Miyu's Magical Adventures Mage Guide

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Arch Mage
Job Base:
Warlock
Written by:

(Author)

Miyu / Mio
Job Bonuses (@ Baselevel 200)
STR
AGI
VIT
INT
DEX
LUK
+1 +7 +6 +13 +8 +2
4th Job Bonuses (@ Baselevel 260)
POW
STA
WIS
SPL
CON
CRT
+0 +7 +6 +11 +8 +1

Welcome to Miyu's Comprehensive mage guide!

(STILL UNDER CONSTRUCTION/REVIVING IT SLOWLY)
From NovaRO: Wiki
   🌟 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.

  • A max level 4th job (lvl-250) has 197 Trait Status Points to use.
  • Turning to 4th job gives you 7 Trait Status Points.
  • Then every level gives you 3 Trait Status Points.
  • For every level that is divisible by 5 (Ex: 200, 205, 210…), you will get 7 trait stat points.
[ About 4th Job Sub-Trait stat ]

Physical Power (P.ATK)

Final status physical attack and final equipment attack increases by %.

Spell Magical Attack (S.MATK)

Final status magic attack and final equipment magic attack increases by %.

Physical Resistance (RES)

Before calculating physical defense, it reduces normal physical damage taken by %. (Only up to 50%)

Magic Resistance (MRES)

Before calculating the magic defense, it reduces the normal magic damage received by %. (Only up to 50%)

Heal Plus (H.PLUS)

Increases the final heal recovery by %. This increase is applied after normal heal recovery increasing effects.

Critical Rate (C.RATE)

Increases the critical damage percent by %.
  • 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 Relocations

💡[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).

Other Ways of Gaining and Losing AP

  • 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's5368.png Increasing Activity and SH's5442.png Kisul Rampage

ArchMage's AP Skills

▶ List of all ArchMage's AP-related skills and their AP recovery/consume amounts:

  • 5217.png Mystery Illusion= Recovers 5 AP
  • 5235.png Crimson Arrow= Recovers 2 AP
  • 5237.png Frozen Slash= Recovers 2 AP
  • 5234.png Storm Cannon= Recovers 2 AP
  • 5233.png Rock Down= Recovers 2 AP
  • 5232.png Climax= Consumes 125 AP
  • 5230.png Astral Strike= Consumes 25 AP
  • 6516.png 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 4077.png Phen or being 255.png 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., 10.png Sight or 92.png Quagmire).

Variable Cast Time (VCT)

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 2208.png Radius at level 3 reduces your fixed cast time by 20% (Warlock Skill), but your Archbishop friend casts 2515.png 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 2208.png 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 4556.png Fenrir Card equipped and then has 2515.png 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 2907.png Buwaya Agimat Tattoo 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 2907.png Buwaya Agimat Tattoo equipped and is under the effect of 2515.png 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:

  • 22008.png Temporal DEX Boots [1] (22008) (0.5s FCT reduction) and 400054.png Archmage's Courtesy [1] (400054) Archmage's Courtesy [1] (0.2s FCT reduction) = 0.7 FCT reduction
  • 470023.png Automatic Leg Type B [1] (470023) Automatic Leg Type B [1] (0.8s FCT reduction) and Brilliant Light Sapphire Ring + Brilliant Light Sapphire Necklace (0.2s FCT reduction) = 1.0s FCT reduction
  • Magic Essence Lv. 5 (0.5s FCT reduction) and Casting Onyx [G] (0.5s FCT reduction) = 1.0s FCT reduction
  • Illusion Morpheus Hood (0.5s FCT reduction) and Illusion Thorn Staff of Darkness (Total/Sum Refine is 22 or higher) = 0.5 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.

  • 2202.png Soul Expansion: This skill doesn't have any FCT (you could ditch FCT gears and wear damage gears for more damage on this build).
  • 157.png 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).
  • 366.png Mystical Amplification: This skill now has an un-reducible amount of fixed cast time (impossible to instant-cast by any means).




Reading Spell Books / Releasing / Mind Slots

Mdef / Soft Mdef / Hard Mdef / Bypass Penetrations

Diminishing Returns / Stacking Modifiers

Game Commands and Settings

Magical Cards

Elemental Tables

Skills

Equipments

Builds

Gameplay

Gallery

Sprites / Outfits / Palettes

Leveling

Consumables / Essentials

Pets / Companion

Acronyms / Abbreviation / Terminology

Attack Speed Modifiers

Pro Tips and Tricks

FAQ (frequently asked questions)


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

See Also