lv 3]: 130% MATK, Frozen Chance: 44% [Lv 4]: 140% MATK, Frozen Chance: 47% [Lv 5]: 150% MATK, Frozen Chance: 50% [Lv 6]: 160% MATK, Frozen Chance: 53% [Lv 7]: 170% MATK, Frozen Chance: 56% [Lv 8]: 180% MATK, Frozen Chance: 59% [Lv 9]: 190% MATK, Frozen Chance: 62% [Lv 10]: 200% MATK, Frozen Chance: 65% |
Max Level: 10 Skill Form: Active Type: Debuff Target: 1 Character Description: Inflicts Stone Curse to a target. Consumes 1 Red Gemstone. Cast Time: 0.20s Fixed / 0.80s Variable After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: From level 6, Red Gemstone is consumed only when the skill is successfull. Stone Curse chance and duration are affected by target's Level, MDEF and LUK stats. [Lv 1]: Stone Curse chance: 24% [Lv 2]: Stone Curse chance: 28% [Lv 3]: Stone Curse chance: 32% [Lv 4]: Stone Curse chance: 36% [Lv 5]: Stone Curse chance: 40% [Lv 6]: Stone Curse chance: 44% [Lv 7]: Stone Curse chance: 48% [Lv 8]: Stone Curse chance: 52% [Lv 9]: Stone Curse chance: 56% [Lv 10]: Stone Curse chance: 60% |
Max Level: 10 Requirement: Fire Bolt 4 Skill Form: Active Type: Magical, AoE Target: 1 Character Cast Time: 0.20s Fixed / 0.80s Variable After Cast Delay: 0.70s Cool Down: 0s Recover: AP AP Cost: Description: Summons a fire ball to damage a target and all enemies within 5x5 cells area with Fire elemental magical damage. Inner area (3x3) and outer area (5x5) receive different damage. [Lv 1]: Inner: 160% MATK, Outer: 120% MATK [Lv 2]: Inner: 180% MATK, Outer: 135% MATK [Lv 3]: Inner: 200% MATK, Outer: 150% MATK [Lv 4]: Inner: 220% MATK, Outer: 165% MATK [Lv 5]: Inner: 240% MATK, Outer: 180% MATK [Lv 6]: Inner: 260% MATK, Outer: 195% MATK [Lv 7]: Inner: 280% MATK, Outer: 210% MATK [Lv 8]: Inner: 300% MATK, Outer: 225% MATK [Lv 9]: Inner: 320% MATK, Outer: 240% MATK [Lv 10]: Inner: 340% MATK, Outer: 255% MATK |
Max Level: 10 Requirement: Sight 1, Fire Ball 5 Skill Form: Active Type: Magical Target: Ground Cast Time: (Lv10) 0.14s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Uses 40 SP to create a fire barrier that inflicts 50% MATK Fire elemental magic damage on upcoming enemies and knock them 2 cells backward. [Lv 1]: Each Wall: 3 Hits, lasts 5 seconds [Lv 2]: Each Wall: 4 Hits, lasts 6 seconds [Lv 3]: Each Wall: 5 Hits, lasts 7 seconds [Lv 4]: Each Wall: 6 Hits, lasts 8 seconds [Lv 5]: Each Wall: 7 Hits, lasts 9 seconds [Lv 6]: Each Wall: 8 Hits, lasts 10 seconds [Lv 7]: Each Wall: 9 Hits, lasts 11 seconds [Lv 8]: Each Wall: 10 Hits, lasts 12 seconds [Lv 9]: Each Wall: 11 Hits, lasts 13 seconds [Lv 10]: Each Wall: 12 Hits, lasts 14 seconds |
Max Level: 10 Skill Form: Active Type: Magical Target: 1 Character Cast Time: (Lv10) 1.20s Fixed After Cast Delay: 1.40s Cool Down: 0s Recover: AP AP Cost: Description: Attacks a target with arrow made of fire inflicting 100% MATK Fire elemental magic damage per Hit. [Lv 1]: 1 Hit, SP Consumption: 12 [Lv 2]: 2 Hits, SP Consumption: 14 [Lv 3]: 3 Hits, SP Consumption: 16 [Lv 4]: 4 Hits, SP Consumption: 18 [Lv 5]: 5 Hits, SP Consumption: 20 [Lv 6]: 6 Hits, SP Consumption: 22 [Lv 7]: 7 Hits, SP Consumption: 24 [Lv 8]: 8 Hits, SP Consumption: 26 [Lv 9]: 9 Hits, SP Consumption: 28 [Lv 10]: 10 Hits, SP Consumption: 30 |
Max Level: 10 Skill Form: Active Type: Magical Target: 1 Character Cast Time: (Lv10) 1.20s Fixed After Cast Delay: 1.40s Cool Down: 0s Recover: AP AP Cost: Description: Drops lightning on target inflicting 100% MATK Wind elemental magic damage per Hit. [Lv 1]: 1 Hit, SP Consumption: 12 [Lv 2]: 2 Hits, SP Consumption: 14 [Lv 3]: 3 Hits, SP Consumption: 16 [Lv 4]: 4 Hits, SP Consumption: 18 [Lv 5]: 5 Hits, SP Consumption: 20 [Lv 6]: 6 Hits, SP Consumption: 22 [Lv 7]: 7 Hits, SP Consumption: 24 [Lv 8]: 8 Hits, SP Consumption: 26 [Lv 9]: 9 Hits, SP Consumption: 28 [Lv 10]: 10 Hits, SP Consumption: 30 |
Max Level: 10 Requirement: Lightning Bolt 4 Skill Form: Active Type: Magical Target: Ground Cast Time: 1.50s Fixed After Cast Delay: 2.00s Cool Down: 0s Recover: AP AP Cost: Description: Drops lightning bolt on specific location, inflicting 100% MATK Wind elemental magic per Hit in a 5x5 cell area. [Lv 1]: 1 Hit, SP Consumption: 29 [Lv 2]: 2 Hits, SP Consumption: 34 [Lv 3]: 3 Hits, SP Consumption: 39 [Lv 4]: 4 Hits, SP Consumption: 44 [Lv 5]: 5 Hits, SP Consumption: 49 [Lv 6]: 6 Hits, SP Consumption: 54 [Lv 7]: 7 Hits, SP Consumption: 59 [Lv 8]: 8 Hits, SP Consumption: 64 [Lv 9]: 9 Hits, SP Consumption: 69 [Lv 10]: 10 Hits, SP Consumption: 74 | ||
| Quest Skills | ||
Requirement: Finish Quest Skill Form: Active Type: Supportive Target: Caster Cast Time: 5.00s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Creates a barrier of spiritual energy that will buffer attacks at the caster. Caster's remaining SP affects the amount of damage reduced by the barrier. Higher damage means more SP will be drained by the barrier. [SP 100~81%]: -30% Damage, SP Consumption: 3.0% [SP 80~61%]: -24% Damage, SP Consumption: 2.5% [SP 60~41%]: -18% Damage, SP Consumption: 2.0% [SP 40~21%]: -12% Damage, SP Consumption: 1.5% [SP 20~1%]: -6% Damage, SP Consumption: 1.0% | ||
Skill Analysis
| Skill | Notes | Points | Type |
|---|---|---|---|
|
10 | Passive | |
|
1 | Supportive | |
|
7 | Offensive | |
|
10 | Defensive | |
|
5 | Offensive | |
|
5 / 10 | Offensive | |
|
8 | Offensive | |
|
1 | Supportive | |
|
0 / 10 | Offensive | |
|
0 / 10 | Supportive | |
|
1 / 10 | Offensive | |
|
1 / 10 | Offensive | |
|
0 | Offensive | |
|
1 | Defensive | |
Recommended Skill Tree
| Leveling | | ||
|---|---|---|---|
| Endgame | | ||
Sage

Overview
Sage (also known as Battle Mage or Anti-Mage) is the 2nd alternate job for the Magician class. Sages have spent years studying the intrinsic and constituent character of magic and how it interacts with its environment. Instead of using the destructive capabilities of magic, they have utilized everything they have studied about its true nature by disrupting its belligerent side and bringing out its calmer psyche into the fold. Thus, Sages have gained the reputation on being known with the role of Anti-Mages or as Anti-Casters.
Most of their skills are used to disrupt spells of the opposing enemies, create a defensive layer on the ground that will prevent any kinds of AoE ground magical skills to deal damage unto you and your party members, and remove buffs on the enemies and debuffs on your allies that would otherwise negatively impact the run of the party if left untouched; but with a Sage on a party you can turn the tables and switch the tide of battle to you and your party's favor. While Sages shine brighter in their defensive capabilities and almost all of their skills can only realistically be used in a Player vs. Player (PvP) scenario, they are lacking in the offensive department which makes them solely rely on their Mage offensive skills to farm and level-up effectively.
Among the notable skills in a Sage's arsenal include the
Dispell,
Magic Rod, and
Spell Breaker skills to disable monsters and MVPs rendering them crippled and weaker. And of course the bread and butter of all Sages—the
Land Protector 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
Auto Spell, 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
Volcano,
Deluge, and
Violent Gale. This is further enhanced by their endow skills
Flame Launcher,
Frost Weapon,
Lightning Loader, and
Seismic Weapon 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 (
Fire Elemental Converter ,
Water Elemental Converter ,
Wind Elemental Converter , and
Earth Elemental Converter ) with their skill
Create Elemental Converter 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 I try my best to explain each and one of them elaboratively and precisely. You won't regret it!
Skill Tree
| Sage Skill Tree | ||
|---|---|---|
Max Level: 10 Skill Form: Passive Description: Increases Attack Speed and damage with Book class weapons. [Lv 1]: Damage +3, Attack Speed +0.5% [Lv 2]: Damage +6, Attack Speed +1% [Lv 3]: Damage +9, Attack Speed +1.5% [Lv 4]: Damage +12, Attack Speed +2% [Lv 5]: Damage +15, Attack Speed +2.5% [Lv 6]: Damage +18, Attack Speed +3% [Lv 7]: Damage +21, Attack Speed +3.5% [Lv 8]: Damage +24, Attack Speed +4% [Lv 9]: Damage +27, Attack Speed +4.5% [Lv 10]: Damage +30, Attack Speed +5% |
Max Level: 5 Requirement: Advanced Book 2 Skill Form: Active Type: Supportive Target: Caster Cast Time: 0s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Only usable while casting a magic spell. Immediately cancels a spell, allowing the caster to take another action without any delay. The higher the skill level, the lower the SP consumption of the casting skill. [Lv 1]: SP Consumption: 90% [Lv 2]: SP Consumption: 70% [Lv 3]: SP Consumption: 50% [Lv 4]: SP Consumption: 30% [Lv 5]: SP Consumption: 10% |
Max Level: 5 Requirement: Advanced Book 4 Skill Form: Active Type: Supportive Target: Caster Cast Time: 0s Fixed After Cast Delay: 1.00s Cool Down: 0s Recover: AP AP Cost: Description: Upon being attacked with a skill, using Magic Rod in the correct moment has a chance of absorbing the SP that the enemy has used for the skill to the caster instead of damage. Countering Spell Breaker with Magic Rod will reduce the target's SP by 20% when it is successful. [Lv 1]: Timing: 0.4 seconds, SP Absorption: 20% [Lv 2]: Timing: 0.6 seconds, SP Absorption: 40% [Lv 3]: Timing: 0.8 seconds, SP Absorption: 60% [Lv 4]: Timing: 1.0 second, SP Absorption: 80% [Lv 5]: Timing: 1.2 seconds, SP Absorption: 100% |
Max Level: 5 Requirement: Magic Rod 1 Skill Form: Active Type: Supportive Target: 1 Character Cast Time: 0.14s Fixed / 0.56s Variable After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Interrupts a magic spell cast by an enemy and receive the SP the enemy used to cast that spell, as well as reduce 2% of the enemy's HP. At skill 5 and above, half of this HP damage is absorbed by the caster. HP cannot be drained from Boss monsters and WoE Guardians, but this skill does have 10% chance of interrupting Boss monster spells. [Lv 1]: SP Absorption: 0% [Lv 2]: SP Absorption: 25% [Lv 3]: SP Absorption: 50% [Lv 4]: SP Absorption: 75% [Lv 5]: SP Absorption: 100% |
Max Level: 10 Requirement: Cast Cancel 1 Skill Form: Passive Description: Enables moving and attacking during the casting of magic spells. [Lv 1]: Movement Speed: 30%, Attack Speed: 55% [Lv 2]: Movement Speed: 35%, Attack Speed: 60% [Lv 3]: Movement Speed: 40%, Attack Speed: 65% [Lv 4]: Movement Speed: 45%, Attack Speed: 70% [Lv 5]: Movement Speed: 50%, Attack Speed: 75% [Lv 6]: Movement Speed: 55%, Attack Speed: 80% [Lv 7]: Movement Speed: 60%, Attack Speed: 85% [Lv 8]: Movement Speed: 65%, Attack Speed: 90% [Lv 9]: Movement Speed: 70%, Attack Speed: 95% [Lv 10]: Movement Speed: 75%, Attack Speed: 100% |
Max Level: 10 Requirement: Free Cast 4 Skill Form: Active Type: Supportive Target: Caster Cast Time: 3.00s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Autocasts certain magic spells by a certain chance while attacking enemies with physical attack. Spells that are auto cast through Auto Spell only consume 2/3 of the required SP and are cast at half of the skill level of Auto Spell. The amount of spells which will be casted and the chance to autocast depends on your Auto Spells skill level. If the learned skill level of a spell is lower than the half of Auto Spell, autocast the learned skill level instead. Spells that are not learned by the caster can't be casted. [Lv 1]: Chance: 2%, added Fire/+Cold/+Lightning Bolt [Lv 2]: Chance: 4% [Lv 3]: Chance: 6% [Lv 4]: Chance: 8%, added Spells: Soul Strike+Fire Ball [Lv 5]: Chance: 10% [Lv 6]: Chance: 12% [Lv 7]: Chance: 14%, added Spells: Frost Diver+Earth Spike [Lv 8]: Chance: 16% [Lv 9]: Chance: 18% [Lv 10]: Chance: 20%, added Spells: Thunder Storm+Heavens Drive |
Max Level: 5 Requirement: Fire Bolt 1, Advanced Book 5 Skill Form: Active Type: Supportive Target: 1 Character Cast Time: 1.00s Fixed / 1.00s Variable After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Endows a party member's weapon with Fire elemental and increases Fire elemental damage per skill level for the skill's duration. Consumes 1 Scarlet Point. [Lv 1]: Lasts 10 minutes, Fire Damage+1% [Lv 2]: Lasts 15 minutes, Fire Damage+2% [Lv 3]: Lasts 20 minutes, Fire Damage+3% [Lv 4]: Lasts 25 minutes, Fire Damage+4% [Lv 5]: Lasts 30 minutes, Fire Damage+5% |
Max Level: 5 Requirement: Cold Bolt 1, Advanced Book 5 Skill Form: Active Type: Supportive Target: 1 Character Cast Time: 1.00s Fixed / 1.00s Variable After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Endows a party member's weapon with Water and increases Water elemental damage per skill level for the skill's duration. Consumes 1 Indigo Point. [Lv 1]: Lasts 10 minutes, Water Damage+1% [Lv 2]: Lasts 15 minutes, Water Damage+2% [Lv 3]: Lasts 20 minutes, Water Damage+3% [Lv 4]: Lasts 25 minutes, Water Damage+4% [Lv 5]: Lasts 30 minutes, Water Damage+5% |
Max Level: 5 Requirement: Lightning Bolt 1, Advanced Book 5 Skill Form: Active Type: Supportive Target: 1 Character Cast Time: 1.00s Fixed / 1.00s Variable After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Endows a party member's weapon with Wind and increases Wind elemental damage per skill level for the skill's duration. Consumes 1 Yellow Wish Point. [Lv 1]: Lasts 10 minutes, Wind Damage+1% [Lv 2]: Lasts 15 minutes, Wind Damage+2% [Lv 3]: Lasts 20 minutes, Wind Damage+3% [Lv 4]: Lasts 25 minutes, Wind Damage+4% [Lv 5]: Lasts 30 minutes, Wind Damage+5% |
Max Level: 5 Requirement: Stone Curse 1, Advanced Book 5 Skill Form: Active Type: Supportive Target: 1 Character Cast Time: 1.00s Fixed / 1.00s Variable After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Endows a party member's weapon with Earth and increases Earth elemental damage per skill level for the skill's duration. Consumes 1 Lime Green Point. [Lv 1]: Lasts 10 minutes, Earth Damage+1% [Lv 2]: Lasts 15 minutes, Earth Damage+2% [Lv 3]: Lasts 20 minutes, Earth Damage+3% [Lv 4]: Lasts 25 minutes, Earth Damage+4% [Lv 5]: Lasts 30 minutes, Earth Damage+5% |
Max Level: 5 Requirement: Advanced Book 9 Skill Form: Passive Description: Increases resistance, physical and magical damage against Dragon monsters. Mastering this skill will add +3 INT. [Lv 1]: +4% Resistance, +%4 Physical/ +2% Magical Damage, INT +1 [Lv 2]: +8% Resistance, +%8 Physical/ +4% Magical Damage, INT +1 [Lv 3]: +12% Resistance, +%12 Physical/ +6% Magical Damage, INT +2 [Lv 4]: +16% Resistance, +%16 Physical/ +8% Magical Damage, INT +2 [Lv 5]: +20% Resistance, +%20 Physical/ +10% Magical Damage, INT +3 |
Max Level: 5 Requirement: Flame Launcher 2 Skill Form: Active Type: Supportive Target: Ground Cast Time: 1.00s Fixed / 4.00s Variable After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Enchants an area of 7x7 cells so that it will amplify all Fire elemental attacks, as well as the ATK and MATK of Fire elemental targets. Ice Wall and Sage skills that target the ground can't be cast over Volcano. Initial cast requires 1 Blue Gemstone, but multiple casting of this skill will not consume Gemstones throughout Volcano's active duration. [Lv 1]: Fire Damage +10%, ATK/MATK +10 [Lv 2]: Fire Damage +14%, ATK/MATK +15 [Lv 3]: Fire Damage +17%, ATK/MATK +20 [Lv 4]: Fire Damage +19%, ATK/MATK +25 [Lv 5]: Fire Damage +20%, ATK/MATK +30 |
Max Level: 5 Requirement: Frost Weapon 2 Skill Form: Active Type: Supportive Target: Ground Cast Time: 1.00s Fixed / 4.00s Variable After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Enchants an area of 7x7 cells so that it will amplify all Water elemental attacks and the MaxHP of Water elemental targets in it's range. This area will also enable the use of Water Ball and Aqua Benedicta. Other Sage skills that target the ground can't be cast over Deluge. Initial cast requires 1 Blue Gemstone, but multiple casting of this skill will not consume Gemstones throughout Deluge's active duration. [Lv 1]: Water Damage +10%, MaxHP +5% [Lv 2]: Water Damage +14%, MaxHP +9% [Lv 3]: Water Damage +17%, MaxHP +12% [Lv 4]: Water Damage +19%, MaxHP +14% [Lv 5]: Water Damage +20%, MaxHP +15% |
Max Level: 5 Requirement: Lightning Loader 2 Skill Form: Active Type: Supportive Target: Ground Cast Time: 1.00s Fixed / 4.00s Variable After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Enchants an area of 7x7 cells so that it will amplify all Wind elemental attacks and the FLEE rate of Wind element targets in it's range. This area will also increase the duration of Fire Wall by 1.5 times. Other Sage skills that target the ground can't be cast over Violent Gale. Initial cast requires 1 Blue Gemstone, but multiple casting of this skill will not consume Gemstones throughout Violent Gale's active duration. [Lv 1]: Wind Damage +10%, FLEE +3 [Lv 2]: Wind Damage +14%, FLEE +6 [Lv 3]: Wind Damage +17%, FLEE +9 [Lv 4]: Wind Damage +19%, FLEE +12 [Lv 5]: Wind Damage +20%, FLEE +15 |
Max Level: 5 Requirement: Volcano 3, Deluge 3, Violent Gale 3 Skill Form: Active Type: Supportive Target: Ground Cast Time: 1.00s Fixed / 4.00s Variable After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Cast a spell that will block or cancel all ground targeting spells or enchantments. Other Sage skills that target the ground can't be cast in the area enchanted by Land Protector. Consumes 1 Blue Gemstone and 1 Yellow Gemstone. [Lv 1]: Lasts 120 seconds, AoE: 7x7 [Lv 2]: Lasts 165 seconds, AoE: 7x7 [Lv 3]: Lasts 210 seconds, AoE: 9x9 [Lv 4]: Lasts 255 seconds, AoE: 9x9 [Lv 5]: Lasts 300 seconds, AoE: 11x11 |
Max Level: 5 Requirement: Spell Breaker 3 Skill Form: Active Type: Supportive Target: 1 Character Cast Time: 0.40s Fixed / 1.60s Variable After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Casting Dispell has a chance of canceling all magic effects that have been cast on a target. Success chance is determined by the target's magic defense. If you use level 5, it will succeed 100% regardless. Consumes 1 Yellow Gemstone. [Lv 1]: Success Chance: 60% [Lv 2]: Success Chance: 70% [Lv 3]: Success Chance: 80% [Lv 4]: Success Chance: 90% [Lv 5]: Success Chance: 100% |
Max Level: 10 Requirement: Auto Spell 5, Dispell 1, Land Protector 1 Skill Form: Active Type: Undefined Target: Undefined Cast Time: 0s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Cast a random skill. Leveling this skill increases the variety of skills that are cast through Abracadabra. Consumes 2 Yellow Gemstones, if you are under the Disabled Gemstone Consumption effect you will consume at least 1 Yellow Gemstone. |
Max Level: 1 Skill Form: Active Type: Supportive Target: 1 Character Cast Time: 0s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Reveals detailed information about a targeted monster to the caster and members in caster's party. |
Max Level: 5 Requirement: Stone Curse 1 Requirement: Stone Curse 1 Requirement: Seismic Weapon 1 Skill Form: Active Type: Magical Target: 1 Character Cast Time: (Lv5) 1.20s Fixed After Cast Delay: 1.40s Cool Down: 0s Recover: AP AP Cost: Description: Commands the ground beneath a targeted enemy to rise into spikes inflicting 200% MATK Earth elemental magic damage. The number of hits increases with the skill level. [Lv 1]: Hits: 1 [Lv 2]: Hits: 2 [Lv 3]: Hits: 3 [Lv 4]: Hits: 4 [Lv 5]: Hits: 5 |
Max Level: 5 Requirement: Earth Spike 3 Requirement: Earth Spike 3 Requirement: Earth Spike 1 Skill Form: Active Type: Magical Target: Ground Cast Time: (Lv5)0.8s Fixed / 1.9s Variable After Cast Delay: 0.5s Cool Down: None Description: Commands the ground in a targeted area to rise into spikes in order to deal Earth elemental magic damage enemies within a 5x5 area. If there is a target hidden in the ground within that range, it also deals damage to that target and releases it from Hiding. [Lv 1]: MATK 125% [Lv 2]: MATK 250% [Lv 3]: MATK 375% [Lv 4]: MATK 500% [Lv 5]: MATK 625% | |
| Quest Skills | ||
Requirement: Finish Quest Skill Form: Active Type: Debuff Target: 1 Character Cast Time: 2.00s Fixed After Cast Delay: 1.00s Cool Down: 0s Recover: AP AP Cost: Description: Consume 1 Elemental Converter (Water Element) to attempt to change target monster's element to Water. This skill requires Elemental Converter items of the correct element and has a chance of failing. |
Requirement: Finish Quest Skill Form: Active Type: Debuff Target: 1 Character Cast Time: 2.00s Fixed After Cast Delay: 1.00s Cool Down: 0s Recover: AP AP Cost: Description: Consume 1 Elemental Converter (Earth Element) to attempt to change target monster's element to Earth. This skill requires Elemental Converter items of the correct element and has a chance of failing. |
Requirement: Finish Quest Skill Form: Active Type: Debuff Target: 1 Character Cast Time: 2.00s Fixed After Cast Delay: 1.00s Cool Down: 0s Recover: AP AP Cost: Description: Consume 1 Elemental Converter (Fire Element) to attempt to change target monster's element to Fire. This skill requires Elemental Converter items of the correct element and has a chance of failing. |
Requirement: Finish Quest Skill Form: Active Type: Debuff Target: 1 Character Cast Time: 2.00s Fixed After Cast Delay: 1.00s Cool Down: 0s Recover: AP AP Cost: Description: Consume 1 Elemental Converter (Wind Element) to attempt to change target monster's element to Wind. This skill requires Elemental Converter items of the correct element and has a chance of failing. |
Requirement: Finish Quest Skill Form: Active Type: Crafting Target: Caster Cast Time: 0s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Consume certain items to create an Elemental Converter that will temporarily endow the caster's attacks with an elemental property. There are 4 different kinds of Elemental Converters. Required Items+1 Blank Scroll: Fire Converter: 1 Red Blood Earth Converter: 1 Green Live Wind Converter: 1 Wind of Verdure Water Converter: 1 Crystal Blue | |
Skill Analysis
| Skill | Notes | Points | Type |
|---|---|---|---|
|
10 | Passive | |
|
1 | Active | |
|
1 / 5 | Defensive | |
|
3 | Defensive | |
|
1 | Active | |
|
0 / 10 | Active | |
|
5 | Supportive | |
|
5 | Supportive | |
|
5 | Supportive | |
|
5 | Supportive | |
|
5 | Passive | |
|
5 | Supportive | |
|
5 | Supportive | |
|
5 | Supportive | |
|
5 | Defensive | |
|
5 | Supportive | |
|
0 | Active | |
|
1 | Supportive | |
|
5 | Offensive | |
|
0 / 5 | Offensive | |
Elemental Change (Fire)
|
|
1 | Active |
Elemental Change (Water)
|
|
1 | Active |
Elemental Change (Wind)
|
|
1 | Active |
Elemental Change (Earth)
|
|
1 | Active |
|
1 | Active | |
Recommended Skill Tree
| Leveling | | ||
|---|---|---|---|
| Endgame | | ||
Land Protector

