Abyss Chaser
Intro
| Novice | Thief
(1st Job) |
Rogue
(2nd Job) |
Stalker
(2nd Job Transcedent) |
Shadow Chaser
(3rd Job) |
Abyss Chaser
(4th Job) |
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| Description | Max Level HP/SP | Stats Bonus when Max Job Level |
| An Abyss Chaser is a hybrid infiltrator that fights on three fronts at once. It can open from range, close the gap and cut an enemy down in melee, or channel the abyss itself into raw magic, and it is expected to swap between those lines from fight to fight rather than commit to one. Underneath that sits a deep disruption kit: equipment stripping, disguises, traps, area denial and the ability to copy and then reuse an enemy's own magic. The job is at its best when it dictates the terms of an engagement, alternating burst windows with control tools and repositioning freely, and it rewards players who keep several plans running at once. Pick this job if you enjoy flexibility, tempo control and a wide toolbox. Avoid it if you want a single, straightforward damage rotation. |
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Str+8, Agi+9, Vit+8, Int+6, Dex+6, Luk+6 Pow+9, Sta+8, Wis+4, Spl+8, Con+5, Ctr+6 |
1st Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| Double Attack | 10 | Passive | - | Chance = max(7 * SkillLevel, double_rate), HIT +1 * SkillLevel
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| Improve Dodge | 10 | Passive | - | FLEE +3 * SkillLevel, +4 on the Thief line at 2nd job or higher
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| Steal | 10 | Active / Supportive | 10 |
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| Hiding | 10 | Active / Supportive Self | 10 |
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| Envenom | 10 | Active / Physical Melee | 12 | Damage +15 * SkillLevel, Poison chance, Poisoned targets lose 25% DEF
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| Detoxify | 1 | Active / Supportive | 10 |
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| Sprinkle Sand | - | Active / Physical Melee (Quest) | 9 | ATK% = 130, Blind chance
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| Back Slide | - | Active / Supportive Self (Quest) | 7 | Moves 5 cells backwards
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| Throw Stone | - | Active / Physical Ranged (Quest) | 2 | Damage = 50 (player) / 30 (monster), pierces DEF
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| Pick Stone | - | Active / Supportive Self (Quest) | 2 | Fails when Weight > 70% |
2nd Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| (P) Vulture's Eye | 10 | Passive | - | Range +1 * SkillLevel, HIT +1 * SkillLevel with Bow class weapons
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| Double Strafe | 10 | Active / Physical Ranged | 12 | ATK% = 100 + 10 * (SkillLevel - 1), x2 hits
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| Remove Trap | 1 | Active / Supportive | 5 |
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| Tunnel Drive | 5 | Passive | - | Movement Speed = 120 - 6 * SkillLevel while in Hiding
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| Snatcher | 10 | Passive | - | Chance = 55 + 15 * SkillLevel + 10 * Steal Level, roll out of 1000
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| Steal Coin | 10 | Active / Supportive | 15 | Rate = DEX / 2 + LUK / 2 + 10 * SkillLevel + 2 * (BaseLevel - TargetLevel)
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| Back Stab | 10 | Active / Physical Melee | 16 | ATK% = 300 + 40 * SkillLevel, HIT +1 * SkillLevel, Dagger x2 hits, Bow half damage
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| Raid | 5 | Active / Physical Melee | 15 | ATK% = 50 + 150 * SkillLevel, Stun and Blind in 5x5, target takes +30% damage (+15% for Boss)
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| Intimidate | 5 | Active / Physical Melee | 13~25 | ATK% = 100 + 30 * SkillLevel, teleports the target with the caster
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| Plagiarism | 10 | Passive | - | ASPD +1 * SkillLevel, copies skills up to SkillLevel
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| Strip Helm | 5 | Active / Debuff | 12~20 | Rate = 50 * (SkillLevel + 1) + 2 * (DEX - target DEX), roll out of 1000
