Miyu's Magical Adventures Mage Guide: Difference between revisions
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<h2><span class="mw-headline" id="About_Arch_Mage"><span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Gear Stages</span></span></h2> | |||
===STAGE 1 (Early Tier)=== | |||
Suitable for early stages or initial progress. | |||
Offers basic utility but falls off as you advance. | |||
===STAGE 2 (Mid Tier)=== | |||
Good for mid-game or intermediate stages. | |||
Balanced performance but not exceptional. | |||
===STAGE 3 (Late Tier)=== | |||
Starts to shine in the late stages or under specific conditions. | |||
Stronger than early or mid-tier options but not the ultimate choice. | |||
===STAGE 4 (Strong Tier)=== | |||
Consistently powerful and effective in most situations. | |||
Not quite the absolute best but close. | |||
===STAGE 5 (Best in Slot)=== | |||
The ultimate choice for maximum performance. | |||
Optimal for advanced scenarios and highly desirable. | |||
<h2><span class="mw-headline" id="About_Arch_Mage"><span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Builds</span></span></h2> | <h2><span class="mw-headline" id="About_Arch_Mage"><span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Builds</span></span></h2> | ||
<h3 style="font-size: 1.7em; color: #8A6444;">Elemental Builds 🌈</h3> | |||
<h3 style="font-size: 1.7em; color: #8A6444;">Ghost Build ⚫️</h3> | |||
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | |||
| colspan="3" style="width: 70%;background-color:#AEB6BF;" |'''<big>Ghost Build</big>''' | |||
'''Main Skill:''' '''{{#skill:5220}}''', </br> | |||
'''Secondary skill:''' '''{{#skill:5012}}''' and '''{{#skill:5217}}''' </br> | |||
| style="width: 15%;background-color:#AEB6BF;" | ⚠️ Click Expand to see full build ⚠️ | |||
|- | |||
| style="width: 33%;background-color:#AEB6BF;" |'''<big>Equipments</big>''' | |||
Head - Top || [Upper Equipment Name] | |||
Head - Mid || [Mid Equipment Name] | |||
Head - Low || [Lower Equipment Name] | |||
Body || [Armor Equipment Name] | |||
Hand - Right || [Right Hand Equipment Name] | |||
Hand - Left || [Left Hand Equipment Name] | |||
Robe || [Garment Equipment Name] | |||
Shoes || [Footgear Equipment Name] | |||
Accessory 1 || [Accessory 1 Name] | |||
Accessory 2 || [Accessory 2 Name] | |||
| style="width: 33%;background-color:#AEB6BF;" |'''<big>Shadow Gears + Costume Stones</big>''' | |||
Head - Top || [Upper Equipment Name] | |||
Head - Mid || [Mid Equipment Name] | |||
Head - Low || [Lower Equipment Name] | |||
Body || [Armor Equipment Name] | |||
Hand - Right || [Right Hand Equipment Name] | |||
Hand - Left || [Left Hand Equipment Name] | |||
Robe || [Garment Equipment Name] | |||
Shoes || [Footgear Equipment Name] | |||
Accessory 1 || [Accessory 1 Name] | |||
Accessory 2 || [Accessory 2 Name] | |||
| colspan="2" style="width: 33%;background-color:#AEB6BF;" |'''<big>Cards</big>'''<u> | |||
Head - Top || [Upper Equipment Name] | |||
Head - Mid || [Mid Equipment Name] | |||
Head - Low || [Lower Equipment Name] | |||
Body || [Armor Equipment Name] | |||
Hand - Right || [Right Hand Equipment Name] | |||
Hand - Left || [Left Hand Equipment Name] | |||
Robe || [Garment Equipment Name] | |||
Shoes || [Footgear Equipment Name] | |||
Accessory 1 || [Accessory 1 Name] | |||
Accessory 2 || [Accessory 2 Name] | |||
|} | |||
<h3 style="font-size: 1.7em; color: #8A6444;">Fire Build 🔴</h3> | |||
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | |||
| colspan="3" style="width: 70%;background-color:#F5B7B1;" |'''<big>Fire Build</big>''' | |||
'''Main Skill:''' '''{{#skill:5235}}''', </br> | |||
'''Secondary skill:''' '''{{#skill:5229}}''' and '''{{#skill:5222}}''' </br> | |||
| style="width: 15%;background-color:#F5B7B1;" | ⚠️ Click Expand to see full build ⚠️ | |||
|- | |||
| style="width: 33%;background-color:#F5B7B1;" |'''<big>Equipments</big>''' | |||
Head - Top || [Upper Equipment Name] | |||
Head - Mid || [Mid Equipment Name] | |||
Head - Low || [Lower Equipment Name] | |||
Body || [Armor Equipment Name] | |||
Hand - Right || [Right Hand Equipment Name] | |||
Hand - Left || [Left Hand Equipment Name] | |||
Robe || [Garment Equipment Name] | |||
Shoes || [Footgear Equipment Name] | |||
Accessory 1 || [Accessory 1 Name] | |||
Accessory 2 || [Accessory 2 Name] | |||
| style="width: 33%;background-color:#F5B7B1;" |'''<big>Shadow Gears + Costume stones</big>''' | |||
Head - Top || [Upper Equipment Name] | |||
Head - Mid || [Mid Equipment Name] | |||
Head - Low || [Lower Equipment Name] | |||
Body || [Armor Equipment Name] | |||
Hand - Right || [Right Hand Equipment Name] | |||
Hand - Left || [Left Hand Equipment Name] | |||
Robe || [Garment Equipment Name] | |||
Shoes || [Footgear Equipment Name] | |||
Accessory 1 || [Accessory 1 Name] | |||
Accessory 2 || [Accessory 2 Name] | |||
| colspan="2" style="width: 33%;background-color:#F5B7B1;" |'''<big>Cards</big>'''<u> | |||
Head - Top || [Upper Equipment Name] | |||
Head - Mid || [Mid Equipment Name] | |||
Head - Low || [Lower Equipment Name] | |||
Body || [Armor Equipment Name] | |||
Hand - Right || [Right Hand Equipment Name] | |||
Hand - Left || [Left Hand Equipment Name] | |||
Robe || [Garment Equipment Name] | |||
Shoes || [Footgear Equipment Name] | |||
Accessory 1 || [Accessory 1 Name] | |||
Accessory 2 || [Accessory 2 Name] | |||
|} | |||
<h3 style="font-size: 1.7em; color: #8A6444;">Water Build 🔵</h3> | |||
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | |||
| colspan="3" style="width: 70%;background-color:#AED6F1;" |'''<big>Water Build</big>''' | |||
'''Main Skill:''' '''{{#skill:5237}}''', </br> | |||
'''Secondary skill:''' '''{{#skill:5216}}''' and '''{{#skill:5225}}''' </br> | |||
| style="width: 15%;background-color:#AED6F1;" | ⚠️ Click Expand to see full build ⚠️ | |||
|- | |||
| style="width: 33%;background-color:#AED6F1;" |'''<big>Equipments</big>''' | |||
Head - Top || [Upper Equipment Name] | |||
Head - Mid || [Mid Equipment Name] | |||
Head - Low || [Lower Equipment Name] | |||
Body || [Armor Equipment Name] | |||
Hand - Right || [Right Hand Equipment Name] | |||
Hand - Left || [Left Hand Equipment Name] | |||
Robe || [Garment Equipment Name] | |||
Shoes || [Footgear Equipment Name] | |||
Accessory 1 || [Accessory 1 Name] | |||
Accessory 2 || [Accessory 2 Name] | |||
| style="width: 33%;background-color:#AED6F1;" |'''<big>Shadow Gears + Costume Stones</big>''' | |||
Head - Top || [Upper Equipment Name] | |||
Head - Mid || [Mid Equipment Name] | |||
Head - Low || [Lower Equipment Name] | |||
Body || [Armor Equipment Name] | |||
Hand - Right || [Right Hand Equipment Name] | |||
Hand - Left || [Left Hand Equipment Name] | |||
Robe || [Garment Equipment Name] | |||
Shoes || [Footgear Equipment Name] | |||
Accessory 1 || [Accessory 1 Name] | |||
Accessory 2 || [Accessory 2 Name] | |||
| colspan="2" style="width: 33%;background-color:#AED6F1;" |'''<big>Cards</big>'''<u> | |||
Head - Top || [Upper Equipment Name] | |||
Head - Mid || [Mid Equipment Name] | |||
Head - Low || [Lower Equipment Name] | |||
Body || [Armor Equipment Name] | |||
Hand - Right || [Right Hand Equipment Name] | |||
Hand - Left || [Left Hand Equipment Name] | |||
Robe || [Garment Equipment Name] | |||
Shoes || [Footgear Equipment Name] | |||
Accessory 1 || [Accessory 1 Name] | |||
Accessory 2 || [Accessory 2 Name] | |||
|} | |||
<h3 style="font-size: 1.7em; color: #8A6444;">Wind Build 🟢</h3> | |||
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | |||
| colspan="3" style="width: 70%;background-color:#82E0AA;" |'''<big>Wind Build</big>''' | |||
'''Main Skill:''' '''{{#skill:5234}}''', </br> | |||
'''Secondary skill:''' '''{{#skill:5227}}''' and '''{{#skill:5215}}''' </br> | |||
| style="width: 15%;background-color:#82E0AA;" | ⚠️ Click Expand to see full build ⚠️ | |||
|- | |||
| style="width: 33%;background-color:#82E0AA;" |'''<big>Equipments</big>''' | |||
Head - Top || [Upper Equipment Name] | |||
Head - Mid || [Mid Equipment Name] | |||
Head - Low || [Lower Equipment Name] | |||
Body || [Armor Equipment Name] | |||
Hand - Right || [Right Hand Equipment Name] | |||
Hand - Left || [Left Hand Equipment Name] | |||
Robe || [Garment Equipment Name] | |||
Shoes || [Footgear Equipment Name] | |||
Accessory 1 || [Accessory 1 Name] | |||
Accessory 2 || [Accessory 2 Name] | |||
| style="width: 33%;background-color:#82E0AA;" |'''<big>Shadow Gears + Costume Stones</big>''' | |||
Head - Top || [Upper Equipment Name] | |||
Head - Mid || [Mid Equipment Name] | |||
Head - Low || [Lower Equipment Name] | |||
Body || [Armor Equipment Name] | |||
Hand - Right || [Right Hand Equipment Name] | |||
Hand - Left || [Left Hand Equipment Name] | |||
Robe || [Garment Equipment Name] | |||
Shoes || [Footgear Equipment Name] | |||
Accessory 1 || [Accessory 1 Name] | |||
Accessory 2 || [Accessory 2 Name] | |||
| colspan="2" style="width: 33%;background-color:#82E0AA;" |'''<big>Cards</big>'''<u> | |||
Head - Top || [Upper Equipment Name] | |||
Head - Mid || [Mid Equipment Name] | |||
Head - Low || [Lower Equipment Name] | |||
Body || [Armor Equipment Name] | |||
Hand - Right || [Right Hand Equipment Name] | |||
Hand - Left || [Left Hand Equipment Name] | |||
Robe || [Garment Equipment Name] | |||
Shoes || [Footgear Equipment Name] | |||
Accessory 1 || [Accessory 1 Name] | |||
Accessory 2 || [Accessory 2 Name] | |||
|} | |||
<h3 style="font-size: 1.7em; color: #8A6444;">Earth Build 🟤</h3> | |||
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | |||
| colspan="3" style="width: 70%;background-color:#EDBB99;" |'''<big>Earth Build</big>''' | |||
'''Main Skill:''' '''{{#skill:5233}}''', </br> | |||
'''Secondary skill:''' '''{{#skill:5221}}''' and '''{{#skill:5218}}''' </br> | |||
| style="width: 15%;background-color:#EDBB99;" | ⚠️ Click Expand to see full build ⚠️ | |||
|- | |||
| style="width: 33%;background-color:#EDBB99;" |'''<big>Equipments</big>''' | |||
Head - Top || [Upper Equipment Name] | |||
Head - Mid || [Mid Equipment Name] | |||
Head - Low || [Lower Equipment Name] | |||
Body || [Armor Equipment Name] | |||
Hand - Right || [Right Hand Equipment Name] | |||
Hand - Left || [Left Hand Equipment Name] | |||
Robe || [Garment Equipment Name] | |||
Shoes || [Footgear Equipment Name] | |||
Accessory 1 || [Accessory 1 Name] | |||
Accessory 2 || [Accessory 2 Name] | |||
| style="width: 33%;background-color:#EDBB99;" |'''<big>Shadow Gears + Costume Stones</big>''' | |||
Head - Top || [Upper Equipment Name] | |||
Head - Mid || [Mid Equipment Name] | |||
Head - Low || [Lower Equipment Name] | |||
Body || [Armor Equipment Name] | |||
Hand - Right || [Right Hand Equipment Name] | |||
Hand - Left || [Left Hand Equipment Name] | |||
Robe || [Garment Equipment Name] | |||
Shoes || [Footgear Equipment Name] | |||
Accessory 1 || [Accessory 1 Name] | |||
Accessory 2 || [Accessory 2 Name] | |||
| colspan="2" style="width: 33%;background-color:#EDBB99;" |'''<big>Cards</big>'''<u> | |||
Head - Top || [Upper Equipment Name] | |||
Head - Mid || [Mid Equipment Name] | |||
Head - Low || [Lower Equipment Name] | |||
Body || [Armor Equipment Name] | |||
Hand - Right || [Right Hand Equipment Name] | |||
Hand - Left || [Left Hand Equipment Name] | |||
Robe || [Garment Equipment Name] | |||
Shoes || [Footgear Equipment Name] | |||
Accessory 1 || [Accessory 1 Name] | |||
Accessory 2 || [Accessory 2 Name] | |||
|} | |||
<h3 style="font-size: 1.7em; color: #8A6444;">Neutral Build ⚪️</h3> | |||
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | |||
| colspan="3" style="width: 70%;background-color:#ECF0F1;" |'''<big>Neutral Build</big>''' | |||
'''Main Skill:''' '''{{#skill:5230}}''', </br> | |||
'''Secondary skill:''' '''{{#skill:2213}}''' and '''{{#skill:5217}}''' </br> | |||
| style="width: 15%;background-color:#ECF0F1;" | ⚠️ Click Expand to see full build ⚠️ | |||
|- | |||
| style="width: 33%;background-color:#ECF0F1;" |'''<big>Equipments</big>''' | |||
Head - Top || [Upper Equipment Name] | |||
Head - Mid || [Mid Equipment Name] | |||
Head - Low || [Lower Equipment Name] | |||
Body || [Armor Equipment Name] | |||
Hand - Right || [Right Hand Equipment Name] | |||
Hand - Left || [Left Hand Equipment Name] | |||
Robe || [Garment Equipment Name] | |||
Shoes || [Footgear Equipment Name] | |||
Accessory 1 || [Accessory 1 Name] | |||
Accessory 2 || [Accessory 2 Name] | |||
| style="width: 33%;background-color:#ECF0F1;" |'''<big>Shadow gears + Costume Stones</big>''' | |||
Head - Top || [Upper Equipment Name] | |||
Head - Mid || [Mid Equipment Name] | |||
Head - Low || [Lower Equipment Name] | |||
Body || [Armor Equipment Name] | |||
Hand - Right || [Right Hand Equipment Name] | |||
Hand - Left || [Left Hand Equipment Name] | |||
Robe || [Garment Equipment Name] | |||
Shoes || [Footgear Equipment Name] | |||
Accessory 1 || [Accessory 1 Name] | |||
Accessory 2 || [Accessory 2 Name] | |||
| colspan="2" style="width: 33%;background-color:#ECF0F1;" |'''<big>Cards</big>'''<u> | |||
Head - Top || [Upper Equipment Name] | |||
Head - Mid || [Mid Equipment Name] | |||
Head - Low || [Lower Equipment Name] | |||
Body || [Armor Equipment Name] | |||
Hand - Right || [Right Hand Equipment Name] | |||
Hand - Left || [Left Hand Equipment Name] | |||
Robe || [Garment Equipment Name] | |||
Shoes || [Footgear Equipment Name] | |||
Accessory 1 || [Accessory 1 Name] | |||
Accessory 2 || [Accessory 2 Name] | |||
|} | |||
<h2><span class="mw-headline" id="About_Arch_Mage"><span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Rune Tablet</span></span></h2> | <h2><span class="mw-headline" id="About_Arch_Mage"><span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Rune Tablet</span></span></h2> | ||
<h2><span class="mw-headline" id="About_Arch_Mage"><span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Consumables</span></span></h2> | <h2><span class="mw-headline" id="About_Arch_Mage"><span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Consumables</span></span></h2> |
Revision as of 18:50, 19 January 2025
Welcome to Miyu's Comprehensive mage guide!
