Imperial Guard
Intro
| Novice | Swordman
(1st Job) |
Crusader
(2nd Job) |
Paladin
(2nd Job Transcedent) |
Royal Guard
(3rd Job) |
Imperial Guard
(4th Job) |
|
|
|
|
|
| Description | Max Level HP/SP | Stats Bonus when Max Job Level |
| An Imperial Guard is a frontline hybrid who fights behind a shield with a one-handed spear or sword. Its identity is durability first: it raises its own defence, turns that defence into offence, and keeps a party anchored while it grinds a target down. From there the job forks into two very different damage profiles, a close range physical bruiser that alternates heavy weapon strikes with shield techniques, and a holy caster that drops consecrated ground and lances of light from a distance. Almost everything it does runs through toggles and stances, because several of its strongest numbers only exist while a stance is held, so an Imperial Guard that forgets to reapply them loses most of its power. Pick this job if you enjoy being the anchor of a party that can also hit hard on its own. Avoid it if you want a low maintenance damage rotation. |
|
Str+9, Agi+3, Vit+9, Int+10, Dex+9, Luk+3 Pow+8, Sta+11, Wis+6, Spl+8, Con+4, Ctr+3 |
1st Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| Sword Mastery | 10 | Passive | - | ATK +4 * SkillLevel with One-Handed Sword and Dagger
|
| Two-Handed Sword Mastery | 10 | Passive | - | ATK +4 * SkillLevel with Two-Handed Sword
|
| Increase HP Recovery | 10 | Passive | - | Heal +5 * SkillLevel + MaxHP / 500 * SkillLevel when resting
|
| Bash | 10 | Active / Physical Melee | 8~15 | ATK% = 100 + 30 * SkillLevel, HIT +5 * SkillLevel%
|
| Magnum Break | 10 | Active / Physical Melee | 30 | ATK% = 100 + 20 * SkillLevel, Fire property, Fire damage +20% for 20 s
|
| Provoke | 10 | Active / Debuff | 4~13 | Target ATK +12 + 2 * SkillLevel%, Target DEF -5 - 5 * SkillLevel%
|
| Endure | 10 | Active / Supportive Self | 10 | Flinch immunity for 7 hits, MDEF +1 * SkillLevel, Duration 37 s
|
| Auto Berserk | - | Active (Toggle on/off) / Supportive Self (Quest) | 1 | Applies Provoke at maximum level while HP is below 25% |
| Fatal Blow | - | Passive (Quest) | - | Stun chance = (Bash Lv - 5) * BaseLevel * 10, where 10000 is 100%
|
| Moving HP Recovery | - | Passive (Quest) | - | Retains 25% of standing HP regeneration while moving |
2nd Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| Faith | 10 | Passive | - | MaxHP +200 * SkillLevel, Holy resistance +5 * SkillLevel%
|
| Cure | 1 | Active / Supportive | 15 | Removes Poison, Blind, Silence and Chaos from a single ally |
| Divine Protection | 10 | Passive | - | Damage taken from Demon and Undead -3 * SkillLevel%
|
| Demon Bane | 10 | Passive | - | Damage +3 * SkillLevel + 0.05 * SkillLevel * BaseLevel versus Demon and Undead
|
| Heal | 10 | Active / Healing | 13~40 | Heal = (INT + SkillLevel) / 8 * (4 + 8 * SkillLevel)
|
| Providence | 5 | Active / Supportive | 30 | Resistance to Demon and Undead +5 * SkillLevel%
|
| Holy Cross | 10 | Active / Magical Holy | 11~20 | ATK% = 100 + 35 * SkillLevel One-Handed, 200 + 70 * SkillLevel Two-Handed
|
| Grand Cross | 10 | Active / Magical Holy | 37~100 | ATK% / MATK% = 100 + 40 * SkillLevel, AoE 3x3, consumes 20% of current HP
|
| Auto Guard | 10 | Active / Supportive Self | 12~30 | Chance to block a physical hit, 30% at Lv 10, requires a Shield
|
| Shield Charge | 5 | Active / Physical Melee | 10 | ATK% = 100 + 20 * SkillLevel, Stun chance = 10 + 10 * SkillLevel%, knockback, requires a Shield
|
