Arch Mage

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Intro

Novice Mage

(1st Job)

Wizard

(2nd Job)

High Wizard

(2nd Job Transcedent)

Warlock

(3rd Job)

Arch Mage

(4th Job)

Arch Mage
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.
  • Base Max HP: 34375
  • Base Max SP: 4780

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%
Increase SP Recovery 10 Passive - SP = 5 * SkillLevel + MaxSP * SkillLevel / 500
Cold Bolt 10 Active / Magical Ranged 12~30 MATK% = 100 per Hit, Hits = SkillLevel
Frost Diver 10 Active / Magical Ranged / Debuff 25~16 MATK% = 100 + 10 * SkillLevel, Freeze chance = 35 + 3 * SkillLevel%
Lightning Bolt 10 Active / Magical Ranged 12~30 MATK% = 100 per Hit, Hits = SkillLevel
Thunder Storm 10 Active / Magical Ground 29~74 MATK% = 100 per Hit, Hits = SkillLevel
Napalm Beat 10 Active / Magical Ranged 9~18 MATK% = 70 + 10 * SkillLevel
Soul Strike 10 Active / Magical Ranged 18~38 MATK% = 100 per Hit, +5 * SkillLevel% vs Undead, Hits = (SkillLevel + 1) / 2
(P) Safety Wall 10 Active / Supportive 30~40 Barrier HP = 300 * SkillLevel, Blocks = SkillLevel + 1 Hits
Fire Bolt 10 Active / Magical Ranged 12~30 MATK% = 100 per Hit, Hits = SkillLevel
Fire Ball 10 Active / Magical Ranged 25 MATK% = 140 + 20 * SkillLevel (center), = 75% of that (edge)
Fire Wall 10 Active / Magical Ground 40 MATK% = 50 per Hit, Hits per wall = 2 + SkillLevel
Sight 1 Active / Supportive Self 10 Reveals hidden enemies
Energy Coat 1 Active / Supportive Self (Quest) 30 Damage taken -6% (low SP) to -30% (full SP), SP drain while active

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
Ice Wall 10 Active / Supportive 20 Ice Wall HP = 400 + 200 * (SkillLevel - 1)
Frost Nova 10 Active / Magical AoE / Debuff 27~45 MATK% = 100 + 10 * SkillLevel, Freeze chance = 33 + 5 * SkillLevel%, Freeze time = 1.5 * SkillLevel s
Water Ball 5 Active / Magical Ranged 15~25 MATK% = 100 + 30 * SkillLevel, needs water cells
Storm Gust 10 Active / Magical Ground / Debuff 78 MATK% = 70 + 50 * SkillLevel, Knockback 2
Jupitel Thunder 10 Active / Magical Ranged 20~47 MATK% = 100 per Hit, Hits = 3 + SkillLevel, Knockback 2~7
Lord of Vermilion 10 Active / Magical Ground 60~96 MATK% = 400 + 100 * SkillLevel, Blind chance = 10 + 5 * SkillLevel%
Earth Spike 5 Active / Magical Ranged 14~30 MATK% = 200 per Hit, Hits = SkillLevel
Heaven's Drive 5 Active / Magical Ground 28~44 MATK% = 125 per Hit, Hits = SkillLevel
Quagmire 5 Active / Debuff 5~25 AGI and DEX -10 * SkillLevel%, Duration = 5 * SkillLevel s
Sightrasher 10 Active / Magical AoE 35~53 MATK% = 100 + 20 * SkillLevel, Knockback 5
Meteor Storm 10 Active / Magical Ground 20~64 MATK% = 125 per Meteorite Hit, Meteorites 2~7, Stun chance = 3 * SkillLevel%
Fire Pillar 10 Active / Magical Ground 75 MATK% = 20 per Hit, Hits = 2 + SkillLevel, ignores DEF
Sight Blaster 1 Active / Supportive (Quest) 80 MATK% = 600, Knockback 3

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
Gravitational Field 5 Active / Magical Ground 60~100 MATK% = 100 * SkillLevel per Hit, Hits = 2 * SkillLevel
Magic Crasher 1 Active / Physical Ranged 8 ATK + MATK as Neutral damage
Napalm Vulcan 5 Active / Magical Ranged 30~70 MATK% = 70 * SkillLevel per Hit, Hits = SkillLevel, 3x3 splash
Soul Drain 10 Passive - MaxSP +2 * SkillLevel%, Restores SP = TargetLevel * (95 + 15 * SkillLevel) / 100 on kill
Mystical Amplification 10 Active / Supportive Self 35~80 MATK +5 * SkillLevel%