🌟 Introduction 🌟
안녕하세요! Hello, Adventurer! (ノ◕ヮ◕)ノ*:・゚✧
My name is Miyu ♥, and I’m absolutely thrilled to welcome you to my Comprehensive Mage Guide! ✨
- 💫 Mechanics – Learn the secrets of spellcasting precision.
- 🔮 Builds – Customize your Mage for peak performance.
- 🔥 Gameplays – Master strategies to outwit your foes.
- ⚔️ Gears – Equip yourself with the finest magical arsenal.
- ✨ Tips – Unlock the hidden tricks to elevate your Mage game!
About Arch Mage
Arch Mages are the pinnacle of the Wizard class in Ragnarok Online, standing as the highest job class.
Known as the 4th job class, Arch Mages succeed the 3rd job class, Warlocks.
▶ The Arch Mage class is exclusive to the Norman race.
▶ Lore suggests that Warlocks have transcended the limits of their power, unlocking their true potential. Through years of rigorous study, the recitation of ancient incantations, and mastery over a vast array of spells, they have achieved profound spell augmentations and reached their ultimate form—Climax power. Freed from the need for spellbooks, they can now channel magic without restrictions, surpassing the traditional boundaries of arcane arts. Their spells resonate with such force that they can break through magical defenses, including those granted by items like the Golden Thief Bug Card. With this newfound power, Warlocks have attained unparalleled mastery over magic, wielding its full destructive potential.
- For more details about the initial release of the 4th job classes, visit the following link:
https://www.divine-pride.net/forum/index.php?/topic/4672-kro-fourth-class-jobs-skills-info-and-related-items-updated-23072023/
About Me
▶ You can mostly find me by my in-game aliases: Phrixi Felatine or Miyu. (Feel free to say hi when you see me! :D)
I've been playing the Mage class for as long as I can remember; it became my passion, and from that moment, I fell in love with magic forever. My journey began in (Korean Ragnarok Online) during my childhood, and in early 2014, I moved to NovaRO (Nova Ragnarok Online). Currently, I am playing on MuHRO (Muh Ragnarok Online) since early 2023.
▶ No one taught me how to master the Mage class; I learned through trial and error, stumbling through the game like everyone else. (Failure is Inevitable) But through countless attempts, I gained invaluable experience. Now, I'm here to share everything I've learned with you, so you can skip the struggles I faced and jump straight into success!
Socials 🌐
My Discord: 민정#7897 / miyoung.
My Youtube: https://www.Youtube.com/미유/ https://bit.ly/Miyu
My Twitch: https://www.twitch.tv/miyuh2o
Disclaimers
A big thank you to everyone who helped in creating this guide! You know who you are! Nyaa~
▶ All credits go to their respective owners.♥ This guide is made with love and passion, from my heart and soul.
This guide is intended to assist anyone in need and will not be used for profit or illegal distribution.
"All Rights Reserved" ©
Fair Use:
▶ Copyright Disclaimer under Section 107 of the Copyright Act of 1976, allowance is made for fair use for purposes such as criticism, comment, news reporting, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational, or personal use tips the balance in favor of fair use.
- Some tables and information are borrowed from external sources, but I have respectfully redesigned, improved, and created unique versions of them.
- This guide is still a work in progress. Everything you see here may change or be adjusted depending on future game updates.
- This guide is based on my personal experience, knowledge, opinions, and preferences in the game.
- This is a guide—it's up to you whether you follow all or part of it.
- This guide will assist you from the Mage class to the Arch Mage class.
- I will strive to keep this guide up to date as long as I continue to play the game.
- There may be errors or inaccuracies in this guide. If you spot any, feel free to contact me, and I would greatly appreciate any corrections!
Pros and Cons
-
>Things that you should know what we're good and bad at.
Pros ✅
- Exceptional AoE (Area of Effect) Damage: Arch Mages are renowned for their powerful AoE spells, such as Crystal Impact and Astral Strike, which allow them to deal massive damage to multiple enemies at once.
- Long Range Spells: Arch Mages can engage enemies from a long distance with spells like Comet, All Bloom, and Violent Quake, making them highly effective in ranged combat.
- Elemental Versatility: With access to various elements (Fire, Water, Wind, Earth, Ghost, Undead, Shadow), Arch Mages can exploit enemy weaknesses and adapt to a wide range of situations.
- High DPS (Damage per Second): Arch Mages are among the strongest DPS classes, capable of delivering huge damage both in PvM (Player vs. Monster) and PvP (Player vs. Player).
- Crowd Control and Debuffs: They possess a variety of crowd control abilities (e.g., Frost Misty, Quagmire) and strong debuffs like Comet’s magic intoxification, which can weaken enemies and disrupt their strategies.
- Preferred in Party Runs: Arch Mages are often the go-to class for mobbing, sweeping, and cleaning during party runs due to their AoE capabilities and control over the battlefield.
- Flashy and Destructive Spells: The Arch Mage’s spells, especially Soul Vulcan Strike + Telekinesis Intense, are visually striking and incredibly destructive, making them one of the most exciting classes to play.
- Magic Immunity Bypass (Late-Game): In later stages, Arch Mages can use specific abilities to bypass magic immunities (Deadly Projection), making them a formidable force against enemies that are typically resistant to magic.
- Magic Can't Miss: Mages' magic spells typically cannot miss, making them effective against enemies with high flee or defensive skills like Guard or Parry.
Cons 🅾️
- Low HP Pool: Arch Mages have one of the lowest health pools among all classes, making them vulnerable to physical attacks and requiring careful positioning.
- Dependence on MDEF Penetration: Their damage is heavily reliant on MDEF (Magic Defense) penetration, so they can struggle against enemies with high MDEF unless they have the right gear or skills to bypass it.
- Limited Skill Points: Arch Mages are often forced to specialize in only a few key skills due to limited skill points, making it difficult to diversify their abilities across different builds.
- Vulnerable to Reflect Damage: Reflect damage is one of the Arch Mage’s biggest threats, especially from enemies using Golden Thief Bug Card or Reflect Magic or Max Pain. This can be deadly in both PvP and PvM scenarios.
- High Gear Dependency: Mages require a significant investment in gear to optimize their performance, including equipment that gives Variable Cast Time and Fixed Cast Time, After Cast Delay, and MDEF penetration.
- Elemental Restrictions: Some of their most powerful skills are tied to specific elements (e.g., Soul Vulcan Strike, Mystery Illusion), which means they may be less effective against enemies with resistances or immunities to those elements.
- No Movement Buffs: Unlike other classes, Arch Mages lack skills that increase movement speed, which can make them slower and less mobile compared to other classes.
- SP Drain Vulnerability: Arch Mages are highly reliant on SP for casting spells, making them vulnerable to SP Drain effects and debuffs that limit their ability to use skills.
- Expensive to Gear Up: Arch Mages require different sets of equipment for different builds, which makes them an expensive class to fully optimize and maintain.
Stats and Traits
Did you know Dex stat Gives attack speed and Matk too?
[ Stats ] | ||
---|---|---|
STR | 1-16+ | This stat is primarily for increasing weight capacity. (Mages, by default, cannot carry heavy loads.) |
AGI | 90-130 | Attack Speed (AtkSpd/ASPD) helps you cast spells faster and continuously spam skills. (It also reduces animation delays.) |
VIT | 90-130 | Vitality (VIT) enhances survivability, but you can trade some VIT for Agility (AGI) or Luck (LUK). (Aim for at least 120 if using the Fallen Warrior Manteau and Vicious Mind Aura.) |
INT | 90-130 | Intelligence (INT) increases Matk and serves as your main source of damage and SP regeneration. (At least 120 INT is recommended if using Temporal INT Boots.) |
DEX | 0-120+ | Dexterity (DEX) also boosts Matk. Investing in DEX can help achieve instant-cast through stats. (If relying on gear for Variable Cast Time (VCT) reduction, you can skip DEX entirely. Aim for at least 120 DEX when using Temporal DEX Boots.) |
LUK | 1-100+ | Luck (LUK) is a situational stat, useful only if you have spare points for additional resistance and Matk. |
[ 4th Job Trait Stats ] | ||
---|---|---|
POW | 0 | Mages neither deal nor scale with physical damage, so this stat provides no benefit. |
STA | 30+ | Although Mages aren't naturally tanky, this stat can be useful for hybrid builds to reduce physical damage. |
WIS | 30+ | Similarly, while Mages lack natural tankiness, this stat can help hybrid builds reduce magic damage. |
SPL | 110 | This is the primary core stat, providing the highest damage boost for every 3 points. (For example, 100 SPL grants 34 S.MATK.) |
CON | 110 | This is the secondary core stat, offering damage increases every 5 points. (For instance, 97 CON provides 20 S.MATK.) |
CRT | 0 | Mage skills and magic, in general, do not crit, so this stat provides no benefit. |
Stats 📀
★ Strength (STR) [Optional]
▷ This stat primarily increases your weight capacity (in addition to Gym Passes). It also contributes to Masquerade resistance in PvP/WoE. If you have extra points to allocate, a STR range of 10-40 is sufficient.
★ Agility (AGI) [Essential]
▷ Agility reduces ASPD delays, grants +1 Flee per point, and increases ASPD. Every 5 points in AGI also provides 1 SoftDEF. AGI boosts your attack speed, which significantly enhances skill spam. For most builds, aiming for [90+ AGI or higher] is recommended, and I suggest achieving at least 175+ ASPD to eliminate delays.
It also shortens the duration of Masquerades in PvP/WoE.
★ Vitality (VIT) [Essential]
▷ Vitality increases your Max HP by +1% per point and boosts the effectiveness of potions. Mages have the lowest HP modifier among classes (though not as low as Super Novices), and they can be quite fragile in both PvE and PvP scenarios. For improved survivability, it's recommended to invest in [70-90+ total VIT].
VIT also provides protection against Crystallization, Freezing, and Mandragora Howling in PvP/WoE.
★ Intelligence (INT) [Essential]
▷ Intelligence directly increases your MATK by +1.5 per point and is your primary source of SP regeneration. It also reduces cast time. INT is your core stat for maximizing damage output, and it is recommended to have [120+ INT], or 130 if aiming for instant-cast via stat.
Additionally, INT helps reduce the duration of debuffs like Sleep, Deep Sleep, and Oblivion Curse.
★ Dexterity (DEX) [Optional]
▷ Dexterity helps reduce cast time, boosts ASPD by a small amount, and increases MATK by 1/5 per point. It is ideal to keep your DEX in multiples of 5 for efficiency. A minimum of [90-100+ DEX] and a maximum of 120-130 DEX are recommended, or 0 DEX if using VCT% gear for instant-cast.
DEX also helps reduce the duration of Freezing effects.
★ Luck (LUK) [Optional]
▷ Every 3 points of LUK provide +1 MATK, making it a valuable option for increasing MATK in the later stages of the game. Raising INT from 120 to 130 requires 340 stat points and grants +15 MATK, whereas increasing LUK from 1 to 30 only requires 86 stat points for a +10 MATK boost. Glass Cannon and damage-focused builds typically invest in 30 or 60 LUK, depending on personal preference.
Traits 💿
★ Power (POW) [Useless]
▷ As mentioned earlier, this stat offers no practical benefit for Mages, so it's best to avoid investing in it.
Status physical attack increases by 5 per point.
P.ATK increases by 1 per 3 points.
★ Stamina (STA) [Optional]
▷ This trait stat boosts physical resistance (RES). While not highly recommended, it can be useful for hybrid builds.
RES increases by 1 per point.
RES increases by 5 per 3 points.
★ Wisdom (WIS) [Optional]
▷ This trait stat increases magic resistance (MRES). Similar to Stamina, it's not highly recommended but can be useful for hybrid builds.
MRES increases by 1 per point.
MRES increases by 5 per 3 points.
★ Spell (SPL) [Essential]
▷ This is your primary trait stat, directly increasing your status magic attack and Spell Magic Attack (S.MATK).
Status Magic Attack increases by 5 per point.
S.MATK increases by 1 per 3 points.
★ Concentration (CON) [Essential]
▷ This secondary trait stat increases accuracy (HIT), evasion (FLEE), physical attack (P.ATK), and Spell Magic Attack (S.MATK).
S.MATK increases by 1 per 5 points.
★ Creative (CRT) [Useless]
▷ As with Power, this stat provides no significant benefit for Mages, so it is best to avoid it.
H.PLUS increases by 1 per point.
C.RATE increases by 1 per 3 points.
Explanation 📁
[ About 4th Job Trait Stats ]
★ There are 6 main trait stats that a player can allocate towards: (POW, STA, WIS, SPL, CON and CRT) ★ Each of these main trait stats can grant various sub-trait stats: (P.ATK, S.MATK, RES, MRES, H.PLUS,and C.RATE) ★ Any levels from 200 and beyond will grant Trait Stats instead of the normal Primary Stats.
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[ About 4th Job Sub-Trait stat ]
▶ Physical Power (P.ATK)
▶ Spell Magical Attack (S.MATK)
▶ Physical Resistance (RES)
▶ Magic Resistance (MRES)
▶ Heal Plus (H.PLUS)
▶ Critical Rate (C.RATE)
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- New status system!
▶ When you reach the 4th job level, status points for existing (STR , AGI , VIT , INT , DEX , LUK ) are not given. But new trait status points are given instead, and those six new status trait stats are (POW, STA, WIS, SPL, CON and CRT).
▶ Talent status points do not increase the amount of additional points gradually as the level increases. A certain point is given per level up, and bonus points are given for each specific unit level.
▶ Each new characteristic status has a fixed point investment cost of 1 point, unlike the existing status. Gravity made it possible to check the point investment more intuitively.
Power (POW)
Main Trait for Physical, melee and ranged, Damage Dealers.
⇒ Adds Power Attack (P.ATK) and Stat ATK (ATK).
⇒ Power Attack is a final % increase that boosts Weapon and Status Attack by that same value.
⇒ E.g.: 10 P.ATK means 10% of extra Weapon ATK (200 -> 220) and 10% of Status Attack (300 -> 330).
Stamina (STA)
Main Trait for players that want more survival against physical damage.
⇒ Adds Resistance (RES).
⇒ Resistance works like Steel Body, as a percentage value, against the damage you would take, but before anything else.
⇒ Resistance has a hard cap of 50 points, so anything above that means 0.
⇒ E.g.: 2000 damage with 25 RES means that you will take instead 1500 damage as the initial damage taken (2000 * (100% - 25%) = 2000 * 75% = 2000 * 0.75 = 1500),
then you do the usual calculations for Hard and Soft DEF.
Wisdom (WIS)
Main Trait for players that want more survival against magical damage.
⇒ Wisdom works like Steel Body, as a percentage value, against the damage you would take, but before anything else.
⇒ Wisdom has a hard cap of 50 points, so anything above that means 0.
⇒ E.g.: 2000 damage with 25 WIS means that you will take instead 1500 damage as the initial damage taken (2000 * (100% - 25%) = 2000 * 75% = 2000 * 0.75 = 1500), then you do the usual calculations for Hard and Soft MDEF.
Spell (SPL)
Main Trait for Magical Damage Dealers.
⇒ Adds Spell Magic Attack (S.MATK) and Magical Attack (MATK).
⇒ Spell Magic Attack is a final % increase that boosts the total of your MATK by that same value.
⇒ E.g.: 10 S.ATK means 10% of extra MATK (2000 -> 2200).
Concentration (CON)
Secondary Trait for players that need HIT to deal damage.
Also useful for players that have extra points to spend somewhere and want a bit of extra damage.
⇒ CON adds HIT, FLEE, P.ATK, and S.MATK.
⇒ It's very useful if your skills depend on HIT to cause damage or you want a bit of extra FLEE to dodge some physical damage.
⇒ It's very easy to get absurd numbers on those two thanks to it.
Creative (CRT)
Main Trait for players that have skills that deal Critical Hits or play Heal builds.
⇒ CRT adds Critical Rate (C.RATE) and Heal Plus (H.PLUS).
C.RATE
⇒ C.RATE boosts the 40% extra damage, the initial boost, of a physical hit, long or short ranged, for being critical.
⇒ If your critical hits did 1000 damage non-crits, they do 1400 when they do Critical Hits (1000 + 40% = 1000 * 1.4 = 1400).
⇒ If you have 10 C.RATE, they do 1500 instead. The 40% becomes a 50% bonus (40% + 10% from the 10 C.RATE).
⇒ This doesn't stack with Critical Damage modifiers, those still apply in a different slot of modifiers, which means that they multiply with this.
H.PLUS
⇒ H.PLUS boosts the heal done by healing skills after all the other mods are taken into consideration.
⇒ If you use a healing skill and it heals 20000 HP, when you add 20 H.PLUS you will heal 24000 HP instead.