| Shield Boomerang | 5 | Active / Physical Ranged | 12 | ATK% = 100 * SkillLevel, damage scales on shield weight and refine
|
| Reflect Shield | 10 | Active / Supportive Self | 35~80 | Reflected damage +1.3 + 0.3 * SkillLevel%
|
| Defender | 10 | Active / Supportive Self | 30 | Ranged damage taken -10 - 10 * SkillLevel%, halves attack speed, requires a Shield
|
| Devotion | 5 | Active / Supportive | 25 | Links 1 + SkillLevel allies, Duration = 30 + 15 * SkillLevel s
|
| Spear Mastery | 10 | Passive | - | ATK +4 * SkillLevel, +5 * SkillLevel while mounted
|
| Spear Quicken | 10 | Active / Supportive Self | 24~60 | Critical +3 * SkillLevel, FLEE +2 * SkillLevel, Duration = 30 + 30 * SkillLevel s
|
| Riding | 1 | Passive | - | Allows riding a Peco Peco |
| Cavalry Mastery | 5 | Passive | - | Attack speed with Spear while mounted improved
|
| Shrink | 1 | Active / Supportive (Quest) | 100 | Grants a 50% Stun chance when Auto Guard triggers, once per cast |
2nd Job Transcendent Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| Pressure | 5 | Active / Magical Holy | 30~50 | MATK% = 500 + 150 * SkillLevel, ignores DEF
|
| Shield Chain | 5 | Active / Physical Ranged | 28~40 | ATK% = 300 + 200 * SkillLevel, HIT +20, requires a Shield
|
| Gospel | 10 | Active / Supportive / Debuff | 80~100 | Places a holy ground that buffs the party and debuffs or cures enemies inside it |
| Sacrifice | 5 | Active / Supportive | 100 | Marks an ally, the caster absorbs part of the damage the ally takes |
3rd Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| Moon Slasher | 5 | Active / Physical Melee | 20~36 | ATK% = 120 * SkillLevel + 80 * Over Brand Lv, AoE around the caster, inflicts Bleeding
|
| Banishing Point | 10 | Active / Physical Ranged | 20~38 | ATK% = 100 * SkillLevel + 70 * Bash Lv
|
| Exceed Break | 5 | Active / Supportive Self | 20~68 | Damage +100 * SkillLevel% on the next attack, movement speed reduced
|
| Pinpoint Attack | 5 | Active / Physical Melee Critical | 50 | ATK% = 100 * SkillLevel + 5 * AGI, ignores DEF, breaks gear per level
|
| Cannon Spear | 5 | Active / Physical Ranged Critical | 30~50 | ATK% = SkillLevel * (120 + STR), AoE 3x3 to 7x7
|
| Over Brand | 5 | Active / Physical Melee | 20~60 | ATK% = 350 * SkillLevel + 3 * (STR + DEX) + 50 * Spear Quicken Lv, 500 * SkillLevel when Moon Slasher is active
|
| Vanguard Force | 5 | Active / Supportive Self | 30 | Adds bonus damage on melee attacks and raises the Max RC cap |
| Burst Attack | 1 | Active / Physical Melee | 150 | Removes positive statuses from the target on hit |
| Banding | 5 | Active / Supportive | 30~54 | DEF +18 + 3 * (SkillLevel - 1) per party member, Duration = 60 + 30 * (SkillLevel - 1) s
|
| Trample | 3 | Active / Supportive | 30~60 | Trap destroy chance = 25 + 25 * SkillLevel% in a 5x5 area
|
| Prestige | 5 | Active / Supportive Self | 75~95 | Chance to fully evade magic damage, Duration = 30 + 15 * (SkillLevel - 1) s
|
| Hesperus Lit | 5 | Active / Physical Melee | 37~65 | ATK% = 300 * SkillLevel + 3 * VIT, 450 * SkillLevel with Inspiration
|
| Piety | 5 | Active / Supportive | 40~60 | Consumes 2 Holy Water, Duration = 60 + 20 * (SkillLevel - 1) s
|
| Genesis Ray | 10 | Active / Magical Holy / Neutral | 45~90 | MATK% = 350 * SkillLevel + 3 * INT, +70 * SkillLevel with Inspiration, AoE 11x11
|
| Reflect Damage Reduction | 5 | Active / Supportive Self | 60~100 | Reflected damage -10 * SkillLevel%, requires a Shield
|
| King's Grace | 5 | Active / Supportive | 120~200 | Recover 4 + (SkillLevel - 1)% MaxHP every 5 s
|
