Elemental Master
Intro
| Novice | Mage
(1st Job) |
Sage
(2nd Job) |
Professor
(2nd Job Transcedent) |
Sorcerer
(3rd Job) |
Elemental Master
(4th Job) |
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| Description | Max Level HP/SP | Stats Bonus when Max Job Level |
| An Elemental Master is a pure magic damage dealer that turns the elements and poison into one continuous damage window. Its identity is built on summoned high spirits: each spirit both amplifies a single element and unlocks a stronger version of the matching spell, so the job rewards a player who keeps a spirit up and then commits to that element instead of spreading thin across all of them. Underneath the nuke sits a wide field-control kit, ground damage over time, a buff that raises raw magic attack, and party support that lets a group survive what it otherwise could not. Pick this job if you enjoy planning a rotation around a summon, covering a large area with sustained damage, and having an answer for every element in the game. Avoid it if you want a simple two-button caster or a physical playstyle. |
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Str+4, Agi+4, Vit+8, Int+13, Dex+9, Luk+5 Pow+3, Sta+8, Wis+8, Spl+12, Con+6, Ctr+3 |
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 SP + 1 Red Gemstone | Chance and duration scale on SkillLevel, reduced by target Level, MDEF and LUK |
| Increase SP Recovery | 10 | Passive | - | SP regen = (6 + INT / 6 + MaxSP / 100) * 3 * SkillLevel while idle
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| Cold Bolt | 10 | Active / Magical Water | 12~30 SP | MATK% = 100 per hit, Hits = 1 + SkillLevel
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| Frost Diver | 10 | Active / Magical Water / Debuff | 25~16 SP | MATK% = 100 + 10 * SkillLevel, Frozen chance
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| Lightning Bolt | 10 | Active / Magical Wind | 12~30 SP | MATK% = 100 per hit, Hits = 1 + SkillLevel
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| Thunder Storm | 10 | Active / Magical Wind | 29~74 SP | MATK% = 100 per hit, Hits = 2 + SkillLevel, 5x5 area
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| Napalm Beat | 10 | Active / Magical Ghost | 9~18 SP | MATK% = 70 + 10 * SkillLevel, divided among targets in 3x3
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| Soul Strike | 10 | Active / Magical Ghost | 18~38 SP | MATK% = 100 per hit, Hits = 1 + SkillLevel, +5 * SkillLevel vs Undead
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| (P) Safety Wall | 10 | Active / Supportive Self or Other | 30~40 SP + 1 Blue Gemstone | Durability = 300 * SkillLevel + 65 * (INT + Base Level) + MaxSP * Shield Lv / 20 with a +20 shield
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| Fire Bolt | 10 | Active / Magical Fire | 12~30 SP | MATK% = 100 per hit, Hits = 1 + SkillLevel
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| Fire Ball | 10 | Active / Magical Fire | 25 SP | MATK% = 140 + 20 * SkillLevel, x 3 / 4 on the 5x5 edge
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| Fire Wall | 10 | Active / Magical Fire | 40 SP | MATK% = 50 per hit, knocks back 2 cells
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| Sight | 1 | Active / Supportive Self | 10 SP |
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| Energy Coat | - | Active / Supportive Self (Quest) | 30 SP | Damage taken -30% at 100~81% SP, stepping down to -6% at 20~1% SP
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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 |
|---|---|---|---|---|
| Advanced Book | 10 | Passive | - | ASPD and damage while wielding a Book |
| Dragonology | 5 | Passive | - | INT +3 at Lv 5, damage and resistance vs Dragon
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| Sense | 1 | Active / Supportive | 10 SP |
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| Seismic Weapon | 5 | Active / Supportive | 40 SP + 1 Lime Green Point |
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| Earth Spike | 5 | Active / Magical Earth | 14~30 SP | MATK% = 200 per hit, Hits = SkillLevel
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| Heaven's Drive | 5 | Active / Magical Earth | 28~44 SP | MATK% = 125 per hit, Hits = SkillLevel, 5x5 area
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| Cast Cancel | 5 | Active / Supportive | 2 SP |
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| Free Cast | 10 | Passive | - | Move and attack while casting |