Personal Allocations 📋
💡[1st Image]: This 1st Build Mostly focuses on Damage or Matk stacking while having decent enough Vit/Agi/Luk. (Max SPL/CON for damage and a balance of STA and WIS for defense)
💡[2nd Image]: This 2nd Build Mostly focuses on HP stacking/Tank and ASPD stacking while having decent enough Int/Luk. (Max SPL/CON for damage and a balance of STA and WIS for defense)
💡[3rd Image]: This 3rd Build Mostly focuses on ASPD/Spamming while still having decent Agi/Vit/Int. (Max SPL/CON for damage and a balance of STA and WIS for defense)
Activity Point (AP)
If you die, your stored AP will be lost. Hmph!
Activity Point 📈
▶ Activity Point (AP) is a new resource mechanic exclusive to 4th job skills. It is visible in your HUD and appears under your SP Bar as a third resource pool. By default, an unfilled AP pool is shaded in transparent black, and a filled AP pool bar is colored beige.
💡[Ragnarok and Tekken Similarities]: Easiest explanation of AP from RO is the Super bar from the famous Tekken Game! (You accumulate and get enough to fill the bar to cast your ultimate skill)
▶ Ragnarok's version of Super/Special Moves. Every 4th job has skills that build up AP (such as gaining a few AP per cast of specific skills) and special skills that consume AP, costing around 150~200 AP per cast.
The idea is to use the skills that charge AP, and once you've accumulated enough AP, you use it for one big, powerful special skill. Many of these skills are extremely strong, but some are particularly unique, like the Archmage's ability to change the functions of their skills, such as Climax.
- There are usually two Super / Special skills that consume the majority of your AP.
- The maximum amount of AP you can hold is 200 AP, regardless of class.
- Each 4th job has skills that generate or grant AP. (You can check the skill's description) Keyword ▷ AP Recovery
▶ Example: Arch Mage's Frozen Slash Skill gives 2 AP per cast (low cooldown).
▶ Example: Arch Mage's Climax Skill consumes 125 AP per cast (high cooldown).
AP Gains and Lost 🧺
- Dying resets your AP to 0%. Unlike HP or SP, AP does not regenerate passively, but it can be recovered from a Healer NPC.
- There are two skills that other class can use to give AP as well like: EM's Increasing Activity and SH's Kisul Rampage
AP Skills 🔮
▶ List of all ArchMage's AP-related skills and their AP recovery/consume amounts:
- Mystery Illusion= Recovers 5 AP
- Crimson Arrow= Recovers 2 AP
- Frozen Slash= Recovers 2 AP
- Storm Cannon= Recovers 2 AP
- Rock Down= Recovers 2 AP
- Climax= Consumes 125 AP
- Astral Strike= Consumes 25 AP
- Energy Conversion= Consumes 22/19/16/13/10 AP
Casting Time / Variable Cast Time / Fixed Cast Time / Cast Delay
“I love Dex and Int, they help me cast faster!” (◕‿◕)
Casting Time ⌚️
Casting Time is the period required to execute a skill. This is an essential consideration when planning builds, especially for Mage classes, as it influences stat choices, skill selection, and equipment.
In Renewal, the Cast Time is divided into two components:
- Variable Cast Time (VCT)
- Fixed Cast Time (FCT)
Skills typically have a combination of both, though some may have only one of these components.
Unit of Measurement:
The standard unit for measuring cast time is seconds.
- If a skill has no base Cast Time or modifiers reduce it to 0 or less, the casting phase is skipped entirely, and no cast bar appears.
- During casting, the character cannot move, attack, or use other skills, but consumables can still be used. If the character takes damage during casting, the skill is canceled unless special conditions apply (e.g., using a Phen Card (4077) Phen or being Devotion by a Crusader).
Casting Bar ⏰
The Casting Bar (or "Cast Bar" or CB) is shown as a progress gauge above the character's head. It starts as an empty black bar and gradually fills green as casting progresses. Once the bar is full, the casting is complete. Some skills may not display a Cast Bar, even though they have a cast time (e.g., Sight or Quagmire).
Variable Cast Time ⌛️
Variable Cast Time is the most flexible type of cast time and can be reduced through various methods. The general formula for calculating VCT is:
Final VCT = Skill VCT × (Stat Reduction) × (1 - [Sum of Percentage VCT Reductions]) seconds
Where the Stat Reduction is calculated as:
Stat Reduction = 1 − √([DEX × 2 + INT] ÷ 530)
To effectively reduce Variable Cast Time using stats, you need a combination of DEX and INT such that DEX × 2 + INT = 530.
Alternatively, Variable Cast Time can also be reduced using gear, equipment, or pets with specific VCT reduction bonuses. These reductions are stackable up to 100%, which results in an instant cast (equivalent to 530 stat points).
Example:
If a player has 160 INT and 160 DEX and wears gear that reduces VCT by 90%, the calculation would be:
- Stat Reduction = 1 - √([160 × 2 + 160] ÷ 530) ≈ 0.048
- Final VCT = 10s × 0.048 × (1 - 0.90) = 0.048s
This reduction can be checked using the @Battlestats or @BS command, which provides details on the total VCT reductions from stats, skills, and equipment.
You can also check it on equipment stats at ALT+Q (lower right)
- Important Notes:
- You can achieve 0 VCT using stats alone or via percentage reductions, but not by combining both methods due to the way the formula works.
- Some effects, like Poem of Bragi, stack with VCT reductions, while others, like Suffragium, do not.
Final Tip:
For efficient VCT reduction, it's recommended to balance DEX and INT to minimize skill point expenditure and reach 0 VCT as efficiently as possible.
Fixed Cast Time ⌛️
▶ Fixed cast time is in a more complicated side when taken in account than VCT, being totally unaffected by stats. The formula for FCT is as follows:
Final FCT = ( Skill FCT - [ Sum of Flat FCT Mods] ) × ( 1 - [ Max of Percentage FCT Decrease ] + [ Max of Percentage FCT Increase ] )
▶ Fixed cast time can only be reduced by buffs from a skill, an item consumable and from equipments.
Percentage based reductions do not stack here, only the strongest one is applied.
Percentage based reduction effects do not stack no matter the source. If a player is under multiple FCT percentage reduction effects, only the highest value will take effect.
📌 Highest Percentage will overwrite and hinder the lower ones useless.
- Example (1): Having Radius at level 3 reduces your fixed cast time by 20% (Warlock Skill), but your Archbishop friend casts Sacrament on you, which reduces your fixed cast time by 50%. Since only the strongest one applies, your fixed cast time will be reduced only by 50% and will overwrite the 20% from Radius.
- However, fixed (flat) reduction does stack with percentage reduction, and also with itself. This makes it possible to reduce fixed cast time to zero.
- Example (2): A player has a headgear compounded with a [MVP] Fenrir Card (4556) equipped and then has Sacrament cast upon them. As Sacrament's bonus of 50% is less than Fenrir's 70%, Sacrament does nothing, and the player's FCT reduction remains at 70%.
- Example (3): A player has two Buwaya Agimat Tattoo (2907) equipped. Their FCT would be reduced by 7%, not 14%, as it does not stack (but they would get MATK +14% as expected).
- Example (4): A player has one Buwaya Agimat Tattoo (2907) equipped and is under the effect of Sacrament. As Sacrament's bonus of 50% reduction is the larger bonus compared to Buwaya's 7%, the player has their FCT reduced by 50%.
▶ However, flat reductions like:
- Temporal DEX Boots [1] (22008) (0.5s FCT reduction) and Archmage's Courtesy [1] (400054) (0.2s FCT reduction) = 0.7 FCT reduction
- Automatic Leg Type B [1] (470023) (0.8s FCT reduction) and Brilliant Light Sapphire Ring [1] (490064) + Brilliant Light Sapphire Necklace [1] (490065) (0.2s FCT reduction) = 1.0s FCT reduction
- Magic Essence Lv5 (29075) (0.5s FCT reduction) and Cast Stone (Garment) (25067) (0.5s FCT reduction) = 1.0s FCT reduction
- Illusion Morpheus's Hood [1] (19428) (0.5s FCT reduction) and Illusion Thorny Staff of Darkness [2] (550030) (Total/Sum Refine is 22 or higher) = 0.5s FCT reduction
- Vesper Headgear [1] (400111) (0.5s FCT reduction) and Moan of Corruption [1] (470204) (1.0s FCT reduction) = 1.5s FCT reduction
Do stack with other flat reduction effects. Stacking flat reductions is the only possible way of removing a skill's fixed cast time because there exists no single source of 100% FCT reduction. The only exception are the Oboro / Kagerou classes, who have the skill 16th Night which removes fixed cast time entirely.
- Soul Expansion: This skill doesn't have any FCT (you could ditch FCT gears and wear damage gears for more damage on this build).
- Energy Coat: This skill only has FCT and it's the highest FCT requisite among Warlock skills (a big whopping 5.0 secs of FCT).
- Mystical Amplification: This skill now has an un-reducible amount of fixed cast time (impossible to instant-cast by any means).
Cast Delay ⏳
Cast Delay refers to the time after using a skill during which you cannot use the same or other skills. This mechanic was relatively obscure in Pre-Renewal but became more significant in Renewal. Cast Delay is now divided into two distinct types:
- Cast Delay: Prevents all skills from being cast. Some skills, such as Storm Gust, have longer Cast Delays, while others, like Cold Bolt, have shorter ones. Cast Delay can be reduced by specific equipment, such as the Expert Ring [1] (2703) , [MVP] Kiel Card (4403) , or through a Bard's Poem of Bragi skill.
- Cooldown: Prevents the specific skill from being used again until the cooldown period ends.
Types of Delays
- After Cast Delay: The period during which all skills are temporarily unavailable after casting a skill.
- Skill Delay: A delay specific to the skill itself, preventing its immediate reuse.
- Animation Delay: The visual animation time that affects the ability to chain skills.
The ability to spam a skill is limited by the highest of these factors. For example:
- If the After Cast Delay of a skill that has no Skill Delay is reduced to a value smaller than its Animation Delay, increasing ASPD (Attack Speed) or using Animation Delay Cancel will allow you to reuse the skill more frequently.
- Some skills lose their Animation Delay entirely when Instant Cast (265 DEX or 100% Cast Time Reduction) is achieved. Examples include Storm Gust and Meteor Storm.
- However, skills like Jupitel Thunder are oddly more effective when cast with 264 DEX instead of 265, due to better animation timing. The same behavior is observed with Chain Lightning from the Warlock skill tree.
List of Notable Skills and Their Required After-Cast Delay (ACD) to Fully Utilize Skill Spam
⚠️ Skills not listed have longer cooldowns or do not require (ACD) at all.
▶ Magician
Napalm Beat (72% ACD)
Soul Strike (90% ACD)
Cold Bolt (53% ACD)
Frost Diver (72% ACD)
Fire Ball (80% ACD)
Fire Bolt (53% ACD)
Lightning Bolt (53% ACD)
Thunder Storm (93% ACD)
▶ Wizard/High Wizard
Sightrasher (93% ACD)
Fire Pillar (86% ACD)
Jupitel Thunder (96% ACD)
Frost Nova (29% ACD)
Earth Spike (90% ACD)
Heaven's Drive (72% ACD)
Quagmire (86% ACD)
▶ Warlock
Marsh of Abyss (86% ACD)
Sienna Execrate (93% ACD)
Soul Expansion (72% ACD)
Chain Lightning (97% ACD)
Earth Strain (72% ACD)
Crimson Rock (72% ACD) Using Spell Book (Crimson Rock) (100071)
Jack Frost (86% ACD) Using Spell Book (Jack Frost) (100069)
Comet (91% ACD) Using Spell Book (Comet) (100073)
▶ Arch Mage
Crimson Arrow (40% ACD)
Frozen Slash (10% ACD)
Storm Cannon (40% ACD)
Rock Down (40% ACD)
Reading Spell Books / Mind Slots / Releasing
Reading Spell Book 📚
- This skill allows you to instantly cast previously stored spells by Reading Spell Book like Spell Book (Comet) (100073) , which can later be released using the Release skill.
- There are a total of 17 (Old Spell Books) and 9 (New Spell Books); the rest of the spell books have been discontinued and are no longer available.
- Once a spell is sealed or after reading the spellbook, the corresponding SP cost is immediately applied.
- Skills cast through this method can be enhanced by Mystical Amplification, as the Release skill no longer consumes the effect as it did in the past.
- If you attempt to read a Spell Book for a skill you haven't learned, the attempt will fail and the caster will be put to Sleep. (Make sure you've allocated skill points to those skills first!)
Old Behavior:❌
To store a spell, you must have the specific spellbook in your inventory. A Spell Storing tab will appear, allowing you to select which spell you wish to store. By left-clicking it, each spellbook has a “mind slot” cost – the more powerful the spell, the more slots it occupies.
New Behavior:✔️
With the new update and the introduction of the new spellbooks, to store a spell, you simply need to read and consume the book. There is no longer a Spell Storing tab, making the process much faster and more convenient. Spells are now automatically stored once you read the book, removing the need for the previous manual process.
Mind Slots 🌌
- Mind Slots are a limited resource that determines how many spells you can memorize at any given time. The number of available slots is influenced by your Base Level, INT, and the level of Freezing Spell if you've learned it. This determines how many spells you can store.
- Note that this mechanic is implicit and there is no visible indicator of how many spells you have memorized or how many slots are available.
📌 However, thanks to Muh (exclusive to MuhRO), you can visually track how many spells you can store.
You can check this by using the (@spellbook) command in-game.
______________________________________________________________
- The number of spells you can store is determined by the following formula:
Old Formula:❌
Slots = (4 * Freezing Spell Lv) + floor(BLv/10) + floor(INT/10)
New Formula:✔️
With the updated system, the mind slot cost per skill level has been increased from 4 to 8. However, the maximum number of spells you can memorize is capped at 7.
Slots = (8 * Freezing Spell Lv) + floor(BLv/10) + floor(INT/10)
Releasing 🌠
▶ Inflicts MATK|Magic Damage to a single target one or multiple times by using the elemental orbs summoned through their respective skills (Fire, Water, Lightning, Stone). This skill can also be used to quickly let out one of the sealed spells at random through Reading Spell Book.
▶ For released ground spells like Storm Gust and Comet, the target will be the center of the Area of Effect. The exception to this is Earth Strain, where the location of the target only indicates the direction the spell will travel to.
Release [Level 1]✔️ Release [Level 2]❌
Always check your Release Level as they have different function on each level.
[ Old Spell Books ] >>>>>>>> [ New Spell Books ]
▶ There are new versions of these mage spellbooks but the lower ones got discontinued because of inefficiency and ineffectiveness
❌ = Discontinued ✔️ = Has Newer Versions
♣ Beginner's Spell Books
- ⬤ Fire Bolt (7 Mind slots) >>> (New) >>>> Old Spell Book (Fire Bolt) (6189) ❌
- ⬤ Cold Bolt (7 Mind slots) >>> (New) >>>> Old Spell Book (Cold Bolt) (6190) ❌
- ⬤ Lightning Bolt (7 Mind slots) >>> (New) >>>> Old Spell Book (Lightning Bolt) (6191) ❌
♦ Intermediate Spell Books
- ⬤ Earth Spike (8 Mind slots) >>> (New) >>>> Old Spell Book (Earth Spike) (6201) ❌
- ⬤ Thunder Storm (9 Mind slots) >>> (New) >>>> Old Spell Book (Thunderstorm) (6197) ❌
- ⬤ Jupitel Thunder (9 Mind slots) >>> (New) >>>> Old Spell Book (Jupitel Thunder) (6198) ❌
- ⬤ Water Ball (9 Mind slots) >>> (New) >>>> Old Spell Book (Water Ball) (6199) ❌
- ⬤ Heaven's Drive (9 Mind slots) >>> (New) >>>> Spell Book (Heaven's Drive) (6200) ❌
- ⬤ Storm Gust (10 Mind slots) >>> (New) >>>> Spell Book (Storm Gust) (100065) ✔️
- ⬤ Lord of Vermilion (10 Mind slots) >>> (New) >>>> Spell Book (Lord of Vermillion) (100066) ✔️
- ⬤ Meteor Storm (10 Mind slots) >>> (New) >>>> Spell Book (Meteor Storm) (100067) ✔️
♠ Superior Spell Books
- ⬤ Drain Life (8 Mind slots) >>> (New) >>>> Spell Book (Drain Life) (100068) ✔️
- ⬤ Earth Strain (12 Mind slots) >>> (New) >>>> Spell Book (Earth Strain) (100070) ✔️
- ⬤ Crimson Rock (12 Mind slots) >>> (New) >>>> Spell Book (Crimson Rock) (100071) ✔️
- ⬤ Chain Lightning (12 Mind slots) >>> (New) >>>> Spell Book (Chain Lightning) (100072) ✔️
♥ Ultimate Magic Books
- ⬤ Comet (22 Mind slots) >>> (New) >>>> Spell Book (Comet) (100073) ✔️
- ⬤ Tetra Vortex (22 Mind slots) >>> (New) >>>> Spell Book (Tetra Vortex) (100074) ✔️
Purchasing Spell Books 📖
- You can purchase spell books at the [MainOffice.] from the Magician Dealer NPC (main_office 63, 59).
