Logo

The complete guide for GemstoneRO - The best Ragnarok Online private server of 2026

User Tools

Site Tools


jobs:muhro:the_complete_elemental_master_guide_by_goldie
Elemental Master
Job Base(s): Sorcerer
Job Type: 4-2
Job Level: 60
Number of Skills: 18
Total Skill Points: 246
Total Quest Skills: 0
Job Bonuses
STR AGI VIT INT DEX LUK
+4 +4 +8 +14 +10 +5
Talent Bonuses
POW STA WIS SPL CON CRT
+3 +8 +8 +12 +6 +3

Elemental Master (abbrev. as EM) is the 4th class of the Sage, Professor, and Sorcerer lineup. It's a versatile class that can be played as DPS, tank, support, or whichever your preference is. It is arguably one of the strongest magical classes at the moment.

Unlike Arch Mage, Elemental Master has a lot of utility skills (i.e. Land Protector, Dispell, Blinding Mist, Insignias, Defensive Stances of Spirits, etc.) in its arsenal, making it possible for the class to leave behind defensive gears, and run full DPS while surviving most of the monsters' and bosses' skills and attacks.

Future and relevant updates arriving to the class with regards to new gears and builds will be listed down in this section. Estimated time of arrival (ETA) to the server is still to be determined (TBD) but this will be updated over time for futureproofing.

Introduction

You're probably wondering why you should play Elemental Master at all. In this section, I'll be pointing out key points of both its pros and cons to help you get ready for the class, get yourself accustomed to it, and decide as early as now if you still want to pursue playing the class after knowing its strengths and weaknesses. Moreover, the main scope and focus of this guide will be about the class as a whole encompassing different builds, skill mechanics, skill behaviors, rotation, and playstyle and it will not just serve as a plain and ordinary gear guide which only dictates the best in slot (BiS) gears for the class. But first, let me share some of my wild and wistful unfiltered diaristic expression marked with brutal honesty about the class in the past in relation to now.

Gone are the 3rd job days where every magic classes, with the exception of Performers (and to some degree Soul Reaper), have the problem of being elementally-locked behind with whatever skills they have available. Sorcerers had it worst because while they have skills with different elemental properties, these are all hindered by their long cooldowns (CD). Their main skill Psychic Wave and its companion skills like Diamond Dust, Earth Grave, and Varetyr Spear all suffered the same fate, and are locked behind an agonizing 5 seconds CD each. While their cooldowns can be reduced with Shadow Gears, and some equipment like Patent Shadow Staff , it still wasn't enough to have Sorcerer enter the meta as a main DPS class. Also it's important to point out that even though Psychic Wave can be endowed to the four (4) basic elements (Fire, Water, Wind, & Earth), the old elemental table wasn't exactly in favor of them. For instance, any monsters that was either Holy 4 or Shadow 4 would resist your magical attacks and so most of the time you'll either stick to Neutral Psychic Wave or “overgear” your Sorcerer just so you can deal an okay amount of damage to those monsters.

Indeed, you may have experienced getting criticized and hated on by other players for joining their party as a DPS Sorcerer. You've probably been told or asked; “Can you tank for us?” or “Be a support and buff slave and let me handle everything and carry you”. Or worse, “No! Don't play DPS Sorcerer! DPS Sorcerer sucks! Sorcerer sucks at PVM! The class is trash! It's the worst class DPS-wise”. Well, to whoever stuck around with the class despite all the hate and prejudice, I am very happy to say that the naysayers are now eating their words in shame, because now with the arrival of 4th jobs and the updated elemental table, Sorcerers have broken free of the bounds that kept them from performing to their fullest once they finally transitioned to Elemental Master!


Pros Cons
Plenty of defensive and utility skills Gifted to use and specialize on Poison magic Excels in space manipulation, zoning, and crowd control (CC) skills High burst damage Mobility Unlimited supply of Activity Point (AP) and mana Access to Elementals and High Elementals Versatility θ Rotation-heavy and cycles through different skills θ High learning curve θ Needs a lot of catalyst θ Expensive to make and build

Pros

  • Skills from previous jobs and skill trees still have use and importance, particularly the utility and defensive ones.
  • Elemental Master is only one of the few classes that can use and specialize Poison magic.
  • One of their main skills called Venom Swamp has great coverage against the four (4) basic elements. Monsters with either Fire, Water, Wind, or Earth property that can't be hit, evade, or receive decreased damage from Conflagration, Lightning Land, Diamond Storm, and Terra Drive will be taken care of by Venom Swamp; thus, learning this skill will remove elemental weakness from the class.
  • EMs excel in space manipulation, zoning, and crowd control (CC) skills.
  • Four (4) of their skills, if you'll include Psychic Wave, are lingering and count as damage over time (DoT) skills. This is useful and efficient when you're farming, as it is as simple as placing any of your DoT skills on the ground before teleporting away. You can still kill the monsters and you can still get their drops (thanks to the @autoloot feature). The only scenario I could think of where this won't be applicable is when you're finishing a Kill Count quest. In that case you'll need to be onscreen to get the count.
  • Their skills have strong maneuverability and it doesn't take too much effort to accurately aim them to hit monsters. Most of their spells are ground targeted and would not require a unit present before they can hit or cast. You can control the distance of how close or far apart your skills are from you; all that will be required of you then is to predict which direction the mobs will likely move towards to and then cast your skills there.
  • They have a generous amount of crowd control skills like Extreme Vacuum which roots and immobilizes monsters in one place, while their DoT skills possess a “hit-locking” CC effect that flinches monsters and displaces them away from you.
  • Their ultimate skill Elemental Buster acts as their 4th job equivalent of Psychic Wave as it can be endowed to either Fire, Water, Wind, Earth, or Poison—basically assuming the elemental property of their currently summoned High Elemental Spirits; but unbeknownst to many it also acts as a CC skill! Both normal and boss monsters with the exception of MVPs hit by this skill are rendered immobile and stunned during the entire duration of the skill animation. We'll go more in-depth about Elemental Buster and its secret shenanigans once we go into the Elemental Master section, so please bear with me! *cough* Autocast Elemental Buster *cough*
  • The class does not shy away when effortlessly one-hit knocking out (OHKO) monsters due to its immanent high burst damage.
  • This gives the class the liberty to leave behind some damage gears in favor of drop rate gears such as Happy Balloon , Poring Sunglasses+ , and Lian Shoes to name a few in order to get better yields when farming. There will come a point in the game wherein you will have too much damage that sacrificing some of it won't hurt so you can be ahead of everybody else in terms of farming rates.
  • Just as seen in this showcase video, EMs can farm the most endgame dungeon Varmundt's Biosphere Depth 2 with 24% drop gears and still OHKO the mobs inside. Not all classes can do this and EM is the greatest magical class to ever do it alongside Inquisitors (in the physical department) so make the most out of this advantage.
  • They have at least two (2) forms of mobility with the skills Level 1 Summon Ventus on Level 2 Elemental Control (Defensive Mode) and Psychic Stream.
  • You may argue that Guyak Pudding is basically free and only costs 10 GemCoin , but having free guyak whenever you need it is a big add-on, especially for those tight on budget. And besides, not only does it boost movement speed but it also gives you +50% FLEE Rate, which greatly improves an EM's survivability.
  • EM is already a class gifted with lots of ground magical skills, above average range and AoE, and yet they were still given another mobility skill with Psychic Stream. This skill with a nine (9) cells range lets you blink/dash towards a monster or a mob of monsters making farming faster and efficient. As an example, you use Psychic Stream on a mob then proceed to autocast your Elemental Buster from the Dimension Set to kill the horde of mobs around you, while aiming Diamond Storm to another pack of mobs to maximize your range and space around you.
  • Endgame dungeons such as Biosphere Depth 2, Ruined Valkyrie Realm, and Encroached Geffenia do not allow the usage of the teleportation item Fly Wing and thus restricts skills such as the Soul Ascetic (SA) skill Leap—but not Psychic Stream. This gives the class a sharper edge than SA in terms of mobility in these dungeons, because even with their 11×11 to 15×15 AoEs SAs will still need to walk to get closer to each pack of mobs to be in range of their self-centered AoE skills Talisman of White Tiger + Talisman of Black Tortoise, while EMs have farther reach, can pliantly maneuver their ground skills to any directions, have crowd control effects, and can swiftly zoom in/out with Psychic Stream.
  • Unlimited supply of Activity Point (AP) and mana.
  • Activity Point will be necessary to cast majority of 4th job skills. EMs will never ran out of AP since most of their skills, with the exception of a manually casted Elemental Buster and Psychic Stream, replenish their AP by 5 points; in the event you die which brings down your AP to 0 in a dungeon or inside an instance, you will never find the need to go back to town to talk to the NPC Healer just to fully recover your AP.
  • In case you play in a group and one of your comrades died or in dire need of AP, EMs can generously share their AP via their skill Increasing Activity.
  • Much like Activity Point, mana is also not a problem for the class. With their skill Indulge, this gives EMs the ability to convert their HP to SP by a certain percentage anytime they need to.
  • EMs have access to Elementals and High Elementals that would help them in various ways. We'll talk more about them in their own sections.
  • Versatility and an all-rounder. Can be played as DPS, tank, or support.

Cons

  • A rotation-based class that cycles through different skills.
  • No matter how strong the class is, if it's not for you then you won't have a good time playing the class. I say that because the class is not a one-button skill class when you're playing it. You'll need to cycle skills in between to farm.
  • Needs attentiveness and awareness as to when will the next skill will be off-cooldown, so for people who prefer to just press one (1) button or skill you may want to play other classes instead like Soul Ascetic (SA).
  • High learning curve.
  • The class looks easy to play on paper and on first sight, but Elemental Master actually has a lot of things you need to understand first in order to effectively play the class to its best capacity.
  • However if you plan on using the class as a starting farmer character, do not worry because it's still a viable pick for that purpose. It is as straightforward as casting your skills to kill monsters to get their loots and move on. Difficulty spikes when you start incorporating defensive and utility skills while aiming to optimize damage per second (DPS) with Elemental Master since a lot of variables will need to be considered, and a complete and thorough understanding of the class is necessary.
  • Needs a lot of catalysts to summon their Elementals and High Elementals, and apply their ground defensive skills which makes weight management more important than ever.
  • As a magic class and part of the meta (most effective tactics available), EM is an expensive class to make and build. Gears for the class will become more and more expensive as you gradually progress through the game.

At the end of the day, I believe that every cons you'll encounter with the class will get outweighed by their pros. Now, it's up to you whether you'll commit to the class despite knowing all its strengths and weaknesses. Should you decide to continue, it'll be a pleasure to have you join me in the wonderful journey of mastering the ways of the true Elemental Master.

Magician

Overview

Magicians (colloquially called as Mages) are known to rely on magical skills to deal damage against monsters, and use specific elements based on the monsters' elemental property to exploit their weakness. In this lineup, Mages are bestowed with offensive Area of Effect (AoE) skills that will help them level-up in the early stages of the game. While supportive, defensive, and passive skills will come in handy in endgame as Elemental Master.

Among the notable skills that Mages use in their arsenal are Cold Bolt, Fire Bolt, Lightning Bolt, and Fire Ball just to name a few. Mages predominantly use Fire Ball for leveling because of its wider AoE, splash damage effect, and low cooldown. Mages can also use the three (3) other bolt skills for leveling, but it won't be as effective and fast as using Fire Ball to level up, though they are still good skills to use especially when paired with Fire Wall, as this will create a protective barrier between you and the monster you are trying to kill. These bolt skills will also prove to be relevant for the other build of the Elemental Master class which is Spell Fist build. Mages also have access to both Energy Coat and Safety Wall which give a couple of layers of Defense for the class.

Skill Tree

Magician Skill Tree
9.webp Increase SP Recovery
Max Level: 10
Skill Form: Passive
Description: Restores SP every 10 sec
while idle.
MaxSP affects how much SP
restoration is increased by this skill.

[Lv 1]: Restores (5+0.2% of MaxSP) SP
[Lv 2]: Restores (10+0.4% of MaxSP) SP
[Lv 3]: Restores (15+0.6% of MaxSP) SP
[Lv 4]: Restores (20+0.8% of MaxSP) SP
[Lv 5]: Restores (25+1.0% of MaxSP) SP
[Lv 6]: Restores (30+1.2% of MaxSP) SP
[Lv 7]: Restores (35+1.4% of MaxSP) SP
[Lv 8]: Restores (40+1.6% of MaxSP) SP
[Lv 9]: Restores (45+1.8% of MaxSP) SP
[Lv 10]: Restores (50+2.0% of MaxSP) SP
10.webp Sight
Max Level: 1
Skill Form: Active
Type: Supportive
Target: Caster
Description: Uses 10 SP to summon a fire
ball that for 10 seconds will detect hidden
characters in 7x7 AoE around the caster.
11.webp Napalm Beat
Max Level: 10
Skill Form: Active
Type: Magical
Target: 1 Character
Description: Uses telekinesis power to
attack a target and 3x3 cells around it
with
Ghost elemental magic. The damage
portion is divided among the targets.

[Lv 1]: 80% MATK
[Lv 2]: 90% MATK
[Lv 3]: 100% MATK
[Lv 4]: 110% MATK
[Lv 5]: 120% MATK
[Lv 6]: 130% MATK
[Lv 7]: 140% MATK
[Lv 8]: 150% MATK
[Lv 9]: 160% MATK
[Lv 10]: 170% MATK
12.webp Safety Wall
Max Level: 10
Requirement: Napalm Beat 7, Soul Strike 5
Skill Form: Active
Type: Supportive
Target: Ground
Description: Creates a magic barrier on
a targeted spot that will block certain
number of physical melee attacks and damage.
The barrier will disappear after a
period of time.
Consumes 1
Blue Gemstone.
[Lv 1]: Barrier: 300, Blocks 2 Hits
[Lv 2]: Barrier: 600, Blocks 3 Hits
[Lv 3]: Barrier: 900, Blocks 4 Hits
[Lv 4]: Barrier: 1200, Blocks 5 Hits
[Lv 5]: Barrier: 1500, Blocks 6 Hits
[Lv 6]: Barrier: 1800, Blocks 7 Hits
[Lv 7]: Barrier: 2100, Blocks 8 Hits
[Lv 8]: Barrier: 2400, Blocks 9 Hits
[Lv 9]: Barrier: 2700, Blocks 10 Hits
[Lv 10]: Barrier: 3000, Blocks 11 Hits
13.webp Soul Strike
Max Level: 10
Requirement: Napalm Beat 4
Skill Form: Active
Type: Magical
Target: 1 Character
Description: Summons holy spirit to
inflict 100%
MATK Ghost elemental
magical damage per Hit on a target.
This skill inflicts additional damage
against
Undead monster.
[Lv 1]: 1 Hit, Undead +5%,
18 SP Consumption

[Lv 2]: 1 Hit, Undead +10%,
14 SP Consumption

[Lv 3]: 2 Hits, Undead +15%,
24 SP Consumption

[Lv 4]: 2 Hits, Undead +20%,
20 SP Consumption

[Lv 5]: 3 Hits, Undead +25%,
30 SP Consumption

[Lv 6]: 3 Hits, Undead +30%,
26 SP Consumption

[Lv 7]: 4 Hits, Undead +35%,
36 SP Consumption

[Lv 8]: 4 Hits, Undead +40%,
32 SP Consumption

[Lv 9]: 5 Hits, Undead +45%,
42 SP Consumption

[Lv 10]: 5 Hits, Undead +50%,
38 SP Consumption
14.webp Cold Bolt
Max Level: 10
Skill Form: Active
Type: Magical
Target: Enemy
Description: Summons bolts of frigid ice
to strike at an enemy which inflicts 100%
MATK
Water elemental magic damage per Hit.
[Lv 1]: 1 Hit, 12 SP Consumption
[Lv 2]: 2 Hits, 14 SP Consumption
[Lv 3]: 3 Hits, 16 SP Consumption
[Lv 4]: 4 Hits, 18 SP Consumption
[Lv 5]: 5 Hits, 20 SP Consumption
[Lv 6]: 6 Hits, 22 SP Consumption
[Lv 7]: 7 Hits, 24 SP Consumption
[Lv 8]: 8 Hits, 26 SP Consumption
[Lv 9]: 9 Hits, 28 SP Consumption
[Lv 10]: 10 Hits, 30 SP Consumption
15.webp Frost Diver
Max Level: 10
Requirement: Cold Bolt 5
Skill Form: Active
Type: Magical, Debuff
Target: 1 Character
Description: Inflicts Water magic
damage on a target, which has a chance to
inflict
Freezing status. The Freezing
chance and duration are affected by target's
Level, MDEF and LUK stats.
[Lv 1]: 110% MATK, Frozen Chance: 38%
[Lv 2]: 120% MATK, Frozen Chance: 41%
[Lv 3]: 130% MATK, Frozen Chance: 44%
[Lv 4]: 140% MATK, Frozen Chance: 47%
[Lv 5]: 150% MATK, Frozen Chance: 50%
[Lv 6]: 160% MATK, Frozen Chance: 53%
[Lv 7]: 170% MATK, Frozen Chance: 56%
[Lv 8]: 180% MATK, Frozen Chance: 59%
[Lv 9]: 190% MATK, Frozen Chance: 62%
[Lv 10]: 200% MATK, Frozen Chance: 65%
16.webp Stone Curse
Max Level: 10
Skill Form: Active
Type: Debuff
Target: 1 Character
Description: Inflicts Stone Curse to a
target. Consumes 1
Red Gemstone.
From level 6,
Red Gemstone is consumed
only when the skill is successfull.
Stone Curse chance and duration are
affected by target's
Level, MDEF
and
LUK stats.
[Lv 1]: Stone Curse chance: 24%
[Lv 2]: Stone Curse chance: 28%
[Lv 3]: Stone Curse chance: 32%
[Lv 4]: Stone Curse chance: 36%
[Lv 5]: Stone Curse chance: 40%
[Lv 6]: Stone Curse chance: 44%
[Lv 7]: Stone Curse chance: 48%
[Lv 8]: Stone Curse chance: 52%
[Lv 9]: Stone Curse chance: 56%
[Lv 10]: Stone Curse chance: 60%
17.webp Fire Ball
Max Level: 10
Requirement: Fire Bolt 4
Skill Form: Active
Type: Magical, AoE
Target: 1 Character
Description: Summons a fire ball to
damage a target and all enemies within
5x5 cells area with
Fire elemental
magical damage. Inner area (3x3) and
outer area (5x5) receive different
damage.

[Lv 1]: Inner: 160% MATK, Outer: 120% MATK
[Lv 2]: Inner: 180% MATK, Outer: 135% MATK
[Lv 3]: Inner: 200% MATK, Outer: 150% MATK
[Lv 4]: Inner: 220% MATK, Outer: 165% MATK
[Lv 5]: Inner: 240% MATK, Outer: 180% MATK
[Lv 6]: Inner: 260% MATK, Outer: 195% MATK
[Lv 7]: Inner: 280% MATK, Outer: 210% MATK
[Lv 8]: Inner: 300% MATK, Outer: 225% MATK
[Lv 9]: Inner: 320% MATK, Outer: 240% MATK
[Lv 10]: Inner: 340% MATK, Outer: 255% MATK
18.webp Fire Wall
Max Level: 10
Requirement: Sight 1, Fire Ball 5
Skill Form: Active
Type: Magical
Target: Ground
Description: Uses 40 SP to create a fire
barrier that inflicts 50%
MATK Fire
elemental magic damage on upcoming enemies
and knock them 2 cells backward.

[Lv 1]: Each Wall: 3 Hits, lasts 5 seconds
[Lv 2]: Each Wall: 4 Hits, lasts 6 seconds
[Lv 3]: Each Wall: 5 Hits, lasts 7 seconds
[Lv 4]: Each Wall: 6 Hits, lasts 8 seconds
[Lv 5]: Each Wall: 7 Hits, lasts 9 seconds
[Lv 6]: Each Wall: 8 Hits, lasts 10 seconds
[Lv 7]: Each Wall: 9 Hits, lasts 11 seconds
[Lv 8]: Each Wall: 10 Hits, lasts 12 seconds
[Lv 9]: Each Wall: 11 Hits, lasts 13 seconds
[Lv 10]: Each Wall: 12 Hits, lasts 14 seconds
19.webp Fire Bolt
Max Level: 10
Skill Form: Active
Type: Magical
Target: 1 Character
Description: Attacks a target with arrow
made of fire inflicting 100%
MATK Fire
elemental magic damage per Hit.

[Lv 1]: 1 Hit, SP Consumption: 12
[Lv 2]: 2 Hits, SP Consumption: 14
[Lv 3]: 3 Hits, SP Consumption: 16
[Lv 4]: 4 Hits, SP Consumption: 18
[Lv 5]: 5 Hits, SP Consumption: 20
[Lv 6]: 6 Hits, SP Consumption: 22
[Lv 7]: 7 Hits, SP Consumption: 24
[Lv 8]: 8 Hits, SP Consumption: 26
[Lv 9]: 9 Hits, SP Consumption: 28
[Lv 10]: 10 Hits, SP Consumption: 30
20.webp Lightning Bolt
Max Level: 10
Skill Form: Active
Type: Magical
Target: 1 Character
Description: Drops lightning on target
inflicting 100%
MATK Wind elemental
magic damage per Hit.

[Lv 1]: 1 Hit, SP Consumption: 12
[Lv 2]: 2 Hits, SP Consumption: 14
[Lv 3]: 3 Hits, SP Consumption: 16
[Lv 4]: 4 Hits, SP Consumption: 18
[Lv 5]: 5 Hits, SP Consumption: 20
[Lv 6]: 6 Hits, SP Consumption: 22
[Lv 7]: 7 Hits, SP Consumption: 24
[Lv 8]: 8 Hits, SP Consumption: 26
[Lv 9]: 9 Hits, SP Consumption: 28
[Lv 10]: 10 Hits, SP Consumption: 30
21.webp Thunder Storm
Max Level: 10
Requirement: Lightning Bolt 4
Skill Form: Active
Type: Magical
Target: Ground
Description: Drops lightning bolt on
specific location, inflicting 100%
MATK Wind
elemental magic per Hit in a 5x5 cell area.

[Lv 1]: 1 Hit, SP Consumption: 29
[Lv 2]: 2 Hits, SP Consumption: 34
[Lv 3]: 3 Hits, SP Consumption: 39
[Lv 4]: 4 Hits, SP Consumption: 44
[Lv 5]: 5 Hits, SP Consumption: 49
[Lv 6]: 6 Hits, SP Consumption: 54
[Lv 7]: 7 Hits, SP Consumption: 59
[Lv 8]: 8 Hits, SP Consumption: 64
[Lv 9]: 9 Hits, SP Consumption: 69
[Lv 10]: 10 Hits, SP Consumption: 74
Quest Skills
157.webp Energy Coat
Requirement: Finish Quest
Skill Form: Active
Type: Supportive
Target: Caster
Description: Creates a barrier of
spiritual energy that will buffer
attacks at the caster. Caster's
remaining
SP affects the amount of
damage reduced by the barrier. Higher damage
means more
SP will be drained
by the barrier.

[SP 100~81%]: -30% Damage,
SP Consumption: 3.0%

[SP 80~61%]: -24% Damage,
SP Consumption: 2.5%

[SP 60~41%]: -18% Damage,
SP Consumption: 2.0%

[SP 40~21%]: -12% Damage,
SP Consumption: 1.5%

[SP 20~1%]: -6% Damage,
SP Consumption: 1.0%

Skill Analysis

Detailed Analysis of Magician Skills
Skill Notes Points Type
9.webp Increase SP Recovery
  • One of the most useful skills you'll learn as a Mage. Put 10 skill points on this one as this will help you replenish your SP passively when standing in one spot as you do DPS, and also improves the potency of SP regenerating potions.
10 Passive
10.webp Sight
  • Allot 1 skill point to this skill. It will reveal monsters under the Cloaking or Hiding state. Monsters in Depth Abyss 2 such as the Two-Eyes Dollocaris and Flame Ghost will be unveiled by this spell.
1 Supportive
11.webp Napalm Beat
  • Just enough points as a prerequisite skill for 12.webp Safety Wall.
7 Offensive
12.webp Safety Wall
  • Place 10 skill points on this one and max it out. A good skill to defend yourself and your party members against normal melee attacks. When supporting, you can just spam this underneath your party's tank. Be sure to bring a lot of Blue Gemstones not only for spamming Safety Wall but for your subsequent skills in the Sage branch.
  • In places like Tower of Trials where monsters and MVPs such as the High Orcs and Fallen Bishop cast the Acolyte skill 25.webp Pneuma, placing and spamming Safety Walls directly underneath or 1 cell around these monsters will prevent them from casting Pneuma. You can use this tactic to aid your long-range teammates from having their attacks miss.
  • When a single instance of a melee physical attack/skill exceeds the durability of Safety Wall, the wall's longevity ceases to disintegrate and the excess damage won't anymore pierce right through to anyone standing on its cell.
  • In Temple of Demon God (Hard Mode), this skill is casted and spammed underneath your allies to block a single instance of 662.webp Hell's Judgement to prevent your party from dying.
  • Its MaxHP or durability is influenced by the caster's Job Level, INT, and MaxSP as determined by this formula:
    • Durability (MaxHP) = Base_Durability + 7000 × (1 + 0.1 × Job_Lv ÷ 50) + 65 × INT + Max_SP
    • A Level 10 Safety Wall has a base durability value of 3000 and stays active on the floor for 50 seconds until it gets destroyed or cleared by skills.
  • Requires 1 717.webp Blue Gemstone (717) to cast. Can be purchased from NPC Tool Dealer in any towns for 1,500 zeny. 500 pcs. of Blue Gemstones can be packaged into a 100192.webp Blue Gemstone Pouch (100192) by talking to the NPC Gemstone Bagger, situated in the west side of Geffen (geffen_in 74, 175) (@go 2) or right outside of the dungeon Prontera Culvert (prt_fild05 294, 226) for lighter accessibility.
10 Defensive
13.webp Soul Strike
  • Just enough points as a prerequisite skill for 12.webp Safety Wall.
  • With the release of Chapter 1 which introduced the Frontier Rune Crown & Book combo and you play 2445.webp Spell Fist build, you will now need to maximize this skill because Level 10 Soul Strike will serve as the catalyst skill that will allow you to autocast the Arch Mage skill 5220.webp Soul Vulcan Strike.
5 / 10 Offensive
14.webp Cold Bolt
  • Max it out if you're planning on playing 2445.webp Spell Fist eventually. Otherwise, just put enough points as a prerequisite skill for the Sage's 281.webp Frost Weapon skill.
5 / 10 Offensive
15.webp Frost Diver
  • Dump whatever skill points you have left on this one I suppose.
  • Frost Diver has a 38%~65% chance (scales with level) of applying the Frozen debuff on normal monsters. Once Frozen, their element is forcibly changed to Water 1, which leaves them vulnerable to Wind property skills such as your own 20.webp Lightning Bolt and 21.webp Thunder Storm.
8 Offensive
16.webp Stone Curse
  • Just enough points as a prerequisite skill for the Sage's 283.webp Seismic Weapon skill.
  • Requires 1 716.webp Red Gemstone (716) to cast. Can be purchased from NPC Tool Dealer in any towns for 1,500 zeny. 500 pcs. of Red Gemstones can be packaged into a 100194.webp Red Gemstone Pouch (100194) by talking to the NPC Gemstone Bagger, situated in the west side of Geffen (geffen_in 74, 175) (@go 2) or right outside of the dungeon Prontera Culvert (prt_fild05 294, 226) for lighter accessibility.
1 Supportive
17.webp Fire Ball
  • For early leveling, you can max it out then just take away some skill points afterwards as it will be only used for that purpose. Reset your skill points by talking to the NPC Build Manager Lotus (main_office 122, 169) when you're done leveling with this skill, and put them on other important skills. It'll only cost 5,000 zeny to reset skill trees, so don't be afraid if you allocated points on a leveling skill such as Fire Ball.
0 / 10 Offensive
18.webp Fire Wall
  • Just like Fire Ball, it is also needed for the early leveling phase. You can also do the old but still useful tactic vertical Fire Wall like in this video.
0 / 10 Supportive
19.webp Fire Bolt
  • Max it out if you're planning on playing 2445.webp Spell Fist eventually. Otherwise, just put enough points as a prerequisite skill for the Sage's 280.webp Flame Launcher skill.
1 / 10 Offensive
20.webp Lightning Bolt
  • Max it out if you're planning on playing 2445.webp Spell Fist eventually. Otherwise, just put enough points as a prerequisite skill for the Sage's 282.webp Lightning Loader skill.
1 / 10 Offensive
21.webp Thunder Storm
  • Skip this one. No place as a prerequisite skill either.
0 Offensive
157.webp Energy Coat
  • Always an available skill to have as a Mage, but you may need to talk to the NPC Platinum Skill (main_office 84, 59) first to unlock this one. The most useful skill to have in the Mage tree in my opinion as this will decrease the incoming damage you receive be it physical or magical so long as you have enough SP. The damage reduction scales with your current SP so make sure to keep your SP healthy and full at all times.
1 Defensive
My Personal Skill Tree Allocations for Magician
Leveling
Endgame

Sage

Overview

Sage (also known as Battle Mage or Anti-Mage) is the 2nd alternate job for the Magician class. Sages have spent years studying the intrinsic and constituent character of magic and how it interacts with its environment. Instead of using the destructive capabilities of magic, they have utilized everything they have studied about its true nature by disrupting its belligerent side and bringing out its calmer psyche into the fold. Thus, Sages have gained the reputation on being known with the role of Anti-Mages or as Anti-Casters.

Most of their skills are used to disrupt spells of the opposing enemies, create a defensive layer on the ground that will prevent any kinds of AoE ground magical skills to deal damage unto you and your party members, and remove buffs on the enemies and debuffs on your allies that would otherwise negatively impact the run of the party if left untouched; but with a Sage on a party you can turn the tables and switch the tide of battle to you and your party's favor. While Sages shine brighter in their defensive capabilities and almost all of their skills can only realistically be used in a Player vs. Player (PvP) scenario, they are lacking in the offensive department which makes them solely rely on their Mage offensive skills to farm and level-up effectively.

Among the notable skills in a Sage's arsenal include the Dispell, Magic Rod, and Spell Breaker skills to disable monsters and MVPs rendering them crippled and weaker. And of course the bread and butter of all Sages—the Land Protector skill that is always sought after in every party, and in every instances. This skill in my opinion is what defines the class and makes it whole and unique among the other classes. Afraid of dying in combat? Required to play with a tank to be your meat shield to eat up all of those hard hitting AoE ground magical skills? Or forced to take out some DPS gears and build tank gears in order to survive a difficult fight? Well fret not because all you'll need is Land Protector to solve all those problems!

Atypical and bravely unique from the generic playstyle of the common Mage, Sages are ordinarily seen in the frontlines either to support the party or to deal their own way of dishing out damage. With their skill Auto Spell, this gives Sages the ability to autocast their own Magician skills including the elemental bolt skills with each movement they perform with their melee physical attacks. Due to this distinct individuality that sets them apart, Sages have acclaimed and popularized the approach to being a Battle Mage.

Besides their defensive skills, they also have supportive spells to amplify the damage output of their own elemental spells or their party members' in the form of Volcano, Deluge, and Violent Gale. This is further enhanced by their endow skills Flame Launcher, Frost Weapon, Lightning Loader, and Seismic Weapon which makes them essential members in a party for physical classes particularly as they can flexibly change the elements of their weapons anytime and as needed.

Additionally, Sages have the ability to craft Elemental Converters ( Fire Elemental Converter , Water Elemental Converter , Wind Elemental Converter , and Earth Elemental Converter ) with their skill Create Elemental Converter so long as you have the right materials with you. Your physical player friends would probably be interested to request you to craft some of these for them or you could craft them to sell to players cheaper than NPC price of course.

Their skill kit will always prove useful in the later stages of the game so take your time to learn and understand the skills of the Sage branch as I try my best to explain each and one of them elaboratively and precisely. You won't regret it!

Skill Tree

Sage Skill Tree
274.webp Advanced Book
Max Level: 10
Skill Form: Passive
Description: Increases Attack Speed
and damage with
Book class weapons.
[Lv 1]: Damage +3, Attack Speed +0.5%
[Lv 2]: Damage +6, Attack Speed +1%
[Lv 3]: Damage +9, Attack Speed +1.5%
[Lv 4]: Damage +12, Attack Speed +2%
[Lv 5]: Damage +15, Attack Speed +2.5%
[Lv 6]: Damage +18, Attack Speed +3%
[Lv 7]: Damage +21, Attack Speed +3.5%
[Lv 8]: Damage +24, Attack Speed +4%
[Lv 9]: Damage +27, Attack Speed +4.5%
[Lv 10]: Damage +30, Attack Speed +5%
275.webp Cast Cancel
Max Level: 5
Requirement: Advanced Book 2
Skill Form: Active
Type: Supportive
Target: Caster
Description: Only usable while casting a
magic spell. Immediately cancels a
spell, allowing the caster to take
another action without any delay. The higher the
skill level, the lower the
SP consumption
of the casting skill.

[Lv 1]: SP Consumption: 90%
[Lv 2]: SP Consumption: 70%
[Lv 3]: SP Consumption: 50%
[Lv 4]: SP Consumption: 30%
[Lv 5]: SP Consumption: 10%
276.webp Magic Rod
Max Level: 5
Requirement: Advanced Book 4
Skill Form: Active
Type: Supportive
Target: Caster
Description: Upon being attacked with a
skill, using
Magic Rod in the correct
moment has a chance of absorbing the
SP
that the enemy has used for the skill to
the caster instead of damage. Countering
Spell Breaker with Magic Rod will reduce
the target's
SP by 20% when it is successful.
[Lv 1]: Timing: 0.4 seconds, SP Absorption: 20%
[Lv 2]: Timing: 0.6 seconds, SP Absorption: 40%
[Lv 3]: Timing: 0.8 seconds, SP Absorption: 60%
[Lv 4]: Timing: 1.0 second, SP Absorption: 80%
[Lv 5]: Timing: 1.2 seconds, SP Absorption: 100%
277.webp Spell Breaker
Max Level: 5
Requirement: Magic Rod 1
Skill Form: Active
Type: Supportive
Target: 1 Character
Description: Interrupts a magic spell
cast by an enemy and receive the
SP the
enemy used to cast that spell, as well
as reduce 2% of the enemy's
HP. At
skill 5 and above, half of this
HP
damage is absorbed by the caster.
HP
cannot be drained from
Boss monsters
and
WoE Guardians, but this skill does
have 10% chance of interrupting
Boss
monster spells.

[Lv 1]: SP Absorption: 0%
[Lv 2]: SP Absorption: 25%
[Lv 3]: SP Absorption: 50%
[Lv 4]: SP Absorption: 75%
[Lv 5]: SP Absorption: 100%
278.webp Free Cast
Max Level: 10
Requirement: Cast Cancel 1
Skill Form: Passive
Description: Enables moving and
attacking during the casting of magic spells.

[Lv 1]: Movement Speed: 30%,
Attack Speed: 55%

[Lv 2]: Movement Speed: 35%,
Attack Speed: 60%

[Lv 3]: Movement Speed: 40%,
Attack Speed: 65%

[Lv 4]: Movement Speed: 45%,
Attack Speed: 70%

[Lv 5]: Movement Speed: 50%,
Attack Speed: 75%

[Lv 6]: Movement Speed: 55%,
Attack Speed: 80%

[Lv 7]: Movement Speed: 60%,
Attack Speed: 85%

[Lv 8]: Movement Speed: 65%,
Attack Speed: 90%

[Lv 9]: Movement Speed: 70%,
Attack Speed: 95%

[Lv 10]: Movement Speed: 75%,
Attack Speed: 100%
279.webp Auto Spell
Max Level: 10
Requirement: Free Cast 4
Skill Form: Active
Type: Supportive
Target: Caster
Description: Autocasts certain magic
spells by a certain chance while
attacking enemies with physical attack.
Spells that are auto cast through
Auto
Spell
only consume 2/3 of the required
SP and are cast at half of the skill level of
Auto Spell. The amount of spells
which will be casted and the chance to autocast
depends on your
Auto Spells skill level.
If the learned skill level of a spell is
lower than the half of
Auto Spell, autocast the
learned skill level instead. Spells that are not
learned by the caster can't be casted.

[Lv 1]: Chance: 2%, added
Fire/+Cold/+Lightning Bolt
[Lv 2]: Chance: 4%
[Lv 3]: Chance: 6%
[Lv 4]: Chance: 8%, added Spells:
Soul Strike+Fire Ball
[Lv 5]: Chance: 10%
[Lv 6]: Chance: 12%
[Lv 7]: Chance: 14%, added Spells:
Frost Diver+Earth Spike
[Lv 8]: Chance: 16%
[Lv 9]: Chance: 18%
[Lv 10]: Chance: 20%, added Spells:
Thunder Storm+Heavens Drive
280.webp Flame Launcher
Max Level: 5
Requirement: Fire Bolt 1, Advanced Book 5
Skill Form: Active
Type: Supportive
Target: 1 Character
Description: Endows a party member's
weapon with
Fire elemental and increases
Fire elemental damage per skill level
for the skill's duration.
Consumes 1
Scarlet Point.
[Lv 1]: Lasts 10 minutes, Fire Damage+1%
[Lv 2]: Lasts 15 minutes, Fire Damage+2%
[Lv 3]: Lasts 20 minutes, Fire Damage+3%
[Lv 4]: Lasts 25 minutes, Fire Damage+4%
[Lv 5]: Lasts 30 minutes, Fire Damage+5%
281.webp Frost Weapon
Max Level: 5
Requirement: Cold Bolt 1, Advanced Book 5
Skill Form: Active
Type: Supportive
Target: 1 Character
Description: Endows a party member's
weapon with
Water and increases
Water elemental damage per skill level
for the skill's duration.
Consumes 1
Indigo Point.
[Lv 1]: Lasts 10 minutes, Water Damage+1%
[Lv 2]: Lasts 15 minutes, Water Damage+2%
[Lv 3]: Lasts 20 minutes, Water Damage+3%
[Lv 4]: Lasts 25 minutes, Water Damage+4%
[Lv 5]: Lasts 30 minutes, Water Damage+5%
282.webp Lightning Loader
Max Level: 5
Requirement: Lightning Bolt 1,
Advanced Book 5

Skill Form: Active
Type: Supportive
Target: 1 Character
Description: Endows a party member's
weapon with
Wind and increases
Wind elemental damage per skill level
for the skill's duration.
Consumes 1
Yellow Wish Point.
[Lv 1]: Lasts 10 minutes, Wind Damage+1%
[Lv 2]: Lasts 15 minutes, Wind Damage+2%
[Lv 3]: Lasts 20 minutes, Wind Damage+3%
[Lv 4]: Lasts 25 minutes, Wind Damage+4%
[Lv 5]: Lasts 30 minutes, Wind Damage+5%
283.webp Seismic Weapon
Max Level: 5
Requirement: Stone Curse 1, Advanced Book 5
Skill Form: Active
Type: Supportive
Target: 1 Character
Description: Endows a party member's
weapon with
Earth and increases
Earth elemental damage per skill level
for the skill's duration.
Consumes 1
Lime Green Point.
[Lv 1]: Lasts 10 minutes, Earth Damage+1%
[Lv 2]: Lasts 15 minutes, Earth Damage+2%
[Lv 3]: Lasts 20 minutes, Earth Damage+3%
[Lv 4]: Lasts 25 minutes, Earth Damage+4%
[Lv 5]: Lasts 30 minutes, Earth Damage+5%
284.webp Dragonology
Max Level: 5
Requirement: Advanced Book 9
Skill Form: Passive
Description: Increases resistance,
physical and magical damage against
Dragon
monsters. Mastering this skill will add +3
INT.
[Lv 1]: +4% Resistance, +%4 Physical/
+2% Magical Damage, INT +1

[Lv 2]: +8% Resistance, +%8 Physical/
+4% Magical Damage, INT +1

[Lv 3]: +12% Resistance, +%12 Physical/
+6% Magical Damage, INT +2

[Lv 4]: +16% Resistance, +%16 Physical/
+8% Magical Damage, INT +2

[Lv 5]: +20% Resistance, +%20 Physical/
+10% Magical Damage, INT +3
285.webp Volcano
Max Level: 5
Requirement: Flame Launcher 2
Skill Form: Active
Type: Supportive
Target: Ground
Description: Enchants an area of 7x7 cells
so that it will amplify all
Fire elemental
attacks, as well as the
ATK and
MATK of Fire elemental targets.
Ice Wall and Sage skills that target
the ground can't be cast over
Volcano. Initial
cast requires 1
Blue Gemstone, but multiple
casting of this skill will not consume
Gemstones
throughout
Volcano's active duration.
[Lv 1]: Fire Damage +10%, ATK/MATK +10
[Lv 2]: Fire Damage +14%, ATK/MATK +15
[Lv 3]: Fire Damage +17%, ATK/MATK +20
[Lv 4]: Fire Damage +19%, ATK/MATK +25
[Lv 5]: Fire Damage +20%, ATK/MATK +30
286.webp Deluge
Max Level: 5
Requirement: Frost Weapon 2
Skill Form: Active
Type: Supportive
Target: Ground
Description: Enchants an area of 7x7 cells
so that it will amplify all
Water
elemental attacks and the
MaxHP of Water
elemental targets in it's range. This area will
also enable the use of
Water Ball and
Aqua Benedicta. Other Sage skills that target
the ground can't be cast over
Deluge. Initial
cast requires 1
Blue Gemstone, but multiple
casting of this skill will not consume
Gemstones
throughout
Deluge's active duration.
[Lv 1]: Water Damage +10%, MaxHP +5%
[Lv 2]: Water Damage +14%, MaxHP +9%
[Lv 3]: Water Damage +17%, MaxHP +12%
[Lv 4]: Water Damage +19%, MaxHP +14%
[Lv 5]: Water Damage +20%, MaxHP +15%
287.webp Violent Gale
Max Level: 5
Requirement: Lightning Loader 2
Skill Form: Active
Type: Supportive
Target: Ground
Description: Enchants an area of 7x7 cells
so that it will amplify all
Wind
elemental attacks and the
FLEE rate of Wind
element targets in it's range. This area will
also increase the duration of
Fire Wall
by 1.5 times. Other
Sage skills that target
the ground can't be cast over
Violent Gale. Initial
cast requires 1
Blue Gemstone, but multiple
casting of this skill will not consume
Gemstones
throughout
Violent Gale's active duration.
[Lv 1]: Wind Damage +10%, FLEE +3
[Lv 2]: Wind Damage +14%, FLEE +6
[Lv 3]: Wind Damage +17%, FLEE +9
[Lv 4]: Wind Damage +19%, FLEE +12
[Lv 5]: Wind Damage +20%, FLEE +15
288.webp Land Protector
Max Level: 5
Requirement: Volcano 3, Deluge 3,
Violent Gale 3

Skill Form: Active
Type: Supportive
Target: Ground
Description: Cast a spell that will block or
cancel all ground targeting spells or
enchantments. Other
Sage skills that target the
ground can't be cast in the area enchanted by
Land Protector.
Consumes 1
Blue Gemstone and
1
Yellow Gemstone.
[Lv 1]: Lasts 120 seconds, AoE: 7x7
[Lv 2]: Lasts 165 seconds, AoE: 7x7
[Lv 3]: Lasts 210 seconds, AoE: 9x9
[Lv 4]: Lasts 255 seconds, AoE: 9x9
[Lv 5]: Lasts 300 seconds, AoE: 11x11
289.webp Dispell
Max Level: 5
Requirement: Spell Breaker 3
Skill Form: Active
Type: Supportive
Target: 1 Character
Description: Casting Dispell has a chance of
canceling all magic effects that have been cast
on a target. Success chance is determined by the
target's magic defense. If you use level 5, it
will succeed 100% regardless.
Consumes 1
Yellow Gemstone.
[Lv 1]: Success Chance: 60%
[Lv 2]: Success Chance: 70%
[Lv 3]: Success Chance: 80%
[Lv 4]: Success Chance: 90%
[Lv 5]: Success Chance: 100%
290.webp dabra
Max Level: 10
Requirement: Auto Spell 5, Dispell 1,
Land Protector 1

Skill Form: Active
Type: Undefined
Target: Undefined
Description: Cast a random skill. Leveling this
skill increases the variety of skills that are
cast through
Abracadabra.
Consumes 2
Yellow Gemstones, if you
are under the
Disabled Gemstone Consumption
effect you will consume at least 1
Yellow Gemstone.
93.webp Sense
Max Level: 1
Skill Form: Active
Type: Supportive
Target: 1 Character
Description: Reveals detailed information
about a targeted monster to the caster
and members in caster's party.
90.webp Earth Spike
Max Level: 5
Requirement: Stone Curse 1
Requirement: Stone Curse 1
Requirement: Seismic Weapon 1
Skill Form: Active
Type: Magical
Target: 1 Character
Description: Commands the ground
beneath a targeted enemy to rise into
spikes inflicting 200%
MATK Earth
elemental magic damage. The number of hits
increases with the skill level.