| Auto Spell | 10 | Active / Supportive | 35 SP | Autocast at half Auto Spell level, SP cost x 2 / 3
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| Magic Rod | 5 | Active / Supportive | 2 SP |
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| Spell Breaker | 5 | Active / Supportive | 10 SP | Damage = 2% of target MaxHP
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| Dispell | 5 | Active / Debuff | 1 SP + 1 Yellow Gemstone | Always succeeds at Lv 5 |
| Frost Weapon | 5 | Active / Supportive | 40 SP + 1 Indigo Point |
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| Lightning Loader | 5 | Active / Supportive | 40 SP + 1 Yellow Wish Point |
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| Flame Launcher | 5 | Active / Supportive | 40 SP + 1 Scarlet Point |
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| Deluge | 5 | Active / Supportive | 48~40 SP + 1 Blue Gemstone | 7x7 field, amplifies Water damage |
| Violent Gale | 5 | Active / Supportive | 48~40 SP + 1 Blue Gemstone | 7x7 field, amplifies Wind damage |
| Volcano | 5 | Active / Supportive | 48~40 SP + 1 Blue Gemstone | 7x7 field, amplifies Fire damage |
| Land Protector | 5 | Active / Supportive | 66~50 SP + 1 Blue Gemstone, 1 Yellow Gemstone | Cancels all ground magic inside the area |
| Abracadabra | 10 | Active / Supportive | 50 SP + 2 Yellow Gemstones |
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| Elemental Change (Water) | - | Active / Debuff (Quest) | 30 SP + 1 Elemental Converter (Water) |
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| Elemental Change (Wind) | - | Active / Debuff (Quest) | 30 SP + 1 Elemental Converter (Wind) |
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| Elemental Change (Earth) | - | Active / Debuff (Quest) | 30 SP + 1 Elemental Converter (Earth) |
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| Elemental Change (Fire) | - | Active / Debuff (Quest) | 30 SP + 1 Elemental Converter (Fire) |
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| Create Elemental Converter | - | Active / Crafting (Quest) | 30 SP + 1 Blank Scroll + 1 elemental ore |
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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 |
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| Spider Web | 1 | Active / Debuff | 30 SP + 1 Cobweb | Fiber Lock, FLEE -50%, Fire damage x 2.5
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| Soul Change | 1 | Active / Supportive | 5 SP |
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| Indulge | 5 | Active / Supportive | 1~5 SP | Consumes 10% MaxHP, SP recovered scales with SkillLevel
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| Double Cast | 5 | Active / Supportive | 40~60 SP | Chance to repeat a Bolt for 90 seconds |
| Memorize | 1 | Active / Supportive | 1 SP | Halves cast time on the next 5 skills |
| Soul Burn | 5 | Active / Magical Neutral | 80~120 SP | Damage = 2 x remaining SP at Lv 5, WoE and PvP only
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| Wall of Fog | 1 | Active / Debuff | 25 SP | 5x3 area, Blind, ranged damage cut |
| Mind Break | 5 | Active / Debuff / Supportive | 12~24 SP | Target MDEF down, target MATK up |
3rd Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
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| Extreme Vacuum | 5 | Active / Debuff | 34~66 SP | Pulls targets to the center, duration cut by target STR |
| Spell Fist | 10 | Active / Supportive | 40~76 SP, 20 SP per attack | Converts a Bolt into on-hit magic damage |
| Psychic Wave | 5 | Active / Magical Neutral | 48~78 SP | skillratio = 70 * SkillLevel + 3 * INT, x 2 with a Staff or Book
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| Striking | 5 | Active / Supportive | 50~70 SP | Weapon ATK and Perfect HIT up for 90 seconds |
| Diamond Dust | 5 | Active / Magical Water | 50~74 SP | skillratio = 2 * INT + 300 * Frost Weapon Lv + INT * SkillLevel, + Job Level * 5
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| Electric Walk | 5 | Active / Magical Wind | 30~46 SP | skillratio = 60 * SkillLevel
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| Varetyr Spear | 10 | Active / Magical Wind | 65~110 SP | skillratio = (2 * INT + 150 * (Striking + Lightning Loader) + INT * SkillLevel / 2) / 3, + Job Level * 5
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| Killing Cloud | 5 | Active / Magical Poison | 48~78 SP | skillratio = 40 * SkillLevel + 3 * INT, x 15 vs deep Poison