In this section, we'll be talking a lot more about the Sage skill
Land Protector (LP) in-depth on how it should be properly placed, what level of LP should you use in different scenarios, and what's the extent of the "hittable zone" and "danger zone" of LP. From here on out, I'll be referring to Land Protector as LP only for simplicity's sake. Okay then, let's get going! As what can be seen from the image above, LP is divided into three (3) AoEs. Levels 1-2 LP produce the 7x7, Levels 3-4 LP produce the 9x9, while only Level 5 produces 11x11. In most situation, you'd likely use 11x11 LP most of the time whenever you'd need to put an LP underneath you to protect you or your party from strong ground magical skills from MVPs. However not all the time would you need to use 11x11.
If you're in a small party of let's say 4 or 5 then a 9x9 LP will suffice to protect you and your small party. This gets significantly reduced when you solo on your own plus your Elementals and High Elementals. When this happens, you'd only want to use 7x7 and there'll be enough space for the both of you. Now you must be wondering why this is necessary. Simply because your skills won't hit the MVP. There will be times where you'll need to land your ground AoE skills to hit the enemy and you will have a lot of those especially when you transition to Elemental Master, and when an MVP enters your LP, you'll be left disadvantaged alongside your fellow party members that spams ground AoE spells like the Arch Mages. Furthermore when you're in a party and there are ground effects you want to clear such as
Spider Web (Fiber Lock) or
Demonstration (Bomb), you'll only need to use 7x7 so that you and your party's ground AoE skills won't get blocked.
But then you're probably going to argue, LP actually has a "hittable zone" and yes you are correct but what happens now if the MVP is placed further inside your LP then no matter where you cast your skills to the "hittable zone" of LP your skills will never reach the MVP. That's why you would need to use lower levels of LP in those kinds of situations.
"Hittable Zone" of Land Protector

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
Conflagration 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 here.

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 insignias, just put LP underneath you so you can survive, just make sure to give a slight space for where you could cast your ground AoE skills to kill the MVP.
Proper Placement of Land Protector

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. More info will be discussed regarding LP's behavior in correlation with insignias in this section.
Dispell
List of Common Buffs and Debuffs Removed by Dispell
In this section of the guide, I'll only be listing the buffs and debuffs commonly seen from bosses and players. Obviously, this list won't be complete or near perfection, but if you know any more buffs and debuffs that you think should be included in the list, please feel free to add it or let me know.
I would also like to add that this list will be updated over time as I work more on the guide.
| Dispellable | |||
|---|---|---|---|
Steel Body
| |||
+ Climax Bloom
|
+ Climax Earth
|
Magic Intoxication
|
|
Cloud Poison
|
Crystallization
|
||
NPC MAX PAIN
|
NPC AGI UP
|
Curse
| |
Bleeding
|
Hallucination
|
Silence
|
Frozen
|
Professor

Overview
Professor (alternatively known as 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
Soul Change, and even regenerate their own SP thru the HP%-SP% based skill
Indulge. Another SP-manipulating skill they have learned is the skill
Soul Burn, which allows Professors to effectively eliminate all of their opponent's SP which makes them an annoying foe to deal with in PvP and War of Emperium (WoE) on top of already having an annoying skill like
Dispell from their previous job as Sages. Defensively, they've also learned new skills such as
Wall of Fog (Blinding Mist), and
Spider Web (Fiber Lock) that complements well with
Safety Wall and
Deluge and with Fire Bolter builds, respectively.
Offensively, Professors have also learned to boost their own magical power, improving on their own bolt-based magical build in the form of
Double Casting 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
Spell Fist.
Skill Tree
| Professor Skill Tree | ||
|---|---|---|
Max Level: 5 Requirement: Increase SP Recovery 1, Magic Rod 1 Skill Form: Active Type: Supportive Target: Caster Cast Time: 0s Fixed After Cast Delay: 0.50s Cool Down: 0s Recover: AP AP Cost: Description: Consumes an amount of HP equal to 10% of MaxHP to restore an SP amount determined by the skill's level. [Lv 1]: SP +10% [Lv 2]: SP +20% [Lv 3]: SP +30% [Lv 4]: SP +40% [Lv 5]: SP +50% |
Max Level: 1 Requirement: Magic Rod 3, Spell Breaker 2 Skill Form: Active Type: Supportive Target: 1 Character Cast Time: 3.00s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Exchanges caster's remaining SP with target's remaining SP. The SP that the caster receives cannot exceed the caster's MaxSP limit. |
Max Level: 5 Requirement: Cast Cancel 5, Magic Rod 3, Dispell 3 Skill Form: Active Type: Magical Target: 1 Character Cast Time: 0s Fixed After Cast Delay: 0s Cool Down: (Lv5) 15.00s Recover: AP AP Cost: Description: Casts a spell that has the chance of draining the target's SP. At level 5, this skill will also inflict an amount of damage equal to double of the caster's remaining SP. However, if this skill fails, this damage will be received by the caster. Soul Burn is only enabled in WoE and PvP maps, and has a 15 second delay after each use. [Lv 1]: 40% Success Rate [Lv 2]: 50% Success Rate [Lv 3]: 60% Success Rate [Lv 4]: 70% Success Rate [Lv 5]: 70% Success Rate |
Max Level: 5 Requirement: Increase SP Recovery 3, Soul Burn 2 Skill Form: Active Type: Debuff Target: 1 Character Cast Time: 0s Fixed After Cast Delay: (Lv5) 1.20s Cool Down: 0s Recover: AP AP Cost: Description: Induces mental turmoil in an enemy that will reduce it's MDEF, but will also increases it's MATK. This skill's level affects the success rate. [Lv 1]: MATK +20%, MDEF -12% [Lv 2]: MATK +40%, MDEF -24% [Lv 3]: MATK +60%, MDEF -36% [Lv 4]: MATK +80%, MDEF -48% [Lv 5]: MATK +100%, MDEF -60% |
Max Level: 1 Requirement: Advanced Book 5, Auto Spell 1, Free Cast 5 Skill Form: Active Type: Supportive Target: Caster Cast Time: 2.50s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Reduces Casting Time for 5 skills by half. This skill is canceled when caster dies, but otherwise it has no duration. Memorize's Casting Time, which is unaffected by DEX, is 2.5 seconds. |
Max Level: 1 Requirement: Violent Gale 2, Deluge 2 Skill Form: Active Type: Supportive Target: Ground Cast Time: 0s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Creates a wall of fog in a 5x3 cell area that will cause the Blind status on players and monsters. All long ranged attacks targeted at players within the skill's range will have a greater chance of missing and have reduced damage. Negative effects only apply to monsters in normal fields, but will also apply to players in PvP zones. |
Max Level: 1 Requirement: Dragonology 4 Skill Form: Active Type: Supportive Target: 1 Character Cast Time: 0s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Shoots a spider web that will bind and immobilize a target and decrease it's FLEE rate by half for 8 seconds. Fire elemental attacks will cause double damage on Fiber Locked targets and cancel the Fiber Locked status. A maximum of 2 Spider Webs can be shot at once. Consumes 1 Cobweb. |
Max Level: 5 Requirement: Auto Spell 1 Skill Form: Active Type: Supportive Target: Caster Cast Time: 0.40s Fixed / 1.60s Variable After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Enables the chance of repeating any Bolt skill that is cast for 90 seconds. [Lv 1]: 40% Chance [Lv 2]: 50% Chance [Lv 3]: 60% Chance [Lv 4]: 70% Chance [Lv 5]: 80% Chance | |
Skill Analysis
| Skill | Notes | Points | Type |
|---|---|---|---|
|
5 | Supportive | |
|
0 / 1 | Supportive | |
|
0 / 5 | Offensive | |
|
0 / 5 | Offensive | |
|
0 | Active | |
|
1 | Defensive | |
|
1 | Defensive | |
|
0 / 5 | Active | |
Recommended Skill Tree
| Leveling | | ||
|---|---|---|---|
| Endgame | | ||
Sorcerer