[Lv 1]: Hits: 1
[Lv 2]: Hits: 2
[Lv 3]: Hits: 3
[Lv 4]: Hits: 4
[Lv 5]: Hits: 5
91.webp Heaven's Drive
Max Level: 5
Requirement: Earth Spike 3
Requirement: Earth Spike 3
Requirement: Earth Spike 1
Skill Form: Active
Type: Magical
Target: Ground
Description: Commands the ground in a
targeted area to rise into spikes in
order to deal
Earth elemental magic damage
enemies within a 5x5 area. If there is a target
hidden in the ground within that range, it also
deals damage to that target and releases
it from
Hiding.
[Lv 1]: MATK 125%
[Lv 2]: MATK 250%
[Lv 3]: MATK 375%
[Lv 4]: MATK 500%
[Lv 5]: MATK 625%
Quest Skills
1008.webp Elemental Change (Water)
Requirement: Finish Quest
Skill Form: Active
Type: Debuff
Target: 1 Character
Description: Consume 1 Elemental Converter
(Water Element)
to attempt to change target
monster's element to
Water. This skill requires
Elemental Converter items of the correct
element and has a chance of failing.
1017.webp Elemental Change (Earth)
Requirement: Finish Quest
Skill Form: Active
Type: Debuff
Target: 1 Character
Description: Consume 1 Elemental Converter
(Earth Element)
to attempt to change target
monster's element to
Earth. This skill requires
Elemental Converter items of the correct
element and has a chance of failing.
1018.webp Elemental Change (Fire)
Requirement: Finish Quest
Skill Form: Active
Type: Debuff
Target: 1 Character
Description: Consume 1 Elemental Converter
(Fire Element)
to attempt to change target
monster's element to
Fire. This skill requires
Elemental Converter items of the correct
element and has a chance of failing.
1019.webp Elemental Change (Wind)
Requirement: Finish Quest
Skill Form: Active
Type: Debuff
Target: 1 Character
Description: Consume 1 Elemental Converter
(Wind Element)
to attempt to change target
monster's element to
Wind. This skill requires
Elemental Converter items of the correct
element and has a chance of failing.
1007.webp Create Elemental Converter
Requirement: Finish Quest
Skill Form: Active
Type: Crafting
Target: Caster
Description: Consume certain items to create
an
Elemental Converter that will temporarily
endow the caster's attacks with an elemental
property. There are 4 different kinds of
Elemental Converters.
Required Items+1
Blank Scroll:
Fire Converter: 1 Red Blood
Earth Converter: 1 Green Live
Wind Converter: 1 Wind of Verdure
Water Converter: 1 Crystal Blue

Skill Analysis

Detailed Analysis of Sage Skills
Skill Notes Points Type
274.webp Advanced Book
  • At max level, your damage increases by 30 and ASPD by 5% when equipping book-type weapons. Always put 10 skill points on this as the additional ASPD% will be useful in the later stages as an Elemental Master. More ASPD will give smoother flow on your skill rotations.
10 Passive
275.webp Cast Cancel
  • Just enough skill point as a prerequisite skill for 278.webp Free Cast.
1 Active
276.webp Magic Rod
  • Allot enough skill points as a prerequisite skill to 289.webp Dispell.
  • When timed perfectly, any targeted magical spells such as Fenrir's or Betelgeuse's 2217.webp Tetra Vortex can be absorbed by Magic Rod. You'll need a lot of after cast delay (ACD) reduction to spam this skill effectively though, and at higher levels it'll have a bigger time window so more targeted spells can be absorbed within that time frame.
  • One perfect scenario where you could utilize Magic Rod is in the instance Lake of Fire to absorb the Mystical Beasts' targeted magical spells while you lure them to the eight (8) traps scattered around to unlock the boss battle.
  • 193 ASPD and 86% ACD are the conditions you need to meet to effectively spam this skill.
  • In PvP, you may use this skill to absorb the Warlock skill 2214.webp Chain Lightning and the Performer skill 2414.webp Reverberation.
1 / 5 Defensive
277.webp Spell Breaker
  • Allot enough skill points as a prerequisite skill to 289.webp Dispell.
  • This skill does exactly what its name describes. It disrupts or breaks the spell chanting of monsters and players alike.
  • Every successful Spell Breaks would let you absorb the SP expended by the monster's interrupted skills; when mastered at Level 5, it will also cut off 2% of the monster's MaxHP. Theoretically if you could perform 50 successful Spell Breaks without a way for the monster to recover their HP passively or over time, then you could possibly kill it solely with this skill.
  • Since Spell Breaker has 0 CD and global delay, a requirement of 193 ASPD is only needed to maximize spam this skill.
  • Often overlooked, Spell Breaker is actually a pretty handy skill to have especially when you're tanking or supporting your party. It works 100% of the time when used on normal monsters and 10% against MVPs that have long-casting skills.
  • The item 2949.webp Silversmith Bracelet [1] (2949) grants you the ability to cast a Level 5 Spell Breaker.
3 Defensive
278.webp Free Cast
  • Place at least 1 skill point on this one or just skip it altogether.
  • There are skills such as the Mage's 157.webp Energy Coat or the Professor's 374.webp Soul Change where you can't really instant cast, and having Free Cast will allow you to move and displace yourself as you take your time casting such skills.
  • All levels of this skill give movement speed penalty and lower levels give much lower movement speed values; as such, mastering this skill will never grant you back your normal movement speed while in the middle of chanting.
  • The ASPD penalty will not negatively affect the caster build of EM but it will however impact 2445.webp Spell Fist's reaction/reload time after casting your bolt skills—the workaround in this case is by doing the "dancing" stratagem (immediately moving right after casting a skill) to forcefully cancel any active skill animations. This way you won't have to expend too much skill points on Free Cast since Spell Fist as a build is already tight on points.
  • In the server's custom instance Tower of Trials, movement speed is fixed and the movement speed penalty you suffer from Free Cast is ignored inside the Tower. This can assist you from repositioning yourself when taking your time casting skills with 3 seconds or more FCT like Energy Coat or 5368.webp Increasing Activity.
0 / 1 Active
279.webp Auto Spell
  • One of the core skills to have as a 2445.webp Spell Fist user. Max this one out if you plan on building Spell Fist; otherwise leave it at 0.
  • Higher levels will give you more spell varieties to autocast, and will also increase the chance of it procing up to 20%.
  • This skill works best when buffed with the Soul Reaper's 449.webp Sage Spirit skill as this will allow you to autocast the highest level of your bolt skills casted from Auto Spell.
0 / 10 Active
280.webp Flame Launcher
  • Allot 5 skills points on this skill.
  • Flame Launcher endows your weapon and your party members' weapon to the Fire property. It also gives you an additional 5% Fire property magical damage.
  • Equipping or unequipping a weapon removes the endow effect once it's been applied priorly. You'll need to reapply this skill every time you switch weapons.
  • Requires 1 6360.webp Scarlet Point (6360) to cast. Can be bought from the NPC Magician Dealer in the Main Office (main_office 63, 59).
5 Supportive
281.webp Frost Weapon
  • Allot 5 skills points on this skill.
  • Frost Weapon endows your weapon and your party members' weapon to the Water property. It also gives you an additional 5% Water property magical damage.
  • Equipping or unequipping a weapon removes the endow effect once it's been applied priorly. You'll need to reapply this skill every time you switch weapons.
  • Requires 1 6361.webp Indigo Point (6361) to cast. Can be bought from the NPC Magician Dealer in the Main Office (main_office 63, 59).
5 Supportive
282.webp Lightning Loader
  • Allot 5 skills points on this skill.
  • Lightning Loader endows your weapon and your party members' weapon to the Wind property. It also gives you an additional 5% Wind property magical damage.
  • Equipping or unequipping a weapon removes the endow effect once it's been applied priorly. You'll need to reapply this skill every time you switch weapons.
  • Requires 1 6362.webp Yellow Wish Point (6362) to cast. Can be bought from the NPC Magician Dealer in the Main Office (main_office 63, 59).
5 Supportive
283.webp Seismic Weapon
  • Allot 5 skills points on this skill.
  • Seismic Weapon endows your weapon and your party members' weapon to the Earth property. It also gives you an additional 5% Earth property magical damage.
  • Equipping or unequipping a weapon removes the endow effect once it's been applied priorly. You'll need to reapply this skill every time you switch weapons.
  • Requires 1 6363.webp Lime Green Point (6363) to cast. Can be bought from the NPC Magician Dealer in the Main Office (main_office 63, 59).
5 Supportive
284.webp Dragonology
  • At max level, this skill will give you +3 INT, +20% resistance against Dragon races which is perfect for tanking Betelgeuse and enables EMs to get full 100% Dragon resist with the right gears; and +10% Magical Damage/20% Physical Damage against Dragon races.
  • Always put 5 skill points to this one, regardless if you're going to go in as tank EM or DPS EM during CT runs. It's always good to have some resistances in your build anyway.
5 Passive
285.webp Volcano
  • Allot 5 skill points on this skill.
  • At max level, Volcano gives +20% Fire Damage which directly interacts with the elemental table and it only means if you're doing 100% Fire damage on a monster you'll do +120% instead. Also gives +30 ATK/MAtk. You'll use this one most of the time when focusing on DPS.
  • Any entity inside its AoE will benefit from Volcano's effects.
    • As an example, Betelgeuse standing underneath Volcano will amplify his 83.webp Meteor Storms just as your 5372.webp Conflagration or Fire-endowed 5380.webp Elemental Buster would be boosted in the same manner, so careful placement of your set-ups is always necessary.
  • Requires 1 717.webp Blue Gemstone (717) to cast. Can be purchased from NPC Tool Dealer in any towns for 1,500 zeny. 500 pcs. of Blue Gemstones can be packaged into a 100192.webp Blue Gemstone Pouch (100192) by talking to the NPC Gemstone Bagger, situated in the west side of Geffen (geffen_in 74, 175) (@go 2) or right outside of the dungeon Prontera Culvert (prt_fild05 294, 226) for lighter accessibility.
  • Recasting this skill won't consume another Blue Gemstone or until the current elemental floor buff expires.
  • Note: Only 1 Land Protector, Volcano, Deluge, and Violent Gale can be activated from the same caster at a time. Casting any of the elemental floor buffs will replace Volcano.
5 Supportive
286.webp Deluge
  • Allot 5 skill points on this skill.
  • At max level, Deluge gives +20% Water Damage which directly interacts with the elemental table and it only means if you're doing 100% Water damage on a monster you'll do +120% instead. Also gives +15% MaxHP which works perfectly well with HP-based builds of the Inquisitors and Dragon Knights. It also gives more HP% on your Elementals and High Elementals—we'll talk more about it in their own section.
  • Any entity inside its AoE will benefit from Deluge's effects.
    • As an example, Encroached Tan standing underneath Deluge will amplify his 2204.webp Jack Frost just as your 5369.webp Diamond Storm or Water-endowed 5380.webp Elemental Buster would be boosted in the same manner, so careful placement of your set-ups is always necessary. Oh and he would also get +15% MaxHP and I'm pretty sure you wouldn't want that.
  • Requires 1 717.webp Blue Gemstone (717) to cast. Can be purchased from NPC Tool Dealer in any towns for 1,500 zeny. 500 pcs. of Blue Gemstones can be packaged into a 100192.webp Blue Gemstone Pouch (100192) by talking to the NPC Gemstone Bagger, situated in the west side of Geffen (geffen_in 74, 175) (@go 2) or right outside of the dungeon Prontera Culvert (prt_fild05 294, 226) for lighter accessibility.
  • Recasting this skill won't consume another Blue Gemstone or until the current elemental floor buff expires.
  • Note: Only 1 Land Protector, Volcano, Deluge, and Violent Gale can be activated from the same caster at a time. Casting any of the elemental floor buffs will replace Deluge.
5 Supportive
287.webp Violent Gale
  • Allot 5 skill points on this skill.
  • At max level, Violent Gale gives +20% Wind Damage which directly interacts with the elemental table and it only means if you're doing 100% Wind damage on a monster you'll do +120% instead. Also gives +15 FLEE which may help in some FLEE-based builds.
  • Any entity inside its AoE will benefit from Violent Gale's effects.
    • As an example, Schulang standing underneath Violent Gale will amplify his 85.webp Lord of Vermilion just as your 5370.webp Lightning Land or Wind-endowed 5380.webp Elemental Buster would be boosted in the same manner, so careful placement of your set-ups is always necessary.
  • Requires 1 717.webp Blue Gemstone (717) to cast. Can be purchased from NPC Tool Dealer in any towns for 1,500 zeny. 500 pcs. of Blue Gemstones can be packaged into a 100192.webp Blue Gemstone Pouch (100192) by talking to the NPC Gemstone Bagger, situated in the west side of Geffen (geffen_in 74, 175) (@go 2) or right outside of the dungeon Prontera Culvert (prt_fild05 294, 226) for lighter accessibility.
  • Recasting this skill won't consume another Blue Gemstone or until the current elemental floor buff expires.
  • Note: Only 1 Land Protector, Volcano, Deluge, and Violent Gale can be activated from the same caster at a time. Casting any of the elemental floor buffs will replace Violent Gale.
5 Supportive
288.webp Land Protector
  • Land Protector (LP) will form a 7x7~11x11 (scales with level) protective area on the ground that will nullify all ground magical skills.
  • LP will get its own section as there's more to LP than just a protective area. For more info, check down below.
  • Requires 1 717.webp Blue Gemstone (717) and 1 715.webp Yellow Gemstone (715) to cast. Can be purchased from NPC Tool Dealer in any towns for 1,500 zeny and 4,500 zeny, respectively. Both Blue and Yellow Gemstones can be packaged into a 100192.webp Blue Gemstone Pouch (100192) and 100193.webp Yellow Gemstone Pouch (100193) by talking to theNPC Gemstone Bagger, situated in the west side of Geffen (geffen_in 74, 175) (@go 2) or right outside of the dungeon Prontera Culvert (prt_fild05 294, 226) for lighter accessibility.
  • Note: Only 1 Land Protector, Volcano, Deluge, and Violent Gale can be activated from the same caster at a time. Casting any of the elemental floor buffs will replace LP. When casting LP by accident and you want to completely remove it, you can cast any of the three elemental floor buffs.
5 Defensive
289.webp Dispell
  • No reason to leave it Lvl. 1. Always get the maximum level of this skill.
  • Removes most buffs and debuffs from enemies and allies alike. Be careful when you're using this skill as it can also remove debuffs your party has applied on the enemies such as the Warlock's 2213.webp Comet's Magic Intoxication or the Rogue's 214.webp Raid (Sightless Mind), so it's always advisable to coordinate with them before using this skill. For a list of buffs and debuffs that Dispell removes, check down below.
5 Supportive
290.webp Abracadabra
  • Skip this one. No place as a prerequisite skill either.
  • But if you want to have fun and play around with this skill's randomness, then go ahead and use it I guess. You have a chance to use it to tame monsters and turn them into pets starting at Lvl. 6.
  • Requires 2 715.webp Yellow Gemstone (715) to cast. Can be purchased from NPC Tool Dealer in any towns for 4,500 zeny. 500 pcs. of Yellow Gemstones can be packaged into a 100193.webp Yellow Gemstone Pouch (100193) by talking to the NPC Gemstone Bagger (geffen_in 74, 175) situated in Geffen (@go 2) or right outside of the dungeon Prontera Culvert (prt_fild05 294, 226) for lighter accessibility.
    • When using buff, cards, or gears that nullify gemstone requirement such as the Performer ensemble skill 312.webp Into the Abyss, 4132.webp [MVP] Mistress Card (4132) /4484.webp Sealed Mistress Card (4484) , and the pair of 24675.webp True Gemstone Shadow Armor (24675) and 24676.webp True Gemstone Shadow Shoes (24676) , gemstone requirement won't get completely nullified; however, Abracadabra will only consume 1 715.webp Yellow Gemstone instead of the usual 2.
0 Active
93.webp Sense
  • Put 1 skill point to this one. There are times you're unsure of the monster's property or just its overall data, and with this skill you'll reveal all of it including its current HP.
1 Supportive
90.webp Earth Spike
  • Just enough points as a prerequisite skill for the Sorcerer's 2446.webp Earth Grave skill.
  • Earth Spike isn't considered a bolt skill and can't be converged to your weapon with 2445.webp Spell Fist.
5 Offensive
91.webp Heaven's Drive Heaven's Drive
  • Skip this one, but if you plan on focusing mainly on Poison builds then put 5 skill points since this will be needed as a prerequisite skill for the Sorcerer's 2450.webp Killing Cloud skill.
0 / 5 Offensive
1018.webp Elemental Change (Fire)
  • Always an available skill to have as a Sage once you've talked to the NPC Platinum Skill at the Main Office (@go main). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill 5372.webp Conflagration.
  • Forcibly changes a single target's elemental property to Fire 1 element permanently. Does not affect MVPs and boss monsters.
  • Chance of effect is affected by the learned level of 280.webp Flame Launcher, DEX, INT, and Job Level of the player. With a Level 5 Flame Launcher, Elemental Change (Fire) has a base chance success of 45%.
  • Consumes 1 12114.webp Fire Elemental Converter (12114) per cast. Can be crafted using your own skill 1007.webp Create Elemental Converter or bought from NPC Magiha at Eden Market (paramk 99, 99) (@go 40) for a fixed price of 80,000 zeny each.
1 Active
1018.webp Elemental Change (Water)
  • Always an available skill to have as a Sage once you've talked to the NPC Platinum Skill at the Main Office (@go main). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill 5369.webp Diamond Storm.
  • Forcibly changes a single target's elemental property to Water 1 element permanently. Does not affect MVPs and boss monsters.
  • Chance of effect is affected by the learned level of 281.webp Frost Weapon, DEX, INT, and Job Level of the player. With a Level 5 Frost Weapon, Elemental Change (Water) has a base chance success of 45%.
  • Consumes 1 12115.webp Water Elemental Converter (12115) per cast. Can be crafted using your own skill 1007.webp Create Elemental Converter or bought from NPC Magiha at Eden Market (paramk 99, 99) (@go 40) for a fixed price of 80,000 zeny each.
1 Active
1019.webp Elemental Change (Wind)
  • Always an available skill to have as a Sage once you've talked to the NPC Platinum Skill at the Main Office (@go main). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill 5370.webp Lightning Land.
  • Forcibly changes a single target's elemental property to Wind 1 element permanently. Does not affect MVPs and boss monsters.
  • Chance of effect is affected by the learned level of 282.webp Lightning Loader, DEX, INT, and Job Level of the player. With a Level 5 Lightning Loader, Elemental Change (Wind) has a base chance success of 45%.
  • Consumes 1 12117.webp Wind Elemental Converter (12117) per cast. Can be crafted using your own skill 1007.webp Create Elemental Converter or bought from NPC Magiha at Eden Market (paramk 99, 99) (@go 40) for a fixed price of 80,000 zeny each.
1 Active
1017.webp Elemental Change (Earth)
  • Always an available skill to have as a Sage once you've talked to the NPC Platinum Skill at the Main Office (@go main). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill 5373.webp Terra Drive.
  • Forcibly changes a single target's elemental property to Earth 1 element permanently. Does not affect MVPs and boss monsters.
  • Chance of effect is affected by the learned level of 283.webp Seismic Weapon, DEX, INT, and Job Level of the player. With a Level 5 Seismic Weapon, Elemental Change (Earth) has a base chance success of 45%.
  • Consumes 1 12116.webp Earth Elemental Converter (12116) per cast. Can be crafted using your own skill 1007.webp Create Elemental Converter or bought from NPC Magiha at Eden Market (paramk 99, 99) (@go 40) for a fixed price of 80,000 zeny each.
1 Active
1007.webp Create Elemental Converter
  • Always an available skill to have as a Sage once you've talked to the NPC Platinum Skill at the Main Office (@go main).
  • Lets you create an Elemental Converter of the Fire, Water, Wind, and Earth property.
    • 12114.webp Fire Elemental Converter (12114) = 1 7433.webp Blank Scroll (7433) + 1 990.webp Red Blood (990)
    • 12115.webp Water Elemental Converter (12115) = 1 7433.webp Blank Scroll (7433) + 1 991.webp Crystal Blue (991)
    • 12117.webp Wind Elemental Converter (12117) = 1 7433.webp Blank Scroll (7433) + 1 992.webp Wind of Verdure (992)
    • 12116.webp Earth Elemental Converter (12116) = 1 7433.webp Blank Scroll (7433) + 1 993.webp Green Live (993)
  • Blank scroll can be purchased from the NPC Scroll Merchant at Yuno (yuno_in03 176, 22) for 4,000 zeny each.
  • For more info on where to farm the elemental stones, check down below.
1 Active
My Personal Skill Tree Allocations for Sage
Leveling
Endgame
Note: To avoid confusion and to clarify—for the Endgame skill tree—about four (4) extra skill points from the Sorcerer branch were taken out and then allocated to the Sage and Professor branches. This was done intentionally as I deemed that all the fundamental skills in the Sorcerer branch were already accounted for while there are some important skills left that could not be harbored solely by the limited Sage and Professor skill points.

Land Protector


In this section, we'll be talking a lot more about the Sage skill Land Protector (LP) in-depth on how it should be properly placed, what level of LP should you use in different scenarios, and what's the extent of the “hittable zone” and “danger zone” of LP. From here on out, I'll be referring to Land Protector as LP only for simplicity's sake. Okay then, let's get going! As what can be seen from the image above, LP is divided into three (3) AoEs. Levels 1-2 LP produce the 7×7, Levels 3-4 LP produce the 9×9, while only Level 5 produces 11×11. In most situation, you'd likely use 11×11 LP most of the time whenever you'd need to put an LP underneath you to protect you or your party from strong ground magical skills from MVPs. However not all the time would you need to use 11×11.

If you're in a small party of let's say 4 or 5 then a 9×9 LP will suffice to protect you and your small party. This gets significantly reduced when you solo on your own plus your Elementals and High Elementals. When this happens, you'd only want to use 7×7 and there'll be enough space for the both of you. Now you must be wondering why this is necessary. Simply because your skills won't hit the MVP. There will be times where you'll need to land your ground AoE skills to hit the enemy and you will have a lot of those especially when you transition to Elemental Master, and when an MVP enters your LP, you'll be left disadvantaged alongside your fellow party members that spams ground AoE spells like the Arch Mages. Furthermore when you're in a party and there are ground effects you want to clear such as Spider Web (Fiber Lock) or Demonstration (Bomb), you'll only need to use 7×7 so that you and your party's ground AoE skills won't get blocked.

But then you're probably going to argue, LP actually has a “hittable zone” and yes you are correct but what happens now if the MVP is placed further inside your LP then no matter where you cast your skills to the “hittable zone” of LP your skills will never reach the MVP. That's why you would need to use lower levels of LP in those kinds of situations.

"Hittable Zone" of Land Protector


Okay now I would like you to focus your attention to the GIF above. LP doesn't provide total protection from ground AoE skills when those skills are casted right outside the furthest edge of LP. If I cast for example Conflagration on the cell right outside of LP, it will still penetrate LP and damage anyone in Conflagration's 9×9 AoE even if you're inside LP. This is the reason why most people think that LP has a “danger zone” because oftentimes they get hit by ground AoE magical skills of the MVP even when inside LP's protective cells. You are getting hit by the MVP's skills because it's most likely that they also casted their skills right outside of LP on its “hittable zone”. Now it doesn't necessarily have to be one (1) cell, it could be two (2) cells or three (3) cells but depending how huge the AoE of the skills it could still reach and penetrate LP and damage you in return. Even if I casted Conflagration two (2) more cells below from the cell that I casted it from the GIF, it will still hit the dummy. A video showcasing its official behavior is documented here.


In contrast, if I cast my Conflagration on LP's protective cell itself, it won't deal any damage at all to the dummy because it didn't penetrate LP as shown in the GIF above. I would need to cast it right outside LP if I would want my skills to reach and hit the dummy. That's why in situations where surviving is more important than doing DPS, you will be required to use higher levels of LP with larger AoE. Forget about the set-ups and the insignias, just put LP underneath you so you can survive, just make sure to give a slight space for where you could cast your ground AoE skills to kill the MVP.

Proper Placement of Land Protector


When placing your LP, it's important to know what's the maximum range you can go for to readjust its positioning. This is important because when you're faced with an MVP and the MVP is in close melee range, you wouldn't want to move and lure it further to your LP since you'll need space between you and him so you can set-up your insignias while he's outside of LP. Now, LP has a three (3) cells range from the position you're standing from. Going above three (3) cells will make you move and lose your position. Be consciously aware of this as this will help you, especially once insignias are taken into consideration and when you do the walking LP tactic wherein you will need to keep repositioning LP as you walk together with your party inside Tower of Trials. More info will be discussed regarding LP's behavior in correlation with insignias in this section.

Dispell

Buffs and Debuffs Affected by Dispell

In this section of the guide, I'll only be listing the buffs and debuffs commonly seen from bosses and players. Obviously, this list won't be complete or near perfection, but if you know any more buffs and debuffs that you think should be included in the list, please feel free to add it or let me know.

I would also like to add that this list will be updated over time as I work more on the guide.

Dispellable Undispellable
249.webp Auto Guard 257.webp Defender 252.webp Reflect Shield 78.webp Lex Aeterna 2021.webp Venom Impress 5232.webp Climax 5232.webp + 5225.webp Climax Crys. Impact 5232.webp + 5215.webp Climax Dest. Hurricane
34.webp Blessing 29.webp Increase Agility 361.webp Assumptio 268.webp Steel Body 5278.webp Competentia 479.webp Full Chemical Protection 5351.webp Mystic Symphony 5210.webp Dragonic Aura
5232.webp + 5222.webp Climax Bloom 5232.webp + 5221.webp Climax Earth 2213.webp Magic Intoxication 5001.webp Dark Claw 5328.webp Calamity Gale 5418.webp Talisman of Protection 5318.webp Abyss Slayer 5347.webp Research Report
5296.webp Rush Quake 5357.webp Sonic Brand 2450.webp Cloud Poison 2447.webp Crystallization 5461.webp Breaking Limit 5462.webp Rule Break 5447.webp Temporary Communion 5448.webp Blessing of Mystical Creatures
5214.webp Deadly Curse 214.webp Raid (Sightless Mind) 16.webp Stone Curse 653.webp NPC MAX PAIN 5352.webp Sonata of Kvasir 5364.webp March of Prontera 5361.webp Musical Interlude 5362.webp Serenade of Jawaii
653.webp NPC AGI UP 653.webp Curse 653.webp Hallucination 653.webp Frozen 5475.webp Enchanting Sky 5432.webp Soul of Heaven and Earth 653.webp NPC RELIEVE ON 653.webp NPC RECOVERY SWITCH

Professor

Overview

Professor (alternatively known as Scholar) is the transcendent job of the Sage branch. The Professor job lineup is the direct improvement of what the Sage class is so known for. Thru rebirth and after studying the essence of magic and its inherent yet delicate nature, Professors have spent their time mastering an even greater body of knowledge which led them to learn new mystical skills that support their allies or act as a poke skill to annoy enemies.

Most of their newly learned skills revolve around mana or SP. They can now give endless supply of SP to their party members with Soul Change, and even regenerate their own SP thru the HP%-SP% based skill Indulge. Another SP-manipulating skill they have learned is the skill Soul Burn, which allows Professors to effectively eliminate all of their opponent's SP which makes them an annoying foe to deal with in PvP and War of Emperium (WoE) on top of already having an annoying skill like Dispell from their previous job as Sages. Defensively, they've also learned new skills such as Wall of Fog (Blinding Mist), and Spider Web (Fiber Lock) that complements well with Safety Wall and Deluge and with Fire Bolter builds, respectively.

Offensively, Professors have also learned to boost their own magical power, improving on their own bolt-based magical build in the form of Double Casting which lets them cast their bolt skills twice in succession by bending and defying the probabilities of time and space. This is one of the core skills you need to have when you're planning on playing Spell Fist.

Skill Tree

Professor Skill Tree
373.webp Indulge
Max Level: 5
Requirement: Increase SP Recovery 1,
Magic Rod 1

Skill Form: Active
Type: Supportive
Target: Caster
Description: Consumes an amount of
HP equal to 10% of MaxHP to restore
an
SP amount determined by
the skill's level.

[Lv 1]: SP +10%
[Lv 2]: SP +20%
[Lv 3]: SP +30%
[Lv 4]: SP +40%
[Lv 5]: SP +50%
374.webp Soul Change
Max Level: 1
Requirement: Magic Rod 3, Spell Breaker 2
Skill Form: Active
Type: Supportive
Target: 1 Character
Description: Exchanges caster's
remaining
SP with target's remaining
SP. The SP that the caster receives
cannot exceed the caster's
MaxSP limit.
375.webp Soul Burn
Max Level: 5
Requirement: Cast Cancel 5,
Magic Rod 3, Dispell 3

Skill Form: Active
Type: Magical
Target: 1 Character
Description: Casts a spell that has the
chance of draining the target's
SP. At
level 5, this skill will also inflict
an amount of damage equal to double
of the caster's remaining
SP. However,
if this skill fails, this damage will
be received by the caster.
Soul Burn is
only enabled in WoE and PvP maps.

[Lv 1]: 40% Success Rate
[Lv 2]: 50% Success Rate
[Lv 3]: 60% Success Rate
[Lv 4]: 70% Success Rate
[Lv 5]: 70% Success Rate
402.webp Mind Breaker
Max Level: 5
Requirement: Increase SP Recovery 3,
Soul Burn 2

Skill Form: Active
Type: Debuff
Target: 1 Character
Description: Induces mental turmoil in
an enemy that will reduce it's
MDEF,
but will also increases it's
MATK.
This skill's level affects the success rate.

[Lv 1]: MATK +20%, MDEF -12%
[Lv 2]: MATK +40%, MDEF -24%
[Lv 3]: MATK +60%, MDEF -36%
[Lv 4]: MATK +80%, MDEF -48%
[Lv 5]: MATK +100%, MDEF -60%
403.webp Memorize (Foresight)
Max Level: 1
Requirement: Advanced Book 5, Auto Spell 1,
Free Cast 5

Skill Form: Active
Type: Supportive
Target: Caster
Description: Reduces Casting Time for
5 skills by half. This skill is canceled when
caster dies, but otherwise it has no duration.
Memorize's Casting Time, which is
unaffected by
DEX, is 2.5 seconds.
404.webp Wall of Fog (Blinding Mist)
Max Level: 1
Requirement: Violent Gale 2, Deluge 2
Skill Form: Active
Type: Supportive
Target: Ground
Description: Creates a wall of fog in a
5x3 cell area that will cause the
Blind
status on players and monsters. All
long ranged attacks targeted at players
within the skill's range will have a
greater chance of missing and have
reduced damage. Negative effects only
apply to monsters in normal fields, but
will also apply to players in PvP zones.
405.webp Spider Web (Fiber Lock)
Max Level: 1
Requirement: Dragonology 4
Skill Form: Active
Type: Supportive
Target: 1 Character
Description: Shoots a spider web that
will bind and immobilize a target and
decrease it's
FLEE rate by half for 8
seconds.
Fire elemental attacks will
cause double damage on
Fiber
Locked
targets and cancel the Fiber
Locked
status. A maximum of 2 Spider
Webs
can be shot at once.
Consumes 1
Cobweb.
482.webp Double Casting
Max Level: 5
Requirement: Auto Spell 1
Skill Form: Active
Type: Supportive
Target: Caster
Description: Enables the chance of repeating
any
Bolt skill that is cast for 90 seconds.
[Lv 1]: 40% Chance
[Lv 2]: 50% Chance
[Lv 3]: 60% Chance
[Lv 4]: 70% Chance
[Lv 5]: 80% Chance

Skill Analysis

Detailed Analysis of Professor Skills
Skill Notes Points Type
373.webp Indulge
  • Maximize this skill and put 5 skill points.
  • Nothing is more important than having a healthy SP pool at all times, especially when you're going to be using 157.webp Energy Coat to reduce the amount of damage you receive from any sources.
  • Indulge is a skill that will immediately replenish your SP back to moderate to full amount at the cost of 10% of your MaxHP. The more HP% you have, the more SP you replenish back that's why a high VIT Professor would benefit most from this skill since they can get the most SP.
  • Having 0 SP will make the skill fail since it needs at least 1~5 SP (scales with level) or more in order to cast Indulge.
5 Supportive
374.webp Soul Change
  • If you're playing in a party, you could put 1 skill point on this one so you support them better; otherwise just leave it be and put your skill points elsewhere.
  • When you reached the end stages of the game, almost everybody will have SP recovering consumables like 1100004.webp Concentrated Blue Syrups and 23203.webp Small Mana Potion or party buffs like the Performers' 2427.webp Song of Mana.
0 / 1 Supportive
375.webp Soul Burn
  • Don't get this unless you're joining PVP or WoE, since this skill could only be used on those scenarios.
  • I recommend to get only Lvls. 4 or 5 of this skill or not at all. Lvls. 4 & 5 get 70% success chance while the rest gets nothing above or equal to it and if this skill fails it will only drain your own SP instead of the enemy's! Be sure to have any SP healing items for emergency situations like this.
0 / 5 Offensive
402.webp Mind Breaker
  • It may have some uses inside PvP or WoE, but not that much needed in Player vs. Monsters (PvM).
  • This skill will decrease the MDef% of the enemy by 60% at the cost of increasing their MAtk% by 100%.
  • Use this skill instead on the opposing team's tank or physical attacker to cripple them; otherwise if you cast it on a magical attacker, it might play to your party's disadvantage and you'll regret it.
0 / 5 Offensive
403.webp Memorize (Foresight)
  • Not needed in the current state of the game since instant cast is easy to get elsewhere.
  • It's also important to note that should you still decide to get it, keep in mind that it only works for 5 skills in total. If you use it to cast the skill 10.webp Sight or 373.webp Indulge, you've basically wasted 2 out of your 5 chances to reduce the cast time of your skills since those two aforementioned skills have zero casting time.
0 Active
404.webp Wall of Fog (Blinding Mist)
  • Place 1 skill point on this one.
  • Wall of Fog is a defensive skill that will protect anyone inside its 5x3 AoE from ranged targeted skills and ranged attacks, including opposing monsters and MVPs.
  • This does not give total immunity against ranged physical attacks and skills unlike the Acolyte branch's 25.webp Pneuma just to be clear. It will only decrease the damage by 75%. HIT rate is also reduced by 50 pts.
  • Ranged targeted skills—both physical and magical—will have a 75% chance to miss.
  • This skill also gets doubled duration when placed under 286.webp Deluge. Note that you have to cast Deluge first before placing this skill or else they won't overlap.
  • Only two (2) Wall of Fogs can coexist at the same time until the first one expires or either of them gets cleared by 288.webp Land Protector or any of the ground-effect clearing skills such as the High Wizard's 483.webp Ganbantein skill or the Geneticist's 2483.webp Crazy Weed skill.
  • Professors and later on as Elemental Masters get the most out of this skill when they pair it not only with Deluge but also with 12.webp Safety Wall which makes it possible for the class to solo instances and MVPs when none of them casts ground magical spells. If they do though, it might be better to use Land Protector instead and just face their melee and/or range attacks head-on while chugging HP potions such as 1100005.webp Concentrated Golden Syrups .
  • The perfect instance to use Wall of Fog is Lake of Fire to evade the Mystical Beasts' ranged targeted skills such as their 14.webp Cold Bolt, 20.webp Lightning Bolt, 90.webp Earth Spike, and 13.webp Dark Soul Strike. In the final room and boss fight, you can place Deluge and one Wall of Fog underneath you to tank those skills as you focus on your DPS to kill the Mystical Beasts.
1 Defensive
405.webp Spider Web (Fiber Lock)
  • Mostly used in PvP or WoE scenes. Not much use in PvM.
  • When used, it'll consume 1 1025.webp Cobweb (1025) and reduce their FLEE rate by a flat amount of 50 pts. of whoever is trapped in it.
    • Cobwebs are dropped by Argos and they can be found at Mjolnir 10 (mjolnir_10 , ).
  • It's got some uses though for some of the server's events like the recently ended Autumn Event. It works perfectly on the Sentinels, though just keep in mind it gets destroyed when it gets struck by any Fire property attacks.
1 Defensive
482.webp Double Casting
  • Maximize this skill and allot 5 skill points if you're going to play 2445.webp Spell Fist.
  • Double Casting at max level gives 80% chance for any bolt skills from any sources (either from the Sage's 279.webp Auto Spell skill, gears, cards or your own Elementals from Sorcerer and High Elementals from Elemental Master) to be repeated or recasted.
  • So long as this skill is active it will limitlessly recast all bolt skills.
0 / 5 Active
My Personal Skill Tree Allocations for Professor
Leveling
Endgame
Note: To avoid confusion and to clarify—for the Endgame skill tree—about four (4) extra skill points from the Sorcerer branch were taken out and then allocated to the Sage and Professor branches. This was done intentionally as I deemed that all the fundamental skills in the Sorcerer branch were already accounted for while there are some important skills left that could not be harbored solely by the limited Sage and Professor skill points.

Sorcerer

Overview

Sorcerer (often shortened to Sorc) is the 3rd class of the Sage and Professor lineup. After traversing an arduous journey of learning the mystic secrets of magic and both of its treacherous and appeasing natures, Professors have undergone an even more daunting exploration to fully unveil the true constitution of magic itself. In their expedition, they've come across the spirits, known amongst the commoners as Elementals, that embody and represent the 4 Elements of Nature: the Fire Spirit Agni, the Water Spirit Aqua, the Wind Spirit Ventus, and the Earth Spirit Tera. Guided by the blessings granted to them by the great spirits of old, Professors have mastered the arts that make one deserving of the title Sorcerer.

Sorcerers have the ability to call forth the spirits of nature with their skills Summon Agni, Summon Aqua, Summon Ventus, and Summon Tera. Each Elementals bestows the summoner both offensive and defensive passive effects that enabled the Sorcerer class to apply the sacred knowledge of magic they've learned as a Sage and Professor into the battlefield; thus finally enabling them to use damaging area of effect (AoE) skills in the form of Psychic Wave, Diamond Dust, Earth Grave, and Varetyr Spear.

Depending on which Elementals are summoned, each of their AoE skills are boosted in damage in correspondence to their respective elements. A summoned Lvl. 2 Summon Aqua in Lvl. 1 Elemental Control (Passive Mode) would endow its summoner's Psychic Wave skill with the Water property, as well as boosting the damage output of Diamond Dust and its crystallization chance which is fitting as the conjurers of Elemental spirit magic. This allowed Sorcerers to share an emotional connection with their Elementals in unimaginable ways and because of this they have developed skills to further enhance their dearest companion's capabilities with the skill Elemental Sympathy that enhanced the Elemental's survivability in battle. Sorcerers have since then developed new skills too in their kit—one that is shared between them and their Elementals. This introduced the complex Insignia System ( Fire Insignia, Water Insignia, Wind Insignia, & Earth Insignia) that grants varying effects to anybody standing within its AoE.

Sorcerers desiring for more knowledge and realizing there's really no way to quench their unending thirst for magic have then further divulged into the uncharted realms of Poison magic. This started the beginning stages of the so-called Poison magic and turned into a practice for the class to satiate their hunger. Albeit limited, this allowed Sorcerers to use Poison skills such as Poison Buster and Killing Cloud. As the pioneers and trailblazers of the Battle Mage order, Sorcerers have innovated ingenious ways to contribute to this discipline. With their prowess to manipulate magic, they mastered the ability to converge the magical powers of their elemental bolt skills into their armaments with the skill Spell Fist and this empowered them to deal melee magical damage with each strike they make.

The class to this day has never forgotten its roots coming from the Sage and Professor lineup and have honored this as they developed skills to annoy and poke enemies. Extreme Vacuum is a crowd control or root skill that immobilizes any unit that steps within its AoE. Arrullo is another skill that may come off as infuriating to many and acts as a debuff when used in the PvP and WoE scenes. Intrinsically, Sorcerer's AoE skills have CC effects themselves. Psychic Wave is a DoT skill that hit-locks units that enter its range; Diamond Dust crystallizes enemies rendering them immobile and silenced; Varetyr Spear stuns enemies within its vicinity, and while Earth Grave doesn't apply any CC effects, it gives bleeding status effect and unveils monsters that are in hiding or cloaking state.

