Arch Mage
Intro
| Novice | Mage
(1st Job) |
Wizard
(2nd Job) |
High Wizard
(2nd Job Transcedent) |
Warlock
(3rd Job) |
Arch Mage
(4th Job) |
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| Description | Max Level HP/SP | Stats Bonus when Max Job Level |
| An Arch Mage is a pure magic damage dealer who fights from a distance with every element in the book. Bolt and ground magic clears packs, while the heavier spells carry the single-target damage. What sets the job apart is that its damage is set up rather than fired off: the signature tool bends what the next spell does instead of simply raising its numbers, and the job can burn its own SP to hand AP back. Long Fixed Cast Times are the price, so cast time reduction and area of effect matter as much as raw MATK. Pick this job if you enjoy element matching and building a burst window. Avoid it if you want instant, low setup damage. |
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Str+1, Agi+8, Vit+8, Int+14, Dex+8, Luk+4 Pow+0, Sta+8, Wis+8, Spl+14, Con+9, Ctr+1 |
1st Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| Stone Curse | 10 | Active / Debuff | 25~16 | Petrify chance = 20 + 4 * SkillLevel%
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| Increase SP Recovery | 10 | Passive | - | SP = 5 * SkillLevel + MaxSP * SkillLevel / 500
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| Cold Bolt | 10 | Active / Magical Ranged | 12~30 | MATK% = 100 per Hit, Hits = SkillLevel
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| Frost Diver | 10 | Active / Magical Ranged / Debuff | 25~16 | MATK% = 100 + 10 * SkillLevel, Freeze chance = 35 + 3 * SkillLevel%
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| Lightning Bolt | 10 | Active / Magical Ranged | 12~30 | MATK% = 100 per Hit, Hits = SkillLevel
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| Thunder Storm | 10 | Active / Magical Ground | 29~74 | MATK% = 100 per Hit, Hits = SkillLevel
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| Napalm Beat | 10 | Active / Magical Ranged | 9~18 | MATK% = 70 + 10 * SkillLevel
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| Soul Strike | 10 | Active / Magical Ranged | 18~38 | MATK% = 100 per Hit, +5 * SkillLevel% vs Undead, Hits = (SkillLevel + 1) / 2
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| (P) Safety Wall | 10 | Active / Supportive | 30~40 | Barrier HP = 300 * SkillLevel, Blocks = SkillLevel + 1 Hits
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| Fire Bolt | 10 | Active / Magical Ranged | 12~30 | MATK% = 100 per Hit, Hits = SkillLevel
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| Fire Ball | 10 | Active / Magical Ranged | 25 | MATK% = 140 + 20 * SkillLevel (center), = 75% of that (edge)
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| Fire Wall | 10 | Active / Magical Ground | 40 | MATK% = 50 per Hit, Hits per wall = 2 + SkillLevel
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| Sight | 1 | Active / Supportive Self | 10 | Reveals hidden enemies
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| Energy Coat | 1 | Active / Supportive Self (Quest) | 30 | Damage taken -6% (low SP) to -30% (full SP), SP drain while active
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2nd Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| Sense | 1 | Active / Supportive | 10 | Shows the target's HP, element and size
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| Ice Wall | 10 | Active / Supportive | 20 | Ice Wall HP = 400 + 200 * (SkillLevel - 1)
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| Frost Nova | 10 | Active / Magical AoE / Debuff | 27~45 | MATK% = 100 + 10 * SkillLevel, Freeze chance = 33 + 5 * SkillLevel%, Freeze time = 1.5 * SkillLevel s
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| Water Ball | 5 | Active / Magical Ranged | 15~25 | MATK% = 100 + 30 * SkillLevel, needs water cells
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| Storm Gust | 10 | Active / Magical Ground / Debuff | 78 | MATK% = 70 + 50 * SkillLevel, Knockback 2
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| Jupitel Thunder | 10 | Active / Magical Ranged | 20~47 | MATK% = 100 per Hit, Hits = 3 + SkillLevel, Knockback 2~7
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| Lord of Vermilion | 10 | Active / Magical Ground | 60~96 | MATK% = 400 + 100 * SkillLevel, Blind chance = 10 + 5 * SkillLevel%
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| Earth Spike | 5 | Active / Magical Ranged | 14~30 | MATK% = 200 per Hit, Hits = SkillLevel