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| Poison Buster | 5 | Active / Magical Poison | 70~150 SP | skillratio = 1000 + 300 * SkillLevel + 3 * INT, +200 * SkillLevel vs Cloud Poison
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| Warmer | 5 | Active / Supportive | 40~88 SP | 7x7 area, clears Crystallization, Frozen and Freezing |
| Fire Walk | 5 | Active / Magical Fire | 30~46 SP | skillratio = 60 * SkillLevel
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| Earth Grave | 5 | Active / Magical Earth | 62~94 SP | skillratio = 2 * INT + 300 * Seismic Weapon Lv + INT * SkillLevel, + Job Level * 5
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| Arrullo | 5 | Active / Debuff | 30~50 SP + 1 Yellow Gemstone | Deep Sleep in the area |
| 4 Elemental Analysis | 2 | Active / Crafting | 10~20 SP |
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| Elemental Control | 4 | Active / Supportive | 10 SP |
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| Elemental Sympathy | 5 | Passive | - | Elemental HP, SP and damage up, caster SP cost down |
| Elemental Action | 1 | Active / Supportive | 50 SP |
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| Elemental Cure | 1 | Active / Healing | 10 SP | Moves 10% of caster HP and SP to the Elemental
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| Elemental Shield | 5 | Active / Supportive | 120 SP + 1 Blue Gemstone | Consumes the Elemental, blocks melee damage for the party |
| Summon Aqua | 3 | Active / Supportive Summon | 100~200 SP |
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| Water Insignia | 3 | Active / Supportive | 22~38 SP + Indigo Point | Wind damage x 1.5 inside the 3x3 sigil
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| Summon Ventus | 3 | Active / Supportive Summon | 100~200 SP |
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| Wind Insignia | 3 | Active / Supportive | 22~38 SP + Yellow Wish Point | Earth damage x 1.5 inside the 3x3 sigil
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| Summon Agni | 3 | Active / Supportive Summon | 100~200 SP |
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| Fire Insignia | 3 | Active / Supportive | 22~38 SP + Scarlet Point | Water damage x 1.5 inside the 3x3 sigil
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| Summon Tera | 3 | Active / Supportive Summon | 100~200 SP |
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| Earth Insignia | 3 | Active / Supportive | 22~38 SP + Lime Green Point | Fire damage x 1.5 inside the 3x3 sigil
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| Full Throttle | 5 | Active / Supportive Self | 1 SP | All stats +20%, full HP restore, Rebound on expiry
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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 |
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| Magic Book Mastery | 10 | Passive | - | MATK +SkillLevel to Water, Fire, Wind, Earth and Poison while wielding a Book
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| Elemental Spirit Mastery | 10 | Passive | - | High Elemental Spirit HP, SP and damage scale with SkillLevel |
| (R) Diamond Storm | 5 | Active / Magical Water (Ground) | 80~96 SP | skillratio += -400 + 3200 * SkillLevel + 7 * SPL, +5000 + 200 * SkillLevel + 5 * SPL with Diluvio, x Base Level / 100
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| (R) Conflagration | 5 | Active / Magical Fire (Ground) | 97~113 SP | skillratio += -100 + 700 + 1100 * SkillLevel + 5 * SPL, +200 * SkillLevel with Ardor, x Base Level / 100
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| (R) Lightning Land | 5 | Active / Magical Wind (Ground) | 94~110 SP | skillratio += -100 + 700 + 1100 * SkillLevel + 5 * SPL, +200 * SkillLevel with Procella, x Base Level / 100
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| (R) Terra Drive | 5 | Active / Magical Earth (Ground) | 80~96 SP | skillratio += -400 + 3200 * SkillLevel + 7 * SPL, +5000 + 200 * SkillLevel + 5 * SPL with Terremotus, x Base Level / 100
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| (R) Venom Swamp | 5 | Active / Magical Poison (Ground) | 92~112 SP | skillratio += -100 + 700 + 1100 * SkillLevel + 5 * SPL, +200 * SkillLevel with Serpens, x Base Level / 100
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| Spell Enchanting | 5 | Active / Supportive | 43~55 SP | S.MATK +4 * SkillLevel for 80 to 240 seconds