- Each Spell Book has a cost, dependent on the level/Tier of the Spell Book.
Soft Mdef / Hard Mdef / Mres / Magic Penetrations
Magic Defense 🔰
- The total magical defense that is factored upon magic damage, which is generally based on MATK as a whole or partially. However, there are exceptions.
- To obtain the final damage, apply Hard MDEF first and then apply Soft MDEF.
Soft Magic Defense 🔰
- Soft magic defense, also known as "INT" magic defense, reduces incoming magic damage directly.
SoftMDEF = INT + VIT ÷ 5 + DEX ÷ 5 + BaseLv ÷ 4 TotalSoftMDEF = [(SoftMDEF + BonusA) × (1 + BonusB ÷ 100)]
- BonusA is the sum of additive bonuses.
- BonusB is the sum of multiplicative bonuses.
- Monsters use a different SoftMDEF formula.
SoftMDEF = floor(Lvl ÷ 4) + floor(VIT ÷ 10) + floor(INT ÷ 5)
Hard Magic Defense 🔰
- Hard magic defense, also known as "armor" or "equipment" magic defense, reduces incoming magic damage multiplicatively.
- Hard magic defense has a base value of 0, and is increased by equipment, some skills, and items.
- Damage after Hard MDEF =
Damage × [(1000 + HardMDEF) ÷ (1000 + HardMDEF × 10)]
⚠️ This indicates that as Hard MDEF increases, the percentage of magic damage reduced also increases, but with diminishing returns. For example:
🔮 20 Hard MDEF provides approximately 15% damage reduction.
🔮 40 Hard MDEF provides approximately 25% damage reduction.
🔮 125 Hard MDEF provides approximately 50% damage reduction.
(It is shown as A + B in the Status Window, where A represents the Soft Mdef and B represents the Hard Mdef.)
- The Magical Defense (MDEF) system was revamped in the Renewal Update. HardDEF/MDEF is no longer limited into a 1-100 point system, with 100 being full immunity. Instead, the effect of HardMDEF is now reduced exponentially as the number goes up (i.e. the higher the number, the less effect every single point adds);
- SoftDEF/MDEF, which is mostly based on VIT and INT respectively, did not go through a lot of change from Pre-Renewal. They reduce damage subtractively, removing flat amounts from the final damage after the HardDEF/MDEF reductions are applied.
(While introducing the 4th job trait/status seen as C in the lower Status Window as Mres
Magic Resistance 🔰(MRES)
- Magic Resistance (MRES) is a defensive stat that reduces incoming magic damage multiplicatively.
- MRES is primarily increased through equipment, buffs, skills, and certain consumable items.
- Formula: The final damage reduction is calculated as:
Damage after MRES = Damage × [(1000 + MRES) ÷ (1000 + MRES × 10)]
- Similar to Hard MDEF, MRES provides significant reductions as it increases, but its effectiveness diminishes at higher values due to diminishing returns.
MRES Penetration 🎯
- MRES Penetration is an offensive stat that reduces the target's Magic Resistance (MRES), allowing for higher magic damage output.
- This stat is crucial for magic classes, such as Arch Mage, to deal consistent damage against high-MRES targets like bosses or heavily geared players.
- Formula: The effective MRES after penetration is calculated as:
Effective MRES = Max(0, Target's MRES - MRES Penetration)
- MRES Penetration can be obtained through equipment effects, enchantments, and certain skills.
MDEF Penetration 🎯
MDEF (Magic Defense) is a significant barrier for Magic classes in Ragnarok Online, as it reduces the damage dealt by magic attacks. For years, Magic classes struggled because MDEF made it difficult to deal high damage to enemies with strong defense. However, recent updates have introduced various gear and abilities that help bypass or reduce MDEF, allowing Magic classes to deal more damage. With the right setup, you can achieve up to 100% MDEF bypass.
The formula for calculating the final MDEF after accounting for reductions and bypass percentages is as follows:
Final MDEF = (Total_Mdef - Sum_MdefReduceValues) × (1 − Sum_MdefBypassPercent ÷ 100)
- Total_Mdef = The total Hard MDEF value displayed in the Status Window.
- Sum_MdefReduceValues = The sum of all flat MDEF reductions applied to the enemy, such as the effects of skills like Odin Power.
- Sum_MdefBypassPercent = The sum of all percentage-based MDEF bypass effects, such as those from skills like Expiatio or equipment bonuses.
To better understand this, consider the following example: Suppose a player has the following:
- 25% MDEF Bypass from Expiatio (a skill buff).
- 20% MDEF Bypass from Full Tempest Shadow Armor (24667) & Full Tempest Shadow Earring (24665) .
Odin power [ Level 2 ] , which reduces MDEF by 40.
The enemy has 100 Hard MDEF. To calculate the final MDEF, we apply the formula:
Final MDEF = (100 - 40) × (1 − (25 + 20) ÷ 100)
This means the enemy's MDEF will be reduced by the flat 40 MDEF from Odin Power, and then further reduced by 45% due to the MDEF bypass effects. The resulting value will determine how much of the magic damage actually goes through the enemy’s defense.
It may seem a bit complex at first, but the key takeaway is this: MDEF bypass allows a portion of your magic damage to go through without being reduced by the enemy’s defense. The higher the MDEF bypass percentage, the less damage is blocked by MDEF, and the more effective your magic attacks become.
At 100% Full MDEF Bypass: All of your magic damage will bypass the enemy’s MDEF, dealing full damage without any reduction.
- MDEF Penetration can also be obtained through equipment effects, enchantments, and certain skills.
Modifier stacking
How Does Diminishing Return Work in Ragnarok Online? 🔎
- The law of diminishing marginal returns states that, at some point, adding more of a particular input (such as stat points or resources) will result in progressively smaller increases in output (such as damage or effectiveness).
In simpler terms: "Too much of something can be counterproductive, leading to higher costs and reduced effectiveness."
- This concept becomes clear when applied to Ragnarok Online, where the following examples are commonly experienced by all players:
Raising Stats (Str, Agi, Vit, Int, Dex, Luk)
- Raising a stat from 1-10 (Output) costs 2 points (Factor of Production).
- Raising a stat from 81-90 (Output) costs 10 points (Factor of Production).
- Raising a stat from 126-130 (Output) costs 36 points (Factor of Production).
As you continue to raise the same stat, you will need to allocate more and more points (factor of production) to gain just one more point in the stat (output). This is a clear example of how diminishing returns work in Ragnarok Online.
- Whether 1 additional point in the 126-130 range is more valuable than 1 point in the 1-10 range depends on your individual goals. However, if you decide to invest in gear that boosts another stat, that's also a viable option.
Stacking Modifiers 📐
Modifiers in the game come in several types: (Race, Size, Element Property, Boss, Normal, Skill)
- General Rule of Thumb:
It is better to distribute modifiers across different types rather than stacking multiple copies of the same modifier. "Diminishing returns" sets in once you apply multiple instances of the same modifier.
Although it's possible to exceed 100% for a single modifier, this is only effective if the modifiers are balanced with other types.
(Example: 120% Neutral Property + 50% Medium + 30% Boss) is more effective than (Example: 200% Neutral Property + 10% Medium + 10% Boss)
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Modifier Effectiveness Meter 📏
▶ In late-game, it’s common to achieve high percentages for modifiers (e.g., 200% or more) due to new cards and equipment introduced in updates.
However, to maximize damage, it's important to balance modifiers across different types.
▶ Stacking the same modifier type excessively leads to reduced overall efficiency, as modifiers of the same type are additive, while different types are multiplicative.
- Raising a Racial Modifier in this manner: 100% → 200% → 300% → 400% → 500%+
- Raising an Elemental Modifier in this manner: 100% → 200% → 300% → 400% → 500%+
- Raising a Size Modifier in this manner: 100% → 200% → 300% → 400% → 500%+
- Raising a Special Modifier in this manner: 100% → 200% → 300% → 400% → 500%+
- Raising a Skill Modifier in this manner: 100% → 200% → 300% → 400% → 500%+
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Efficiency tiers for stacking modifiers:
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⬤ Balanced distribution: Good
⬤ Minor imbalance: Okay
⬤ Heavy stacking of one type: Bad
⬤ Extreme stacking: Worst
⬤ Neglecting other types: Futile💀
⚠️Key Tip: Always aim for a balanced approach by distributing modifiers evenly across Race, Element, Size, Special, and Skill types to maximize total damage.
Modifier Types:
Race: (Angel, Demon, Demi-Human, etc.)
Element: (Wind, Fire, Water, earth, etc.)
Size: (Small, Medium, Large)
Special: (MVP, Mini-bosses, Non-boss)
Skill: (Comet, Soul Expansion, etc.) Skill Modifiers are treated as "Final" Modifiers.
Modifiers of the same type are additive, while modifiers of different types are multiplicative.
To determine the total damage increase from your card combo, follow this formula:
Race x Element x Size x Special x Skill Modifiers = Total Damage Increase %
(1) x (1) x (1) x (1) = 1 or 100%
or
(1 + Race Modifier) × (1 + Element Modifier) × (1 + Size Modifier) × (1 + Special Modifier) × Skill Modifiers
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We’ll be using these cards as example:
- Zakudam Card (4474) [Race] – Increase damage on Demi-Human monster by 10%.
- Spell Addicted Plaga Card (300114) [Element] – Increases Neutral Property damage by 30%.
- Mutating White Knight Card (27384) [Size] – Increase damage inflicted on Medium and Large size monster by 25%. MATK + 15
We’ll be using (Demi-Human / Player) as our Target:
- Properties: [Demi-Human, Medium, Neutral]
Tip: Players are considered as Demi-Human in race and medium size monsters and are neutral property by default
Using the cards above, we'll have the following formula when you compound those cards in your 4-slotted weapon:
- Zakudam Card (4474) , Zakudam Card (4474) , Zakudam Card (4474) , Zakudam Card (4474)
- (1 + 0.1 + 0.1 + 0.1 + 0.1) x (1) x (1) x (1) = 1.40 or 140% Increased in Damage
- Zakudam Card (4474) , Zakudam Card (4474) , Zakudam Card (4474) , Mutating White Knight Card (27384)
- (1 + 0.1 + 0.1 + 0.1) x (1) x (1 + 0.25) x (1) = 1.625 or 162.5% Increased in Damage
- Zakudam Card (4474) , Zakudam Card (4474) , Spell Addicted Plaga Card (300114) , Mutating White Knight Card (27384)
- (1 + 0.1 + 0.1) x (1 + 0.3) x (1 + 0.25) x (1) = 1.95 or 195% Increased in Damage
- Zakudam Card (4474) , Zakudam Card (4474) , Spell Addicted Plaga Card (300114) , Spell Addicted Plaga Card (300114)
- (1 + 0.1 + 0.1) x (1 + 0.6) x (1) x (1) = 1.92 or 192% Increased in Damage
So we can therefore conclude that using a maximum of 2 cards per modifier type is more effective than using 4 of the same cards.
Game Commands and Settings
Game Commands for Mages ⚙️
Command | Example | Description |
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@spellbook | - | Shows Reading Spell Book info (for mages only) |
@aoes | - | Displays colored areas of skills: Storm Gust, Lord of Vermillion, Meteor Storm. |
@lgp | - | Enables/Disables LGP |
@cooldown | - | Displays the user's Instance cooldown timers |
@showdelay | - | Displays Cast Delay or Cooldown for skills, requires Skill Failure Display option to be on |
@lastwarp @lw | - | Teleports you to the last location you visited via Warper NPC |
@refresh | Reloads displayed positions (Removes Position Lag errors) | |
@noks | - | Prevents players from damaging mobs who hit you or were hit by you |
@battlestats @bs | - | Displays in-depth character stats |
@battlestats2 @bs2 | - | Displays in-depth defensive character stats |
@killcounter mobid killcounterlist | - | You can count 5 different mobs at the same time. So you type @kc >mobid< >1 (first position of 5)< |
@showzeny | - | Displays gained zeny. |
@unequipall | - | Takes off the gear you wearing. |
@hold | - | Movement by clicking will be ignored |
@noattack | - | Autoattack action will be ignored (your character will still stand within attack range when clicking on an enemy) |
@hidepet @hidepets | - | Pets will no longer be shown. |
@hidehateffects | - | Turns off all headgear/garment effects on Player Characters |
@autoloot @al | - | Automatically loots drop rate below the rate selected |
@restock | - | Restock allows you to automatically draw a set of registered items from the current opened Storage. |
@storeall | - | Stores all Items into an opened storage. |
@getall | - | Moves all Items from an opened storage into inventory |
@stockall | - | Moves all items from cart to inventory
Types: -1 = All (default), 0 = Healing, 2 = Usable, 3 = Etc, 4 = Armor, 5 = Weapon, 6 = Card, 7 = Pet Egg, 8 = Pet Armor, 10 = Ammunition |
@dropall | - | Drops all items from inventory except equipped or favourited items
Types: -1 = All (default), 0 = Healing, 2 = Useable, 3 = Etc, 4 = Armor, 5 = Weapon, 6 = Card, 7 = Pet Egg, 8 = Pet Armor, 10 = Ammunition |
Elemental Tables
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Mastering the elemental system in Renewal is key to maximizing damage output and reducing incoming damage. Whether you're battling through dungeons, fighting bosses, or engaging in PvP,
understanding the elemental relationships allows players to tailor their gear and skills to exploit their opponents' weaknesses.