Skill Tree

Sorcerer Skill Tree
5008.webp Elemental Shield
Max Level: 5
Requirement: Elemental Control 3
Skill Form: Active
Type: Supportive
Target: Caster and Party Members
Description: By expending the summoned
Elemental's magic, the Sorcerer creates a
magical barrier on the cells where the
caster and party members are standing
on. Magical barrier disappears once it's
life reaches 0 or when skill duration
ends. Affects self and all party members
within
Sorcerer's screen. The magical
barrier only blocks melee physical
damage and the caster's summoned
Element disappears on use.
Consumes 1
Blue Gemstone
2443.webp Fire Walk
Max Level: 5
Requirement: Volcano 1
Skill Form: Active
Type: Magical
Target: Caster
Description: Creates a trail of fire
behind the caster for 12 sec, dealing
Fire elemental damage to enemies that
walk on it. Skill level affects damage inflicted.

[Lv 1]: Up to 8 cells
[Lv 2]: Up to 10 cells
[Lv 3]: Up to 12 cells
[Lv 4]: Up to 14 cells
[Lv 5]: Up to 16 cells
2444.webp Electric Walk
Max Level: 5
Requirement: Violent Gale 1
Skill Form: Active
Type: Magical
Target: Caster
Description: Summons Lightning under
your feet for 12 sec, dealing
Wind
elemental damage to enemies that walk
on it. Skill level affects damage inflicted.

[Lv 1]: Up to 8 cells
[Lv 2]: Up to 10 cells
[Lv 3]: Up to 12 cells
[Lv 4]: Up to 14 cells
[Lv 5]: Up to 16 cells
2445.webp Spell Fist
Max Level: 10
Requirement: Auto Spell 4
Skill Form: Active
Type: Supportive
Target: Caster
Description: If the caster uses this
skill while casting
Fire Bolt, Cold
Bolt
or Lightening Bolt, the Bolt
casting is cancelled but all the bolt's
power is concentrated in the caster's
hands. While in this state, physical
attacks will deal magic damage of the
bolt. The amount of damage depends on
the skill level. Each attack during the
duration of the effect consumes 20 SP,
and the effect is dispelled
when SP reaches 0 or the duration ends.

[Lv 1]: Duration: 45 seconds.
[Lv 2]: Duration: 60 seconds.
[Lv 3]: Duration: 75 seconds.
[Lv 4]: Duration: 90 seconds.
[Lv 5]: Duration: 105 seconds.
[Lv 6]: Duration: 120 seconds.
[Lv 7]: Duration: 135 seconds.
[Lv 8]: Duration: 150 seconds.
[Lv 9]: Duration: 165 seconds.
[Lv 10]: Duration: 180 seconds.
2446.webp Earth Grave
Max Level: 5
Requirement: Earth Spike 5
Skill Form: Active
Type: Magical, AoE
Target: Ground
Description: Transforms the ground into
spears, causing
Earth elemental magic
damage and
Bleeding state to the targets.
Damage additionally increases according
to the
Seismic Weapon skill level as well as the
caster's
Base Level and INT.
Base damage is increased by (2 + skill level)% every 1
INT.
Can also cause damage to enemy in
Hiding and Cloaking state.
[Lv 1]: AoE: 7x7 cells
[Lv 2]: AoE: 7x7 cells
[Lv 3]: AoE: 7x7 cells
[Lv 4]: AoE: 9x9 cells
[Lv 5]: AoE: 9x9 cells
2447.webp Diamond Dust
Max Level: 5
Requirement: Deluge 3
Skill Form: Active
Type: Magical, AoE
Target: Ground
Description: Creates freezing winds in an
area which causes
Water element magic
damage and
Crystallization state.
The damage increase depends on skill level
and
Frost Weapon skill level and further
increases based on the caster's
Base Level
and
INT.
Base damage is increased by (2 + skill level)% every 1
INT.
The duration of
Crystallization
state can be reduced with high
VIT.
[Lv 1]: AoE: 7x7 cells
[Lv 2]: AoE: 7x7 cells
[Lv 3]: AoE: 7x7 cells
[Lv 4]: AoE: 9x9 cells
[Lv 5]: AoE: 9x9 cells
2448.webp Poison Buster
Max Level: 5
Requirement: Killing Cloud 2
Skill Form: Active
Type: Magical, AoE
Target: 1 Character
Description: Inflicts Poison elemental
magic damage to the target and surrounding
targets. Targets affected by
Poison Cloud
will receive increased damage.
Damage additionally increases according
to the caster's
Base Level and INT.
Base damage is increased by 1% every 1
INT.
[Lv 1]: MATK 1300%, 1500% (with Poison Cloud)
[Lv 2]: MATK 1600%, 2000% (with Poison Cloud)
[Lv 3]: MATK 1900%, 2500% (with Poison Cloud)
[Lv 4]: MATK 2200%, 3000% (with Poison Cloud)
[Lv 5]: MATK 2500%, 3500% (with Poison Cloud)
2449.webp Psychic Wave
Max Level: 5
Requirement: Dispell 2
Skill Form: Active
Type: Magical, AoE
Target: Ground
Description: Fires a wave of psychic
energy at targets in an area to deal
multiple hits of
Neutral elemental magic.
If equipped with a
Staff or Book
the damage will be dealt twice.
Damage additionally increases according
to the skill level and caster's
Base Level
and
INT.
Base damage is increased by 3% every 1
INT.
[Lv 1]: AoE: 7x7 cells, Hit 3 times
[Lv 2]: AoE: 7x7 cells, Hit 4 times
[Lv 3]: AoE: 9x9 cells, Hit 5 times
[Lv 4]: AoE: 9x9 cells, Hit 6 times
[Lv 5]: AoE: 11x11 cells, Hit 7 times
2450.webp Killing Cloud
Max Level: 5
Requirement: Heaven's Drive 5
Skill Form: Active
Type: Magical, AoE
Target: Ground
Description: Creates a poisonous cloud
in a 7x7 area, which will continuously
deal
Poison element magic damage and
cause
Poison status for 5 seconds.
Targets affected by
Killing Cloud,
decreases their resistance to
Poison attacks.
Damage additionally increases according
to the caster's
Base Level and INT.
Base damage is increased by 3% every 1
INT.
[Lv 1]: MATK 40%, Poison Resistance: -5%
[Lv 2]: MATK 80%, Poison Resistance: -10%
[Lv 3]: MATK 120%, Poison Resistance: -15%
[Lv 4]: MATK 160%, Poison Resistance: -20%
[Lv 5]: MATK 200%, Poison Resistance: -25%
2451.webp Striking
Max Level: 5
Requirement: Lightning Loader 1,
Flame Launcher 1, Frost Weapon 1,
Seismic Weapon 1

Skill Form: Active
Type: Supportive
Target: Caster and Party Members
Description: Increase weapon's ATK and
Perfect HIT of caster and 1 party member
for 90 seconds. Affected target consumes
certain amount of
SP per second.
Can only be used when in a party.

[Lv 1]: ATK +20, Perfect HIT +30,
Consumes 5 SP per second

[Lv 2]: ATK +40, Perfect HIT +40,
Consumes 4 SP per second

[Lv 3]: ATK +60, Perfect HIT +50,
Consumes 3 SP per second

[Lv 4]: ATK +80, Perfect HIT +60,
Consumes 2 SP per second

[Lv 5]: ATK +100, Perfect HIT +70,
Consumes 1 SP per second

2452.webp Warmer
Max Level: 5
Requirement: Volcano 1, Violent Gale 1
Skill Form: Active
Type: Supportive
Target: Ground
Description: Increases the temperature in
7x7 AoE, removing
Crystallization, Frozen
and
Freezing state from targets in range.
[Lv 1]: Duration 40 seconds
[Lv 2]: Duration 45 seconds
[Lv 3]: Duration 50 seconds
[Lv 4]: Duration 55 seconds
[Lv 5]: Duration 60 seconds
2453.webp Extreme Vacuum
Max Level: 5
Requirement: Land Protector 2
Skill Form: Active
Type: Supportive
Target: Ground
Description: Create a vacuum on a cell that
pull all targets to the center. Targets
in the area cannot move until the skill
duration expires. A high
STR reduce the
duration of this skill. Some skills ignore
the effect of
Extreme Vacuum.
[Lv 1]: 3x3 AoE, Duration 4 sec.
[Lv 2]: 3x3 AoE, Duration 6 sec.
[Lv 3]: 5x5 AoE, Duration 8 sec.
[Lv 4]: 5x5 AoE, Duration 10 sec.
[Lv 5]: 7x7 AoE, Duration 12 sec.
2454.webp Varetyr Spear
Max Level: 10
Requirement: Seismic Weapon 1, Violent Gale 4
Skill Form: Active
Type: Magical
Target: 1 Character
Description: Summon a huge lightning spear
from the sky and inflict
Wind element magic
damage to 1 target and surrounding enemies.
Has a chance to
Stun targets.
Damage additionally increases according
to the
Lightning Loader and Striking skill level
as well as the caster's
Base Level and INT.
Base damage is increased by (2 + 0.5 x skill level)% every 1
INT.
[Lv 1]: AoE: 3x3 cells
[Lv 2]: AoE: 3x3 cells
[Lv 3]: AoE: 3x3 cells
[Lv 4]: AoE: 5x5 cells
[Lv 5]: AoE: 5x5 cells
[Lv 6]: AoE: 5x5 cells
[Lv 7]: AoE: 7x7 cells
[Lv 8]: AoE: 7x7 cells
[Lv 9]: AoE: 7x7 cells
[Lv 10]: AoE: 9x9 cells
2455.webp Arrullo
Max Level: 5
Requirement: Warmer 2
Skill Form: Active
Type: Debuff
Target: Ground
Description: Causes Deep Sleep status
on targets within an area.
Consumes 1
Yellow Gemstone.
[Lv 1]: 3x3 AoE
[Lv 2]: 3x3 AoE
[Lv 3]: 5x5 AoE
[Lv 4]: 5x5 AoE
[Lv 5]: 7x7 AoE
2456.webp Elemental Control
Max Level: 4
Requirement: 4 Elemental Analysis 1
Skill Form: Active
Type: Supportive
Target: Elemental
Description: Command a Elemental in Waiting
mode to switch it's mode to
Passive (Buff),
Defensive (Defense)
or Offensive (Attack).
To switch the elemental into
Waiting mode,
caster just commands same order once more.
When
Elementals are in Waiting mode,
they recover little amount
HP and SP
continuously.

[Lv 1]: Switch Elemental to Passive mode
[Lv 2]: Switch Elemental to Defensive mode
[Lv 3]: Switch Elemental to Offensive mode
[Lv 4]: Dismiss current Elemental
2457.webp Summon Agni
Max Level: 3
Requirement: Elemental Control 1, Warmer 3
Skill Form: Active
Type: Summon
Target: Around the caster
Description: Summon spirit of Fire, Agni.
Consume 3
Red Blood, 6 Red Blood
or 1
Flame Heart as catalyst items
depending on the skill level.

[Lv 1]: Duration: 600 seconds,
Consume 5 SP per 10 seconds.

[Lv 2]: Duration: 900 seconds,
Consume 8 SP per 10 seconds.

[Lv 3]: Duration: 1200 seconds,
Consume 11 SP per 10 seconds.
2458.webp Summon Aqua
Max Level: 3
Requirement: Elemental Control 1,
Diamond Dust 3

Skill Form: Active
Type: Summon
Target: Around the caster
Description: Summon spirit of water, Aqua.
Consume 3
Crystal Blue, 6 Crystal Blue
or 1
Mystic Frozen as catalyst items
depending on the skill level.

[Lv 1]: Duration: 600 seconds,
Consume 5 SP per 10 seconds.

[Lv 2]: Duration: 900 seconds,
Consume 8 SP per 10 seconds.

[Lv 3]: Duration: 1200 seconds,
Consume 11 SP per 10 seconds.
2459.webp Summon Ventus
Max Level: 3
Requirement: Elemental Control 1,
Varetyr Spear 3

Skill Form: Active
Type: Summon
Target: Around the caster
Description: Summon spirit of wind, Ventus.
Consume 3
Wind of Verdure, 6 Wind of Verdure
or 1
Rough Wind as catalyst items
depending on the skill level.

[Lv 1]: Duration: 600 seconds,
Consume 5 SP per 10 seconds.

[Lv 2]: Duration: 900 seconds,
Consume 8 SP per 10 seconds.

[Lv 3]: Duration: 1200 seconds,
Consume 11 SP per 10 seconds.
2460.webp Summon Tera
Max Level: 3
Requirement: Elemental Control 1,
Earth Grave 3

Skill Form: Active
Type: Summon
Target: Around the caster
Description: Summon spirit of earth, Tera.
Consume 3
Green Live, 6 Green Live
or 1
Great Nature as catalyst items
depending on the skill level.

[Lv 1]: Duration: 600 seconds,
Consume 5 SP per 10 seconds.

[Lv 2]: Duration: 900 seconds,
Consume 8 SP per 10 seconds.

[Lv 3]: Duration: 1200 seconds,
Consume 11 SP per 10 seconds.
2461.webp Elemental Action
Max Level: 1
Requirement: Elemental Control 3
Skill Form: Active
Type: Supportive
Target: Elemental
Description: Activate the offensive commmand
immediately of the summoned
Elemental.
2462.webp 4 Elemental Analysis
Max Level: 2
Requirement: Flame Launcher 1,
Frost Weapon 1, Lightning Loader 1,
Seismic Weapon 1

Skill Form: Active
Type: Crafting
Target: Caster
Description: Converts Enchanted Ores to
Pure Gemstones and vice versa within
a convert window, which are used as catalyst
items for summoning
Elementals.
[Enchanted Ores]
Flame Heart, Rough Wind,
Mystic Frozen
and Great Nature
[Pure Gemstones]
Red Blood, Wind of Verdure,
Crystal Blue
and Green Live
[Lv 1]: Convert 1 Enchanted Ore into
Pure Gemstones. (Divided item quantities
are randomly decided.)

[Lv 2]: Combine 10 Pure Gemstones into
1 Enchanted Ore (There is chance to fail,
resulting in nothing.)
2463.webp Elemental Sympathy
Max Level: 5
Requirement: Elemental Control 3
Skill Form: Passive
Description: Increases summoned Elemental's
HP, SP and ATK by sharing the feelings
between caster and
Elemental. It also
decreases caster's consuming
SP.
[Lv 1]: MaxHP +5%, MaxSP +5%,
Damage +25, SP cost -10%

[Lv 2]: MaxHP +10%, MaxSP +10%,
Damage +50, SP cost -15%

[Lv 3]: MaxHP +15%, MaxSP +15%,
Damage +75, SP cost -20%

[Lv 4]: MaxHP +20%, MaxSP +20%,
Damage +100, SP cost -25%

[Lv 5]: MaxHP +25%, MaxSP +25%,
Damage +125, SP cost -30%
2464.webp Elemental Cure
Max Level: 1
Requirement: Elemental Sympathy 1
Skill Form: Active
Type: Recovery
Target: Elemental
Description: Recover Elemental's
HP and SP by consuming 10% of your
HP and SP for the same amount.
Skill will fail if caster has less
than 10%
HP and SP.
2465.webp Fire Insignia
Max Level: 3
Requirement: Summon Agni 3
Skill Form: Active
Type: Supportive
Target: Ground
Description: Draw a Fire insignia on the
ground within 3x3 cells. Recover 1% of
HP per 5 seconds if the target is equipped
with
Fire element armor or it is a Fire
element monster. Conversely, decrease 1% of
HP per 5 seconds if the target is equipped
with
Earth element armor or it is a Earth
element monster. But all the targets that are
inside of skill range receive 1.5x more damage
from
Water element attacks.
Consume
Scarlet Point
depending on the skill level.

[Lv 1]: Increases Agni's ATK by 20%.
Recovery Amount of HP/SP per 3 seconds
is doubled.

[Lv 2]: Increases Damage by 50.
Enchants Weapon with Fire element.
Increases physical ATK by 10%.

[Lv 3]: Increases MATK by 50.
Increases magical damage of Fire elemental
skills by 25%.
2466.webp Water Insignia
Max Level: 3
Requirement: Summon Aqua 3
Skill Form: Active
Type: Supportive
Target: Ground
Description: Draw a Water insignia on the
ground within 3x3 cells. Recover 1% of
HP per 5 seconds, if the target is equipped
with
Water element armor or it is a Water
element monster. Conversely, decrease 1% of
HP per 5 seconds, if the target is equipped
with
Fire element armor or it is a Fire
element monster. But all the targets that are
inside of skill range receive 1.5x more damage
from
Wind element attacks.
Consumes
Indigo Point
depending on the skill level.

[Lv 1]: Increases Aqua's ATK by 20%.
Recovery Amount of HP/SP per 3 seconds
is doubled.

[Lv 2]: Increaes Recovery effect by 10%.
Enchants Weapon with Water element.
Increases physical ATK by 10%.

[Lv 3]: Decreases Variable Casting Time by 30% and
Increases magical damage of Water elemental
skills by 25%.
2467.webp Wind Insignia
Max Level: 3
Requirement: Summon Ventus 3
Skill Form: Active
Type: Supportive
Target: Ground
Description: Draw a Wind insignia on the
ground within 3x3 cells. Recover 1% of
HP per 5 seconds, if the target is equipped
with
Wind element armor or it is a Wind
element monster. Conversely, decrease 1% of
HP per 5 seconds, if the target is equipped
with
Water element armor or it is a Water
element monster. But all the targets that are
inside of skill range receive 1.5x more damage
from
Earth element attacks.
Consumes
Yellow Wish Point
depending on the skill level.

[Lv 1]: Increases Ventus' ATK by 20%.
Recovery Amount of HP/SP per 3 seconds
is doubled.

[Lv 2]: Increase Attack Speed a bit.
Enchants Weapon with Wind element.
Increases physical ATK by 10%.

[Lv 3]: Decreases After Cast Delay by 50%.
Increases magical damage of Wind elemental
skills by 25%.
2468.webp Earth Insignia
Max Level: 3
Requirement: Summon Tera 3
Skill Form: Active
Type: Supportive
Target: Ground
Description: Draw a Earth insignia on the
ground within 3x3 cells. Recover 1% of
HP per 5 seconds, if the target is equipped
with
Earth element armor or it is a Earth
element monster. Conversely, decrease 1% of
HP per 5 seconds, if the target is equipped
with
Wind element armor or it is a Wind
element monster. But all the targets that are
inside of skill range receive 1.5x more damage
from
Fire element attacks.
Consumes
Lime Green Point
depending on the skill level.

[Lv 1]: Increase Terra's ATK by 20%.
Recovery Amount of HP/SP per 3 seconds
is doubled.

[Lv 2]: Increases MaxHP by 500 and DEF by 50.
Enchants Weapon with Earth element.
Increase physical ATK by 10%.

[Lv 3]: Increases MaxSP and MDEF by 50.
Increases magical damage of Earth elemental
skills by 25%.
5014.webp Full Throttle
Max Level: 5
Skill Form: Active
Type: Supportive
Target: Self
Dispellable: No
Description: Push your body to its limits,
allowing you maximize your power for a short
time.
During this time you will gain these bonuses:
[1]: All stats +20%,
[2]: Increased Movement Speed,
[3]: Restore 100% MaxHP when cast,
[4]: MaxHP/SP will drain every second.
After the duration is over, you will be incredibly
exhausted, and inflicted with
Rebound status.
[
Rebound Status ]:
[1]: Duration: 10 seconds,
[2]: Reduced Movement Speed,
[3]: HP Natural Recovery -100%,
[4]: SP Natural Recovery -100%.
[Lv 1]: 6% MaxHP/SP drain per second for 10s
[Lv 2]: 4% MaxHP/SP drain per second for 15s
[Lv 3]: 3% MaxHP/SP drain per second for 20s
[Lv 4]: 2% MaxHP/SP drain per second for 25s
[Lv 5]: 1% MaxHP/SP drain per second for 30s

Skill Analysis

Detailed Analysis of Sorcerer Skills
Skill Notes Points Type
2449.webp Psychic Wave
  • Allot 5 skill points to this skill.
  • This is your main damaging skill as a Sorcerer with an 11x11 AoE at max level. Effective for leveling your character upon transitioning to 3rd job.
  • At max level, this skill lingers on the ground for up to 3 seconds and does seven (7) ticks; when equipped with staves and book-type weapons, Psychic Wave will hit twice which makes it a total of fourteen (14) ticks with every recurring two (2) ticks bundled into one. Abyss Chasers can't abuse this effect since their job tree can't equip staves nor books.
  • It has a 5 seconds cooldown so cast this skill whenever it's available. However, there are equipment such as the 26118.webp Shadow Staff or its enhanced version 550012.webp Patent Shadow Staff , and 25419.webp Professor Stone (Low) + 25420.webp Sorcerer Stone (Garment) that reduce its cooldown by 3 seconds in total, which are useful in leveling. Moreover, a 540056.webp Dim Glacier Book with the enchant 311225.webp Glacier Flower Spell (Psychic Wave) reduces PW's CD by 1.5 seconds, a half a second more than the Shadow staves. In line with this, more than one (1) PW can be casted and recasting it will not replace the previous one which makes it possible to leave out two (2) instances of Psychic Wave on the ground.
  • 25417.webp Professor Stone (Top) + 25420.webp Sorcerer Stone (Garment) , and 1000673.webp Sorcerer Stone (Mid) are some of the easily available resources that would boost Psychic Wave's damage.
  • Psychic Wave (PW) by default is Neutral property but it can also be endowed to the four (4) basic elements Fire, Water, Wind, and Earth (plus eventually with Poison) depending on the active modes and levels of the summoned Elementals.
    • As an example, a summoned Lvl. 2 2457.webp Summon Agni in Lvl. 1 2456.webp Elemental Control (Passive Mode) would endow its summoner's 2449.webp Psychic Wave skill with the Fire property.
  • Gets the most benefit from INT among all the Sorcerer's AoE skills. The higher your INT value, the harder it hits as it's got triple the potency for INT as observed in its skill formula: [{Base_Damage + (INT × 3)} × (BaseLv ÷ 100)]%. With items like 22001.webp Temporal INT Boots with 4876.webp Runaway Magic , 470094.webp Hero Boots-LT with 310911.webp Knowledge of Wise Man , and 470074.webp Boots of Unknown Magic Power 's unique passive, PW will hit like a truck.
  • Frequently disregarded once the leveling phase is over, this skill will still have its uses once you've transitioned to Elemental Master. This is your widest lingering DoT skill, your most effective build to farm low to mid game dungeons, and your 4th job High Elementals would still give you ability to endow this skill's property to the four (4) basic elements + Poison eventually. Oftentimes you'll find yourself finished with your set-ups but the MVP is too far away and you want to maintain distance between you and him as much as possible, PW is there to reach and lure him towards you, and besides with 4th job traits and gears PW will still deal a considerable amount of damage so consider adding this to your skill set.
5 Offensive
2447.webp Diamond Dust
  • Allot 5 skill points to this skill.
  • You have no choice but to maximize this skill as it'll be needed for the costume enchant stone 1000673.webp Sorcerer Stone (Mid) . For every level of Diamond Dust, it gives you +2% Variable Cast Time (VCT) reduction. This will be needed for you to reach instant cast thru VCT%.
  • Diamond Dust (DD) will be one (1) of your main AoE skill in your skill rotation for leveling up. Like PW, it has a 5 seconds cooldown but this can be reduced with the right equipment such as the 24297.webp Sorcerer Shadow Weapon . A +10 Sorcerer Shadow Weapon will reduce the cooldown of this skill by 4 seconds, making it possible to reduce your skill rotation down to two (2) skills in a sequence similar to this:


2449.webp Psychic Wave —> 2447.webp Diamond Dust —> 2447.webp Diamond Dust —> repeat


  • It is also possible to completely eliminate the 5 seconds cooldown of Diamond Dust with the item 540014.webp Poenitentia Codex . When the codex is refined to +11 and above, it will reduce both Diamond Dust and Earth Grave cooldown by an additional 2 seconds. 24297.webp Sorcerer Shadow Weapon wouldn't necessarily need to be refined at +10 when you use both equipment then.
  • It also gives out an annoying debuff commonly complained about in the PvP/WoE scenes. At Level 5, Diamond Dust has a 30% base chance to apply the crystallization debuff, which has 20 seconds base duration. The chance of application is further increased by (JobLv ÷ 5)% when a Lvl. 2 2458.webp Summon Aqua in Lvl. 1 2456.webp Elemental Control (Passive Mode) is active. Aqua also increases Diamond Dust's damage by (JobLv x 5)%.
    • This debuff only affects normal monsters and players, and useless against boss monsters and MVPs.
  • Crystallization causes the following effects:
    • Unable to attack, move, cast skills, and use items.
    • 2% HP and 1% SP drain per second.
    • Increase damage received from Wind property magical attacks by 50%.
    • Increase damage received from Maces, One-Handed (1H) Axes, and Two-Handed (2H) Axes by 50%.
    • Reduce damage received from Daggers, 1H Swords, 2H Swords, Arrows, and Bullets by 50%.
  • Duration of crystallization is reduced by your base VIT and is determined by this formula:
    • Duration of Effect = [Base_Duration − (Target_BaseVIT ÷ 10)]s
    • With 130 base VIT, duration is reduced by 13 seconds, leaving behind 7 more seconds of crystallization.
  • DD's damage is increased depending on the level of 281.webp Frost Weapon, and the caster's own INT and base level.
5 Offensive
2446.webp Earth Grave
  • Allot 5 skill points to this skill.
  • You have no choice but to maximize this skill as it'll be needed for the costume enchant stone 1000674.webp Sorcerer Stone (Low) . For every level of Earth Grave, it gives you +2% All property magical damage.
  • If you prefer to use Earth Grave (EG) instead of Diamond Dust, there are equipment available that could reduce its cooldown from 5 seconds down to 1 second. A +10 24310.webp Sorcerer Shadow Shield exists for that purpose. It's also possible to completely remove its cooldown to 0 just like DD when a +7 Sorcerer Shadow Shield is paired with a +11 540014.webp Poenitentia Codex or a +9 540056.webp Dim Glacier Book with the enchant 311228.webp Glacier Flower Spell (Earth Grave) .
  • EG's damage is increased depending on the level of 283.webp Seismic Weapon, and the caster's own INT and base level.
  • Has a chance to apply the bleeding status effect and reveals enemies under the cloaking or hiding state.
5 Offensive
2451.webp Striking
  • Place 5 skill point to this skill and maximize it.
  • Striking is a good supportive buff for your party. It gives +100 ATK (EquipATK) and +70 Perfect HIT at max level. Your friends that play physical classes will surely want you to constantly apply this buff on them.
  • Like DD and EG, this skill needs to be fully leveled either way since it'll be needed for the costume enchant stone 1000672.webp Sorcerer Stone (Top) . For every level of Striking, it gives you 0.1 second Fixed Casting Time (FCT) reduction.
    • The set 1000672.webp Sorcerer Stone (Top) + 1000673.webp Sorcerer Stone (Mid) + 1000674.webp Sorcerer Stone (Low) + 1001420.webp Elemental Master Stone (Garment) will be your endgame costume enchant stones once you've become an Elemental Master so make sure to maximize all three (3) aforementioned skills (Diamond Dust, Earth Grave, & Striking).
5 Supportive
2454.webp Varetyr Spear
  • Just enough skill points as a prerequisite skill for 2459.webp Summon Ventus and 2467.webp Wind Insignia or max this one out for leveling purposes.
  • Varetyr Spear's damage is increased depending on the level of 282.webp Lightning Loader, 2451.webp Striking, and the caster's own INT and base level.
  • Has a chance to stun enemies.
3 / 10 Offensive
2445.webp Spell Fist
  • Either leave this skill out if you're going the caster route or max it if you're going for the niche build Spell Fist.
  • Spell Fist concentrates the power of your elemental bolt skills (19.webp Fire Bolt, 14.webp Cold Bolt, & 20.webp Lightning Bolt) to your weapon which makes it possible to deal melee magical damage.
    • As an example, if any of your elemental bolt skills at max level would normally deal ≈300m per cast, a Lvl. 10 Spell Fist will make it possible for you to deal ≈435m per melee auto attack that will be registered as magical damage (Base Level and Spell Fist Level applied in skill formula hence the higher damage scaling as compared to manually casting your bolt skill).
    • Meeting the requirement of 193 ASPD gives you a maximum of 7 hits per second thus letting you do ≈3.045b DPS just from your melee auto attacks alone (autocasted skills not yet accounted for).
  • Since Spell Fist is considered melee magical damage, it is affected by the following skills and item to both its advantage and detriment:
    • Hits are blocked by 12.webp Safety Wall.
    • Hits are mirrored back by 252.webp Reflect Shield.
    • Attacks would hit twice with the passive skill 48.webp Double Attack (provided by items like 25302.webp Double Attack Garment Stone )
    • Affected by the skill 675.webp Stone Skin.
    • Benefits from the Guillotine Cross skill 5001.webp Dark Claw.
    • Does not apply 4147.webp [MVP] Baphomet Card (4147) 's 3x3 splashing effect due to getting lower priority than Spell Fist's conversion of melee magical attacks.
  • Spell Fist also doesn't need high DEX and HIT rate since it ignores FLEE for it is a magical attack in nature.
  • Any direct buffs made to the three elemental bolts whether they are skill modifiers (i.e. 300267.webp Crow Baron Card & 300268.webp Crow Duke Card combo) or the EM's High Elemental's Passive Mode will always be translated into Spell Fist's individual hits.
  • Ideally, you'd want to have an FCT lower than 1 second or VCT lower than 90% so you can't instant cast your bolt skills. Yes, that may sound absurd but that's because you'd need to not completely cast your elemental bolts so you could apply Spell Fist as an active skill. Aim your bolt skills on a target, cast it, then immediately press Spell Fist. Instant casting your bolt skills will make it impossible for you to activate Spell Fist.
0 / 10 Active
5008.webp Elemental Shield
  • Skip this one. No place as a prerequisite skill either. It basically sacrifices your active Elemental and High Elemental Spirit to apply defensive skills to you and your party. Could be a last resort skill if your party is about to get wiped out by 653.webp Max Pain I suppose.
  • The defensive skills applied if you're wondering are the skills 12.webp Safety Wall and 25.webp Pneuma. The duration of these skills casted from Elemental Shield is also longer than your normal Safety Wall and Pneuma at Lvl. 1; a normal Lvl. 10 Safety Wall will still be 10 seconds longer than a Safety Wall coming from a Lvl. 5 Elemental Shield.
0 Defensive
2443.webp Fire Walk
  • Skip this one, unless you want to have your own built-in trail effect to look cool. No place as a prerequisite skill either.
0 Active
2444.webp Electric Walk
  • Skip this one, unless you want to have your own built-in trail effect to look cool. No place as a prerequisite skill either.
0 Active
2448.webp Poison Buster
  • Skip this one. No place as a prerequisite skill either. There's going to be stronger Poison skills later on.
0 Offensive
2450.webp Killing Cloud
  • Either leave this one out completely or get it to max level.
  • Killing Cloud applies the debuff Cloud Poison which reduces any units' Poison resistance inside its AoE. At max level, Killing Cloud reduces a monster's Poison resistance by 25% which lasts for 5 seconds.
  • Extremely useful if you're going to be focusing on Poison element; though keep in mind it has a 5 seconds cooldown but the costume enchant stones 1000672.webp Sorcerer Stone (Top) + 25420.webp Sorcerer Stone (Garment) reduces its cooldown by 2 seconds. Typically it's used for DPS-ing or MVP-ing and rarely used for field farming unless you want to see big damage numbers with your Poison-endowed 2449.webp Psychic Wave / 5380.webp Elemental Buster, 5371.webp Venom Swamp, and 2448.webp Poison Buster.
  • Only one (1) Killing Cloud can be activated at a time. Casting another Killing Cloud will supersede the existing one though the debuff refreshes when reapplied on the same unit.
0 / 5 Supportive
2452.webp Warmer
  • Just put enough skill points to this one as a prerequisite skill for 2457.webp Summon Agni and 2465.webp Fire Insignia.
  • At lower levels, Warmer gets lower cooldown, so I suggest not to really max out this skill. You use this skill more for its utility than the HP% heal it gives.
    • Items that reduce Warmer's CD include the costume enchant stone combo of 25418.webp Professor Stone (Mid) + 25420.webp Sorcerer Stone (Garment) , and 450128.webp Automatic Armor Type B with 2x 310149.webp Automatic Orbs (Warm Wave) . The stones reduce Warmer's CD by 15 seconds while the armor enchants reduce it by 14 seconds. A Level 1 Warmer has a CD of 35 seconds but when paired with these items, Warmer's CD can be as low as 6 seconds.
  • Warmer lingers on the ground for 35~60 seconds (scales with level), but not more than one (1) Warmer can be placed at a time from the same caster. Recasting Warmer will replace the previous one.
  • Much like the majority of your utility skills, Warmer benefits any units inside its 7x7 AoE including monsters and MVPs. An MVP with over a billion HP could recover 30m~50m HP every 3 seconds when standing on its AoE so be extra careful where you place your Warmer!
  • Warmer removes the crystallization, frozen, and freezing debuffs.
    • Freezing is a status debuff brought about by skills such as the Warlock's 2203.webp Frost Misty and the Rune Knight's 5004.webp Dragon Breath Water. Once inflicted by this ailment, it will cause the following effects to happen:
      • Movement Speed is reduced by 30%.
      • Attack Speed is reduced by 30%.
      • Hard DEF is reduced by 30% (10% against monsters).
      • Fixed Cast Time (FCT) is increased by 50%.
      • Damage received from 2204.webp Jack Frost is increased.
3 Supportive
2453.webp Extreme Vacuum
  • Put 5 skill points to this one if you're going to frequent PvP/WoE or if you're going to use this for leveling or against instance MVPs like Betelgeuse and Encroached Tan; otherwise leave it at 0.
  • Extreme Vacuum is a crowd control (CC) skill that pulls in any units towards the center of its AoE.
    • Base duration of the rooting effect is decreased by unit's STR.
    • For every point of STR, it decreases the duration of Extreme Vacuum by 0.04 second.
  • Works on MVPs and boss monsters, but due to high STR its CC effect will be negligible or barely noticeable for some.
  • It has a misleading visual for monsters that are predetermined to move to a specific cell when chasing you and then immediately trapped within this skill's AoE. Perceptibly, it would seem to appear they will move past Extreme Vacuum but they will still remain rooted and immobilized until the duration expires.
  • Complements well with insignias and works hand in hand with your own 288.webp Land Protector. You root boss monsters with Extreme Vacuum to displace them away inside your LP and put them under the influence of the insignias' debuffing effects.
  • Finds the most use for instances like Tower of Trials, Alice Twisted Madness, Final Battle, and Constellation Tower among others.
  • It's got some uses too for some of the server's events like the recently ended Autumn Event. It roots the Sentinels into place preventing them to move around.
0 / 5 Active
2455.webp Arrullo
  • Put 5 skill points to this one if you're going to frequent PvP/WoE; otherwise leave it at 0.
  • Arullo inflicts the Deep Sleep status effect to the targets.
    • Base chance of effect is increased by the caster's INT and Job Level.
    • Base duration of debuff is decreased by the unit's Base Level and INT.
  • Deep Sleep causes the following effects:
    • Chat is disabled momentarily.
    • 2% of MaxHP and MaxSP is recovered each second.
    • Damage from the next attack is amplified by 150%.
  • Requires 1 715.webp Yellow Gemstone (715) to cast. Can be purchased from NPC Tool Dealer in any towns for 4,500 zeny. 500 pcs. of Yellow Gemstones can be packaged into a 100193.webp Yellow Gemstone Pouch (100193) by talking to the NPC Gemstone Bagger, situated in the west side of Geffen (geffen_in 74, 175) (@go 2) or right outside of the dungeon Prontera Culvert (prt_fild05 294, 226) for lighter accessibility.
0 / 5 Active
2456.webp Elemental Control
  • 3 skill points are enough for this skill.
  • Elemental Control switches your active Elementals & High Elementals from Waiting Mode to either Passive, Defensive, or Offensive Mode.
    • Level 1: Switch to Passive Mode
    • Level 2: Switch to Defensive Mode
    • Level 3: Switch to Offensive Mode
    • Level 4: Dismisses your currently summoned Elemental or High Elemental... like whyyy and what for??
  • This skill altogether with the Elementals and Elemental Master's High Elementals will have a separate section. For more info, check down below.
3 Active
2457.webp Summon Agni
  • Allot 3 skill points to this one.
  • This skill will call forth the Fire Spirit Agni which appears in three (3) forms (Child, Adolescent, & Adult) depending on the skill level:
    • Level 1 (Child Form): Requires 3 990.webp Red Blood (990) to summon. Lasts for 10 minutes.
    • Level 2 (Adolescent Form): Requires 6 990.webp Red Blood (990) to summon. Lasts for 15 minutes.
    • Level 3 (Adult Form): Requires 1 994.webp Flame Heart (994) to summon. Lasts for 20 minutes.
  • Agni's stats increase based on the summoner's stats and 2463.webp Elemental Sympathy skill level.
  • Agni assumes Fire 4 elemental property. He is naturally immune to all kinds of Fire property attacks, resists 40% of Earth property attacks, and receives 200% damage against Water property attacks.
  • For recommended farming spots for these elemental catalysts, please refer down below.
  • Agni together with the other Elementals and Elemental Master's High Elementals will have a separate section dedicated for them. For more info, check down below.
3 Active
2458.webp Summon Aqua
  • Allot 3 skill points to this one.
  • This skill will call forth the Water Spirit Aqua which appears in three (3) forms (Child, Adolescent, & Adult) depending on the skill level:
    • Level 1 (Child Form): Requires 3 991.webp Crystal Blue (991) to summon. Lasts for 10 minutes.
    • Level 2 (Adolescent Form): Requires 6 991.webp Crystal Blue (991) to summon. Lasts for 15 minutes.
    • Level 3 (Adult Form): Requires 1 995.webp Mystic Frozen (995) to summon. Lasts for 20 minutes.
  • Aqua's stats increase based on the summoner's stats and 2463.webp Elemental Sympathy skill level.
  • Aqua assumes Water 4 elemental property. She is naturally immune to all kinds of Water property attacks, resists 40% of Fire property attacks, and receives 200% damage against Wind property attacks.
  • For recommended farming spots for these elemental catalysts, please refer down below.
  • Aqua together with the other Elementals and Elemental Master's High Elementals will have a separate section dedicated for them. For more info, check down below.
3 Active
2459.webp Summon Ventus
  • Allot 3 skill points to this one.
  • This skill will call forth the Wind Spirit Ventus which appears in three (3) forms (Child, Adolescent, & Adult) depending on the skill level:
    • Level 1 (Child Form): Requires 3 992.webp Wind of Verdure (992) to summon. Lasts for 10 minutes.
    • Level 2 (Adolescent Form): Requires 6 992.webp Wind of Verdure (992) to summon. Lasts for 15 minutes.
    • Level 3 (Adult Form): Requires 1 996.webp Rough Wind (996) to summon. Lasts for 20 minutes.
  • Ventus' stats increase based on the summoner's stats and 2463.webp Elemental Sympathy skill level.
  • Ventus assumes Wind 4 elemental property. She is naturally immune to all kinds of Wind property attacks, resists 40% of Water property attacks, and receives 200% damage against Earth property attacks.
  • For recommended farming spots for these elemental catalysts, please refer down below.
  • Ventus together with the other Elementals and Elemental Master's High Elementals will have a separate section dedicated for them. For more info, check down below.
3 Active
2460.webp Summon Tera
  • Allot 3 skill points to this one.
  • This skill will call forth the Earth Spirit Tera which appears in three (3) forms (Child, Adolescent, & Adult) depending on the skill level:
    • Level 1 (Child Form): Requires 3 993.webp Green Live (993) to summon. Lasts for 10 minutes.
    • Level 2 (Adolescent Form): Requires 6 993.webp Green Live (993) to summon. Lasts for 15 minutes.
    • Level 3 (Adult Form): Requires 1 997.webp Great Nature (997) to summon. Lasts for 20 minutes.
  • Tera's stats increase based on the summoner's stats and 2463.webp Elemental Sympathy skill level.
  • Tera assumes Earth 4 elemental property. He is naturally immune to all kinds of Earth property attacks, resists 40% of Wind property attacks, and receives 200% damage against Fire property attacks.
  • For recommended farming spots for these elemental catalysts, please refer down below.
  • Tera together with the other Elementals and Elemental Master's High Elementals will have a separate section dedicated for them. For more info, check down below.
3 Active
2461.webp Elemental Action
  • Skip this one. No place as a prerequisite skill either.
  • But to those who's curious on what it does, it just randomly selects one of the offensive skills your Elementals and High Elementals do regardless of its current state.
0 Active
2462.webp 4 Elemental Analysis
  • Either put only 1 skill point on this one or max it out.
  • This skill converts elemental ores into to their higher forms and vice versa.
    • Level 1: One (1) Elemental Gemstone —> Lesser Elemental Ores (quantity yield is random)
    • Level 2: Ten (10) Lesser Elemental Ores —> One (1) Elemental Gemstone
  • Note: Level 2 has a 90% chance of success and a 10% chance to fail; all lesser elemental ores will get lost when it fails.
  • Personally, I only put 1 skill point as a prerequisite skill. If I want to condense lesser elemental ores (i.e. 990.webp Red Blood to their higher forms 994.webp Flame Heart ) I'll just make a separate skill tree for it and save it to Build Manager NPC Lotus (main_office 122, 169) and reload it everytime I need to craft.
1 / 2 Active
2463.webp Elemental Sympathy
  • Always max this skill passive for your Elementals and High Elementals of the Elemental Master.
  • Greatly improves their survivability. More pieces of information on how to improve their survivability down below.
5 Passive
2464.webp Elemental Cure
  • Allot 1 skill point to this one.
  • Sacrifices 10% of your current HP and SP to heal your Elementals and High Elementals.
  • You'll oftentimes find yourself needing to heal your Elementals or High Elementals and this skill will do just that for you.
  • Having an HP/SP pool lower than 10% will make this skill fail so always try to bring healing consumables with you like 607.webp Yggdrasil Berry or 608.webp Yggdrasil Seed .
1 Active
2465.webp Fire Insignia
  • Put 3 skill points and max this skill out.
  • More pieces of information regarding Fire Insignia and the Insignia System down below.
3 Active
2466.webp Water Insignia
  • Put 3 skill points and max this skill out.
  • More pieces of information regarding Water Insignia and the Insignia System down below.
3 Active
2467.webp Wind Insignia
  • Put 3 skill points and max this skill out.
  • More pieces of information regarding Wind Insignia and the Insignia System down below.
3 Active
2468.webp Earth Insignia
  • Put 3 skill points and max this skill out.
  • More pieces of information regarding Earth Insignia and the Insignia System down below.
3 Active
My Personal Skill Tree Allocations for Sorcerer
Leveling
Endgame
Note: To avoid confusion and to clarify—for the Endgame skill tree—about four (4) extra skill points from the Sorcerer branch were taken out and then allocated to the Sage and Professor branches. This was done intentionally as I deemed that all the fundamental skills in the Sorcerer branch were already accounted for while there are some important skills left that could not be harbored solely by the limited Sage and Professor skill points.