| Shield Press | 10 | Active / Physical Melee | 10~28 | ATK% = 200 * SkillLevel + 3 * (STR + VIT) + Shield Weight / 10, requires a Shield
|
| Earth Drive | 5 | Active / Physical Melee | 52~84 | ATK% = 380 * SkillLevel + 3 * (STR + VIT) + 37 * SkillLevel * Shield Mastery Lv, AoE 3x3 to 7x7
|
| Shield Spell | 3 | Active / Supportive Self | 50 | Lv 1 recovers HP, Lv 2 recovers SP, Lv 3 grants ATK +150 and MATK +150, 90 s
|
| Inspiration | 5 | Active / Supportive Self | 80~120 | HIT +12 * SkillLevel, All Stats +6 * SkillLevel, MaxHP +4 * SkillLevel%, ATK / MATK +40 * SkillLevel, Duration = 60 + 30 * (SkillLevel - 1) s
|
4th Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| (MT) Spear & Sword Mastery | 10 | Passive | - | S.MATK +4 * SkillLevel, P.ATK +2 * SkillLevel with One-Handed Sword, One-Handed Spear or Two-Handed Spear
|
| (MT) Attack Stance | 5 | Active (Toggle on/off) / Supportive Self | 50 | P.ATK +6 * SkillLevel, S.MATK +4 * SkillLevel
|
| (MT) Overslash | 10 | Active / Physical Melee | 38~65 | ATK% = 260 * SkillLevel + 60 * SkillLevel * Spear & Sword Mastery Lv + 7 * POW, finalized x (1 + both Mastery Lv / 100), +200 * SkillLevel with Spear Scar, 3 hits
|
| (MT) Imperial Cross | 5 | Active / Physical Melee | 49~65 | ATK% = 1650 + 1350 * SkillLevel + 25 * Spear & Sword Mastery Lv + 5 * POW, +100 + 300 * SkillLevel with Spear Scar, 3 hits
|
| (MT) Shield Shooting | 5 | Active / Physical Ranged | 40~60 | ATK% = 1000 + 3500 * SkillLevel + 10 * POW + 150 * SkillLevel * Shield Mastery Lv + (Shield Weight / 500 + Shield Refine) * 1500, +300 * SkillLevel with Spear Scar
|
| Shield Slam | 5 | Active / Physical Ranged | 65~81 | ATK% = 1000 + 4000 * SkillLevel + 300 * Shield Mastery Lv + 5 * POW, requires a Shield
|
| (MT) Grand Judgement | 10 | Active / Physical Ranged Critical | 51~78 SP, 120 AP | ATK% = 250 + 1650 * SkillLevel + 10 * POW, finalized x (1 + both Mastery Lv / 100), +50% versus Plant and Insect
|
| (MT) Radiant Spear | 10 | Active / Physical Ranged Critical | 67~85 | ATK% = 3500 + 1150 * SkillLevel + 50 * Spear & Sword Mastery Lv + 5 * POW, +350 * SkillLevel with Spear Scar, 2 hits
|
| Shield Mastery | 10 | Passive | - | RES +3 * SkillLevel, boosts Imperial Guard shield skills while a Shield is equipped
|
| (MT) Guard Stance | 5 | Active (Toggle on/off) / Supportive Self | 50 | DEF +50 + 50 * SkillLevel, ATK -50 * SkillLevel, RES +20 * SkillLevel, MRES +16 * SkillLevel
|
| (MT) Imperial Pressure | 5 | Active / Magical Neutral / Holy | 89~105 | MATK% = 3850 + 2650 * SkillLevel + 50 * Spear & Sword Mastery Lv + 5 * SPL, AoE 5x5
|
| Guardian Shield | 5 | Active / Supportive | 60 SP, 35 AP | Damage absorbed = (MaxHP * 30 / 100) * (25 * SkillLevel) / 100 + 15 * STA, applies to self and party
|
| (MT) Rebound Shield | 5 | Active / Supportive Self | 60 | Devotion damage reduction = 18 * SkillLevel%, capped at 99%
|
| (MT) Ultimate Sacrifice | 5 | Active / Supportive | 120 | Cooldown = 20 * SkillLevel s, AoE = (2 + SkillLevel) x (2 + SkillLevel) cells, applies to self and party
|
| (MT) Cross Rain | 10 | Active / Magical Neutral / Holy | 67~94 | MATK% = (650 + 15 * Spear & Sword Mastery Lv) * SkillLevel + 7 * SPL, ground target, AoE 3x3 to 9x9
|
| (MT) Holy Shield | 5 | Active / Supportive Self | 60 | Damage taken from Dark and Undead -7 - 2 * (SkillLevel - 1)%, Holy magic damage +7 + 2 * (SkillLevel - 1)%
|
| (MT) Judgement Cross | 10 | Active / Magical Neutral / Holy | 60~105 SP, 10 AP | MATK% = 2100 * SkillLevel + 10 * SPL, finalized x (1 + both Mastery Lv / 100), +50% versus Plant and Insect
|
Item Boosts
Gear that directly boosts each 4th job skill.