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
Release 2 Active / Magical 3~20 Lv1 triggers one stored spell, Lv2 triggers all stored spells
Reading Spell Book 1 Passive - Stores a spell from a Spell Book for 30 s, Released with Release
Freezing Spell 10 Passive - Freeze chance = 2 * SkillLevel% with Water magic
(P) Radius 3 Passive - Cast range +SkillLevel cells, Fixed Cast Time -(5 + 5 * SkillLevel)%
Drain Life 5 Active / Magical Ranged 20~36 MATK% = 200 * SkillLevel + INT, Recovers HP based on the damage dealt
Stasis 5 Active / Debuff 50~90 Blocks skill use in the area, Area = (8 + SkillLevel) x (8 + SkillLevel) cells, Duration = 10 + 10 * SkillLevel s
Soul Expansion 5 Active / Magical Ranged 30~50 MATK% = 900 + 200 * SkillLevel + 3 * INT, Area 3x3 (Lv1-3) / 5x5 (Lv4-5)
(P) White Imprison 5 Active / Supportive 50~70 Success chance = 40 + 10 * SkillLevel%, Duration = 8 + 2 * SkillLevel s
Telekinesis Intense 5 Active / Supportive Self 100~300 Ghost magic damage +40 * SkillLevel%, SP cost and Variable Cast Time -10 * SkillLevel%
(P) Recognized Spell 5 Active / Supportive Self 100~180 MATK min becomes equal to MATK max, Duration = 60 / 90 / 110 / 140 / 170 s
Summon Fire Ball 2 Active / Supportive Self 10~12 Summons a Fire Ball familiar, Duration = 80 + 40 * SkillLevel s
Crimson Rock 5 Active / Magical Ranged 60~100 MATK% = 700 + 600 * SkillLevel, 7 Hits, Knockback 3
Hell Inferno 5 Active / Magical Ranged 64~88 MATK% = 400 * SkillLevel, Shadow part +200 * SkillLevel%, Area 3x3 (Lv1-3) / 5x5 (Lv4-5)
Comet 5 Active / Magical Ground 70~150 MATK% = 2500 + 700 * SkillLevel, 10 Hits, Knockback 2
Summon Water Ball 2 Active / Supportive Self 10~12 Summons a Water Ball familiar, Duration = 80 + 40 * SkillLevel s
Frost Misty 5 Active / Magical / Debuff 40~72 MATK% = 100 + 100 * SkillLevel, Hits = SkillLevel, Freezing status for 10 s
Jack Frost 5 Active / Magical / Debuff 50~90 MATK% = 1000 + 300 * SkillLevel, = 1200 + 600 * SkillLevel if the target is under Frost Misty, 5 Hits
Summon Lightning Ball 2 Active / Supportive Self 10~12 Summons a Lightning Ball familiar, Duration = 80 + 40 * SkillLevel s
Chain Lightning 5 Active / Magical Ranged 80~120 MATK% = 500 + 100 * SkillLevel, +100% per extra target chained, Chains to 1 + SkillLevel targets
Summon Stone 2 Active / Supportive Self 10~12 Summons a Stone familiar, Duration = 80 + 40 * SkillLevel s
Sienna Execrate 5 Active / Debuff 32~40 Petrifies targets in the area, Duration = 5 + 2 * SkillLevel s
Earth Strain 5 Active / Magical Ground 70~102 MATK% = 900 + 600 * SkillLevel, Hits = 5 + SkillLevel, Strips weapon and shield
Tetra Vortex 10 Active / Magical Ranged 120~360 MATK% = 700 + 400 * SkillLevel per Element hit, 4 Element hits, No Base Level scaling
Full Throttle 5 Active / Supportive Self 1 Restores all HP, All Stats +20%, Duration = 5 + 5 * SkillLevel s, Rebound debuff when it ends