Elemental Master

Overview

Elemental Master (EM) is the 4th class of the Sage, Professor, and Sorcerer lineup. While seeking recluse in the vast flora and fauna of GemstoneRO where the mystical Spirits of nature reside, Sorcerers have awakened to a much stronger and greater power. As they ascertain the reason behind this sudden awakening and the closer they seek out the truth, they start to realize that the intimate bond they shared with their companion spirits, the Elementals, have also grown alongside with them leading them to uncover more power thru the elements of nature.

This allowed their companion spirits to evolve and become powerful beings of their own rights. Agni evolved to the High Elemental Ardor, Aqua evolved to the High Elemental Diluvio, Ventus evolved to the High Elemental Procella, and Tera evolved to the High Elemental Terremotus. The Sorcerer's previous experimentation on the Poison element led them to awaken the vicegerent and embodiment of Poison magic of which it governs—the High Elemental Serpens. With their newly formed bonds and an unlikely ally with the malignant Serpens, Sorcerers themselves have evolved to the legendary Elemental Master.

Notable skills in an EM's skill kit are the skills Conflagration, Diamond Storm, Lightning Land, Terra Drive, and Venom Swamp each of which represents the evolved High Elemental Spirits that accompany them in their adventure in the form of Summon Elemental Ardor, Summon Elemental Diluvio, Summon Elemental Procella, Summon Elemental Terremotus, and Summon Elemental Serpens.

Depending which of the High Elementals are summoned to aid the Elemental Master, the corresponding element of the AoE skill that represents the High Elemental will boost its damage output. A summoned Ardor will bestow an EM with the gift of Fire and will receive increased Fire magical damage as well as amplifying Conflagration's power. With the combined strength of both the Elemental Master and High Elemental Spirit, this gives them the ability to cast their ultimate skill Elemental Buster as a symbol of their infinite bond. Elemental Buster will assume and flexibly switch element depending on the summoned High Elemental Spirit, making it possible to cast a Poison-endowed Elemental Buster when Serpens is present.

Elemental Masters have also developed the power to hide their spirits which makes them unnoticeable by the monsters around them with the skill Elemental Veil. Through time and space, this manipulation of magic to conceal their close companions also led them to master blending in with the flow of magic, enabling them to cunningly use the psionic skill Psychic Stream, a pronounced antecedent of its predecessor skill Psychic Wave and the latest addition to the evolution of Battle Mage.

Skill Tree

Elemental Master Skill Tree
5365.webp Magic Book Mastery
Max Level: 10
Skill Form: Passive
Description: Increases Water, Wind,
Earth, Fire and Poison elemental
magic damage when equipped with a
Book.
[Lv 1]: Damage +2%
[Lv 2]: Damage +3%
[Lv 3]: Damage +5%
[Lv 4]: Damage +6%
[Lv 5]: Damage +8%
[Lv 6]: Damage +9%
[Lv 7]: Damage +11%
[Lv 8]: Damage +12%
[Lv 9]: Damage +14%
[Lv 10]: Damage +15%
5366.webp Spell Enchanting
Max Level: 5
Requirement: Magic Book Mastery 5
Skill Form: Active
Type: Supportive
Target: Caster and Party Members
Description: Gives a buff that increases
the natural magic power
(S.MATK)
for the skill duration.

[Lv 1]: S.MATK +4, Duration: 80 seconds
[Lv 2]: S.MATK +8, Duration: 120 seconds
[Lv 3]: S.MATK +12, Duration: 160 seconds
[Lv 4]: S.MATK +16, Duration: 200 seconds
[Lv 5]: S.MATK +20, Duration: 240 seconds
5367.webp Activity Burn
Max Level: 5
Requirement: Spell Enchanting 3
Skill Form: Active
Type: Magical, Debuff
Target: 1 Character
Description: Has a chance to drain the
target's
AP. Can only be used in PvP and WoE.
[Lv 1]: AP Drain: 20, Chance: 30%
[Lv 2]: AP Drain: 30, Chance: 40%
[Lv 3]: AP Drain: 50, Chance: 50%
[Lv 4]: AP Drain: 60, Chance: 60%
[Lv 5]: AP Drain: 70, Chance: 70%
5368.webp Increasing Activity
Max Level: 5
Requirement: Activity Burn 5
Skill Form: Active(AP)
Type: Supportive
Target: 1 Party Member
AP Cost: 50
Description: Recovers the target's AP.
[Lv 1]: Recovers AP: 10
[Lv 2]: Recovers AP: 20
[Lv 3]: Recovers AP: 30
[Lv 4]: Recovers AP: 40
[Lv 5]: Recovers AP: 50
5369.webp Diamond Storm
Max Level: 5
Requirement: Magic Book Mastery 2
Skill Form: Active
Type: Magical
Target: Ground
AP Recovery: 5
Description: Drops an ice storm in the targeted
area of 9x9 cells, inflicting
Water elemental
magic damage and can inflict
Rapid Cooling
status. The damage further increases based
on the caster's
Base Level.
Base damage is increased by 7% every 1 SPL.
Deals more damage if the water spirit Diluvio is summoned.
[Lv 1]:
MATK 3600%/10800% (elemental spirit) / Rapid Cooling Chance: 5%
[Lv 2]: MATK 6600%/13500% (elemental spirit) / Rapid Cooling Chance: 5%
[Lv 3]: MATK 9600%/16200% (elemental spirit) / Rapid Cooling Chance: 5%
[Lv 4]: MATK 12600%/18900% (elemental spirit) / Rapid Cooling Chance: 5%
[Lv 5]: MATK 15600%/21600% (elemental spirit) / Rapid Cooling Chance: 5%
5370.webp Lightning Land
Max Level: 5
Requirement: Magic Book Mastery 2
Skill Form: Active
Type: Magical
Target: Ground
AP Recovery: 5
Description: Causes a lightning storm in the
targeted area of 9x9 cells for 3 seconds,
inflicting
Wind elemental magic damage
and can inflict
Torrent status.
The damage further increases based on
the caster's
Base Level and SPL.
Deals more damage if the wind spirit Procella is summoned.
[Lv 1]: MATK 1800%/2000% (elemental spirit) / Torrent Chance: 3%
[Lv 2]: MATK 2900%/3300% (elemental spirit) / Torrent Chance: 3%
[Lv 3]: MATK 4000%/4600% (elemental spirit) / Torrent Chance: 3%
[Lv 4]: MATK 5100%/5900% (elemental spirit) / Torrent Chance: 3%
[Lv 5]: MATK 6200%/7200% (elemental spirit) / Torrent Chance: 3%
5371.webp Venom Swamp
Max Level: 5
Requirement: Magic Book Mastery 2
Skill Form: Active
Type: Magical
Target: Ground
AP Recovery: 5
Description: Causes a strong toxic swamp in the
targeted area of 9x9 cells for 3 seconds,
inflicting
Poison elemental magic damage
and can inflict
Severe Poison status.
The damage further increases based on the
caster's
Base Level and SPL.
Deals more damage if the poison spirit Serpens is summoned.
[Lv 1]: MATK 1800%/2000% (elemental spirit) / Severe Poison Chance: 3%
[Lv 2]: MATK 2900%/3300% (elemental spirit) / Severe Poison Chance: 3%
[Lv 3]: MATK 4000%/4600% (elemental spirit) / Severe Poison Chance: 3%
[Lv 4]: MATK 5100%/5900% (elemental spirit) / Severe Poison Chance: 3%
[Lv 5]: MATK 6200%/7200% (elemental spirit) / Severe Poison Chance: 3%
5372.webp Conflagration
Max Level: 5
Requirement: Magic Book Mastery 2
Skill Form: Active
Type: Magical
Target: Ground
AP Recovery: 5
Description: Causes a fire in the targeted
area of 9x9 cells for 3 seconds, inflicting
Fire elemental magic damage
and can inflict
Blaze status.
The damage further increases based on the
caster's
Base Level and SPL.
Deals more damage if the fire spirit Ardor is summoned.
[Lv 1]: MATK 1800%/2000% (elemental spirit) / Blaze Chance: 3%
[Lv 2]: MATK 2900%/3300% (elemental spirit) / Blaze Chance: 3%
[Lv 3]: MATK 4000%/4600% (elemental spirit) / Blaze Chance: 3%
[Lv 4]: MATK 5100%/5900% (elemental spirit) / Blaze Chance: 3%
[Lv 5]: MATK 6200%/7200% (elemental spirit) / Blaze Chance: 3%
5373.webp Terra Drive
Max Level: 5
Requirement: Magic Book Mastery 2
Skill Form: Active
Type: Magical
Target: Ground
AP Recovery: 5
Description: Makes the ground soar in the
targeted area of 9x9 cells, inflicting
Earth
elemental magic damage and can inflict
Concretion status.
The damage further increases based on the
caster's
Base Level.
Base damage is increased by 7% every 1 SPL.
Deals more damage if the earth spirit Terremotus is summoned.
[Lv 1]:
MATK 3600%/10800% (elemental spirit) / Concretion Chance: 5%
[Lv 2]: MATK 6600%/13500% (elemental spirit) / Concretion Chance: 5%
[Lv 3]: MATK 9600%/16200% (elemental spirit) / Concretion Chance: 5%
[Lv 4]: MATK 12600%/18900% (elemental spirit) / Concretion Chance: 5%
[Lv 5]: MATK 15600%/21600% (elemental spirit) / Concretion Chance: 5%
5381.webp Elemental Veil
Max Level: 5
Requirement: Elemental Spirit Mastery 3
Skill Form: Active
Type: Supportive
Target: Elemental
Description: Turns your High Elemental Spirit
transparent. Can only be used on
High Elemental Spirits.

[Lv 1]: Duration: 120 seconds
[Lv 2]: Duration: 150 seconds
[Lv 3]: Duration: 180 seconds
[Lv 4]: Duration: 210 seconds
[Lv 5]: Duration: 240 seconds
5379.webp Summon Elemental Serpens
Max Level: 1
Requirement: Summon Aqua 3, Summon Agni 3,
Summon Ventus 3, Summon Terra 3,
Elemental Spirit Mastery 1, Venom Swamp 1

Skill Form: Active
Type: Summon
Description: Advents any large Elemental Spirit
into
High Elemental Spirit Serpens.
Upon summoning, increases
Poison elemental
magic damage by 10% and increases damage
of
Venom Swamp. Serpens's stats increases
based on the caster's stats and
Elemental Spirit Mastery skill level.
Consumes 1
Poison Stone.
[Lv 1]: Duration: 1500 seconds
5375.webp Summon Elemental Ardor
Max Level: 1
Requirement: Summon Agni 3,
Elemental Spirit Mastery 1, Conflagration 1

Skill Form: Active
Type: Summon
Description: Advents large Elemental Spirit Agni
into
High Elemental Spirit Ardor.
Upon summoning, increases
Fire elemental
magic damage by 10% and increases damage
of
Conflagration. Ardor's stats increases
based on the caster's stats and
Elemental Spirit Mastery skill level.
Consumes 1
Flame Stone.
[Lv 1]: Duration: 1500 seconds
5376.webp Summon Elemental Diluvio
Max Level: 1
Requirement: Summon Aqua 3,
Elemental Spirit Mastery 1, Diamond Storm 1

Skill Form: Active
Type: Summon
Description: Advents large Elemental Spirit Aqua
into
High Elemental Spirit Diluvio.
Upon summoning, increases
Water elemental
magic damage by 10% and increases damage
of
Diamond Storm. Diluvio's stats increases
based on the caster's stats and
Elemental Spirit Mastery skill level.
Consumes 1
Ice Stone.
[Lv 1]: Duration: 1500 seconds
5377.webp Summon Elemental Procella
Max Level: 1
Requirement: Summon Ventus 3,
Elemental Spirit Mastery 1, Lightning Land 1

Skill Form: Active
Type: Summon
Description: Advents large Elemental Spirit
Ventus into
High Elemental Spirit Procella.
Upon summoning, increases
Wind elemental
magic damage by 10% and increases damage
of
Lightning Land. Procella's stats increases
based on the caster's stats and
Elemental Spirit Mastery skill level.
Consumes 1
Lightning Stone.
[Lv 1]: Duration: 1500 seconds
5378.webp Summon Elemental Terremotus
Max Level: 1
Requirement: Summon Terra 3,
Elemental Spirit Mastery 1, Terra Drive 1

Skill Form: Active
Type: Summon
Description: Advents large Elemental Spirit Terra
into
High Elemental Spirit Terremotus.
Upon summoning, increases
Earth elemental
magic damage by 10% and increases damage
of
Terra Drive. Terremotus' stats increases
based on the caster's stats and
Elemental Spirit Mastery skill level.
Consumes 1
Earth Stone.
[Lv 1]: Duration: 1500 seconds
5374.webp Elemental Spirit Mastery
Max Level: 10
Requirement: Spirit Sympathy 1
Skill Form: Passive
Description: Improves the High
Elemental Spirit
's abilities.
[Lv 1]: ATK 120, MATK 20, MaxHP 13000,
MaxSP 100, DEF 20, MDEF 4, FLEE 10

[Lv 2]: ATK 140, MATK 40, MaxHP 16000,
MaxSP 200, DEF 40, MDEF 8, FLEE 20

[Lv 3]: ATK 160, MATK 60, MaxHP 19000,
MaxSP 300, DEF 60, MDEF 12, FLEE 30

[Lv 4]: ATK 180, MATK 80, MaxHP 22000,
MaxSP 400, DEF 80, MDEF 16, FLEE 40

[Lv 5]: ATK 200, MATK 100, MaxHP 25000,
MaxSP 500, DEF 100, MDEF 20, FLEE 50

[Lv 6]: ATK 220, MATK 120, MaxHP 28000,
MaxSP 600, DEF 120, MDEF 24, FLEE 60

[Lv 7]: ATK 240, MATK 140, MaxHP 31000,
MaxSP 700, DEF 140, MDEF 28, FLEE 70

[Lv 8]: ATK 260, MATK 160, MaxHP 34000,
MaxSP 800, DEF 160, MDEF 32, FLEE 80

[Lv 9]: ATK 280, MATK 180, MaxHP 37000,
MaxSP 900, DEF 180, MDEF 36, FLEE 90

[Lv 10]: ATK 300, MATK 200, MaxHP 40000,
MaxSP 1000, DEF 200, MDEF 40, FLEE 100

5380.webp Elemental Buster
Max Level: 10
Requirement: Summon Elemental Diluvio 1,
Summon Elemental Ardor 1,
Summon Elemental Procella 1,
Summon Elemental Terremotus 1,
Summon Elemental Serpens 1,
Elemental Spirit Mastery 5

Skill Form: Active
Type: Magical
Target: Enemies around the caster
AP Cost: 15
Description: Deals elemental magic damage,
based on the summoned
High Elemental Spirit,
to all targets within 13x13 cells around
the caster. Can only be used when a
High Elemental Spirit is summoned and deals
additional damage against
Dragon and
Formless race monsters.
Damage additionally increases according
to the caster's
Base Level and SPL.
Base damage is increased by 10% every 1
SPL.
[Lv 1]: MATK 3200%, Dragon/Formless: 3350%
[Lv 2]: MATK 5850%, Dragon/Formless: 6150%
[Lv 3]: MATK 8500%, Dragon/Formless: 8950%
[Lv 4]: MATK 11150%, Dragon/Formless: 11750%
[Lv 5]: MATK 13800%, Dragon/Formless: 14550%
[Lv 6]: MATK 16450%, Dragon/Formless: 17350%
[Lv 7]: MATK 19100%, Dragon/Formless: 20150%
[Lv 8]: MATK 21750%, Dragon/Formless: 22950%
[Lv 9]: MATK 24400%, Dragon/Formless: 25750%
[Lv 10]: MATK 27050%, Dragon/Formless: 28550%
6517.webp Psychic Stream
Max Level: 5
Requirement: Magic Book Mastery 5,\n Diamond Storm 3, Conflagration 3,\n Lightning Land 3, Terra Drive 3,\n Venom Swamp 3
Skill Form: Active (AP)
Type: Magical
Target: 1 Character
AP Cost: 5
Description: Blends into the flow of mana to
teleport instantly toward the target, dealing
Neutral elemental magic damage to the target
and nearby enemies.
This skill cannot be used if the caster is under
the Energy Coat effect.
Damage increases based on caster's
Base Level.

Base damage is increased by 12% every 1 SPL.
[Lv 1]:
5600% MATK, AoE: 5x5 cells
[Lv 2]: 9450% MATK, AoE: 5x5 cells
[Lv 3]: 13300% MATK, AoE: 5x5 cells
[Lv 4]: 17150% MATK, AoE: 7x7 cells
[Lv 5]: 21000% MATK, AoE: 7x7 cells

Skill Analysis

Detailed Analysis of Elemental Master Skills
Skill Notes Points Type
5365.webp Magic Book Mastery
  • Maximize this skill whenever you can or if you have enough skill points to allocate.
  • Magic Book Mastery boosts the magical damage of Fire, Water, Wind, Earth, and Poison properties when using book-type weapons.
  • Most of your weapons as an Elemental Master are now all book-type weapons, unlike before from the previous jobs where it was a mix of staves and books.
  • Give this skill more attention once you're done with your core AoE skills.
5 / 10 Passive
5366.webp Spell Enchanting
  • Allot 5 skill points to this and maximize it.
  • Spell Enchanting gives +20 S.MAtk to you and your allies.
  • This is a good supportive skill to boost your own damage output. Really nothing much to say about this skill, just max it out.
5 Supportive
5367.webp Activity Burn
  • Either ignore this one or max it out.
  • Activity Burn acts loosely similarly like the Professor's 375.webp Soul Burn skill. Though instead of stealing away the SP of a target, this one burns the enemies' Activity Point (AP) with 0 penalty if the skill fails. Unfortunately, this skill can only be used in PvP/WoE scenes; thus making this skill useless in PvM.
  • You're only required to max this one out as a prerequisite skill for 5368.webp Increasing Activity which does have some uses for PvM.
0 / 5 Active
5368.webp Increasing Activity
  • Either ignore this one or max it out.
  • Increasing Activity acts similarly like the Professor's 374.webp Soul Change skill, but without the "give-and-take" interaction of it.
  • This skill gives out a flat amount of +50 (scales with level) of your AP to your allies. This isn't a %-% interaction, and you won't gain anything back as this is a one-way exchange of AP.
  • Regardless of level, per cast of Increasing Activity will always consume 50 AP. This means that if you use Levels 1-4 of this skill you will still continue to consume 50 AP even though for these levels it will only share 10/20/30/40 AP, consecutively. That's why it is recommendable to get Level 5 as much as you can. Personally, I only allocate 3 skill points to this skill due to limited skill points and since I also focus on DPS besides supporting in a party.
  • When focused on supporting, you can replenish back 5 AP by constantly casting any of your ground AoE skills such as 5372.webp Conflagration, 5369.webp Diamond Storm, 5370.webp Lightning Land, 5373.webp Terra Drive, and 5371.webp Venom Swamp. EMs never ran out of AP so don't be too stingy to share AP when you have this skill.
  • One other use of this skill is when you use the costume enchant stone 1001420.webp Elemental Master Stone (Garment) . For every level of Increasing Activity, it increases your Fire & Poison property magical damage by 2%. Others will max this skill out just for this purpose but in my opinion, it's really not worth it since at this point you already have too much Fire & Poison magical property damage modifiers thus making the damage difference barely noticeable. Besides, this one takes up too much skill points that it's better to expend it on skills such as 5370.webp Lightning Land or 6517.webp Psychic Stream.
0 / 3 / 5 Supportive
5369.webp Diamond Storm
  • A must have in any EM builds so always max this one out. No exceptions.
  • Diamond Storm (DS) is one of the core skills in an EM's build. When using the Dimensions combo consisting of 400536.webp Time Dimensions Rune Crown (Elemental Master) + 540079.webp Dimensions Elemental Magic Book and when both items are Grade A, it will give you the ability to autocast 5380.webp Elemental Buster every time you cast Diamond Storm. Crazy. I know, right?
  • This allows EM to casually spam their ultimate skill Elemental Buster with zero restrictions anytime they desire to do so. DS has a 1 second cooldown so for every second, they can freely do just that. Exciting!
  • With the arrival of Chapter 1's new content called Zero Cell Sector, this introduced the new book 540114.webp Elemental Spirits as part of the Another Dimension Weapon series. This weapon is basically the fusion of the 540079.webp Dimensions Elemental Magic Book + 540080.webp Dimensions Elemental Spell Book into a singular book. Now, instead of swapping out between these two books, you can just use Elemental Spirits and alternate between 5373.webp Terra Drive and DS to autocast Elemental Buster!
  • Diamond Storm is also a burst skill. It's not a DoT skill like 5372.webp Conflagration or 5371.webp Venom Swamp and when paired with an autocasted Elemental Buster which in itself is a burst skill, it greatly accomplishes that purpose neatly.
  • Diamond Storm has a 5% chance to inflict the Rapid Cooling status effect.
    • Rapid Cooling: Endows the target's elemental property to Water 1, unable to move, use items or skills, and reduces Def and MDef; however, status debuff will be canceled upon taking damage.
    • This status effect only affects normal monsters and useless against boss monsters and MVPs.
    • A good debuff to cycle with 5370.webp Lightning Land, 5371.webp Venom Swamp, and Wind/Poison-endowed 5380.webp Elemental Buster though you may find yourself disappointed because unlike before (90% previously) it's now got a low chance to get applied. But this is technically a buff because casting Diamond Storm on a monster inflicted with this debuff would decrease DS's subsequent damage, but now that chances are lowered monsters will be taking in the full extent of your DS damage without any elemental resistances.
3 / 5 Offensive
5370.webp Lightning Land
  • Allot 5 skill points to this one and max it out.
  • Lightning Land (LL) is one of your three (3) main DoT skills alongside 5372.webp Conflagration and 5371.webp Venom Swamp with strong CC effects via "hit-locking" mobs.
  • With a cooldown of 2 seconds, LL lingers on the ground for up to 3 seconds. It does a total of ten (10) ticks and three (3) of them get registered within a second to account for its DPS gauge.
  • It is a good skill to use when farming. You leave out your LL on the ground then teleport away. Kill the mobs offscreen and still get their loots.
  • Lightning Land has a 5% chance to inflict the Torrent status effect.
    • Torrent: Endows the target's elemental property to Wind 1, unable to move, use items or skills, and increases damage taken from Earth property; however, status debuff will be canceled upon taking damage.
    • This status effect only affects normal monsters and useless against boss monsters and MVPs.
    • A good debuff to cycle with 5373.webp Terra Drive, 5371.webp Venom Swamp, and Earth/Poison-endowed 5380.webp Elemental Buster though you may find yourself disappointed because unlike before (60% previously) it's now got a low chance to get applied. But this is technically a buff because casting Lightning Land on a monster inflicted with this debuff would decrease LL's subsequent damage, but now that chances are lowered monsters will be taking in the full extent of your LL damage without any elemental resistances.
5 Offensive
5371.webp Venom Swamp
  • Allot 5 skill points to this one and max it out.
  • Venom Swamp (VS) is one of your three (3) main DoT skills alongside 5372.webp Conflagration and 5370.webp Lightning Land with strong CC effect via "hit-locking" mobs.
  • With a cooldown of 2 seconds, VS lingers on the ground for up to 3 seconds. It does a total of ten (10) ticks and three (3) of them get registered within a second to account for its DPS gauge.
  • It is a good skill to use when farming. You leave out your VS on the ground then teleport away. Kill the mobs offscreen and still get their loots.
  • As a Poison property skill, it provides great coverage against the four (4) basic elements. Poison deals increased damage against Fire, Water, Wind, and Earth. Levels 1-2 monsters of these properties receive 150% more damage against Poison, while Levels 3-4 monsters receive 125% more damage. For more info, refer to the elemental table.
  • Venom Swamp has a 3% chance to inflict the Severe Poison status effect.
    • Severe Poison: Increases damage taken from Poison property, reduces Def, and drains HP over time. Does not get canceled upon taking damage.
    • This status effect only affects normal monsters and useless against boss monsters and MVPs.
    • A good debuff to cycle with your own Venom Swamp, Poison-endowed 5380.webp Elemental Buster, and the Sorcerer skills 2450.webp Killing Cloud, and Poison-endowed 2449.webp Psychic Wave though you may find yourself disappointed because unlike before (60% previously) it's now got a low chance to get applied.
5 Offensive
5372.webp Conflagration
  • Allot 5 skill points to this one and max it out.
  • Conflagration (Conflag) is one of your three (3) main DoT skills alongside 5371.webp Venom Swamp and 5370.webp Lightning Land with strong CC effect via "hit-locking" mobs.
  • With a cooldown of 2 seconds, Conflag lingers on the ground for up to 3 seconds. It does a total of ten (10) ticks and three (3) of them get registered within a second to account for its DPS gauge.
  • It is a good skill to use when farming. You leave out your Conflag on the ground then teleport away. Kill the mobs offscreen and still get their loots.
  • Conflagration has a 3% chance to inflict the Blaze status effect.
    • Blaze: Endows target's elemental property to Fire 1, and drains HP over time. Does not get canceled upon taking damage.
    • This status effect only affects normal monsters and useless against boss monsters and MVPs.
    • A good debuff to cycle with 5369.webp Diamond Storm, 5371.webp Venom Swamp, and Water/Poison-endowed 5380.webp Elemental Buster though you may find yourself disappointed because unlike before (60% previously) it's now got a low chance to get applied. But this is technically a buff because casting Conflagration on a monster inflicted with this debuff would decrease Conflag's subsequent damage, but now that chances are lowered monsters will be taking in the full extent of your Conflag's damage without any elemental resistances.
5 Offensive
5373.webp Terra Drive
  • A must have in any EM builds so always max this one out especially if you plan on using the other book called 540080.webp Dimensions Elemental Spell Book .
  • Terra Drive (TD) is one of the core skills in an EM's build. When using the Dimensions combo consisting of 400536.webp Time Dimensions Rune Crown (Elemental Master) + 540080.webp Dimensions Elemental Spell Book and when both items are Grade A, it will give you the ability to autocast 5380.webp Elemental Buster every time you cast Terra Drive. Crazier stupid? Yusss, we know! You're not alone~
  • This allows EM to casually spam their ultimate skill Elemental Buster with zero restrictions anytime they desire to do so. Like DS, TD has a 1 second cooldown so for every second, they can freely do just that. But wait there's moreee~
    • If you've gotten this far I know what you're probably thinking. Does that mean we could use both 540079.webp Dimensions Elemental Magic Book & 540080.webp Dimensions Elemental Spell Book to autocast 5380.webp Elemental Buster every half a second? The answer is a big Yes! You can freely switch between books and cast DS and TD alternately. Though you may need to be fast on your fingers as this requires a bit of micromanaging so good luck~
  • With the arrival of Chapter 1's new content called Zero Cell Sector, this introduced the new book 540114.webp Elemental Spirits as part of the Another Dimension Weapon series. This weapon is basically the fusion of the 540079.webp Dimensions Elemental Magic Book + 540080.webp Dimensions Elemental Spell Book into a singular book. Now, instead of swapping out between these two books, you can just use Elemental Spirits and alternate between TD and 5369.webp Diamond Storm to autocast Elemental Buster!
  • Terra Drive is also a burst skill. It's not a DoT skill like 5372.webp Conflagration or 5371.webp Venom Swamp and when paired with an autocasted Elemental Buster which in itself is a burst skill, it greatly accomplishes that purpose neatly.
  • Terra Drive has a 5% chance to inflict the Concretion status effect.
    • Concretion: Endows target's elemental property to Earth 1, unable to move, use items or skills, and reduces MDef; however, status debuff will be canceled upon taking damage.
    • This status effect only affects normal monsters and useless against boss monsters and MVPs.
    • A good debuff to cycle with 5372.webp Conflagration, 5371.webp Venom Swamp, and Fire/Poison-endowed 5380.webp Elemental Buster though you may find yourself disappointed because unlike before (90% previously) it's now got a low chance to get applied. But this is technically a buff because casting Terra Drive on a monster inflicted with this debuff would decrease TD's subsequent damage, but now that chances are lowered monsters will be taking in the full extent of your TD damage without any elemental resistances.
3 / 5 Offensive
5381.webp Elemental Veil
  • An optional skill to have when you're tight on skill points, but always a welcome addition as it adds a protective layer for your High Elementals.
  • Elemental Veil turns your High Elementals transparent which prevents them from being damaged by normal basic attacks and targeted skills such as 2217.webp Tetra Vortex or 13.webp Soul Strike. AoE skills will still hit them as well as those with bouncing effect such as a Warlock's 2214.webp Chain Lightning despite being a targeted skill.
  • It gets longer duration at higher levels, but Level 1 of this skill will suffice.
  • It doesn't work on Sorcerer's Elementals, only for EM's High Elementals.
  • There is an ongoing visual bug for Elemental Veil wherein your High Elementals would lose their transparency every time you teleport away or switch places and maps. The visual look goes away but the effect of Elemental Veil stays as intended.
  • While not the most reliable way to make your High Elementals survive, there are other ways to make them almost unkillable. More pieces of information on how to improve their survivability down below.
0 / 1 Supportive
5379.webp Summon Elemental Serpens
  • Allot 1 skill point on this one.
  • To summon High Elemental Serpens, you need to summon first any of the Sorcerer's Elementals in their Adult Forms: Agni, Aqua, Ventus, or Tera. Afterwards, you use this skill. Duration lasts for 25 minutes.
  • Serpens bestows the summoner with 10% Poison property magical damage, increases the damage of 5371.webp Venom Swamp by 30%, and raises the weighting factor of SPL from (5 x SPL) to (7 x SPL) in VS's skill formula.
  • Serpens' stats increase based on the summoner's stats, 2463.webp Elemental Sympathy, and 5374.webp Elemental Spirit Mastery skill levels.
  • Serpens assumes Poison 4 elemental property. He is naturally immune to all kinds of Poison and Undead property attacks, resists 50% of Holy, Shadow, and Ghost property attacks, and receives 125% damage against Fire, Water, Wind, and Earth property attacks.
  • Moreover, Serpens gets an innate 90% damage reduction and thus he only receives 10% of the original damage dealt by monsters and players alike.
  • Requires 1 1000294.webp Poison Stone 4th (1000294) to summon. Can be bought from the NPC Magician Dealer in the Main Office (main_office 63, 59).
  • Serpens together with the other High Elementals will have a separate section dedicated for them. For more info, check down below.
1 Active
5375.webp Summon Elemental Ardor
  • Allot 1 skill point on this one.
  • To summon High Elemental Ardor, you need to summon first the Adult Form of Agni using the skill Lvl. 3 2457.webp Summon Agni. Afterwards, you use this skill. Duration lasts for 25 minutes.
  • Ardor bestows the summoner with 10% Fire property magical damage, increases the damage of 5372.webp Conflagration by 30%, and raises the weighting factor of SPL from (5 x SPL) to (7 x SPL) in Conflag's skill formula.
  • Ardor's stats increase based on the summoner's stats, 2463.webp Elemental Sympathy, and 5374.webp Elemental Spirit Mastery skill levels.
  • Ardor assumes Fire 4 elemental property. He is naturally immune to all kinds of Fire property attacks, resists 40% of Earth property attacks, and receives 200% damage against Water property attacks.
  • Moreover, Ardor gets an innate 90% damage reduction and thus he only receives 10% of the original damage dealt by monsters and players alike.
  • Requires 1 1000293.webp Flame Stone 4th (1000293) to summon. Can be bought from the NPC Magician Dealer in the Main Office (main_office 63, 59).
  • Ardor together with the other High Elementals will have a separate section dedicated for them. For more info, check down below.
1 Active
5376.webp Summon Elemental Diluvio
  • Allot 1 skill point on this one.
  • To summon High Elemental Diluvio, you need to summon first the Adult Form of Aqua using the skill Lvl. 3 2458.webp Summon Aqua. Afterwards, you use this skill. Duration lasts for 25 minutes.
  • Diluvio bestows the summoner with 10% Water property magical damage, and increases the damage of 5369.webp Diamond Storm by 30%.
  • Regardless whether Diluvio is summoned or not, the weighting factor of SPL will always be (7 x SPL) in DS's skill formula.
  • Diluvio's stats increase based on the summoner's stats, 2463.webp Elemental Sympathy, and 5374.webp Elemental Spirit Mastery skill levels.
  • Diluvio assumes Water 4 elemental property. She is naturally immune to all kinds of Water property attacks, resists 40% of Fire property attacks, and receives 200% damage against Wind property attacks.
  • Moreover, Diluvio gets an innate 90% damage reduction and thus she only receives 10% of the original damage dealt by monsters and players alike.
  • Requires 1 1000295.webp Ice Stone 4th (1000295) to summon. Can be bought from the NPC Magician Dealer in the Main Office (main_office 63, 59).
  • Diluvio together with the other High Elementals will have a separate section dedicated for them. For more info, check down below.
1 Active
5377.webp Summon Elemental Procella
  • Allot 1 skill point on this one.
  • To summon High Elemental Procella, you need to summon first the Adult Form of Ventus using the skill Lvl. 3 2459.webp Summon Ventus. Afterwards, you use this skill. Duration lasts for 25 minutes.
  • Procella bestows the summoner with 10% Wind property magical damage, increases the damage of 5370.webp Lightning Land by 30%, and raises the weighting factor of SPL from (5 x SPL) to (7 x SPL) in LL's skill formula.
  • Procella's stats increase based on the summoner's stats, 2463.webp Elemental Sympathy, and 5374.webp Elemental Spirit Mastery skill levels.
  • Procella assumes Wind 4 elemental property. She is naturally immune to all kinds of Wind property attacks, resists 40% of Water property attacks, and receives 200% damage against Earth property attacks.
  • Moreover, Procella gets an innate 90% damage reduction and thus she only receives 10% of the original damage dealt by monsters and players alike.
  • Requires 1 1000291.webp Wind Stone 4th (1000291) to summon. Can be bought from the NPC Magician Dealer in the Main Office (main_office 63, 59).
  • Procella together with the other High Elementals will have a separate section dedicated for them. For more info, check down below.
1 Active
5378.webp Summon Elemental Terremotus
  • Allot 1 skill point on this one.
  • To summon High Elemental Terremotus, you need to summon first the Adult Form of Tera using the skill Lvl. 3 2460.webp Summon Tera. Afterwards, you use this skill. Duration lasts for 25 minutes.
  • Terremotus bestows the summoner with 10% Earth property magical damage, and increases the damage of 5373.webp Terra Drive by 30%.
  • Whether Terremotus is summoned or not, the weighting factor of SPL will always be (7 x SPL) in TD's skill formula.
  • Terremotus' stats increase based on the summoner's stats, 2463.webp Elemental Sympathy, and 5374.webp Elemental Spirit Mastery skill levels.
  • Terremotus assumes Earth 4 elemental property. He is naturally immune to all kinds of Earth property attacks, resists 40% of Wind property attacks, and receives 200% damage against Fire property attacks.
  • Moreover, Terremotus gets an innate 90% damage reduction and thus he only receives 10% of the original damage dealt by monsters and players alike.
  • Requires 1 1000292.webp Earth Stone 4th (1000292) to summon. Can be bought from the NPC Magician Dealer in the Main Office (main_office 63, 59).
  • Terremotus together with the other High Elementals will have a separate section dedicated for them. For more info, check down below.
1 Active
5374.webp Elemental Spirit Mastery
  • Allot enough skill points on this one as a prerequisite skill. Dump whatever leftover skill points you have on this one I suppose.
  • Slightly boosts your High Elemental's survivability. For more pieces of information on how to improve their survivability further, check down below.
5 / 7 Passive
5380.webp Elemental Buster
  • Maximize this skill. No exceptions.
  • Elemental Buster (EB) is our ultimate skill as EMs. This skill changes elemental property (Fire, Water, Wind, Earth, or Poison) based on the currently summoned High Elemental Spirit (Ardor, Diluvio, Procella, Terremotus, or Serpens). Does not work with Sorcerer's Elementals.
  • With a 13x13 AoE centered around you and with an SPL scaling of (10 x SPL), EB deals increased damage against Dragon/Formless races. Originally, it has a 2 seconds cooldown and consumes 15 AP per manual cast, but with the Dimensions combo, this can be bypassed and EMs can freely spam this skill to their heart's content.
  • When autocasting this skill using the Dimensions combo, not only will the 15 AP requirement be ignored but you will recover 5 AP instead as the system will recognize the skills (i.e. 5369.webp Diamond Storm or 5373.webp Terra Drive) that triggered it and assume their mana/FCT/VCT requirements and AP recovery in place of Elemental Buster's.
  • Unbeknownst to many, EB also acts as a crowd control skill. Any units targeted by this skill, with the exception of MVPs, gets stunned during the entire duration of its skill animation. In a way you could say it is a crowd control damaging skill in that manner. So even if you get surrounded by large mobs, casting or autocasting EB alone will let you survive.
  • It has the damage, it has the AoE, it has a CC effect, could change its elemental property anytime, and easily spammable. What more would you want from this skill honestly. This skill alongside the Dimensions combo is what makes Elemental Master one of the strongest magical DPS class.
10 Offensive
6517.webp Psychic Stream
  • Always put 5 points on this skill if you need more mobility.
  • Psychic Stream is a fairly new skill and was just recently added to the game. This skill is given to an already versatile class made even more mobile and better.
  • This skill lets you dash to a monster or a horde of monster if you so desire (don't worry you have EB to telestomp them!), and inflicts Neutral property magical damage to them and its adjacent mobs in a 5x5~7x7 AoE (scales with level).
  • When hitting mobs immune to Neutral property such as Ghost 4 mobs, the damage won't be dealt but the blink/dash will still connect.
  • Psychic Stream is more practically used for field farming, and less practical to use in instances.
  • Since the updates on 20 March 2026 of Patch Notes#217 and 17 April 2026 of Patch Notes#221:
    • Psychic Stream's CD got reduced by 0.5 second in all levels. Now at Level 5, this skill's original CD of 2.5 seconds got reduced to 2 seconds.
    • Its base MAtk% and SPL ratio got significantly increased. Psychic Stream's original base MAtk% of 18,500% was increased to 21,000% while the factor weight of SPL was buffed from (7 x SPL) to (12 x SPL).
  • If you only use this skill as a gap closer, you will still have to fully level up Psychic Stream since it gets reduced cooldown the higher the levels. At Level 5, Psychic Stream has 2 seconds CD as compared to Level 1's 12 seconds CD. That being said, either learn this skill always at Level 5 or don't get Psychic Stream at all.
  • There are items that reduce Psychic Stream's CD such as the combo of 400536.webp Time Dimensions Rune Crown (Elemental Master) + 540096.webp Time Gap Elemental Spellbook . When both items are Grade A, they reduce its CD by 0.7 second which is not much but still something. Newer items like the combo of 401217.webp Sky Rune Crown (Elemental Master) and 540125.webp Sky Elemental Book reduce this skill's CD by 1 second, while giving you the ability to autocast your own EM skill 5373.webp Terra Drive every time you cast Psychic Stream, and also reducing 5369.webp Diamond Storm's CD by 0.3 second when both items are Grade A and the sum of their total refine is 12 or more.
  • I honestly don't know why Gravity gave the class even more mobility, but I guess this is them playing favorites. Unlike our cousins the Arch Mages, we now have more mobility which makes farming easier and faster. It's not as good as a Taekwon's 426.webp Leap skill or a Knight's 1001.webp Charge Attack skill since it has a bit of cooldown and a nine (9) cells range, but in places like Depth Biosphere or Depth Abyss 2 where teleportation is disabled, this skill is very useful.
  • Note: This skill doesn't work when you're under the 157.webp Energy Coat state, so be careful not to cast or recast this skill often.
0 / 5 Offensive
My Personal Skill Tree Allocations for Elemental Master
Pure
DPS
DPS
+
Mobility

Elementals & High Elementals

For uniformity and to avoid confusion, we'll be grouping the spirit summons of the Sorcerer and Elemental Master to two (2) categories.

When referring to Elementals, this pertains to the Sorcerer's spirit summons (Agni, Aqua, Ventus, and Tera). On the other hand, High Elementals refer to the Elemental Master's spirit summons (Ardor, Diluvio, Procella, Terremotus, and Serpens). Collectively, both Elementals and High Elementals will be referred to as Spirits from here on out.

Sorcerer's Elementals could also appear in three (3) different forms and will have its own subcategory. All Lvl. 1 Summon Agni, Summon Aqua, Summon Ventus, and Summon Tera will be known as their Child Forms; Lvl. 2 will be grouped into their Adolescent Forms, while Lvl. 3 will be called their Adult Forms.

For more detailed pieces of information about their modes (Passive, Defensive, & Offensive), check down below:

Elementals

AGNI
Level 1 (Child Form)
Level 2 (Adolescent Form)
Level 3 (Adult Form)
Passive Mode: Pyrotechnic:
  • Boosts ATK (Equip) by 60.
  • Boosts the damage output of 19.webp Fire Bolt and 18.webp Fire Wall.
Heater:
  • Boosts ATK (Equip) by 120.
  • Boosts the damage output of 2443.webp Fire Walk by (JobLv ÷ 2)% and boost the effectiveness of 2452.webp Warmer by (WarmerLv x 1~3)%.
  • Endows 2449.webp Psychic Wave with the Fire property and increases its SP Cost by 50%.
Tropic:
  • Boosts ATK (Equip) by 180.
  • Enables to autocast 19.webp Fire Bolt [Lv. Floor(JobLv ÷ 10)] at (JobLv ÷ 2)% chance when physically attacking.
  • Grants a 50% chance of not consuming a 6360.webp Scarlet Point (6360) or 717.webp Blue Gemstone (717) when using 280.webp Flame Launcher or 285.webp Volcano, respectively.
Defensive Mode: Circle of Fire:
  • Grants a chance of retaliating damage taken, which will inflict Fire property damage to all enemies in a 3x3 area around the summoner and push them 4 cells backwards.
Fire Cloak:
  • Boosts resistance to Fire property damage by 100%.
  • Drops resistance to Water property damage by 100%.
Fire Mantle:
  • Creates a 3x3 Fire property barrier around the summoner that absorbs one hit each cell.
Offensive Mode: Fire Arrow:
  • Sends forth a bolt of fire to inflict low Fire property damage to a single target.
Fire Bomb:
  • Delivers an explosive strike to inflict Fire property damage to all enemies in a 3x3 area around the target.