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| Strip Shield | 5 | Active / Debuff | 12~20 | Rate = 50 * (SkillLevel + 1) + 2 * (DEX - target DEX), roll out of 1000
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| Strip Armor | 5 | Active / Debuff | 17~25 | Rate = 50 * (SkillLevel + 1) + 2 * (DEX - target DEX), roll out of 1000
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| Strip Weapon | 5 | Active / Debuff | 17~25 | Rate = 50 * (SkillLevel + 1) + 2 * (DEX - target DEX), roll out of 1000
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| Sword Mastery | 10 | Passive | - | Dagger damage +4 * SkillLevel, One-Handed Sword damage +3 * SkillLevel
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| Gangster Paradise | 1 | Passive | - |
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| Cleaner | 1 | Active / Supportive | 5 | Removes one patch of Graffiti |
| Flag Graffiti | 5 | Active / Supportive | 10 |
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| Graffiti | 1 | Active / Supportive | 15 | Duration = 180 s
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| Compulsion Discount | 5 | Passive | - | Discount rate = 5 + 4 * SkillLevel
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| Close Confine | - | Active / Debuff (Quest) | 40 | Duration = 15 s, caster FLEE +50
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2nd Job Transcendent Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| Chase Walk | 5 | Active / Supportive Self | 10 | Hiding-like state that allows movement, SP cost x5 during WoE
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| Full Strip | 5 | Active / Debuff | 22~30 | Rate = max(min_rate, min_rate + 2 * (DEX - target DEX)), min_rate = 50 + 20 * SkillLevel, roll out of 1000
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| Reject Sword | 5 | Active / Supportive Self | 10~30 | ATK_RATER(damage, 50) against Sword class weapons, reflects up to 3 attacks
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| Preserve | 1 | Active / Supportive Self | 30 | Duration = 600 s, locks the currently copied skill in place
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3rd Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| Reproduce | 10 | Active / Supportive (Toggle) | 40~85 | Duration = 300 s, copied skill level scales with SkillLevel
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| Auto Shadow Spell | 10 | Active / Supportive | 40~85 | Autocast level = (SkillLevel + 5) / 2, Chance = SkillLevel >= 10 ? 15 : 30 - 2 * SkillLevel, MATK +5 * SkillLevel
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| Shadow Form | 5 | Active / Debuff | 40~80 | Damage is redirected to the linked player, ends after 4 + SkillLevel hits taken
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| Deadly Infection | 5 | Active / Supportive | 40~56 | Spreads the caster's current status effects to the target, the caster keeps them |
| (P) Invisibility | 5 | Active / Supportive Self | 100 | Normal attacks become Holy Lv 1, drains SP until it reaches 0 |
| Fatal Menace | 10 | Active / Physical Melee | 10~46 | ATK% = 100 + 120 * SkillLevel + 3 * AGI, Dagger x2 hits, +30 * SkillLevel during Abyss Dagger
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| Body Painting | 5 | Active / Debuff | 10~30 | Reveals hidden targets in 3x3, inflicts Blind |
| Masquerade Enervation | 3 | Active / Debuff | 30~50 | Reduces the target's damage dealt and removes all Spirit Spheres |
| Masquerade Gloomy | 3 | Active / Debuff | 30~50 | Reduces the target's HIT and ASPD, strips pets and homunculus |
| Masquerade Ignorance | 3 | Active / Debuff | 30~50 | Drains the target's SP and blocks skill use |
| Masquerade Laziness | 3 | Active / Debuff | 30~50 | Reduces movement, cast speed and FLEE, extra SP cost on skill use |
| Masquerade Weakness | 3 | Active / Debuff | 30~50 | Reduces Max HP and strips weapon and shield |
| Masquerade Unlucky | 3 | Active / Debuff | 30~50 | Reduces CRIT and Perfect Dodge, consumes Zeny on skill use |
| Maelstrom | 3 | Active / Debuff | 50~60 | Absorbs ground magic, recovers SP = unit SkillLevel * absorbed SkillLevel
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| Triangle Shot | 10 | Active / Physical Ranged | 22~40 | ATK% = 230 * SkillLevel + 3 * AGI, x3 hits
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| Escape | 5 | Active / Supportive | 14~30 | Leaves a trap on the ground and Backslides away |