Level 1 📗
🔰Defensive → | 🔘Neutral | 🔵Water | 🟤Earth | 🔴Fire | 🟢Wind | 🟣Poison | ⚪️Holy | ⚫️Shadow | 🟠Ghost | 🟡Undead |
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⚔️Offensive ↓ | ||||||||||
🔘Neutral | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 90% | 100% |
🔵Water | 100% | 25% | 100% | 150% | 90% | 150% | 100% | 100% | 100% | 100% |
🟤Earth | 100% | 100% | 25% | 90% | 150% | 150% | 100% | 100% | 100% | 100% |
🔴Fire | 100% | 90% | 150% | 25% | 100% | 150% | 100% | 100% | 100% | 125% |
🟢Wind | 100% | 150% | 90% | 100% | 25% | 150% | 100% | 100% | 100% | 100% |
🟣Poison | 100% | 150% | 150% | 150% | 150% | 0% | 75% | 75% | 75% | 75% |
⚪️Holy | 100% | 100% | 100% | 100% | 100% | 75% | 0% | 125% | 100% | 125% |
⚫️Shadow | 100% | 100% | 100% | 100% | 100% | 75% | 125% | 0% | 100% | 0% |
🟠Ghost | 90% | 100% | 100% | 100% | 100% | 75% | 90% | 90% | 125% | 100% |
🟡Undead | 100% | 100% | 100% | 90% | 100% | 75% | 125% | 0% | 100% | 0% |
Level 2 📘
🔰Defensive → | 🔘Neutral | 🔵Water | 🟤Earth | 🔴Fire | 🟢Wind | 🟣Poison | ⚪️Holy | ⚫️Shadow | 🟠Ghost | 🟡Undead |
---|---|---|---|---|---|---|---|---|---|---|
⚔️Offensive ↓ | ||||||||||
🔘Neutral | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 70% | 100% |
🔵Water | 100% | 0% | 100% | 175% | 80% | 150% | 100% | 100% | 100% | 100% |
🟤Earth | 100% | 100% | 0% | 80% | 175% | 150% | 100% | 100% | 100% | 100% |
🔴Fire | 100% | 80% | 175% | 0% | 100% | 150% | 100% | 100% | 100% | 150% |
🟢Wind | 100% | 175% | 80% | 100% | 0% | 150% | 100% | 100% | 100% | 100% |
🟣Poison | 100% | 150% | 150% | 150% | 150% | 0% | 75% | 75% | 75% | 50% |
⚪️Holy | 100% | 100% | 100% | 100% | 100% | 75% | 0% | 150% | 100% | 150% |
⚫️Shadow | 100% | 100% | 100% | 100% | 100% | 75% | 150% | 0% | 100% | 0% |
🟠Ghost | 70% | 100% | 100% | 100% | 100% | 75% | 80% | 80% | 150% | 125% |
🟡Undead | 100% | 100% | 100% | 80% | 100% | 50% | 150% | 0% | 125% | 0% |
Level 3 📙
🔰Defensive → | 🔘Neutral | 🔵Water | 🟤Earth | 🔴Fire | 🟢Wind | 🟣Poison | ⚪️Holy | ⚫️Shadow | 🟠Ghost | 🟡Undead |
---|---|---|---|---|---|---|---|---|---|---|
⚔️Offensive ↓ | ||||||||||
🔘Neutral | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 50% | 100% |
🔵Water | 100% | 0% | 100% | 200% | 70% | 125% | 100% | 100% | 100% | 100% |
🟤Earth | 100% | 100% | 0% | 70% | 200% | 125% | 100% | 100% | 100% | 100% |
🔴Fire | 100% | 70% | 200% | 0% | 100% | 125% | 100% | 100% | 100% | 175% |
🟢Wind | 100% | 200% | 70% | 100% | 0% | 125% | 100% | 100% | 100% | 100% |
🟣Poison | 100% | 125% | 125% | 125% | 125% | 0% | 50% | 50% | 50% | 25% |
⚪️Holy | 100% | 100% | 100% | 100% | 100% | 50% | 0% | 175% | 100% | 175% |
⚫️Shadow | 100% | 100% | 100% | 100% | 100% | 50% | 175% | 0% | 100% | 0% |
🟠Ghost | 50% | 100% | 100% | 100% | 100% | 50% | 70% | 70% | 175% | 150% |
🟡Undead | 100% | 100% | 100% | 70% | 100% | 25% | 175% | 0% | 150% | 0% |
Level 4 📕
🔰Defensive → | 🔘Neutral | 🔵Water | 🟤Earth | 🔴Fire | 🟢Wind | 🟣Poison | ⚪️Holy | ⚫️Shadow | 🟠Ghost | 🟡Undead |
---|---|---|---|---|---|---|---|---|---|---|
⚔️Offensive ↓ | ||||||||||
🔘Neutral | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 0% | 100% |
🔵Water | 100% | −50% | 100% | 200% | 60% | 125% | 100% | 100% | 100% | 100% |
🟤Earth | 100% | 100% | −50% | 60% | 200% | 125% | 100% | 100% | 100% | 100% |
🔴Fire | 100% | 60% | 200% | −50% | 100% | 125% | 100% | 100% | 100% | 200% |
🟢Wind | 100% | 200% | 60% | 100% | −50% | 125% | 100% | 100% | 100% | 100% |
🟣Poison | 100% | 125% | 125% | 125% | 125% | 0% | 50% | 50% | 50% | 0% |
⚪️Holy | 100% | 100% | 100% | 100% | 100% | 50% | 0% | 200% | 100% | 200% |
⚫️Shadow | 100% | 100% | 100% | 100% | 100% | 50% | 200% | 0% | 100% | 0% |
🟠Ghost | 0% | 100% | 100% | 100% | 100% | 50% | 60% | 60% | 200% | 175% |
🟡Undead | 100% | 100% | 100% | 60% | 100% | 0% | 200% | 0% | 175% | 0% |
Cards
Elemental Cards 🃏
Neutral | Wind | Fire | Water | Earth | Ghost | Shadow | Undead | |
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Garment |
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Shoes |
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Accessory |
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General | |
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Head - Top | [Upper Equipment Name] |
Head - Mid | [Mid Equipment Name] |
Head - Low | [Lower Equipment Name] |
Body | [Armor Equipment Name] |
Hand - Right | [Right Hand Equipment Name] |
Hand - Left | [Left Hand Equipment Name] |
Robe | [Garment Equipment Name] |
Shoes | [Footgear Equipment Name] |
Accessory 1 | [Accessory 1 Name] |
Accessory 2 | [Accessory 2 Name] |
Skills
Mage 1️⃣
Skills | ||
Increase SP Recovery 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 |
Sight Max Level: 1 Skill Form: Active Type: Supportive Target: Caster Cast Time: None After Cast Delay: None Cool Down: None Description: Uses 10 SP to summon a fire ball that for 10 seconds will detect hidden characters in 7x7 AoE around the caster. |
Napalm Beat Max Level: 10 Skill Form: Active Type: Magical Target: 1 Character Cast Time: (Lv10)0.1s Fixed / 0.4s Variable After Cast Delay: (Lv10)0.5s Cool Down: None 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 |
Safety Wall Max Level: 10 Requirement: Napalm Beat 7, Soul Strike 5 Requirement: Napalm Beat 7, Soul Strike 5 Requirement: Aspersio 4, Sanctuary 3 Skill Form: Active Type: Supportive Target: Ground Cast Time: (Lv10)0.08s Fixed / 0.32s Variable After Cast Delay: (Lv10)None Cool Down: None 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 |
Soul Strike Max Level: 10 Requirement: Napalm Beat 4 Skill Form: Active Type: Magical Target: 1 Character Cast Time: (Lv10)0.1s Fixed / 0.4s Variable After Cast Delay: (Lv10)1.4s Cool Down: None 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 |
Cold Bolt Max Level: 10 Skill Form: Active Type: Magical Target: Enemy Cast Time: (Lv10)1.2s Fixed / 3.2s Variable After Cast Delay: 0.3s Cool Down: None 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 |
Frost Diver Max Level: 10 Requirement: Cold Bolt 5 Skill Form: Active Type: Magical, Debuff Target: 1 Character Cast Time: (Lv10)0.16s Fixed / 0.64s Variable After Cast Delay: (Lv10)0.5s Cool Down: None 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% |
Stone Curse Max Level: 10 Skill Form: Active Type: Debuff Target: 1 Character Description: Inflicts Stone Curse to a target. Consumes 1 Red Gemstone. Cast Time: (Lv10)0.2s Fixed / 0.8s Variable After Cast Delay: None Cool Down: None 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% |
Fire Ball Max Level: 10 Requirement: Fire Bolt 4 Skill Form: Active Type: Magical, AoE Target: 1 Character Cast Time: (Lv10)0.2s Fixed / 0.8s Variable After Cast Delay: 0.7s Cool Down: None 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 |
Fire Wall Max Level: 10 Requirement: Sight 1, Fire Ball 5 Skill Form: Active Type: Magical Target: Ground Cast Time: (Lv10)0.14s Fixed / 0.56s Variable After Cast Delay: None Cool Down: None 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 |
Fire Bolt Max Level: 10 Skill Form: Active Type: Magical Target: 1 Character Cast Time: (Lv10)1.2s Fixed / 3.2s Variable After Cast Delay: 0.3s Cool Down: None 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 |
Lightning Bolt Max Level: 10 Skill Form: Active Type: Magical Target: 1 Character Cast Time: (Lv10)1.2s Fixed / 3.2s Variable After Cast Delay: 0.3s Cool Down: None 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 |
Thunder Storm Max Level: 10 Requirement: Lightning Bolt 4 Skill Form: Active Type: Magical Target: Ground Cast Time: (Lv10)1.5s Fixed / 4.5s Variable After Cast Delay: 2s Cool Down: None 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 | ||
Energy Coat Requirement: Finish Quest Skill Form: Active Type: Supportive Target: Caster Cast Time: (Lv10)5s Fixed / 0s Variable After Cast Delay: None Cool Down: None 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% |
Wizard 2️⃣
Skills | ||
Fire Pillar Max Level: 10 Requirement: Fire Wall 1 Skill Form: Active Type: Magical Target: Ground Cast Time: (Lv10)0,048s Fixed / 0,192s Variable After Cast Delay: 1s Cool Down: None Description: Summons a pillar of flame on a targeted spot that will deal Fire elemental magic damage to enemies that come into contact with it. If no one steps on it for 30 seconds, it will disappear. You can place up to 5 Fire Pillars at once and consumes 1 Blue Gemstone with level 6 and above. Also it can't be placed if there is an enemy standing on that cell already. [Lv 1]: Hits: 3, AoE: 3x3 cells [Lv 2]: Hits: 4, AoE: 3X3 cells [Lv 3]: Hits: 5, AoE: 3X3 cells [Lv 4]: Hits: 6, AoE: 3X3 cells [Lv 5]: Hits: 7, AoE: 3X3 cells [Lv 6]: Hits: 8, AoE: 7x7 cells [Lv 7]: Hits: 9, AoE: 7x7 cells [Lv 8]: Hits: 10 AoE: 7x7 cells [Lv 9]: Hits: 11, AoE: 7x7 cells [Lv 10]: Hits: 12, AoE: 7x7 Cells |
Sightrasher Max Level: 10 Requirement: Sight 1, Lightning Bolt 1 Skill Form: Active Type: Magical Target: Enemies around the caster Cast Time: (Lv10)0.08s Fixed / 0.32s Variable After Cast Delay: 2s Cool Down: None Description: Attacks enemies by shooting fireballs, which are first summoned by the Sight skill, in 8 directions that radiate away from the caster and inflicting Fire elemental magic damage as well as knockback the enemies by 2 cells. [Lv 1]: MATK 120% [Lv 2]: MATK 140% [Lv 3]: MATK 160% [Lv 4]: MATK 180% [Lv 5]: MATK 200% [Lv 6]: MATK 220% [Lv 7]: MATK 240% [Lv 8]: MATK 260% [Lv 9]: MATK 280% [Lv 10]: MATK 300% |
Meteor Storm Max Level: 10 Requirement: Thunder Storm 1, Sightrasher 2 Skill Form: Active Type: Magical Target: Ground Cast Time: (Lv10)1.5s Fixed / 6.3s Variable After Cast Delay: 1s Cool Down: 7s Description: Summons meteors towards a targeted area to inflict 125% MATK Fire elemental magic damage upon enemies in an 13x13 area and have a chance to cause Stun. Each meteorite has a range of 7x7 cells and depending on skill level, the number of falling meteorites and the number of hits per meteorite are increased. [Lv 1]: Meteorites: 2, Hits: 1, Stun Chance: 3% [Lv 2]: Meteorites: 3, Hits: 1, Stun Chance: 6% [Lv 3]: Meteorites: 3, Hits: 2, Stun Chance: 9% [Lv 4]: Meteorites: 4, Hits: 2, Stun Chance: 12% [Lv 5]: Meteorites: 4, Hits: 3, Stun Chance: 15% [Lv 6]: Meteorites: 5, Hits: 3, Stun Chance: 18% [Lv 7]: Meteorites: 5, Hits: 4, Stun Chance: 21% [Lv 8]: Meteorites: 6, Hits: 4, Stun Chance: 24% [Lv 9]: Meteorites: 6, Hits: 5, Stun Chance: 27% [Lv 10]: Meteorites: 7, Hits: 5, Stun Chance: 30% |
Jupitel Thunder Max Level: 10 Requirement: Napalm Beat 1, Lightning Bolt 1 Skill Form: Active Type: Magical Target: 1 Character Cast Time: (Lv10)0.5s Fixed / 3.8s Variable After Cast Delay: 3s Cool Down: None Description: Fires a ball of crackling lightning that inflicts 100% MATK Wind elemental magic damage and knock back the targeted enemy. The number of hits increases with the skill level. [Lv 1]: Hits: 3 [Lv 2]: Hits: 4 [Lv 3]: Hits: 5 [Lv 4]: Hits: 6 [Lv 5]: Hits: 7 [Lv 6]: Hits: 8 [Lv 7]: Hits: 9 [Lv 8]: Hits: 10 [Lv 9]: Hits: 11 [Lv 10]: Hits: 12 |
Lord of Vermilion Max Level: 10 Requirement: Thunder Storm 1, Jupitel Thunder 5 Skill Form: Active Type: Magical Target: Ground Cast Time: (Lv10)1.5s Fixed / 4.5s Variable After Cast Delay: 1s Cool Down: 5s Description: Collects and drops lightning strikes on the ground in an 13x13 area around a designated cell, inflicting Wind elemental magic damage and probably cause Blind status. The chance of causing Blind status is reduced by the immunity of the targets. [Lv 1]: MATK 500%, Blind Chance: 15% [Lv 2]: MATK 600%, Blind Chance: 20% [Lv 3]: MATK 700%, Blind Chance: 25% [Lv 4]: MATK 800%, Blind Chance: 30% [Lv 5]: MATK 900%, Blind Chance: 35% [Lv 6]: MATK 1000%, Blind Chance: 40% [Lv 7]: MATK 1100%, Blind Chance: 45% [Lv 8]: MATK 1200%, Blind Chance: 50% [Lv 9]: MATK 1300%, Blind Chance: 55% [Lv 10]: MATK 1400%, Blind Chance: 60% |
Water Ball Max Level: 5 Requirement: Cold Bolt 1, Lightning Bolt 1 Skill Form: Active Type: Magical Target: 1 Character Cast Time: (Lv5)0.8s Fixed / 3.2s Variable After Cast Delay: None Cool Down: None Description: Hurls spheres of water at high velocity at a targeted enemy. Caster must be standing in Water in order to cast Water Ball and cannot be used in an underwater map. Detection range of Water cells increases with skill level and can be used on skill effects such as Deluge. [Lv 1]: MATK 130% each Hit, Water Cells: 1x1 [Lv 2]: MATK 160% each Hit, Water Cells: 3x3 [Lv 3]: MATK 190% each Hit, Water Cells: 3x3 [Lv 4]: MATK 220% each Hit, Water Cells: 5x5 [Lv 5]: MATK 250% each Hit, Water Cells: 5x5 |
Ice Wall Max Level: 10 Requirement: Stone Curse 1, Frost Diver 1 Skill Form: Active Type: Supportive Target: Ground Cast Time: None After Cast Delay: None Cool Down: None Description: Creates a frozen wall of ice in 1x5 cells that will block enemies, but it can be destroyed using attacks. The HP of the Ice Wall depends on skill level and when placed, it's HP is reduced by 50 per second. It will disappear when it's HP reaches zero. [Lv 1]: Ice Wall HP: 400 [Lv 2]: Ice Wall HP: 600 [Lv 3]: Ice Wall HP: 800 [Lv 4]: Ice Wall HP: 1000 [Lv 5]: Ice Wall HP: 1200 [Lv 6]: Ice Wall HP: 1400 [Lv 7]: Ice Wall HP: 1600 [Lv 8]: Ice Wall HP: 1800 [Lv 9]: Ice Wall HP: 2000 [Lv 10]: Ice Wall HP: 2200 |
Frost Nova Max Level: 10 Requirement: Frost Diver 1, Ice Wall 1 Skill Form: Active Type: Magical Target: Enemies around the caster Cast Time: (Lv10)0,096s Fixed / 0,384s Variable After Cast Delay: 0.2s Cool Down: None Description: Inflicts Water elemental magical damage to enemies within 5x5 cells of the caster and inflicts Freezing status. Freezing chance and duration increases with the skill level. [Lv 1]: Freezing Time: 1.5 seconds, Freeing Chance: 38% [Lv 2]: Freezing Time: 3.0 seconds, Freeing Chance: 43% [Lv 3]: Freezing Time: 4.5 seconds, Freeing Chance: 48% [Lv 4]: Freezing time: 6.0 seconds, Freeing Chance: 53% [Lv 5]: Freezing Time: 7.5 seconds, Freeing Chance: 58% [Lv 6]: Freezing Time: 9.0 seconds, Freeing Chance: 63% [Lv 7]: Freezing Time: 10.5 seconds, Freeing Chance: 68% [Lv 8]: Freezing Time: 12.0 seconds, Freeing Chance: 73% [Lv 9]: Freezing Time: 13.5 seconds, Freeing Chance: 78% [Lv 10]: Freezing Time: 15.0 seconds, Freeing Chance: 83% |