Fire Bomb Attack:

  • Delivers an explosive strike to inflict Fire property damage to a single target.
Fire Wave:
  • Sends forth a scorching wave to inflict high Fire property damage to all enemies in a 3x3 area around the target.

Fire Wave Attack:

  • Sends forth a scorching wave to inflict high Fire property damage to a single target.
AQUA
Level 1 (Child Form)
Level 2 (Adolescent Form)
Level 3 (Adult Form)
Passive Mode: Aquaplay:
  • Boosts MAtk (Equip) by 40.
  • Boosts the damage output of 14.webp Cold Bolt and 15.webp Frost Diver.
Cooler:
  • Boosts MAtk (Equip) by 80.
  • Boosts the damage output of 2447.webp Diamond Dust by (JobLv × 5)% and crystallization's chance of effect by (JobLv ÷ 5)%.
  • Endows 2449.webp Psychic Wave with the Water property and increases its SP Cost by 50%.
Chilly Air:
  • Boosts MAtk (Equip) by 120.
  • Enables to autocast 15.webp Frost Diver [Lv. Floor(JobLv ÷ 10)] at (JobLv ÷ 2)% chance when physically attacking.
  • Grants a 50% chance of not consuming 6361.webp Indigo Point (6361) or 717.webp Blue Gemstone (717) when using 281.webp Frost Weapon or 286.webp Deluge, respectively.
Defensive Mode: Water Screen:
  • Enables the summoner to regain 1,000 HP every ten seconds.
  • Protects the summoner by taking all of the damage inflicted on them.
Water Drop:
  • Boosts resistance to Water property damage by 100%.
  • Drops resistance to Wind property damage by 100%.
Water Barrier:
  • Creates a 3x3 Water property barrier around the summoner that reduces incoming damage by 20%.
  • Drops attack and FLEE Rate by 30 each inside the barrier.
Offensive Mode: Ice Needle:
  • Sends forth a bolt of ice to inflict low Water property damage to a single target.
Water Screw:
  • Releases a stream of bubbles to inflict four hits of Water property damage to all enemies in a 3x3 area around the target.

Water Screw Attack:

  • Releases a stream of bubbles to inflict two hits of Water property damage to a single target.
Tidal Weapon:
  • Strikes with a water coated weapon to inflict very high Water property damage to a single target.
  • Endows the summoner's weapon and Aqua's arms with the Water property briefly.
VENTUS
Level 1 (Child Form)
Level 2 (Adolescent Form)
Level 3 (Adult Form)
Passive Mode: Gust:
  • Boosts ASPD by 5 and shortens FCT by 1 second.
  • Boost the damage output of 20.webp Lightning Bolt and 21.webp Thunder Storm.
Blast Mine:
  • Boosts ASPD by 5 and shortens FCT by 1 second.
  • Boosts the damage output of 2444.webp Electric Walk by (JobLv ÷ 2)% and 2454.webp Varetyr Spear by (JobLv × 5)%.
  • Endows 2449.webp Psychic Wave with the Wind property and increases its SP Cost by 50%.
Wild Storm:
  • Boosts ASPD by 5 and shortens FCT by 1 second.
  • Enables to autocast 20.webp Lightning Bolt [Lv. Floor(JobLv ÷ 10)] at (JobLv ÷ 2)% chance when physically attacking.
  • Grants a 50% chance of not consuming a 6362.webp Yellow Wish Point (6362) or 717.webp Blue Gemstone (717) when using 282.webp Lightning Loader or 287.webp Violent Gale, respectively.
Defensive Mode: Wind Step:
  • Warps the summoner to a random location a few cells away.
  • Boosts movement speed by 100% briefly.
  • +50% FLEE Rate
Wind Curtain:
  • Boosts resistance to Wind property damage by 100%.
  • Drops resistance to Earth property damage by 100%.
Zephyr:
  • Creates a 3x3 Wind property barrier around the summoner that nullify long range damage and may nullify incoming damage.
  • Boosts FLEE Rate by 25 inside the barrier.
Offensive Mode: Wind Slash:
  • Sends forth a blade of wind to inflict low Wind property damage to a single target.
Hurricane:
  • Whips up a vicious tornado to inflict low Wind property damage to all enemies in a 3x3 area around the target.

Hurricane Attack:

  • Whips up a vicious tornado to inflict Wind property damage to a single target.
Typhoon Mist:
  • Produces a violent squall to inflict two hits of very high Wind property damage to a single target and push it two cells backwards. May leave the target silenced.

Typhoon Mist Attack:

  • Produces a violent squall to inflict three hits of high Wind property damage to a single target.
TERA
Level 1 (Child Form)
Level 2 (Adolescent Form)
Level 3 (Adult Form)
Passive Mode: Petrology:
  • Boosts MaxHP by 5%.
  • Boosts the damage output of 90.webp Earth Spike and 91.webp Heaven's Drive Heaven's Drive and the chance of effect of 16.webp Stone Curse.
Cursed Soil:
  • Boosts MaxHP by 10%.
  • Boosts the damage output of 2450.webp Killing Cloud by JobLv%, 2446.webp Earth Grave and 2448.webp Poison Buster by (JobLv × 5)%.
  • Endows 2449.webp Psychic Wave with the Earth property and increases its SP Cost by 50%.
Upheaval:
  • Boosts MaxHP by 15%.
  • Enables to autocast 90.webp Earth Spike [Lv. Floor(JobLv ÷ 10)] at (JobLv ÷ 2)% chance when physically attacking.
  • Grants a 50% chance of not consuming a 6363.webp Lime Green Point (6363) when using 283.webp Seismic Weapon.
Defensive Mode: Solid Skin:
  • Boosts MaxHP by 2,000.
  • Boosts DEF.
Stone Shield:
  • Boosts resistance to Earth property damage by 100%.
  • Drops resistance to Fire property damage by 100%.
Power of Gaia:
  • Creates a 3x3 Earth property barrier around the summoner that grants immunity to Bleeding and Stone statuses.
  • Boosts MaxHP by 20% inside the barrier.
  • Boosts DEF inside the barrier.
  • Slows down movement speed inside the barrier.
Offensive Mode: Stone Hammer:
  • Delivers a crushing blow to inflict low Earth property damage. May leave the target stunned.
Rock Crusher:
  • Drops down a boulder to inflict low Earth property damage to a single target and drop its Movement Speed by 25%.

Rock Crusher Attack:

  • Drops down a boulder to inflict high Earth property damage to a single target and drop its defense.
Stone Rain:
  • Drops down an avalanche of rocks to inflict very high Earth property damage to all enemies in a 3x3 area around the target. May leave the enemies stunned.

High Elementals

ARDOR

Passive effects:

  • Increases the summoner's Fire property magical damage by 10%, and 5372.webp Conflagration's damage by 30%.
  • Raises the weighting factor of SPL from
    5 x SPL to 7 x SPL
    in Conflagration's skill formula.
Passive Mode

Flame Technique

1. Increases 19.webp Fire Bolt damage of summoner by 400%.

2. Has a 7% chance to autocast Lvl. 1 19.webp Fire Bolt when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)

3. Endows 2449.webp Psychic Wave's property to Fire.

Defensive Mode

Flame Armor
1. Enchants summoner's armor with Fire property.

2. Reduces damage taken from Fire property by 100%, increases damage taken from Water property by 30%.

Offensive Mode

Flame Rock

  • Creates an immolation on 7x7 cells around the target and Ardor, deals 2400% MAtk as Fire property that ignores the target's magical defense and to the enemies within the skill range. (Deals additional damage depending on the summoner's base level)
DILUVIO

Passive effects:

  • Increases the summoner's Water property magical damage by 10% and 5369.webp Diamond Storm's damage by 30%.
  • Regardless whether summoned or not, the weighting factor of SPL is always at
    7 x SPL
    in Diamond Storm's skill formula.
Passive Mode

Cold Force

1. Increases 14.webp Cold Bolt damage of summoner by 400%.

2. Has a 7% chance to autocast Lvl. 1 14.webp Cold Bolt when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)

3. Endows 2449.webp Psychic Wave's property to Water.

Defensive Mode

Crystal Armor

1. Enchants summoner's armor with Water property.

2. Reduces damage taken from Water property by 100%, increases damage taken from Wind property by 30%.

Offensive Mode

Age of Ice

  • Creates an ice storm on 11x11 cells around Diluvio, deals 3700% MAtk as Water property that ignores the target's magical defense and to the enemies within the skill range. (Deals additional damage depending on the summoner's base level)
PROCELLA

Passive effects:

  • Increases the summoner's Wind property magical damage by 10% and 5370.webp Lightning Land's damage by 30%.
  • Raises the weighting factor of SPL from
    5 x SPL to 7 x SPL
    in Lightning Land's skill formula.
Passive Mode

Grace Breeze

1. Increases 20.webp Lightning Bolt damage of summoner by 400%.

2. Has a 7% chance to autocast Lvl. 1 20.webp Lightning Bolt when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)

3. Endows 2449.webp Psychic Wave's property to Wind.

Defensive Mode

Eye of Storm

1. Enchants summoner's armor with Wind property.

2. Reduces damage taken from Wind property by 100%, increases damage taken from Earth property by 30%.

Offensive Mode

Storm Wind

  • Creates a strong wind on 5x5 cells around the target and Procella, deals 2600% MAtk as Wind property that ignores target's magical defense and to the enemies within the skill range. (Deals additional damage depending on the summoner's base level)

TERREMOTUS

Passive effects:

  • Increases the summoner's Earth property magical damage by 10% and 5373.webp Terra Drive's damage by 30%.
  • Regardless whether summoned or not, the weighting factor of SPL is always at
    7 x SPL
    in Terra Drive's skill formula.


Passive Mode

Earth Care

1. Increases 90.webp Earth Spike damage of summoner by 800%.

2. Has a 7% chance to autocast Lvl. 1 90.webp Earth Spike when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)

3. Endows 2449.webp Psychic Wave's property to Earth.

Defensive Mode

Strong Protection

1. Enchants summoner's armor with Earth property.

2. Reduces damage taken from Earth property by 100%, increases damage taken from Fire property by 30%.

Offensive Mode

Avalanche

  • Creates a solid rock spear on 9x9 cells around the target, deals 450% MAtk as Earth property for 7 times that ignores the target's magical defense and to the enemies within the skill range. (Deals additional damage depending on the summoner's base level)

SERPENS

Passive effects:

  • Increases the summoner's Poison property magical damage by 10% and 5371.webp Venom Swamp's damage by 30%.
  • Raises the weighting factor of SPL from
    5 x SPL to 7 x SPL
    in Venom Swamp's skill formula.


Passive Mode

Deep Poisoning

1. Increases 2450.webp Killing Cloud damage of summoner by 1500%.

2. Has a 7% chance to autocast Level 1 2448.webp Poison Buster when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)

3. Endows 2449.webp Psychic Wave's property to Poison.

Defensive Mode

Poison Shield

1. Enchants summoner's armor with Poison property.

2. Reduces damage taken from Poison property by 100%, increases damage taken from Holy property by 30%.

Offensive Mode

Deadly Poison

  • Creates a poison on 9x9 cells around the target, deals 700% MAtk as Poison property for 5 times that ignores the target's magical defense and to the enemies within the skill range. (Deals additional damage depending on the summoner's base level)

Modes

The Elementals and High Elementals are part of an Elemental Master's vast skill kit. They give offensive, defensive, and passive buffs to the summoner depending on which mode they are activated. Upon a successful summoning of your companion spirits, you have the option to place them in either Passive Mode, Defensive Mode, or Offensive Mode. Each of these modes have uses that are essential in what makes Elemental Master a versatile class.

2456.webp Elemental Control
Level 1

Passive Mode

Level 2

Defensive Mode

Level 3

Offensive Mode

Level 4

Dismisses
Elemental and
High Elemental

Waiting Mode

Passive Mode for the most part is used to buff an EM's offensive capabilities outside of its own summons. Meaning this is usually a direct buff to the summoner and not to the spirits themselves. Also starting from Sorcerer to Elemental Master, all of your spirits' Passive mode caters mostly to Psychic Wave and Spell Fist builds and thus finds very little use when focusing on 4th job skills of EM. The only instance I could think of that it still complements 4th job skills is Serpens on Passive mode. Serpens will increase your 3rd job skill Killing Cloud by 1500% which if you're focusing on a Poison-centric build will be beneficial for you. Or when you're still incorporating Psychic Wave into your skill rotation cycle since its elemental property can be endowed according to the element of your currently summoned Elemental or High Elemental. To not be confused, Passive Mode is not the same as the High Elemental's passive effects; unlike Passive Mode which requires a separate activation mechanic via Lvl. 1 Elemental Control, the passive effects of your High Elementals are like active buffs that they bestow upon you for as long as they are alive and present.

On the other hand, Defensive Mode unlike Passive Mode is used to buff an EM's defensive capabilities. Spirits would endow an EM's armor property to their corresponding element. If for example you have Ardor summoned and you placed him in Defensive mode, he will change your armor property to Fire and you'll get decreased damaged against Fire property attacks but reduced resistance for the opposing element which is Water. Another good example is Lvl. 1 Summon Ventus in its Child form placed in Defensive Mode; in this mode, Ventus doesn't endow your armor to Wind but she does however give you free Guyak Pudding effect and +50% FLEE Rate for as long as she is active.

Meanwhile, Offensive Mode is the state where your spirits will go on an aggro or attack state. They'll randomly attack, select and cast skills they know in their skill pool at a certain chance. For most people this mode looks and sounds useless which to a degree is true since why would you want your spirits to gain aggro and get attacked when they're already too frail to begin with. But you should know that there are ways to make them tankier than even your own, and spirits gaining aggro from mobs lets you farm efficiently or stay alive as long as possible. Think of them as your own version of the Biolo's Homunculus.

The next mode that maybe most of you aren't still aware of is the Waiting Mode. Now, Waiting mode isn't under any specific Level of Elemental Control, but it's a state where your spirits can freely enter anytime. The moment you summon your spirits, they are by default in Waiting mode, and once you've placed them into any of the three (3) modes, they exit this state. To place them back into this state once again, you'll need to recast the same level of Elemental Control according to the same mode your spirits are in. If Ardor is in Passive Mode, recast Lvl. 1 Elemental Control one more time and he'll be in Waiting mode again. During this state, your spirits don't give anything or do anything for you but they regain 2% HP/SP every 3 seconds which serves as their own healing consumable in a way acting like their own source of Small Life Potion . This helps them stay longer in battles, so put them in Waiting mode as you deem fit and necessary. When either you or your Spirits ran out of SP, you are given a few seconds before your Spirits disappear permanently so make it a habit to replenish your SP and maintain a healthy mana pool at all times.

Lastly, we have Lvl. 4 Elemental Control, which isn't even a mode or give anything good to either you or your spirits like reeaallyy. Don't ever use this skill as you'll only regret it. What it does is it kills your active spirits. I mean why? Just why would you want that? It's always easier to just cast another summoning skill if you want to switch Elementals or High Elementals, but purposedly killing them is really such a questionable move by Gravity. Remove this in your hotkey or better yet don't ever bother getting it, it's a waste of skill point and a waste of space.

Choosing Which Spirits to Use for Each Content

Some spirits excel and perform better than the others in certain maps or areas. Here, I'll layout which High Elementals and Elementals work best for different contents and explain as to why they're ideal to use on those. This is based on my experience and my recommendations, and if you prefer to use other spirits you may still do so.

Also from here on out, starting with the High Elementals, I will be grouping and separating sections according to the weapon and headgear you will be using. For example, the Time Dimensions combo consisting of Time Dimensions Rune Crown (Elemental Master) + Dimensions Elemental Magic Book or Dimensions Elemental Spell Book will have a section of their own that is separate from when your main weapon is already the Another Dimensions Elemental Spirits which you will likely transition to eventually.

Time Dimensions+

Spirits Notes Content

ARDOR
  • Generally, Ardor is used for almost all farming maps since Fire element wipes out most mobs in those areas.
  • Some mobs such as Aferdes in Mjolnir Underground Cave cast hard hitting Fire magical spells. But Ardor can negate that if you place him in Defensive Mode using Lvl. 2 2456.webp Elemental Control, and he will endow your armor to the Fire property, and reduce the damage you take from Fire property attacks by 100%.
  • Likewise for The Immortal Instance, both you and Ardor will survive Lasgand's 83.webp Meteor Storms, and in the event you get hit by his 91.webp Heaven's Drive skill, Fire has innate resistance against Earth property damage. More info on the elemental table.
  • With Ardor's defensive buffs and your own 288.webp Land Protector, you can finish both Easy and Hard Mode of The Immortal without ever depending on a 4128.webp [MVP] Golden Thief Bug Card (4128) like most classes just to clear Hard Mode effortlessly. Simply put, Ardor is tailor-fit for this instance hands down.
  • Ardor is easily the best High Elemental to dish out the highest and most consistent DPS as he can fully capitalize on 285.webp Volcano (+20% Fire Damage and +30 MAtk) and Level 3 2465.webp Fire Insignia (+25% Fire property magical damage and +50 MAtk).

SERPENS
  • Serpens for the most part is only really used for Varmundt's Biosphere Depth 2 and Forgotten Time.
  • In Depth 2 and Forgotten Time, all the mobs, with the exception of the Valkyrie and the Contaminated Spirits, are made up of Fire, Water, Wind, and Earth properties and if you still remember from the previous section we've talked about—Poison is strong against the four (4) basic elements. Levels 1 & 2 monsters of these elements take 150% damage against Poison while Levels 3 & 4 mobs receive 125% damage. Serpens is perfect for these two dungeons.
  • Serpens outside of Depth 2 and Forgotten Time is not technically bad; you may still use him but there are just better High Elementals for those areas. Poison element is also mostly for coverage where it's there to hit the mobs that the four (4) basic elements resist.
  • When using Serpens, avoid using Level 2 2456.webp Elemental Control (Defensive Mode). While Poison element is strong offensively against Fire, Water, Wind, and Earth, it is also weak against them defensively; if you endow your armor to Poison 1, you'll receive 150% damage. Better to just leave him in Passive Mode or Waiting Mode.

DILUVIO
  • Diluvio is best used for places like Thanatos Tower Flr. 12 where Water element damages all mobs there and on Varmundt's Biosphere (Fire & Soul) where Water hits the hardest.
  • Diluvio is a close contender for The Immortal Instance next to Ardor. She can withstand Lasgand's 83.webp Meteor Storms and has full immunity against his 89.webp Storm Gust skill. Use her if Ardor died and your skill to summon him is on CD.
  • When you need to survive Encroached Tan's 2204.webp Jack Frost and Ghost Ship Captain's 86.webp Water Ball, Diluvio is your strongest choice since she can endow your armor to the Water property and she will give you 100% resistance against Water-based attacks when you activate Level 2 2456.webp Elemental Control (Defensive Mode).
  • With Diluvio's defensive utility, 288.webp Land Protector's ability to block Encroached Tan's 653.webp NPC Lockon Laser, and your own 404.webp Wall of Fog (Blinding Mist) which gives a 75% chance for any targeted skills (i.e. Water Ball and Dark Soul Strike) to miss and have ranged attacks reduced, you can go and farm Episode 21 instances easily to casually drop 1001618.webp Wigner Merchant Guild Voucher (1001618) and MVP cards.

TERREMOTUS
  • Terremotus placed a bit higher than Procella. You must be surprised as to why the neglected Earth element weighs more importance, but that's because he is honestly really strong in Varmundt's Biosphere (Temple). Two of the mobs there are Wind 3/4 (Temple Anopheles and Temple Gryphon, respectively), and with an Earth-endowed 5380.webp Elemental Buster and 2449.webp Psychic Wave, you can pretty much kill them and Temple mobs are generally much tankier than your regular Biospheres so take advantage of those elemental weaknesses as a true Elemental Master!
  • Earth element hits all mobs at Thanatos Tower Flr. 11, and one of them is Wind element.

PROCELLA
  • Procella is not necessarily bad but there are just better High Elementals to use in other farming maps. She performs best in Water-infused areas like Abandoned Pit Flr. 1 and Varmundt's Biosphere (Ice). You can still use her though, especially if you got bored of using Ardor and you want to be enamored around her gleaming elegance~
  • For Ruined Valkyrie Realm, Procella is a viable pick if you want to slightly speed up your farm in this dungeon. I say this because you will most likely use the book 540079.webp Dimensions Elemental Magic Book over 540080.webp Dimensions Elemental Spell Book , which makes Conflagration far stronger than Lightning Land due to the distribution of skill and elemental modifiers. Conflagration will kill the mobs in its 1st tick, while Lightning Land will struggle a bit unless you summon Procella and change your Fire elemental accessory cards to the Wind element to boost the damage output of LL. The main idea behind this tactic is to bring LL closer to Conflag's strength so you can kill mobs faster but at the same time without hugely compromising Conflag's kill speed. However if your preferred weapon is the Dimensions Elemental Spell Book instead of Dimensions Elemental Magic Book, you will interchange Procella with Ardor and vice versa.

VENTUS
  • Ventus will always going to make it to the list no matter what despite her being an Elemental because it is simply necessary and I just can't help it but include our baby Ventus!
  • We're already in 4th jobs era and Ventus is still our best friend and our close confidant for everywhere else we go~ Whether we need to have Guyak she'll give it to us for free with the help of her Wind Step skill. Now you can casually farm 25223.webp Eden Coin (25223) at Second Power Plant and when you don't want to be late for events she'll make your move faster than the speed of light!
  • Baby Ventus with her Adolescent and Adult Forms can also provide easy access to 1 second FCT reduction when Level 1 2456.webp Elemental Control (Passive Mode) is activated which helps newbies early on in their journey.
  • Just be wary because once you use Ventus or any of the Sorcerer Elementals you won't be able to use or autocast your 4th skill 5380.webp Elemental Buster since this skill requires you to have your High Elementals present to activate.

AQUA
  • Lil' Ms. Aqua is sometimes used in PvP scenarios like WoE and Battlegrounds (BG) where she's sought after because of her ability to increase 2447.webp Diamond Dust's crystallization's chance of effect by (JobLv ÷ 5)%.
  • Everybody knows how annoying the crystallization debuff can be when it's applied. You will be rendered susceptible to a couple of attacks, increasing the damage you take by 50% from Wind property magical attacks and several weapon types such as Maces, Axes, and Two-Handed Axes; not to mention you cannot move, attack, and use most of your skills and items. Truly, Aqua may look cute and innocent on the outside but she is as deadly as a viper!

Elemental Spirits

Spirits Notes Content

TERREMOTUS
  • Surprise, surprise, the once neglected Earth element is now your primary element and it's about time for our stalwart Terremotus to get his fair share of the spotlight! With 540114.webp Elemental Spirits now as your main weapon for endgame, most of your modifiers will be funneled towards Earth and Water elements. This is even further backed up when you pair 300594.webp Ilse El Heine Card with 400724.webp Yorscalp Crown of Judgment . This combo will give you 75% 5373.webp Terra Drive and 5370.webp Lightning Land modifiers when both your Yorscalp Crown and Elemental Spirits are refined to +15, and then on top of that you can capitalize on the 100% Earth/Water element magical property bonuses from 27362.webp [MVP] Polluted Queen Spider Card (27362) .
  • Due to the insane amounts of skill modifiers that you will reap off of the Episode 21 card Ilse El Heine and Yorscalp Crown combo, this gives Terremotus a sharper edge than Diluvio even though both of them will benefit from other sources of damage modifiers.
  • In a party composition where you will benefit from all kinds of buffs, Earth proves to be the strongest element to choose from. The Arch Mage class will act as a dedicated debuffer via their skill Level 4 5232.webp Climax + 5218.webp Violent Quake (Climax Earth) to reduce the affected enemies' Earth resistance by 100%. Water element doesn't get such debuffs from the Arch Mage, but Fire will get some via Level 4 5232.webp Climax + 5222.webp All Bloom (Climax Bloom), which will reduce the opponents' Fire element resistance by 100%. Combine all these debuffs with your own elemental insignias and you will for sure shine the brightest among all the magical classes in your party.
  • Apart from increasing the base MAtk% of your Terra Drive skill, Terremotus will also grant you the ability to endow your 5380.webp Elemental Buster to the Earth element. Both skills are burst type and their main purpose is to either delete monsters in a single cast or melt them fast enough to end the fight immediately. Elemental Spirits gives you the ability for both skills to coexist at the same time via autocasting, so I would advise you to utilize this advantage.
  • One of the best areas where Terremotus is ideally used is in the endgame dungeon Zero Cell Sector (Nox & Ark). Granted the monsters M.GN-6059, M.GN-0001 and their partner homunculus are Fire and Earth element and thus resists and are immune against Earth—respectively, Earth-endowed 5380.webp Elemental Buster will hit all the mobs here. Nox Floor mobs are also generally less tanky than Ark Floor's and they will die instantly with your Double Busters when you're endgame geared.

DILUVIO
  • Diluvio also gets a glow up alongside Terremotus because she also benefits from 540114.webp Elemental Spirits 's autocast shenanigan. Every time you cast 5369.webp Diamond Storm, you will autocast 5380.webp Elemental Buster, and when you use the card 27362.webp [MVP] Polluted Queen Spider Card (27362) you will get 100% Earth/Water element magical property bonuses. As had been previously mentioned, the two primary reasons why Diluvio ranked 2nd and below Terremotus is because Diamond Storm won't get any skill modifiers from 300594.webp Ilse El Heine Card + 400724.webp Yorscalp Crown of Judgment , and Water won't get any less 100% resistance from Arch Mage's debuffs. However, Arch Mage can give you 30% Water property elemental modifier with their skill Level 1 5232.webp Climax + 5225.webp Crystal Impact, but with the enormous amount of elemental modifier you will have and due to the so-called diminishing returns, the added bonuses won't be as impactful as compared to when elemental resistance is reduced by 100%.
  • Water gets access to one of your elemental floor buffs via 286.webp Deluge, and this skill boosts any Water property elemental attacks by 20% including your Diamond Storm and Water-endowed 5380.webp Elemental Buster. The damage boost you get from Deluge will make it on par with Earth's Ilse El Heine and Yorscalp Crown combo. One of the key reasons why both Earth and Water builds are comparable to one another for solo-play, but differ greatly once placed in a party scenario.
  • Diluvio will retain all of its utility including endowing your armor to the Water property to give you 100% resistance against Water-based attacks via Level 2 2456.webp Elemental Control (Defensive Mode). This will make you survive Encroached Tan's 2204.webp Jack Frost and Ghost Ship Captain's 86.webp Water Ball. Even with no access to 4128.webp [MVP] Golden Thief Bug Card (4128) , you can easily cheese your way and make instance farming effortless.

SERPENS
  • Serpens for the most part is only really used for Varmundt's Biosphere Depth 2 and Forgotten Time. Nothing much has changed for Serpens with the addition of 540114.webp Elemental Spirits . Despite losing some Poison property modifiers from Time Dimensions combo, that was compensated with the ability to double cast your 5380.webp Elemental Buster without ever needing to switch books. It just made your farming speed faster for these two dungeons honestly. And if you worry too much about the loss of Poison property modifier, you can always find a good distribution of Poison magical enchants on your 540109.webp Encroached Book [2] (540109) first before reforming it to Elemental Spirits.
  • In Depth 2 and Forgotten Time, all the mobs, with the exception of the Valkyrie and the Contaminated Spirits, are made up of Fire, Water, Wind, and Earth properties and if you still remember from the previous section we've talked about—Poison is strong against the four (4) basic elements. Levels 1 & 2 monsters of these elements take 150% damage against Poison while Levels 3 & 4 mobs receive 125% damage. Serpens is perfect for these two dungeons.
  • Serpens outside of Depth 2 and Forgotten Time is not technically bad; you may still use him but there are just better High Elementals for those areas. Poison element is also mostly for coverage where it's there to hit the mobs that the four (4) basic elements resist.
  • When using Serpens, avoid using Lvl. 2 2456.webp Elemental Control (Defensive Mode). While Poison element is strong offensively against Fire, Water, Wind, and Earth, it is also weak against them defensively; if you endow your armor to Poison 1, you'll receive 150% damage. Better to just leave him in Passive Mode or Waiting Mode.

ARDOR
  • Ardor has still retained its strengths and utilities and don't ever think he is no longer a powerful spirit to use. I would say he just got outranked by both Terremotus and Diluvio due to the distribution of skill and elemental modifiers, but he did not necessarily lost his viability.
  • There will be places where Ardor is still the most preferred High Elemental to summon. Places like Varmundt's Biosphere (Grass, Death, & Venom) and Ruined Valkyrie Realm where Fire will hit the hardest or has far greater coverage, you will for sure need the assistance of our beloved Ardor.
  • Ardor's ability to endow your armor to the Fire element by activating Defensive Mode with the skill Level 2 2456.webp Elemental Control makes him the best spirit to use for The Immortal and Recreated Dark Whisper instances. You will survive Lasgand and Immortal Monarch's 83.webp Meteor Storms and resist their 91.webp Heaven's Drive skill; likewise, if you use Ardor for Mjolnir Underground Cave, you will survive the Aferdes that cast hard hitting Fire magical spells and some random 2006.webp Ignition Break here and there.

PROCELLA
  • The elegant Procella has finally found her sunny day and gets her well-deserved flowers because with the Chapter 1 patch that introduced the 400982.webp Frontier Rune Crown (Elemental Master) [1] (400982) + 540110.webp Frontier Elemental Book [2] (540110) combo as part of the Frontier Rune Crown and Weapon series, she is hands down the best spirit to use for 2445.webp Spell Fist build. The Frontier combo lets you autocast the Arch Mage skill 5220.webp Soul Vulcan Strike at a 60% chance every time you cast your Magician skill 13.webp Soul Strike. Soul Vulcan Strike will be autocasted coming from any sources of casted Soul Strike including ones from procs such as our own 279.webp Auto Spell and 18666.webp Foreign CD In Mouth (18666) .
  • Now what makes Procella the overall best spirit to use for Spell Fist build is because when you use the 4576.webp [MVP] Gioia Card (4576) you will get 100% Wind/Ghost magical property modifier which will boost our Wind-infused melee magical attacks, 20.webp Lightning Bolt, Soul Strike, and SVS at the same time!
  • I've played the revamped build for Spell Fist and trust me when I say it has gotten a lot stronger now, and is no longer a meme build. The 300666.webp [MVP] Bulgasari Card (300666) lets you autocast another Arch Mage skill called 5233.webp Rock Down and the Abyss Chaser skill 6515.webp Abyss Flame at a 10% and 7% chance, respectively. What's more, this omits the need to wear 470265.webp Furious Boots [1] (470265) in place of 470204.webp Moan of Corruption [1] (470204) or 470337.webp Dimension World Spell Shoes [1] (470337) , which gives you a lot of SPL bonuses. More things will be discussed in Spell Fist's own build section, and for now let us rejoice and be happy for our glamorous Procella.

VENTUS
  • Ventus will always going to make it to the list no matter what despite her being an Elemental because it is simply necessary and I just can't help it but include our baby Ventus!
  • We're already in 4th jobs era and Ventus is still our best friend and our close confidant for everywhere else we go~ Whether we need to have Guyak she'll give it to us for free with the help of her Wind Step skill. Now you can casually farm 25223.webp Eden Coin (25223) at Second Power Plant and when you don't want to be late for events she'll make your move faster than the speed of light!
  • Baby Ventus with her Adolescent and Adult Forms can also provide easy access to 1 second FCT reduction when Level 1 2456.webp Elemental Control (Passive Mode) is activated which helps newbies early on in their journey.
  • Just be wary because once you use Ventus or any of the Sorcerer Elementals you won't be able to use or autocast your 4th skill 5380.webp Elemental Buster since this skill requires you to have your High Elementals present to activate.

AQUA
  • Lil' Ms. Aqua is sometimes used in PvP scenarios like WoE and Battlegrounds (BG) where she's sought after because of her ability to increase 2447.webp Diamond Dust's crystallization's chance of effect by (JobLv ÷ 5)%.
  • Everybody knows how annoying the crystallization debuff can be when it's applied. You will be rendered susceptible to a couple of attacks, increasing the damage you take by 50% from Wind property magical attacks and several weapon types such as Maces, Axes, and Two-Handed Axes; not to mention you cannot move, attack, and use most of your skills and items. Truly, Aqua may look cute and innocent on the outside but she is as deadly as a viper!

How to Keep Our Spirits Alive and Healthy

Before proceeding, please be reminded of the following important notes when building your spirits.

🔔 Important Reminder 🔔High Elementals have an innate 90% damage reduction.
Elementals do not share this damage reduction feature.


This is the section where I'll be explaining on how to keep our spirits alive. This is unknown to most players who hadn't played the class priorly. Only people who have played the class religiously since Day 1 as a Sorcerer during the 3rd job era would know the secret sauce on how to make your Elemental and High Elementals live their lives as your own personal tank or meat shield.

When either an Elemental or High Elemental is summoned, they inherit all of the summoner's raw stats including MaxHP%, Max DEF, Max MDef, and Max FLEE Rate. Back in those days, when a Sorcerer ran a high VIT or high AGI build, their Elementals too would have high VIT and high AGI thus making them tanky and agile. A kRO (Korea RO) video documenting this official behavior will be seen here, dating back in the year 2015. They inherit whatever stats you have at the time of summoning and they retain those stats for as long as they are active. So if you equip full tank gears that 's focused on high MaxHP%, DEF, MDef, and FLEE Rate, they will receive all of those plus some additional stats depending on the spirits' elemental property. That being said, you can make a separate swap gear for your tank gears and switch to it whenever you're going to summon your Elementals or High Elementals. It's generally a good idea to invest in those tank gears since it will really make your spirits tanky and thus saves you from the frustration of having to resummon a new one every time they die which drastically decreases your DPS capability, particularly as an Elemental Master.

Now since our spirits don't have their own UI unlike the Homunculus of Biolos, we will be following the following equations to formulate their individual stats:

 Max HP = [(SummonerMaxHP ÷ 3) + (SummonerINT x 10) + (SummonerJobLv x 20)] × [(SummonLv + 2) ÷ 3] Max SP = (SummonerMaxSP ÷ 4) ATK (Max) = [(SummonerMaxSP) ÷ (18 ÷ SummonLv)] + (1 ~ 100) ATK (Min) = [(SummonerMaxSP) ÷ (18 ÷ SummonLv)] MATK = SummonLv x [(SummonerINT ÷ 2) + (SummonerDEX ÷ 4)] ASPD = (SummonerDEX ÷ 10) + (SummonLv x 3) + 150 DEF = SummonerDEF + [(SummonerBaseLv) ÷ (5 − SummonLv)] MDEF = SummonerMDEF + [(SummonerINT) ÷ (5 − SummonLv)] FLEE|Flee Rate = SummonerFLEE + [(SummonerBaseLv) ÷ (5 − SummonLv)] HIT|Hit Rate = SummonerHIT + SummonerBaseLv 

If the called Spirit is:

  • Agni: increase its ATK and Hit Rate by (SummonLv × 20) and (SummonLv × 10), respectively.
  • Aqua: increase its MAtk and MDef by (SummonLv × 20) and (SummonLv × 10), respectively.
  • Ventus: increase its MAtk and FLEE Rate by (SummonLv × 10) and (SummonLv × 20), respectively.
  • Tera: increase its ATK and DEF by (SummonLv × 5) and (SummonLv × 25), respectively.


As what can be seen from the equations, all of the stats for the Elementals and High Elementals are influenced and dependent with that of the summoner's. Besides inheriting their summoner's stats, they also get additional stats based on what forms (Child, Adolescent, or Adult) they assume as well as what kind of spirit they are. Taking into consideration the MDef equation SummonerMDEF + [(SummonerINT) ÷ (5 − SummonLv)], a Level 3 Agni for example will yield higher MDef values due to having lower divisor values as compared to Lvls. 1 or 2. Although, it's uncertain or rather I haven't confirmed with [GM] GemstoneRO what would be the value for it if it's Ardor for instance since technically he is already on Adult form, and 4th job High Elementals don't have a child or adolescent form. It's even more uncertain for Serpens' case since he doesn't have any 3rd job base counterpart or maybe whatever base Elemental he was summoned from that's where he'll get his benefits from. But anyway with that in mind, you would also want to build as much HP% as you could get since in the equation for MaxHP (SummonerMaxHP ÷ 3) , your total MaxHP is divided by 3, and the only way to mitigate that is if you build tons of MaxHP% either from equips, consumables or party buffs. It's also noticeable that our Spirits don't benefit at all in our total MAtk or ATK which explains why their magical skills and basic attacks do little to nothing against monsters.

Apart from building your own stats and improving on it, you could also benefit from party buffs or class buffs. Since remember, whatever is your stats at the time of summoning will be considered into the equation and will be inherited by your Spirits. One way of making this work is by having Performer slaves give you their buffs. Notable skills to use for that purpose are Apple of Idun, Frigg's Song, Lerad's Dew, the Arch Bishop skill Lauda Agnus, and your very own skill from the Sage skill tree Deluge. Remember how I mentioned earlier that Deluge will make your spirits tankier? Well there you have it! From the EM branch, High Elementals will benefit from the passive Elemental Spirit Mastery, which gives some flat HP and some defensive bonuses, but only High Elementals though; Elementals don't benefit from this passive. We also have our passive from the Sorcerer branch Elemental Sympathy, which acts as a final multiplier to the total MaxHP%/MaxSP% for both our Elementals and High Elementals once all the calculations are done.

As an example, let's say you have a total of 1,300,000 HP and using the equation (SummonerMaxHP ÷ 3), that will be equivalent to 433,333 HP. Additionally if you have a total 196 INT and you substitute that value to the equation (SummonerINT x 10), you'll get 1,960. Lastly with the equations (SummonerJobLv x 20) and [(SummonLv + 2) ÷ 3], it'll give us values equal to 1,200 and 1.7 (assuming a High Elemental is considered in its Adult Form, could be lower if it's in Child Form; this will need confirmation first), respectively. Multiply 1,200 with 1.7 to yield a value equivalent to 2,040. Add up the remaining value of 25,000 HP from Lvl. 5 Elemental Spirit Mastery to 433,333 HP + 1960 HP + 2,040 HP. The total value 462,333 HP will then be multiplied with Lvl. 5 Elemental Sympathy's 25%, to give us the High Elemental's total HP of ≈577,916. This could be more if you used other class buffs; my basis for the 1,300,000 HP is from my high end tank gears and tank shadow gears.

Now for defensive stats, you could use the Performer skills Drum of Battlefield, Echo Song, Symphony of Lover, the High Priest skill Assumptio, the Soul Reaper's Golem's Soul, the Arch Mage's Lvl. 1 Climax + Crystal Impact, and the Sorcerer skill Lvls. 2 and 3 Earth Insignia. We'll have a more in-depth discussion about the Sorcerer insignias in a different section, but in a ditch Lvl. 2 Earth Insignia will give +500 flat HP and +50 DEF, while Lvl. 3 Earth Insignia will give +500 SP and +50 MDef while standing on its AoE. Remember, you have to apply these buffs unto your EM before you summon your spirits. It is also possible to directly apply the Assumptio skill on your summoned spirits but like any other buffs it will expire, unlike when you summon them while possessing all these buffs they will inherit all of it until they die or disappear.

Now unfortunately to say but our Spirits won't benefit at all from Race%, Size%, Element%, and Protocol% reductions. So everything that you will work on your tank gears are focused on improving MaxHP%, Max DEF, Max MDef, and Max FLEE Rate.

Another defensive layer you can incorporate or use is the skill Elemental Veil, which turns your High Elementals transparent making them untargetable. As we've previously stated, this skill is good to have when you have enough points to expend; otherwise you can skip this skill since AoE skills will still damage them. When you're too cheap and would want to save your elemental catalysts, there's also Elemental Cure that heals your Elementals and High Elementals alike by taking out 10% of your HP/SP. Now, when you use this skill you might want to swap back to your tank gears by then. This is simply because you have fewer HP with your DPS gears for sure and your Spirits have higher MaxHP% than you do. Healing them with Elemental Cure while having low amount of HP will also only heal them by small amounts, whereas if you switch to your tank gears you have more MaxHP%. The only problem with this is once you've switched to your tank gears, your HP won't be full so to solve that problem bring with you some Yggdrasil Berry or Yggdrasil Seed to restore your HP/SP. One other way to heal your spirits passively is by placing them into Waiting Mode using Elemental Control. Remember they are passively recovering 2% HP/SP for every 3 seconds while in this mode.

Both the Elementals and High Elementals follow the same equations in calculating their individual stats. Now the question if High Elementals have their own set of equations the answer is nobody knows but the Gravity developers. Information regarding the 4th job spirits is few and so for the meantime while we lack accurate info we'll be following the one above earlier. I could only imagine it being better for the High Elementals if they did have their own equations. As you can see, the formula didn't include the 4th jobs traits such as STA, WIS, RES, & MRES, so if in a turn of events it did somehow included those traits then our High Elementals are supposedly should be tankier than Elementals. Fret not though, because even with those traits your High Elementals are still durable. With the proper set of tank gears, my High Elementals could survive even the hardest hitting skills of MVPs such as Juncea's Meteor Storm, Schulang's Lord of Vermilion, Lasgand's Heaven's Drive Heaven's Drive, Sakray's Earth Strain, Sorcerer Celia's Psychic Wave, Rune Knight Seyren's Ignition Break, Temple Biosphere mobs' Grand Cross, the Dark Grand Crosses of the Depth Valkyries as well as NPC Earthquakes from Depth Salamanders—both from Depth Abyss 2. The only thing it can't survive so far is Betelgeuse's Tetra Vortex though they can survive Tiara's, Warlock Katrinn's, and Fenrir's Tetra Vortex.

‎˚˖𓍢ִ໋❀ Quick Update: Since the 90% damage reduction update that arrived on 20 March 2026 with Patch Notes#217, High Elementals can now survive all types of damage—both magical and physical—including Betelgeuse's Tetra Vortex. I repeat, including Betelgeuse's Tetra Vortex skill! I am so, so proud of them~ 🥹🤍🫶🏻


Sample Clips

Ardor surviving Tiara's 2217.webp Tetra Vortex & 2213.webp Comet.
Ardor surviving Lasgand's 91.webp Heaven's DriveEarth/Heaven's Drive.
Serpens surviving Depth 2 Salamander's 653.webp Earthquake - Part I.