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| Heaven's Drive | 5 | Active / Magical Ground | 28~44 | MATK% = 125 per Hit, Hits = SkillLevel
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| Quagmire | 5 | Active / Debuff | 5~25 | AGI and DEX -10 * SkillLevel%, Duration = 5 * SkillLevel s
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| Sightrasher | 10 | Active / Magical AoE | 35~53 | MATK% = 100 + 20 * SkillLevel, Knockback 5
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| Meteor Storm | 10 | Active / Magical Ground | 20~64 | MATK% = 125 per Meteorite Hit, Meteorites 2~7, Stun chance = 3 * SkillLevel%
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| Fire Pillar | 10 | Active / Magical Ground | 75 | MATK% = 20 per Hit, Hits = 2 + SkillLevel, ignores DEF
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| Sight Blaster | 1 | Active / Supportive (Quest) | 80 | MATK% = 600, Knockback 3
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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 |
|---|---|---|---|---|
| Ganbantein | 1 | Active / Supportive | 40 | Cancels ground magic in a 3x3 area
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| Gravitational Field | 5 | Active / Magical Ground | 60~100 | MATK% = 100 * SkillLevel per Hit, Hits = 2 * SkillLevel
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| Magic Crasher | 1 | Active / Physical Ranged | 8 | ATK + MATK as Neutral damage
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| Napalm Vulcan | 5 | Active / Magical Ranged | 30~70 | MATK% = 70 * SkillLevel per Hit, Hits = SkillLevel, 3x3 splash
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| Soul Drain | 10 | Passive | - | MaxSP +2 * SkillLevel%, Restores SP = TargetLevel * (95 + 15 * SkillLevel) / 100 on kill
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| Mystical Amplification | 10 | Active / Supportive Self | 35~80 | MATK +5 * SkillLevel%
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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 |
|---|---|---|---|---|
| Marsh of Abyss | 5 | Active / Debuff | 40~48 | Reduces Movement Speed and Attack Speed, Duration = 30 s
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| Release | 2 | Active / Magical | 3~20 | Lv1 triggers one stored spell, Lv2 triggers all stored spells
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| Reading Spell Book | 1 | Passive | - | Stores a spell from a Spell Book for 30 s, Released with Release
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| Freezing Spell | 10 | Passive | - | Freeze chance = 2 * SkillLevel% with Water magic
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| (P) Radius | 3 | Passive | - | Cast range +SkillLevel cells, Fixed Cast Time -(5 + 5 * SkillLevel)%
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| Drain Life | 5 | Active / Magical Ranged | 20~36 | MATK% = 200 * SkillLevel + INT, Recovers HP based on the damage dealt
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| Stasis | 5 | Active / Debuff | 50~90 | Blocks skill use in the area, Area = (8 + SkillLevel) x (8 + SkillLevel) cells, Duration = 10 + 10 * SkillLevel s
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| Soul Expansion | 5 | Active / Magical Ranged | 30~50 | MATK% = 900 + 200 * SkillLevel + 3 * INT, Area 3x3 (Lv1-3) / 5x5 (Lv4-5)
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| (P) White Imprison | 5 | Active / Supportive | 50~70 | Success chance = 40 + 10 * SkillLevel%, Duration = 8 + 2 * SkillLevel s
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| Telekinesis Intense | 5 | Active / Supportive Self | 100~300 | Ghost magic damage +40 * SkillLevel%, SP cost and Variable Cast Time -10 * SkillLevel%
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| (P) Recognized Spell | 5 | Active / Supportive Self | 100~180 | MATK min becomes equal to MATK max, Duration = 60 / 90 / 110 / 140 / 170 s
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| Summon Fire Ball | 2 | Active / Supportive Self | 10~12 | Summons a Fire Ball familiar, Duration = 80 + 40 * SkillLevel s
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| Crimson Rock | 5 | Active / Magical Ranged | 60~100 | MATK% = 700 + 600 * SkillLevel, 7 Hits, Knockback 3
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| Hell Inferno | 5 | Active / Magical Ranged | 64~88 | MATK% = 400 * SkillLevel, Shadow part +200 * SkillLevel%, Area 3x3 (Lv1-3) / 5x5 (Lv4-5)