Overview
Sorcerer (often shortened to 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 Fire Spirit Agni, the Water Spirit Aqua, the Wind Spirit Ventus, and the Earth Spirit Tera. 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
Summon Agni,
Summon Aqua,
Summon Ventus, and
Summon Tera. 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
Psychic Wave,
Diamond Dust,
Earth Grave, and
Varetyr Spear.
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
Summon Aqua in Lvl. 1
Elemental Control (Passive Mode) would endow its summoner's
Psychic Wave skill with the Water property, as well as boosting the damage output of
Diamond Dust 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 unimaginable ways and because of this they have developed skills to further enhance their dearest companion's capabilities with the skill
Elemental Sympathy 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 Insignia System (
Fire Insignia,
Water Insignia,
Wind Insignia, &
Earth Insignia) 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 Poison magic. This started the beginning stages of the so-called Poison magic and turned into a practice for the class to satiate their hunger. Albeit limited, this allowed Sorcerers to use Poison skills such as
Poison Buster and
Killing Cloud. 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
Spell Fist and this empowered them to deal melee magical damage with each strike they make.
The class to this day has never forgotten its roots coming from the Sage and Professor lineup and have honored this as they developed skills to annoy and poke enemies.
Extreme Vacuum is a crowd control or root skill that immobilizes any unit that steps within its AoE.
Arrullo 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
| Sorcerer Skill Tree | ||
|---|---|---|
Max Level: 5 Requirement: Elemental Control 3 Skill Form: Active Type: Supportive Target: Caster and Party Members Cast Time: 0s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: By expending the summoned Elemental's magic, the Sorcerer creates a magical barrier on the cells where the caster and party members are standing on. Magical barrier disappears once it's life reaches 0 or when skill duration ends. Affects self and all party members within Sorcerer's screen. The magical barrier only blocks melee physical damage and the caster's summoned Element disappears on use. Consumes 1 Blue Gemstone |
Max Level: 5 Requirement: Volcano 1 Skill Form: Active Type: Magical Target: Caster Cast Time: 1.00s Variable After Cast Delay: 1.00s Cool Down: 0s Recover: AP AP Cost: Description: Creates a trail of fire behind the caster for 12 sec, dealing Fire elemental damage to enemies that walk on it. Skill level affects damage inflicted. [Lv 1]: Up to 8 cells [Lv 2]: Up to 10 cells [Lv 3]: Up to 12 cells [Lv 4]: Up to 14 cells [Lv 5]: Up to 16 cells |
Max Level: 5 Requirement: Violent Gale 1 Skill Form: Active Type: Magical Target: Caster Cast Time: 1.00s Variable After Cast Delay: 1.00s Cool Down: 0s Recover: AP AP Cost: Description: Summons Lightning under your feet for 12 sec, dealing Wind elemental damage to enemies that walk on it. Skill level affects damage inflicted. [Lv 1]: Up to 8 cells [Lv 2]: Up to 10 cells [Lv 3]: Up to 12 cells [Lv 4]: Up to 14 cells [Lv 5]: Up to 16 cells |
Max Level: 10 Requirement: Auto Spell 4 Skill Form: Active Type: Supportive Target: Caster Cast Time: 0s Fixed After Cast Delay: 1.00s Cool Down: 0s Recover: AP AP Cost: Description: If the caster uses this skill while casting Fire Bolt, Cold Bolt or Lightening Bolt, the Bolt casting is cancelled but all the bolt's power is concentrated in the caster's hands. While in this state, physical attacks will deal magic damage of the bolt. The amount of damage depends on the skill level. Each attack during the duration of the effect consumes 20 SP, and the effect is dispelled when SP reaches 0 or the duration ends. [Lv 1]: Duration: 45 seconds. [Lv 2]: Duration: 60 seconds. [Lv 3]: Duration: 75 seconds. [Lv 4]: Duration: 90 seconds. [Lv 5]: Duration: 105 seconds. [Lv 6]: Duration: 120 seconds. [Lv 7]: Duration: 135 seconds. [Lv 8]: Duration: 150 seconds. [Lv 9]: Duration: 165 seconds. [Lv 10]: Duration: 180 seconds. |
Max Level: 5 Requirement: Earth Spike 5 Skill Form: Active Type: Magical, AoE Target: Ground Cast Time: (Lv5) 1.00s Fixed After Cast Delay: 1.00s Cool Down: 5.00s Recover: AP AP Cost: Description: Transforms the ground into spears, causing Earth elemental magic damage and Bleeding state to the targets. Damage additionally increases according to the Seismic Weapon skill level as well as the caster's Base Level and INT. Can also cause damage to enemy in Hiding and Cloaking state. [Lv 1]: AoE: 7x7 cells [Lv 2]: AoE: 7x7 cells [Lv 3]: AoE: 7x7 cells [Lv 4]: AoE: 9x9 cells [Lv 5]: AoE: 9x9 cells |
Max Level: 5 Requirement: Deluge 3 Skill Form: Active Type: Magical, AoE Target: Ground Cast Time: (Lv5) 0.00s Fixed After Cast Delay: 1.00s Cool Down: 5.00s Recover: AP AP Cost: Description: Creates freezing winds in an area which causes Water element magic damage and Crystallization state. The damage increase depends on skill level and Frost Weapon skill level and further increases based on the caster's Base Level and INT. The duration of Crystallization state can be reduced with high VIT. [Lv 1]: AoE: 7x7 cells [Lv 2]: AoE: 7x7 cells [Lv 3]: AoE: 7x7 cells [Lv 4]: AoE: 9x9 cells [Lv 5]: AoE: 9x9 cells |
Max Level: 5 Requirement: Killing Cloud 2 Skill Form: Active Type: Magical, AoE Target: 1 Character Cast Time: (Lv5) 0.00s Fixed After Cast Delay: 1.00s Cool Down: 2.00s Recover: AP AP Cost: Description: Inflicts Poison elemental magic damage to the target and surrounding targets. Targets affected by Poison Cloudwill receive increased damage. Damage additionally increases according to the caster's Base Level and INT. [Lv 1]: MATK 1300%, 1500% (with Poison Cloud) [Lv 2]: MATK 1600%, 2000% (with Poison Cloud) [Lv 3]: MATK 1900%, 2500% (with Poison Cloud) [Lv 4]: MATK 2200%, 3000% (with Poison Cloud) [Lv 5]: MATK 2500%, 3500% (with Poison Cloud) |
Max Level: 5 Requirement: Dispell 2 Skill Form: Active Type: Magical, AoE Target: Ground Cast Time: (Lv5) 0.60s Fixed After Cast Delay: 1.00s Cool Down: 5.00s Recover: AP AP Cost: Description: Fires a wave of psychic energy at targets in an area to deal multiple hits of Neutral elemental magic. If equipped with a Staff or Book the damage will be dealt twice. Damage additionally increases according to the skill level and caster's Base Level and INT. [Lv 1]: AoE: 7x7 cells, Hit 3 times [Lv 2]: AoE: 7x7 cells, Hit 4 times [Lv 3]: AoE: 9x9 cells, Hit 5 times [Lv 4]: AoE: 9x9 cells, Hit 6 times [Lv 5]: AoE: 11x11 cells, Hit 7 times |
Max Level: 5 Requirement: Heaven's Drive 5 Skill Form: Active Type: Magical, AoE Target: Ground Cast Time: (Lv5) 0.00s Fixed After Cast Delay: 1.00s Cool Down: 5.00s Recover: AP AP Cost: Description: Creates a poisonous cloud in a 7x7 area, which will continuously deal Poison element magic damage and cause Poison status for 5 seconds. Targets affected by Killing Cloud, decreases their resistance to Poison attacks. Damage additionally increases according to the caster's Base Level and INT. [Lv 1]: MATK 40%, Poison Resistance: -5% [Lv 2]: MATK 80%, Poison Resistance: -10% [Lv 3]: MATK 120%, Poison Resistance: -15% [Lv 4]: MATK 160%, Poison Resistance: -20% [Lv 5]: MATK 200%, Poison Resistance: -25% |
Max Level: 5 Requirement: Lightning Loader 1, Flame Launcher 1, Frost Weapon 1, Seismic Weapon 1 Skill Form: Active Type: Supportive Target: Caster and Party Members Cast Time: 1.00s Variable After Cast Delay: 1.00s Cool Down: 2.00s Recover: AP AP Cost: Description: Increase weapon's ATK and Perfect HIT of caster and 1 party member for 90 seconds. Affected target consumes certain amount of SP per second. Can only be used when in a party. [Lv 1]: ATK +20, Perfect HIT +30, Consumes 5 SP per second [Lv 2]: ATK +40, Perfect HIT +40, Consumes 4 SP per second [Lv 3]: ATK +60, Perfect HIT +50, Consumes 3 SP per second [Lv 4]: ATK +80, Perfect HIT +60, Consumes 2 SP per second [Lv 5]: ATK +100, Perfect HIT +70, Consumes 1 SP per second |
Max Level: 5 Requirement: Volcano 1, Violent Gale 1 Skill Form: Active Type: Supportive Target: Ground Cast Time: (Lv5) 1.00s Fixed After Cast Delay: 1.00s Cool Down: (Lv5) 55.00s Recover: AP AP Cost: Description: Increases the temperature in 7x7 AoE, removing Crystallization, Frozen and Freezing state from targets in range. [Lv 1]: Duration 40 seconds [Lv 2]: Duration 45 seconds [Lv 3]: Duration 50 seconds [Lv 4]: Duration 55 seconds [Lv 5]: Duration 60 seconds |
Max Level: 5 Requirement: Land Protector 2 Skill Form: Active Type: Supportive Target: Ground Cast Time: 0s Fixed After Cast Delay: 1.00s Cool Down: 5.00s Recover: AP AP Cost: Description: Create a vacuum on a cell that pull all targets to the center. Targets in the area cannot move until the skill duration expires. A high STR reduce the duration of this skill. Some skills ignore the effect of Extreme Vacuum. [Lv 1]: 3x3 AoE, Duration 4 sec. [Lv 2]: 3x3 AoE, Duration 6 sec. [Lv 3]: 5x5 AoE, Duration 8 sec. [Lv 4]: 5x5 AoE, Duration 10 sec. [Lv 5]: 7x7 AoE, Duration 12 sec. |
Max Level: 10 Requirement: Seismic Weapon 1, Violent Gale 4 Skill Form: Active Type: Magical Target: 1 Character Cast Time: (Lv10) 1.00s Fixed After Cast Delay: 1.00s Cool Down: 5.00s Recover: AP AP Cost: Description: Summon a huge lightning spear from the sky and inflict Wind element magic damage to 1 target and surrounding enemies. Has a chance to Stun targets. Damage additionally increases according to the Lightning Loader and Striking skill level as well as the caster's Base Level and INT. [Lv 1]: AoE: 3x3 cells [Lv 2]: AoE: 3x3 cells [Lv 3]: AoE: 3x3 cells [Lv 4]: AoE: 5x5 cells [Lv 5]: AoE: 5x5 cells [Lv 6]: AoE: 5x5 cells [Lv 7]: AoE: 7x7 cells [Lv 8]: AoE: 7x7 cells [Lv 9]: AoE: 7x7 cells [Lv 10]: AoE: 9x9 cells |
Max Level: 5 Requirement: Warmer 2 Skill Form: Active Type: Debuff Target: Ground Cast Time: (Lv5) 0.00s Fixed After Cast Delay: 1.00s Cool Down: (Lv5) 9.00s Recover: AP AP Cost: Description: Causes Deep Sleep status on targets within an area. Consumes 1 Yellow Gemstone. [Lv 1]: 3x3 AoE [Lv 2]: 3x3 AoE [Lv 3]: 5x5 AoE [Lv 4]: 5x5 AoE [Lv 5]: 7x7 AoE |
Max Level: 4 Requirement: 4 Elemental Analysis 1 Skill Form: Active Type: Supportive Target: Elemental Cast Time: 2.00s Variable After Cast Delay: 0s Cool Down: 5.00s Recover: AP AP Cost: Description: Command a Elemental in Waiting mode to switch it's mode to Passive (Buff), Defensive (Defense) or Offensive (Attack). To switch the elemental into Waiting mode, caster just commands same order once more. When Elementals are in Waiting mode, they recover little amount HP and SP continuously. [Lv 1]: Switch Elemental to Passive mode [Lv 2]: Switch Elemental to Defensive mode [Lv 3]: Switch Elemental to Offensive mode [Lv 4]: Dismiss current Elemental |
Max Level: 3 Requirement: Elemental Control 1, Warmer 3 Skill Form: Active Type: Summon Target: Around the caster Cast Time: 2.00s Fixed After Cast Delay: 0s Cool Down: 60.00s Recover: AP AP Cost: Description: Summon spirit of Fire, Agni. Consume 3 Red Blood, 6 Red Blood or 1 Flame Heart as catalyst items depending on the skill level. [Lv 1]: Duration: 600 seconds, Consume 5 SP per 10 seconds. [Lv 2]: Duration: 900 seconds, Consume 8 SP per 10 seconds. [Lv 3]: Duration: 1200 seconds, Consume 11 SP per 10 seconds. |
Max Level: 3 Requirement: Elemental Control 1, Diamond Dust 3 Skill Form: Active Type: Summon Target: Around the caster Cast Time: 2.00s Fixed After Cast Delay: 0s Cool Down: 60.00s Recover: AP AP Cost: Description: Summon spirit of water, Aqua. Consume 3 Crystal Blue, 6 Crystal Blue or 1 Mystic Frozen as catalyst items depending on the skill level. [Lv 1]: Duration: 600 seconds, Consume 5 SP per 10 seconds. [Lv 2]: Duration: 900 seconds, Consume 8 SP per 10 seconds. [Lv 3]: Duration: 1200 seconds, Consume 11 SP per 10 seconds. |
Max Level: 3 Requirement: Elemental Control 1, Varetyr Spear 3 Skill Form: Active Type: Summon Target: Around the caster Cast Time: 2.00s Fixed After Cast Delay: 0s Cool Down: 60.00s Recover: AP AP Cost: Description: Summon spirit of wind, Ventus. Consume 3 Wind of Verdure, 6 Wind of Verdure or 1 Rough Wind as catalyst items depending on the skill level. [Lv 1]: Duration: 600 seconds, Consume 5 SP per 10 seconds. [Lv 2]: Duration: 900 seconds, Consume 8 SP per 10 seconds. [Lv 3]: Duration: 1200 seconds, Consume 11 SP per 10 seconds. |
Max Level: 3 Requirement: Elemental Control 1, Earth Grave 3 Skill Form: Active Type: Summon Target: Around the caster Cast Time: 2.00s Fixed After Cast Delay: 0s Cool Down: 60.00s Recover: AP AP Cost: Description: Summon spirit of earth, Tera. Consume 3 Green Live, 6 Green Live or 1 Great Nature as catalyst items depending on the skill level. [Lv 1]: Duration: 600 seconds, Consume 5 SP per 10 seconds. [Lv 2]: Duration: 900 seconds, Consume 8 SP per 10 seconds. [Lv 3]: Duration: 1200 seconds, Consume 11 SP per 10 seconds. |
Max Level: 1 Requirement: Elemental Control 3 Skill Form: Active Type: Supportive Target: Elemental Cast Time: 0s Fixed After Cast Delay: 0s Cool Down: 5.00s Recover: AP AP Cost: Description: Activate the offensive commmand immediately of the summoned Elemental. |
Max Level: 2 Requirement: Flame Launcher 1, Frost Weapon 1, Lightning Loader 1, Seismic Weapon 1 Skill Form: Active Type: Crafting Target: Caster Cast Time: 2.00s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Converts Enchanted Ores to Pure Gemstones and vice versa within a convert window, which are used as catalyst items for summoning Elementals. [Enchanted Ores] Flame Heart, Rough Wind, Mystic Frozen and Great Nature [Pure Gemstones] Red Blood, Wind of Verdure, Crystal Blue and Green Live [Lv 1]: Convert 1 Enchanted Ore into Pure Gemstones. (Divided item quantities are randomly decided.) [Lv 2]: Combine 10 Pure Gemstones into 1 Enchanted Ore (There is chance to fail, resulting in nothing.) |
Max Level: 5 Requirement: Elemental Control 3 Skill Form: Passive Description: Increases summoned Elemental's HP, SP and ATK by sharing the feelings between caster and Elemental. It also decreases caster's consuming SP. [Lv 1]: MaxHP +5%, MaxSP +5%, Damage +25, SP cost -10% [Lv 2]: MaxHP +10%, MaxSP +10%, Damage +50, SP cost -15% [Lv 3]: MaxHP +15%, MaxSP +15%, Damage +75, SP cost -20% [Lv 4]: MaxHP +20%, MaxSP +20%, Damage +100, SP cost -25% [Lv 5]: MaxHP +25%, MaxSP +25%, Damage +125, SP cost -30% |
Max Level: 1 Requirement: Elemental Sympathy 1 Skill Form: Active Type: Recovery Target: Elemental Cast Time: 2.00s Variable After Cast Delay: 1.00s Cool Down: 0s Recover: AP AP Cost: Description: Recover Elemental's HP and SP by consuming 10% of your HP and SP for the same amount. Skill will fail if caster has less than 10% HP and SP. |
Max Level: 3 Requirement: Summon Agni 3 Skill Form: Active Type: Supportive Target: Ground Cast Time: 1.00s Fixed / 1.00s Variable After Cast Delay: 0s Cool Down: 60.00s Recover: AP AP Cost: Description: Draw a Fire insignia on the ground within 3x3 cells. Recover 1% of HP per 5 seconds if the target is equipped with Fire element armor or it is a Fire element monster. Conversely, decrease 1% of HP per 5 seconds if the target is equipped with Earth element armor or it is a Earth element monster. But all the targets that are inside of skill range receive 1.5x more damage from Water element attacks. Consume Scarlet Point depending on the skill level. [Lv 1]: Increases Agni's ATK by 20%. Recovery Amount of HP/SP per 3 seconds is doubled. [Lv 2]: Increases Damage by 50. Enchants Weapon with Fire element. Increases physical ATK by 10%. [Lv 3]: Increases MATK by 50. Increases magical damage of Fire elemental skills by 25%. |
Max Level: 3 Requirement: Summon Aqua 3 Skill Form: Active Type: Supportive Target: Ground Cast Time: 1.00s Fixed / 1.00s Variable After Cast Delay: 0s Cool Down: 60.00s Recover: AP AP Cost: Description: Draw a Water insignia on the ground within 3x3 cells. Recover 1% of HP per 5 seconds, if the target is equipped with Water element armor or it is a Water element monster. Conversely, decrease 1% of HP per 5 seconds, if the target is equipped with Fire element armor or it is a Fire element monster. But all the targets that are inside of skill range receive 1.5x more damage from Wind element attacks. Consumes Indigo Point depending on the skill level. [Lv 1]: Increases Aqua's ATK by 20%. Recovery Amount of HP/SP per 3 seconds is doubled. [Lv 2]: Increaes Recovery effect by 10%. Enchants Weapon with Water element. Increases physical ATK by 10%. [Lv 3]: Decreases Variable Casting Time by 30% and Increases magical damage of Water elemental skills by 25%. |
Max Level: 3 Requirement: Summon Ventus 3 Skill Form: Active Type: Supportive Target: Ground Cast Time: 1.00s Fixed / 1.00s Variable After Cast Delay: 0s Cool Down: 60.00s Recover: AP AP Cost: Description: Draw a Wind insignia on the ground within 3x3 cells. Recover 1% of HP per 5 seconds, if the target is equipped with Wind element armor or it is a Wind element monster. Conversely, decrease 1% of HP per 5 seconds, if the target is equipped with Water element armor or it is a Water element monster. But all the targets that are inside of skill range receive 1.5x more damage from Earth element attacks. Consumes Yellow Wish Point depending on the skill level. [Lv 1]: Increases Ventus' ATK by 20%. Recovery Amount of HP/SP per 3 seconds is doubled. [Lv 2]: Increase Attack Speed a bit. Enchants Weapon with Wind element. Increases physical ATK by 10%. [Lv 3]: Decreases After Cast Delay by 50%. Increases magical damage of Wind elemental skills by 25%. |
Max Level: 3 Requirement: Summon Tera 3 Skill Form: Active Type: Supportive Target: Ground Cast Time: 1.00s Fixed / 1.00s Variable After Cast Delay: 0s Cool Down: 60.00s Recover: AP AP Cost: Description: Draw a Earth insignia on the ground within 3x3 cells. Recover 1% of HP per 5 seconds, if the target is equipped with Earth element armor or it is a Earth element monster. Conversely, decrease 1% of HP per 5 seconds, if the target is equipped with Wind element armor or it is a Wind element monster. But all the targets that are inside of skill range receive 1.5x more damage from Fire element attacks. Consumes Lime Green Point depending on the skill level. [Lv 1]: Increase Terra's ATK by 20%. Recovery Amount of HP/SP per 3 seconds is doubled. [Lv 2]: Increases MaxHP by 500 and DEF by 50. Enchants Weapon with Earth element. Increase physical ATK by 10%. [Lv 3]: Increases MaxSP and MDEF by 50. Increases magical damage of Earth elemental skills by 25%. |
Max Level: 5 Skill Form: Active Type: Supportive Target: Self Cast Time: 0s Fixed After Cast Delay: 0.50s Cool Down: 3000.00s Recover: AP AP Cost: Dispellable: No Description: Push your body to its limits, allowing you maximize your power for a short time. During this time you will gain these bonuses: [1]: All stats +20%, [2]: Increased Movement Speed, [3]: Restore 100% MaxHP when cast, [4]: MaxHP/SP will drain every second. After the duration is over, you will be incredibly exhausted, and inflicted with Rebound status. [ Rebound Status ]: [1]: Duration: 10 seconds, [2]: Reduced Movement Speed, [3]: HP Natural Recovery -100%, [4]: SP Natural Recovery -100%. [Lv 1]: 6% MaxHP/SP drain per second for 10s [Lv 2]: 4% MaxHP/SP drain per second for 15s [Lv 3]: 3% MaxHP/SP drain per second for 20s [Lv 4]: 2% MaxHP/SP drain per second for 25s [Lv 5]: 1% MaxHP/SP drain per second for 30s | ||
Skill Analysis
| Skill | Notes | Points | Type |
|---|---|---|---|
|
5 | Offensive | |
|
5 | Offensive | |
|
5 | Offensive | |
|
5 | Supportive | |
|
3 / 10 | Offensive | |
|
0 / 10 | Active | |
|
0 | Defensive | |
|
0 | Active | |
|
0 | Active | |
|
0 | Offensive | |
|
0 / 5 | Supportive | |
|
3 | Supportive | |
|
0 / 5 | Active | |
|
0 / 5 | Active | |
|
3 | Active | |
|
3 | Active | |
|
3 | Active | |
|
3 | Active | |
|
3 | Active | |
|
0 | Active | |
|
1 / 2 | Active | |
|
5 | Passive | |
|
1 | Active | |
|
3 | Active | |
|
3 | Active | |
|
3 | Active | |
|
3 | Active | |
Recommended Skill Tree
| Leveling | ![]() | ||
|---|---|---|---|
| Endgame | ![]() | ||
Elemental Master