All three rounds of Earthquake damage divided between me and Serpens.

Serpens surviving Depth 2 Salamander's 653.webp Earthquake - Part II.

All three rounds of Earthquake damage tanked by Serpens alone.


Note 1: In all four (4) occasions shown above, Ardor and Serpens survived some of the deadliest skills in the game casted by MVPs and boss monsters alike. The GIFs have very poor quality and I apologize for that. Hopefully I could replace them with better ones soon, but for now these will do; what's important is we know they can live long enough against the hardest hitting skills when built tanky. GIFs are outdated and doesn't reflect the contemporary state of High Elementals at the current patch.
Note 2: Several updates have been implemented to the server and the biggest one yet for our High Elementals arrived on 20 March 2026 with Patch Notes#217, which gave them an innate 90% damage reduction. With this buff, it could very well be possible to use budget tank gears and they will all still survive the hardest hitting skills at endgame.

Tank Gears

Okay, now that everything has been explained on how to make your Spirits survive longer, we'll now talk more about gears. I'll be giving out budget options and high end options in this section. The high end gears are optional, but if you have the zeny for it then I say go for it then. The gears I'll be listing down were the set of gears that has worked for me so far and made my Spirits survive and as I'm sure there are plenty of options out there.

The tank gears as good as they are to make your Spirits survive longer takes less priority than your core DPS gears. I suggest to build your tank gears last, and once you're done with your core DPS gears then that's the time to invest on these. The budget tank gears aren't as expensive as the high end tank gears and could serve as a side project if you really want to improve your Spirit's survivability much earlier.

Budget Tank Gears

Type Item Card Enchants and Notes
Upper +11 19366.webp Illusion Goibne's Helm [1] (19366)
or
+10 to +12 18980.webp Old Wind Whisper [1] (18980)

Middle 18603.webp Black Devil's Mask [1] (18603)

  • 27351.webp Rigid Sky Deleter Card (27351)
  • 300174.webp Melted Poring Card (300174)

  • You'll need to craft this item.
Lower 420021.webp Young Leaf of World Tree (Vitality) (420021)
N/A
  • Can be enchanted with 311087.webp CON Lv2 (311087) , 310991.webp MaxHP Lv.2 (310991) , and 4742.webp VIT+3 (4742) .
    • Any of the Young Leaf lower headgears works, I just used Vitality as an example
    • CON is picked over WIS or STA because it gives FLEE. Our spirits won't benefit from WIS or STA.
    • For more info on the enchanting process, check this page.
Armor +12 15348.webp Illusion Goibne's Armor [1] (15348)
or
+12 15399.webp VIT Soutane [1] (15399)

Weapon 1602.webp Rod [4] (1602)

  • 4 pcs. of 4919.webp Demon's Essence VIT 3 (4919)

  • If you have Rod as one of your swap gears, always remember to reapply your 280.webp Flame Launcher, 281.webp Frost Weapon, 282.webp Lightning Loader, and 283.webp Seismic Weapon.
Shield +11 to +12 460018.webp Illusion Silver Guard [1] (460018)

  • 300465.webp Elite Rgan Guardian Card (300465)
  • 300235.webp Mushy Ant Egg Card (300235)

Garment +11 20923.webp Illusion Goibne's Spaulders [1] (20923)
or
+11 480159.webp Snow Flower Manteau [1] (480159)

  • 4646.webp Infinite Chimera Card (4646)

  • Illusion Goibne's Spaulders enchanted with 29010.webp Rune of Vitality Lv2 (29010) and 29010.webp Rune of Vitality Lv2 (29010) .
  • Snow Flower Manteau enchanted with 311099.webp Ice Flower Spell (Magic Defense) (311099) and 311106.webp Ice Flower Spell (Speed) (311106) .
Shoe +11 22192.webp Illusion Goibne's Greaves [1] (22192)
or
+11 470115.webp Snow Flower Boots [1] (470115)

  • 4381.webp Green Ferus Card (4381)

  • Illusion Goibne's Greaves enchanted with 29010.webp Rune of Vitality Lv2 (29010) and 29010.webp Rune of Vitality Lv2 (29010) .
  • Snow Flower Boots enchanted with 311099.webp Ice Flower Spell (Magic Defense) (311099) and 311117.webp Ice Flower Spell (Fixed Casting) (311117) .
Accessory (Right) 32249.webp Safety Pendant B [1] (32249)

  • 300076.webp Broken Beta Guards Card (300076)

  • N/A
Accessory (Left) 32251.webp Safety Epaulet B [1] (32251)

  • 300076.webp Broken Beta Guards Card (300076)

  • N/A

The difference between Illusion Goibne set and the Snow Flower equipment has something to do with the bonuses they give. Illusion Goibne gives out more MaxHP and DEF, while Snow Flower equips give out more MDef. Whichever you deem more useful or necessary is up to you but as rule of thumb: always even out and balance your modifiers. This is something you'll be heeding to every time you build your character.

To obtain the Illusion Goibne set, you'll need to farm at Illusion of Luanda. Whereas, Illusion Silver Guard [1] (460018) is farmed at Illusion of Twins. Turning in the main board quests will reward you some Forgotten Heirloom (50001) and 15 Illusion Stone (25271) when completing any Illusion Dungeon board quests. I suggest you keep the Forgotten Heirlooms and bulk open them later for more chances of getting Blacksmith's Blessing (6635) . You will need the Illusion stones to enchant your Illusion Goibne set and Illusion Silver Guard; to do that, you'll need to talk to NPC Illusion Enchanter (prontera 91, 115) at Prontera (@go 0). For more details about Illusion enchanting, refer to this page. Another armor you can use is the VIT Soutane [1] (15399) , and pairs well with the Snow Flower equips for a good balance of DEF and MDef if you don't want to build the Illusion Goibne set. To enchant the soutane, you can the follow link here. When you choose VIT Soutane and the Snow Flower Garment/Boots over the Illusion Goibne Set, a headgear option available for you to use is the Bio 5 headgear Old Wind Whisper [1] (18980) . This headgear and its enchants give an overall great boost in your Def and MDef. For more info on enchanting the Bio 5 headgear, check this page.

In order to get the Snow Flower Manteau [1] (480159) and Snow Flower Boots [1] (470115) and enchant it, you will need to have access with Episode 19. If up to this point you still haven't finished the Episodic quests, you can settle for Illusion Goibne in the meantime. After crafting Black Devil's Mask [1] (18603) , you'll need to slot it using the item Spiritual Auger (6396) . You can buy this item in the GemstoneRO Shop for 4,500 GemstoneRO Points. An option for your lower headgear is the Young Leaf of World Tree (Vitality) (420021) . It's dropped by the MVP in Fall of Glastheim, and you can use any of its variation; you're only after its enchants which is easily enchantable with Enchant Ticket (1000874) . For more info on how to enchant Young Leaf, check this link.

The right and left accessories Safety Pendant B [1] (32249) and Safety Epaulet B [1] (32251) can be purchased from NPC Field Manager Elmen at (einbech 138, 249) right in front of Einbech Dungeon. To go here quickly, talk to the NPC Warper, choose Dungeons, pick Einbech Dungeon then just go outside of the map. He will ask 75 Dynite (25814) each in exchange for the accessories.

High End Tank Gears

Type Item Card Enchants and Notes
Upper +12 to +15 19483.webp Temporal Circlet (Sorcerer) [1] (19483)

Middle 410233.webp Gambler's Seal [1] (410233)

  • 300174.webp Melted Poring Card (300174)
  • 4556.webp [MVP] Fenrir Card (4556)

  • Enchanted with MaxHP%, DEF or MDef enchants, but preferably MaxHP% or MDef over DEF.
    • Can be enchanted using 102676.webp Loki's Golden Coin (102676) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each.
  • Fenrir Card helps with reducing casting time, so you can summon your Elementals and High Elementals faster.
Lower 420269.webp Ace of Clovers in Mouth (Defense) (420269)
N/A
  • Enchanted with VIT, DEF or MDef enchants, but preferably MDef over DEF.
    • Can be enchanted using 102677.webp Loki's Advice (Defense) (102677) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each.
Armor +12 to +15 [A] 450170.webp Nebula Armor of Stamina [1] (450170)

  • Enchanted with 310679.webp Star Cluster of Stamina Lv.3 (310679) , 310744.webp Nebula of Health Lv.3 (310744) , and 4744.webp VIT+5 (4744) .
Weapon 1602.webp Rod [4] (1602)

  • 4 pcs. of 4919.webp Demon's Essence VIT 3 (4919)

  • If you have Rod as one of your swap gears, always remember to reapply your 280.webp Flame Launcher, 281.webp Frost Weapon, 282.webp Lightning Loader, & 283.webp Seismic Weapon.
Shield +11 to +12 460018.webp Illusion Silver Guard [1] (460018)

  • 300465.webp Elite Rgan Guardian Card (300465)
  • 300235.webp Mushy Ant Egg Card (300235)

Garment +11 [A] 480231.webp Glade Rune Manteau [1] (480231)

  • 4671.webp [MVP] Sorcerer Celia Card (4671)

  • Can be refined using the 101307.webp Varmundt Refine Hammer (101307) , exchanged with NPC MC HAMMER, found wandering about at Eden Market (@go 40).
  • Enchanted with 310938.webp Stamina of Varmundt Lv3 (310938) and 4744.webp VIT+5 (4744) .
  • Can also be carded with any of the cheap Bio 5 [MVP] cards just for the +20 All Basic Stats.
Shoe +11 [A] 470174.webp Glade Rune Boots [1] (470174)

  • 300667.webp [MVP] Glutto Card (300667)
  • 27150.webp [MVP] Venom Chimera Card (27150)

  • Can be refined using the 101307.webp Varmundt Refine Hammer (101307) , exchanged with NPC MC HAMMER, found wandering about at Eden Market (@go 40).
  • Enchanted with 310938.webp Stamina of Varmundt Lv3 (310938) and 4744.webp VIT+5 (4744) .
Accessory (Right) 490133.webp Stamina Signet of Star [1] (490133)

  • 300076.webp Broken Beta Guards Card (300076)

  • Enchanted with 313043.webp Star Cluster of Resistance Lv5 (313043) , 310721.webp Star of Vital Lv.5 (310721) , and 310721.webp Star of Vital Lv.5 (310721) .
Accessory (Left) 490485.webp Signet of Circulation Autumn [1] (490485)
or
490163.webp Hero's Badge [1] (490163)

  • 300076.webp Broken Beta Guards Card (300076)

Okay so now you already got the zeny to be high end and buy expensive tanking gears to make your Spirits survive longer? Well here are the BiS gears for that purpose!

Temporal Circlet (Sorcerer) [1] (19483) can be obtained from Old Glast Heim: Challenge Mode. To know more details about the enchanting process and costs, click on the link. The Gambler's Seal [1] (410233) and Ace of Clovers in Mouth (Defense) (420269) duo combo can be bought from Alice Twisted Madness instance and can be enchanted with Loki's Golden Coin (102676) and Loki's Advice (Defense) (102677) , respectively. To buy the enchant catalysts, talk to NPC Muzaszir (gem_market 169, 209) . He's located at the Gem Market (@go market).

The Nebula Armor of Stamina [1] (450170) and Stamina Signet of Star [1] (490133) can be obtained from the vending machine in front of the Constellation Tower instance and can be enchanted by talking to the enchanter NPC Azzam the Lucky (grademk 47, 181) (@go 50).

Glade Rune Manteau [1] (480231) and Glade Rune Boots [1] (470174) will be two (2) of your gears that would give enormous amount of MaxHP%. These gears can be farmed in Varmundt's Biosphere (Grass), and can be enchanted to the same NPC from earlier, Azzam the Lucky. Hero's Badge [1] (490163) is easily available and can be bought from vendors. Talk to Azzam the Lucky to enchant it.

Shadow Gears

Type Item Enchants and Notes
Shadow Armor +10 24764.webp Lord Bearer's Shadow Armor (24764)
  • Can be enchanted using 23720.webp Shadow Random Option Thump Box (23720) or go total high end and enchant with 101260.webp Advanced Shadow Spellbook (Support) (101260) .
    • Enchanted with MaxHP + 2%.
Shadow Weapon +7 24792.webp Master Shadow Weapon (24792)
  • Enchanted with 312193.webp CON+3 (312193) and 4744.webp VIT+5 (4744) .
    • CON is picked over WIS or STA because it gives FLEE. Our spirits won't benefit from WIS or STA.
Shadow Shield +7 24793.webp Master Shadow Shield (24793)
  • Enchanted with 312193.webp CON+3 (312193) and 4744.webp VIT+5 (4744) .
    • CON is picked over WIS or STA because it gives FLEE. Our spirits won't benefit from WIS or STA.
Shadow Shoe +10 24763.webp Lord Bearer's Shadow Shoes (24763)
  • Can be enchanted using 23720.webp Shadow Random Option Thump Box (23720) or go total high end and enchant with 101260.webp Advanced Shadow Spellbook (Support) (101260) .
    • Enchanted with MaxHP + 2%.
Shadow Earring (Right) +10 24339.webp Almighty Shadow Earring (24339)
  • Can be enchanted using 23720.webp Shadow Random Option Thump Box (23720) or go total high end and enchant with 101260.webp Advanced Shadow Spellbook (Support) (101260) .
    • Enchanted with MaxHP + 2%.
Shadow Pendant (Left) +10 24340.webp Almighty Shadow Pendant (24340)
  • Can be enchanted using 23720.webp Shadow Random Option Thump Box (23720) or go total high end and enchant with 101260.webp Advanced Shadow Spellbook (Support) (101260) .
    • Enchanted with MaxHP + 2%.

Same as with your high end tank gears, the shadow gears for additional tanking values takes less priority and you have the option to skip them for now. You may revisit them once you're done with your core DPS gears. For more information regarding the listed Shadow Gears, check this page. To know more about Shadow Gear enchanting, visit this page or Choi's Guide to Magic.

Costume Enchant Stones

Type Item Stone Notes
Upper Costume Any Upper Costume of you liking * Sorcerer Stone (Top) (1000672) * Sorcerer Stone (Top) is worn for more FCT reduction for faster casting time.
Middle Costume Any Middle Costume of your liking * VIT Convert Stone (Mid) (25006) * Vit Convert Stone (Mid) will combo with Vit Convert (Low) for more MaxHP% to make our Spirits tankier.
Lower Costume Any Lower Costume of your liking * VIT Convert Stone (Low) (25008) * Vit Convert Stone (Low) will combo with Vit Convert (Mid) for more MaxHP% to make our Spirits tankier.
Garment Costume Any Garment Costume of your liking * Minor Casting Stone (Garment) (25170) * Minor Casting Stone (Dual) (1000521) * Minor Casting Stone (Garment & Dual) will combo with each other to help reduce casting time, so we can summon our Spirits faster.

The costume enchant stone combo VIT Convert Stone (Mid) (25006) + VIT Convert Stone (Low) (25008) grants a bit of VIT values for a moderate amount of +MaxHP% and remains optional and good if you can get a hands on them. Sorcerer Stone (Top) (1000672) and Minor Casting Stone (Garment) (25170) + Minor Casting Stone (Dual) (1000521) will supply the missing FCT reduction you will lose from some of your main gear equipment and would help with instant casting your summoning skills. For more info on where and how to get them, you can check this page.

Swapping to Tank Gears

Your Tank Gears will serve as the main sources to make your spirits tanky. You will need to equip them to get their defensive stats and traits before summoning your spirits. This way, your spirits will get to inherit all of them. There is an in-game feature called Swap Equip that will let you freely switch between your DPS Gears and Tank Gears, and this will save you the trouble and time of equipping your tank gears individually. Here, I'll be explaining how to configure your Swap Equip set-up.


To open your Swap Equip window, you would need to open first your equipment window (Alt+Q). From the bottom right of your equipment window, you will see a Swap Tab where you can configure your swap equips so you can easily switch to your Tank Gears whenever you would need to summon your spirits. By clicking on the Swap Tab, there will be two (2) Swap Equip windows appearing in your General and Costume windows. Your primary tank gears will be attached to the General's Swap Equipment window, while Shadow Gears and Costumes will be affixed to the Costume's Swap Equipment Window.

In order to transfer your Tank Gears into your Swap Window, you just simply need to drag your Tank Gears individually from your Inventory until they get attached to your Swap Windows. Now, there will be times where dragging your gears will take a couple of tries before they get affixed to your Swap Windows and this one is an occurring problem that has no solution at the moment besides 'redragging' them again and extending your patience. The default hotkey for Swap Equip is Ctrl+D, but we also have a shortcut skill button⟩ for Swap Equip, and you can find it in the Miscellaneous Tab of your Skill Tree (Alt+S); place the Swap Equip skill button to your skill bar and then use this one instead for easier accessibility.

You will need to keep doing this every time you take out your equipment from every EM character or alts you will use, and as tedious as it sounds it's something that you will have to get used to or else your spirits won't survive long in the battlefield. This will be a feature that you will use often not just for making your spirits tanky but also for those situations where you play in a group and your party could use a secondary tank or when you're idle/focused on supporting in Ranged/Melee Floors in Tower of Trials and surviving is of utmost importance. And this renowned versatility is exactly why I love this class so much!

Insignia System

The insignias are an integral part of an Elemental Master's core gameplay, mechanics, and skill set. They impart offensive and defensive buffs to both the Elemental Master and Spirits, giving them strong advantage in fights against MVPs. They are divided into four (4) skills consisting of Fire Insignia, Water Insignia, Wind Insignia, and Earth Insignia, each of which have three (3) levels that give different effects. On paper, insignias look complicated to understand but once you've broken down the utility for each one of them, you'll soon realize that they are actually pretty simple to understand. In most situations, insignias can only be realistically used in fights where your enemy only stands in one place such as MVP fights or boss fights. This is where the difficulty curve of the skills scales. Proper placement of insignias are important and knowing where and when to place them. It carefully needs patience, coordination, and setup and has a high skill requirement.

Here, I will be explaining more in-depth the Insignia system and I hope at the end of this section you can finally start incorporating the insignias in your gameplay as an EM.

INSIGNIAS
2465.webp Fire Insignia
2466.webp Water Insignia
2467.webp Wind Insignia
2468.webp Earth Insignia
Level 1:
  • Boosts Agni's ATK by 20%.
  • Doubles Agni's natural recovery.

Requires 1 6360.webp Scarlet Point (6360) to cast.

Level 1:
  • Boosts Aqua's ATK by 20%.
  • Doubles Aqua's natural recovery.

Requires 1 6361.webp Indigo Point (6361) to cast.

Level 1:
  • Boosts Ventus's ATK by 20%.
  • Doubles Ventus's natural recovery.

Requires 1 6362.webp Yellow Wish Point (6362) to cast.

Level 1:
  • Boosts Tera's ATK by 20%.
  • Doubles Tera's natural recovery.

Requires 1 6363.webp Lime Green Point (6363) to cast.

Level 2:
  • +50 ATK.
  • +10% ATK.
  • Endows weapon with the Fire property.

Requires 2 6360.webp Scarlet Point (6360) to cast.

Level 2:
  • +10% Recovery effect.
  • +10% ATK.
  • Endows weapon with the Water property.

Requires 2 6361.webp Indigo Point (6361) to cast.

Level 2:
  • +10% ASPD.
  • +10% ATK.
  • Endows weapon with the Wind property.

Requires 2 6362.webp Yellow Wish Point (6362) to cast.

Level 2:
  • +500 MaxHP & +50 DEF.
  • +10% ATK.
  • Endows weapon with the Earth property.

Requires 2 6363.webp Lime Green Point (6363) to cast.

Level 3:
  • +50 MAtk.
  • +25% Fire property magical damage.

Requires 3 6360.webp Scarlet Point (6360) to cast.

Level 3:
  • -30% VCT on Water property magical skills.
  • +25% Water property magical damage.

Requires 3 6361.webp Indigo Point (6361) to cast.

Level 3:
  • +50% ACD on Wind property skills.
  • +25% Wind property magical damage.

Requires 3 6362.webp Yellow Wish Point (6362) to cast.

Level 3:
  • +50 MaxSP & +50 MDef.
  • +25% Earth property magical damage.

Requires 3 6363.webp Lime Green Point (6363) to cast.

What are Insignias and How to Use Them


Okay, we'll be starting first with the actual area of effect (AoE) of insignias. All four insignias have an abysmal short AoE of 3×3, and they are not used in a normal field farming scenario. They are used practically in “long” MVP fights. When placing insignias underneath an MVP, you'll always have to consider the distance between you and the MVP. Since an insignia has a 3×3 AoE, you'd want the MVP to be as close to you as possible to maximize its AoE. Additionally, insignias are stationary and can't be freely readjusted unlike your LP since it has a 1 minute cooldown. In line with this, only one of each elemental insignia can be placed at a time and each level of the elemental insignias don't share the same cooldown. You'll have to decide which level of insignias you're going to use. If you've placed your insignias on the wrong cell, you will have to wait for a minute before it's off CD so don't recklessly cast your insignias all over the place. There's also no visual indicator if an MVP is standing or affected by your insignias. Timing and strategic estimation are crucial in placing an insignia.

The elemental insignias are also divided into three (3) levels, each of which gives different buffs and debuffs. Level 1s are typically used to “debuff” the MVP standing on its AoE. Level 2s are for physical-oriented classes where they can stand on it to benefit from its “buffing effect” but that doesn't necessarily mean it can't be placed underneath the MVP too so you can maximize its “buffing effect” on you and its “debuffing effect” on the MVP (we'll talk more about what this is as we push through). Level 3s are for the magic-oriented classes and just like Level 2s, it can be placed both on you and the MVP to fully capitalize on the insignia's “buffing and debuffing effects.”

Note: ANY units standing inside the insignias will benefit from its effects including monsters and MVPs.

Furthermore, insignias provide one of the strongest debuff in the game. Each insignia has the ability to boost the counter element no matter which level you use. For example, if you use Fire Insignia at any level, any units inside the insignias' 3×3 AoE will take 50% more damage against Water elemental attacks. If EMs are standing inside the Fire insignias' AoE, they, too, will receive increased damage against Water elemental attacks of the MVP. This rings true for the other elemental insignias. Okay this part is important—now if you use a Lvl. 2 Wind Insignia in a party because you have a melee class user and you plan on buffing him with the insignia's buffing effects (Endow weapon with the Wind property, +10% ASPD, and +10% ATK), and since he is in melee range and you need to adjust so both of you as well as the MVP would be standing inside Wind Insignia and Water Insignia for its debuffing effect, you might want to think twice; that's because with the observed conditions mentioned, the MVP will also have its weapon element endowed to Wind which means his attacks will hit like a truck and could possibly kill you both since you two are standing on a Water Insignia. This could have been prevented if you just used a Lvl. 1 or Lvl. 3 Wind Insignia instead and that way you could have avoided endowing the MVP's weapon to Wind. While a Lvl. 1 Wind Insignia has neutral effect on the three of you, a Lvl. 3 Wind Insignia would have boosted your Wind property magical skills like Lightning Land and you would have even received +50% ACD on your Wind skills (just be sure that the MVP doesn't use any Wind skills or else he benefits from it too). Conversely, if you want to tank Lasgand's basic attacks, and you happen to use Ardor on Lvl. 2 Elemental Control (Defensive Mode) you can place a Lvl. 2 Fire Insignia underneath Lasgand to forcibly endow his weapon attack to the Fire element so you can tank his hits head on.

So again, be mindful and strategic as to how you will place your insignias and which level of insignias you're going to use.

Apart from those, each insignias also has the ability to heal or damage any unit by 1% of their MaxHP every 5 seconds depending on their element. It will heal any units with the same element and damage any units with the opposite element. For example, if you have your High Elemental Terremotus endow your armor to the Earth property and you are standing on an Earth Insignia, you will heal 1% of your MaxHP every 5 seconds. This goes both ways for the MVP too. If an Earth element MVP like Maya is standing on your Earth Insignia, she will also heal 1% of her MaxHP, though this can be countered if you place a Fire Insignia underneath her to nullify the healing effects of the elemental insignias. You can also use this effect for offensive measures too. If you're fighting a Fire element MVP like Ifrit, you can place Water Insignia underneath him so he'll get damaged over time by taking away 1% of his MaxHP.


Insignias can be overlapped with one another and I mean all four (4) of them. When you want to benefit from all effects of the insignias, you must be standing at least in one of the three (3) cells available. It doesn't matter which cells you stand on so long as you and the MVP are within its AoE. Depending how far apart the MVP is away from you, it's ideal you place the insignias you want to use to purely debuff the MVP underneath him. If you plan to use an insignia both offensively and defensively, you can place it in the middle between you and the MVP so that way you are debuffing him and at the same time buffing yourself. Remember that some insignias give good effects for you too (i.e. Lvl. 3 Earth Insignia can give you +50 MDef and +25% Earth property magical damage like in the image above). When overlapping two or more Level 2 Insignias of any element, the one most recently placed will take priority and would endow the monsters' and your allies' weapon according to the element of that insignia.

Land Protector & Insignia Interaction


Now, let's talk about the interaction of insignias with Land Protector. Oftentimes, you will find yourself needing to place LP as a defensive layer to protect you and your Spirits from getting wiped out. But at the same time, you still want to place your insignias to speed up the fight. Well, you can do just that but it will require technique, patience, and a thorough understanding of the interaction between LP and Insignia. First, decide which level of LP you're going to be using. If you still remember in the LP section of this guide, we've talked about how it's ideal to use Levels 1-2 LP when you're soloing instead of Levels 3-5. Well here, we're going to be discussing the importance of one's mindful placement of LP.

In the image above, 11×11 LP despite adjusting the placement of LP three (3) cells below you, the MVP is still inside the AoE of your 11×11 LP which makes it impossible for you to put your insignias underneath the MVP. Meanwhile for the 9×9 LP after readjusting the LP three (3) cells below you, the MVP is still inside LP's AoE and you still can't place your insignias underneath the MVP. Now look on the 7×7 LP, after readjusting the LP three (3) cells below you the MVP is now outside of LP and finally you can safely place your insignias, but this is the maximum limit you can go for and one wrong estimation and adjustment of your LP can determine the fate of you and your Spirit. One possible way you could do when you get into such predicament is to utilize your Sorcerer skill Extreme Vacuum and cast it right outside of your LP's furthest edge. By doing so and as long as the MVP has low enough STR, you could forcibly root and displace the MVP outside of your LP and you can cautiously set-up your insignias.

With all of those things considered, having a leeway or freedom to carefully readjust LP is always the safest decision to do when you're in a rigid scenario. In such cases, you'd either be in a panic or in a rush that I am sure you won't have the time to count cells and accurately place your LP below you! What I'm trying to say now is, always think ahead and give yourself a bit of freedom to readjust your LP should you encounter problems such as this. 7×7 LP proves to be more flexible than 9×9 and 11×11 and 7×7 fulfills this condition in most scenarios. If you're in a party and you have a tank, let the the tank go outside the LP and let him be the meat shield, then you can use 11×11 or 9×9 to your heart's content. You have a party to protect so prioritize that and you have tank to get the aggro, and you have freedom to safely place your insignias underneath the MVP.

Rotation & Playstyle

Skill Rotation

When playing Elemental Master, it's important to have a skill rotation cycle in mind and you need to plan ahead of time when you're field farming, or doing instances to kill an MVP. Here I'll be listing the most commonly used skill rotation cycle that pro EMs use in their day-to-day farming sessions, and I'll be explaining each and one of them and the reasoning behind their sequencing.



I also recommend unlocking the Player commands: @lgp —> @square on —> @square 6 and then @circle. There should be blocks appearing around you in the form of a square and circle. These two (2) will serve as your guide with regards to the actual range of your skills. The circle is nine (9) cells away from you; the square is six (6) cells in all directions to represent Elemental Buster's 13×13 AoE around you. Anything that is within the range of the square will be in the range of your Elemental Buster. Whereas, the circle will serve as the maximum range you can cast your AoE skills from your position. Casting your skills with 1 to 9 cells of range outside of the circle will make you move forward a bit and lose your position. Most of your ground targeted AoE skills have a maximum range of 9 cells, with noteworthy exceptions like LP and elemental floor buffs having 3 cells range maximum. These will be important when you're casting your skills so you'd know if you're hitting them and so that you can maximize your actual range.


Legends ──────────────────────୨ৎ────────────────────── * DS combo refers to Time Dimensions Rune Crown (Elemental Master) + Dimensions Elemental Magic Book with Diamond Storm as the catalyst skill to autocast Elemental Buster. * TD combo refers to Time Dimensions Rune Crown (Elemental Master) + Dimensions Elemental Spell Book with Terra Drive as the catalyst skill to autocast Elemental Buster.


Beginner

Conflagration —> Venom Swamp —> Elemental Buster —> Lightning Land —> repeat


  • When you're in the beginning stages of your journey as much as it will be for your gear progression, you still can't fully capitalize on your skill's best capabilities. You still don't have the proper gears to autocast your ultimate skill Elemental Buster for instance.
  • However, you can still do a skill rotation not necessarily revolving around autocasted Elemental Buster. You will still incorporate Elemental Buster though and you will manually cast the skill whenever it's off-CD. This is what I would like to call the Beginner skill rotation.
  • In this skill rotation, you basically just spam all of your AoE DoT skills with the exception of Elemental Buster which is a self-casted skill around you. You start off with Conflagration, proceeded with Venom Swamp, followed by a manually casted Elemental Buster, and Lightning Land then you repeat the rotation back to Conflag.
  • By the time you repeat your skill rotation cycle, Elemental Buster is already off-CD and you get another chance to cast it. Remember that all your DoT skills and Elemental Buster have a 2 seconds CD, so keep that in mind when rotating your skills.
  • I didn't include Psychic Stream here just yet since this one will require a bit more of practice and familiarization with the class and your core skills first before incorporating Psychic Stream into your skill cycle.


Time Dimensions+

Casual Farming

Conflagration —> Diamond Storm —> Venom Swamp AND/OR Lightning Land —> Diamond Storm —> repeat (DS Combo)


Lightning Land —> Terra Drive —> Venom Swamp AND/OR Conflagration —> Terra Drive —> repeat (TD Combo)


  • Already got your Dimensions combo? Great! Now you'll have lesser skills to include in your rotation. That's because the Dimensions combo Time Dimensions Rune Crown (Elemental Master) + Dimensions Elemental Magic Book lets you autocast Elemental Buster every time you cast Diamond Storm while Time Dimensions Rune Crown (Elemental Master) + Dimensions Elemental Spell Book lets you autocast Elemental Buster every time you cast Terra Drive so long as both combos are Grade A.
  • The main idea behind this specific skill rotation is to autocast Elemental Buster whenever you can and that means whenever either Diamond Storm or Terra Drive is off-CD. Both DS and TD have 1 second cooldown and thus you can autocast your Elemental Buster every other second.
  • You will start with your 1st DoT skill like Conflagration (DS combo) or Lightning Land (TD combo). Proceed that with either DS or TD to autocast Elemental Buster. Now while DS and TD is on CD, you have the option to cast another DoT of your choice. It's up to you if you want to cast either Venom Swamp or Conflagration and/or Venom Swamp or Lightning Land next. If you have enough ACD, you could just use both skills before DS or TD goes off-CD. I recommend at least 60% ACD for a fluid skill cycle.


Casual Farming with Psychic Stream

Psychic Stream —> Diamond Storm —> Conflagration —> Diamond Storm —> Venom Swamp AND/OR Lightning Land —>


Diamond Storm —> repeat (DS Combo)


Psychic Stream —> Terra Drive —> Lightning Land —> Terra Drive —> Venom Swamp AND/OR Conflagration —> Terra Drive —> repeat (TD Combo)


  • This sequence of skills is almost identical to the Casual farming rotation—only this time Psychic Stream is incorporated in your skill rotation and that will specifically be followed by either Diamond Storm or Terra Drive, both accompanied by autocast Elemental Buster as you do field farming.
  • Psychic Stream is a gap closer skill that will blink you towards a monster or a horde of them. When that happens, you might think it's like a suicide dive especially for a magic class such as EM. Well remember when I told you that Elemental Buster possesses a CC effect? That will come into play here via a tactic called telestomping.
  • When you're surrounded by mobs as you dash with Psychic Stream, your answer to them is telestomping with Elemental Buster. As soon as you teleport, you CC them AND burst them down with lethal amounts of damage—don't ever give them a reaction time to respond. You will proceed that with one of your DoT skills like Conflagration (DS combo) or Lightning Land (TD Combo) then back to DS or TD autocasting Elemental Buster.
  • I also recommend putting your hotkey on smartcast for Psychic Stream in case you're not yet used to aiming Psychic Stream. For more info on how to set-up your turbo, follow this link.


DPS

Conflagration —> Diamond Storm —> Lightning Land —> Venom Swamp —> Diamond Storm —> repeat (DS Combo)


Lightning Land —> Venom Swamp —> Terra Drive —> Conflagration —> Terra Drive —> repeat (TD Combo)


  • You must wondering why this part got so many skills all of a sudden but that's because this is the part where you will actually do real DPS. This is when you have all set-ups (i.e. insignias, and elemental floor buffs) considered. You don't really do DPS when farming; you burst them to smithereens.
  • When setting up your insignias and elemental floor buffs, it'll be up to you how you'll place them after knowing the basics of what we've discussed from the previous sections. The only key essential part that distinguished this particular rotation is because of the skill Lvl. 3 Wind Insignia. When underneath a Lvl. 3 Wind Insignia, you get +50% ACD reduction on all of your Wind skills such as Lightning Land and this gives you freedom to cast another one of your DoT skills such as Venom Swamp, and I'll have to stress VS specifically. I'll explain as to why. But yes, it's as if you casted another skill with like zero (0) delay or global delay thanks to that nifty +50% ACD redux.
  • Now if you're wondering why VS specifically that's because for the DS combo, you would want Conflagration to be on CD first so that by the time you go back to it after doing your sequenced skill rotation it's already off-CD AND it gets skill modifiers for the DS combo so it hits harder than LL. You want Conflag to be laying on the ground doing damage as you sequence your skills. Meanwhile for the TD Combo, Conflag doesn't get too many skill modifiers only from the Time Dimensions Rune Crown (Elemental Master) (only up to 15% assuming your crown is +15). And in this combo, VS gets more skill modifiers than Conflag so what you do is you cast your LL first, proceed to VS then TD with proced autocasted Elemental Buster then Conflag then back to TD with proced autocasted Elemental Buster and then go back to LL. Rinse and repeat.


Double Book

Diamond Storm —> Dimensions Elemental Spell Book —> Terra Drive —> Dimensions Elemental Magic Book —> repeat


Terra Drive —> Dimensions Elemental Magic Book —> Diamond Storm —> Dimensions Elemental Spell Book —> repeat


  • If you happen to have both books and you're good at micromanaging, then this skill rotation could be for you. The main idea here is you would want to abuse the book's combo with Time Dimensions Rune Crown (Elemental Master) which lets you autocast Elemental Buster to your heart's content every time you cast Diamond Storm or Terra Drive. Though instead of only focusing on one (1) book, you'll be using both. Whether you cast DS or TD first won't matter as you'll only rotate between these two (2) skills and no other skills anymore.
  • First, you would want to designate four (4) hotkeys for your skills and books each close in proximity similar to this one
  • As an example, let's say I reserved hotkeys 12QW for DSTDMagic BookSpell Book, respectively. I will press Hotkey 1 first to cast DS then switch to Spell Book by pressing Hotkey W. After which, I will cast TD then press my Hotkey Q to equip my Magic Book and then press Hotkey 1 to cast DS again. Keep repeating this 'til you fully master switching books. I myself am not good with micromanaging the Hotkeys that's why I don't use this skill rotation often despite owning the two (2) books. If you're fast with your fingers, then this skill rotation may just be for you.


Elemental Spirits

Casual Farming

Terra Drive —> Diamond Storm —> repeat


  • This is the rotation that is as comfortable and braindead as you can possibly get. Instead of cycling your other AoE skills, you will be solely focusing on Terra Drive and Diamond Storm, which will be both accompanied by an autocasted Elemental Buster.
  • Both Terra Drive and Diamond Storm share a 1 second CD and they only have a 0.5 second global delay. By the time you casted either one of them, the other skill will be off-CD and will be available to be casted.
  • This is probably the rotation you will follow the most when you just want to chill farm and don't want to expend too much brain cells and effort to cycle other skills. It is true that you can weave in a few skills but when field farming you are also walking/moving and this alone gives you ample time before either skill goes off-CD.
  • Admittedly, this is the rotation I use for very end game dungeons like Zero Cell (Nox Floor) and Encroached Geffenia for in these dungeons I value bursting the mobs and when my lingering skills cannot kill them in their 2nd to 3rd ticks. For clarity, I intentionally singled out Nox Floor and didn't include Lux Floor, because in the former I use Earth-endowed Elemental Buster because Earth element hits all the mobs there, while in the latter not all mobs can be hit by Earth element alone which is why I will be introducing the next rotation after this one to solve such issues.
  • Recommended amount of ACD needed for this rotation is just 45%~50%.


Casual Farming with AoE Puddles

Lightning Land —> Terra Drive —> Diamond Storm —> Terra Drive —> Diamond Storm —> repeat


Conflagration —> Terra Drive —> Diamond Storm —> Terra Drive —> Diamond Storm —> repeat


Venom Swamp —> Terra Drive —> Diamond Storm —> Terra Drive —> Diamond Storm —> repeat


Lightning Land AND/OR Conflagration AND/OR Venom Swamp —> Terra Drive —> Diamond Storm —> Terra Drive —> Diamond Storm —> repeat


  • If you desire to cover more grounds or you are attentive enough to know when your AoE “puddles” will be off-CD, this is the rotation for you. This one is almost identical with the first, but instead of alternating between Terra Drive and Diamond Storm, you will also cast your other lingering skills such as Lightning Land, Conflagration, and Venom Swamp.
  • Whether you only want to cast LL among your choices of lingering skills due to the skill modifier bonuses that Ilse El Heine Card give when you pair it with Yorscalp Crown of Judgment , the door is always open for you to cycle Conflag or VS as well. This is particularly important when you want to farm in a map where monsters would resist Wind element or your two other main elements like Earth/Water. Don't hesitate to use your two other puddle skills for coverage when you encounter such a predicament.
  • For places like Zero Cell (Lux Floor), I would use this specific rotation and main Water element. In this scenario, my Water-endowed Elemental Buster will not hit all the mobs (i.e. M.MC.M-5407) and these mobs that are immune or resist Water will be handled by LL and VS since these two skills are super effective against them.
  • Recommended amount of ACD for the 1st to 3rd rotations is just 50%~55%. Ideal for the 4th rotation would be 60% ACD or more.


Casual Farming with Psychic Stream

Psychic Stream —> Terra Drive —> Diamond Storm —> Terra Drive —> Diamond Storm —> repeat


Psychic Stream —> Lightning Land —> Terra Drive —> Diamond Storm —> Terra Drive —> Diamond Storm —> repeat


  • Once again, this rotation is almost identical to the previous two—only this time Psychic Stream is incorporated in your skill rotation. If you want to do the telestomping tactic, you will immediately follow up Psychic Stream with either Terra Drive and Diamond Storm to autocast Elemental Buster. Additionally, you can also cast several of your lingering skills before proceeding to either Terra Drive or Diamond Storm.
  • The main idea behind this rotation is to repeatedly use your mobility skill Psychic Stream whenever it's off-CD. And since the skill rebalancing update that reduced Psychic Stream's CD to 2 seconds, you will always be guaranteed to recast it again after casting at least 2 other skills.
  • I would advise you to start familiarizing yourself with the skill first and knowing how to properly set-up your hotkey for Psychic Stream on smart-cast mode, so that instead of aiming and clicking your mouse cursor on a monster you can just aim and you will not worry too much about accuracy since smart-cast in itself is rapid, accurate, and prioritizes.
  • Recommended amount of ACD for the 1st rotation is 50%. When you incorporate only 1 of your lingering skills like Lightning Land, 50%~55% ACD will suffice; however ACD requirement will be increased to 60% or more when you include two or more puddle skills.


DPS

Lightning Land —> Terra Drive —> Diamond Storm —> Terra Drive —> Diamond Storm —> repeat


Lightning Land —> Conflagration —> Terra Drive —> Diamond Storm —> Terra Drive —> Diamond Storm —> repeat


Lightning Land —> Venom Swamp —> Terra Drive —> Diamond Storm —> Terra Drive —> Diamond Storm —> repeat


Lightning Land —> Conflagration —> Venom Swamp —> Terra Drive —> Diamond Storm —> Terra Drive —> Diamond Storm —> repeat


  • In the first skill rotation, while Lightning Land is dealing damage and on cooldown for 2 seconds, we can alternate between Terra Drive and Diamond Storm to autocast four (4) undisrupted Elemental Busters to burst down MVPs and monsters to smithereens. Once LL is off-CD, we will cast it again then go back to spamming Elemental Buster. This specific skill rotation does the least DPS as compared to the next three rotations but finds the most comfort among the three since it will only require about 50% ACD and have fewer skills to manage.
  • Meanwhile, the next three rotations will probably strain your fingers depend on your party composition and the situation; for example, when an Arch Mage is present to debuff the MVP with their + Climax Bloom and + Climax Earth, and then you even add your own Earth Insignia, the second one (with Conflagration) will do the second most DPS. Whereas, the third one (with Venom Swamp) will be situational and is for when mobs are either resistant or immune to your Conflag or Fire skills in general. These two rotations will need a bit more ACD (≈60% more or less) and higher ASPD to smoothly cycle all your skills.
  • The fourth and last skill rotation is the overall best one to give out the highest value in damage numbers or total DPS as you will be able to cast all three of your DoT skills before you spam your autocasted Elemental Busters. In this particular rotation, you will have an adequate amount of time before your three DoT skills stop lingering and go off-CD but this also means you will need A LOT of ACD for this rotation to work. I have experimented on a couple of set-ups and what worked best for me is by having full 193 ASPD and an ACD ranging from 65% to 72%—65% is already baseline clunky and anything below 65% would be a lot clunkier and more problematic. Moreover, it is also ideal and optimal to designate the keys for your DoT skills (LL, Conflag, and VS) to be on smart-cast mode as this will allow you to rapidly spam all of them in a fast sequential manner; this is crucial because you would want to cast all three of them within a short time-frame so that by the time you get back to recasting them again there won't be any delays or gaps. Remember, though your DoT skills have a two (2) seconds cooldown for each one of them, they exist and linger for up to three (3) seconds.
  • One last reminder I would like to share is that don't let people tell you otherwise not to run 72% ACD or else it's impractical. We have different set of rotations and different need of ACD for very different situations. When farming maps and dungeons where walking will be inevitable, that alone will already save time and before you know it your skills will be off-CD already. You will also not rotate all your skills and only some of them, but here since in this section we are talking about DPS we will treat it differently. DPS will mean achieving the highest possible value over time, which is different from bursting and farming. 72% ACD is possible to get with the gears and buffs we have, and so long as there's discipline for passion, fight for it!