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
Soul Vulcan Strike 5 Active / Magical Ranged 110 MATK% = 50 + 330 * SkillLevel + 5 * SPL, Hits = 2 + SkillLevel, Ghost element
Mystery Illusion 5 Active / Magical Ground 110 MATK% = 950 * SkillLevel + 5 * SPL, Duration 4000 ms, Recovers 5 AP, Shadow element
Deadly Projection 5 Active / Magical Ranged 90 MATK% = 2800 * SkillLevel + 5 * SPL, Applies Deadly Defeasance, Removes NoMagicDamage, Undead element
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
(MT) Climax 5 Active / Supportive Self 60, 100 AP Reinforces the caster or the next release spell depending on Skill Level
(MT) Energy Conversion 5 Active / Supportive Self 1000~5000 Recovers 10 * SkillLevel AP
(MT) Floral Flare Road 5 Active / Magical Ground 94 MATK% = 50 + 740 * SkillLevel + 5 * SPL, Duration 5000 ms, Fire element
(MT) Crimson Arrow 5 Active / Magical Ranged 90 MATK% = 400 * SkillLevel + 3 * SPL, Explosion MATK% = 750 * SkillLevel + 5 * SPL, Recovers 2 AP
All Bloom 5 Active / Magical Ground 126 MATK% = 200 + 1200 * SkillLevel + 5 * SPL, With Climax Lv5: 85000% instead
(MT) Rain of Crystal 5 Active / Magical Ground 125 MATK% = 180 + 760 * SkillLevel + 5 * SPL, Duration 4000 ms, Water element
Frozen Slash 5 Active / Magical Ranged 115 MATK% = 450 + 950 * SkillLevel + 5 * SPL, With Climax: +150 + 350 * SkillLevel, Recovers 2 AP
(MT) Crystal Impact 5 Active / Magical 186 MATK% = 500 + 1400 * SkillLevel + 10 * SPL, Wave MATK% = 500 + 1400 * SkillLevel + 10 * SPL
(MT) Tornado Storm 5 Active / Magical Ground 60 MATK% = 100 + 760 * SkillLevel + 5 * SPL, Duration 3000 ms, Wind element
(MT) Storm Cannon 5 Active / Magical Ranged 88 MATK% = 1550 * SkillLevel + 5 * SPL, With Climax: +300 * SkillLevel, Recovers 2 AP
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
(MT) Strantum Tremor 5 Active / Magical Ranged 94 MATK% = 100 + 730 * SkillLevel + 5 * SPL, Duration 4000 ms, Earth element
(MT) Rock Down 5 Active / Magical Ranged 88 MATK% = 1550 * SkillLevel + 5 * SPL, With Climax: +300 * SkillLevel, Recovers 2 AP
(MT) Violent Quake 5 Active / Magical Ground 126 MATK% = 200 + 1200 * SkillLevel + 5 * SPL, Duration 1200 / 2400 / 3600 / 4800 / 6000 ms, Earth element
Wraith Dash 3 Active / Magical AoE 117~125 MATK% = 3000 + 4000 * SkillLevel + 5 * SPL, Splash 4 cells, Fire element


Item Boosts

Gear that directly boosts each 4th job skill.

Soul Vulcan Strike

Violent Soul Tremor Shadow Shoes Ice Flower Spell(Comet Expansion)

Glacier (Illusion Soul Magic) Arch Mage Soul(Soul Vulcan Strike)

Furious Crown (Arch Mage) [1] Sky Rune Crown (Arch Mage) [1]

(MT) Devil Wing Staff [2] Mystery Soul Ring [1]

Furious Stick [2] Sky Deadsoul Staff [2]

Devil Wing Staff [2] Time Gap Arch Staff [2]

Wepawet [3] Sacred Ark Staff [3]

Helm of Faith(Warlock) [1] + Vivatus Fides Rod [2]

Heroic Token (Arch Mage) [1] + Blue Crystal Staff-LT [2]

Crown of Good and Evil(Arch Mage) [1] + Evil Spell + Devil Wing Staff [2]

Crown of Good and Evil(Arch Mage) [1] + Devil Wing Staff [2]

Evil Vigor (Arch Mage) + Evil Spell

Dimensions Arc Staff [2] + Dimensions Crown (Arch Mage) [1]

Dimensions Arc Rod [2] + Dimensions Crown (Arch Mage) [1]

Furious Stick [2] + Furious Boots [1]

Arch Mage Stone (Lower II) + Warlock Stone(Upper)

Dimension Temple East Card + Sacred Ark Staff [3]

Frontier Crown (Elemental Master) [1] + Frontier element Book [2]

(MT) Helm of Faith(Warlock) [1] + (MT) Vivatus Fides Rod [2]