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| Comet | 5 | Active / Magical Ground | 70~150 | MATK% = 2500 + 700 * SkillLevel, 10 Hits, Knockback 2
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| Summon Water Ball | 2 | Active / Supportive Self | 10~12 | Summons a Water Ball familiar, Duration = 80 + 40 * SkillLevel s
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| Frost Misty | 5 | Active / Magical / Debuff | 40~72 | MATK% = 100 + 100 * SkillLevel, Hits = SkillLevel, Freezing status for 10 s
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| Jack Frost | 5 | Active / Magical / Debuff | 50~90 | MATK% = 1000 + 300 * SkillLevel, = 1200 + 600 * SkillLevel if the target is under Frost Misty, 5 Hits
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| Summon Lightning Ball | 2 | Active / Supportive Self | 10~12 | Summons a Lightning Ball familiar, Duration = 80 + 40 * SkillLevel s
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| Chain Lightning | 5 | Active / Magical Ranged | 80~120 | MATK% = 500 + 100 * SkillLevel, +100% per extra target chained, Chains to 1 + SkillLevel targets
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| Summon Stone | 2 | Active / Supportive Self | 10~12 | Summons a Stone familiar, Duration = 80 + 40 * SkillLevel s
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| Sienna Execrate | 5 | Active / Debuff | 32~40 | Petrifies targets in the area, Duration = 5 + 2 * SkillLevel s
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| Earth Strain | 5 | Active / Magical Ground | 70~102 | MATK% = 900 + 600 * SkillLevel, Hits = 5 + SkillLevel, Strips weapon and shield
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| Tetra Vortex | 10 | Active / Magical Ranged | 120~360 | MATK% = 700 + 400 * SkillLevel per Element hit, 4 Element hits, No Base Level scaling
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| Full Throttle | 5 | Active / Supportive Self | 1 | Restores all HP, All Stats +20%, Duration = 5 + 5 * SkillLevel s, Rebound debuff when it ends
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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 |
|---|---|---|---|---|
| (MT) Two-Handed Staff Mastery | 10 | Passive | - | S.MATK +2 * SkillLevel, RES +5 * SkillLevel, MRES +3 * SkillLevel
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| Soul Vulcan Strike | 5 | Active / Magical Ranged | 110 | MATK% = 50 + 330 * SkillLevel + 5 * SPL, Hits = 2 + SkillLevel, Ghost element
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| Mystery Illusion | 5 | Active / Magical Ground | 110 | MATK% = 950 * SkillLevel + 5 * SPL, Duration 4000 ms, Recovers 5 AP, Shadow element
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| Deadly Projection | 5 | Active / Magical Ranged | 90 | MATK% = 2800 * SkillLevel + 5 * SPL, Applies Deadly Defeasance, Removes NoMagicDamage, Undead element
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| Astral Strike | 10 | Active / Magical Ground | 130, 25 AP | MATK% = 800 + 2600 * SkillLevel + 10 * SPL, +150 * SkillLevel% vs Undead / Dragon, Secondary MATK% = 650 * SkillLevel + 10 * SPL
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| (MT) Climax | 5 | Active / Supportive Self | 60, 100 AP | Reinforces the caster or the next release spell depending on Skill Level
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| (MT) Energy Conversion | 5 | Active / Supportive Self | 1000~5000 | Recovers 10 * SkillLevel AP
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| (MT) Floral Flare Road | 5 | Active / Magical Ground | 94 | MATK% = 50 + 740 * SkillLevel + 5 * SPL, Duration 5000 ms, Fire element
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| (MT) Crimson Arrow | 5 | Active / Magical Ranged | 90 | MATK% = 400 * SkillLevel + 3 * SPL, Explosion MATK% = 750 * SkillLevel + 5 * SPL, Recovers 2 AP
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| All Bloom | 5 | Active / Magical Ground | 126 | MATK% = 200 + 1200 * SkillLevel + 5 * SPL, With Climax Lv5: 85000% instead
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| (MT) Rain of Crystal | 5 | Active / Magical Ground | 125 | MATK% = 180 + 760 * SkillLevel + 5 * SPL, Duration 4000 ms, Water element
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| Frozen Slash | 5 | Active / Magical Ranged | 115 | MATK% = 450 + 950 * SkillLevel + 5 * SPL, With Climax: +150 + 350 * SkillLevel, Recovers 2 AP