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| Activity Burn | 5 | Active / Debuff | 30~70 SP | Chance = 20 + 10 * SkillLevel, AP drained = 20 / 30 / 50 / 60 / 70, WoE and PvP only
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| Increasing Activity | 5 | Active / Healing | 30~70 SP + 50 AP | AP recovered = 10 * SkillLevel
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| Elemental Veil | 5 | Active / Supportive | 70~90 SP | Turns the summoned High Elemental Spirit transparent for 120 to 240 seconds |
| Summon Elemental Diluvio | 1 | Active / Supportive Summon | 100 SP + 1 Ice Stone | Water magic damage +10%, Diamond Storm damage up
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| Summon Elemental Ardor | 1 | Active / Supportive Summon | 100 SP + 1 Flame Stone | Fire magic damage +10%, Conflagration damage up
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| Summon Elemental Procella | 1 | Active / Supportive Summon | 100 SP + 1 Lightning Stone | Wind magic damage +10%, Lightning Land damage up
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| Summon Elemental Serpens | 1 | Active / Supportive Summon | 100 SP + 1 Poison Stone | Poison magic damage +10%, Venom Swamp damage up
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| Summon Elemental Terremotus | 1 | Active / Supportive Summon | 100 SP + 1 Earth Stone | Earth magic damage +10%, Terra Drive damage up
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| Elemental Buster | 10 | Active / Magical Water, Fire, Wind, Poison, Earth | 140 SP + 15 AP | skillratio += -100 + 550 + 2650 * SkillLevel + 10 * SPL, +150 * SkillLevel vs Formless and Dragon, 13x13 around the caster
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| Elemental Integration | 5 | Active / Supportive | 200 SP + 20 AP | Fuses the caster with the summoned spirit for 180 seconds |
| (MT) Psychic Stream | 5 | Active / Magical Neutral | 77~105 SP + 15 AP | skillratio += 250 + 4150 * SkillLevel + 12 * SPL, 5 hits, knocks the target back 1 cell
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Item Boosts
Gear that directly boosts each 4th job skill.
Job Build Recommendations
All three builds run the same 4th job tree. What changes is which element you commit to, whether the damage lands on a fixed ground patch or around your own body, and how much of the rotation goes into keeping a high spirit alive. Pick one build per character and put the spare points into the shared support kit.
Mid Game
| Build | Recommendations |
| Elemental Buster |
Skills to main: Elemental Buster Lv 10, (MT) Psychic Stream Lv 5, Spell Enchanting Lv 5, Magic Book Mastery Lv 10, Elemental Spirit Mastery Lv 10 Gear to refine and grade: Damage cards: Stats and traits: INT first for MATK, then SPL for the flat magic attack every 4th job skill scales on, then DEX for Variable Cast Time. WIS only starts paying off once you are pushing the SS tier gate. Enchants and shadow: Combos: Consumables: Rotation: keep a high spirit up first, then Spell Enchanting on the party, then open with Elemental Buster into the pack and follow with (MT) Psychic Stream while the spirit damage bonus is still running. Budget: Medium. Two books plus one crown carry the whole profile until 250. Content: Base Level 200 to 249 field and dungeon farming, below the 250 gate of the SS tier instances. |
| Field DoT |
Skills to main: (R) Diamond Storm Lv 5, (R) Conflagration Lv 5, (R) Lightning Land Lv 5, (R) Venom Swamp Lv 5, (R) Terra Drive Lv 5 Gear to refine and grade: Damage cards: Stats and traits: INT and SPL, then DEX. Every ground skill multiplies SPL twice in the source, once flat and once through the spirit bonus, so SPL is worth more here than on a pure bolt caster. Enchants and shadow: Combos: Consumables: Rotation: drop the element the target is weakest to, then stack a second ground patch on the same tile so both tick together. Refresh at the three second mark instead of waiting for the cast to fall off, and hold Warmer for anything that freezes. Budget: Low. The two books are cheap to replace and the crowns are shared with the other builds. Content: Base Level 200 to 249 field farming and mob-heavy instances. |
| Spirit Summoner |