Job Build Recommendations
Imperial Guard runs three damage profiles, and they do not share gear. The spear line is melee physical, the shield line is ranged physical, and the holy caster line is magic, so each build below is self contained. 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 |
| Overslash Spear Melee Physical |
Skills to main: (MT) Spear & Sword Mastery Lv 10, (MT) Overslash Lv 10, (MT) Imperial Cross Lv 5, (MT) Attack Stance Lv 5, (MT) Guard Stance Lv 5 Gear to refine and grade: Damage cards: Stats and traits: STR for weapon attack, DEX for the Over Brand and Cannon Spear hybrids, then POW, because (MT) Overslash and (MT) Imperial Cross both add a flat term per point of POW and (MT) Spear & Sword Mastery converts mastery into P.ATK. STA and VIT round out the defensive side, which matters because Guardian Shield scales on STA. Enchants and shadow: Combos: Consumables: Rotation: hold (MT) Attack Stance at all times and (MT) Guard Stance whenever you are taking the hits, then open with (MT) Imperial Cross and follow with (MT) Overslash once Spear Scar is up. (MT) Overslash hits three times, so it is the main single target button, and Moon Slasher plus Over Brand handle anything that stands in a line. Budget: Low to medium. One spear and one circlet carry the whole profile. Content: Base Level 200 to 249 field and dungeon content, below the 250 gate of the SS tier instances. |
| Shield Shooting Shield Ranged Physical |
Skills to main: Shield Mastery Lv 10, (MT) Shield Shooting Lv 5, Shield Slam Lv 5, (MT) Grand Judgement Lv 10, (MT) Guard Stance Lv 5 Gear to refine and grade: the shield is the weapon here, so Damage cards: Stats and traits: POW first, since every shield skill adds a flat POW term, then STR and DEX for ATK and HIT, and STA for the defensive half of the kit. Shield Mastery converts into both RES and skill damage, so keep it at the cap. Enchants and shadow: Combos: Consumables: Rotation: open from (MT) Guard Stance so the defensive passives are live, then (MT) Shield Shooting as the main ranged hit and Shield Slam whenever a target closes in. (MT) Grand Judgement is the critical burst button, and Shield Chain covers the gap when the shield skills are on cooldown. Budget: Medium. A graded shield carries almost the entire build. Content: Base Level 200 to 249 AoE farming and mid tier dungeons. |
| Cross Rain Holy Magic Nuke |
Skills to main: (MT) Spear & Sword Mastery Lv 10, (MT) Cross Rain Lv 10, (MT) Judgement Cross Lv 10, (MT) Imperial Pressure Lv 5, (MT) Holy Shield Lv 5, Genesis Ray Lv 10 Gear to refine and grade: Damage cards: Stats and traits: INT for MATK, then SPL, because (MT) Cross Rain, (MT) Judgement Cross and (MT) Imperial Pressure each add a flat SPL term, then WIS for the magic side of the kit. STA still pays because the defensive half of the job never goes away. Enchants and shadow: Combos: Consumables: Rotation: raise (MT) Holy Shield so the whole kit flips to Holy, then drop (MT) Cross Rain on the pack and follow with (MT) Judgement Cross on the priority target, filling with (MT) Imperial Pressure and Genesis Ray between cooldowns. Piety and King's Grace keep the caster and the party alive. Budget: Medium. The gear is shared with any magic class, so it doubles as a levelling set. Content: Base Level 200 to 249 farming and single target bossing. |
End Game
| Build | Recommendations |
| Overslash Spear Melee Physical |
Skills to main: (MT) Spear & Sword Mastery Lv 10, (MT) Overslash Lv 10, (MT) Imperial Cross Lv 5, (MT) Attack Stance Lv 5, (MT) Guard Stance Lv 5 Gear to refine and grade: Damage cards: the same skill line as Mid Game, so Stats and traits: STR, DEX and POW, unchanged from Mid Game, the gear just carries it further. VIT and STA stay useful for Guardian Shield. Enchants and shadow: unchanged from Mid Game, since the Over Cross shadows and the Imperial Guard Stone (Lower II) plus Royal Guard Stone (Upper) pair stay best in slot at this tier. Combos: Consumables: Rotation: unchanged from Mid Game. Keep (MT) Attack Stance up, open with (MT) Imperial Cross for Spear Scar, then chain (MT) Overslash. Budget: High. The Frontier and Dimensions pair is the single biggest jump in the profile. Content: SS tier instances at Base Level 250, SSS tier at 270. |