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| (MT) Crystal Impact | 5 | Active / Magical | 186 | MATK% = 500 + 1400 * SkillLevel + 10 * SPL, Wave MATK% = 500 + 1400 * SkillLevel + 10 * SPL
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| (MT) Tornado Storm | 5 | Active / Magical Ground | 60 | MATK% = 100 + 760 * SkillLevel + 5 * SPL, Duration 3000 ms, Wind element
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| (MT) Storm Cannon | 5 | Active / Magical Ranged | 88 | MATK% = 1550 * SkillLevel + 5 * SPL, With Climax: +300 * SkillLevel, Recovers 2 AP
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| Destructive Hurricane | 5 | Active / Magical | 186 | MATK% = 700 + 3250 * SkillLevel + 10 * SPL, With Climax Lv1: an extra hit of 12500% with no Base Level or SPL scaling
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| (MT) Strantum Tremor | 5 | Active / Magical Ranged | 94 | MATK% = 100 + 730 * SkillLevel + 5 * SPL, Duration 4000 ms, Earth element
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| (MT) Rock Down | 5 | Active / Magical Ranged | 88 | MATK% = 1550 * SkillLevel + 5 * SPL, With Climax: +300 * SkillLevel, Recovers 2 AP
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| (MT) Violent Quake | 5 | Active / Magical Ground | 126 | MATK% = 200 + 1200 * SkillLevel + 5 * SPL, Duration 1200 / 2400 / 3600 / 4800 / 6000 ms, Earth element
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| Wraith Dash | 3 | Active / Magical AoE | 117~125 | MATK% = 3000 + 4000 * SkillLevel + 5 * SPL, Splash 4 cells, Fire element
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Item Boosts
Gear that directly boosts each 4th job skill.
Job Build Recommendations
Arch Mage splits into three damage profiles. This section is split by gear tier: Mid Game covers the pieces you can wear from Base Level 200 to 249, and End Game covers 250 and up, which is also where the SS and SSS tier instances open.
Mid Game
| Build | Recommendations |
| Element Bolt |
Skills to main: Thunder Storm Lv 10, Lord of Vermilion Lv 10, Meteor Storm Lv 10, Storm Gust Lv 10, Heaven's Drive Lv 5 Gear to refine and grade: Damage cards: Stats and traits: INT first for MATK, then SPL for the flat magic attack the 4th job skills scale on, then DEX for Variable Cast Time. WIS only pays off once you are pushing the SS tier gate. Enchants and shadow: Combos: Consumables: Spell Books from Magician Steven for Reading Spell Book and Release, plus Rotation: open with (P) Recognized Spell so MATK rolls flat, lay Storm Gust and Lord of Vermilion over the pack, then drop Meteor Storm on the anchor once the pull has settled. Budget: Low. One staff and one crown carry the whole profile. Content: Base Level 200 to 249 field and dungeon farming, below the 250 gate of the SS tier instances. |
| Warlock Nuke |
Skills to main: Comet Lv 5, Tetra Vortex Lv 10, Earth Strain Lv 5, Chain Lightning Lv 5, Jack Frost Lv 5 Gear to refine and grade: Damage cards: Stats and traits: INT, then SPL, then DEX. Tetra Vortex is the exception to every other skill on the page, it has no Base Level scaling at all, so element matching and SPL are worth more than levels here, while Comet and Earth Strain do multiply on Base Level. Enchants and shadow: Combos: Consumables: Spell Books for Reading Spell Book and Release, and SP recovery, since Tetra Vortex costs up to 360 SP a cast. Rotation: Frost Misty first so Jack Frost gets its doubled ratio, then Comet or Earth Strain on the anchor, with Tetra Vortex held for the element the target is weakest to. Budget: Medium. The Good and Evil crown plus the Destiny Staff combo is the core spend. Content: Base Level 200 to 249 bossing. |
| Climax Burst |
Skills to main: (MT) Climax Lv 5, (MT) Energy Conversion Lv 5, Soul Vulcan Strike Lv 5, Mystery Illusion Lv 5, Astral Strike Lv 10, (MT) Crimson Arrow Lv 5 Gear to refine and grade: Damage cards: Stats and traits: SPL first, then INT, then DEX. Every Arch Mage 4th job skill adds a flat SPL term on top of the ratio, so SPL is the one trait that pays across all of them. Enchants and shadow: Combos: Consumables: AP restoring items, because (MT) Climax costs 100 AP and Astral Strike costs 25 AP on top of its 130 SP, and (MT) Energy Conversion burns up to 5000 SP to hand that AP back. Rotation: (MT) Energy Conversion whenever AP runs dry, (MT) Climax Lv 5 before a ground release, then Astral Strike and Mystery Illusion, falling back to Soul Vulcan Strike while Climax is down. The (MT) Climax level decides whether it buffs the caster or the next release spell, so keep it at 5 for the release version. Budget: High. Both the Sky Deadsoul pair and the AP economy need funding. Content: Base Level 200 to 249 bossing and heavy farming. |