Sample Clip


Note: I plan to add more visual aids such as GIFs in this section to exemplify how a proper skill rotation should be, but as of the moment I lack the knowledge how to make GIFs with better quality. It'll be a work in progress (WIP) for now. Hopefully soon though!

Stats & Traits

The status points and trait points allocation I'll be providing here are subjective and may vary per individual or user. If you feel and think you want a change of course, you may very well do so and I'll do my best to explain what are the important stats and trait you need to put more pts. on. For a much detailed info regarding stats and traits, check this page.

Stats

Stat Point Notes
STR 1 or 100+ * If you need more carrying capacity, put more pts. into STR though with the recent QoL implemented that made it possible to use Gym Pass (6286) twenty (20) times instead of the usual ten (10), you may find yourself no longer needing as much STR.
AGI 86 or 130 * AGI is needed for high Flee and high ASPD. If you have a few points to spare, you can put it more on AGI. * Higher ASPD will give you much more fluid skill rotation. To know more about the importance of ASPD and how much you need, you can refer to Choi's Guide to Magic (Attack Speed) but I always recommend getting maximum 193 ASPD as much as possible.
VIT 110 * VIT is needed for more health and survivability. VIT also increases the potency of healing items.
INT 130 * INT helps you to reach instant cast faster and it gives some bonus StatusMAtk as well for a bit of damage.
DEX 0 or 130 * Either max out DEX or leave it at 0 for those who reach their instant cast thru VCT% from gears. I myself get mine thru stats in the past that's why I maxed this one out. * If you're going to get your instant cast thru VCT%, you can evenly distribute the status points to other important stats like AGI or LUK instead. * If you plan on getting instant cast thru stats, you can follow this equation: * (DEX x 2) + INT = 530; you need to have a value ≤530 to get instant cast (VCT)
LUK 4 or 86 * Put leftover pts. into LUK * It gives +1 StatusMAtk every 3 pts. and +1 Perfect Dodge every 10 pts. * If you hate getting cursed and bringing either Holy Water (523) or Panacea (525) is burdensome for you then get a total of 100 pts. for Curse immunity.

Traits

Traits Point Notes
POW 0 N/A
STA 0 or 80+ * Put more points into STA if you have less resistances against physical attacks or if you have means to nullify the effects of magical attacks like [MVP] Golden Thief Bug Card (4128) . * One important reason I put 80 pts. or more into STA is because I want to capitalize on the enchants of Nebula Armor of Stamina 's & Glade Rune Manteau 's / Glade Rune Boots 's unique passive effects (increase MaxHP% per 15/20 base STA, respectively). * By swapping to my tank gears before summoning my Spirits, I get the maximum of my tank gear's defensive stats and by doing so—my Spirits would inherit them and thus makes them tankier in the process.
WIS 0 or 72 * Put points here if you don't have GTB and have lower resistance against magical attacks.
SPL 110 * Always max out your SPL. Our 4th skills scale with SPL, and having more SPL is always good. * Also gives +1 S.MAtk per 3 points of SPL.
CON 102 or 110 * You don't necessarily have to max this skill, but if you do it's the 2nd trait to give the most S.MAtk. It gives +1 S.MAtk per 5 pts., and +2 FLEE for every 1 pt. of CON. * If you need more points for STA and WIS for survivability, you can take out some points here and put it to those traits instead.
CRT 0 N/A
My Stats and Traits Allocations
Instant
Cast
via
Stats
Instant
Cast
via
Gears
(VCT%)
Farming
Build
(VCT%)

Leveling

For leveling, I won't be going too much into detail on this one, as there are already other guides out there that break it down thoroughly and served a complete input on where to farm best for each leveling stages. Yvonne's Guide, Choi's Guide, and AcidMembrane's Guide listed all the important dungeons where people can casually level up their characters from Levels 1-99, 100-200, and 200-275. You can follow their guides as you start the leveling phase of the game. Altogether with what we've talked about regarding the class particularly on the Magician and Sorcerer sections, you can apply all of these when leveling up. I'll just go make a brief summary to refresh your recollection and give out tips on how to level up as a Mage transitioning to Sage 'til Professor, and as a Sorcerer transitioning to an Elemental Master.

x50 Experience Rate

Leveling as a Mage / Sage / Professor

  • The first thing I need to remind you when leveling up is do not worry if you mistakenly put skill points to the wrong skills. We have NPC Build Manager Lotus (main_office 122, 169) that could reset your skill tree anytime with a very affordable cost of 5,000 zeny. And while leveling up, you will want to allocate skill points to leveling skills such as Fire Ball and Fire Wall. These two skills is what you will use as a Mage, a Sage, as a High Magician, and as a Professor. These two skills will 2-3 hits mobs in the leveling dungeons, thanks to the Eden Gears we have available. To learn more about the Eden Gears, more info are provided here.
  • Don't forget to take the Eden Board quests every time you level up on a certain level range and turn-in your quests for every completed Kill Count.
  • For every Eden Quests you complete and successfully turn-in, you will be rewarded with Eden Coins and the amount you get will vary on the difficulty of the quests. Keep these coins for later use to buy Brilliant Protection Scrolls and Small Life Potions from the NPC Eden Machine (moc_para01 50, 31) to improve your sustain and survivability once you reach 3rd job Sorcerer and you finally start leveling up in Illusion Dungeons.
  • Once you've transitioned to Sage, don't forget to go back to the Eden Office and get your 2nd job weapon from NPC Labraham (moc_para01 108, 83). Here, I suggest you pick Paradise Sage Magic Book instead of Paradise Sage Spellbook since the former gives you VCT% to help with your casting time.
  • In Yvonne's guide, she didn't include Glast Heim Monastery for Level 80-99 but I'd suggest you level up here instead right after Orc Dungeon. This place is perfect for classes coming from the Mage branch as mobs here are weak against the Fire element.
  • After rebirthing, follow your same routine leveling up as a Mage 'til you've reached Professor then eventually Sorcerer.
  • Upon reaching 3rd job, you must first collect your Advanced Paradise Gears from NPC Louis (eden 108, 87) and NPC Labraham (moc_para01 108, 83) before continuing your leveling grind. Now here, I suggest you pick Paradise Sorcerer Magic Book over Paradise Sorcerer Spellbook because for leveling you would want to use your 3rd job elemental AoE skills for faster farming instead of elemental bolt skills for Spell Fist. Choi made a brief description in this section of his guide on where to farm the required materials you will need to turn-in for the Advanced Paradise Gears.

Leveling as a Sorcerer

  • Now you're finally a Sorcerer, you now have more AoE skills but all of them are gated behind 5 seconds cooldown each. You have three (3) options:
  • If you're new to the class and you have barely to zero resources and you don't have any friends, take the hard route of leveling up with all your skills. It may be slow but at least you'll be able to practice how to properly rotate your skills. As a Sorcerer, you are always harder to die. Why? Well because you have your own lil' Ventus to accompany you. Make sure you have Wind of Verdure (992) before attempting to summon our baby Ventus. You can purchase some Wind of Verdures from NPC Dus the Smith (paramk 53, 101) at Eden Market (@go 40) for 10,000 zeny per piece. For suggested farming areas for elemental ores such as the Wind of Verdures, refer to this section. Summon the Child form of Ventus by using the skill Lvl. 1 Summon Ventus, and place her on Defensive Mode by using the skill Lvl. 2 Elemental Control, and voila! You now have your own source of free Guyak Pudding (12710) + 50% FLEE Rate. You will survive even the most treacherous dungeons for leveling up. Just make sure to replenish Ventus' SP using the skill Elemental Cure every now and then since she will exit Defensive Mode if she rans out of Mana and you will lose your benefits. Putting some skill points to Elemental Sympathy would also help with your Ventus' sustain. One spell you could incorporate is the CC skill Extreme Vacuum. Root mobs with Extreme Vacuum then cast your AoE skills to them. You have at least five forms of defense in this manner—Ventus' Wind Step, Extreme Vacuum's root CC effect, Psychic Wave's hit-locking effect, Diamond Dust's crystallization, and Varetyr Spear's stuns; if you'll always have Energy Coat activated and you finally start using Brilliant Protection Scrolls and Small Life Potions then I guess you can count that as eight forms of defense then. Keep leveling up 'til you reach Elemental Master.
  • Worry about the proper skill points allocation for later and maximize your AoE skills first so you could farm. Priority of skills as you level up:


Psychic Wave > Diamond Dust > Lvl.1 Summon Ventus > Lvl.2 Elemental Control > Elemental Cure > Extreme Vacuum > Earth Grave >


Varetyr Spear > Elemental Sympathy


  • At maximum level, your Extreme Vacuum will have a duration of 12 seconds and it is possible to summon two (2) Vacuums at the same time. Cast Extreme Vacuum whenever you would lure and horde mobs so they'll get rooted and you can safely cast your AoE skills unto them. Only cast Vacuum when it's necessary or you deem fit in the situation since it has a 5 seconds CD and not every time it'll be available for you to use; on times it is on CD, you can just kite the mobs with your skills. That being said, your skill rotation for your Sorcerer skills could go something like this:


Extreme Vacuum (as needed) —> Psychic Wave —> Diamond Dust —> Earth Grave —> Varetyr Spear —> repeat


  • Now secondly if this isn't your first character and you have some zeny to spare and you want to ease the suffering part of leveling as a Sorcerer, you could purchase leveling up gears such as the Shadow Staff [2] (26118) or its enhanced version Patent Shadow Staff [2] (550012) . Buy whichever is available in the market, both will reduce Psychic Wave's CD by 1 second at +11. To further reduce its CD, you can purchase the costume enchant stones Professor Stone (Low) (25419) + Sorcerer Stone (Garment) (25420) that reduce its cooldown by another 2 seconds. In total, you'll have 3 seconds CD reduction for PW and it'll be left with 2 seconds CD. It still has a bit of CD but PW is going to be your main skill leveling up and the frequent you get to use it the better. I still suggest following the priority of skills that I had recommended and the skills in your rotation will be reduced as you will primarily cast PW whenever it's off-CD.
  • Two items you could use to pair with the Shadow Staves to condense your skill rotation down to two (2) skills instead of the usual four (4) is the Shadow Gear Weapon Sorcerer Shadow Weapon (24297) and Shadow Gear Shield Sorcerer Shadow Shield (24310) . When Sorcerer Shadow Weapon and Sorcerer Shadow Shield are refined up 'til at least +9, your Diamond Dust and Earth Grave skill cooldowns will be reduced by 4 seconds—respectively—leaving behind only 1 second CD for each skill. You could purchase these two Shadow Gear equipment by exchanging 80 Shadow (50033) , 5 Fire Dragon Scale (7451) , and 15 Shadowdecon (25729) to NPC Clark (main_office 87, 163) in the Main Office Basement (@go main). To refine them instantly to +9, you may use the item Shadow 9 Refine Hammer (23926) , retrieved from NPC Rayja (main_office 87, 178) by exchanging 150 pcs. Shadows and Shadowdecons . The choice whether to pick one of them or both is up to you, but in my opinion choosing Diamond Dust and reducing its CD to cycle together with Psychic Wave is more optimal farming-wise. DD possesses a hard CC with crystallization and you can just alternate PW and DD; cast PW whenever it's off-CD then spam DD while PW is on CD. As we've talked about in the Sorcerer section of Skill Analysis, you could condense your rotation to something similar like this:


Psychic Wave —> Diamond Dust —> Diamond Dust —> repeat
OR

Psychic Wave —> Earth Grave —> Earth Grave —> repeat


  • Third and final option is to find a good soul to leech you all the way to Elemental Master. As an act of courtesy, at least provide an Infinite Giant Fly Wing Box (30min) (17608) [GFW] to the leecher and I'm pretty sure by this point you have collected enough GemCoin (50000) either from opening Forgotten Heirloom (50001) or daily log-in rewards. You can purchase a GFW from the GemCoin shop. You'll need to exchange 18 GemCoins for 180 GemstoneRO Points. To do this, talk to the NPC Rich Cow (main_office 87, 59) in the Main Office (@go 15).

Leveling as an Elemental Master

  • Finally after a millennia, you're now an Elemental Master! Congrats! It's now easier to level up with your 4th skills. Get any of your 4th Job AoE skill and you'll do just fine leveling up. If you're curious as to what and how's the proper way to play EM and rotating your skills, go to this section of the guide.

x1 Experience Rate

The benefit of creating a x1 EM character is the +50% drop rate buff that you will get once you've reached Base Level 250 and it is capped at this level. Going for Base Level 251 and above will no longer give you any additional drop rate buff. As you climb higher starting from Level 1, you will already get the drop rate buff but at a much lower percentage. The drop rate buff you get from x1 only affects raw loots but not cards though so keep that in mind. Some players will settle for Level 250 and stop, but there are those who would level up 'til 260, 265, and 275 so they can equip items that has level restrictions or so that they can enter and farm dungeons that have level requirements like Zero Cell Sector. Important reminder to never ever change your rates on your x1 EM character; doing so will permanently remove the drop rate buff you have going on with that character and you will have to start anew.

In all honesty, the experience of leveling a x1 character is really fun, and brings in the authentic RO grinding experience closer to officials—still far from it but closer as compared to x50 experience rate. I say this because unlike in officials, all the consumables and comforts in life that will help you level up faster are basically free and farmable. We are even allowed to dual client, wherein the other client can be reserved for your Mr. Kim A Rich Man performer buff slave so you can get +60% EXP points when killing monsters; triple client is also feasible if you want another buff slave like Cardinal that can give you Competentia, Religio, and Argutus Vita to help your character level up faster. We have the means to buy +50% EXP [Bound] Battle Manual (12263) from the Eden Machine (moc_para01 49, 31) at the cost of 20 Eden Coin (25223) ; we can even condense these Battle Manuals into +100% [Bound] Core Battle Manual (14533) by talking to NPC Nyang Time (malangdo 208, 161) in Malangdo. If you are hardcore and have lots of GemCoin (50000) , you can buy +200% EXP HE Battle Manual (12411) from NPC GemCoin Shop (main_office 90, 59) in the Main Office (@go 15) for 150 GemCoins each. The server also have Eden Board and Daily turn-in quests that greatly assist players in gaining large amounts of EXP points. Use all these benefits to create your x1 character to make the experience unforgettable and fun. It will be very rewarding in the end and you'll get to enjoy that +50% drop rate buff!

So before everything else, I'd like to list the top six things you will always need when leveling for x1 Experience Rate:

  1. Mr. Kim A Rich Man buff from either a Troubadour or Trouvere. Thanks to their 4th Job skill called Sonata of Kvasir, they can cast gender-exclusive Ensemble/Chorus skills even without a partner performer. I prefer Troubadour over Trouvere because the males can buff you with their Poem of Bragi which is basically a free [MVP] Kiel Card (4403) that gives you 30% after cast delay (ACD) reduction. As Elemental Masters, we will need a lot of ACD to smoothly cycle our skills or spam Fire Ball as a Mage.
  2. HE Battle Manual (12411) or [Bound] Core Battle Manual (14533) should always be used before you start your level grind. Do no waste all the free commodities that our server offers.
  3. Never ever forget to use [Bound] Life Insurance (12265) before your farming sessions! You can get away with the EXP losses at the earlier stages from 1st to 3rd Jobs, but the moment you reach 4th Job, the EXP penalty you get by dying becomes unbearable. Don't let your efforts go to waste!
  4. Ideal to start your x1 character during the so-called **EXP Event**. During EXP event, everybody gets a free +100% EXP buff that will work hand-in-hand with your battle manuals! Watch out and pay close attention as to when will be the next EXP event; every EXP event only lasts for a week, and after which it will have a one week cooldown before the next one starts, and so long as the entire server has amassed enough donation points to start the new one.
  5. Gather EXP gears such as Experience Shadow Weapon (24770) , Experience Shadow Shield (24683) , Lian Shield [1] (2195) , Sea Otter Mini Fan-LT [1] (490374) , and Fur Seal Mini Fan-LT [1] (490375) before starting your level grind. These gears will help you level up even faster and they are fairly cheap if you craft or farm them yourself too.
  6. Prepare your progression gears such as Patent Shadow Staff [2] (550012) or Automatic Armor Type B [1] (450128) . These progression gears are the pieces of equipment that will help you level up at each stages of the game. If for x50 Experience Rate these gears are barely used, here you will the need to use them so you can level up faster and easier.

Leveling from Novice to Mage / Sage / Professor (1-99)

Type Item Card Enchants and Notes
Upper

+10 to +14 19136.webp Spirit of Chung E [1] (19136)
or
+0 to +12 19157.webp Drooping Gunslinger [1] (19157)

  • 4366.webp Katrinn Card (4366)
  • 300456.webp Icewind Egg Card (300456)
  • 300377.webp [MVP] Ultra Limacina Card (300377)
  • 4556.webp [MVP] Fenrir Card (4556)
  • 300560.webp [MVP] Nightmare Piamette Card (300560)

  • Spirit of Chung E and Drooping Gunslinger are both crafted from NPC Jewy (m_crafting 47, 109).
  • Spirit of Chung E can be enchanted by talking to NPC Slotty (gem_market 144, 194, ) at Market (@go 37).
    • For a list of possible enchants, refer to this page.
  • Even refines on Spirit of Chung E gives additional +1% EXP gain and +1% increase drop rate; at +14 this headgear will give a total of 7% EXP gain and increase drop rate.
  • Drooping Gunslinger only gives 5% EXP gain and increase drop rate but it is easier to make and a much cheaper option when you can't craft nor buy Spirit of Chung E yet.
  • Katrinn Card will help with instant casting.
Middle

19117.webp Poring Sunglasses (19117)
or
19118.webp Poring Sunglasses+ [1] (19118)
or
410013.webp EXP Advisor [1] (410013)

  • 4169.webp Dark Illusion Card (4169)
  • 4403.webp [MVP] Kiel Card (4403)
  • 4480.webp Sealed Kiel Card (4480)
  • 27396.webp Isaac Wigner Card (27396)

  • Poring Sunglasses are obtained from Poring Village Instance, dropped by the MVP King Poring.
    • Both slotted and unslotted versions of Poring Sunglasses share a combo with 22101.webp Angel Poring Boots by bestowing you 5% EXP gain and 5% increase drop rate.
    • Slotted version of Poring Sunglasses is used if you need the extra utility of ACD from 27396.webp Isaac Wigner Card , 4403.webp (MVP) Kiel Card / 4480.webp Sealed Kiel Card or the extra VCT% that 4169.webp Dark Illusion Card imparts so you can easily reach instant cast with your skills.
  • EXP Advisor needs to be crafted. NPC Roby (m_crafting 55, 120) is located at Equipment Workshop (@go 59). Can be enchanted with 100710.webp EXP Overclocker (100710) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each
    • Enchanted with:
      • 1st line: +7% EXP gain from all race monsters.
      • 2nd line: +7% EXP gain from all race monsters.
Lower 19095.webp Happy Balloon (19095)
or
19146.webp Marin Balloon (19146)
N/A
  • Happy Balloon is obtained from Slot Machine as one of the rewards from the 41006.webp Lucky Chests (41006) .
    • The advantage of Happy Balloon is the 5% more increase in drop rate, but in terms of %EXP gain the Poring Family Balloons give higher value.
  • Poring Family Balloons such as 19146.webp Marin Balloon (19146) and 19143.webp Poring Balloon (19143) give the most amount of %EXP gain when enchanted with 311004.webp Blessing of Rune Midgarts . With this enchant, Poring Balloons give a total of 10% EXP from all monsters.
    • Contained in the 23135.webp Poring Capsule (23135) which is obtained from the Wave Mode Instance.
    • Can be enchanted using 1000874.webp Enchant Ticket (1000874) by talking to NPC Azzam the Lucky (grademk 46, 182) at the Equipment Enhancement Room (@go 50). For more info, check this link.
      • 3rd slot: 311004.webp Blessing of Rune Midgarts (311004)
      • 4th slot: 310989.webp MATK Lv.2 (310989) or 310985.webp S.MATK Lv.2 (310985)
Armor +0 to +10 15186.webp Kafra Uniform [1] (15186)

  • Dropped by Nightmare Golem or purchased from vendors in the market.
  • Can be enchanted with 23175.webp Uniform Repair Kit (23175) , bought from NPC Muzaszir (gem_market 169, 209) at Market (@go 37).
    • 1st line: Indestructible in battle
    • 2nd line: Any of the raw stats
Weapon 550032.webp Paradise Staff (550032)
or
540027.webp Paradise Sage Magic Book (540027)
or
1602.webp Rod [4] (1602)

  • 27384.webp Mutating White Knight Card (27384)

  • Paradise Staff is one of the Newbie gears you get when starting out and making new characters. Obtained from NPC Lothaire (moc_para01 108, 79) inside Eden (@go eden).
  • Paradise Sage Magic Book is one of the weapon you can get once you've transitioned to Sage or Professor. Obtained from NPC Labraham (moc_para01 108, 83) inside Eden (@go eden).
  • Rod is the only weapon that can get up to four (4) card slots. You can play around with this weapon and slot in four (4) copies of 27384.webp Mutating White Knight Card (27384) for maximum damage.
    • You can borrow this weapon from your tank gears if you're already using it, buy from vendors in the market if available, or simply farm them from Drops (1113) .
Level Requirements
  • Level 10: Paradise Staff
  • Level 45: Paradise Sage Magic Book
Shield +0 to +10 2195.webp Lian Shield [1] (2195)

  • 27385.webp Mutating Khalitzburg Card (27385)

  • Obtained from Royal Hunting as one of the rewards from 9932.webp Royal Secret Box (9932) .
  • A variety of EXP shields are available to choose from such as 2158.webp Lamor Shield [1] (2158) and 2174.webp Lumiere Shield [1] (2174) . Buy whichever is more affordable in the market.
Garment +10 to +14 20802.webp Teleport Amistr Bag [1] (20802)

  • 4657.webp Nightmare Ancient Mummy Card (4657)
  • 300424.webp Friedrich S. Heine Card (300424)
  • 300521.webp Yordos Investigator Card (300521)
  • 300145.webp [MVP] Abysmal Witch Card (300145)

  • Obtained from 23107.webp Amistr Box (23107) as one of the possible rewards.
  • Even refines gives additional +1% EXP gain and +1% increase drop rate; at +14 this garment will give a total of 7% EXP gain and increase drop rate.
  • Any of the Amistr Bag variants works just fine but, in my opinion, Teleport Amistr Bag is your best choice among all of them. It lets you use the Acolyte skill 26.webp Teleport, which is smoother and more fluid to spam than an 12887.webp Infinite Fly Wing (12887) since the former scales with your ASPD; on the other hand, Infinite Fly Wing has a noticeable delay that is irreducible by ASPD because it is considered a consumable and not a skill. You will need a decent amount of ACD% though since your Teleport skill will also go into global cooldown/delay once you cast your other skills.
  • Use of any the garment cards that will boost your Fire magical damage since 17.webp Fire Ball will be your main skill leveling up.
Shoe +0 to +10 22101.webp Angel Poring Boots [1] (22101)

  • 300081.webp Research Assistant Bot Card (300081)
  • 4658.webp Nightmare Verit Card (4658)
  • 300458.webp Icewind Card (300458)
  • 300215.webp Volcaring Card (300215)

  • Obtained from Poring Village instance, dropped by the MVP King Poring.
  • Enchanted with 29149.webp Pisces Stone (29149) , 29150.webp Capricorn Stone (29150) , or 29151.webp Aquarius Stone (29151) .
    • For more info about the enchants, check this page.
  • Research Assistant Bot Card boosts the damage output of your 17.webp Fire Ball skill by 25%. You will keep using this card until Sorcerer, and it works as a set with 300124.webp Blue Pitaya Card and 300104.webp Bookworm Card to give you tons of 2449.webp Psychic Wave and 2447.webp Diamond Dust skill modifiers.
  • Nightmare Verit Card gives MAtk% and will boost your damage early on.
  • Icewind Card gives 5% VCT to help you reach instant cast; the rest of its effects are negligible since they only take effect when your boots is a Level 2 Armor.
  • Volcaring Card is your cheapest option that will boost your Fire magical damage.
Accessory (Right) 28439.webp Sea Otter Mini Fan [1] (28439)
or
28440.webp Seal Mini Fan [1] (28440)

  • 27026.webp Fire Condor Card (27026)

  • Needs to be crafted. Crafter NPC Captain (m_crafting 56, 31) is located at Equipment Workshop (@go 59).
  • Can be enchanted using 23170.webp Fan Modification Kit (23170) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each.
  • Enchanted with any of the following:
    • 1st line: MAtk% + 1~3% or any enchants of your choice.
    • 2nd line: MAtk% + 1~3% or any enchants of your choice.
  • Both Mini Fans can be worn to either right or left accessory slots.
  • Fire Condor Card boosts the damage output of your 17.webp Fire Ball skill by 100% and decreases its VCT% by 50%. Wearing two (2) copies of Fire Condors will make you instant cast your Fire Ball skill.
Accessory (Left) 28439.webp Sea Otter Mini Fan [1] (28439)
or
28440.webp Seal Mini Fan [1] (28440)

  • 27026.webp Fire Condor Card (27026)

  • Needs to be crafted. Crafter NPC Captain (m_crafting 56, 31) is located at Equipment Workshop (@go 59).
  • Can be enchanted using 23170.webp Fan Modification Kit (23170) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each.
  • Enchanted with any of the following:
    • 1st line: MAtk% + 1~3% or any enchants of your choice.
    • 2nd line: MAtk% + 1~3% or any enchants of your choice.
  • Both Mini Fans can be worn to either right or left accessory slots.
  • Fire Condor Card boosts the damage output of your 17.webp Fire Ball skill by 100% and decreases its VCT% by 50%. Wearing two (2) copies of Fire Condors will make you instant cast your Fire Ball skill.

Your leveling routine for Levels 1-99 is very much identical with x50 Experience Rate. You can always follow the pointers and guidance I have shared in the earlier sections regarding Leveling as a Mage / Sage / Professor. The dungeons you will frequent for each level stages are also provided here. The gears you will use and their level requirements are also provided in the table above. I have compiled all of them into a table for convenience and accessibility. I've also mentioned which enchants to go for, where you can farm them, or if they need to be crafted first. In order to start accepting all the Eden Board turn-in quests, you must first join the Eden Group at the Eden Headquarters (@go eden) by talking to NPC Secretary Lime Evenor (moc_para01 26, 31). You know you've joined Eden Group once you've been given the item Eden Group Mark (22508) . Put this item in your Favorite tabs and don't lose it. Eden Board quests has a variety of level ranges where you can start accepting them; take note of these level ranges as you level up so as not to miss out on Kill Count quests.

To refresh your recollection, just keep spamming your Fire Ball skill to kill all the monsters. You will need two (2) copies of Fire Condor Card (27026) , and socket in a Research Assistant Bot Card (300081) to your shoe slot so you can instant cast your Fire Ball skill and increase its damage output. Thanks to these cards, you will forget the notion, “Sage/Professor is such a slow character to level up”. While at Levels 1-98, I advice you to keep wearing C. Beginner Cap (20307) and don't mind the zero aesthetic value for now. This costume gives a lot of bonuses and you can even slot in some costume stones into it. And then finally, one last trick that I would like to share is the double Novice Battle Manual (7803) that you can make. Every new character gets one (1) copy of Novice Battle Manual and this is basically a free HE Battle Manual (12411) that has level restrictions. The trick now is to make 2 new characters, store one of those character's Novice Battle Manual into your Master Storage, transfer them to your x1 character, then you can have two (2) copies of Novice Battle Manuals. Reserve the second one for when your x1 character has rebirthed; the second one will refresh the timer of your first one if there's some left or use it to give yourself another free +200% EXP for the next 30 minutes. You have to open your Novice Battle Manuals between Base Levels 1 to 40 or else they won't get popped.

Leveling as a Sorcerer (100-200)

Type Item Card Enchants and Notes
Upper

+10 to +14 19136.webp Spirit of Chung E [1] (19136)
or
+0 to +12 19157.webp Drooping Gunslinger [1] (19157)
or
+11 19428.webp Illusion Morpheus's Hood [1] (19428)
or
+12 [B] 400154.webp Survival Circlet-LT [1] (400154)
or
+10 to +12 19483.webp Temporal Circlet (Sorcerer) [1] (19483)

  • 4366.webp Katrinn Card (4366)
  • 300456.webp Icewind Egg Card (300456)
  • 300377.webp [MVP] Ultra Limacina Card (300377)
  • 4556.webp [MVP] Fenrir Card (4556)
  • 300560.webp [MVP] Nightmare Piamette Card (300560)

  • Spirit of Chung E and Drooping Gunslinger are both crafted from NPC Jewy (m_crafting 47, 109).
    • Spirit of Chung E can be enchanted by talking to NPC Slotty (gem_market 144, 194, ) at Market (@go 37).
      • For a list of possible enchants, refer to this page.
    • Even refines on Spirit of Chung E gives additional +1% EXP gain and +1% increase drop rate; at +14 this headgear will give a total of 7% EXP gain and increase drop rate.
    • Drooping Gunslinger only gives 5% EXP gain and increase drop rate but it is easier to make and a much cheaper option when you can't craft nor buy Spirit of Chung E yet.
  • Illusion Morpheus's Hood is obtained from Illusion of Labyrinth.
    • Can be refined using the 100423.webp Labyrinth Refinement Box (100423) , dropped by monsters at Illusion of Labyrinth.
    • Enchanted with 29001.webp Rune of Intellect Lv2 (29001) and 29001.webp Rune of Intellect Lv2 (29001) .
    • It combos with 550030.webp ITSoD to give various effects that scale with the sum of their total refine level, including 0.5s FCT reduction when the entire set's sum is refined to +22.
  • Survival Circlet-LT is reformed from a +9 and above 19266.webp Survival Circlet [1] (19266) . Unreformed Survival Circlet is crafted by NPC Jewy (m_crafting 47, 109), located at Equipment Workshop (@go 59).
    • It is a Level 2 Armor which you can already wear as early as Level 150. You will use this headgear more once you've transitioned to Elemental Master. While for 3rd jobs Temporal Circlet is stronger and if you don't want expend too much resources on it, you can use Survival Circlet-LT instead.
  • Temporal Circlet (Sorcerer) enchanted with 29075.webp Magic Essence Lv5 (29075) , 29076.webp Magic Essence Lv6 (29076) , or 29077.webp Magic Essence Lv7 (29077) , 29683.webp Temporal Jewel (INT) Lv 3 (29683) , and 4713.webp INT+4 (4713) .
    • Can be refined using Armor Weapon Tickets, exchanged with NPC Red Hugo (paramk 59, 100) at Eden Market (@go 40).
    • Gives a lot of 2449.webp Psychic Wave and 2447.webp Diamond Dust skill modifiers. Your strongest headgear while you are still a Sorcerer.
Level Requirements
  • Level 130: Illusion Morpheus's Hood
  • Level 150: Survival Circlet-LT
  • Level 170: Temporal Circlet (Sorcerer)
Middle

19117.webp Poring Sunglasses (19117)
or
19118.webp Poring Sunglasses+ [1] (19118)
or
410013.webp EXP Advisor [1] (410013)

  • 4169.webp Dark Illusion Card (4169)
  • 4403.webp [MVP] Kiel Card (4403)
  • 4480.webp Sealed Kiel Card (4480)
  • 27396.webp Isaac Wigner Card (27396)

  • Poring Sunglasses are obtained from Poring Village Instance, dropped by the MVP King Poring.
    • Both slotted and unslotted versions of Poring Sunglasses share a combo with 22101.webp Angel Poring Boots by bestowing you 5% EXP gain and 5% increase drop rate.
    • Slotted version of Poring Sunglasses is used if you need the extra utility of ACD from 27396.webp Isaac Wigner Card , 4403.webp (MVP) Kiel Card / 4480.webp Sealed Kiel Card or the extra VCT% that 4169.webp Dark Illusion Card imparts so you can easily reach instant cast with your skills.
  • EXP Advisor needs to be crafted. NPC Roby (m_crafting 55, 120) is located at Equipment Workshop (@go 59). Can be enchanted with 100710.webp EXP Overclocker (100710) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each
    • Enchanted with:
      • 1st line: +7% EXP gain from all race monsters.
      • 2nd line: +7% EXP gain from all race monsters.
Lower 19095.webp Happy Balloon (19095)
or
19146.webp Marin Balloon (19146)
N/A
  • Happy Balloon is obtained from Slot Machine as one of the rewards from the 41006.webp Lucky Chests (41006) .
    • The advantage of Happy Balloon is the 5% more increase in drop rate, but in terms of %EXP gain the Poring Family Balloons give higher value.
  • Poring Family Balloons such as 19146.webp Marin Balloon (19146) and 19143.webp Poring Balloon (19143) give the most amount of %EXP gain when enchanted with 311004.webp Blessing of Rune Midgarts . With this enchant, Poring Balloons give a total of 10% EXP from all monsters.
    • Contained in the 23135.webp Poring Capsule (23135) which is obtained from the Wave Mode Instance.
    • Can be enchanted using 1000874.webp Enchant Ticket (1000874) by talking to NPC Azzam the Lucky (grademk 46, 182) at the Equipment Enhancement Room (@go 50). For more info, check this link.
      • 3rd slot: 311004.webp Blessing of Rune Midgarts (311004)
      • 4th slot: 310989.webp MATK Lv.2 (310989) or 310985.webp S.MATK Lv.2 (310985)
Armor +0 to +10 15186.webp Kafra Uniform [1] (15186)
or
+9 450042.webp Noblesse Psychic Robe [1] (450042)
or
+9 450112.webp Grace Psychic Robe [1] (450112)
or
+11 to +12 450128.webp Automatic Armor Type B [1] (450128)
or
+11 to +12 450178.webp Grey Wolf Robe [1] (450178)

  • Kafra Uniform is dropped by Nightmare Golem or purchased from vendors in the market.
  • Can be enchanted with 23175.webp Uniform Repair Kit (23175) , bought from NPC Muzaszir (gem_market 169, 209) at Market (@go 37).
    • 1st line: Indestructible in battle
    • 2nd line: Any of the raw stats
  • Noblesse Psychic Robe can be bought with 10 6919.webp Token of Honor (6919) at Prontera Central Palace from the NPC Quartermaster (prt_cas 167, 259).
  • Grace Psychic Robe can be bought with 20 25669.webp Unknown Parts (25669) at Cor (@go cor) from the NPC Sentinel (sp_cor 117, 130).
    • Refine the robe to +9 using the 100130.webp Grace Refine Ticket (100130) , which costs 20 25723.webp Cor Core (25723) .
    • You can farm Unknown Parts and Cor Cores at Rudus Flr. 2 (sp_rudus2 185, 258) or you can buy them from vendors.
    • Can be enchanted using 100138.webp Grace Magical Modification Permit (Armor) (100138) for 10 Unknown Parts. For the list of possible enchants, check this page.
  • Automatic Armor Type B is reformed from a +9 15377.webp Illusion Armor Type B [1] (15377) . NPC Yeonchong (ba_in01 85, 383) is located inside the Restaurant Building of Varmundt's Mansion (@go 47) and he will reform the armor for you but will require 900 pcs. 1000103.webp Varmeal Ticket (1000103) .
    • Enchanted with 310143.webp Automatic Orb (Shadow Spell) (310143) , 310100.webp Automatic Modification Orb (Magic Power) (310100) , and 310100.webp Automatic Modification Orb (Magic Power) (310100) , or 310110.webp Automatic Modification Orb (After Cast Delay) (310110) .
    • Can be refined straight to +11 using 100252.webp Automatic Reinforcement Cube (100252) , bought from NPC Cube Lane (ba_in01 85, 376) at Varmundt's Garden (@go 47) for 30m zeny each or by using Armor Weapon Tickets instead.
  • Grey Wolf Robe enchanted with 310532.webp Wolf Orb (Shadow Spell) (310532) , 310515.webp Wolf Orb (After Cast Delay) (310515) or 310510.webp Wolf Orb (Mage) Lv.3 (310510) , and 310507.webp Wolf Orb (Mage) Lv.2 (310507) .
Level Requirements
  • Level 100: Noblesse Psychic Robe
  • Level 150: Grace Psychic Robe
  • Level 160: Automatic Armor Type B
  • Level 190: Grey Wolf Robe
Weapon +11 26118.webp Shadow Staff [2] (26118)
or
+11 550012.webp Patent Shadow Staff [2] (550012)
or
+10 to +12 550030.webp Illusion Thorny Staff of Darkness [2] (550030)

  • Shadow Staff is contained in 23806.webp Ancient Hero's Weapon Box (23806) , which is a reward obtained for completing Bioresearch Laboratory, exchanged with 50009.webp Instance Coin (50009) to NPC Doil (main_office 124, 48) in the 1st Floor of Main Office (@go 15), or exchanged with 732.webp 3carat Diamond (732) at Kachua for a chance to drop.
  • Patent Shadow Staff needs to be reformed from a +7 and above 26118.webp Shadow Staff . A 100753.webp Patent Ancient Hero's Cube (100753) is needed to reform the Shadow Staff which can be obtained from the MVP in Bioresearch Laboratory, or exchanged with 50009.webp Instance Coin (50009) to NPC Doil (main_office 124, 48) in the 1st Floor of Main Office (@go 15).
    • Can be enchanted using 100413.webp Great Hero's Wisdom (100413) , obtained by exchanging 100025.webp Ancient Hero Wisdom (100025) to NPC Muzaszir (gem_market 168, 209) at Market (@go 37), or by opening 100706.webp Ancient Hero's Will (100706) that can be dropped from the MVP in Bioresearch Laboratory, or exchanged with 50009.webp Instance Coin (50009) to NPC Doil (main_office 124, 48) in the 1st Floor of Main Office (@go 15).
    • Can be refined using Armor Weapon Tickets, exchanged with NPC Red Hugo (paramk 59, 100) at Eden Market (@go 40).
  • Illusion Thorny Staff of Darkness (ITSoD) is obtained from Illusion of Twins. Can be enchanted with 100004.webp Fantasy Resonance Stone at Dawn (100004) .
    • ITSoD combos with 19428.webp Illusion Morpheus's Hood to give various effects that scale with the sum of their total refine level, including 0.5s FCT reduction when the entire set's sum is refined to +22.
    • ITSoD on its own gives some ACD% and MDef pierce that is additive to your free Paradise Shadow Gears. When ITSoD is refined to +11, that is already equivalent to 15% ACD and 83% MDef pierce (with the Paradise Shadow Gears).
    • Can be refined using the 100699.webp Twins Refinement Box (100699) , dropped by monsters at Illusion of Twins.
  • Shadow Staff, Patent Shadow Staff, and ITSoD will be carded with the following combo:
    • 300124.webp Blue Pitaya Card (300124) & 27384.webp Mutating White Knight Card (27384)
    • 300124.webp Blue Pitaya Card (300124) & 300442.webp Deadsera Card (300442)
    • Collectively known as the 17.2 Card set, Blue Pitaya Card will remain a staple and will work as a set with 300081.webp Research Assistant Bot Card and 300104.webp Bookworm Card to give you tons of 2449.webp Psychic Wave and 2447.webp Diamond Dust skill modifiers for these two (2) skills will be your main skills to level up as a Sorcerer.
  • In my opinion, it's better to use the Shadow Staves for leveling because they both reduce PW's CD by 1 second. Combine them with 25419.webp Professor Stone (Low) (25419) + 25420.webp Sorcerer Stone (Garment) (25420) to reduce PW's by another 2 seconds and at that point PW is pretty spammy. However, ITSoD is still a viable option and could be used if you don't want to over invest on the Shadow Staves.
Level Requirements
  • Level 100: Shadow Staff
  • Level 120: Illusion Thorny Staff of Darkness
  • Level 150: Patent Shadow Staff
Shield +0 to +10 2195.webp Lian Shield [1] (2195)
or
+9 to +10 460018.webp Illusion Silver Guard [1] (460018)

  • 27385.webp Mutating Khalitzburg Card (27385)

  • Lian Shield is obtained from Royal Hunting as one of the rewards from 9932.webp Royal Secret Box (9932) .
    • A variety of EXP shields are available to choose from such as 2158.webp Lamor Shield [1] (2158) and 2174.webp Lumiere Shield [1] (2174) . Buy whichever is more affordable in the market.
  • Illusion Silver Guard can be refined using the 100699.webp Twins Refinement Box (100699) , dropped by monsters at Illusion of Twins.
    • Enchanted with 29001.webp Rune of Intellect Lv2 (29001) and 29001.webp Rune of Intellect Lv2 (29001) .
    • Use this shield in place of EXP shields when you need VCT% for instant cast.
Level Requirement
  • Level 120: Illusion Silver Guard
Garment +10 to +14 20802.webp Teleport Amistr Bag [1] (20802)
or
+9 480014.webp Noblesse Magic Manteau [1] (480014)
or
+9 480019.webp Grace Magic Manteau [1] (480019)
or
+11 480125.webp Convertible Magical Wing [1] (480125)

  • 27167.webp Faceworm Larva Card (27167)
  • 300123.webp Purple Pitaya Card (300123)
  • 300424.webp Friedrich S. Heine Card (300424)
  • 300521.webp Yordos Investigator Card (300521)
  • 27381.webp [MVP] Phantom of Himmelmez Card (27381)
  • 27362.webp [MVP] Polluted Queen Spider Card (27362)

  • Teleport Amistr Bag obtained from 23107.webp Amistr Box (23107) as one of the possible rewards.
    • Even refines gives additional +1% EXP gain and +1% increase drop rate; at +14 this garment will give a total of 7% EXP gain and increase drop rate.
  • Noblesse Magic Manteau can be bought with 10 6919.webp Token of Honor (6919) at Prontera Central Palace from the NPC Quartermaster (prt_cas 167, 259).
  • Grace Magic Manteau can be bought with 20 25669.webp Unknown Parts (25669) at Cor (@go cor) from the NPC Sentinel (sp_cor 117, 130).
    • Refine the robe to +9 using the 100130.webp Grace Refine Ticket (100130) , which costs 20 25723.webp Cor Core (25723) .
    • You can farm Unknown Parts and Cor Cores at Rudus Flr. 2 (sp_rudus2 185, 258) or you can buy them from vendors.
    • Can be enchanted using 100134.webp Grace Magical Modification Permit (Garment) (100134) for 10 Unknown Parts. For the list of possible enchants, check this page.
  • Convertible Magical Wing needs to be crafted.
Level Requirements
  • Level 100: Noblesse Magic Manteau
  • Level 150: Grace Magic Manteau & Convertible Magical Wing
Shoe +0 to +10 22101.webp Angel Poring Boots [1] (22101)
or
+10 22009.webp Temporal INT Boots [1] (22009)
or
+10 22008.webp Temporal DEX Boots [1] (22008)
or
+9 470017.webp Noblesse Magic Boots [1] (470017)
or
+9 470021.webp Grace Magic Boots [1] (470021)
or
+11 470023.webp Automatic Leg Type B [1] (470023)