Storm Gust Max Level: 10 Requirement: Frost Diver 1, Jupitel Thunder 3 Skill Form: Active Type: Magical Target: Ground Cast Time: (Lv10)1.5s Fixed / 6.3s Variable After Cast Delay: 1s Cool Down: 6s Description: Summons a blizzard on the ground in an 11x11 area around an designated cell to inflict Water elemental magic damage on enemies. The blizzard lasts for 4.5 seconds hitting once every 0.45 seconds and knocking back enemies by 2 cells. Damaged targets have a certain chance to be inflicted with Freezing status and do not take damage while the Freezing status is active. [Lv 1]: MATK 120% each Hit [Lv 2]: MATK 170% each Hit [Lv 3]: MATK 220% each Hit [Lv 4]: MATK 270% each Hit [Lv 5]: MATK 320% each Hit [Lv 6]: MATK 370% each Hit [Lv 7]: MATK 420% each Hit [Lv 8]: MATK 470% each Hit [Lv 9]: MATK 520% each Hit [Lv 10]: MATK 570% each Hit |
Earth Spike 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)1.2s Fixed / 3.2s Variable After Cast Delay: 1.4s Cool Down: None 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 |
Heaven's Drive 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% |
Quagmire Max Level: 5 Requirement: Heaven's Drive 1 Skill Form: Active Type: Debuff Target: Ground Cast Time: None After Cast Delay: 1s Cool Down: None Description: Temporarily converts targeted area into marshland that will reduce the Movement Speed, AGI and DEX of all targets by half. AGI and DEX can be reduced maximum by 50. Players will only receive half of the effect. [Lv 1]: Lasts 5 seconds, AGI/DEX -10% [Lv 2]: Lasts 10 seconds, AGI/DEX -20% [Lv 3]: Lasts 15 seconds, AGI/DEX -30% [Lv 4]: Lasts 20 seconds, AGI/DEX -40% [Lv 5]: Lasts 25 seconds, AGI/DEX -50% |
Sense Max Level: 1 Skill Form: Active Type: Supportive Target: 1 Character Cast Time: None After Cast Delay: None Cool Down: None Description: Reveals detailed information about a targeted monster to the caster and members in caster's party. | ||
Quest Skills | ||
Sight Blaster Requirement: Finish Quest Skill Form: Active Type: Magical Target: Caster Cast Time: 0.32s Fixed / 1.28s Variable After Cast Delay: None Cool Down: None Description: Summons a protective fire ball that will encircle the caster for 2 minutes. When an enemy approaches the caster, the fire ball will inflict damage equal to caster's MATK, push the enemy backward, then the skill will cancel. Sight Blaster's knockback effect has no effect during WoE. |
High Wizard 3️⃣
Skills | ||
Soul Drain Max Level: 10 Requirement: Increase SP Recovery 5, Soul Strike 7 Skill Form: Passive Description: Increases MaxSP. Whenever you defeat an enemy with magical or physical attack, you will gain certain amount of SP depend on monster's level. (does not work on ground targeted skills) [Lv 1]: MaxSP +2% [Lv 2]: MaxSP +4% [Lv 3]: MaxSP +6% [Lv 4]: MaxSP +8% [Lv 5]: MaxSP +10% [Lv 6]: MaxSP +12% [Lv 7]: MaxSP +14% [Lv 8]: MaxSP +16% [Lv 9]: MaxSP +18% [Lv 10]: MaxSP +20% |
Magic Crasher Max Level: 1 Requirement: Increase SP Recovery 1 Skill Form: Active Type: Magical Target: 1 Character Cast Time: 0.06s Fixed / 0.24s Variable After Cast Delay: 0.3s Cool Down: None Description: Inflicts Neutral elemental damage that is equal to the MATK of the caster and is affected by the target's Defense. |
Mystical Amplification Max Level: 10 Skill Form: Active Type: Supportive Target: Caster Cast Time: 0.7s Fixed / 0s Variable After Cast Delay: None Cool Down: None Description: Amplifies MATK for 60 seconds. [Lv 1]: MATK +5% [Lv 2]: MATK +10% [Lv 3]: MATK +15% [Lv 4]: MATK +20% [Lv 5]: MATK +25% [Lv 6]: MATK +30% [Lv 7]: MATK +35% [Lv 8]: MATK +40% [Lv 9]: MATK +45% [Lv 10]: MATK +50% |
Napalm Vulcan Max Level: 5 Requirement: Napalm Beat 5 Skill Form: Active Type: Magical Target: 1 Character Cast Time: 0.2s Fixed / 0.8s Variable After Cast Delay: 0.5s Cool Down: 1s Description: Delivers multiple psychokinetic blows at an enemy in an 3x3 area with a low chance of causing an Abnormal status. This skill's level affects the number of hits from Napalm Vulcan. Damage additionally increases according to the caster's Base Level. [Lv 1]: MATK 70%, Hits: 1 [Lv 2]: MATK 140%, Hits: 2 [Lv 3]: MATK 210%, Hits: 3 [Lv 4]: MATK 280%, Hits: 4 [Lv 5]: MATK 350%, Hits: 5 |
Ganbantein Max Level: 1 Requirement: Sense 1, Ice Wall 1 Skill Form: Active Type: Supportive Target: Ground Cast Time: 3s Fixed / 0s Variable After Cast Delay: 5s Cool Down: None Description: Enables the chance of canceling ground targeting magic spell cast on a 3x3 cell area around the targeted spot. This skill will cancel Land Protector on areas that have been enchanted by that skill. This skill is unaffected by items or skills that remove Gemstone requirements. Has 5 second cast delay. Consumes 1 Blue Gemstone and Yellow Gemstone. |
Gravitational Field Max Level: 5 Requirement: Quagmire 1, Magic Crasher 1, Mystical Amplification 10 Skill Form: Active Type: Magical Target: Ground Cast Time: 1s Fixed / 5s Variable After Cast Delay: 1s Cool Down: 5s Description: Increases the gravity in a 5x5 area inflicting Neutral elemental magical damage. As skill level increases, the number of hits and the damage increases. The caster's Base Level affects also the damage inflicted. [Lv 1]: MATK 100%, Hits: 2 [Lv 2]: MATK 200%, Hits: 4 [Lv 3]: MATK 300%, Hits: 6 [Lv 4]: MATK 400%, Hits: 8 [Lv 5]: MATK 500%, Hits: 10 |
Warlock 4️⃣
Skills | ||
Earth Strain Max Level: 5 Requirement: Sienna Execrate 2 Skill Form: Active Type: Magical Target: Ground Cast Time: (Lv5)2s Fixed / 6s Variable After Cast Delay: 0.5s Cool Down: 7s Description: Uplifts a wide land and inflicts Earth elemental magic damage to all enemies within skill range. [Lv 1]: 1600% MATK [Lv 2]: 2200% MATK [Lv 3]: 2800% MATK [Lv 4]: 3400% MATK [Lv 5]: 4000% MATK |
White Imprison Max Level: 5 Requirement: Soul Expansion 3 Skill Form: Active Type: Supportive Target: 1 Character Cast Time: None After Cast Delay: None Cool Down: 4s Description: Locks a target in a transparent box that prevents damage except from Ghost elemental damage. Can be casted on oneself, when the duration is finished, the caster loses HP. Has no effect on Boss monsters. [Lv 1]: 50% success rate, 10 sec. duration [Lv 2]: 60% success rate, 12 sec. duration [Lv 3]: 70% success rate, 14 sec. duration [Lv 4]: 80% success rate, 16 sec. duration [Lv 5]: 90% success rate, 18 sec. duration |
Soul Expansion Max Level: 5 Requirement: Drain Life 1 Skill Form: Active Type: Magical Target: 1 Character Cast Time: (Lv10)0.5s Fixed / 2s Variable After Cast Delay: 0.5s Cool Down: None Description: Deals 2 hits of Ghost elemental magic damage to a target and surrounding. If the target is in the White Imprison it deals double damage. Damage additionally increases according to the caster's Base Level and INT. [Lv 1]: 1200% MATK [Lv 2]: 1400% MATK [Lv 3]: 1600% MATK [Lv 4]: 1800% MATK [Lv 5]: 2000% MATK |
Frost Misty Max Level: 5 Requirement: Summon Water Ball 1 Skill Form: Active Type: Debuff Target: Ground Cast Time: (Lv5)0.5s Fixed / 4s Variable After Cast Delay: 1s Cool Down: 4s Description: Releases freezing mist over the ground, dealing damage and inflicting Frost status on all enemies. Targets affected by Frost will receive reduced DEF, Movement Speed, Attack Speed and increased Fixed Casting Time. [Lv 1]: 30% Frost Chance, 300% MATK, 1 Hit [Lv 2]: 35% Frost Chance, 400% MATK, 2 Hit [Lv 3]: 40% Frost Chance, 500% MATK, 3 Hit [Lv 4]: 45% Frost Chance, 600% MATK, 4 Hit [Lv 5]: 50% Frost Chance, 700% MATK, 5 Hit |
Jack Frost Max Level: 5 Requirement: Frost Misty 2 Skill Form: Active Type: Magical, Debuff Target: 1 Character Cast Time: (Lv5)0.5s Fixed / 4s Variable After Cast Delay: 1s Cool Down: 4s Description: Deals Water elemental damage to a target and surrounding targets. Enemies affected by Frost status will receive additional damage. Damage additionally increases according to the caster's Base Level. [Lv 1]: 1300% MATK, Frost MATK 1800% [Lv 2]: 1600% MATK, Frost MATK 2400% [Lv 3]: 1900% MATK, Frost MATK 3000% [Lv 4]: 2200% MATK, Frost MATK 3600% [Lv 5]: 2500% MATK, Frost MATK 4200% |
Marsh of Abyss Max Level: 5 Requirement: Quagmire 1 Skill Form: Active Type: Debuff Target: Ground Cast Time: 0.5s Fixed / 2.5s Variable After Cast Delay: 1s Cool Down: None Description: Curses a target, reducing it's Movement Speed, Defense and Flee rate. Caster's INT and Job Level affect it's effectiveness. [Lv 1]: -50% Movement Speed [Lv 2]: -60% Movement Speed [Lv 3]: -70% Movement Speed [Lv 4]: -80% Movement Speed [Lv 5]: -90% Movement Speed |
Recognized Spell Max Level: 5 Requirement: Release 2, Stasis 1, White Imprison 1 Skill Form: Active Type: Supportive Target: Caster Cast Time: 1s Fixed / 1s Variable After Cast Delay: 1s Cool Down: 170s Description: Maximizes one's own magical potential, dealing maximum damage with magical attacks for the skill duration. Increases SP cost by 25%. [Lv 1]: 60 sec. duration [Lv 2]: 90 sec. duration [Lv 3]: 110 sec. duration [Lv 4]: 140 sec. duration [Lv 5]: 170 sec. duration |
Sienna Execrate Max Level: 5 Requirement: Summon Stone 1 Skill Form: Active Type: Debuff Target: 1 Character Cast Time: 0s Fixed / 2s Variable After Cast Delay: 2s Cool Down: None Description: Curses a target and it's surrounding with a Stone Curse. Requires 2 Red Gemstones. Caster's Job Level affect it's effectiveness. [Lv 1]: 48% Curse Chance, 3x3 cells, 10 sec. [Lv 2]: 56% Curse Chance, 5x5 cells, 12 sec. [Lv 3]: 64% Curse Chance, 5x5 cells, 14 sec. [Lv 4]: 72% Curse Chance, 7x7 cells, 16 sec. [Lv 5]: 80% Curse Chance, 7x7 cells, 18 sec. |
Radius Max Level: 3 Requirement: Warlock Basic Skill Skill Form: Passive Description: Increases magic skill range of the Warlock and slightly reduces Casting Time. [Lv 1]: Casting range +1 Cell, reduces Fixed Casting Time by 10% [Lv 2]: Casting range +2 Cells, reduces Fixed Casting Time by 15% [Lv 3]: Casting Range +3 Cells, reduces Fixed Casting Time by 20% |
Stasis Max Level: 5 Requirement: Drain Life 1 Skill Form: Active Type: Debuff Target: Caster Cast Time: 1s Fixed / 3s Variable After Cast Delay: 2s Cool Down: (Lv5)220s Description: Stops the air around the Caster, all targets within skill range will no longer be able to use magic skills and some song and chorus skills. The duration is reduced by DEX and VIT of target (Minimum duration is 10 sec). [Lv 1]: 20 sec. duration, 19x19 AoE [Lv 2]: 30 sec. duration, 21x21 AoE [Lv 3]: 40 sec. duration, 23x23 AoE [Lv 4]: 50 sec. duration, 25x25 AoE [Lv 5]: 60 sec. duration, 27x27 AoE |
Drain Life Max Level: 5 Requirement: Radius 1 Skill Form: Active Type: Recovery Target: 1 Character Cast Time: 1s Fixed / 4s Variable After Cast Delay: None Cool Down: 2s Description: Deals magic damage on a target, converting a certain amount of damage into HP. Chance of absorbing damage affected by skill level and Job Level and the amount of absorbed damage is affected by skill level and Base Level. Caster's Base Level and INT affect damage inflicted. [Lv 1]: 200% Neutral Magic Damage, 8% Damage absorbed, 74% Absorb Chance [Lv 2]: 400% Neutral Magic Damage, 16% Damage absorbed, 78% Absorb Chance [Lv 3]: 600% Neutral Magic Damage, 24% Damage absorbed, 82% Absorb Chance [Lv 4]: 800% Neutral Magic Damage, 32% Damage absorbed, 86% Absorb Chance [Lv 5]: 1000% Neutral Magic Damage, 40% Damage absorbed, 90% Absorb Chance |
Crimson Rock Max Level: 5 Requirement: Summon Fireball 1 Skill Form: Active Type: Magical Target: 1 Character Cast Time: 1s Fixed / 5s Variable After Cast Delay: 0.5s Cool Down: 5s Description: Summons huge meteorites to deal significant amount of Fire elemental magic damage on a target and it's surroundings. When the meteorite hits the ground, all targets will be knocked back. Damage additionally increases according to the caster's Base Level. [Lv 1]: 1600% MATK [Lv 2]: 1900% MATK [Lv 3]: 2500% MATK [Lv 4]: 3100% MATK [Lv 5]: 3700% MATK |
Hell Inferno Max Level: 5 Requirement: Crimson Rock 2 Skill Form: Active Type: Magical Target: 1 Character Cast Time: 1s Fixed / 3s Variable After Cast Delay: 0.5s Cool Down: 3s Description: Burns a target and it's surroundings with fire from hell inflicting Fire and Shadow elemental magic damage. Damage additionally increases according to the caster's Base Level. [Lv 1]: 400% Fire/600% Shadow MATK, 3x3 AoE [Lv 2]: 800% Fire/1200% Shadow MATK, 3x3 AoE [Lv 3]: 1200% Fire/1800% Shadow MATK, 3x3 AoE [Lv 4]: 1600% Fire/2400% Shadow MATK, 5x5 AoE [Lv 5]: 2000% Fire/3000% Shadow MATK, 5x5 AoE |
Comet Max Level: 5 Requirement: Hell Inferno 3 Skill Form: Active Type: Magical Target: Ground Cast Time: (Lv5)2s Fixed / 10s Variable After Cast Delay: 1.5s Cool Down: 20s Description: Summons destructive comet from space to attack all targets within 13x13 AoE that has chance of inflicting Neutral elemental magic damage and Magical Intoxication status, which decreases the resistances against all elemental attacks by 50% for 20 seconds. Damage additionally increases according to the caster's Base Level. [Lv 1]: 3200% MATK [Lv 2]: 3900% MATK [Lv 3]: 4600% MATK [Lv 4]: 5300% MATK [Lv 5]: 6000% MATK |
Chain Lightning Max Level: 5 Requirement: Summon Ball Lightning 1 Skill Form: Active Type: Magical Target: 1 Character Cast Time: (Lv5)1s Fixed / 5.5s Variable After Cast Delay: 3s Cool Down: None Description: Summons lightning to attack a target. If there is another enemy near the target that is hit by the lightning damage, Chain Lightning will automatically finds and damages them. If there are multiple targets, it will attack at random. Skill level affects the number of chain and damage inflicted. If there are no other enemies near the target, it will hit the target three times. [Lv 1]: 600% Wind Magic Damage, 5 chains [Lv 2]: 700% Wind Magic Damage, 6 chains [Lv 3]: 800% Wind Magic Damage, 7 chains [Lv 4]: 900% Wind Magic Damage, 8 chains [Lv 5]: 1000% Wind Magic Damage, 9 chains |
Reading Spell Book Max Level: 1 Requirement: Warlock Basic Skill Skill Form: Passive Description: Warlock can preserve their magic by reading magic books and also can release those preserved magic with the Release skill. However, Reading Spell Books can't save skills, which are not learned yet. |
Release Max Level: 2 Requirement: Warlock Basic Skill Skill Form: Active Type: Magical Target: 1 Character Cast Time: None After Cast Delay: None Cool Down: None Description: You can activate a spell, which is saved via Reading Spellbook or release your active Fire Balls, Lightning Balls, Water Balls and/or Stone Balls, that are currently summoned to deal magical damage to a single target. [Lv 1]: Activate a saved spell [Lv 2]: Release all current Summon Balls |