(MT) Crown of Good and Evil(Arch Mage) [1] + Evil Spell + (MT) Devil Wing Staff [2]

(MT) Crown of Good and Evil(Arch Mage) [1] + (MT) Devil Wing Staff [2]

Mystery Illusion

Crystal Illusion Shadow Pendant Ice Flower Spell(Comet Expansion)

Glacier (Illusion Soul Magic) Arch Mage Soul(Mystery Illusion)

Furious Crown (Arch Mage) [1] Sky Rune Crown (Arch Mage) [1]

(MT) Devil Wing Staff [2] Mystery Soul Ring [1]

Furious Stick [2] Devil Wing Staff [2]

Wepawet [3]

Helm of Faith II(Warlock) [1] + Vivatus Fides Two-Handed Staff [2]

Crown of Good and Evil(Arch Mage) [1] + Evil Spell + Devil Wing Staff [2]

Crown of Good and Evil(Arch Mage) [1] + Devil Wing Staff [2]

Evil Vigor (Arch Mage) + Evil Spell

Arch Mage Stone (Lower II) + Warlock Stone(Upper II)

Time Gap Arch Staff [2] + Dimensions Crown (Arch Mage) [1]

(MT) Helm of Faith II(Warlock) [1] + (MT) Vivatus Fides Two-Handed Staff [2]

(MT) Crown of Good and Evil(Arch Mage) [1] + Evil Spell + (MT) Devil Wing Staff [2]

(MT) Crown of Good and Evil(Arch Mage) [1] + (MT) Devil Wing Staff [2]

Sky Rune Crown (Arch Mage) [1] + Sky Deadsoul Staff [2]

Astral Strike

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Sky Rune Crown (Arch Mage) [1] + Sky Deadsoul Staff [2]
(MT) Floral Flare Road

Flare Bloom Shadow Earring Glacier (Flare Magic)

Arch Mage Soul(Floral Flare Road) Furious Crown (Arch Mage) [1]

Thanos Two-Handed Staff-AD [2] Furious Flame Staff [2]

Gray Spell(Magic) Lv1 + Thanos Two-Handed Staff-AD [2]

Gray Spell(Magic) Lv2 + Thanos Two-Handed Staff-AD [2]

Gray Spell(Magic) Lv3 + Thanos Two-Handed Staff-AD [2]

(MT) Crimson Arrow

Frozen Crimson Tuning Device Ice Flower Spell(Crimson Strain)

Glacier (Flare Magic) Arch Mage Soul(Crimson Arrow)

Dimensions Crown (Arch Mage) [1] Furious Crown (Arch Mage) [1]

Frontier Crown (Arch Mage) [1] Radiant Rune Circlet (Arch Mage) [1]

Radiant Staff [2] Poenitentia Termes [2]

Solid Staff [2] Flush Detecting Staff [2]

Dimensions Arc Staff [2] Furious Flame Staff [2]

Frontier Arc Staff [3]

Heroic Token (Arch Mage) [1] + Iron Staff-LT [2]

Arch Mage Stone II(Lower II) + Warlock Stone II(Upper)

All Bloom

Flare Bloom Shadow Pendant Aurelie Petit Card

Radiant Rune Circlet (Arch Mage) [1] Radiant Staff [2]

Flush Detecting Staff [2] Frontier Arc Staff [3]

Furious Crown (Arch Mage) [1] + Furious Flame Staff [2]

Furious Flame Staff [2] + Furious Boots [1]

Aurelie Petit Card + Yorscalp Crown of Judgment [1]

Arch Mage Stone II(Lower II) + Warlock Stone II(Upper)

Frontier Crown (Arch Mage) [1] + Frontier Arc Staff [3]

(MT) Rain of Crystal

Crystal Illusion Shadow Earring Glacier (Crystal Magic)

Arch Mage Soul(Rain of Crystal) Arch Mage Stone II(Lower II)

(MT) Destiny Staff [2] Destiny Staff [2]

Crown of Good and Evil(Arch Mage) [1] + Goodwill Spell + Destiny Staff [2]

Crown of Good and Evil(Arch Mage) [1] + Destiny Staff [2]

Good Vigor (Arch Mage) + Goodwill Spell

Frontier Crown (Hyper Novice) [1] + Frontier Hyper Rod [2]

(MT) Crown of Good and Evil(Arch Mage) [1] + Goodwill Spell + (MT) Destiny Staff [2]