| Manhole | 3 | Active / Debuff | 20~30 | Traps the first target that steps on it, disabled in GvG and Battlegrounds |
| Chaos Panic | 3 | Active / Debuff | 30~42 | Traps targets in the area, causes Confusion and random target changes |
| Dimensional Door | 3 | Active / Debuff | 30~42 | Teleports targets that step on it to a random cell |
| Feint Bomb | 10 | Active / Supportive | 24~60 | ATK% = (SkillLevel + 1) * DEX / 2 * (JobLevel / 10), explodes after a delay
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| Bloody Lust | 3 | Active / Debuff | 60~80 | Applies Provoke Lv 10 to targets who step on it |
| Strip Accessory | 5 | Active / Debuff | 15~27 | Rate = 12 + 2 * SkillLevel, strips EQP_ACC
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| Full Throttle | 5 | Active / Supportive Self | 1 | All stats +20%, full HP heal on cast, ends in Rebound (movement and regen disabled)
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4th Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| Dagger & Bow Mastery | 10 | Passive | - | Size damage with Dagger or Bow: Small +1 / Medium +1.5 / Large +2 per SkillLevel
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| Magic Sword Mastery | 10 | Passive | - | Magic size damage +1.5 per SkillLevel with Dagger or One-Handed Sword
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| (MT) Abyss Dagger | 5 | Active / Physical Melee | 60~76 | ATK% = 350 + 1400 * SkillLevel + 5 * POW, +200 * SkillLevel while Chasing, x2 hits
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| Strip Shadow | 1 | Active / Debuff | 45 | Rate = 50 * (SkillLevel + 3) + 2 * (DEX - target DEX), roll out of 1000, strips EQP_SHADOW_GEAR
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| (R) Unlucky Rush | 5 | Active / Physical Ranged | 30~50 | ATK% = 100 + 300 * SkillLevel + 5 * POW, +2500 while Sliding, inflicts Misfortune
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| (MT) Deft Stab | 10 | Active / Physical Melee | 45~72 | ATK% = 700 + 550 * SkillLevel + 7 * POW, x5 hits
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| (MT) Abyss Slayer | 10 | Active / Supportive Self | 100 | ATK +2 * SkillLevel%, HIT +20 * SkillLevel, RES / MRES pierce +1 * SkillLevel%, Duration = 300 s
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| (MT) Hit and Sliding | 5 | Active / Physical Melee | 43~55 | ATK% = 3500 * SkillLevel + 5 * POW, x5 hits
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| (MT) Chasing Break | 5 | Active / Physical Ranged | 62~78 | ATK% = 1550 + 450 * SkillLevel + 5 * POW, +200 + 50 * SkillLevel while Sliding, x5 hits
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| (MT) Chasing Shot | 5 | Active / Physical Ranged | 85~105 | ATK% = 1850 + 850 * SkillLevel + 5 * CON, +250 while Sliding, x2 hits
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| (MT) Chain Reaction Shot | 5 | Active / Physical Ranged | 35~75 | ATK% = 850 * SkillLevel + 15 * CON, splash ATK% = 1050 + 2650 * SkillLevel + 15 * CON, x2 arrows
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| (MT) Frenzy Shot | 10 | Active / Physical Ranged | 47~65 | ATK% = 450 + 825 * SkillLevel + 15 * CON, +200 * SkillLevel while Chasing, x3 hits
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| From the Abyss | 5 | Active / Supportive Self | 40~80 | MATK% = 150 + 650 * SkillLevel + 5 * SPL, x5 hits, summons 5 Abyss Spheres on cast
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| Abyss Flame | 5 | Active / Magical Fire | 82~98 | MATK% = 500 * SkillLevel + 5 * SPL + 15 * Magic Sword Mastery Level * SkillLevel, x5 hits
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| Abyss Square | 5 | Active / Magical Neutral (Ground) | 65~105 | MATK% = 100 + 900 * SkillLevel + 5 * SPL + 50 * Magic Sword Mastery Level * SkillLevel
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| Omega Abyss Strike | 10 | Active / Magical Fire (Ground) | 125 | MATK% = 2650 * SkillLevel + 10 * SPL, +200 * SkillLevel against Demon and Angel
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| (MT) Phantom Dagger | 5 | Active / Physical Melee | 63~75 | ATK% = 7000 + 1150 * SkillLevel + 5 * POW, x3 hits, 15 * SkillLevel% chance of a 4th hit
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Item Boosts
Gear that directly boosts each 4th job skill.