Overview
Elemental Master (EM) is the 4th class of the Sage, Professor, and Sorcerer lineup. While seeking recluse in the vast flora and fauna of Midgard where the mystical Spirits of nature reside, Sorcerers have awakened to a much stronger and greater power. As they ascertain the reason behind this sudden awakening and the closer they seek out the truth, they start to realize that the intimate bond they shared with their companion spirits, the Elementals, have also grown alongside with them leading them to uncover more power thru the elements of nature.
This allowed their companion spirits to evolve and become powerful beings of their own rights. Agni evolved to the High Elemental Ardor, Aqua evolved to the High Elemental Diluvio, Ventus evolved to the High Elemental Procella, and Tera evolved to the High Elemental Terremotus. The Sorcerer's previous experimentation on the Poison element led them to awaken the vicegerent and embodiment of Poison magic of which it governs—the High Elemental Serpens. With their newly formed bonds and an unlikely ally with the malignant Serpens, Sorcerers themselves have evolved to the legendary Elemental Master.
Notable skills in an EM's skill kit are the skills
Conflagration,
Diamond Storm,
Lightning Land,
Terra Drive, and
Venom Swamp each of which represents the evolved High Elemental Spirits that accompany them in their adventure in the form of
Summon Elemental Ardor,
Summon Elemental Diluvio,
Summon Elemental Procella,
Summon Elemental Terremotus, and
Summon Elemental Serpens.
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
Elemental Buster 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 Serpens 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
Elemental Veil. 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
Psychic Stream, a pronounced antecedent of its predecessor skill Psychic Wave and the latest addition to the evolution of Battle Mage.
Skill Tree
| Elemental Master Skill Tree | ||
|---|---|---|
Max Level: 10 Skill Form: Passive Description: Increases Water, Wind, Earth, Fire and Poison elemental magic damage when equipped with a Book. [Lv 1]: Damage +2% [Lv 2]: Damage +3% [Lv 3]: Damage +5% [Lv 4]: Damage +6% [Lv 5]: Damage +8% [Lv 6]: Damage +9% [Lv 7]: Damage +11% [Lv 8]: Damage +12% [Lv 9]: Damage +14% [Lv 10]: Damage +15% |
Max Level: 5 Requirement: Magic Book Mastery 5 Skill Form: Active Type: Supportive Target: Caster and Party Members Cast Time: 0s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Gives a buff that increases the natural magic power (S.MATK) for the skill duration. [Lv 1]: S.MATK +4, Duration: 80 seconds [Lv 2]: S.MATK +8, Duration: 120 seconds [Lv 3]: S.MATK +12, Duration: 160 seconds [Lv 4]: S.MATK +16, Duration: 200 seconds [Lv 5]: S.MATK +20, Duration: 240 seconds |
Max Level: 5 Requirement: Spell Enchanting 3 Skill Form: Active Type: Magical, Debuff Target: 1 Character Cast Time: 2.00s Fixed / 2.00s Variable After Cast Delay: 1.00s Cool Down: 8.00s Recover: AP AP Cost: Description: Has a chance to drain the target's AP. Can only be used in PvP and WoE. [Lv 1]: AP Drain: 20, Chance: 30% [Lv 2]: AP Drain: 30, Chance: 40% [Lv 3]: AP Drain: 50, Chance: 50% [Lv 4]: AP Drain: 60, Chance: 60% [Lv 5]: AP Drain: 70, Chance: 70% |
Max Level: 5 Requirement: Activity Burn 5 Skill Form: Active(AP) Type: Supportive Target: 1 Party Member Cast Time: 3.00s Fixed After Cast Delay: 0.50s Cool Down: 2.50s Recover: AP AP Cost: 50 Description: Recovers the target's AP. [Lv 1]: Recovers AP: 10 [Lv 2]: Recovers AP: 20 [Lv 3]: Recovers AP: 30 [Lv 4]: Recovers AP: 40 [Lv 5]: Recovers AP: 50 |
Max Level: 5 Requirement: Magic Book Mastery 2 Skill Form: Active Type: Magical Target: Ground Cast Time: 1.50s Fixed / 5.00s Variable After Cast Delay: 0.50s Cool Down: 1.00s Recover: 5 AP AP Cost: AP Recovery: 5 Description: Drops an ice storm in the targeted area of 9x9 cells, inflicting Water elemental magic damage and can inflict Rapid Cooling status. The damage further increases based on the caster's Base Level and SPL. Deals more damage if the water spirit Diluvio is summoned. [Lv 1]: MATK 2900%/10400% (elemental spirit) / Rapid Cooling Chance: 5% [Lv 2]: MATK 5300%/13000% (elemental spirit) / Rapid Cooling Chance: 5% [Lv 3]: MATK 7700%/15600% (elemental spirit) / Rapid Cooling Chance: 5% [Lv 4]: MATK 10100%/18200% (elemental spirit) / Rapid Cooling Chance: 5% [Lv 5]: MATK 12500%/20800% (elemental spirit) / Rapid Cooling Chance: 5% |
Max Level: 5 Requirement: Magic Book Mastery 2 Skill Form: Active Type: Magical Target: Ground Cast Time: 1.50s Fixed / 5.00s Variable After Cast Delay: 0.70s Cool Down: 2.00s Recover: 5 AP AP Cost: AP Recovery: 5 Description: Causes a lightning storm in the targeted area of 9x9 cells for 3 seconds, inflicting Wind elemental magic damage and can inflict Torrent status. The damage further increases based on the caster's Base Level and SPL. Deals more damage if the wind spirit Procella is summoned. [Lv 1]: MATK 1800%/2000% (elemental spirit) / Torrent Chance: 3% [Lv 2]: MATK 2900%/3300% (elemental spirit) / Torrent Chance: 3% [Lv 3]: MATK 4000%/4600% (elemental spirit) / Torrent Chance: 3% [Lv 4]: MATK 5100%/5900% (elemental spirit) / Torrent Chance: 3% [Lv 5]: MATK 6200%/7200% (elemental spirit) / Torrent Chance: 3% |
Max Level: 5 Requirement: Magic Book Mastery 2 Skill Form: Active Type: Magical Target: Ground Cast Time: 1.50s Fixed / 5.00s Variable After Cast Delay: 0.70s Cool Down: 2.00s Recover: 5 AP AP Cost: AP Recovery: 5 Description: Causes a strong toxic swamp in the targeted area of 9x9 cells for 3 seconds, inflicting Poison elemental magic damage and can inflict Severe Poison status. The damage further increases based on the caster's Base Level and SPL. Deals more damage if the poison spirit Serpens is summoned. [Lv 1]: MATK 1800%/2000% (elemental spirit) / Severe Poison Chance: 3% [Lv 2]: MATK 2900%/3300% (elemental spirit) / Severe Poison Chance: 3% [Lv 3]: MATK 4000%/4600% (elemental spirit) / Severe Poison Chance: 3% [Lv 4]: MATK 5100%/5900% (elemental spirit) / Severe Poison Chance: 3% [Lv 5]: MATK 6200%/7200% (elemental spirit) / Severe Poison Chance: 3% |
Max Level: 5 Requirement: Magic Book Mastery 2 Skill Form: Active Type: Magical Target: Ground Cast Time: 1.50s Fixed / 5.00s Variable After Cast Delay: 0.70s Cool Down: 2.00s Recover: 5 AP AP Cost: AP Recovery: 5 Description: Causes a fire in the targeted area of 9x9 cells for 3 seconds, inflicting Fire elemental magic damage and can inflict Blaze status. The damage further increases based on the caster's Base Level and SPL. Deals more damage if the fire spirit Ardor is summoned. [Lv 1]: MATK 1800%/2000% (elemental spirit) / Blaze Chance: 3% [Lv 2]: MATK 2900%/3300% (elemental spirit) / Blaze Chance: 3% [Lv 3]: MATK 4000%/4600% (elemental spirit) / Blaze Chance: 3% [Lv 4]: MATK 5100%/5900% (elemental spirit) / Blaze Chance: 3% [Lv 5]: MATK 6200%/7200% (elemental spirit) / Blaze Chance: 3% |
Max Level: 5 Requirement: Magic Book Mastery 2 Skill Form: Active Type: Magical Target: Ground Cast Time: 1.50s Fixed / 5.00s Variable After Cast Delay: 0.50s Cool Down: 1.00s Recover: 5 AP AP Cost: AP Recovery: 5 Description: Makes the ground soar in the targeted area of 9x9 cells, inflicting Earth elemental magic damage and can inflict Concretion status. The damage further increases based on the caster's Base Level and SPL. Deals more damage if the earth spirit Terremotus is summoned. [Lv 1]: MATK 2900%/10400% (elemental spirit) / Concretion Chance: 5% [Lv 2]: MATK 5300%/13000% (elemental spirit) / Concretion Chance: 5% [Lv 3]: MATK 7700%/15600% (elemental spirit) / Concretion Chance: 5% [Lv 4]: MATK 10100%/18200% (elemental spirit) / Concretion Chance: 5% [Lv 5]: MATK 12500%/20800% (elemental spirit) / Concretion Chance: 5% |
Max Level: 5 Requirement: Elemental Spirit Mastery 3 Skill Form: Active Type: Supportive Target: Elemental Cast Time: 2.00s Fixed / 4.00s Variable After Cast Delay: 1.00s Cool Down: 10.00s Recover: AP AP Cost: Description: Turns your High Elemental Spirit transparent. Can only be used on High Elemental Spirits. [Lv 1]: Duration: 120 seconds [Lv 2]: Duration: 150 seconds [Lv 3]: Duration: 180 seconds [Lv 4]: Duration: 210 seconds [Lv 5]: Duration: 240 seconds |
Max Level: 1 Requirement: Summon Aqua 3, Summon Agni 3, Summon Ventus 3, Summon Terra 3, Elemental Spirit Mastery 1, Venom Swamp 1 Skill Form: Active Type: Summon Cast Time: 3.00s Fixed / 5.00s Variable After Cast Delay: 1.00s Cool Down: 60.00s Recover: AP AP Cost: Description: Advents any large Elemental Spirit into High Elemental Spirit Serpens. Upon summoning, increases Poison elemental magic damage by 10% and increases damage of Venom Swamp. Serpens's stats increases based on the caster's stats and Elemental Spirit Mastery skill level. Consumes 1 Poison Stone. [Lv 1]: Duration: 1500 seconds |
Max Level: 1 Requirement: Summon Agni 3, Elemental Spirit Mastery 1, Conflagration 1 Skill Form: Active Type: Summon Cast Time: 3.00s Fixed / 5.00s Variable After Cast Delay: 1.00s Cool Down: 60.00s Recover: AP AP Cost: Description: Advents large Elemental Spirit Agni into High Elemental Spirit Ardor. Upon summoning, increases Fire elemental magic damage by 10% and increases damage of Conflagration. Ardor's stats increases based on the caster's stats and Elemental Spirit Mastery skill level. Consumes 1 Flame Stone. [Lv 1]: Duration: 1500 seconds |
Max Level: 1 Requirement: Summon Aqua 3, Elemental Spirit Mastery 1, Diamond Storm 1 Skill Form: Active Type: Summon Cast Time: 3.00s Fixed / 5.00s Variable After Cast Delay: 1.00s Cool Down: 60.00s Recover: AP AP Cost: Description: Advents large Elemental Spirit Aqua into High Elemental Spirit Diluvio. Upon summoning, increases Water elemental magic damage by 10% and increases damage of Diamond Storm. Diluvio's stats increases based on the caster's stats and Elemental Spirit Mastery skill level. Consumes 1 Ice Stone. [Lv 1]: Duration: 1500 seconds |
Max Level: 1 Requirement: Summon Ventus 3, Elemental Spirit Mastery 1, Lightning Land 1 Skill Form: Active Type: Summon Cast Time: 3.00s Fixed / 5.00s Variable After Cast Delay: 1.00s Cool Down: 60.00s Recover: AP AP Cost: Description: Advents large Elemental Spirit Ventus into High Elemental Spirit Procella. Upon summoning, increases Wind elemental magic damage by 10% and increases damage of Lightning Land. Procella's stats increases based on the caster's stats and Elemental Spirit Mastery skill level. Consumes 1 Lightning Stone. [Lv 1]: Duration: 1500 seconds |
Max Level: 1 Requirement: Summon Terra 3, Elemental Spirit Mastery 1, Terra Drive 1 Skill Form: Active Type: Summon Cast Time: 3.00s Fixed / 5.00s Variable After Cast Delay: 1.00s Cool Down: 60.00s Recover: AP AP Cost: Description: Advents large Elemental Spirit Terra into High Elemental Spirit Terremotus. Upon summoning, increases Earth elemental magic damage by 10% and increases damage of Terra Drive. Terremotus' stats increases based on the caster's stats and Elemental Spirit Mastery skill level. Consumes 1 Earth Stone. [Lv 1]: Duration: 1500 seconds |
Max Level: 10 Requirement: Spirit Sympathy 1 Skill Form: Passive Description: Improves the High Elemental Spirit's abilities. [Lv 1]: ATK 120, MATK 20, MaxHP 13000, MaxSP 100, DEF 20, MDEF 4, FLEE 10 [Lv 2]: ATK 140, MATK 40, MaxHP 16000, MaxSP 200, DEF 40, MDEF 8, FLEE 20 [Lv 3]: ATK 160, MATK 60, MaxHP 19000, MaxSP 300, DEF 60, MDEF 12, FLEE 30 [Lv 4]: ATK 180, MATK 80, MaxHP 22000, MaxSP 400, DEF 80, MDEF 16, FLEE 40 [Lv 5]: ATK 200, MATK 100, MaxHP 25000, MaxSP 500, DEF 100, MDEF 20, FLEE 50 [Lv 6]: ATK 220, MATK 120, MaxHP 28000, MaxSP 600, DEF 120, MDEF 24, FLEE 60 [Lv 7]: ATK 240, MATK 140, MaxHP 31000, MaxSP 700, DEF 140, MDEF 28, FLEE 70 [Lv 8]: ATK 260, MATK 160, MaxHP 34000, MaxSP 800, DEF 160, MDEF 32, FLEE 80 [Lv 9]: ATK 280, MATK 180, MaxHP 37000, MaxSP 900, DEF 180, MDEF 36, FLEE 90 [Lv 10]: ATK 300, MATK 200, MaxHP 40000, MaxSP 1000, DEF 200, MDEF 40, FLEE 100 |
Max Level: 10 Requirement: Summon Elemental Diluvio 1, Summon Elemental Ardor 1, Summon Elemental Procella 1, Summon Elemental Terremotus 1, Summon Elemental Serpens 1, Elemental Spirit Mastery 5 Skill Form: Active Type: Magical Target: Enemies around the caster Cast Time: 1.50s Fixed / 4.00s Variable After Cast Delay: 0.50s Cool Down: 2.00s Recover: AP AP Cost: 15 Description: Deals elemental magic damage, based on the summoned High Elemental Spirit, to all targets within 13x13 cells around the caster. Can only be used when a High Elemental Spirit is summoned and deals additional damage against Dragon and Formless race monsters. Damage additionally increases according to the caster's Base Level and SPL. [Lv 1]: MATK 3200%, Dragon/Formless: 3350% [Lv 2]: MATK 5850%, Dragon/Formless: 6150% [Lv 3]: MATK 8500%, Dragon/Formless: 8950% [Lv 4]: MATK 11150%, Dragon/Formless: 11750% [Lv 5]: MATK 13800%, Dragon/Formless: 14550% [Lv 6]: MATK 16450%, Dragon/Formless: 17350% [Lv 7]: MATK 19100%, Dragon/Formless: 20150% [Lv 8]: MATK 21750%, Dragon/Formless: 22950% [Lv 9]: MATK 24400%, Dragon/Formless: 25750% [Lv 10]: MATK 27050%, Dragon/Formless: 28550% |
Max Level: 5 Requirement: Magic Book Mastery 5,\n Diamond Storm 3, Conflagration 3,\n Lightning Land 3, Terra Drive 3,\n Venom Swamp 3 Skill Form: Active (AP) Type: Magical Target: 1 Character Cast Time: 1.50s Fixed / 2.00s Variable After Cast Delay: (Lv5) 0.50s Cool Down: (Lv5) 2.50s Recover: AP AP Cost: 5 Description: Blends into the flow of mana to teleport instantly toward the target, dealing Neutral elemental magic damage to the target and nearby enemies. This skill cannot be used if the caster is under the Energy Coat effect. Damage increases based on caster's Base Level and SPL. [Lv 1]: 4500% MATK, AoE: 5x5 cells [Lv 2]: 8000% MATK, AoE: 5x5 cells [Lv 3]: 11500% MATK, AoE: 5x5 cells [Lv 4]: 15000% MATK, AoE: 7x7 cells [Lv 5]: 18500% MATK, AoE: 7x7 cells |
Skill Analysis
| Skill | Notes | Points | Type |
|---|---|---|---|
|
5 / 10 | Passive | |
|
5 | Supportive | |
|
0 / 5 | Active | |
|
0 / 5 | Supportive | |
|
5 | Offensive | |
|
5 | Offensive | |
|
5 | Offensive | |
|
5 | Offensive | |
|
3 / 5 | Offensive | |
|
0 / 1 | Supportive | |
|
1 | Active | |
|
1 | Active | |
|
1 | Active | |
|
1 | Active | |
|
1 | Active | |
|
5 / 7 | Passive | |
Elemental Buster
|
|
10 | Offensive |
|
0 / 5 | Offensive | |
Recommended Skill Tree
| Pure DPS |
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|---|---|---|---|
| DPS + Mobility |
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Elementals & High Elementals
For uniformity and to avoid confusion, we'll be grouping the spirit summons of the Sorcerer and Elemental Master to two (2) categories.
When referring to Elementals, this pertains to the Sorcerer's spirit summons (Agni, Aqua, Ventus, and Tera). On the other hand, High Elementals refer to the Elemental Master's spirit summons (Ardor, Diluvio, Procella, Terremotus, and Serpens). Collectively, both Elementals and High Elementals will be referred to as Spirits from here on out.
Sorcerer's Elementals could also appear in three (3) different forms and will have its own subcategory. All Lvl. 1
Summon Agni,
Summon Aqua,
Summon Ventus, and
Summon Tera 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:
Elementals
| AGNI | ![]() | ||
| Passive mode: | Pyrotechnic:
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Heater:
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Tropic:
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| Defensive mode: | Circle of Fire:
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Fire Cloak:
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Fire Mantle:
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| Offensive mode: | Fire Arrow:
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Fire Bomb:
Fire Bomb Attack:
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Fire Wave:
Fire Wave Attack:
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| AQUA | ![]() |
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| Passive mode: | Aquaplay:
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Cooler:
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Chilly Air:
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| Defensive mode: | Water Screen:
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Water Drop:
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Water Barrier:
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| Offensive mode: | Ice Needle:
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Water Screw:
Water Screw Attack:
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Tidal Weapon:
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| VENTUS | ![]() |
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| Passive mode: | Gust:
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Blast Mine:
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Wild Storm:
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| Defensive mode: | Wind Step:
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Wind Curtain:
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Zephyr:
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| Offensive mode: | Wind Slash:
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Hurricane:
Hurricane Attack:
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Typhoon Mist:
Typhoon Mist Attack:
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| TERA | ![]() | ||
| Passive mode: | Petrology:
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Cursed Soil:
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Upheaval:
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| Defensive mode: | Solid Skin:
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Stone Shield:
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Power of Gaia:
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| Offensive mode: | Stone Hammer:
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Rock Crusher:
Rock Crusher Attack:
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Stone Rain:
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High Elementals
Modes
The Elementals and High Elementals are part of an Elemental Master's vast skill kit. They give offensive, defensive, and passive buffs to the summoner depending on which mode they are activated. Upon a successful summoning of your companion spirits, you have the option to place them in either Passive mode, Defensive mode, or Offensive mode. Each of these modes have uses that are essential in what makes Elemental Master a versatile class.
| Level 1
Passive Mode |
Level 2
Defensive Mode |
Level 3
Offensive Mode |
Level 4
Dismisses |
| 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. Also starting from Sorcerer to Elemental Master, all of your spirits' Passive mode caters mostly to
Psychic Wave and
Spell Fist 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 Serpens on Passive mode. Serpens will increase your 3rd job skill
Killing Cloud by 1500% which if you're focusing on a Poison-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.
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 Ardor summoned and you placed him in 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. Another good example is Lvl. 1
Summon Ventus in its Child form placed in Defensive Mode; in this mode, Ventus doesn't endow your armor to Wind but she does however give you free
Guyak Pudding effect and +50% FLEE Rate for as long as she is active.
Meanwhile, Offensive mode is the state where your spirits will go on an aggro or attack state. They'll randomly attack, select and cast skills they know in their skill pool at a certain chance. For most people this mode looks and sounds useless which to a degree is true since why would you want your spirits to gain aggro and get attacked when they're already too frail to begin with. But you should know that there are ways to make them tankier than even your own, and spirits gaining aggro from mobs lets you farm efficiently or stay alive as long as possible. Think of them as your own version of the Biolo's Homunculus.
The next mode that maybe most of you aren't still aware of is the Waiting Mode. Now, Waiting mode isn't under any specific Level of
Elemental Control, 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 Ardor is in Passive Mode, recast Lvl. 1
Elemental Control 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
Small Life Potion . This helps them stay longer in battles, so put them in Waiting mode as you deem fit and necessary.
Lastly, we have Lvl. 4
Elemental Control, which isn't even a mode or give anything good to either you or your spirits like reeaallyy. Don't ever use this skill as you'll only regret it. What it does is it kills your active spirits. I mean why? Just why would you want that? It's always easier to just cast another summoning skill if you want to switch Elementals or High Elementals, but purposedly killing them is really such a questionable move by Gravity. Remove this in your hotkey or better yet don't ever bother getting it, it's a waste of skill point and a waste of space.
Choosing Which Spirits to Use for Each Content
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.
| Spirits | Notes | Content |
|---|---|---|
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How to Keep Our Spirits Alive and Healthy
This is the section where I'll be explaining on how to keep our spirits alive. This is unknown to most players who hadn't played the class priorly. Only people who have played the class religiously since Day 1 as a Sorcerer during the 3rd job era would know the secret sauce on how to make your Elemental and High Elementals live their lives as your own personal tank or meat shield.
When either an Elemental or High Elemental is summoned, they inherit all of the summoner's raw stats including MaxHP%, Max DEF, Max MDef, and Max FLEE Rate. Back in those days, when a Sorcerer ran a high VIT or high AGI build, their Elementals too would have high VIT and high AGI thus making them tanky and agile. A kRO (Korea RO) video documenting this official behavior will be seen here, dating back in the year 2015. They inherit whatever stats you have at the time of summoning 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 separate swap gear for your tank gears and switch to it whenever you're going to summon your Elementals or High Elementals. It's generally a good idea to invest in those tank gears since it will really make your spirits tanky and thus saves you from the frustration of having to resummon a new one every time they die which drastically decreases your DPS capability, particularly as an Elemental Master.
Now since our spirits don't have their own UI unlike the Homunculus of Biolos, we will be following the following equations to formulate their individual stats:
Max HP = [(SummonerMaxHP ÷ 3) + (SummonerINT x 10) + (SummonerJobLv x 20)] × [(SummonLv + 2) ÷ 3] Max SP = (SummonerMaxSP ÷ 4) ATK (Max) = [(SummonerMaxSP) ÷ (18 ÷ SummonLv)] + (1 ~ 100) ATK (Min) = [(SummonerMaxSP) ÷ (18 ÷ SummonLv)] MATK = SummonLv x [(SummonerINT ÷ 2) + (SummonerDEX ÷ 4)] ASPD = (SummonerDEX ÷ 10) + (SummonLv x 3) + 150 DEF = SummonerDEF + [(SummonerBaseLv) ÷ (5 − SummonLv)] MDEF = SummonerMDEF + [(SummonerINT) ÷ (5 − SummonLv)] FLEE|Flee Rate = SummonerFLEE + [(SummonerBaseLv) ÷ (5 − SummonLv)] HIT|Hit Rate = SummonerHIT + SummonerBaseLv |
If the called Spirit is:
- Agni: increase its ATK and Hit Rate by
(SummonLv × 20)and(SummonLv × 10), respectively. - Aqua: increase its MAtk and MDef by
(SummonLv × 20)and(SummonLv × 10), respectively. - Ventus: increase its MAtk and FLEE Rate by
(SummonLv × 10)and(SummonLv × 20), respectively. - Tera: increase its ATK and DEF by
(SummonLv × 5)and(SummonLv × 25), 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 SummonerMDEF + [(SummonerINT) ÷ (5 − SummonLv)], a Level 3 Agni 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 Ardor 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 Serpens' 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 (SummonerMaxHP ÷ 3) , 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 at the time of summoning 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
Apple of Idun,
Frigg's Song,
Lerad's Dew, the Arch Bishop skill
Lauda Agnus, and your very own skill from the Sage skill tree
Deluge. 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
Elemental Spirit Mastery, 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
Elemental Sympathy, which acts as a final multiplier to the total MaxHP%/MaxSP% for both our Elementals and High Elementals once all the calculations are done.
As an example, let's say you have a total of 1,300,000 HP and using the equation (SummonerMaxHP ÷ 3), that will be equivalent to 433,333 HP. Additionally if you have a total 196 INT and you substitute that value to the equation (SummonerINT x 10), you'll get 1,960. Lastly with the equations (SummonerJobLv x 20) and [(SummonLv + 2) ÷ 3], 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 ≈577,916. This could be more if you used other class buffs; my basis for the 1,300,000 HP is from my high end tank gears and tank shadow gears.
Now for defensive stats, you could use the Performer skills
Drum of Battlefield,
Echo Song,
Symphony of Lover, the High Priest skill
Assumptio, the Soul Reaper's
Golem Soul, the Arch Mage's
Crystal Impact when using Lvl. 1
Climax, and the Sorcerer skill Lvls. 2 and 3
Earth Insignia. We'll have a more in-depth discussion about the Sorcerer insignias in a different section, but in a ditch Lvl. 2 Earth Insignia will give +500 flat HP and +50 DEF, while Lvl. 3 Earth Insignia will give +500 SP and +50 MDef while standing on its AoE. Remember, you have to apply these buffs unto your EM before you summon your spirits. It is also possible to directly apply the Assumptio skill on your summoned spirits but like any other buffs it will expire, unlike when you summon them while possessing all these buffs they will inherit all of it until they die or disappear.
Now unfortunately to say but our Spirits won't benefit at all from Race%, Size%, Element%, and Protocol% reductions. So everything that you will work on your tank gears are focused on improving MaxHP%, Max DEF, Max MDef, and Max FLEE Rate.
Another defensive layer you can incorporate or use is the skill
Elemental Veil, 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
Elemental Cure 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
Yggdrasil Berry or
Yggdrasil Seed to restore your HP/SP. One other way to heal your spirits passively is by placing them into Waiting Mode using
Elemental Control. Remember they are passively recovering 2% HP/SP for every 3 seconds while in this mode.
Both the Elementals and High Elementals follow the same equations in calculating their individual stats. Now the question if High Elementals have their own set of equations the answer is nobody knows but the Gravity developers. Information regarding the 4th job spirits is few and so for the meantime while we lack accurate info we'll be following the one above earlier. I could only imagine it being better for the High Elementals if they did have their own equations. As you can see, the formula didn't include the 4th jobs traits such as STA, WIS, RES, & MRES, so if in a turn of events it did somehow included those traits then our High Elementals are supposedly should be tankier than Elementals. Fret not though, because even with those traits your High Elementals are still durable. With the proper set of tank gears, my High Elementals could survive even the hardest hitting skills of MVPs such as Juncea's
Meteor Storm, Schulang's
Lord of Vermilion, Lasgand's
Heaven's Drive, Sakray's
Earth Strain, Sorcerer Celia's
Psychic Wave, Rune Knight Seyren's
Ignition Break, Temple Biosphere mobs'
Grand Cross, the
Dark Grand Crosses of the Depth Valkyries as well as
NPC Earthquakes from Depth Salamanders—both from Depth Abyss 2. The only thing it can't survive so far is Betelgeuse's
Tetra Vortex though they can survive Tiara's, Warlock Katrinn's, and Fenrir's Tetra Vortex.
Sample Clips
Note: In all four (4) occasions shown above, Ardor and Serpens survived some of the deadliest skills in the game casted by MVPs and boss monsters alike. The GIFs have very poor quality and I apologize for that. Hopefully I could replace them with better ones soon, but for now these will do; what's important is we know they can live long enough against the hardest hitting skills when built tanky.
Tank Gears
Okay, now that everything has been explained on how to make your Spirits survive longer, we'll now talk more about gears. I'll be giving out budget options and high end options in this section. The high end gears are optional, but if you have the zeny for it then I say go for it then. The gears I'll be listing down were the set of gears that has worked for me so far and made my Spirits survive and as I'm sure there are plenty of options out there.
The tank gears as good as they are to make your Spirits survive longer takes less priority than your core DPS gears. I suggest to build your tank gears last, and once you're done with your core DPS gears then that's the time to invest on these. The budget tank gears aren't as expensive as the high end tank gears and could serve as a side project if you really want to improve your Spirit's survivability much earlier.
Budget Tank Gears
| Type | Item | Card | Enchants and Notes |
|---|---|---|---|
| Upper | +11 or +10 to +12 |
|
|
| Middle |
|
| |
| Lower |
| ||
| Armor | +12 or +12 |
|
|
| Weapon |
|
| |
| Shield | +11 to +12 |
|
|
| Garment | +11 or +11 |
|
|
| Shoe | +11 or +11 |
|
|
| Accessory (Right) |
|
| |
| Accessory (Left) |
|
|
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,
Illusion Silver Guard [1] (460018) is farmed at Illusion of Twins. Turning in the main board quests will reward you some
Forgotten Heirloom (50001) and 15
Illusion Stone (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
Blacksmith's Blessing (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 (prontera 91, 115) at Prontera (@go 0). For more details about Illusion enchanting, refer to this page. Another armor you can use is the
VIT Soutane [1] (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 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
Old Wind Whisper [1] (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 page.
In order to get the
Snow Flower Manteau [1] (480159) and
Snow Flower Boots [1] (470115) and enchant it, you will need to have access with 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
Black Devil's Mask [1] (18603) , you'll need to slot it using the item
Spiritual Auger (6396) . You can buy this item in the Muh Shop for 4,500 Muh Points. An option for your lower headgear is the
Young Leaf of World Tree (Vitality) (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
Enchant Ticket (1000874) . For more info on how to enchant Young Leaf, check this link.
The right and left accessories
Safety Pendant B [1] (32249) and
Safety Epaulet B [1] (32251) can be purchased from NPC Field Manager Elmen at (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
Dynite (25814) each in exchange for the accessories.
High End Tank Gears
| Type | Item | Card | Enchants and Notes |
|---|---|---|---|
| Upper | +12 to +15 |
|
|
| Middle |
|
| |
| Lower |
| ||
| Armor | +12 to +15 [A] |
|
|
| Weapon |
|
| |
| Shield | +11 to +12 |
|
|
| Garment | +11 [A] |
|
|
| Shoe | +11 [A] |
|
|
| Accessory (Right) |
|
| |
| Accessory (Left) | or |
|
|
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!
Temporal Circlet (Sorcerer) [1] (19483) can be obtained from Old Glast Heim: Challenge Mode. To know more details about the enchanting process and costs, click on the link. The
Gambler's Seal [1] (410233) and
Ace of Clovers in Mouth (Defense) (420269) duo combo can be bought from Alice Twisted Madness instance and can be enchanted with
Loki's Golden Coin (102676) and
Loki's Advice (Defense) (102677) , respectively. To buy the enchant catalysts, talk to NPC Muzaszir (muh_market 169, 209) . He's located at the Muh Market (@go market).
The
Nebula Armor of Stamina [1] (450170) and
Stamina Signet of Star [1] (490133) can be obtained from the vending machine in front of the Constellation Tower instance and can be enchanted by talking to the enchanter NPC Azzam the Lucky (grademk 47, 181) (@go 50).
Glade Rune Manteau [1] (480231) and
Glade Rune Boots [1] (470174) will be two (2) of your gears that would give enormous amount of MaxHP%. These gears can be farmed in Varmundt's Biosphere (Grass), and can be enchanted to the same NPC from earlier, Azzam the Lucky.
Hero's Badge [1] (490163) is easily available and can be bought from vendors. Talk to Azzam the Lucky to enchant it.
Shadow Gears
| Type | Item | Enchants and Notes |
|---|---|---|
| Shadow Armor | +10 |
|
| Shadow Weapon | +7 |
|
| Shadow Shield | +7 |
|
| Shadow Shoe | +10 |
|
| Shadow Earring (Right) | +10 |
|
| Shadow Pendant (Left) | +10 |
|
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 page. To know more about Shadow Gear enchanting, visit this page or Choi's Guide to Magic.
Costume Enchant Stones
| Type | Item | Stone | Notes |
|---|---|---|---|
| Upper Costume |
|
| |
| Middle Costume |
|
| |
| Lower Costume |
|
| |
| Garment Costume |
|
|
The costume enchant stone combo
VIT Convert Stone (Mid) (25006) +
VIT Convert Stone (Low) (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.
Sorcerer Stone (Top) (1000672) and
Minor Casting Stone (Garment) (25170) +
Minor Casting Stone (Dual) (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 page.
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
Fire Insignia,
Water Insignia,
Wind Insignia, and
Earth Insignia, 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.
Level 1:
Requires 1 |
Level 1:
Requires 1 |
Level 1:
Requires 1 |
Level 1:
Requires 1 |
Level 2:
Requires 2 |
Level 2:
Requires 2 |
Level 2:
Requires 2 |
Level 2:
Requires 2 |
Level 3:
Requires 3 |
Level 3:
Requires 3 |
Level 3:
Requires 3 |
Level 3:
Requires 3 |
What are Insignias and How to Use Them

Okay, we'll be starting first with the actual area of effect (AoE) of insignias. All four insignias have an abysmal 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
Fire Insignia at any level, any units inside the insignias' 3x3 AoE will take 50% more damage against Water elemental attacks. If EMs are standing inside the Fire insignias' AoE, they, too, will receive increased damage against Water 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
Wind Insignia 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 Wind 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 Wind Insignia and
Water Insignia 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 Wind which means his attacks will hit like a truck and could possibly kill you both since you two are standing on a Water Insignia. This could have been prevented if you just used a Lvl. 1 or Lvl. 3
Wind Insignia instead and that way you could have avoided endowing the MVP's weapon to Wind. While a Lvl. 1 Wind Insignia has neutral effect on the three of you, a Lvl. 3 Wind Insignia would have boosted your Wind property magical skills like
Lightning Land and you would have even received +50% ACD on your Wind skills (just be sure that the MVP doesn't use any Wind skills or else he benefits from it too). Conversely, if you want to tank Lasgand's basic attacks, and you happen to use Ardor on Lvl. 2
Elemental Control (Defensive Mode) you can place a Lvl. 2
Fire Insignia underneath Lasgand to forcibly endow his weapon attack to the Fire element so you can tank his hits head on.
So again, be mindful and strategic as to how you will place your insignias and which level of insignias you're going to use.
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 Terremotus endow your armor to the Earth property and you are standing on an Earth Insignia, you will heal 1% of your MaxHP every 5 seconds. This goes both ways for the MVP too. If an Earth element MVP like Maya is standing on your
Earth Insignia, she will also heal 1% of her MaxHP, though this can be countered if you place a
Fire Insignia 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 Fire element MVP like Ifrit, you can place
Water Insignia underneath him so he'll get damaged over time by taking away 1% of his MaxHP.