(MT) Crown of Good and Evil(Arch Mage) [1] + (MT) Destiny Staff [2]

Frozen Slash

Frozen Crimson Tuning Device Ice Flower Spell(Jack Lightning)

Glacier (Crystal Magic) Arch Mage Soul(Frozen Slash)

Dimensions Crown (Arch Mage) [1] (MT) Destiny Staff [2]

Fortified Staff [2] Poenitentia Termes [2]

Solid Staff [2] Destiny Staff [2]

Muqaddas Jaydukhar [2] Dimensions Arc Rod [2]

Heroic Token (Arch Mage) [1] + Blue Crystal Staff-LT [2]

Crown of Good and Evil(Arch Mage) [1] + Goodwill Spell + Destiny Staff [2]

Crown of Good and Evil(Arch Mage) [1] + Destiny Staff [2]

Good Vigor (Arch Mage) + Goodwill Spell

(MT) Crown of Good and Evil(Arch Mage) [1] + Goodwill Spell + (MT) Destiny Staff [2]

(MT) Crown of Good and Evil(Arch Mage) [1] + (MT) Destiny Staff [2]

(MT) Crystal Impact

Crystal Illusion Shadow Pendant Crystal Impact Tuning Device

Solid Staff [2] Muqaddas Jaydukhar [2]

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(MT) Tornado Storm

Storm Hurricane Shadow Armor Glacier (Storm Magic)

Arch Mage Soul(Tornado Storm) Radiant Rune Circlet (Arch Mage) [1]

Radiant Rune Circlet (Arch Mage) [1] + Radiant Staff [2]

Frontier Crown (Hyper Novice) [1] + Frontier Hyper Rod [2]

(MT) Storm Cannon

Ice Flower Spell(Jack Lightning) Glacier (Storm Magic)

Arch Mage Soul(Storm Cannon) Dimensions Crown (Arch Mage) [1]

Poenitentia Virga [2] Flush Detecting Staff [2]

Dimensions Arc Staff [2]

-

Destructive Hurricane

Storm Hurricane Shadow Shoes Aurelie Petit Card

Radiant Rune Circlet (Arch Mage) [1] Flush Detecting Staff [2]

Aurelie Petit Card + Yorscalp Crown of Judgment [1]

Radiant Rune Circlet (Arch Mage) [1] + Radiant Staff [2]

(MT) Strantum Tremor

Violent Soul Tremor Shadow Armor Glacier (Rock Magic)

Arch Mage Soul(Stratum Tremor) Arch Mage Stone II(Lower II)

Thanos Two-Handed Staff-AD [2]

Gray Spell(Magic) Lv1 + Thanos Two-Handed Staff-AD [2]

Gray Spell(Magic) Lv2 + Thanos Two-Handed Staff-AD [2]

Gray Spell(Magic) Lv3 + Thanos Two-Handed Staff-AD [2]

(MT) Rock Down

Ice Flower Spell(Crimson Strain) Glacier (Rock Magic)

Arch Mage Soul(Rock Down) Dimensions Crown (Arch Mage) [1]

Frontier Crown (Arch Mage) [1] Poenitentia Virga [2]

Muqaddas Jaydukhar [2] Dimensions Arc Rod [2]

Frontier Arc Staff [3] Sacred Ark Staff [3]

Heroic Token (Arch Mage) [1] + Iron Staff-LT [2]

Arch Mage Stone II(Lower II) + Warlock Stone II(Upper II)

Dimension Temple West Card + Sacred Ark Staff [3]

(MT) Violent Quake

Violent Soul Tremor Shadow Shoes Muqaddas Jaydukhar [2]

Frontier Arc Staff [3]

Arch Mage Stone II(Lower II) + Warlock Stone II(Upper II)

Frontier Crown (Arch Mage) [1] + Frontier Arc Staff [3]

Wraith Dash

Glacier (Wraith Dash) Arch Mage Soul (Wraith Dash)

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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: Solid Staff [2], Poenitentia Termes [2], Furious Flame Staff [2] and Thanos Two-Handed Staff-AD [2] are Refineable and Gradable, and Fortified Staff [2] is the cheapest entry. On the head side Furious Crown (Arch Mage) [1], Radiant Rune Circlet (Arch Mage) [1] and Sky Rune Crown (Arch Mage) [1] are the crowns worth grading, with Furious Boots [1] completing the Furious line.