| Shield Shooting Shield Ranged Physical |
Skills to main: Shield Mastery Lv 10, (MT) Shield Shooting Lv 5, Shield Slam Lv 5, (MT) Grand Judgement Lv 10, (MT) Guard Stance Lv 5 Gear to refine and grade: Damage cards: Stats and traits: POW, STR, DEX and STA. The shield weight and refine term is what makes this build work, so refine is worth more here than on any other Imperial Guard profile. Enchants and shadow: unchanged from Mid Game, since the Shield Shooter shadows and the Imperial Guard Stone II (Lower II) plus Royal Guard Stone II (Upper) pair stay best in slot at this tier. Combos: Consumables: Rotation: unchanged from Mid Game. Hold (MT) Guard Stance, use (MT) Shield Shooting on cooldown, and fall back to Shield Slam and (MT) Grand Judgement for burst. Budget: High, mostly from refining the shield. Content: SS tier instances at Base Level 250, SSS tier at 270. |
| Cross Rain Holy Magic Nuke |
Skills to main: (MT) Spear & Sword Mastery Lv 10, (MT) Cross Rain Lv 10, (MT) Judgement Cross Lv 10, (MT) Imperial Pressure Lv 5, (MT) Holy Shield Lv 5, Genesis Ray Lv 10 Gear to refine and grade: Damage cards: the same skill line as Mid Game, so Stats and traits: INT, SPL and WIS. Same spread as Mid Game, the gear just carries it further. Enchants and shadow: identical to Mid Game, since the Rain Pressure shadows and the Imperial Guard Stone (Lower II) plus Royal Guard Stone (Upper) pair stay best in slot at this tier. Combos: Consumables: Rotation: unchanged from Mid Game. (MT) Holy Shield keeps the kit on Holy, (MT) Cross Rain clears ground, (MT) Judgement Cross deletes single targets. Budget: High. The magic set is shared with other casters, so it is the cheapest End Game tier to reuse. Content: SS and SSS tier bossing. |
General Damage Gear & Cards
The tables above list items that boost one specific skill. The pieces below raise physical or magic damage in general, so they stack on top of the skill gear. Imperial Guard needs both: the spear and shield builds deal physical damage, split between melee for the spear line and ranged for the shield line, while the holy caster build deals magic damage. Treat the two halves separately, because a physical damage line does nothing for a caster and a MATK line does nothing for a spear.
Physical
The spear build deals melee physical damage and the shield build deals ranged physical damage, so the two want different wording on their damage lines but the same ATK, P.ATK and crit scaling. Cards that only say ranged damage % are dead weight on the spear build, and cards that only say melee damage % are dead weight on the shield build.
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 spear build, and ranged damage % only pays off on the shield build.
| 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 (shield build only) | |
| ranged damage % (shield build only) | |
| crit damage % (refine scaled where applicable) | |
| crit damage % (refine scaled where applicable) | |
| crit damage % (refine scaled where applicable) | |
| melee damage % (spear build only) | |
| melee damage %, damage to Boss (spear build only) | |
| melee damage % (spear build 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 (spear build 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 (shield build only) | |
| ATK %, P.ATK, damage to Boss, Normal (refine scaled where applicable) |
Magic
The holy caster build deals magic damage, so it ignores every ATK and physical damage line above. The pieces below raise magic damage in general, and they stack on top of the (MT) Cross Rain and (MT) Judgement Cross 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 | 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 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 % (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
|
Rental Service Any town |
|
Rent Peco Peco. |
Wallpaper