Job Build Recommendations
Abyss Chaser splits into three very different playstyles, so pick the line you want before you spend points. The dagger line scales off POW, the bow line scales off CON, and the magic line scales off SPL, with the mastery passives feeding the size damage of whichever weapon you settle on. Nothing stops you from running two of them at once, but each line wants its own weapon and its own damage cards, so a mixed build is always a compromise.
Mid Game
| Build | Recommendations |
| Dagger |
Skills to main: (MT) Abyss Dagger Lv 5, (MT) Deft Stab Lv 10, (MT) Hit and Sliding Lv 5, (MT) Chasing Break Lv 5, Fatal Menace Lv 10, Dagger & Bow Mastery Lv 10, (MT) Abyss Slayer Lv 10 (Base Level 215). Gear to refine and grade: Damage cards: Stats and traits: POW to the cap first, then STA for survivability, with the remainder into CON only if you also run the bow line. Enchants and shadow: Combos: Consumables: Rotation: Open with (MT) Abyss Slayer, spin up the Chasing window with (MT) Chasing Break, then dump (MT) Abyss Dagger inside it. (MT) Deft Stab carries sustained damage and (MT) Hit and Sliding fills the gaps between casts. Budget: The cheapest entry point. The Holy Light Dagger plus its matching helm and crown do most of the work, everything else is filler you upgrade later. Content: Base Level 200 to 249 solo and party farming, weekly instances and entry level boss runs. |
| Bow |
Skills to main: (MT) Chasing Shot Lv 5, (MT) Frenzy Shot Lv 10, (MT) Chain Reaction Shot Lv 5, (MT) Chasing Break Lv 5, Triangle Shot Lv 10, (P) Vulture's Eye Lv 10, Dagger & Bow Mastery Lv 10 (Base Level 230). Gear to refine and grade: Damage cards: Stats and traits: CON to the cap, then POW so the dagger side skills stay usable, with the remainder into STA. Enchants and shadow: Combos: Consumables: Rotation: Hold the line at range and pour (MT) Frenzy Shot into single targets while (MT) Chain Reaction Shot clears whatever stands beside them. (MT) Chasing Break transitions you into melee and (MT) Chasing Shot is the finisher inside the Sliding window. Budget: The bow line costs more than the dagger line because it wants both a high refine bow and a tuned circlet, but every piece is farmable at this level band. Content: Base Level 230 to 249 single target boss farming and party instances. |
| Magic |
Skills to main: Abyss Square Lv 5, Omega Abyss Strike Lv 10, Abyss Flame Lv 5, From the Abyss Lv 5, Magic Sword Mastery Lv 10, (R) Unlucky Rush Lv 5, (MT) Abyss Slayer Lv 10 (Base Level 240). Gear to refine and grade: Damage cards: Stats and traits: SPL to the cap first, then WIS and INT, with POW left over for the dagger fallback skills. Enchants and shadow: Combos: Consumables: Rotation: Keep From the Abyss up so the spheres are always available, then layer Abyss Square and Omega Abyss Strike on the pack. Abyss Flame covers the fire weak targets and (R) Unlucky Rush repositions you out of trouble. Budget: The magic line is the cheapest of the three on gear, since the daggers it wants are also the ones the dagger line uses. Content: Base Level 240 to 249 magic weak farming and neutral damage boss runs. |
End Game
| Build | Recommendations |
| Dagger |
Skills to main: (MT) Phantom Dagger Lv 5, (MT) Abyss Dagger Lv 5, (MT) Deft Stab Lv 10, (MT) Hit and Sliding Lv 5, (MT) Chasing Break Lv 5, Fatal Menace Lv 10, (MT) Abyss Slayer Lv 10 (Base Level 250, 265 for the full set). Gear to refine and grade: Damage cards: Stats and traits: POW to the cap, STA to the survivability breakpoint, then whatever remains into CON. Enchants and shadow: Combos: Consumables: Rotation: Same opener as Mid Game, but (MT) Phantom Dagger replaces (MT) Deft Stab as the filler and spikes hard whenever its extra hit rolls. Keep (MT) Abyss Slayer up before every burst window. Budget: The most expensive of the three. Muqaddas Tasyiribatiy and the Dimensions Crown are the two pieces worth refining to the cap before anything else. Content: Base Level 250+ SS tier instances, and 265+ once the whole set is graded. |