Damage cards: (MvP) Abysmal Witch Card covers Fire and Dark, (MvP) Awaken Ktullanux Card covers Water at refine scale, (MvP) Gioia Card covers Wind and Ghost, and (MvP) Contaminated Spider Queen Card covers Earth and Water, because every bolt and ground spell is pure elemental magic and does not care about the target race.

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: Warlock Stone(Upper) with Arch Mage Stone (Lower II), plus Magical Master Shadow Armor and Magical Master Shadow Shoes

Combos: Arch Mage Stone II(Lower II) + Warlock Stone II(Upper), Heroic Token (Arch Mage) [1] + Iron Staff-LT [2]

Consumables: Spell Books from Magician Steven for Reading Spell Book and Release, plus Blue Potion and SP recovery, since ground magic drains SP fast.

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: Poenitentia Virga [2], Devil Wing Staff [2] and Destiny Staff [2] are Refineable and Gradable. Crown of Good and Evil(Arch Mage) [1] and (MT) Crown of Good and Evil(Arch Mage) [1] are the crowns to grade, because the Destiny Staff combo lines scale on them.

Damage cards: (MvP) Death Witch Card and (MvP) Distorted God Card for Demon and Formless targets, (MvP) The One Card for Undead and Dragon, and (MvP) Fallen Bishop Card for Angel

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: Warlock Stone(Upper II) with Arch Mage Stone (Lower II), plus Full Spell Shadow Armor and Full Spell Shadow Shoes

Combos: Crown of Good and Evil(Arch Mage) [1] + Goodwill Spell + Destiny Staff [2], Good Vigor (Arch Mage) + Goodwill Spell, (MT) Crown of Good and Evil(Arch Mage) [1] + Goodwill Spell + (MT) Destiny Staff [2]

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: Furious Stick [2], Sky Deadsoul Staff [2], (MT) Devil Wing Staff [2] and Thanos Two-Handed Staff-AD [2] are all Refineable and Gradable. Sky Rune Crown (Arch Mage) [1] is the crown to grade, and Mystery Soul Ring [1] is the accessory the Soul line wants.

Damage cards: Ice Flower Spell(Comet Expansion), Glacier (Illusion Soul Magic), Arch Mage Soul(Soul Vulcan Strike) and Arch Mage Soul(Mystery Illusion)

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: Warlock Stone(Upper) with Arch Mage Stone (Lower II), plus Magical Master Shadow Earring and Magical Master Shadow Pendant

Combos: Sky Rune Crown (Arch Mage) [1] + Sky Deadsoul Staff [2], Furious Stick [2] + Furious Boots [1]

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: Frontier Arc Staff [3] and Sacred Ark Staff [3] are the two top staves, both Refineable and Gradable with 3 slots each, and Frontier Crown (Arch Mage) [1] is the crown to grade alongside them.

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 (MvP) Ultimate Rasgandr Card for boss targets.

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: Frontier Crown (Arch Mage) [1] + Frontier Arc Staff [3], Arch Mage Stone II(Lower II) + Warlock Stone II(Upper II)

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: Flush Detecting Staff [2] and Muqaddas Jaydukhar [2] are the two staves for this tier, both Refineable and Gradable, with Yorscalp Crown of Judgment [1] as the crown that adds magic damage to all sizes.

Damage cards: (MvP) Death Witch Card, (MvP) Distorted God Card, (MvP) The One Card and (MvP) Fallen Bishop Card carry over unchanged from Mid Game.

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: Dimension Temple West Card + Sacred Ark Staff [3], Arch Mage Stone II(Lower II) + Warlock Stone II(Upper II)

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: Dimensions Arc Staff [2] and Dimensions Arc Rod [2] are the target pair, both Refineable and Gradable, with Dimensions Crown (Arch Mage) [1] to grade alongside them.