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
Earth Insignia can give you +50 MDef and +25% Earth 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

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 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 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
Extreme Vacuum 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.
I also recommend unlocking the 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
Elemental Buster'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. 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.
|
Beginner
Conflagration —>
Venom Swamp —>
Elemental Buster —>
Lightning Land —> repeat
- When you're in the beginning stages of your journey as much as it will be for your 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
Elemental Buster 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
Conflagration, proceeded with
Venom Swamp, followed by a manually casted
Elemental Buster, and
Lightning Land 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
Psychic Stream here just yet since this one will require a bit more of practice and familiarization with the class and your core skills first before incorporating Psychic Stream into your skill cycle.
Casual Farming
Conflagration —>
Diamond Storm —>
Venom Swamp AND/OR
Lightning Land —>
Diamond Storm —> repeat (DS Combo)
Lightning Land —>
Terra Drive —>
Venom Swamp AND/OR
Conflagration —>
Terra Drive —> repeat (TD Combo)
- Already got your Dimensions combo? Great! Now you'll have lesser skills to include in your rotation. That's because the Dimensions combo
Time Dimensions Rune Crown (Elemental Master) +
Dimensions Elemental Magic Book lets you autocast
Elemental Buster every time you cast
Diamond Storm while
Time Dimensions Rune Crown (Elemental Master) +
Dimensions Elemental Spell Book lets you autocast Elemental Buster every time you cast
Terra Drive 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
Conflagration (DS combo) or
Lightning Land (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
Venom Swamp or
Conflagration and/or
Venom Swamp or
Lightning Land next. If you have enough ACD, you could just use both skills before DS or TD goes off-CD. I recommend at least 60% ACD for a fluid skill cycle.
DPS
Conflagration —>
Diamond Storm —>
Lightning Land —>
Venom Swamp —>
Diamond Storm —> repeat (DS Combo)
Lightning Land —>
Venom Swamp —>
Terra Drive —>
Conflagration —>
Terra Drive —> repeat (TD Combo)
- You must wondering why this part got so many skills all of a sudden but that's because this is the part where you will actually do real DPS. This is when you have all set-ups (i.e. insignias, and elemental floor buffs) considered. You don't really do DPS when farming; you burst them to smithereens.
- When setting up your insignias and elemental floor buffs, it'll be up to you how you'll place them after knowing the basics of what we've discussed from the previous sections. The only key essential part that distinguished this particular rotation is because of the skill Lvl. 3
Wind Insignia. When underneath a Lvl. 3 Wind Insignia, you get +50% ACD reduction on all of your Wind skills such as
Lightning Land and this gives you freedom to cast another one of your DoT skills such as
Venom Swamp, and I'll have to stress VS specifically. I'll explain as to why. But yes, it's as if you casted another skill with like zero (0) delay or global delay thanks to that nifty +50% ACD redux. - Now if you're wondering why VS specifically that's because for the DS combo, you would want
Conflagration to be on CD first so that by the time you go back to it after doing your sequenced skill rotation it's already off-CD AND it gets skill modifiers for the DS combo so it hits harder than LL. You want Conflag to be laying on the ground doing damage as you sequence your skills. Meanwhile for the TD Combo, Conflag doesn't get too many skill modifiers only from the
Time Dimensions Rune Crown (Elemental Master) (only up to 15% assuming your crown is +15). And in this combo, VS gets more skill modifiers than Conflag so what you do is you cast your LL first, proceed to VS then TD with proced autocasted Elemental Buster then Conflag then back to TD with proced autocasted Elemental Buster and then go back to LL. Rinse and repeat.
Casual Farming with Psychic Stream
Psychic Stream —>
Diamond Storm —>
Conflagration —>
Diamond Storm —>
Venom Swamp AND/OR
Lightning Land —>
Diamond Storm —> repeat (DS Combo)
Psychic Stream —>
Terra Drive —>
Lightning Land —>
Terra Drive —>
Venom Swamp AND/OR
Conflagration —>
Terra Drive —> repeat (TD Combo)
- This sequence of skills is almost identical to the Casual farming rotation—only this time
Psychic Stream is incorporated in your skill rotation and that will specifically be followed by either
Diamond Storm or
Terra Drive, both accompanied by autocast
Elemental Buster as you do field farming. - Psychic Stream is a gap closer skill that will blink you towards a monster or a horde of them. When that happens, you might think it's like a suicide dive especially for a magic class such as EM. Well remember when I told you that Elemental Buster possesses a CC effect? That will come into play here via a tactic called telestomping.
- When you're surrounded by mobs as you dash with Psychic Stream, your answer to them is telestomping with Elemental Buster. As soon as you teleport, you CC them AND burst them down with lethal amounts of damage—don't ever give them a reaction time to respond. You will proceed that with one of your DoT skills like
Conflagration (DS combo) or
Lightning Land (TD Combo) then back to DS or TD autocasting Elemental Buster. - I also recommend putting your hotkey on smartcast for Psychic Stream in case you're not yet used to aiming Psychic Stream. For more info on how to set-up your turbo, follow this link.
Double Book
Diamond Storm —>
Dimensions Elemental Spell Book —>
Terra Drive —>
Dimensions Elemental Magic Book —> repeat
Terra Drive —>
Dimensions Elemental Magic Book —>
Diamond Storm —>
Dimensions Elemental Spell Book —> repeat
- If you happen to have both books and you're good at micromanaging, then this skill rotation could be for you. The main idea here is you would want to abuse the book's combo with
Time Dimensions Rune Crown (Elemental Master) which lets you autocast
Elemental Buster to your heart's content every time you cast
Diamond Storm or
Terra Drive. Though instead of only focusing on one (1) book, you'll be using both. Whether you cast DS or TD first won't matter as you'll only rotate between these two (2) skills and no other skills anymore. - First, you would want to designate four (4) hotkeys for your skills and books each close in proximity similar to this one

- As an example, let's say I reserved hotkeys 1–2–Q–W for DS–TD–Magic Book–Spell Book, respectively. I will press Hotkey 1 first to cast DS then switch to Spell Book by pressing Hotkey W. After which, I will cast TD then press my Hotkey Q to equip my Magic Book and then press Hotkey 1 to cast DS again. Keep repeating this 'til you fully master switching books. I myself am not good with micromanaging the Hotkeys that's why I don't use this skill rotation often despite owning the two (2) books. If you're fast with your fingers, then this skill rotation may just be for you.
Sample Clip