Tetra Vortex Max Level: 10 Requirement: Jack Frost 5, Chain Lightning 5, Earth Strain 5, Hell Inferno 5 Skill Form: Active Type: Magical, Debuff Target: 1 Character Cast Time: (Lv5+)2s Fixed / 9s Variable After Cast Delay: 2s Cool Down: 15s Description: Summons 4 elements of ether, to deal 4 hits of magic damage of each element (Fire, Water, Wind, Earth). In order to use Tetra Vortex, you have to summon at least 4 of Fire Ball, Lightning Ball, Water Ball or Stone Ball before casting or the skill will fail. Depending on which Summon skill is used, the damage attribute of Tetra Vortex changes. At Level 6 or higher Tetra Vortex will also damage surrounding enemies. Targets that has been damaged have a high chance of being inflicted by Burning, Freezing, Stun or Bleeding status. [Lv 1]: 1200% Elemental Magic Damage x4 [Lv 2]: 1600% Elemental Magic Damage x4 [Lv 3]: 2000% Elemental Magic Damage x4 [Lv 4]: 2400% Elemental Magic Damage x4 [Lv 5]: 2800% Elemental Magic Damage x4 [Lv 6]: 3200% Elemental Magic Damage x4, AoE: 3x3 cells [Lv 7]: 3600% Elemental Magic Damage x4, AoE: 3x3 cells [Lv 8]: 4000% Elemental Magic Damage x4, AoE: 5x5 cells [Lv 9]: 4400% Elemental Magic Damage x4, AoE: 5x5 cells [Lv 10]: 4800% Elemental Magic Damage x4, AoE: 7x7 cells |
Freezing Spell Max Level: 10 Requirement: Warlock Basic Skill Skill Form: Passive Description: To preserve magic by Reading Spell Book, Warlock has to learn the basic preserving skills. The number of magic that can be maintained increases depending on caster's Base Level and INT. It consumes SP while preserving magic and also consuming amount is different depending on the quantities and kinds of maintained magic. |
Summon Fire Ball Max Level: 2 Requirement: Meteor Storm 1 Skill Form: Active Type: Supportive Target: Caster Cast Time: 0s Fixed / 2s Variable After Cast Delay: None Cool Down: None Description: Summons up to 5 Fire Balls, continuously consuming SP for 280 seconds. For Level 2, removes all current Summon Balls and summons 5 Fire Balls instead. Increases the damage when using Release according to the caster's Base Level and Job Level. [Lv 1]: Summon 1 Fire Balls [Lv 2]: Summon 5 Fire Balls |
Summon Lightning Ball Max Level: 2 Requirement: Lord of Vermillion 1 Skill Form: Active Type: Supportive Target: Caster Cast Time: 0s Fixed / 2s Variable After Cast Delay: None Cool Down: None Description: Summons up to 5 Lightning Balls, continuously consuming SP for 280 seconds. For Level 2, removes all current Summon Balls and summons 5 Lightning Balls instead. Increases the damage when using Release according to the caster's Base Level and Job Level. [Lv 1]: Summon 1 Lightning Balls [Lv 2]: Summon 5 Lightning Balls |
Summon Water Ball Max Level: 2 Requirement: Storm Gust 1 Skill Form: Active Type: Supportive Target: Caster Cast Time: 0s Fixed / 2s Variable After Cast Delay: None Cool Down: None Description: Summons up to 5 Water Balls, continuously consuming SP for 280 seconds. For Level 2, removes all current Summon Balls and summons 5 Water Balls instead. Increases the damage when using Release according to the caster's Base Level and Job Level. [Lv 1]: Summon 1 Water Balls [Lv 2]: Summon 5 Water Balls |
Summon Stone Ball Max Level: 2 Requirement: Heaven's Drive 1 Skill Form: Active Type: Supportive Target: Caster Cast Time: 0s Fixed / 2s Variable After Cast Delay: None Cool Down: None Description: Summons up to 5 Stone Balls, continuously consuming SP for 280 seconds. For Level 2, removes all current Summon Balls and summons 5 Stone Balls instead. Increases the damage when using Release according to the caster's Base Level and Job Level. [Lv 1]: Summon 1 Stone Balls [Lv 2]: Summon 5 Stone Balls |
Telekinesis Intense Max Level: 5 Requirement: Soul Expansion 5 Skill Form: Active Type: Supportive Target: Caster Cast Time: None After Cast Delay: 0.5s Cool Down: 300s Description: Ghost magic enters caster's circulatory system, increasing Ghost magic damage and reducing Variable Cast Time and SP cost of spells for 1 minute. This skill cannot be removed by Clearance or Dispell. [Lv 1]: Ghost Magic Damage x1.4, -10% Variable Casting Time, -10% Ghost Magic SP Cost [Lv 2]: Ghost Magic Damage x1.8, -20% Variable Casting Time, -20% Ghost Magic SP Cost [Lv 3]: Ghost Magic Damage x2.2, -30% Variable Casting Time, -30% Ghost Magic SP Cost [Lv 4]: Ghost Magic Damage x2.6, -40% Variable Casting Time, -40% Ghost Magic SP Cost [Lv 5]: Ghost Magic Damage x3, -50% Variable Casting Time, -50% Ghost Magic SP Cost |
Arch Mage 5️⃣
Skills | ||
Deadly Projection Max Level: 5 Requirement: Mystery Illusion 3 Skill Form: Active Type: Magical Target: 1 Character Cast Time: 1.5s Fixed / 3s Variable After Cast Delay: 0.5s Cool Down: 2s Description: Corrupts the target's somatic cells. It negates the target's magic immunity for the skills duration and inflicts Undead elemental magic damage. The damage further increases based on the caster's Base Level and SPL. [Lv 1]: MATK 2800%, Duration: 4 seconds [Lv 2]: MATK 5600%, Duration: 5 seconds [Lv 3]: MATK 8400%, Duration: 6 seconds [Lv 4]: MATK 11200%, Duration: 7 seconds [Lv 5]: MATK 14000%, Duration: 8 seconds |
Destructive Hurricane Max Level: 5 Requirement: Tornado Storm 3 Skill Form: Active Type: Magical Target: Enemies around the caster Cast Time: 1.5s Fixed / 4s Variable After Cast Delay: 0.5s Cool Down: 2.5s Dispellable: No Description: Creates a strong wind around you inflicting Wind elemental magic damage to targets within range. Damage additionally increases according to the caster's Base Level and SPL. If you Climax status active, the effect will change according to the Climax skill level: Level 1 Climax: Adds an additional hit which inflicts 12500% Wind elemental magic damage. Level 2 Climax: Adds an 2 cell knock-back effect. Level 3 Climax: Increases damage of Destructive Hurricane by 150%. Level 4 Climax: Destructive Hurricane will not inflict damage, but increases MATK by 100 and Wind elemental magic damage by 30% for 900 seconds. Level 5 Climax: Increases AoE to 19x19 cells and decreases the damage of Destructive Hurricane by 20%. [Lv 1]: MATK 3450%, AoE: 7x7 cells [Lv 2]: MATK 6300%, AoE: 7x7 cells [Lv 3]: MATK 9150%, AoE: 9x9 cells [Lv 4]: MATK 12000%, AoE: 9x9 cells [Lv 5]: MATK 14850%, AoE: 11x11 cells |
Violent Quake Max Level: 5 Requirement: Strantum Tremor 3 Skill Form: Active Type: Magical Target: Ground Cast Time: 1.5s Fixed / 4s Variable After Cast Delay: 1s Cool Down: 6s Description: Causes an earthquake at the targeted area and rocks are rising randomly during the skill duration inflicting Earth elemental magic damage to targets within 7x7 cells. Damage additionally increases according to the caster's Base Level and SPL. If you Climax status active, the effect will change according to the Climax skill level: Level 1 Climax: Decreases skill damage, but let twice as many rocks rise. Level 2 Climax: Increases the rocks attack range to 9x9 cells. Level 3 Climax: Increases damage of Violant Quake by 200%. Level 4 Climax: Violant Quake will not inflict damage, but all targets within range will receive increased Earth elemental damage by 100% for 30 seconds. Level 5 Climax: Fixes AoE to 7x7 cells. [Lv 1]: MATK 1400%, Number of Rocks: 4, AoE: 7x7 cells [Lv 2]: MATK 2600%, Number of Rocks: 8, AoE: 7x7 cells [Lv 3]: MATK 3800%, Number of Rocks: 12, AoE: 9x9 cells [Lv 4]: MATK 5000%, Number of Rocks: 16, AoE: 9x9 cells [Lv 5]: MATK 6200%, Number of Rocks: 20, AoE: 9x9 cells |
Mystery Illusion Max Level: 5 Requirement: Hell Inferno 3, Soul Vulcan Strike 3 Skill Form: Active Type: Magical Target: Ground Cast Time: 1.5s Fixed / 4s Variable After Cast Delay: 0.75s Cool Down: 4s AP Recovery: 5 Description: Casts unknown magic at the specified target area. Inflicts Shadow elemental magic damage to targets within range during the skills duration. The damage further increases based on the caster's Base Level and SPL. [Lv 1]: MATK 950%, AoE: 9x9 cells [Lv 2]: MATK 1900%, AoE: 9x9 cells [Lv 3]: MATK 2850%, AoE: 11x11 cells [Lv 4]: MATK 3800%, AoE: 11x11 cells [Lv 5]: MATK 4750%, AoE: 13x13 cells |
Rain of Crystal Max Level: 5 Requirement: Frost Misty 3 Skill Form: Active Type: Magical Target: Enemies around the caster Cast Time: 1.5s Fixed / 3s Variable After Cast Delay: 0.75s Cool Down: 5s Description: Makes rain made of ice picks fall around you and inflicting Water elemental magic damage to targets within range. Damage additionally increases according to the caster's Base Level and SPL. [Lv 1]: MATK 940%, AoE: 9x9 cells [Lv 2]: MATK 1700%, AoE: 9x9 cells [Lv 3]: MATK 2460%, AoE: 11x11 cells [Lv 4]: MATK 3220%, AoE: 11x11 cells [Lv 5]: MATK 3980%, AoE: 13x13 cells |
Soul Vulcan Strike Max Level: 5 Requirement: Soul Expansion 5, Two-Handed Staff Mastery 3 Skill Form: Active Type: Magical Target: 1 Character Cast Time: 1s Fixed / 3s Variable After Cast Delay: 0.5s Cool Down: 0.7s Description: A powerful soul strike is fired at one target and nearby targets dealing Ghost elemental magic damage. The damage further increases based on the caster's Base Level and SPL. [Lv 1]: MATK 300%, Hits: 3, AoE: 3x3 cells [Lv 2]: MATK 600%, Hits: 4, AoE: 5x5 cells [Lv 3]: MATK 900%, Hits: 5, AoE: 7x7 cells [Lv 4]: MATK 1200%, Hits: 6, AoE: 9x9 cells [Lv 5]: MATK 1500%, Hits: 7, AoE: 11x11 cells |
Crystal Impact Max Level: 5 Requirement: Rain of Crystal 3 Skill Form: Active Type: Magical Target: Enemies around the caster Cast Time: 1.5s Fixed / 4s Variable After Cast Delay: 0.5s Cool Down: 2s Dispellable: No Description: Creates the powerful water wave from the ground under the caster feet to inflict Water elemental magical damage to all targets within the skill range. Targets attacked by the water wave will taken additional Water elemental magical damage after a while. Damage additionally increases according to the caster's Base Level and SPL. If you Climax status active, the effect will change according to the Climax skill level: Level 1 Climax: Decreases damage taken from Water elemental attacks by 30%, increases DEF by 300, MDEF by 100 and Water elemental magic damage by 30% for 900 seconds for all allies in the skills range. Level 2 Climax: The water wave causes 1 additional hit. Level 3 Climax: Increases damage of the water wave by 50%. Level 4 Climax: Decreases the damage of the water wave, but the additional damage is increased by 150%. Level 5 Climax: The water wave damage is expanded to 15x15 cells and a 5x5 cells range is added to the additional damage. [Lv 1]: MATK 1550%/Hit, AoE: 7x7 cells [Lv 2]: MATK 2850%/Hit, AoE: 9x9 cells [Lv 3]: MATK 4150%/Hit, AoE: 11x11 cells [Lv 4]: MATK 5450%/Hit, AoE: 11x11 cells [Lv 5]: MATK 6750%/Hit, AoE: 13x13 cells |
Astral Strike Max Level: 10 Requirement: Comet 5, Mystery Illusion 3, Deadly Projection 3 Skill Form: Active(AP) Type: Magical Target: Ground Cast Time: 2s Fixed / 4s Variable After Cast Delay: 1s Cool Down: 6s AP Cost: 25 Description: Drops a powerful meteorite on the ground to inflict Neutral elemental magic damage over time for 6 seconds. The skill inflicts more damage increases against Undead and Dragon race monsters. Damage additionally increases according to the caster's Base Level and SPL. [Lv 1]: MATK 2100%/2500%(Undead, Dragon), Additional hits: MATK 650%, AoE: 5x5 cells [Lv 2]: MATK 3900%/4600%(Undead, Dragon), Additional hits: MATK 1300%, AoE: 5x5 cells [Lv 3]: MATK 5700%/6700%(Undead, Dragon), Additional hits: MATK 1950%, AoE: 5x5 cells [Lv 4]: MATK 7500%/8800%(Undead, Dragon), Additional hits: MATK 2600%, AoE: 7x7 cells [Lv 5]: MATK 9300%/10900%(Undead, Dragon), Additional hits: MATK 3250%, AoE: 7x7 cells [Lv 6]: MATK 11100%/13000%(Undead, Dragon), Additional hits: MATK 3900%, AoE: 7x7 cells [Lv 7]: MATK 12900%/15100%(Undead, Dragon), Additional hits: MATK 4550%, AoE: 9x9 cells [Lv 8]: MATK 14700%/17200%(Undead, Dragon), Additional hits: MATK 5200%, AoE: 9x9 cells [Lv 9]: MATK 16500%/19300%(Undead, Dragon), Additional hits: MATK 5850%, AoE: 9x9 cells [Lv 10]: MATK 18300%/21400%(Undead, Dragon), Additional hits: MATK 6500%, AoE: 11x11 cells |
All Bloom Max Level: 5 Requirement: Floral Flare Road 3 Skill Form: Active Type: Magical Target: Ground Cast Time: 1.5s Fixed / 4s Variable After Cast Delay: 1s Cool Down: 6s Description: A flower garden is created in the targeted area and the fiery flower buds explode randomly for the skill duration inflicting Fire elemental magic damage to targets within 7x7 cells. Damage additionally increases according to the caster's Base Level and SPL. If you Climax status active, the effect will change according to the Climax skill level: Level 1 Climax: Decreases the spawn interval of the flower buds by half. Level 2 Climax: Twice as many flowers explode. Level 3 Climax: Increases damage of All Bloom by 300%. Level 4 Climax: All Bloom will not inflict damage, but all targets within range will receive increased Fire elemental damage by 100% for 30 seconds. Level 5 Climax: Upon all flower buds exploded, inflict 85000% Fire elemantal magic damage to all targets within flower garden. [Lv 1]: MATK 1400%, Buds: 4, AoE: 7x7 cells [Lv 2]: MATK 2600%, Buds: 8, AoE: 7x7 cells [Lv 3]: MATK 3800%, Buds: 12, AoE: 9x9 cells [Lv 4]: MATK 5000%, Buds: 16, AoE: 9x9 cells [Lv 5]: MATK 6200%, Buds: 20, AoE: 9x9 cells |
Floral Flare Road Max Level: 5 Requirement: Crimson Rock 3 Skill Form: Active Type: Magical Target: Ground Cast Time: 1.5s Fixed / 3s Variable After Cast Delay: 0.75s Cool Down: 5s Description: Creates burning petals in the direction the caster is facing, inflicting Fire elemental magic damage to targets. which enter the targeted area during the skill duration. Damage additionally increases according to the caster's Base Level and SPL. [Lv 1]: MATK 790%, AoE: 3x3 cells [Lv 2]: MATK 1530%, AoE: 5x5 cells [Lv 3]: MATK 2270%, AoE: 7x7 cells [Lv 4]: MATK 3010%, AoE: 9x9 cells [Lv 5]: MATK 3750%, AoE: 11x11 cells |
Tornado Storm Max Level: 5 Requirement: Chain Lightning 3 Skill Form: Active Type: Magical Target: Ground Cast Time: 1.5s Fixed / 3s Variable After Cast Delay: 0.75s Cool Down: 5s Description: Creates a tornado accompanied by a powerful lightning on the targeted area and inflicts Wind elemental magic damage to all targets withing the skills range. Damage additionally increases according to the caster's Base Level and SPL. [Lv 1]: MATK 860%, AoE: 5x5 cells [Lv 2]: MATK 1620%, AoE: 5x5 cells [Lv 3]: MATK 2380%, AoE: 7x7 cells [Lv 4]: MATK 3140%, AoE: 7x7 cells [Lv 5]: MATK 3900%, AoE: 9x9 cells |