End Game
| Build | Recommendations |
| Element Bolt |
Skills to main: Thunder Storm Lv 10, Lord of Vermilion Lv 10, Meteor Storm Lv 10, Storm Gust Lv 10, Heaven's Drive Lv 5 Gear to refine and grade: Damage cards: the elemental set from Mid Game does not change, since Abysmal Witch, Awaken Ktullanux, Gioia and Contaminated Spider Queen are still the only cards that raise a specific element's magic damage, so carry them over and add Stats and traits: INT and SPL, then DEX. Same spread as Mid Game, the gear just carries it further. Enchants and shadow: identical to Mid Game, since the Warlock Stone(Upper) and Arch Mage Stone (Lower II) pair plus the Magical Master shadows stay best in slot at this tier. Combos: Consumables: Spell Books, Blue Potions and SP recovery. Rotation: unchanged from Mid Game. (P) Recognized Spell first, ground magic on the pack, Meteor Storm on the anchor. Budget: High. The Frontier pair is the single biggest jump in the profile. Content: SS tier instances at Base Level 250, SSS tier at 270. |
| Warlock Nuke |
Skills to main: Comet Lv 5, Tetra Vortex Lv 10, Earth Strain Lv 5, Chain Lightning Lv 5, Jack Frost Lv 5 Gear to refine and grade: Damage cards: Stats and traits: INT, then SPL, then DEX. Tetra Vortex still ignores Base Level, so keep the SPL investment even though the rest of the kit scales on level. Enchants and shadow: identical to Mid Game, since the Warlock Stone(Upper II) and Arch Mage Stone (Lower II) pair and the Full Spell shadows stay best in slot at this tier. Combos: Consumables: Spell Books and SP recovery, Tetra Vortex stays the heaviest SP skill on the page. Rotation: unchanged from Mid Game. Frost Misty into Jack Frost, Comet on the anchor, Tetra Vortex on the weak element. Budget: High, and the Dimension Temple West Card is the expensive part. Content: SS and SSS tier bossing. |
| Climax Burst |
Skills to main: (MT) Climax Lv 5, (MT) Energy Conversion Lv 5, All Bloom Lv 5, Destructive Hurricane Lv 5, Deadly Projection Lv 5, Frozen Slash Lv 5 Gear to refine and grade: Damage cards: Stats and traits: SPL first, then INT, then DEX. All Bloom jumps from the regular ratio to a flat 85000% under (MT) Climax Lv 5, and Destructive Hurricane adds a 12500% extra hit under Climax Lv 1, so the whole profile is built around landing the Climax window rather than raw sustained damage. Enchants and shadow: identical to Mid Game, since the Warlock Stone(Upper) and Arch Mage Stone (Lower II) pair plus the Magical Master shadows stay best in slot at this tier. Combos: Consumables: AP restoring items and SP recovery, the same AP economy as Mid Game but with more expensive casts. Rotation: (MT) Energy Conversion to top up AP, (MT) Climax Lv 5, then release All Bloom inside the window and hold Destructive Hurricane for the Lv 1 Climax variant. (MT) Crimson Arrow and Frozen Slash both refund AP, so use them to rebuild between windows. Budget: High. The Dimension staves and the Arch Mage Soul cards are both needed. Content: SS and SSS tier bossing with a farming fallback. |
General Damage Gear & Cards
The tables above list items that boost one specific skill. The pieces below raise magic damage in general, so they work with any of the three builds and stack on top of the skill gear.
Mid Game
Base Level 200 to 249. The robe, manteau, boots and accessory slots all have a Blaze Mana or Gaebolg set that gives MATK % and MATK on top of whatever your build already uses.
| Slot | Recommended | Main bonuses |
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| 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 (refine scaled where applicable) | |
| MATK % (refine scaled where applicable) | |
| MATK %, damage to all classes (refine scaled where applicable) | |
| MATK %, all stats (Wizard line) | |
| MATK %, damage to all races (Rogue line) | |
| S.MATK (refine scaled where applicable) | |
| 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 element, race 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 % (refine scaled) | |
| 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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Magician Steven Department Store in main town |
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Wallpaper