Note: I plan to add more visual aids such as GIFs in this section to exemplify how a proper skill rotation should be, but as of the moment I lack the knowledge how to make GIFs with better quality. It'll be a work in progress (WIP) for now. Hopefully soon though!
Stats & Traits
The status points and trait points allocation I'll be providing here are subjective and may vary per individual or user. If you feel and think you want a change of course, you may very well do so and I'll do my best to explain what are the important stats and trait you need to put more pts. on. For a much detailed info regarding stats and traits, check this page.
Stats
| Stat | Point | Notes |
|---|---|---|
| STR | 1 or 100+ |
|
| AGI | 86 or 130 |
|
| VIT | 110 |
|
| INT | 130 |
|
| DEX | 0 or 130 |
|
| LUK | 4 or 86 |
|
Traits
| Traits | Point | Notes |
|---|---|---|
| POW | 0 | N/A |
| STA | 0 or 80+ |
|
| WIS | 0 or 72 |
|
| SPL | 110 |
|
| CON | 102 or 110 |
|
| CRT | 0 | N/A |
Recommended Stats and Traits
| Instant Cast via Stats |
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|---|---|
| Instant Cast via Gears (VCT%) |
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| Farming Build (VCT%) |
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Leveling
For leveling, I won't be going too much into detail on this one, as there are already other guides out there that break it down thoroughly and served a complete input on where to farm best for each leveling stages. Yvonne's Guide, Choi's Guide, and AcidMembrane's Guide listed all the important dungeons where people can casually level up their characters from Levels 1-99, 100-200, and 200-275. You can follow their guides as you start the leveling phase of the game. Altogether with what we've talked about regarding the class particularly on the Magician and Sorcerer sections, you can apply all of these when leveling up. I'll just go make a brief summary to refresh your recollection and give out tips on how to level up as a Mage transitioning to Sage 'til Professor, and as a Sorcerer transitioning to an Elemental Master.
Leveling as a Mage / Sage / Professor
- The first thing I need to remind you when leveling up is do not worry if you mistakenly put skill points to the wrong skills. We have NPC Build Manager Lotus (main_office 122, 169) that could reset your skill tree anytime with a very affordable cost of 5,000 zeny. And while leveling up, you will want to allocate skill points to leveling skills such as
Fire Ball and
Fire Wall. These two skills is what you will use as a Mage, a Sage, as a High Magician, and as a Professor. These two skills will 2-3 hits mobs in the leveling dungeons, thanks to the Eden Gears we have available. To learn more about the Eden Gears, more info are provided here. - Don't forget to take the Eden Board quests every time you level up on a certain level range and turn-in your quests for every completed Kill Count.
- For every Eden Quests you complete and successfully turn-in, you will be rewarded with
Eden Coins and the amount you get will vary on the difficulty of the quests. Keep these coins for later use to buy
Brilliant Protection Scrolls and
Small Life Potions from the NPC Eden Machine (moc_para01 50, 31) to improve your sustain and survivability once you reach 3rd job Sorcerer and you finally start leveling up in Illusion Dungeons. - Once you've transitioned to Sage, don't forget to go back to the Eden Office and get your 2nd job weapon from NPC Labraham (moc_para01 108, 83). Here, I suggest you pick
Paradise Sage Magic Book instead of
Paradise Sage Spellbook since the former gives you VCT% to help with your casting time. - In Yvonne's guide, she didn't include Glast Heim Monastery for Level 80-99 but I'd suggest you level up here instead right after Orc Dungeon. This place is perfect for classes coming from the Mage branch as mobs here are weak against the Fire element.
- After rebirthing, follow your same routine leveling up as a Mage 'til you've reached Professor then eventually Sorcerer.
- Upon reaching 3rd job, you must first collect your Advanced Paradise Gears from NPC Louis (eden 108, 87) and NPC Labraham (moc_para01 108, 83) before continuing your leveling grind. Now here, I suggest you pick
Paradise Sorcerer Magic Book over
Paradise Sorcerer Spellbook because for leveling you would want to use your 3rd job elemental AoE skills for faster farming instead of elemental bolt skills for
Spell Fist. Choi made a brief description in this section of his guide on where to farm the required materials you will need to turn-in for the Advanced Paradise Gears.
Leveling as a Sorcerer
- Now you're finally a Sorcerer, you now have more AoE skills but all of them are gated behind 5 seconds cooldown each. You have three (3) options:
- If you're new to the class and you have barely to zero resources and you don't have any friends, take the hard route of leveling up with all your skills. It may be slow but at least you'll be able to practice how to properly rotate your skills. As a Sorcerer, you are always harder to die. Why? Well because you have your own lil' Ventus to accompany you. Make sure you have
Wind of Verdure (992) before attempting to summon our baby Ventus. You can purchase some Wind of Verdures from NPC Dus the Smith (paramk 53, 101) at Eden Market (@go 40) for 10,000 zeny per piece. For suggested farming areas for elemental ores such as the Wind of Verdures, refer to this section. Summon the Child form of Ventus by using the skill Lvl. 1
Summon Ventus, and place her on Defensive Mode by using the skill Lvl. 2
Elemental Control, and voila! You now have your own source of free
Guyak Pudding (12710) + 50% FLEE Rate. You will survive even the most treacherous dungeons for leveling up. Just make sure to replenish Ventus' SP using the skill
Elemental Cure every now and then since she will exit Defensive Mode if she rans out of Mana and you will lose your benefits. Putting some skill points to
Elemental Sympathy would also help with your Ventus' sustain. One spell you could incorporate is the CC skill
Extreme Vacuum. Root mobs with Extreme Vacuum then cast your AoE skills to them. You have at least five forms of defense in this manner—Ventus' Wind Step, Extreme Vacuum's root CC effect,
Psychic Wave's hit-locking effect,
Diamond Dust's crystallization, and
Varetyr Spear's stuns; if you'll always have
Energy Coat activated and you finally start using
Brilliant Protection Scrolls and
Small Life Potions then I guess you can count that as eight forms of defense then. Keep leveling up 'til you reach Elemental Master.
- Worry about the proper skill points allocation for later and maximize your AoE skills first so you could farm. Priority of skills as you level up:
- If you're new to the class and you have barely to zero resources and you don't have any friends, take the hard route of leveling up with all your skills. It may be slow but at least you'll be able to practice how to properly rotate your skills. As a Sorcerer, you are always harder to die. Why? Well because you have your own lil' Ventus to accompany you. Make sure you have
Psychic Wave >
Diamond Dust > Lvl.1
Summon Ventus > Lvl.2
Elemental Control >
Elemental Cure >
Extreme Vacuum >
Earth Grave >
Varetyr Spear >
Elemental Sympathy
- At maximum level, your Extreme Vacuum will have a duration of 12 seconds and it is possible to summon two (2) Vacuums at the same time. Cast Extreme Vacuum whenever you would lure and horde mobs so they'll get rooted and you can safely cast your AoE skills unto them. Only cast Vacuum when it's necessary or you deem fit in the situation since it has a 5 seconds CD and not every time it'll be available for you to use; on times it is on CD, you can just kite the mobs with your skills. That being said, your skill rotation for your Sorcerer skills could go something like this:
Extreme Vacuum (as needed) —>
Psychic Wave —>
Diamond Dust —>
Earth Grave —>
Varetyr Spear —> repeat
- Now secondly if this isn't your first character and you have some zeny to spare and you want to ease the suffering part of leveling as a Sorcerer, you could purchase leveling up gears such as the
Shadow Staff [2] (26118) or its enhanced version
Patent Shadow Staff [2] (550012) . Buy whichever is available in the market, both will reduce
Psychic Wave's CD by 1 second at +11. To further reduce its CD, you can purchase the costume enchant stones
Professor Stone (Low) (25419) +
Sorcerer Stone (Garment) (25420) that reduce its cooldown by another 2 seconds. In total, you'll have 3 seconds CD reduction for PW and it'll be left with 2 seconds CD. It still has a bit of CD but PW is going to be your main skill leveling up and the frequent you get to use it the better. I still suggest following the priority of skills that I had recommended and the skills in your rotation will be reduced as you will primarily cast PW whenever it's off-CD. - Third and final option is to find a good soul to leech you all the way to Elemental Master. As an act of courtesy, at least provide an
Infinite Giant Fly Wing Box (30min) (17608) [GFW] to the leecher and I'm pretty sure by this point you have collected enough
Muh Coin (50000) either from opening
Forgotten Heirloom (50001) or daily log-in rewards. You can purchase a GFW from the Muh Coin shop. You'll need to exchange 18 Muh Coins for 180 Muh Points. To do this, talk to the NPC Rich Cow (main_office 87, 59) in the Main Office (@go 15).
Leveling as an Elemental Master
- Finally after a millennia, you're now an Elemental Master! Congrats! It's now easier to level up with your 4th skills. Get any of your 4th Job AoE skill and you'll do just fine leveling up. If you're curious as to what and how's the proper way to play EM and rotating your skills, go to this section of the guide.
Gear Progression
Generally, magical classes follow the same path of progression, and they only differ with their choice of weapon, and upper headgear. Choi has made a thorough guide for all things about a magical user's progression towards endgame and it is honestly commendable. In this guide, we'll be focusing more on the Elemental Master's side of progression with core gears that an EM would need for leveling during the early stages of the game to its mid game and then finally endgame. This section will also be told for the perspective of people new to the game and if this happens to be your 2nd or 3rd time to play a magic-based character then you can freely switch some of the gear recommendations per stages or skip that stage entirely. Furthermore, the entire scope of this gear progression section will fundamentally cover the autocast
Elemental Buster build and other unique builds of the class will have their own separate sections.
The gears that will be listed under the early game section are those that will be used for early leveling. Early game gears will be divided into three (3) subcategories: Part I, Part II, and Part III. In Part I, you begin your gear progression with the Advanced Paradise Set you used for leveling as a Sorcerer and you are expected to do the Episodic Quests. With the Grace set you had just gotten from Episode 17.1, you will be farming for raw zeny mostly in places like Thanatos Tower Flr. 12, while doing the quests for Episode 17.2 and Episode 18 to get you ready for the next set of gears for Part II. Most of the gears here are obtained from Episode 17.2 and Episode 18, that's why the sooner you finish the episodic quests the closer you approach Part II of early game progression. Part II routine is almost similar to Part I where you will again farm for zeny to gear yourself up. Upon reaching Part III of gear progression, this is where you'll start to craft gears which you will continue to use 'til endgame such as
Dimensions Elemental Magic Book [2] (540079) and
Moan of Corruption [1] (470204) . You'll also be able to start farming popular dungeons such as Niflheim 2 and Clock Tower Unknown Basement.
In the mid game section, these are the gears that you should have gotten as you gradually do the remaining episodic quests and farm for resources such as
Zelunium (25731) ,
Shadowdecon (25729) and
Etel Dust (1000322) that you will need to build up your core gears for the endgame stage. Mid game gears will also serve as the base gears that will let you farm certain areas where those aforementioned resources are dropped such as Mjolnir Underground Cave and Varmundt's Biosphere.
Once you have accumulated enough resources to improve on your gears, this is now the stage where you're nearing or approaching endgame. This is now the part where you can finally start farming endgame dungeons and instances such as Varmundt's Biosphere Depth, Varmundt's Biosphere Depth 2, Constellation Tower, or The Immortal either on your own accord or with a party. This is also the part where all the best in slot (BiS) gears for EM will be listed and be provided. Gears in this section are those that have been tested by me and are the gears that give out the strongest damage output for the class. I know most of you are only after this part and it's understandable, but I still do hope you reached this part of the guide after reading the vital pieces of information on what makes Elemental Master, as I cannot stress enough how overwhelming and complicated the class can be for the majority of the player base. That all aside, let's start on the different gear progressions.
Early Game
Part I
| Type | Item | Card | Enchants and Notes |
|---|---|---|---|
| Upper | +9 to +10 |
|
|
| Middle | or |
|
|
| Lower |
| ||
| Armor | +9 |
|
|
| Weapon | +10 to + 11 or |
|
|
| Shield | +9 to +10 |
|
|
| Garment | +9 |
|
|
| Shoe | +9 |
|
|
| Accessory (Right) |
|
| |
| Accessory (Left) |
|
In this stage of gear progression, you are in the beginning stages of gearing. With the gears you have, they are good enough to get you through as you start to do the Episodic Quests starting from Episode 17.2. To start Episode 17.2, you first need to clear Episode 17.1, and if you don't care for the lore of the game you can skip 17.1 and buy its skip ticket. You can purchase
Episode 17.1 Clear Ticket (1000285) from NPC Temporal Tina (main_office 94, 59) in the Main Office (@go main) for 2,000,000 zeny.
With the Advanced Paradise Eden gears you obtained during the leveling phase, you can still use them to farm
Unknown Parts (25669) and
Cor Core (25723) from mobs in Rudus Flr. 2 (sp_rudus2 185, 258). If you don't like farming for them, you also have the option to buy them from vendors since they aren't too costly to begin with anyway. After getting the required materials to buy your Grace set, you can use
Grace Refine Ticket (100130) to upgrade them to +9. Afterwards, you can start doing the Thanatos Tower quest so you can start farming for zeny in Flr. 12 to get you ready for the next upgrade in your gears. For more information regarding areas where you can farm zeny, you can check Choi's Prerenewal Guide to Renewal (Zeny Farming) or The Road to a Billion Zeny - Newbie Leveling/Farming Guide.
When refining
Illusion Morpheus's Hood [1] (19428) ,
Illusion Thorny Staff of Darkness [2] (550030) , and
Illusion Silver Guard [1] (460018) and to all succeeding Lvl. 1 Armors and Lvl. 4 Weapons, I suggest you use refinement tickets as this will safely refine your equipment according to the level of the refinement ticket you have. Exchange the tickets to NPC Refine Master (prontera 189, 175) at Prontera (@go 0). You'll need to have your weapon and armor equipped before he refines them for you. For more info, refer to these pages: Quick Newbie Guide and Choi's Prerenewal Guide to Renewal (Refining).
The free Paradise Shadow Gears
Paradise Shadow Weapon (24687) ,
Paradise Shadow Shield (24688) ,
Paradise Shadow Armor (24689) ,
Paradise Shadow Shoes (24690) ,
Paradise Shadow Earring (24691) , and
Paradise Shadow Pendant (24692) are still going to be useful and you can continue using them 'til Part III of the early game stage. As you continue your progress, you are also expected to gradually work on the Shadow Gears listed in this section as you collect resources to craft them.
𐙚⋆.˚ Newbie tip: Use Ventus in any of her forms and place her on Passive Mode using Level 1
Elemental Control so you may get easy access to 1 second fixed cast time (FCT) reduction. The missing 0.5 second FCT can be supplied by your +9
Grace Magic Boots while movement speed can be sorted out with
Guyak Pudding . This will temporarily and partially solve any casting issues you will have until you get ahold of the proper gears and equipment. You will need a total of 1.5 seconds FCT and 100% VCT to instant cast your core skills.
Part II
| Type | Item | Card | Enchants and Notes |
|---|---|---|---|
| Upper | +11 |
|
|
| Middle | or |
|
|
| Lower |
| ||
| Armor | +12 |
|
|
| Weapon | +9 or + 11 |
|
|
| Shield | +11 |
|
|
| Garment | +11 |
|
|
| Shoe | +11 or +10 to +11 |
|
|
| Accessory (Right) | or |
|
|
| Accessory (Left) | or |
|
|
At this stage, you ought to purchase the
Grey Wolf Robe [1] (450178) after doing Episode 18 or if you are impatient you may use and buy the
Episode 18 Clear Ticket (1000288) for 9,000,000 zeny from NPC Temporal Tina (main_office 94, 59) even if you haven't cleared the questline once. By finishing the Episode 18 quests step-by-step, you are given a generous amount of
Amethyst Fragment (1000405) for you to get one. To farm more of these fragments, you can go to Oz Dungeon Flr. 2 so you can determinedly enchant your Robe with
Wolf Orb (Shadow Spell) ,
Wolf Orb (After Cast Delay) , and
Wolf Orb (Mage) Lv.2 . ACD is preferably chosen over
Wolf Orb (Mage) Lv.3 since EM is a rotation-heavy class and having more ACD would help you cycle your skills fluidly (about 60% ACD is needed in total if you want to optimize it). However if you value damage over comfortable rotation then you may freely choose Wolf Orb (Mage) Lv. 3 instead. Additional pieces of information on how to enchant the robe are provided here.
The boots
Automatic Leg Type B [1] (470023) is obtained from Episode 17.2 and will be enchanted with
Automatic Orb (Spell Buster) ,
Automatic Orb (Lucky Strike) , and
Automatic Modification Orb (Fixed Casting) . You would need Automatic modules for it so you can enchant the boots. For more details on how to obtain the boots and how to enchant them, check the given links. When module supplies for Automatic Leg are scarce, another option you have for your boots is the
Grey Wolf Shoes [1] (470088) from Episode 18. This boots like your Gray Wolf Robe can be determinedly enchanted at the cost of more Amethyst Fragments. The enchants you would need to get would be
Wolf Orb (Spell Buster) ,
Wolf Orb (Fixed Casting) Lv.3 , and
Wolf Orb (Robust) Lv.3 . More info on how to enchant the boots here.
Another good improvement for your damage is the weapon
Glacier Book (540049) . The recommended enchants
Glacier Flower Spell (Magical-Element) ,
Glacier Flower Spell (Magical-Size) ,
Glacier Flower Spell (Magical-Race) , and
Glacier Flower Spell (Magical-Race) work best when enchanted on a
Glacier Staff (640033) , but then you will lose
Illusion Silver Guard [1] (460018) in your shield slot which helps you reach instant cast and fast casting is important for every magical class so I don't recommend enchanting on a Two-Hand Staff. Keep in mind you would need to clear Episode 19 first if you will be manually enchanting your book and when nobody is selling one in the market. To know more about the enchanting process, kindly check this page.
Another piece of equipment you'll need to craft is the
Convertible Magical Wing [1] (480125) which will help you get through most stages and you'll still be using this one 'til Mid Game so it's worth the hassle of crafting one. For more info on how to craft it, check this page. The Sinful accessories
Sinful Sapphire Ring and
Sinful Sapphire Necklace , and the Brilliant Light accessories
Brilliant Light Sapphire Ring and
Brilliant Light Sapphire Necklace can be obtained from Thanatos Tower, and they can be enchanted using
Piece of Sin (1000257) and
Fragment of Good Will (1000263) , respectively. As you farm for raw zeny in Thanatos Flrs. 11 & 12, you can exchange the fragments you loot there for Pieces of Sin/Good Will and use them for enchanting. The Sinful variants will be your all-around accessories for general contents while the Brilliant variants are strictly for Thanatos Tower and Niflheim 2 due to the abundance of Demon race monsters in these dungeons.
If you're looking to slightly improve your Shadow Gears, you have the option to buy or rent the Advanced Paradise Shadow Gears from NPC Lucy (moc_para01 108, 91) (@go eden) using the currency
Eden Coin (25223) . To farm Eden Coins, I suggest you start in Abyss Lake 4 and once you gain access to 17.2 Varmundt, you can transfer to Second Power Plant to farm Eden Coins much efficiently. The Advanced Paradise Shadow Gears consisting of
Sorcerer Advanced Paradise Shadow Weapon (24705) ,
Advanced Paradise Shadow Shield (24693) ,
Advanced Paradise Shadow Armor (24694) ,
Advanced Paradise Shadow Shoes (24695) ,
Advanced Paradise Shadow Earring (24696) , and
Advanced Paradise Shadow Pendant (24697) offer a slight increase in damage and 15% more ACD, but gives 5% less VCT than your free Paradise Shadow Gears.
Part III
| Type | Item | Card | Enchants and Notes |
|---|---|---|---|
| Upper | +9 [D] or [C] OR +9 to +10 [C] |
|
|
| Middle | or |
|
|
| Lower |
| ||
| Armor | +12 |
|
|
| Weapon | +9 to +10 [C] or +9 to +10 [C] |
|
|
| Shield | +11 |
|
|
| Garment | +11 or +10 [C] |
|
|
| Shoe | +11 [C] |
|
|
| Accessory (Right) | or |
|
|
| Accessory (Left) | or |
|
|
You are now approaching Mid Game and there are core gears you can make as early as now as it's easy to make one and cheap to get. The books
Dimensions Elemental Magic Book [2] (540079) and
Dimensions Elemental Spell Book [2] (540080) can be purchased from vendors for an affordable price or if there's a lack of supply you can ask any Depth 2 farmers to donate sell you one. You can start grading and refining these books. When refining, make sure to use
Dimensions Weapon Refinement Device (102668) starting from +9. Don't start grading 'til the books are +11 for a higher chance of success.
One other core gear you need to craft is the
Moan of Corruption [1] (470204) . MoC gets stronger as you grade it, but at this stage of the progression you must grade it to at least Grade C so you get 1 second FCT redux. With more FCT redux, you can ditch
Cast Stone (Garment) (25067) and use the
Elemental Master Stone (Garment) (1001420) instead for more damage improvement.
Now, if up to this point you still haven't crafted yourself a Convertible Wing because you find it too hard to make, you may use
Glacier Muffler [1] (450267) instead but you really have to be sure you have finished Episodes 19-20 already since the NPC that enchants it for you is located in Ice Castle (@go 53); if not, find a good soul who has access to enchant it for you. The muffler will be enchanted with
Glacier Flower Meow Power (Powerful) ,
Glacier Flower Meow Power (Caster) , and
Glacier Flower Meow Power (Magical Defense) . For more information regarding the enchanting process of the muffler, kindly check this page. The muffler won't perform as strong as the Convertible Wing but it is passable as a transitory garment until your next upgrade to
Death Rune Manteau [1] (480233) soon or you finally find the means and the motivation to craft the Convertible Wing.
Vesper Headgear [1] (400111) is another piece of equipment you will need to craft. I don't recommend committing too much on this headgear as this will not be your endgame headgear but it is for other classes such as our cousins the Arch Mages. While this headgear only acts as a placeholder, it still imparts a strong increase in damage. Having on Grade D is okay to have but better if you can get Grade C. You can always resell it later don't worry.
*When you know someone close or you know somebody in the community whom you could trust, you could ask them for a favor to craft the
Time Dimensions Rune Crown (Elemental Master) [1] (400536) as early as now for you. You will just need to provide them the materials consisting of 50 pcs.
Abyss Magic Jewel (1001552) , 50 pcs.
Time Dimension Magic Jewel (1001553) , and 75 pcs.
Temporal Gemstone (25865) to craft you one. The magic jewels are drops from the Varmundt's Biosphere Depth 2 dungeon, but it can be bought from vendors in the market. On the other hand, the temporal gemstone is obtained in Old Glast Heim: Challenge Mode, but you will need higher progression of the instance before it starts dropping so it's highly advisable to just buy from vendors as well.
Mid Game
| Type | Item | Card | Notes |
|---|---|---|---|
| Upper | +9 to +10 [C] OR +10 to +11 [A] |
|
|
| Middle | or |
|
|
| Lower |
| ||
| Armor | +12 |
|
|
| Weapon | +12 [A] or +12 [A] |
|
|
| Shield | +10 to +11 [C] |
|
|
| Garment | +9 to +10 [C/A] or +12 or +10 [C] |
|
|
| Shoe | +9 to +10 [A] |
|
|
| Accessory (Right) |
|
| |
| Accessory (Left) |
|
|
Mid Game is the start where you can finally farm comfortably and considerably well on popular farming maps. You should also be finished with Episode 19 or 20 by this point and you ought to get better gears now such as
Glacier Guard [1] (460040) . While this shield takes less priority than your other gears, it is fairly cheap to get and enchant. It only costs 100
Sacred Cat Whiskers (1001217) to buy one. The same with the enchanting process, it is also affordable. To know more about the enchanting costs, check this page.
Technically, it's not supposed to be your first exposure to Varmundt and its Biospheres since you can access it as early as you gain access to Episode 17.2 but at the current state of your gears at the time you can't farm in those areas just yet. But now that you do, you can now start upgrading your accessories to
Temple Magic Ring [1] (490307) and
Temple Rune Ring [1] (490304) . You would need to reform two (2) copies of
Varmundt Temple Rune Ring [1] (490301) first. They give good increase in damage so farm for them as soon as you are able to. For more info on their enchants, check this page. As stated on the table, you need not to aim for the
Brilliant Biosphere Gem (Boss Type) and
Brilliant Biosphere Gem (Normal Type) as it's purely RNG to get them so for now you can just settle for the different racial enchants and focus more on upgrading the 3rd and 4th slot enchants. Now if you're looking for an upgrade for your Convertible Magical Wing, you can start making your own
Death Rune Manteau [1] (480233) as you farm for your two Varmundt rings as well. Death Rune Manteau needs reforming too just like the rings. The manteau starts to perform slightly better than Convertible Wing at +10~+11 Grade C. For more info on how to enchant your Varmundt Rings and Death Rune Manteau, refer to this page.
*Provided you have completed the Dimensions combo consisting of
Time Dimensions Rune Crown (Elemental Master) [1] (400536) and
Dimensions Elemental Magic Book [2] (540079) or
Dimensions Elemental Spell Book [2] (540080) , you can now fully refine and grade these items. At Grade A, these equipment will unlock your true potential and will allow you to autocast your ultimate skill
Elemental Buster which will make farming much easier for you.
Endgame
| Type | Item | Card | Enchants and Notes |
|---|---|---|---|
| Upper | +12 to +15 [A] |
|
|
| Middle |
|
| |
| Lower |
| ||
| Armor | +12 to +15 [A] |
|
|
| Weapon | +12 to +15 [A] and/or +12 to +15 [A] |
|
|
| Shield | +11 to +15 [C] or +12 to +15 [A] |
|
|
| Garment | +12 to +15 [A] |
|
|
| Shoe | +12 to +14 [A] |
|
|
| Accessory (Right) |
|
| |
| Accessory (Left) |
|
|
Endgame now finally and this is the last stage of your gear progression but certainly not the last (costumes?). Here, most of the things you will do is going to be min-maxing and striving to get the best possible enchant and upgrade on your gears. Some players settle for the bare minimum and that's fine too if you don't fancy suffering more with RNG, but you're still in endgame. Moreover, this will be the stage where you'll most likely want to buy your own MVP cards either by farming them yourselves from instances or buying them from sellers. The useful MVP cards for EM are listed in the table. I suggest you get them when you have the time and budget for it; EM is an already strong class and these MVP cards scale well with EM's skills.