| Bow |
Skills to main: (MT) Frenzy Shot Lv 10, (MT) Chasing Shot Lv 5, (MT) Chain Reaction Shot Lv 5, (MT) Chasing Break Lv 5, (MT) Abyss Slayer Lv 10, (P) Vulture's Eye Lv 10, Dagger & Bow Mastery Lv 10 (Base Level 250, 265 for the full set). Gear to refine and grade: Damage cards: Stats and traits: CON to the cap, POW for the dagger side skills, STA for the remainder. Enchants and shadow: Combos: Consumables: Rotation: (MT) Frenzy Shot is the main loop, with (MT) Chasing Shot fired inside the Sliding window and (MT) Chain Reaction Shot for packs. Re-apply (MT) Abyss Slayer on cooldown and use (MT) Chasing Break to close gaps. Budget: Beargun Crossbow is the single biggest cost on the whole page, so build the Dimensions Crown first and treat the crossbow as the last upgrade. Content: Base Level 250+ SS tier instances, and 265+ for the Beargun Crossbow build to come online. |
| Magic |
Skills to main: Abyss Square Lv 5, Omega Abyss Strike Lv 10, Abyss Flame Lv 5, From the Abyss Lv 5, Magic Sword Mastery Lv 10, (MT) Abyss Slayer Lv 10, (MT) Phantom Dagger Lv 5 (Base Level 250). Gear to refine and grade: Damage cards: Stats and traits: SPL to the cap, then WIS and INT, with the remainder into POW for the dagger skills. Enchants and shadow: Combos: Consumables: Rotation: From the Abyss is the engine, Abyss Square is the main answer to packs and Omega Abyss Strike the single target payoff. Abyss Flame fills the fire weak matchups and (MT) Phantom Dagger keeps the dagger side relevant between cooldowns. Budget: Cheaper than the dagger line at this tier because the Dimensions Abyss Knife serves both the magic and the dagger builds. Content: Base Level 250+ SS tier instances and magic weak SSS tier farming. |
General Damage Gear & Cards
These three sections cover the armour shell and the damage cards that sit under any Abyss Chaser build. Weapons are not listed here because each build wants its own; see the Job Build Recommendations above for those. Cards that say melee damage % only pay off on the dagger line, cards that say ranged damage % only pay off on the bow line, and the magic cards are their own list.
Melee
The dagger line wants ATK %, P.ATK and crit damage, and it is the only line that will not waste a melee damage % card. It shares the physical armour shell with the bow line, so the two sub sections recommend the same defensive pieces and differ only in their card list and their weapon.
Mid Game
Base Level 200 to 249. All five armour slots have a mana set that gives ATK % and physical damage % on top of whatever your build already uses.
| Slot | Recommended | Main bonuses |
|---|---|---|
| Armor | ATK %, melee and ranged damage %, P.ATK | |
| Garment | ATK %, melee and ranged damage %, P.ATK | |
| Shoes | ATK %, melee and ranged damage %, P.ATK | |
| Accessory | ATK %, P.ATK | |
| Head (Top) | ATK %, melee and ranged damage %, P.ATK, damage to all sizes and elements, crit damage % | |
| Shadow set | ATK %, physical damage % (refine scaled), P.ATK |
End Game
Base Level 250 and up. Shadow gear has no level gate, so the Mid Game shadow set carries over unchanged.
| Slot | Recommended | Main bonuses |
|---|---|---|
| Armor | ATK %, physical damage %, crit damage %, damage to all elements | |
| Garment | ATK %, physical damage %, crit damage %, P.ATK, damage to all elements | |
| Shoes | P.ATK, physical damage %, crit damage % (refine and grade scaled) | |
| Accessory | ATK %, P.ATK, physical damage %, crit damage %, damage to all elements | |
| Head (Top) | ATK %, physical damage %, P.ATK, crit damage %, damage to all sizes |
Damage Cards
Universal: these apply to every target, so they are the safe default when you do not know what you are fighting. Melee damage % only pays off on the dagger line, and ranged damage % only pays off on the bow line.