Skills to main: Summon Elemental Diluvio Lv 1, Summon Elemental Ardor Lv 1, Summon Elemental Procella Lv 1, Summon Elemental Serpens Lv 1, Summon Elemental Terremotus Lv 1, Elemental Spirit Mastery Lv 10, Elemental Integration Lv 5, Elemental Veil Lv 5 Gear to refine and grade: Damage cards: Stats and traits: INT, SPL, then DEX. Elemental Spirit Mastery scales the spirit off your own stats, so INT bought here is not wasted on the pet. Enchants and shadow: Combos: Consumables: Rotation: summon the matching base spirit, upgrade it to the high spirit for the element you need, then Elemental Integration and Elemental Veil before committing to the damage window. Re-summon before the spirit drops, not after. Budget: High. The stones are consumed on every summon and every spirit swap. Content: Base Level 200 to 249 party play and single-target bossing where the spirit bonus matters more than raw area coverage. |
End Game
| Build | Recommendations |
| Elemental Buster |
Skills to main: Elemental Buster Lv 10, (MT) Psychic Stream Lv 5, Spell Enchanting Lv 5, Magic Book Mastery Lv 10, Elemental Spirit Mastery Lv 10 Gear to refine and grade: Damage cards: Stats and traits: INT and SPL to the cap, DEX for Variable Cast Time, and WIS once the SS tier gate is in reach. Elemental Buster has an eight second base cast, so DEX and cast reduction pay for themselves here. Enchants and shadow: Combos: Consumables: Rotation: high spirit first, Spell Enchanting on the party, Elemental Buster into the pack, then (MT) Psychic Stream to push the survivors out of the patch while the spirit bonus still applies. Budget: High. Two 265 books plus the Dimensions crown is the expensive part. Content: Base Level 250 and up SS tier instances, and any farm where a single large elemental hit beats spread damage. |
| Field DoT |
Skills to main: (R) Diamond Storm Lv 5, (R) Conflagration Lv 5, (R) Lightning Land Lv 5, (R) Venom Swamp Lv 5, (R) Terra Drive Lv 5 Gear to refine and grade: Damage cards: Stats and traits: INT and SPL first, then DEX. Each ground skill ticks ten times over three seconds, so a small SPL gain multiplies across the whole patch. Enchants and shadow: Combos: Consumables: Rotation: open with the element the target resists least, multiply the patch by stacking two ground skills on one tile, and re-cast on the three second tick rather than waiting for the field to expire. Budget: Medium. Two 250 books, one crown, and the shadow set you already own. Content: Base Level 250 and up SSS tier instances and dense mob maps where sustained area damage wins. |
| Spirit Summoner |
Skills to main: Summon Elemental Diluvio Lv 1, Summon Elemental Ardor Lv 1, Summon Elemental Procella Lv 1, Summon Elemental Serpens Lv 1, Summon Elemental Terremotus Lv 1, Elemental Spirit Mastery Lv 10, Elemental Integration Lv 5, Elemental Buster Lv 10 Gear to refine and grade: Damage cards: Stats and traits: INT, SPL, DEX, then WIS. Elemental Spirit Mastery reads your own stats, so the spirit gets stronger for free as you gear up. Enchants and shadow: Combos: Consumables: Rotation: keep the high spirit for the element you are actually fighting, Elemental Integration before the burst, Elemental Buster while the spirit is up, then swap spirits only between packs. At this tier the spirit bonus is the largest single multiplier on the build. Budget: Very high. Stones are consumed on every summon, swap and death. Content: Base Level 250 and up SSS tier bossing and organized party content where a single element is locked in for the whole fight. |
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. Every slot has a magic option that gives MATK %, MATK and magic damage to all elements 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 |
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| Armor | MATK %, MATK, S.MATK, magic damage to all elements, 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 all elements, 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 |
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| 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) | |
| 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 |
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| 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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Tool Dealer /navi prt_in 126/75 |
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Point Merchant Department Store in main town |
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Magician Steven Department Store in main town |
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Wallpaper