Gears that are new in this section are the Alice gears
Mad Bunny-LT [1] (460020) ,
Gambler's Seal [1] (410233) , and
Ace of Spades in Mouth (Magical) (420213) . The Mad Bunny is sought for the utility that it gives. It gives more ASPD and ACD plus 10% resistance against all element. Damage-wise, it didn't perform significantly better than
Glacier Guard [1] (460040) in my tests, but having more utility is nice to those who prefer it over damage. On the other hand, the middle and lower headgears Gambler's Seal and Ace of Spades are your next new upgrade in those slots. They were upgraded last because they give little improvement in damage as compared to the costs of crafting them and your other core gears.
If you're one of those people who joined the bandwagon and only played EM because of the autocast feature that the Dimensions set gives, well this is now the part (or earlier before now) where you should have a
Time Dimensions Rune Crown (Elemental Master) [1] (400536) to pair with one of your books. To craft one, you'll need to have access first to Depth Abyss 2. You will need 2,000 Reputation pts. from Varmundt's Biosphere Depth to access this dungeon. More pieces of information regarding the enchanting process on this page. Put as much attention as you can on the Dimensions Rune Crown and Dimensions Book and refine them to +15 if you can because besides allowing you the ability to autocast
Elemental Buster, these two will also give you Elemental Buster skill modifier. At +15 for both pieces of equipment, it'll be a total of 60% Elemental Buster skill modifier! No other classes besides EM and only EM gets the privilege and the prestige of autocasting their ultimate and on top of that gets skill modifier for it, so make sure to capitalize on that.
Then lastly, you can upgrade your armor to either
Nebula Robe of Spell [1] (450173) or
Engraved Soul Purification Rune Robe [1] (450284) and the endless debate whether to stick to Nebula or Engraved still remains to this day simply because Nebula is a future-proof BiS gear that will complement the Hall of Life (HoL) gears. This is also the reason why people started investing on a
Spell Signet of Star [1] (490136) as it'll be part of the HoL series. It recently had just gotten its 2nd enchant
Star Cluster of Intelligence Lv5 (313038) in anticipation for HoL.
On the other hand, Soul Robe for the majority still outperforms Nebula since it gives +15% increased damage against bosses while Nebula does not. However, when you already have too much boss modifier, Nebula starts to perform better according to my tests. A Soul Purification Robe, the Demigod Rune Tablet,
[MVP] Demigod Lasgand Card (300472) , 2 Varmundt Rings with
Brilliant Biosphere Gem (Boss Type) enchant,
Glacier Guard [1] (460040) with
Glacier Flower Meow Power (Intelligence) enchant, and a
White Knight Egg (9134) would give over 163% Boss modifier and at that point you're experiencing diminishing returns, which is why Nebula starts performing better. If you want to know more about diminishing returns, Choi has explained it in-depth in his Guide to Magic.
Shadow Gears
| Type | Item | Enchants and Notes |
|---|---|---|
| Shadow Armor | +10 or +10 or +10 |
|
| Shadow Weapon | +10 or +10 |
|
| Shadow Shield | +10 or +10 |
|
| Shadow Shoe | +10 or +10 or +10 |
|
| Shadow Earring (Right) | +10 or +10 |
|
| Shadow Pendant (Left) | +10 or +10 |
|
For more information regarding the listed Shadow Gears, check this page. For Shadow Gear enchanting, you can refer to this page or Choi's Guide to Magic.
In terms of precedence,
Full Tempest Shadow Earring (24665) and
Full Tempest Shadow Pendant (24668) takes priority over your other Shadow Gears when starting out. You would want to eliminate MDef as soon as possible and get full MDef pierce as your damage diminishes the higher the MDef of the monsters.
From early game 'til endgame, the so-called Blue Shadow Gears consisting of
Magical Spell Shadow Weapon (24753) ,
Magical Spell Shadow Shield (24754) ,
Full Tempest Shadow Earring (24665) , and
Full Tempest Shadow Pendant (24668) plus the Trait-Enhanced Shadow Gears comprising of
Full Spell Shadow Armor (24883) and
Full Spell Shadow Shoes (24884) will still be strong enough to get you through all stages and due to their universality they can be shared among magic classes. Upon reaching absolute endgame where you have nowhere else to go or got nothing else to do, you will most likely try to aim conquering Tower of Trials with a close group or guild to drop
Special Instance Box (50208) and
Special Instance Coin (50209) . The coins will be then exchanged to NPC Doil (main_office 124, 48) in the 1st Floor of Main Office (@go 15) to retrieve an
Ancient Language Document (7914) for 20 coins each which will be needed to craft the Skill Master Shadow Gear, specifically the Lightning Swamp and Conflagrative Shadow Gears for Elemental Master.
These Skill Master Shadow Gears will be your total endgame Shadow Equipment and they perform exceptionally better than Blue + Trait-Enhanced Shadow Gears against high MRes monsters since they give 20% MRes pierce. However against monsters with 0 MRes value like Thanatos Tower Flr. 12 mobs, the latter will hit harder but it's not like going forward the monsters from newer contents will have 0 MRes values; so overall, the Special Master Shadow Gears is a tad bit better, though just keep in mind they are mightily expensive to craft. If they are to be placed in a priority line of things to get, they will be made last alongside the Demigod Rune Tablet.
Costume Enchant Stones
| Type | Item | Stone | Notes |
|---|---|---|---|
| Upper Costume |
|
| |
| Middle Costume |
|
| |
| Lower Costume |
|
| |
| Garment Costume |
|
|
Costume Enchant stones gives a considerable damage increase in your DPS, as well as providing good utility. These can be obtained from the Point Shop (main_office 71, 315) in the 2nd Floor of the Main Office. You can get the Sorcerer stones by opening
Top Box 4 (41093) ,
Mid Box 4 (41097) , and
Low Box 4 (41101) . For the Elemental Master stone, you will need to open
Garment 1st Box 4 (41255) . This is purely RNG and you may end up not getting your desired stone after spending 50~100 Fashion Points. If available in the market, better to just buy there.
When you need immediate costumes to slap your costume stones on, you can buy accessible ones from NPC Minho Doh (paramk 90, 33) at Eden Market (@go 40). He sells invisible costumes for 5m~10m zeny each, and while they lack zero aesthetic value these are some of the convenient ways to purchase costumes early on especially when you're just starting out. Otherwise, you may want to check out the FP Vending Machines at Fashion Paradise (@go 57) when you have collected enough Fashion Points for a variety of available cute and cool costumes to dolly up your characters.
Drop Rate Gears
| Type | Item | Card | Notes |
|---|---|---|---|
| Upper | or +0 to +12 |
|
|
| Middle | or |
|
|
| Lower |
| ||
| Armor |
|
| |
| Garment |
|
| |
| Shoe |
|
|
For a complete list of drop rate gears available in the server, follow the given link here.
99.9% of your time playing RO will be spent farming dungeons and instances and drop gears are there to improve your rates and efficiency. The name of the meta nowadays is farming with drop gears and you either OHKO the mobs with drop gears or you go home. Well good for us because like I said in the introductory part, Elemental Master is the greatest magical class to ever do this since we already have too much damage to not worry about the loss of the excess.
Rune Tablet
| Tablet Set | Rune Pieces | Activation Cost | Effects and Notes |
|---|---|---|---|
| Demigod Set | Phantom Kite Grey Wolf |
|
|
| Fusion Set | Transformation |
|
|
| Grey Wilderness Set | Grey Wolf Rakehand Phantom Kite Lava and Ash Hot Volcaring |
|
|
| Glacier Weapon Set | Glacier Crusher Glacier Graver Glacier Piercer Glacier Caster Glacier Marksman |
|
|
The NPC Rune Stone (grademk 47, 179) can be found at the Equipment Enhancement Room (@go 50). Here, you can view the different Rune Tablets encompassing Episode 17.2 to Episode 19, and you will need to bring a variety of materials first from each of the Episodic contents before you can unlock the individual Rune pieces and Rune Tablets.
Rune Tablets give substantial improvements in your overall damage, particularly the Demigod Rune Tablet which gives a total of 40% boss damage modifier when fully upgraded. The Fusion and Glacier Weapon Rune Tablets perform best when used on normal maps and areas, with Glacier Weapon acting as a budget version of the Fusion Rune Tablet. Additionally, Rune Tablets also give considerable bulk and utilities by giving you some VCT%, ASPD%, and MaxHP% with the like of the Grey Wilderness Rune Tablet.
The Rune Tablets as strong and useful they are will take the least priority than your core and tank gears. Only unlock them when you have the complete materials and once you are able to.
Magical Cards
For a complete and detailed list of magical cards available in the server, you can refer to Celery's Guide as she already grouped them according to their elemental properties, offensive values, and utilities (i.e. VCT%, ACD%, and ASPD%).
The tables below are the collated elemental, offensive, and utility magical cards that were listed on the gear sections that our class commonly use plus other magical cards that some classes can use. For guidance, Elemental Master primarily focuses on Fire, Water, Wind, Earth, Poison, and Neutral properties; so when gearing for cards to slot on your equipment, prioritize these ones and you may forget about the other elements.
List indicators:
- An empty grey cell indicates the card does not give any bonuses for that elemental property or modifiers.
- Numbers marked with an asterisk * have values that scale per 1/2/3 refinement level(s) of the equipment they are affixed to (e.g. 3% being the lowest value at +1 while 45% being the highest possible value at +15 in
Nightmare Ancient Mummy Card 's case). - Numbers marked with a star ☆ have values that scale with your character's base stats (e.g. 2% being the lowest value at Base INT + 10 while 26% being the highest possible value at Base INT + 130 in
Yortus Conjurator Card 's case) - B indicates that card can be slotted to both right and left accessories.
- R indicates that card can only be slotted to right accessory.
- L indicates that card can only be slotted to left accessory.
- C indicates that card combos with one (1), two (2), or more cards to reap its full effects (e.g.
Icewind Card pairs with
Copo Card to get the 31% Large Size Magical Modifier when shoes is refined at +14).
| Armor Slot | Elements → | Fire | Water | Wind | Earth | Poison | Neutral | Holy | Shadow | Ghost | Undead |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Cards ↓ | |||||||||||
| Upper and Middle Headgears |
10% | ||||||||||
| 7% | |||||||||||
| 10% | |||||||||||
| 7% | |||||||||||
| 7% | |||||||||||
| 10% | |||||||||||
| 7% | |||||||||||
| 10% | |||||||||||
| 7% | |||||||||||
| 10% | |||||||||||
| 7% | |||||||||||
| 10% | |||||||||||
| 7% | |||||||||||
| 10% | |||||||||||
| 7% | |||||||||||
| 7% | |||||||||||
| 10% | |||||||||||
| 3% | |||||||||||
| Armor | 20%* | 20%* | 20%* | 20%* | 20%* | 20%* | 20%* | 20%* | 20%* | 20%* | |
| Weapon | 35% | 35% | 35% | ||||||||
| 35% | 35% | 35% | |||||||||
| 35% | 35% | 35% | |||||||||
| 10% | 10% | 10% | 10% | 10% | 10% | 10% | 10% | 10% | 10% | ||
| 10% | 10% | 10% | 10% | 10% | 10% | 10% | 10% | 10% | 10% | ||
| Garment | 45%* | ||||||||||
| 100% | 100% | ||||||||||
| 45%* | |||||||||||
| 45%* | |||||||||||
| 100% | 100% | ||||||||||
| 45%* | |||||||||||
| 45%* | |||||||||||
| 100% | 100% | ||||||||||
| 45%* | |||||||||||
| 100% | 100% | ||||||||||
| 45%* | |||||||||||
| 45%* | |||||||||||
| 33% | 33% | 33% | 33% | ||||||||
| 100% | 100% | ||||||||||
| 60%* | 60%* | 60%* | 60%* | 60%* | |||||||
| 60%* | 60%* | 60%* | 60%* | 60%* | |||||||
| 33%* | 33%* | 33%* | 33%* | 33%* | 33%* | 33%* | 33%* | 33%* | 33%* | ||
| Shoes | 5% | 5% | |||||||||
| 12%* | 12%* | ||||||||||
| 5% | 5% | ||||||||||
| 12%* | 12%* | ||||||||||
| 20% | |||||||||||
| Right and Left Accessories |
15% | 15% | |||||||||
| 20% | 20% | ||||||||||
| 25% | 25% | 25% | |||||||||
| 35% | |||||||||||
| 15% | 15% | ||||||||||
| 20% | 20% | ||||||||||
| 25% | 25% | 25% | |||||||||
| 35% | |||||||||||
| 20% | 20% | ||||||||||
| 35% | |||||||||||
| 35% | |||||||||||
| 20% | 20% | ||||||||||
| 35% | |||||||||||
| 30% | 30% | ||||||||||
| 20% | 20% | ||||||||||
| 20% | 20% | 20% | |||||||||
| 25% | 25% | 25% | |||||||||
| 35% | |||||||||||
| 35% | |||||||||||
| 35% | |||||||||||
| 35% | |||||||||||
| Armor Slot | Modifiers → | MAtk% | MAtk | SPL | MaxHP% & VIT |
VCT | ACD | S.MAtk | Race | Elemental Property |
Size | Skill | Normal Protocol |
Boss Protocol |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cards ↓ | ||||||||||||||
| Upper and Middle Headgears |
10% | |||||||||||||
| 12% | ||||||||||||||
| -10% | -10% | |||||||||||||
| 2% | -15%* | |||||||||||||
| -3% | +2 | |||||||||||||
| 5% | ||||||||||||||
| 5% | -7% | |||||||||||||
| 200% (Neu) | ||||||||||||||
| 30% (Poi) | ||||||||||||||
| 20%* | ||||||||||||||
| 30% | ||||||||||||||
| +75* | ||||||||||||||
| 5% | +10 | |||||||||||||
| Armor | 5% | |||||||||||||
| 10% | 30% (+12≥) -30% (+12<) |
|||||||||||||
| 26%☆ | -7% | +10 | ||||||||||||
| 11%☆ | ||||||||||||||
| 14%☆ | ||||||||||||||
| 15% | ||||||||||||||
| 20% | ||||||||||||||
| +20 | ||||||||||||||
| 30% (Frm/Fsh) | 30% (Hol/Wat) | |||||||||||||
| 50% (Frm/Fsh) | 50% (Hol/Wat) | |||||||||||||
| 37%* (Dem/Und) | 37%* (Sha/Und) | |||||||||||||
| 50% (Dem/Und) | 50% (Sha/Und) | |||||||||||||
| 75% (Ang) | ||||||||||||||
| 75% (Dem) | ||||||||||||||
| 15% | +15 | -15% | +15 | 40% | ||||||||||
| Weapon | +40 | -10% | ||||||||||||
| 50%* (F/C/L) | ||||||||||||||
| 65%* (F/C/L) | ||||||||||||||
| 40%* (VS) | ||||||||||||||
| +15 | 20% (M/L) | |||||||||||||
| 30%* (S) 32%* (M) |
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| 15% (DH/Frm) | 30% (S) 30% (L) |
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| 15% (DH/Frm) | ||||||||||||||
| 20% (S) | ||||||||||||||
| +5 | 40% (S) 60% (M) 60% (L) |
|||||||||||||
| 15%* (LL/TD) 75%C* (LL/TD) |
||||||||||||||
| +5 | 12% (All) | 14%* | ||||||||||||
| +5 | 10% (All) | 14%* | ||||||||||||
| Shield | 15%* | |||||||||||||
| +15 VIT | ||||||||||||||
| 10%* | ||||||||||||||
| 5% (M/L) | ||||||||||||||
| 50% (Bru/Pla) | ||||||||||||||
| Garment | 8% | |||||||||||||
| +125☆ | ||||||||||||||
| +15% | 15% (All) | |||||||||||||
| +15% | 15% (All) | |||||||||||||
| 10% | 10% MHP +20 VIT |
|||||||||||||
| Shoes | 3% | |||||||||||||
| 3% | ||||||||||||||
| 10% MHP +1 VIT |
||||||||||||||
| 10% | ||||||||||||||
| 5% | +3 | -8% | 31%* (L) | |||||||||||
| 15%* | ||||||||||||||
| 10% | 50% (Frm/Dem) | |||||||||||||
| 10% | 50% (Und/Dra) | |||||||||||||
| 10% | 50% (Fsh/Ins) | |||||||||||||
| 8%* | 33%* (DH/Ang) | |||||||||||||
| 10% | 50% (DH/Ang) | |||||||||||||
| Right and Left Accessories |
25% (F) | |||||||||||||
| 25% (C) | ||||||||||||||
| 30% (F/L) | ||||||||||||||
| 5% | 30% (C) | |||||||||||||
| 10% MHP +1 VIT |
10% (PW) 10% (DD) |
|||||||||||||
| 10% MHP +3 VIT |
||||||||||||||
| 20% (Neu) | ||||||||||||||
| -15% | ||||||||||||||
| -30% | ||||||||||||||
| Miscellaneous | +4 VIT | |||||||||||||
Consumables
Below is a list of consumables that our class often use during our day-to-day farming sessions.
| Consumables | Notes and Remarks | NPC |
Eden Coin |
Muh Coin |
Muh Voucher |
Crafting | |
|---|---|---|---|---|---|---|---|
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In order to convert
Muh Coins to Muh Points, you must first talk to the NPC Rich Cow (main_office 87, 59), situated in the Main Office (@go 15). The conversion ratio is 1:10, which only means 1 Muh Coin is equivalent to 10 Muh Points. Muh Coins are obtained by opening
Forgotten Heirlooms , which are acquired by completing Daily Board Quests, by joining Server Events, or by buying them in the market from vendors. On the other hand, the only way to get
Muh Vouchers is thru donation or by buying them directly from your fellow players.
For Eden consumables, you will need to travel inside Eden Group (@go eden) and interact with the NPC Eden Machine (moc_para01 50, 31). Consumables inside the vending machine are good for 3~30
Eden Coins each, depending on which item you would want to purchase. The best areas and maps to farm Eden Coins are either Abyss Lake 4 (abyss_041 169, 160) or Episode 17.2's Second Power Plant (ba_maison 88, 271). To warp instantly to these two areas, you need to talk to the NPC Warper in any towns and choose Dungeons –> Abyss Lake 4 or Varmundt Dungeons then Second Power Plant. You will need to travel first to Abyss Lake 4 before you can unlock it and have full access to Episode 17.2 before you can teleport to Second Power Plant—both via the NPC Warper.
Pet Suggestions
For more info on how to tame, raise, and evolve pets, check this page.
| Pet | Notes |
|---|---|
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Builds
In this section, we'll be tackling the three (3) special builds of Elemental Master:
Psychic Wave,
Spell Fist, and
Dragon Tank. PW and Spell Fist builds will follow almost the same set of gears from their core DPS build with a few alterations in the headgear, weapon, and shoe slots. Both builds also follow the same set of Shadow Gears and costume enchant stones with the exception for PW as it'll have its own set of costume enchant stones. On the other hand, Dragon Tank will have a whole new set of gears dedicated for tanking Dragon races such as Betelgeuse.
Psychic Wave
Upon transitioning to Elemental Master, it is inevitable that you will solely use 4th job skills from then on, and that's because 4th job skills have higher MAtk% scaling, and they all scale with your SPL. However, your widest lingering DoT skill (11x11) is attached to the 3rd job skill of Sorcerer and that skill is called
Psychic Wave. PW like your
Elemental Buster can be endowed to the four (4) basic elements—Fire, Water, Wind, or Earth plus Poison and unlike your 4th job AoE skills, PW is easily more spammable as its CD can be reduced by up to 3.5 seconds with the proper gears which only leave you a total of 1.5 seconds. You may think it's still a bit long but actually it is not. Instead of cycling four (4) to five (5) skills, you can only do two (2) to three (3) skills with PW. You can start a rotation similar to this one:
Psychic Wave —>
Conflagration —>
Psychic Wave —>
Venom Swamp —> repeat
Psychic Wave —>
Conflagration —>
Venom Swamp —> repeat
Psychic Wave —>
Conflagration —>
Elemental Buster —>
Psychic Wave —>
Venom Swamp —> repeat
In the third example, you will have three (3) Fire AoE skills that will benefit from your cards and modifiers focused on the Fire property. The Elemental Buster here is situational and you don't really have to cast it repeatedly as it will consume 15 AP each use. When a pack of mobs surrounds you that's when you use it. Conflagration can either be Venom Swamp or Lightning Land depending on your choice of element, but the main idea still remains that you will cast PW as soon as it's available to maximize its wide AoE. You can even throw in some
Psychic Stream if you so desire which is only fitting since both are psionic skills! I would like to call this build as Farming build as this build is realistically used for farming low to mid game dungeons such as Thanatos Tower Flr. 12, Niflheim 2, Clock Tower Unknown Basement, and Mjolnir Underground Cave.
For some endgame dungeons such as Forgotten Time, Varmundt's Biosphere, and Varmundt's Biosphere Depth, it is finally possible to farm these three areas with Psychic Wave with much better efficiency since the arrival of the
Circulation of Life Autumn and
Signet of Circulation Autumn — (2) two new additions to the Hall of Life series equipment. For comparison, every time I would farm Varmundt's Biosphere (Temple) I get significantly higher yields of 850~950
Zeluniums and 1050~1110
Shadowdecons than when I am using the usual autocast Elemental Buster build which I would only get 700~750 Zeluniums and 900~950 Shadowdecons; this upscaled performance is reasonably attributed to the fact that PW is a lingering DoT skill, has a wider AoE, and is easily more spammable which give you plenty of opportunities to cover more grounds and kill more mob. However for Varmundt's Biosphere Depth 2, PW build falls flat and you're better off using your 4th job skills here. You don't really need to follow this build if it is not your cup of tea but if you're among those people who played the class as a Sorcerer in the past and played PW build like me; well, this is genuinely my love letter to them. As of today this is still my favorite build to play despite being here now in the 4th jobs era. I hope you'll consider this build and have fun with it just as I do.
Stats
| Stat | Point | Notes |
|---|---|---|
| STR | 1 or 100+ |
|
| AGI | 86 |
|
| VIT | 110 |
|
| INT | 130 |
|
| DEX | 0 or 130 |
|
| LUK | 4 |
|
Traits
| Traits | Point | Notes |
|---|---|---|
| POW | 0 | N/A |
| STA | 0 or 80+ |
|
| WIS | 0 or 72 |
|
| SPL | 110 |
|
| CON | 102 or 110 |
|
| CRT | 0 | N/A |
Gears
| Type | Item | Card | Enchants and Notes |
|---|---|---|---|
| Upper | +12 to +15 [A] or +12 to +15 or +12 to +15 [A] |
|
|
| Middle |
|
| |
| Lower |
| ||
| Armor | +12 to +15 [A] |
|
|
| Weapon | +12 to +15 [A] |
|
|
| Shield | +10 to +15 [C] or +12 to +15 [A] |
|
|
| Garment | +12 to +15 [A] |
|
|
| Shoe | +13 to +14 [C] or +13 [A] or +12 to +14 [A] |
|
|
| Accessory (Right) |
|
| |
| Accessory (Left) |
|
|
All the equipment for a PW build share the same set of gears as your core ones; they only differ in the weapon, headgear, and boots of choice.
Dim Glacier Book [1] (540056) when enchanted with
Glacier Flower Spell (Psychic Wave) (311225) will reduce PW's CD by 1.5 seconds and when paired with the costume enchant stones
Professor Stone (Low) (25419) +
Sorcerer Stone (Garment) (25420) , its CD will be reduced further by another 2 seconds. Additively, it will reduce the CD of PW by 3.5 seconds leaving behind only 1.5 seconds. To know more about Dim Glacier weapons like where to get them and how to enchant them, more pieces of information are detailed on this page.
Meanwhile,
Yorscalp Crown of Judgment [1] (400724) and
Boots of Unknown Magic Power [1] (470074) are necessary for a PW build to wipe out monsters with the skill. The headgear will give the most damage boosts not only to PW itself but also to your 4th jobs skills (thanks to the 20% Size/Race/Element/Protocol modifiers of
Warrant of Bailiff when it gets activated), while the boots gives a total of +225 INT when its unique passive procs which drastically skyrockets PW's total damage. On the other hand,
Time Dimensions Rune Crown (Elemental Master) [1] (400536) and
Moan of Corruption [1] (470204) are still great options as these two will evenly boost your total DPS with PW and your 4th job skills while also acting as alternative options for when you don't have Yorscalp Crown of Judgement just yet. Another headgear that you may wear is the
Temporal Circlet (Sorcerer) [1] (19483) and this one is considerably cheaper to make than TDRC or Yorscalp. Temporal Circlet gives the second strongest damage per tick of PW next to Yorscalp so if you're looking for an early equipment boost to your PW, you might want to consider this headgear.
Since the implementation on 20 June 2025 of Patch #1168 which fixed all classes' skills involving their CD, ACD, FCT, and VCT requirements, an
(MVP) Ultra Limacina Card is now a must for PW build to be played to its best capacity, particularly with drop rate shoes.
Sorcerer Stone (Garment) can't be replaced with the combo
Minor Casting Stone (Garment) +
Minor Casting Stone (Dual) since the Sorcerer Stone (Garment) is needed to reduce PW's CD when paired with a
Professor Stone (Low) .
You have three (3) options to choose from where you can get 1.5 seconds fixed cast time (FCT) reduction, each with their own drawbacks:
|
As the three options are listed according to their importance and tested effectiveness, my go-to choice in the absence of an Ultra Limacina Card will always be the first one because even though it doesn't allow me to cast
Elemental Buster and endow
Psychic Wave to other elements, it still gives me the ability to cycle my 4th job skills and wear drop rate shoes/headgear. The main idea behind this build anyway is to spam PW as much as possible in any given time and doesn't revolve around Elemental Buster. Just make sure you wear your tank gears when summoning Ventus so she doesn't die that often and then give yourself a minute or two of allowance before attempting to resummon her. Resummon Ventus while she's still active and on Passive Mode so you can capitalize on that 1 second FCT for faster summoning.
Shadow Gears
| Type | Item | Enchants and Notes |
|---|---|---|
| Shadow Armor | +10 or +10 or +10 |
|
| Shadow Weapon | +10 or +10 |
|
| Shadow Shield | +10 or +10 or +10 |
|
| Shadow Shoe | +10 or +10 or +10 |
|
| Shadow Earring (Right) | +10 or +10 |
|
| Shadow Pendant (Left) | +10 or +10 |
|
I've always viewed Psychic Wave as more of a Farming build and less as a core DPS build which is why any pieces of gears that will make PW optimal and comfortable for farming will be chosen over damage once you can one-hit to two-hit knockout monsters with the skill.
For starters, the Lord Bearer's set comprising of
Lord Bearer's Shadow Armor +
Lord Bearer's Shadow Shoes is preferably chosen over Psychic Shadows and Sorcery Master Shadows due to the Lord Bearer's undeniable utility in the form of permanent
Endure effect. By having unlimited Endure, you can never be flinched by normal physical attacks of monsters which will make your farming more efficient and smooth. When opting for higher damage per tick of PW, decently enchanted Clever Shadow Gears will give slightly more damage than Magical Spell Shadow Gears since PW does not scale directly with SPL unlike your 4th job skills; and while SPL grants some StatusMAtk which PW can benefit from, the MAtk% from the Clever Shadow Gears bears more weight and value for PW. Additionally, Magical Spell needs to pair with Full Spell Shadow Gears to maximize its shared bonuses and using the Lord Bearer's set will occupy the armor and shoe slots.
However if you're still lacking in the damage department, Psychic Shadow Gears will give out the highest damage output per tick of PW against zero to low MRes monsters while Sorcery Master Shadow Gears are for overall DPS and against high MRes monsters. Sorcery Master Shadow Gears are also incredibly expensive to make so when in need of more damage just stick with Psychic Shadow Gears or the combination of Full Spell Shadow + Magical Spell Shadow which were once your transitory gears from your autocast Elemental Buster build that can still serve their purpose.
Costume Enchant Stones
| Type | Item | Stone | Notes |
|---|---|---|---|
| Upper Costume |
|
| |
| Middle Costume |
|
| |
| Lower Costume |
|
| |
| Garment Costume |
|
|
The enchant stones that give PW modifiers are
Professor Stone (Top) (25417) when paired with the
Sorcerer Stone (Garment) (25420) ,
Sorcerer Stone (Mid) (1000673) , and the Garment stone itself. The combo that will reduce PW's CD is the
Professor Stone (Low) (25419) and Garment stone.
Spell Fist
If you're looking to spice things up and wanting a different flavor in your builds, then well maybe
Spell Fist is the build you're looking for! This build is more of a 'for fun' build and you can never expect it to keep up with the meta build now for Elemental Master. EMs are flexible with their choices of elements, they use all of their elemental AoEs in a skill rotation, and even their own ultimate can be endowed. But if you want to bonk monsters to death with the power of knowledge then this section of the guide is for you! Spell Fist won't be getting gear progression stages though as I expect that by the time you invest on this fun build, you're already done with your main build as you should be.