| Card | Effect on physical damage |
|---|---|
| ATK % (refine scaled where applicable) | |
| ATK %, damage to Demon (refine scaled where applicable) | |
| P.ATK (refine scaled where applicable) | |
| ranged damage %, damage to Boss (bow line only) | |
| ranged damage % (bow line only) | |
| crit damage % (refine scaled where applicable) | |
| crit damage % (refine scaled where applicable) | |
| crit damage % (refine scaled where applicable) | |
| melee damage % (dagger line only) | |
| melee damage %, damage to Boss (dagger line only) | |
| melee damage % (dagger line only) |
Target specific: swap these in once you know the race, size, element or class of what you are farming.
| Card | Effect on physical damage |
|---|---|
| ATK %, damage to Demi-Human, Angel, Player (refine scaled where applicable) | |
| ATK %, damage to Brute (refine scaled where applicable) | |
| ATK %, damage to Demon (refine scaled where applicable) | |
| ATK %, damage to Undead (refine scaled where applicable) | |
| ATK %, damage to Dragon (refine scaled where applicable) | |
| melee damage %, damage to Formless, Demi-Human, Player (dagger line only) | |
| melee damage %, ranged damage %, damage to all sizes, Water, Earth, Fire, Wind, Poison, Holy, Dark, Ghost (refine scaled where applicable) | |
| P.ATK, damage to Dark (refine scaled where applicable) | |
| ranged damage %, damage to Small, Large (bow line only) | |
| ATK %, P.ATK, damage to Boss, Normal (refine scaled where applicable) |
Ranged
The bow line scales off CON rather than POW, so it wants the same ATK %, P.ATK and crit damage as the dagger line but reads its damage from a completely different card pool. Anything that says melee damage % is dead weight here, and anything that says ranged damage % is dead weight on the dagger line, so the two card lists are deliberately different even though the armour is not.
Mid Game
Base Level 200 to 249. The bow line uses the same mana armour shell as the dagger line, so only the weapon and the cards change.
| Slot | Recommended | Main bonuses |
|---|---|---|
| Armor | ATK %, melee and ranged damage %, P.ATK | |
| Garment | ATK %, melee and ranged damage %, P.ATK | |
| Shoes | ATK %, melee and ranged damage %, P.ATK | |
| Accessory | ATK %, P.ATK | |
| Head (Top) | ATK %, melee and ranged damage %, P.ATK, damage to all sizes and elements, crit damage % | |
| Shadow set | ATK %, physical damage % (refine scaled), P.ATK |
End Game
Base Level 250 and up. Shadow gear has no level gate, so the Mid Game shadow set carries over unchanged.
| Slot | Recommended | Main bonuses |
|---|---|---|
| Armor | ATK %, physical damage %, crit damage %, damage to all elements | |
| Garment | ATK %, physical damage %, crit damage %, P.ATK, damage to all elements | |
| Shoes | P.ATK, physical damage %, crit damage % (refine and grade scaled) | |
| Accessory | ATK %, P.ATK, physical damage %, crit damage %, damage to all elements | |
| Head (Top) | ATK %, physical damage %, P.ATK, crit damage %, damage to all sizes |
Damage Cards
Universal: these apply to every target, so they are the safe default when you do not know what you are fighting. Ranged damage % only pays off on the bow line, and melee damage % only pays off on the dagger line.
| Card | Effect on physical damage |
|---|---|
| ATK % (refine scaled where applicable) | |
| ATK %, damage to Demon (refine scaled where applicable) | |
| P.ATK (refine scaled where applicable) | |
| ranged damage %, damage to Boss (bow line only) | |
| ranged damage % (bow line only) | |
| crit damage % (refine scaled where applicable) | |
| crit damage % (refine scaled where applicable) | |
| crit damage % (refine scaled where applicable) | |
| melee damage % (dagger line only) | |
| melee damage %, damage to Boss (dagger line only) | |
| melee damage % (dagger line only) |
Target specific: swap these in once you know the race, size, element or class of what you are farming.