Two-Handed Staff Mastery Max Level: 10 Skill Form: Passive Description: Increases S.Matk and Magic Damage when equipped with a Two-Handed Staff. [Lv 1]: S.Matk+2, Magic Damage +1% [Lv 2]: S.Matk+4, Magic Damage +2% [Lv 3]: S.Matk+6, Magic Damage +3% [Lv 4]: S.Matk+8, Magic Damage +4% [Lv 5]: S.Matk+10, Magic Damage +5% [Lv 6]: S.Matk+12, Magic Damage +6% [Lv 7]: S.Matk+14, Magic Damage +7% [Lv 8]: S.Matk+16, Magic Damage +8% [Lv 9]: S.Matk+18, Magic Damage +9% [Lv 10]: S.Matk+20, Magic Damage +10% |
Crimson Arrow Max Level: 5 Requirement: Floral Flare Road 1 Skill Form: Active Type: Magical Target: 1 Character Cast Time: 1.5s Fixed / 4s Variable After Cast Delay: 0.5s Cool Down: (Lv5) 0.3s AP Recovery: 2 Description: Shoots a fire arrow in a straight line to the target inflicting Fire elemental magic damage to the targets in a straight line. The damage further increases based on the caster's Base Level and SPL. [Lv 1]: MATK 400% Explosion damage : 750% Matk / AoE: 5x5 cells [Lv 2]: MATK 800% Explosion damage : 1500% Matk / AoE: 5x5 cells [Lv 3]: MATK 1200% Explosion damage : 2250% Matk / AoE: 5x5 cells [Lv 4]: MATK 1600% Explosion damage : 3000% Matk / AoE: 7x7 cells [Lv 5]: MATK 2000% Explosion damage : 3750% Matk / AoE: 7x7 cells |
Strantum Tremor Max Level: 5 Requirement: Sienna Execrate 3 Skill Form: Active Type: Magical Target: Ground Cast Time: 1.5s Fixed / 3s Variable After Cast Delay: 0.75s Cool Down: 4s Description: Shakes the ground to inflict Earth elemental magical damage to targets within skill range. Damage additionally increases according to the caster's Base Level and SPL. [Lv 1]: MATK 830%, AoE: 5x5 cells [Lv 2]: MATK 1560%, AoE: 5x5 cells [Lv 3]: MATK 2290%, AoE: 7x7 cells [Lv 4]: MATK 3020%, AoE: 7x7 cells [Lv 5]: MATK 3750%, AoE: 9x9 cells |
Frozen Slash Max Level: 5 Requirement: Rain of Crystal 1 Skill Form: Active Type: Magical Target: 1 Character Cast Time: 1.5s Fixed / 4s Variable After Cast Delay: 0.5s Cool Down: 0.45s AP Recovery: 2 Description: Use sharp ice to inflict Water elemental damage to targets within the caster's range. The damage further increases based on the caster's Base Level and SPL. While Climax buff is active, the skill will deal more damage. [Lv 1]: MATK 1400%/1900% Matk (Climax) / AoE: 9x9 cells [Lv 2]: MATK 2350%/3200% Matk (Climax) / AoE: 9x9 cells [Lv 3]: MATK 3300%/4500% Matk (Climax) / AoE: 11x11 cells [Lv 4]: MATK 4250%/5800% Matk (Climax) / AoE: 11x11 cells [Lv 5]: MATK 5200%/7100% Matk (Climax) / AoE: 13x13 cells |
Climax Max Level: 5 Requirement: Tetra Vortex 5, Two-Handed Staff Mastery 3 Skill Form: Active(AP) Type: Magical Target: Caster Cast Time: 2.5s Fixed / 2s Variable After Cast Delay: 0.5s Cool Down: 60s AP Cost: 125 Dispellable: No Description: Grants a special effects to certain skills for 300 seconds. The effects depends on Climax skill level. [Lv 1]: Grants Climax Level 1 [Lv 2]: Grants Climax Level 2 [Lv 3]: Grants Climax Level 3 [Lv 4]: Grants Climax Level 4 [Lv 5]: Grants Climax Level 5 |
Rock Down Max Level: 5 Requirement: Strantum Tremor 1 Skill Form: Active Type: Magical Target: 1 Character Cast Time: 1.5s Fixed / 4s Variable After Cast Delay: 1s Cool Down: (Lv5) 0.3s AP Recovery: 2 Description: Drops a large rock on the target and inflicts Earth elemental magic damage to the target and nearby targets within 3x3 cells around the target. The damage further increases based on the caster's Base Level and SPL. While Climax buff is active, the skill will deal more damage. [Lv 1]: MATK 1550% / 1850% (Climax) / AoE: 5x5 cells [Lv 2]: MATK 3100% / 3700% (Climax) / AoE: 5x5 cells [Lv 3]: MATK 4650% / 5550% (Climax) / AoE: 5x5 cells [Lv 4]: MATK 6200% / 7400% (Climax) / AoE: 7x7 cells [Lv 5]: MATK 7750% / 9250% (Climax) / AoE: 7x7 cells |
Storm Cannon Max Level: 5 Requirement: Tornado Storm 1 Skill Form: Active Type: Magical Target: 1 Character Cast Time: 1.5s Fixed / 4s Variable After Cast Delay: 0.5s Cool Down: (Lv5) 0.3s AP Recovery: 2 Description: Shoots a vortex of wind in a straight line to the target inflicting Wind elemental magic damage to the targets in a straight line. The damage further increases based on the caster's Base Level and SPL. While Climax buff is active, the skill will deal more damage. [Lv 1]: MATK 1550% / 1850% (Climax) [Lv 2]: MATK 3100% / 3700% (Climax) [Lv 3]: MATK 4650% / 5550% (Climax) [Lv 4]: MATK 6200% / 7400% (Climax) [Lv 5]: MATK 7750% / 9250% (Climax) |
Energy Conversion Max Level: 5 Requirement: Recognized Spell 2, Climax 1 Skill Form: Active (AP) Type: Supportive Target: Caster Cast Time: 1.2s Fixed / 0s Variable After Cast Delay: None Cool Down: 1s AP Cost: 22 AP ~ 10 Description: Converts a portion of the caster's AP into SP through energy transference. [Lv 1]: Consumes 22 AP / Recovers SP 40 [Lv 2]: Consumes 19 AP / Recovers SP 120 [Lv 3]: Consumes 16 AP / Recovers SP 240 [Lv 4]: Consumes 13 AP / Recovers SP 400 [Lv 5]: Consumes 10 AP / Recovers SP 600 |
Gear Stages
STAGE 1 (Early Tier)
Suitable for early stages or initial progress. Offers basic utility but falls off as you advance.
STAGE 2 (Mid Tier)
Good for mid-game or intermediate stages. Balanced performance but not exceptional.
STAGE 3 (Late Tier)
Starts to shine in the late stages or under specific conditions. Stronger than early or mid-tier options but not the ultimate choice.
STAGE 4 (Strong Tier)
Consistently powerful and effective in most situations. Not quite the absolute best but close.
STAGE 5 (Best in Slot)
The ultimate choice for maximum performance. Optimal for advanced scenarios and highly desirable.
Builds
Elemental Builds 🌈
Ghost Build ⚫️
Ghost Build
Main Skill: Soul Vulcan Strike, |
⚠️ Click Expand to see full build ⚠️ | ||
Equipments
Head - Top || [Upper Equipment Name] Head - Mid || [Mid Equipment Name] Head - Low || [Lower Equipment Name] Body || [Armor Equipment Name] Hand - Right || [Right Hand Equipment Name] Hand - Left || [Left Hand Equipment Name] Robe || [Garment Equipment Name] Shoes || [Footgear Equipment Name] Accessory 1 || [Accessory 1 Name] Accessory 2 || [Accessory 2 Name] |
Shadow Gears + Costume Stones
Head - Top || [Upper Equipment Name] Head - Mid || [Mid Equipment Name] Head - Low || [Lower Equipment Name] Body || [Armor Equipment Name] Hand - Right || [Right Hand Equipment Name] Hand - Left || [Left Hand Equipment Name] Robe || [Garment Equipment Name] Shoes || [Footgear Equipment Name] Accessory 1 || [Accessory 1 Name] Accessory 2 || [Accessory 2 Name] |
Cards
Head - Top || [Upper Equipment Name] Head - Mid || [Mid Equipment Name] Head - Low || [Lower Equipment Name] Body || [Armor Equipment Name] Hand - Right || [Right Hand Equipment Name] Hand - Left || [Left Hand Equipment Name] Robe || [Garment Equipment Name] Shoes || [Footgear Equipment Name] Accessory 1 || [Accessory 1 Name] Accessory 2 || [Accessory 2 Name] |
Fire Build 🔴
Fire Build
Main Skill: Crimson Arrow, |
⚠️ Click Expand to see full build ⚠️ | ||
Equipments
Head - Top || [Upper Equipment Name] Head - Mid || [Mid Equipment Name] Head - Low || [Lower Equipment Name] Body || [Armor Equipment Name] Hand - Right || [Right Hand Equipment Name] Hand - Left || [Left Hand Equipment Name] Robe || [Garment Equipment Name] Shoes || [Footgear Equipment Name] Accessory 1 || [Accessory 1 Name] Accessory 2 || [Accessory 2 Name] |
Shadow Gears + Costume stones
Head - Top || [Upper Equipment Name] Head - Mid || [Mid Equipment Name] Head - Low || [Lower Equipment Name] Body || [Armor Equipment Name] Hand - Right || [Right Hand Equipment Name] Hand - Left || [Left Hand Equipment Name] Robe || [Garment Equipment Name] Shoes || [Footgear Equipment Name] Accessory 1 || [Accessory 1 Name] Accessory 2 || [Accessory 2 Name] |
Cards
Head - Top || [Upper Equipment Name] Head - Mid || [Mid Equipment Name] Head - Low || [Lower Equipment Name] Body || [Armor Equipment Name] Hand - Right || [Right Hand Equipment Name] Hand - Left || [Left Hand Equipment Name] Robe || [Garment Equipment Name] Shoes || [Footgear Equipment Name] Accessory 1 || [Accessory 1 Name] Accessory 2 || [Accessory 2 Name] |
Water Build 🔵
Water Build
Main Skill: Frozen Slash, |
⚠️ Click Expand to see full build ⚠️ | ||
Equipments
Head - Top || [Upper Equipment Name] Head - Mid || [Mid Equipment Name] Head - Low || [Lower Equipment Name] Body || [Armor Equipment Name] Hand - Right || [Right Hand Equipment Name] Hand - Left || [Left Hand Equipment Name] Robe || [Garment Equipment Name] Shoes || [Footgear Equipment Name] Accessory 1 || [Accessory 1 Name] Accessory 2 || [Accessory 2 Name] |
Shadow Gears + Costume Stones
Head - Top || [Upper Equipment Name] Head - Mid || [Mid Equipment Name] Head - Low || [Lower Equipment Name] Body || [Armor Equipment Name] Hand - Right || [Right Hand Equipment Name] Hand - Left || [Left Hand Equipment Name] Robe || [Garment Equipment Name] Shoes || [Footgear Equipment Name] Accessory 1 || [Accessory 1 Name] Accessory 2 || [Accessory 2 Name] |
Cards
Head - Top || [Upper Equipment Name] Head - Mid || [Mid Equipment Name] Head - Low || [Lower Equipment Name] Body || [Armor Equipment Name] Hand - Right || [Right Hand Equipment Name] Hand - Left || [Left Hand Equipment Name] Robe || [Garment Equipment Name] Shoes || [Footgear Equipment Name] Accessory 1 || [Accessory 1 Name] Accessory 2 || [Accessory 2 Name] |
Wind Build 🟢
Wind Build
Main Skill: Storm Cannon, |
⚠️ Click Expand to see full build ⚠️ | ||
Equipments
Head - Top || [Upper Equipment Name] Head - Mid || [Mid Equipment Name] Head - Low || [Lower Equipment Name] Body || [Armor Equipment Name] Hand - Right || [Right Hand Equipment Name] Hand - Left || [Left Hand Equipment Name] Robe || [Garment Equipment Name] Shoes || [Footgear Equipment Name] Accessory 1 || [Accessory 1 Name] Accessory 2 || [Accessory 2 Name] |
Shadow Gears + Costume Stones
Head - Top || [Upper Equipment Name] Head - Mid || [Mid Equipment Name] Head - Low || [Lower Equipment Name] Body || [Armor Equipment Name] Hand - Right || [Right Hand Equipment Name] Hand - Left || [Left Hand Equipment Name] Robe || [Garment Equipment Name] Shoes || [Footgear Equipment Name] Accessory 1 || [Accessory 1 Name] Accessory 2 || [Accessory 2 Name] |
Cards
Head - Top || [Upper Equipment Name] Head - Mid || [Mid Equipment Name] Head - Low || [Lower Equipment Name] Body || [Armor Equipment Name] Hand - Right || [Right Hand Equipment Name] Hand - Left || [Left Hand Equipment Name] Robe || [Garment Equipment Name] Shoes || [Footgear Equipment Name] Accessory 1 || [Accessory 1 Name] Accessory 2 || [Accessory 2 Name] |
Earth Build 🟤
Earth Build
Main Skill: Rock Down, |
⚠️ Click Expand to see full build ⚠️ | ||
Equipments
Head - Top || [Upper Equipment Name] Head - Mid || [Mid Equipment Name] Head - Low || [Lower Equipment Name] Body || [Armor Equipment Name] Hand - Right || [Right Hand Equipment Name] Hand - Left || [Left Hand Equipment Name] Robe || [Garment Equipment Name] Shoes || [Footgear Equipment Name] Accessory 1 || [Accessory 1 Name] Accessory 2 || [Accessory 2 Name] |
Shadow Gears + Costume Stones
Head - Top || [Upper Equipment Name] Head - Mid || [Mid Equipment Name] Head - Low || [Lower Equipment Name] Body || [Armor Equipment Name] Hand - Right || [Right Hand Equipment Name] Hand - Left || [Left Hand Equipment Name] Robe || [Garment Equipment Name] Shoes || [Footgear Equipment Name] Accessory 1 || [Accessory 1 Name] Accessory 2 || [Accessory 2 Name] |
Cards
Head - Top || [Upper Equipment Name] Head - Mid || [Mid Equipment Name] Head - Low || [Lower Equipment Name] Body || [Armor Equipment Name] Hand - Right || [Right Hand Equipment Name] Hand - Left || [Left Hand Equipment Name] Robe || [Garment Equipment Name] Shoes || [Footgear Equipment Name] Accessory 1 || [Accessory 1 Name] Accessory 2 || [Accessory 2 Name] |
Neutral Build ⚪️
Neutral Build
Main Skill: Astral Strike, |
⚠️ Click Expand to see full build ⚠️ | ||
Equipments
Head - Top || [Upper Equipment Name] Head - Mid || [Mid Equipment Name] Head - Low || [Lower Equipment Name] Body || [Armor Equipment Name] Hand - Right || [Right Hand Equipment Name] Hand - Left || [Left Hand Equipment Name] Robe || [Garment Equipment Name] Shoes || [Footgear Equipment Name] Accessory 1 || [Accessory 1 Name] Accessory 2 || [Accessory 2 Name] |
Shadow gears + Costume Stones
Head - Top || [Upper Equipment Name] Head - Mid || [Mid Equipment Name] Head - Low || [Lower Equipment Name] Body || [Armor Equipment Name] Hand - Right || [Right Hand Equipment Name] Hand - Left || [Left Hand Equipment Name] Robe || [Garment Equipment Name] Shoes || [Footgear Equipment Name] Accessory 1 || [Accessory 1 Name] Accessory 2 || [Accessory 2 Name] |
Cards
Head - Top || [Upper Equipment Name] Head - Mid || [Mid Equipment Name] Head - Low || [Lower Equipment Name] Body || [Armor Equipment Name] Hand - Right || [Right Hand Equipment Name] Hand - Left || [Left Hand Equipment Name] Robe || [Garment Equipment Name] Shoes || [Footgear Equipment Name] Accessory 1 || [Accessory 1 Name] Accessory 2 || [Accessory 2 Name] |
Rune Tablet
Consumables
Pets
Leveling
Gameplay
Gallery
Acronyms
Tips and Tricks
Attack Speed Modifiers
Equip | Attack Speed | From 2nd Class |
---|---|---|
🖐 Bare-Handed | 151 | +5 |
Shield | -5 | +3 |
Dagger | -7 | -3 |
Rod(1h) | -5 | -2 |
Staff(2h) | -11 | -2 |
ASPD Potions | Usable |
---|---|
Concentration Potion (645) | ✔️ |
Awakening Potion (656) | ✔️ |
Berserk Potion (657) | ✔️ |
FAQ (Frequently Asked Questions)
Why is the female mage not called Witch?... (・_・;)
[ Frequently Asked Questions ] |
|
---|---|
▶ Is Mage Class fun to play? | Yes |
▶ Will I regret playing this class? | No |
▶ Are we in a good position in the current meta? | Yes |
▶ Is this class also good for PvP [Siege] content? | Yes |
▶ Are spellbooks mandatory? | Yes |
▶ Can Mages levitate or fly? | No |
▶ Can Mages play a tank/support roles? | Yes |
▶ Does it take more than 2 brain cells to play and understand this class? | Yes |
▶ How much MATK/S.MATK should I aim for? | Yes |
▶ Should I use Release Level 2? | No |
▶ Is Comet necessary to get, even at 4th jobs? | Yes |
▶ Are Mages a good starter or farming class? | No |
▶ Is Magic Crasher good? | No |
▶ Can I use my Mage gears on other Magic classes? | Yes |
▶ Can I disregard DEX completely if I have 100% VCT? | Yes |
▶ Can I make Mystical Amplification insta-cast? | No |
▶ Can we still be decent without insta-cast? | Yes |
▶ Can we solo hunt MvPs? | Yes |
▶ Is 100% MDEF Pierce necessary? | Yes |
▶ Is 193 ASPD necessary? | No |
Special Mentions
See Also
📌 My Profile: https://wiki.muhro.eu/User:Miyu/
📁 Miyu's Magical Adventures Mage Guide ✅ You are Currently Here!~ ♥
📁 Miyu's Imperial Guard Devotion and Tank Guide