Spell Fist build hasn't changed that much since its implementation during the 3rd job era. It's only gotten stronger like most skills that came with it and before it due to the 4th job traits. Spell Fist gameplay remains the same wherein you'll need to aim and cast your chosen elemental bolt skill first on a target then immediately apply Spell Fist. Though for the 4th jobs skill tree, it's gotten a blink skill in the form of
Psychic Stream which made farming as a Spell Fist EM much tolerable. All of our High Elementals on Passive Mode also complements Spell Fist. When in Passive Mode, your bolt skills corresponding to the summoned High Elementals receives increased base damage by adding a value of 400% on their base MAtk%. For example, if a Level 1
Fire Bolt skill does 100% Fire property magical damage per hit/bolt, this would translate to 1000% at Level 10—effectively 5000% (100% + 400% x Skill Lv.10) with Passive Mode; on top of that, you will also have a chance to autocast the highest level learned of that bolt skill. And that's the extent of what's improved with Spell Fist so far; most of the 4th job skills complement the caster build of an EM.
I've tried Spell Fist too and built the gears needed to "make it work" but it's still haunted by the curse of being in melee range and lack of wide AoE making it hard to use while farming. Its main source of damage will be coming from outdated 1st Job Mage skills with the likes of
Fire Bolt,
Cold Bolt, and
Lightning Bolt and even though these skills will get supplemented by your
Auto Spell and
Double Casting skills it still won't be enough as the elemental bolts don't scale with your base level and their MAtk% is comparably lower than your 4th Job or even your 3rd Job skills. There are little to none existing equipment that give Spell Fist modifier too besides the
Sorc Night Cap , which gets outshined by
Furious Crown (Elemental Master) that lets you autocast the 4th Job skill
Terra Drive when paired with
Furious Grimoire . It's also discouraging to use strong garment cards like
(MVP) Polluted Spider Queen Card because of its side effect of you receiving more damage against all properties. With all that being said, I advise you to play this build for fun and if and only if you really know what you're going into. It'll always going to have that charm as being a unique build to play.
Stats
| Stat | Point | Notes |
|---|---|---|
| STR | 1 or 100+ |
|
| AGI | 130 |
|
| VIT | 110 |
|
| INT | 130 |
|
| DEX | 0 |
|
| LUK | 4 |
|
Traits
| Traits | Point | Notes |
|---|---|---|
| POW | 0 | N/A |
| STA | 0 or 80+ |
|
| WIS | 0 or 72 |
|
| SPL | 110 |
|
| CON | 102 or 110 |
|
| CRT | 0 | N/A |
Recommended Skill Tree
| Magician | ![]() | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| Sage and Professor |
![]() | ||||||||
| Sorcerer | ![]() | ||||||||
| Elemental Master |
![]() | ||||||||
Gears
| Type | Item | Card | Enchants and Notes |
|---|---|---|---|
| Upper | +12 to +14 [A] |
|
|
| Middle |
|
| |
| Low |
| ||
| Armor | +12 to +15 [A] |
|
|
| Weapon | +12 to +14 [A] |
|
|
| Shield | +10 to +15 [C] or +12 to +15 [A] |
|
|
| Garment | +12 to +15 [A] |
|
|
| Shoe | +12 to +14 [A] |
|
|
| Accessory (Right) |
|
| |
| Accessory (Left) |
|
|
The gears for Spell Fist uses the same set of equipment as your gears for the Caster build. The furious set consisting of
Furious Crown (Elemental Master) [1] (400662) ,
Furious Grimoire [2] (540091) , and
Furious Boots [1] (470265) are your core gears for Spell Fist. The crown combos with the Furious Grimoire to autocast Lvl. 4
Terra Drive when dealing normal melee damage; whereas the Furious Grimoire combos with Furious Boots for a chance to autocast Lvl. 4
Diamond Storm with an increased chance to proc it if the Boots is Grade B or higher.
And the best element to focus on this build is Water because you can maximize the skill
Deluge since Earth doesn't get any elemental floor buffs and
Earth Spike doesn't work with Spell Fist since it's not considered a bolt skill unfortunately. Fire is supposedly strong too but the Furious set doesn't allow us to autocast
Conflagration. Those are the key reasons why you should focus more on Water but if you need to switch elements to Fire or Wind for more coverage you may still do so.
Shadow Gears
| Type | Item | Enchants and Notes |
|---|---|---|
| Shadow Armor | +10 or +10 |
|
| Shadow Weapon | +10 or +10 |
|
| Shadow Shield | +10 or +10 |
|
| Shadow Shoe | +10 or +10 |
|
| Shadow Earring (Right) | +10 or +10 |
|
| Shadow Pendant (Left) | +10 or +10 |
|
The choice of Shadow Gears for Spell Fist is almost identical to Psychic Wave's, but in Spell Fist's case we want to maximize the highest possible damage output; hence, we will use either Sorcery Master Shadow Gears or Full Spell + Magical Spell Shadow Gears, with Sorcery Master Shadow as the strongest one.
The Skill Master Shadow Gears
Diamond Shadow Earring (1270119) +
Diamond Shadow Pendant (1270120) for Diamond Storm and
Terra Stream Shadow Armor (1270121) +
Terra Stream Shadow Shoes (1270122) for Terra Drive are not included here because even though we will autocast these two 4th job skills, they are not the main highlights of Spell Fist. You have multitudes of autocasted elemental bolt skills and melee magical attacks that scale with your bolts as your main sources of damage for Spell Fist and funneling all the modifiers to them will give you better damage output with a Spell Fist build.
Costume Enchant Stones
| Type | Item | Stone | Notes |
|---|---|---|---|
| Upper Costume |
|
| |
| Middle Costume |
|
| |
| Lower Costume |
|
| |
| Garment Costume |
|
|
The enchant stones that give elemental bolt modifiers are
Professor Stone II (Mid) (25803) and
Professor Stone (Low) (25419) . The
Double Attack Stone (Garment) (25302) complements well with Spell Fist and gives you more chances to land your melee magical auto attacks more than once.
Dragon Tank
![]() Betelgeuse (20994) |
Remember when I told you Elemental Master is a versatile class? That's because it's actually the best tank to use against Betelgeuse from Constellation Tower. The class with its passive
Dragonology from the Sage branch gives it an inherent +20% resistance against Dragon races such as Betelgeuse, making it possible for the class to reach 100% Dragon resistance when combined with other gears with more Dragon resistances. You may follow most of this section's tank build against Alice Twisted Madness' Jabberwocky as him and Betelgeuse are both Dragons, but I cannot guarantee that the execution of your skills will be the same for both MVPs as they have their own separate mechanics.
Upon reaching 100% Dragon resistance, most of Betelgeuse's attacks and skills will only deal "1" damage or will be registered as "1-1-1-1" damage to your EM Tank, and increasing your defensive values further in RES, MRes, DEF, and MDef won't make a difference anymore. On another note, Betelgeuse inflicts a "fixed amount of physical damage" unto you with a value of 10,000 that is only reducible by
Wall of Fog (Blinding Mist). It comes in two (2) forms: 1st one is a series of attacks wherein only the first and initial hit would inflict that 10k to you; 2nd one, called as
Killing Aura, is a DoT attack that reduces your HP by 10k on certain intervals while you're inside his circle. General physical defensive stats like RES and DEF can't reduce these values and not even your own
Energy Coat decreases it. However, building more HP values (eg. MaxHP or MaxHP%) would indirectly decrease the value of that 10k and placing Wall of Fogs underneath you would further cut down its value by only inflicting 75% of that 10k and thus it will only deal 7,500 damage to you; plus an added 75% chance for those hits and Betelgeuse's
Tetra Vortex to miss. Be mindful on the proper placement of your Wall of Fogs because if Betelgeuse is standing on it your allies that attack with targeted skills will have a shared chance for theirs to miss.
Besides Betelgeuse, there are also moving traps during the 2nd and 3rd Phases of the fight. When you go near and touch any of the traps, it will inflict damage to you according to your MaxHP% in variance. The 2nd Phase traps take out about 80%~85% of your MaxHP, while the 3rd Phase traps take out about 75%~80% of your MaxHP. Like Betel's "fixed 10k damage", the traps' damage are irreducible by elemental resistances (i.e. Water/Fire Armor or
Coldproof Potion /
Fireproof Potion ), defensive stats, Energy Coat, and even Wall of Fog; Land Protector won't also protect you against them. The traps also have a small chance to instantly kill you and it will not matter whether you're the tank or the DPS.
Now, you may cast
Land Protector underneath your party to cancel Betelgeuse's
Comet and
Meteor Storms, but if you have a magical DPS such as EM and AM that have ground AoE skills in your party you might want to readjust the size of your LP and its positioning so that they could also hit Betelgeuse. It's also possible to use lower levels of LP (7x7 or 9x9), but this will require coordination and communication with your team. You may cast or spam
Dispell on Betelgeuse to cancel his
Max Pain, but be careful as this would lose your aggro on Betelgeuse and would also cancel your team's debuff skills such as your Cardinal's
Lex Aeterna, your Arch Mage's
Comet's Magic Intoxication, your Abyss Chaser's
Raid (Sightless Mind) or your Shadow Cross'
Dark Claw skill, so it's best to communicate and coordinate with them first before attempting to do so. When Betel is chanting two of his long-casting magical skills like
Comet and
Tetra Vortex, you may use your Sage skills
Spell Breaker and
Magic Rod to disrupt and absorb those two skills, respectively. Keep spamming Spell Breaker until you cancel his Comet skill with a 10% chance to be successful. Additionally, you will need to time Magic Rod perfectly and use it just as when he's about to finish casting Tetra Vortex or have enough ACD and ASPD for spamming if you can't estimate its timing. During the 2nd Phase, there will be Dead Souls roaming around the map and they increase Betel's Defense if left untouched. These Dead Souls are plant protocol and they only have a MaxHP of "10"; you can help your team kill the souls in the middle near you by using your Lvl. 10
Cold Bolt to speed up your instance farm, especially if you're doing it in duo.
One great strategy that you could do is to utilize the Sorcerer skill
Extreme Vacuum to hold Betelgeuse in place to root him in one cell and position. This would also help when he switches aggro from you to the other party members; just be ready to save and cast your second Extreme Vacuum for those times he would cast
Ganbantein to remove any ground skill effects including your insignias and Wall of Fogs. One way you can do to support your party is placing insignias underneath Betel. When you have another EM DPS, it's also a good tactic to coordinate with them so that they can place the insignias on the 2nd Phase, while you handle the 3rd Phase. As what we've talked about in the insignia system portion, insignias are stationary and have a 1 minute CD and thus needs careful planning and set-up.
Stats
| Stat | Point | Notes |
|---|---|---|
| STR | 4 |
|
| AGI | 130 |
|
| VIT | 130 |
|
| INT | 55 |
|
| DEX | 0 |
|
| LUK | 120 |
|
Traits
| Traits | Point | Notes |
|---|---|---|
| POW | 0 | N/A |
| STA | 72 |
|
| WIS | 110 |
|
| SPL | 0 |
|
| CON | 110 |
|
| CRT | 0 | N/A |
Recommended Skill Tree
| Magician | ![]() | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| Sage and Professor |
![]() | ||||||||
| Sorcerer | ![]() | ||||||||
| Elemental Master |
![]() | ||||||||
Betelgeuse Tanking Gears
| Type | Item | Card | Enchants and Notes |
|---|---|---|---|
| Upper | +10 to +12 or +10 to +12 |
|
|
| Middle |
| ||
| Lower | or |
| |
| Armor | +10 to +12 |
|
|
| Weapon | +10 or +10 to +12 |
|
|
| Shield | +9 |
|
|
| Garment | +11 |
|
|
| Shoe | +11 |
|
|
| Accessory (Right) |
|
| |
| Accessory (Left) |
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|
The Dragon set consisting of
Gold Dragon Plate [1] (15393) ,
Dragon Scale Hood [1] (20946) , and
Dragon Scale Boots [1] (22208) have built-in resistances against Dragon races plus they can be enchanted with more resistance values. Fore more info on the enchanting costs, refer to this page. The Sinful accessories
Sinful Topaz Ring [1] (490048) and
Sinful Topaz Necklace [1] (490049) combos with the Dragon set and can be enchanted with more MaxHP% for additional tankiness. These can be obtained from Thanatos Tower. More info on how to enchant the accessories here.
For more added Dragon resistance, you will need to get a
Magic Absorber [1] (460005) from Geffen Night Arena. To enchant the shield, you can check more info here. Whether you want to use
Temporal Circlet (Sorcerer) [1] (19483) or
Old Wind Whisper [1] (18980) is up to your budget. The Circlet offers more defensive stats thanks to its
Temporal Jewel (VIT) Lv 3 (29680) enchant while the Bio 5 headgear is much more affordable and budget-friendly.
If you need additional VCT% in your build to help you reach instant cast or more ACD to help you spam
Magic Rod, you may choose
Illusion Thorny Staff of Darkness [2] (550030) . However if you want to skip the RNG part of enchanting Illusion Thorny Staff of Darkness with more VCT%, you can use a +10
Rod [4] (1602) instead. This is a fun one because you can do four (4)
Senior Papila Cae Card (300096) and it'll give you an instant +40% VCT or be inventive and use two (2)
Demon's Essence VIT 3 (4919) plus two (2) Senior Papila Cae Cards. The rod gives you more freedom with regards to gear choices too.
Shadow Gears
| Type | Item | Enchants and Notes |
|---|---|---|
| Shadow Armor | +10 |
|
| Shadow Weapon | +7 |
|
| Shadow Shield | +9 or +7 |
|
| Shadow Shoe | +10 |
|
| Shadow Earring (Right) | +10 or +10 |
|
| Shadow Pendant (Left) | +10 or +10 |
|
The
Dragoon Shadow Shield (24057) gives 3% Dragon resistance at +9; though if you've already reached maximum Dragon resist from your main equipment, you may use other Shadow Gears in the shield slot that give general resists such as a
Master Shadow Shield (24793) . The next important piece of Shadow Gear will be the
Maximum Mammoth Shadow Armor (24679) and
Maximum Mammoth Shadow Shoes (24680) to give you full immunity against knockback plus some MaxHP% to help with general tankiness. Be extra careful and attentive when wearing Shadow Gears because Betelgeuse can use the Abyss Chaser skill
Strip Shadow to remove your Shadow Gears; that's why I highly advise you to get a total of 100% Dragon resist and general tankiness outside of your Shadow Gears because in the event you get stripped you'll lose your perfect Dragon resist, knockback immunity, and other important stats. For that reason, some CT parties would bring in a Biolo for their
Full Shadow Protection skill to avoid problems like this.
The rest of the Shadow Gears are only suggestions and optional if you don't have the budget for them. It goes the same for enchanting your Shadow Gears as that could get expensive, but when you have the means for it then go ahead and min-max your tank Shadow Gears.
Costume Enchant Stones
| Type | Item | Stone | Notes |
|---|---|---|---|
| Upper Costume |
|
| |
| Middle Costume |
|
| |
| Lower Costume |
|
| |
| Garment Costume |
|
|
Personally, I use a combination of
VIT Convert Stone (Mid/Low) and
Variable Casting Stone (Garment) (25306) +
Variable Casting Time Stone (Dual) (1000522) since I have enough FCT (from the Cast Stones, +12
Gold Dragon Plate , and
+
Thanatos accessories), and solved most of my VCT problems by using a +10
Rod carded with four (4)
Senior Papila Cae Cards . However if you lack FCT and VCT to instant cast your skills, you may choose to use
Sorcerer Stone (Top) (1000672) and
Sorcerer Stone (Mid) (1000673) instead.
Pet Suggestions
Here's a list of pets that you could journey with to help you tank Betelgeuse:
| Pet | Notes |
|---|---|
| |
| |
| |
Elemental Catalysts, Ores, & Stones
As an Elemental Master, you are required to either buy or farm your own elemental catalysts in order to summon your Elementals and High Elementals. Here, I'm going to list down the farming maps I always frequent where these catalysts are accessible and abundant to make your farm easier. Currently, Forgotten Time's Zone 1 (t_garden 81, 94) and Zone 2 (t_garden 154, 94) are the best maps to farm the elemental catalysts as all the mobs in their respective zones drop the ores and stones but it has a minimum entry level requirement of 250.
| Catalysts | Map and Monsters |
|---|---|
| |
| |
| |
| |
| |
| |
| |
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Summary
Elemental Master is a versatile class that can play any roles. DPS, Support, or Tank you name it! That's what makes the class so interesting to begin with. Its previous branches from Mage, Sage, Professor and Sorcerer aren't completely forgotten because their skills, mostly defensive and supportive utilities, are still incorporated in an EM's gameplay and usage. EM is also a rotation-heavy class and it may not be for everybody and that's fine. There will be classes that will fit your playstyle more but with EM you'll need to have a lot of micromanaging to do. It's not only for your AoE skills but with your set-ups as well. And lastly, you have Elementals and High Elementals that will act as your companions in battle that will buff and defend you from harm. And what's more, they can survive longer if you have the proper gears for it acting like your own personal tank.
I hope I was able to make things simpler and easier to understand for all of you, and I don't expect everybody to comprehend and absorb all of these in one sitting so just take your time, relax, and have fun with the class! 🤗🤍
Future
In the recent updates to kRO branded as Chapter 1: Zero Cell/Abandoned Research Institute, there will be some planned upgrades that will improve the autocast
Elemental Buster and
Spell Fist builds of Elemental Master. To know more about the new equipment, check the external links affixed to their respective names. You will need to use a translator to translate the texts from Korean to English.
Elemental Spirits
For Elemental Buster, it will get a new weapon in the form of Elemental Spirits. This weapon is basically the fusion of the
Dimensions Elemental Magic Book +
Dimensions Elemental Spell Book into a singular book. Instead of swapping out between these two books, you can just use Elemental Spirits and alternate between
Terra Drive and
Diamond Storm to autocast Elemental Buster! This will be a huge game changer for our class because we will no longer be forced to break our fingers bring two books just to spam Elemental Buster barely half a second. Currently, when opting to do the Double Book rotation, our DPS is not smooth and consistent due to the delay of equipping and casting. Weaving in some DoT skills in between is also not optimal as the two Dimensional books have different modifiers for them. For example, having
Lightning Land linger on the ground and then swapping to Dimensions Magic Book would decrease LL's succeeding damage until you go back again to Dimensions Spell Book. This dilemma is anticipated to be solved by the Elemental Spirits weapon.
With Elemental Spirits, our DPS will be expected to increase drastically because this Chapter 1 book won't need a partner crown or headgear just to activate the autocast shenanigan. We can finally start using
Yorscalp Crown of Judgment [1] (400724) with its crazy OP enchant of
Warrant of Bailiff + its combo with
Ilse El Heine Card (300594) . The tradeoff is our Elemental Buster skill modifier will be reduced down to 25% from Time Dimension's 60%, but fret not because this will be compensated with every half a second spammability of Elemental Buster,
Warrant of Bailiff 's procs, and up to 209%
Terra Drive skill modifiers!
▶ In a more realistic scenario, replacing one of the Ilse El Heine Cards to either Copo Card or Mutating White Knight Card is more optimal damage-wise due to diminishing returns but I am just presenting the highest possible value for each modifiers to know how more or less you can feasibly invest/sacrifice for each. |
With this much distribution of skill modifiers for our five primary skills, we can condense our skill rotation to something like this:
Lightning Land —>
Terra Drive —>
Diamond Storm —>
Terra Drive —>
Diamond Storm —> repeat
Lightning Land —>
Conflagration —>
Terra Drive —>
Diamond Storm —>
Terra Drive —>
Diamond Storm —> repeat
Lightning Land —>
Venom Swamp —>
Terra Drive —>
Diamond Storm —>
Terra Drive —>
Diamond Storm —> repeat
Lightning Land —>
Conflagration —>
Venom Swamp —>
Terra Drive —>
Diamond Storm —>
Terra Drive —>
Diamond Storm —> repeat
In the first skill rotation, while Lightning Land is dealing damage and on cooldown for 2 seconds, we can alternate between Terra Drive and Diamond Storm to autocast four (4) undisrupted
Elemental Busters to burst down MVPs and monsters to smithereens. Once LL is off-CD, we will cast it again then go back to spamming Elemental Buster. This specific skill rotation does the least DPS as compared to the next three rotations but finds the most comfort among the three since it will only require about 50% ACD and have fewer skills to manage.
Meanwhile, the next three rotations will probably strain your fingers depend on your party composition and the situation; for example, when an Arch Mage is present to debuff the MVP with their
+
Climax Bloom and
+
Climax Earth, and then you even add your own
Earth Insignia, the second one (with Conflagration) will do the second most DPS. Whereas, the third one (with Venom Swamp) will be situational and is for when mobs are either resistant or immune to your Conflag or Fire skills in general. These two rotations will need a bit more ACD (≈60% more or less) and higher ASPD to smoothly cycle all your skills.
The fourth and last skill rotation is the overall best one to give out the highest value in damage numbers or total DPS as you will be able to cast all three of your DoT skills before you spam your autocasted Elemental Busters. In this particular rotation, you will have an adequate amount of time before your three DoT skills stop lingering and go off-CD but this also means you will need A LOT of ACD for this rotation to work. I have experimented on a couple of set-ups and what worked best for me is by having full 193 ASPD and an ACD ranging from 65% to 72%—65% is already baseline clunky and anything below 65% would be a lot clunkier and more problematic. Moreover, it is also ideal and optimal to designate the keys for your DoT skills (LL, Conflag, and VS) to be on smart-cast mode as this will allow you to rapidly spam all of them in a fast sequential manner; this is crucial because you would want to cast all three of them within a short time-frame so that by the time you get back to recasting them again there won't be any delays or gaps. Remember, though your DoT skills have a two (2) seconds cooldown for each one of them, they exist and linger for up to three (3) seconds.
To boot, you may also freely insert one (1) manually-casted
Elemental Buster right after Venom Swamp to make it five (5) undisrupted Elemental Busters (3 Busters within a second and 5 in total); however, this is only applicable to the 1st series of rotation cycle as your Elemental Buster goes into CD once it gets autocasted by either Terra Drive and Diamond Storm and it will struggle to be available again and keep up with the fast global CD of your skills.
In addition to the skill modifiers, we will also greatly benefit from the Cardinal skill
Argutus Vita as this will finally enable us to reach the cap of 50% MRes pierce—a feat that is only achievable by a selected few classes and EM will soon join the club!
|
And lastly, we can maximize the effect of
[MVP] Polluted Queen Spider Card (27362) and the Arch Mage's
+
Climax Earth debuff and
+
Crystal Impact buff for more damage since we will most likely lean towards Earth/Water magical build.
Other honorable mentions worth bringing up include easier gear progression for players since Elemental Spirits won't need a partner headgear to activate autocast Elemental Buster; that being said,
Spirit of Chung E could also be used when farming for loots to further increase your drop rate and get higher yields.
Frontier Rune Crown & Book
For Spell Fist, it will get an upgrade from the current Furious set to the new combo consisting of Frontier Rune Crown (Elemental Master) + Frontier Elemental Book. Now what makes this combo different from the Furious set is that it will let you autocast the Arch Mage skill
Soul Vulcan Strike at a 60% chance every time you cast your Magician skill
Soul Strike. Don't get too overly excited now because it is still uncertain whether Soul Vulcan Strike will be autocasted coming from any sources of casted Soul Strike including ones from procs such as our own
Auto Spell and
CD in Mouth (420003) .
The item description for the Frontier Crown on the website is just too ambiguous to make a concrete conclusion out of it. If it turns out that any sources of Soul Strike casts will be counted then this could also be a huge upgrade for Spell Fist for you will almost always autocast SVS at any given time. What's more, the added 2 seconds CD for Soul Strike convinces me that the developers are encouraging players to trigger autocast SVS from melee auto attacks instead of manually casting Soul Strike which is a preventive measure against abuse because Soul Strike naturally has 0 second CD.
It will also make
[MVP] Gioia Card (4576) a viable card to use for this specific set-up since it will boost our Wind-infused melee magical attacks,
Lightning Bolt, Soul Strike, and SVS at the same time (which also means the glamorous Procella would be a great choice at last!).
The only downside I could see with this build is it will need more CD reduction for our gap closer skill
Psychic Stream. Having an 11x11 AoE with SVS is good but having the need to get closer to each individual monster is not. I hope Gravity would consider decreasing the innate CD of Psychic Stream to make this build more viable for field farming.
Acknowledgement
I would like to extend my warm and heartfelt gratitude to the people who helped me with my guide.
- Ripley for helping me proofread.
- [GM] Muh for helping me and giving me the equations for computing the Spirits' status values.
- Coffee/Espresso for suggesting the Illusion Goibne set as a possible alternative under the Budget Tank Gears section.
It wouldn't have come out as coherent and comprehensive as I wanted it to be if it weren't for your help so thank you so so much! 🥹❤️🫶🏻
Changelog
- Notable changes as of 15 January 2025:
- Added Forgotten Time as a possible farming area for elemental catalysts.
- Updated the table under Elemental Catalysts, Ores, & Stones.
- Notable changes as of 29 January 2025:
- Added Circulation of Life Autumn and Signet of Circulation: Autumn under Endgame Equipment and High End Tank Gears sections.
- Notable changes as of 18 March 2025:
- Improved and added Psychic Wave as a viable and alternative build to farm some endgame dungeons.
- Notable changes as of 17 May 2025:
- Added Drop Rate Gears and Rune Tablet under Gear Progression section.
- Notable changes as of 26 June 2025:
- Added tabulations of magical cards under Magical Cards section.
- Added Consumables under Gear Progression section.
- Notable changes as of 18 July 2025:
- Updated the Shadow Gears table.
- Notable changes as of 21 August 2025:
- Updated Psychic Wave build and added Yorscalp Crown of Judgement as the new endgame headgear for the build.
- Notable changes as of 17 September 2025:
- Added a Future section for upcoming updates to look forward to for Elemental Master.


Elemental Change (
Elemental Change (
Elemental Change (

Steel Body
Magic Intoxication
Cloud Poison
Crystallization
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.

Stone Skin.








