Damage cards: Arch Mage Soul(Floral Flare Road), Arch Mage Soul(Crimson Arrow), Arch Mage Soul(Frozen Slash) and Arch Mage Soul(Tornado Storm)

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: Dimensions Crown (Arch Mage) [1] + Dimensions Arc Staff [2], Dimensions Crown (Arch Mage) [1] + Dimensions Arc Rod [2]

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
Armor Blaze Mana Robe [1], Gaebolg Robe [1], Nebula Robe of Spell [1] MATK %, MATK, magic damage to all elements, Variable Cast Time
Garment Blaze Mana Manteau [1], Gaebolg Manteau [1], Azure Flame Mana Manteau [1] MATK %, S.MATK, magic damage to all elements, Variable Cast Time
Shoes Blaze Mana Boots [1], Gaebolg Boots [1], Azure Flame Mana Boots [1] MATK %, SPL, magic damage to all elements, Fixed Cast Time
Accessory Blaze Mana Earring [1], Blaze Mana Necklace [1], Azure Flame Mana Earring [1] MATK %, S.MATK, Variable Cast Time
Head (Top) Vesper Headgear [1], Isgardian Magician Crown [1], Sky Rune Crown (Arch Mage) [1] MATK %, MATK, SPL, magic damage to all elements and sizes, Fixed Cast Time
Shadow set Magical Master Shadow Armor, Magical Master Shadow Shoes, Magical Master Shadow Earring, Magical Master Shadow Pendant, Sorcery Master Shadow Armor, Sorcery Master Shadow Shoes, Sorcery Master Shadow Earring, Sorcery Master Shadow Pendant, Full Spell Shadow Armor, Full Spell Shadow Shoes 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 Black Flame Robe of Magic [1], Black Flame Robe of Wisdom [1], Yorscalp Robe [1] MATK %, MATK, S.MATK, magic damage to Fire or Water, Variable Cast Time
Garment Archmage's Manteau [1], Great Scholar's Muffler [1], Yorscalp Muffler [1] MATK %, S.MATK, MATK, magic damage to all elements, SPL
Shoes Dimensional Spell Shoes [1], Dimensional Magic Shoes [1], Yorscalp Shoes [1] MATK %, S.MATK, SPL, magic damage to all elements, Variable and Fixed Cast Time
Accessory Black Dragon Ring of Magic [1], Black Dragon Ring of Wisdom [1], Yorscalp Earring [1] MATK %, S.MATK, magic damage to Fire or Water, Variable Cast Time
Head (Top) Violet Stardust Crown [1], Yorscalp Crown of Judgment [1], Frontier Crown (Arch Mage) [1] 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
(MvP) Realized Amdarais Card MATK %, damage to all classes (refine scaled where applicable)
(MvP) Timeholder Card MATK % (refine scaled where applicable)
(MvP) Amdarais Card MATK %, damage to all classes (refine scaled where applicable)
(MvP) Warlock Kathryne Card MATK %, all stats (Wizard line)
(MvP) Shadow Chaser Gertie Card MATK %, damage to all races (Rogue line)
(MvP) Simulation Juncea Card S.MATK (refine scaled where applicable)
(MvP) Bulgasari Card S.MATK, auto-casts (MT) Rock Down
(MvP) Flame Anima Card S.MATK, auto-casts (MT) Crimson Arrow
(MvP) Ultimate Rasgandr Card 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
(MvP) Abysmal Witch Card Fire and Dark magic damage +100%
(MvP) Aquila Card Poison and Undead magic damage +100%
(MvP) Awaken Ktullanux Card Water magic damage % (refine scaled)
(MvP) Contaminated Spider Queen Card Earth and Water magic damage +100%
(MvP) Gioia Card Wind and Ghost magic damage +100%
(MvP) Himmelmez's Phantom Card Neutral and Holy magic damage +100%
(MvP) Death Witch Card MATK %, magic damage to Demon and Formless
(MvP) Distorted God Card magic damage to Demon
(MvP) The One Card MATK %, magic damage to Undead and Dragon
(MvP) Fallen Bishop Card MATK %, magic damage to Angel, Demi-Human, Player

Related NPC

Magician Steven

Department Store in main town

Blue Gemstone, Yellow Gemstone, Red Gemstone, Speed Potion, Blue Potion

Siege White Potion Box, Siege Violet Potion Box, Siege Blue Potion Box

Spell Book (Storm Gust), Spell Book (Lord of Vermilion), Spell Book (Meteor Storm), Spell Book (Drain Life), Spell Book (Jack Frost), Spell Book (Earth Strain), Spell Book (Crimson Rock), Spell Book (Chain Lightning), Spell Book (Comet), Spell Book (Tetra Vortex)

Meteor Storm Scroll, Storm Gust Scroll, Lord of Vermilion Scroll, Level 5 Sienna Execrate

Level 5 Crimson Rock, Level 5 Varetyr Spear, Level 5 Diamond Dust

Wallpaper

Arch Mage
Arch Mage
Arch Mage
Arch Mage