| Card | Effect on physical damage |
|---|---|
| ATK %, damage to Demi-Human, Angel, Player (refine scaled where applicable) | |
| ATK %, damage to Brute (refine scaled where applicable) | |
| ATK %, damage to Demon (refine scaled where applicable) | |
| ATK %, damage to Undead (refine scaled where applicable) | |
| ATK %, damage to Dragon (refine scaled where applicable) | |
| melee damage %, damage to Formless, Demi-Human, Player (dagger line only) | |
| melee damage %, ranged damage %, damage to all sizes, Water, Earth, Fire, Wind, Poison, Holy, Dark, Ghost (refine scaled where applicable) | |
| P.ATK, damage to Dark (refine scaled where applicable) | |
| ranged damage %, damage to Small, Large (bow line only) | |
| ATK %, P.ATK, damage to Boss, Normal (refine scaled where applicable) |
Magic
The magic line scales off SPL and leans on Magic Sword Mastery, so it wants MATK %, S.MATK and magic damage to elements rather than ATK. It uses an entirely separate armour and shadow shell from the two physical lines, and the Rogue line card is the standout pick because Shadow Chaser Gertie boosts magic damage against every race at once.
Mid Game
Base Level 200 to 249. All five armour slots have a mana set that gives MATK % and magic damage to all elements on top of whatever your build already uses.
| Slot | Recommended | Main bonuses |
|---|---|---|
| Armor | MATK %, MATK, magic damage to all elements, Variable Cast Time | |
| Garment | MATK %, S.MATK, magic damage to all elements, Variable Cast Time | |
| Shoes | MATK %, SPL, magic damage to all elements, Fixed Cast Time | |
| Accessory | MATK %, S.MATK, Variable Cast Time | |
| Head (Top) | MATK %, MATK, SPL, magic damage to all elements and sizes, Fixed Cast Time | |
| Shadow set | MATK %, MATK, magic damage to all elements |
End Game
Base Level 250 and up. Shadow gear has no level gate, so the Mid Game shadow set carries over unchanged.
| Slot | Recommended | Main bonuses |
|---|---|---|
| Armor | MATK %, MATK, S.MATK, magic damage to Fire or Water, Variable Cast Time | |
| Garment | MATK %, S.MATK, MATK, magic damage to all elements, SPL | |
| Shoes | MATK %, S.MATK, SPL, magic damage to all elements, Variable and Fixed Cast Time | |
| Accessory | MATK %, S.MATK, magic damage to Fire or Water, Variable Cast Time | |
| Head (Top) | MATK %, MATK, S.MATK, SPL, magic damage to all elements and sizes |
Damage Cards
Universal: these apply to every target, so they are the safe default when you do not know what you are fighting.
| Card | Effect on magic damage |
|---|---|
| MATK %, damage to all classes | |
| MATK % | |
| MATK %, damage to all classes | |
| MATK %, all stats (Wizard line) | |
| MATK %, damage to all races (Rogue line) | |
| S.MATK | |
| S.MATK, auto-casts (MT) Rock Down | |
| S.MATK, auto-casts (MT) Crimson Arrow | |
| magic damage to Boss, S.MATK, SPL and MATK % at high refine |
Target specific: swap these in once you know the race, size, element or class of what you are farming.
| Card | Effect on magic damage |
|---|---|
| Fire and Dark magic damage +100% | |
| Poison and Undead magic damage +100% | |
| Water magic damage % | |
| Earth and Water magic damage +100% | |
| Wind and Ghost magic damage +100% | |
| Neutral and Holy magic damage +100% | |
| MATK %, magic damage to Demon and Formless | |
| magic damage to Demon | |
| MATK %, magic damage to Undead and Dragon | |
| MATK %, magic damage to Angel, Demi-Human, Player |
Related NPC
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Job Change |
N/A |
Given |
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Supply Dealer Department Store in main town |
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Magician Steven Department Store in main town |
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Plagiarism NPC Training Ground |
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Copy skills available for Intimidate and Reproduce. |
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