  • 300081.webp Research Assistant Bot Card (300081)
  • 4658.webp Nightmare Verit Card (4658)
  • 300458.webp Icewind Card (300458)
  • 300221.webp Tumblering Card (300221)
  • 300121.webp Boiling Water Marc Card (300121)

  • Angel Poring Boots is obtained from Poring Village instance, dropped by the MVP King Poring.
  • Enchanted with 29149.webp Pisces Stone (29149) , 29150.webp Capricorn Stone (29150) , or 29151.webp Aquarius Stone (29151) .
    • For more info about the enchants, check this page.
  • Temporal DEX/INT Boots are both obtained from Old Glast Heim instance. They will be enchanted with 4876.webp Runaway Magic (4876) and 4826.webp Spell Lv5 (4826) . For more info about the enchanting process, check this page.
    • Temporal INT is desired for its huge raw power, while Temporal DEX is sought after for its utility by reducing your FCT by 0.5 second (2449.webp Psychic Wave needs 0.6 second while 2446.webp Earth Grave needs 1 second; 2447.webp Diamond Dust is all VCT and doesn't require FCT). Both boots can be worn as early as Level 99, and actually gives the best damage boost to all your Sorcerer skills once 4876.webp Runaway Magic gets proced.
    • Can be refined using Armor Weapon Tickets, exchanged with NPC Red Hugo (paramk 59, 100) at Eden Market (@go 40).
  • Noblesse Magic Boots can be bought with 10 6919.webp Token of Honor (6919) at Prontera Central Palace from the NPC Quartermaster (prt_cas 167, 259).
  • Grace Magic Boots can be bought with 20 25669.webp Unknown Parts (25669) at Cor (@go cor) from the NPC Sentinel (sp_cor 117, 130).
    • Refine the boots to +9 using the 100130.webp Grace Refine Ticket (100130) , which costs 20 25723.webp Cor Core (25723) .
    • You can farm Unknown Parts and Cor Cores at Rudus Flr. 2 (sp_rudus2 185, 258) or you can buy them from vendors.
  • Automatic Leg Type B is reformed from a +9 22197.webp Illusion Leg Type B [1] (22197) . NPC Yeonchong (ba_in01 85, 383) is located inside the Restaurant Building of Varmundt's Mansion (@go 47) and he will reform the boots for you but will require 900 pcs. 1000103.webp Varmeal Ticket (1000103) .
    • Enchanted with 310122.webp Automatic Orb (Spell Buster) (310122) , 310126.webp Automatic Orb (Lucky Strike) (310126) , and 310111.webp Automatic Modification Orb (Fixed Casting) (310111) .
    • Automatic Leg gives the second best damage boost to all your Sorcerer skills when 310122.webp Automatic Orb (Spell Buster) procs. Advantage of Automatic Leg over Temporal Boots is it can be enchanted with 310122.webp Automatic Orb (Lucky Strike) as well which can be of some use 'til 4th Jobs since INT won't be as impactful anymore on your 4th Job EM skills as compared to 3rd Job Sorcerer skills. 310111.webp Automatic Modification Orb (Fixed Casting) will also come in handy because your 4th Job skills will require at least 1.5 seconds FCT reduction.
    • Can be refined straight to +11 using 100252.webp Automatic Reinforcement Cube (100252) , bought from NPC Cube Lane (ba_in01 85, 376) at Varmundt's Garden (@go 47) for 30m zeny each or by using Armor Weapon Tickets instead.
  • Collectively known as the 17.2 Card set, 300081.webp Research Assistant Bot Card will work as a set with 300124.webp Blue Pitaya Card and 300104.webp Bookworm Card to give you tons of 2449.webp Psychic Wave and 2447.webp Diamond Dust skill modifiers for these two (2) skills will be your main skills to level up as a Sorcerer.
Level Requirements
  • Level 99: Temporal DEX/INT Boots
  • Level 100: Noblesse Magic Boots
  • Level 150: Grace Magic Boots
  • Level 160: Automatic Leg Type B
Accessory (Right) 490374.webp Sea Otter Mini Fan-LT [1] (490374)

  • 300104.webp Bookworm Card (300104)
  • 4486.webp Sealed Beelzebub Card (4486)
  • 4145.webp [MVP] Beelzebub Card (4145)

  • Needs to be reformed from a 28439.webp Seal Mini Fan . Item Reformer NPC Whoopi (grademk 49, 169) is located at Equipment Enhancement Room (@go 50).
  • Can be enchanted using 102344.webp Fan Modification Kit EX (102344) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each
  • Enchanted with any of the following:
    • 1st line: MAtk% + 1~5% or any enchants of your choice.
    • 2nd line: MAtk% + 1~5% or any enchants of your choice.
    • 3rd line: +5% EXP gain from all race monsters.
  • Collectively known as the 17.2 Card set, 300104.webp Bookworm Card will work as a set with 300124.webp Blue Pitaya Card and 300081.webp Research Assistant Bot Card to give you tons of 2449.webp Psychic Wave and 2447.webp Diamond Dust skill modifiers for these two (2) skills will be your main skills to level up as a Sorcerer.
Level Requirement
  • Level 100: Sea Otter Mini Fan-LT
Accessory (Left) 490375.webp Fur Seal Mini Fan-LT [1] (490375)

  • 300364.webp Calmaring Card (300364)
  • 300218.webp Ashhopper Card (300218)
  • 4486.webp Sealed Beelzebub Card (4486)
  • 4145.webp [MVP] Beelzebub Card (4145)

  • Needs to be reformed from a 28440.webp Seal Mini Fan . Item Reformer NPC Whoopi (grademk 49, 169) is located at Equipment Enhancement Room (@go 50).
  • Can be enchanted using 102344.webp Fan Modification Kit EX (102344) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each
  • Enchanted with any of the following:
    • 1st line: MAtk% + 1~5% or any enchants of your choice.
    • 2nd line: MAtk% + 1~5% or any enchants of your choice.
    • 3rd line: +5% EXP gain from all race monsters.
Level Requirement
  • Level 100: Fur Seal Mini Fan-LT

Your leveling routine for Levels 100-200 is very much identical with x50 Experience Rate. You can always follow the pointers and guidance I have shared in the earlier sections regarding Leveling as a Sorcerer. They are still applicable for leveling up your Sorcerer on a x1 Experience Rate. The dungeons you will frequent for each level stages are also provided here. The gears you will use and their level requirements are also provided in the table above. I have compiled all of them into a table for convenience and accessibility. I've also mentioned which enchants to go for, where you can farm them, or if they need to be crafted first. Upon a successful job change to Sorcerer and once you are Level 100, you can finally start accepting Dailies by talking to NPC Roxanne (Daily Hunts) (moc_para01 50, 23) inside Eden (@go eden). Daily Hunt turn-in quests are also available at the Main Office (main_office 123, 36) (@go main), but it is more convenient to turn-in your quests directly to Roxanne inside Eden since you can also turn-in your Eden Board quests if there are any.

In order to make your leveling grind as a Sorcerer bearable, I highly suggest you use Sorcerer exclusive items that will either reduce the CD of your skills like Psychic Wave and Diamond Dust, cards and equipment that will boost the damage output of your x1 character so you can level up faster. We all want to ease the suffering of leveling up as a Sorcerer and you can only do that if you follow the set of gears I have listed. Think of it this way: sacrificing some of your EXP gears in favor of Sorcerer progression gears won't slow you down, it will slow you down even more the moment you can't kill the mobs fast enough, so better to run the right gears on your Sorcerer. That being said, I encourage you to use the shadow staves Shadow Staff [2] (26118) + Patent Shadow Staff [2] (550012) , the costume enchant stones Professor Stone (Low) (25419) + Sorcerer Stone (Garment) (25420) , and the shadow gears Sorcerer Shadow Weapon (24297) or Sorcerer Shadow Shield (24310) . The sooner you get to equip a Temporal DEX Boots or Temporal INT Boots with Runaway Magic at Level 99 or even an Automatic Leg Type B with the enchant Automatic Orb (Spell Buster) at Level 160, the stronger your hunting capabilities become due to Sorcerer skills benefitting so much from INT.

Your main partner Elemental to use as a Sorcerer is either Lil' Ms. Aqua or baby Ventus. If you don't mind consuming a Guyak Pudding (12710) , I suggest you summon Adolescent Aqua, place her on Level 1 Elemental Control (Passive Mode), and she will endow the property of your Psychic Wave skill to the Water property as well as boosting the damage output of Diamond Dust. By endowing your PW to Water, both your main damaging skills PW and DD will benefit simultaneously from cards like Blue Pitaya Card (300124) . Collectively known as the 17.2 Card set, Blue Pitaya Card will remain a staple and will work as a set with Research Assistant Bot Card and Bookworm Card to give you tons of Psychic Wave and Diamond Dust skill modifiers for these two (2) skills will be your main skills to level up as a Sorcerer. Running full Water set-up brings back a lot of memories during the 3rd Job era where Sorcerer has been famously known as a Water Mage. However, if you prefer survivability over offense, you can summon Child Ventus instead and place her on Level 2 Elemental Control (Defensive Mode) for her free Guyak Pudding (12710) + 50% FLEE Rate. There will be places where Ventus is more ideal to use than Aqua just like in Illusion of Frozen. You don't want to endow your PW to Water here and leaving it on Neutral or endowing it to Wind are smarter options.

Leveling as an Elemental Master (200-275)

Type Item Card Enchants and Notes
Upper

+10 to +14 19136.webp Spirit of Chung E [1] (19136)
or
+0 to +12 19157.webp Drooping Gunslinger [1] (19157)
or
+11 19428.webp Illusion Morpheus's Hood [1] (19428)
or
+12 [B] 400154.webp Survival Circlet-LT [1] (400154)
or
+9 to +10 [C/A] 400111.webp Vesper Headgear [1] (400111)
or
+12 to +15 [A] 400536.webp Time Dimensions Rune Crown (Elemental Master) [1] (400536)
or
+12 to +15 [A] 400724.webp Yorscalp Crown of Judgment [1] (400724)

  • 4366.webp Katrinn Card (4366)
  • 300456.webp Icewind Egg Card (300456)
  • 300377.webp [MVP] Ultra Limacina Card (300377)
  • 4556.webp [MVP] Fenrir Card (4556)
  • 300560.webp [MVP] Nightmare Piamette Card (300560)

  • Spirit of Chung E and Drooping Gunslinger are both crafted from NPC Jewy (m_crafting 47, 109).
    • Spirit of Chung E can be enchanted by talking to NPC Slotty (gem_market 144, 194, ) at Market (@go 37).
      • For a list of possible enchants, refer to this page.
    • Even refines on Spirit of Chung E gives additional +1% EXP gain and +1% increase drop rate; at +14 this headgear will give a total of 7% EXP gain and increase drop rate.
    • Drooping Gunslinger only gives 5% EXP gain and increase drop rate but it is easier to make and a much cheaper option when you can't craft nor buy Spirit of Chung E yet.
  • Illusion Morpheus's Hood is obtained from Illusion of Labyrinth.
    • Can be refined using the 100423.webp Labyrinth Refinement Box (100423) , dropped by monsters at Illusion of Labyrinth.
    • Enchanted with 29001.webp Rune of Intellect Lv2 (29001) and 29001.webp Rune of Intellect Lv2 (29001) .
    • It combos with 550030.webp ITSoD to give various effects that scale with the sum of their total refine level, including 0.5s FCT reduction when the entire set's sum is refined to +22.
  • Survival Circlet-LT is reformed from a +9 and above 19266.webp Survival Circlet [1] (19266) . Unreformed Survival Circlet is crafted by NPC Jewy (m_crafting 47, 109), located at Equipment Workshop (@go 59).
  • You will need to craft Vesper Headgear.
    • Can be refined using the 50052.webp MVP Equip Refine Hammer (50052) .
  • Time Dimensions Rune Crown enchanted with 312763.webp Magic Essence Jewel Lv5 (312763) , 312766.webp Magic Essence Jewel Lv8 (312766) , 312718.webp Time Dimension Jewel (Wisdom) Lv3 (312718) or 312700.webp Time Dimension Jewel (Agility) Lv3 (312700) , and any of the raw stats.
  • Yorscalp Crown of Judgment enchanted with 313427.webp Warrant of Bailiff (313427) , 313417.webp Smart of Yorscalp Lv4 (313417) or 313421.webp Speed of Yorscalp Lv4 (313421) or 313413.webp Intelligence of Yorscalp Lv4 (313413) or 313425.webp Defense of Yorscalp Lv4 (313425) , and 4714.webp INT+5 (4714) or any of the raw stats.
Level Requirements
  • Level 130: Illusion Morpheus's Hood
  • Level 150: Survival Circlet-LT
  • Level 240: Vesper Headgear
  • Level 250: Time Dimensions Rune Crown & Yorscalp Crown of Judgment
Middle

19117.webp Poring Sunglasses (19117)
or
19118.webp Poring Sunglasses+ [1] (19118)
or
410013.webp EXP Advisor [1] (410013)

  • 4169.webp Dark Illusion Card (4169)
  • 4403.webp [MVP] Kiel Card (4403)
  • 4480.webp Sealed Kiel Card (4480)
  • 27396.webp Isaac Wigner Card (27396)

  • Poring Sunglasses are obtained from Poring Village Instance, dropped by the MVP King Poring.
    • Slotted version of Poring Sunglasses is used if you need the extra utility of ACD from 27396.webp Isaac Wigner Card , 4403.webp (MVP) Kiel Card / 4480.webp Sealed Kiel Card or the extra VCT% that 4169.webp Dark Illusion Card imparts so you can easily reach instant cast with your skills.
  • EXP Advisor needs to be crafted. NPC Roby (m_crafting 55, 120) is located at Equipment Workshop (@go 59). Can be enchanted with 100710.webp EXP Overclocker (100710) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each
    • Enchanted with:
      • 1st line: +7% EXP gain from all race monsters.
      • 2nd line: +7% EXP gain from all race monsters.
Lower 19095.webp Happy Balloon (19095)
or
19146.webp Marin Balloon (19146)
N/A
  • Happy Balloon is obtained from Slot Machine as one of the rewards from the 41006.webp Lucky Chests (41006) .
    • The advantage of Happy Balloon is the 5% more increase in drop rate, but in terms of %EXP gain the Poring Family Balloons give higher value.
  • Poring Family Balloons such as 19146.webp Marin Balloon (19146) and 19143.webp Poring Balloon (19143) give the most amount of %EXP gain when enchanted with 311004.webp Blessing of Rune Midgarts . With this enchant, Poring Balloons give a total of 10% EXP from all monsters.
    • Contained in the 23135.webp Poring Capsule (23135) which is obtained from the Wave Mode Instance.
    • Can be enchanted using 1000874.webp Enchant Ticket (1000874) by talking to NPC Azzam the Lucky (grademk 46, 182) at the Equipment Enhancement Room (@go 50). For more info, check this link.
      • 3rd slot: 311004.webp Blessing of Rune Midgarts (311004)
      • 4th slot: 310989.webp MATK Lv.2 (310989) or 310985.webp S.MATK Lv.2 (310985)
Armor +0 to +10 15186.webp Kafra Uniform [1] (15186)
or
+11 to +12 450178.webp Grey Wolf Robe [1] (450178)
or
+12 to 15 [A] 450173.webp Nebula Robe of Spell [1] (450173)

  • 300472.webp [MVP] Demigod Lasgand Card (300472)
  • 300665.webp The Chief Knight of Abyss Card (300665)
  • 300529.webp Yortus Conjurator Card (300529)
  • 300376.webp Two Eyes Dollocaris (300376)

  • Kafra Uniform dropped by Nightmare Golem or purchased from vendors in the market.
  • Can be enchanted with 23175.webp Uniform Repair Kit (23175) , bought from NPC Muzaszir (gem_market 169, 209) at Market (@go 37).
    • 1st line: Indestructible in battle
    • 2nd line: Any of the raw stats
  • Grey Wolf Robe enchanted with 310532.webp Wolf Orb (Shadow Spell) (310532) , 310515.webp Wolf Orb (After Cast Delay) (310515) or 310510.webp Wolf Orb (Mage) Lv.3 (310510) , and 310507.webp Wolf Orb (Mage) Lv.2 (310507) .
  • Nebula Robe of Spell enchanted with 310688.webp Star Cluster of Spell Lv.3 (310688) , 310738.webp Nebula of Spell Lv.3 (310738) , and 4714.webp INT+5 (4714) .
    • For more info on how to enchant, check this page.
Level Requirements
  • Level 190: Grey Wolf Robe
  • Level 240: Nebula Robe of Spell
Weapon +11 550012.webp Patent Shadow Staff [2] (550012)
or
+10 to +12 550030.webp Illusion Thorny Staff of Darkness [2] (550030)
or
+9 540049.webp Glacier Book (540049)
or
+12 to +15 [A] 540056.webp Dim Glacier Book [1] (540056)
or
+12 [A] 540079.webp Dimensions Elemental Magic Book [2] (540079)
or
+12 [A] 540080.webp Dimensions Elemental Spell Book [2] (540080)
or
+12 to +15 [A] 540114.webp Elemental Spirits [2] (540114)

  • Patent Shadow Staff needs to be reformed from a +7 and above 26118.webp Shadow Staff . A 100753.webp Patent Ancient Hero's Cube (100753) is needed to reform the Shadow Staff which can be obtained from the MVP in Bioresearch Laboratory, or exchanged with 50009.webp Instance Coin (50009) to NPC Doil (main_office 124, 48) in the 1st Floor of Main Office (@go 15).
    • Can be enchanted using 100413.webp Great Hero's Wisdom (100413) , obtained by exchanging 100025.webp Ancient Hero Wisdom (100025) to NPC Muzaszir (gem_market 168, 209) at Market (@go 37), or by opening 100706.webp Ancient Hero's Will (100706) that can be dropped from the MVP in Bioresearch Laboratory, or exchanged with 50009.webp Instance Coin (50009) to NPC Doil (main_office 124, 48) in the 1st Floor of Main Office (@go 15).
    • Can be refined using Armor Weapon Tickets, exchanged with NPC Red Hugo (paramk 59, 100) at Eden Market (@go 40).
  • Illusion Thorny Staff of Darkness (ITSoD) is obtained from Illusion of Twins. Can be enchanted with 100004.webp Fantasy Resonance Stone at Dawn (100004) .
    • ITSoD combos with 19428.webp Illusion Morpheus's Hood to give various effects that scale with the sum of their total refine level, including 0.5s FCT reduction when the entire set's sum is refined to +22.
    • ITSoD on its own gives some ACD% and MDef pierce that is additive to your free Paradise Shadow Gears. When ITSoD is refined to +11, that is already equivalent to 15% ACD and 83% MDef pierce (with the Paradise Shadow Gears).
    • Can be refined using the 100699.webp Twins Refinement Box (100699) , dropped by monsters at Illusion of Twins.
  • Patent Shadow Staff and ITSoD can be carded with the following combo:
    • 27384.webp Mutating White Knight Card (27384) & 27384.webp Mutating White Knight Card (27384)
    • 27384.webp Mutating White Knight Card (27384) & 300442.webp Deadsera Card (300442)
    • 300442.webp Deadsera Card (300442) & 300442.webp Deadsera Card (300442)
  • Glacier Book enchanted with 311353.webp Glacier Flower Spell (Magical-Element) (311353) , 311351.webp Glacier Flower Spell (Magical-Size) (311351) , 311349.webp Glacier Flower Spell (Magical-Race) (311349) , and 311349.webp Glacier Flower Spell (Magical-Race) (311349) .
  • Dim Glacier Book will be enchanted with:
    • 2nd slot: 311458.webp Glacier Flower Spell (Magical Grade) Lv5 (311458) ,
    • 3rd slot: 311296.webp Glacier Flower Spell (Conflagration) (311296) or 311299.webp Glacier Flower Spell (Venom Swamp) (311299)
    • 4th slot: 311296.webp Glacier Flower Spell (Conflagration) (311296) , 311299.webp Glacier Flower Spell (Venom Swamp) (311299) , or 311225.webp Glacier Flower Spell (Psychic Wave) (311225) .
    • For more info on how to make and enchant a Dim Glacier weapon, refer to this page.
    • Only has one (1) card slot so choose any of the available cards that will fit your build.
  • For a list of possible enchants on your Dimensional Books, refer to this. Enchants of your choice will vary depending on your needs, and the race/elemental property of the mobs you're going to prioritize.
  • Elemental Spirits needs to be reformed from a +10 540109.webp Encroached Book [2] (540109) . A 105420.webp Dimensional Tuning (Elemental Spirits) (105420) , alongside the required materials, will be needed to reform the book.
  • For a list of possible enchants on Elemental Spirits, refer to this. Enchants will vary on your RNG luck, needs, and the element you want to prioritize the most. I have explained in details which set of enchants will fit in different situations in the Frequently Asked Questions (FAQs) section of the guide; kindly check it if you are unsure.
  • Dimensions Books and Elemental Spirits can be carded with the following combo:
    • 300662.webp Shadiest Card (300662) & 300660.webp Lunarina Card (300660)
    • 300662.webp Shadiest Card (300662) & 27384.webp Mutating White Knight Card (27384)
    • 300662.webp Shadiest Card (300662) & 300455.webp Copo Card (300455)
    • 300660.webp Lunarina Card (300660) & 27384.webp Mutating White Knight Card (27384)
    • 300660.webp Lunarina Card (300660) & 300455.webp Copo Card (300455)
    • Specifically for Elemental Spirits, 300594.webp Ilse El Heine Card (300594) will be equipped in place of Lunarina and Shadiest cards and is the preferred choice when your headgear is 400724.webp Yorscalp Crown of Judgment to maximize the 5373.webp Terra Drive and 5370.webp Lightning Land skill modifiers from Yorscalp.
  • If Dimensions Elemental Spell Book is your main weapon, you may replace either Shadiest Card, Lunarina Card, Copo Card or Mutating White Knight Card with 300594.webp Ilse El Heine Card for more skill modifiers for your 5370.webp Lightning Land and 5373.webp Terra Drive (+15% LL/TD mods when weapon is refined to +15).
Level Requirements
  • Level 120: Illusion Thorny Staff of Darkness
  • Level 150: Patent Shadow Staff
  • Level 210: Glacier Book
  • Level 230: Dim Glacier Book
  • Level 250: Dimensions Books
  • Level 265: Elemental Spirits
Shield +0 to +10 2195.webp Lian Shield [1] (2195)
or
+9 to +10 460018.webp Illusion Silver Guard [1] (460018)

  • 4128.webp [MVP] Golden Thief Bug Card (4128)
  • 300239.webp [MVP] Silent Maya Card (300239)
  • 27298.webp [MVP] Ancient Wootan Defender Card (27298)
  • 4636.webp [MVP] Bijou Card (4636)
  • 300275.webp Horror of Thanatos Card (300275)
  • 27385.webp Mutating Khalitzburg Card (27385)
  • 4253.webp Alice Card (4253)
  • 300379.webp Renovated Upper Rgan (300379)

  • Lian Shield is obtained from Royal Hunting as one of the rewards from 9932.webp Royal Secret Box (9932) .
    • A variety of EXP shields are available to choose from such as 2158.webp Lamor Shield [1] (2158) and 2174.webp Lumiere Shield [1] (2174) . Buy whichever is more affordable in the market.
  • Illusion Silver Guard can be refined using the 100699.webp Twins Refinement Box (100699) , dropped by monsters at Illusion of Twins.
    • Enchanted with 29001.webp Rune of Intellect Lv2 (29001) and 29001.webp Rune of Intellect Lv2 (29001) .
    • Use this shield in place of EXP shields when you need VCT% for instant cast.
Level Requirement
  • Level 120: Illusion Silver Guard
Garment +10 to +14 20802.webp Teleport Amistr Bag [1] (20802)
or
+11 480125.webp Convertible Magical Wing [1] (480125)
or
+9 to +10 [C/A] 480233.webp Death Rune Manteau [1] (480233)
or
+12 to +15 [A] 480351.webp Circulation of Life Autumn [1] (480351)

  • 27362.webp [MVP] Polluted Queen Spider Card (27362)
  • 300382.webp [MVP] Aquila Card (300382)
  • 300145.webp [MVP] Abysmal Witch Card (300145)
  • 4671.webp [MVP] Sorcerer Celia Card (4671)
  • 300424.webp Friedrich S. Heine Card (300424)
  • 300521.webp Yordos Investigator Card (300521)
  • 300522.webp Yordos Judge Card (300522)

  • Teleport Amistr Bag obtained from 23107.webp Amistr Box (23107) as one of the possible rewards.
    • Even refines gives additional +1% EXP gain and +1% increase drop rate; at +14 this garment will give a total of 7% EXP gain and increase drop rate.
  • Convertible Magical Wing needs to be crafted.
  • Death Rune Manteau enchanted with 310925.webp Spell of Varmundt Lv3 (310925) and 4714.webp INT+5 (4714) .
    • The 2nd enchant will vary depending on your needs, and elemental property of the mobs you're going to prioritize. For a list of possible enchants, refer to this.
    • Can be refined using the 101307.webp Varmundt Refine Hammer (101307) , exchanged with NPC MC HAMMER, found wandering about at Eden Market (@go 40).
  • Circulation of Life Autumn is reformed from a 480347.webp Manteau of Mystical Beast Autumn [1] (480347) .
    • Enchanted with 313018.webp Life of Autumn (Intelligence) (313018) , 312558.webp Magical Fruit Lv20 (312558) , and 312518.webp Magical Flower Lv5 (312518) .
      • For more info about purchasing, reforming, and enchanting the garment, check this page.
Level Requirements
  • Level 150: Convertible Magical Wing
  • Level 230: Death Rune Manteau
  • Level 250: Circulation of Life Autumn
Shoe +11 470023.webp Automatic Leg Type B [1] (470023)
or
+10 to +11 470088.webp Grey Wolf Shoes [1] (470088)
or
+12 [A] 470204.webp Moan of Corruption [1] (470204)
or
+12 to 15 [A] 470337.webp Dimension World Spell Shoes [1] (470337)

  • 300458.webp Icewind Card (300458)
  • 4658.webp Nightmare Verit Card (4658)
  • 300215.webp Volcaring Card (300215)
  • 300248.webp [MVP] Death Witch Card (300248)
  • 300262.webp [MVP] The One Card (300262)
  • 4441.webp [MVP] Falling Bishop Card (4441)
  • 300281.webp [MVP] R001 Bestia Card (300281)

  • Automatic Leg Type B is reformed from a +9 22197.webp Illusion Leg Type B [1] (22197) . NPC Yeonchong (ba_in01 85, 383) is located inside the Restaurant Building of Varmundt's Mansion (@go 47) and he will reform the boots for you but will require 900 pcs. 1000103.webp Varmeal Ticket (1000103) .
    • Enchanted with 310122.webp Automatic Orb (Spell Buster) (310122) , 310126.webp Automatic Orb (Lucky Strike) (310126) , and 310111.webp Automatic Modification Orb (Fixed Casting) (310111) .
    • Can be refined straight to +11 using 100252.webp Automatic Reinforcement Cube (100252) , bought from NPC Cube Lane (ba_in01 85, 376) at Varmundt's Garden (@go 47) for 30m zeny each or by using Armor Weapon Tickets instead.
  • Gray Wolf Shoes enchanted with 310610.webp Wolf Orb (Spell Buster) (310610) , 310602.webp Wolf Orb (Fixed Casting) Lv.3 (310602) , and 310599.webp Wolf Orb (Robust) Lv.3 (310599) .
  • Moan of Corruption can be refined using the 50052.webp MVP Equip Refine Hammer (50052) , exchanged with NPC MC HAMMER, found wandering about at Eden Market (@go 40).
  • Dimension World Spell Shoes will be enchanted with:
    • 2nd slot: 313920.webp Dimension World Crystal (Pride) (313920)
    • 3rd slot: Any of the elemental property damage modifiers of your choice.
    • 4th slot: Any of the racial damage modifiers of your choice.
    • For more info on how to enchant, check this page.
Level Requirements
  • Level 160: Automatic Leg Type B
  • Level 190: Grey Wolf Shoes
  • Level 240: Moan of Corruption
  • Level 260: Dimension World Spell Shoes
Accessory (Right) 490374.webp Sea Otter Mini Fan-LT [1] (490374)
or
490136.webp Spell Signet of Star [1] (490136)

  • 300469.webp Melibe Iceslug Card (300469)
  • 300464.webp Elite Rgan Warlock Card (300464)
  • 300652.webp Lobelia Card (300652)
  • 4486.webp Sealed Beelzebub Card (4486)
  • 4145.webp [MVP] Beelzebub Card (4145)
  • 300175.webp [MVP] Unidentified Creatures Card (300175)

  • Sea Otter Mini Fan-LT needs to be reformed from a 28439.webp Seal Mini Fan . Item Reformer NPC Whoopi (grademk 49, 169) is located at Equipment Enhancement Room (@go 50).
    • Can be enchanted using 102344.webp Fan Modification Kit EX (102344) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each
    • Enchanted with any of the following:
      • 1st line: MAtk% + 1~5% or any enchants of your choice.
      • 2nd line: MAtk% + 1~5% or any enchants of your choice.
      • 3rd line: +5% EXP gain from all race monsters.
  • Spell Signet of Star enchanted with 313038.webp Star Cluster of Intelligence Lv5 (313038) , 310711.webp Star of Spell Lv.5 (310711) , and 310711.webp Star of Spell Lv.5 (310711) .
    • For more info on how to enchant, check this page.
  • When in need of more VCT% and ACD%, Lobelia Card will pair with Tulip Card to give you 15% VCT and 7% ACD—though keep in mind you will lose damage by replacing either Melibe Iceslug Card or Elite Rgan Warlock Card.
  • If you're filthy rich, Sealed Beelzebub Card and Beelzebub Card can also provide 15% VCT and 30% VCT, respectively.
Level Requirements
  • Level 100: Sea Otter Mini Fan-LT
  • Level 240: Spell Signet of Star
Accessory (Left) 490375.webp Fur Seal Mini Fan-LT [1] (490375)
or
490485.webp Signet of Circulation Autumn [1] (490485)

  • Fur Seal Mini Fan-LT needs to be reformed from a 28440.webp Seal Mini Fan . Item Reformer NPC Whoopi (grademk 49, 169) is located at Equipment Enhancement Room (@go 50).
    • Can be enchanted using 102344.webp Fan Modification Kit EX (102344) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each
    • Enchanted with any of the following:
      • 1st line: MAtk% + 1~5% or any enchants of your choice.
      • 2nd line: MAtk% + 1~5% or any enchants of your choice.
      • 3rd line: +5% EXP gain from all race monsters.
  • Signet of Circulation Autumn enchanted with 312996.webp Signet of Spell Lv5 (312996) and 312981.webp Token of Life (312981) .
    • For more info about purchasing and enchanting the accessory, check this page.
  • When in need of more VCT% and ACD%, Tulip Card will pair with Lobelia Card to give you 15% VCT and 7% ACD—though keep in mind you will lose damage by replacing either Lava Toad Card or Cave Calmaring Card.
  • If you're filthy rich, Sealed Beelzebub Card and Beelzebub Card can also provide 15% VCT and 30% VCT, respectively.
Level Requirements
  • Level 100: Fur Seal Mini Fan-LT
  • Level 250: Signet of Circulation Autumn

Your leveling routine for Levels 200-275 is very much identical with x50 Experience Rate. You can always follow the pointers and guidance I have shared in the earlier sections regarding playstyle and proper skill rotations as an Elemental Master. The dungeons you will frequent for each level stages are also provided here. The gears you will use and their level requirements are also provided in the table above. I have compiled all of them into a table for convenience and accessibility. I've also mentioned which enchants to go for, where you can farm them, or if they need to be crafted first.

Much like with x50 Experience Rate, you will grind levels and you will finally start using your 4th Job skills with much more forgiving CDs, higher base MAtk%, and lower global delays. And since now you will be focusing on 4th Job skills, you can stop using your Sorcerer exclusive items like Professor Stone (Low) (25419) + Sorcerer Stone (Garment) (25420) , Sorcerer Shadow Weapon (24297) , and Sorcerer Shadow Shield (24310) and then replace them with Experience Stone (Garment) (1002404) , EXP Stone (Low) (25015) , EXP Stone (Top) (25171) , Exp Stone (Mid) (25141) , Experience Shadow Weapon (24770) , and Experience Shadow Shield (24683) for more EXP points gained. If you feel like you can't kill fast enough or having a hard time clearing mobs, don't hesitate to replace your EXP gears with damage gears and modifiers so that you can hunt better. Elemental Master in a field farming scenario is pretty straightforward with its playstyle wherein you will rotate skills, press 2 or 3 buttons, and then rinse and repeat. The only thing you will have to pay attention to I guess is which High Elementals is best used for each content and I've already specified that in the High Elemental section. Even for the dungeons section below, I've already highlighted which High Elementals to use for each dungeons. That pretty much sums up the x1 Experience Rate, and now it's up to you whether you would stop at Level 250 or keep climbing up higher to Level 275. I hope and pray you have a good time leveling up your characters and I wish you all the best of luck!

Shadow Gears

Type Item Enchants and Notes
Shadow Armor +10 24764.webp Lord Bearer's Shadow Armor (24764)
or
+10 24883.webp Full Spell Shadow Armor (24883)
or
+10 24981.webp Lightning Swamp Shadow Armor (24981)
  • Lord Bearer's Shadow Shoes and Lightning Swamp Shadow Armor can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
  • Full Spell Shadow Armor enchanted with 312664.webp S. Magic Power Lv5 (312664) and 4712.webp INT+3 (4712) or 4732.webp AGI+3 (4732) .
  • Lord Bearer's Shadow Armor will combo with 24763.webp Lord Bearer's Shadow Shoes to give you a permanent 8.webp Endure effect and some MaxHP% + 25%.
    • This is a personal favorite of mine when farming any dungeons that is not Varmundt's Biosphere Depth 2 since it prevents me from getting flinched by physical attacks which makes leveling and farming more efficient.
Level Requirement
  • Level 200: Full Spell Shadow Armor & Lightning Swamp Shadow Armor
Shadow Weapon +10 24770.webp Experience Shadow Weapon (24770)
or
+9 to +10 24297.webp Sorcerer Shadow Weapon (24297)
or
+10 24753.webp Magical Spell Shadow Weapon (24753)
or
+10 24792.webp Master Shadow Weapon (24792)
  • Experience Shadow Weapon and Magical Spell Shadow Weapon can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
  • Sorcerer Shadow Weapon can be enchanted using 23720.webp Shadow Random Option Thump Box (23720) .
    • Enchanted with MAtk + 3%.
  • Master Shadow Weapon can be enchanted with 1001253.webp Shadow Essence (1001253) by talking to NPC Azzam the Lucky (grademk 47, 181) in the Equipment Enhancement Room (@go 50).
Level Requirements
  • Level 99: Sorcerer Shadow Weapon
  • Level 200: Master Shadow Weapon
Shadow Shield +10 24683.webp Experience Shadow Shield (24683)
or
+9 to +10 24310.webp Sorcerer Shadow Shield (24310)
or
+10 24754.webp Magical Spell Shadow Shield (24754)
or
+10 24793.webp Master Shadow Shield (24793)
  • Experience Shadow Shield and Magical Spell Shadow Shield can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
  • Sorcerer Shadow Shield can be enchanted with 23720.webp Shadow Random Option Thump Box (23720) .
    • Enchanted with MAtk + 3%.
  • Master Shadow Shield can be enchanted with 1001253.webp Shadow Essence (1001253) by talking to NPC Azzam the Lucky (grademk 47, 181) in the Equipment Enhancement Room (@go 50).
Level Requirements
  • Level 99: Sorcerer Shadow Shield
  • Level 200: Master Shadow Shield
Shadow Shoe +10 24763.webp Lord Bearer's Shadow Shoes (24763)
or
+10 24884.webp Full Spell Shadow Shoes (24884)
or
+10 24982.webp Lightning Swamp Shadow Shoes (24982)
  • Lord Bearer's Shadow Shoes and Lightning Swamp Shadow Shoes can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
  • Full Spell Shadow Shoes enchanted with 312664.webp S. Magic Power Lv5 (312664) and 4712.webp INT+3 (4712) or 4732.webp AGI+3 (4732) .
  • Lord Bearer's Shadow Shoes will combo with 24764.webp Lord Bearer's Shadow Armor to give you a permanent 8.webp Endure effect and some MaxHP% + 25%.
    • This is a personal favorite of mine when farming any dungeons that is not Varmundt's Biosphere Depth 2 since it prevents me from getting flinched by physical attacks which makes leveling and farming more efficient.
Level Requirement
  • Level 200: Full Spell Shadow Shoes & Lightning Swamp Shadow Shoes
Shadow Earring (Right) +10 24665.webp Full Tempest Shadow Earring (24665)
or
+10 24979.webp Conflagrative Shadow Earring (24979)
  • Full Tempest Shadow Earring and Conflagrative Shadow Earring can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
Level Requirement
  • Level 200: Conflagrative Shadow Earring
Shadow Pendant (Left) +10 24668.webp Full Tempest Shadow Pendant (24668)
or
+10 24980.webp Conflagrative Shadow Pendant (24980)
  • Full Tempest Shadow Pendant and Conflagrative Shadow Pendant can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
Level Requirement
  • Level 200: Conflagrative Shadow Pendant

For more information regarding the listed Shadow Gears, check this page. For Shadow Gear enchanting, you can refer to this page or Choi's Guide to Magic.

The so-called Blue Shadow Gears such as Experience Shadow Weapon (24770) , Experience Shadow Shield (24683) , Full Tempest Shadow Earring (24665) , and Full Tempest Shadow Pendant (24668) can be worn without any level requirements. As soon as you create your x1 character, you can already wear them. For the shadow armor and shadow shoe slots, I went with the combo of Lord Bearer's Shadow Armor (24764) + Lord Bearer's Shadow Shoes (24763) just because I really like the permanent Endure effect. You can wear these choices up until you reach Level 99, then once you job change to Sorcerer I suggest you switch either your EXP Shadow Weapon or EXP Shadow Shield to a +9/+10 Sorcerer Shadow Weapon (24297) or +9/+10 Sorcerer Shadow Shield (24310) . You don't have to choose both, just pick one of the Sorcerer Shadow Gears. Personally, I picked Sorcerer Shadow Weapon to reduce Diamond Dust's CD by 4 seconds then revolved around my skill rotation between Psychic Wave and DD. If you prefer Earth Grave over DD then choose Sorcerer Shadow Shield instead, although you will miss out on the bonus skill modifiers for DD from the 17.2 Card set; and you will need at least 1 second FCT for EG while DD is all VCT and no FCT requirement. By doing these, I am left with 1 Sorcerer Shadow Gear and 1 EXP Shadow Gear.

As soon as you transition to Elemental Master, you can switch back to your EXP Shadow Gears again. If you are having a hard time killing monsters, you may switch your EXP Shadow Gears and Lord Bearer's to Trait Shadow Gears and Trait-Enhanced Shadow Gears comprising of Magical Spell Shadow Weapon (24753) , Magical Spell Shadow Shield (24754) , Full Spell Shadow Armor (24883) , and Full Spell Shadow Shoes (24884) or the Skill Master Shadow Gear if you already have them in your possession. What I did with mine was I used EXP Shadow Gears, Full Tempest, and Lord Bearer's for all hunting dungeons that are not Varmundt's Biosphere Depth 2. For farming Depth 2, I have a condition if I want to use EXP Shadow Gears and that is I should always upkeep the Unlimited Humming Voice from my Troubadour so that I can OHKO the mobs in Depth 2. Without this specific buff, I can't kill efficiently with EXP Shadow Gears and thus I started using my Skill Master Shadow Gears; yes, in case you're wondering, “Shouldn't you always have your performer slave for the Mr. Kim A Rich Man buff anyway?”, well in my case sometimes I don't like logging in a second account because it makes my turtle net sluggish and so I just log-in only 1 character; however if you have God-like connection, then by all means log-in 2 characters, equip your EXP Shadow Gears, and buff yourself with Humming Bird and Mr. Kim.

Costume Enchant Stones

Type Item Stone Notes
Upper Costume 19602.webp Any Upper Costume of your liking

  • EXP Stone (Top) will combo with EXP Stones (Mid/Low) and (Mid/Low/Garment) to gain 3% and 5% more EXP points gained by killing monsters, respectively.
  • Sorcerer Stone (Top) is needed for more FCT reduction to easily reach 1.5 seconds so you could cycle your 4th jobs AoE skills and 5380.webp Elemental Buster too.
Middle Costume 19603.webp Any Middle Costume of your liking

  • Exp Stone (Mid) will combo with EXP Stones (Top/Low) and (Top/Low/Garment) to gain 3% and 5% more EXP points gained by killing monsters, respectively.
  • Sorcerer Stone (Mid) is used for more PW damage and VCT% to help with instant casting.
Lower Costume 19604.webp Any Lower Costume of your liking

  • 25015.webp EXP Stone (Low) (25015)
  • 25419.webp Professor Stone (Low) (25419)

  • EXP Stone (Low) will combo with EXP Stones (Top/Mid) and (Top/Mid/Garment) to gain 3% and 5% more EXP points gained by killing monsters, respectively.
  • Professor Stone (Low) will combo with the Sorcerer Garment Stone to reduce PW's cooldown by 2 seconds.
Garment Costume 20506.webp Any Garment Costume of your liking

  • 1002404.webp Experience Stone (Garment) (1002404)
  • 25420.webp Sorcerer Stone (Garment) (25420)
  • 1001420.webp Elemental Master Stone (Garment) (1001420)
  • 1000921.webp Spell Stone (Dual) (1000921)
  • 1000675.webp Reload Stone (Dual) (1000675)

  • Experience Stone (Garment) will combo with EXP Stones (Top/Mid/Low) to gain 5% more EXP points gained by killing monsters.
  • Sorcerer Stone (Garment) gives PW modifiers and combos with Professor Stone (Low) to reduce PW's CD.
  • Elemental Master Stone (Garment) gives the most damage and combos with your Sorcerer Stones (Top/Mid/Low).
  • Reload Stone (Dual) for ACD% for a fluid skill rotation.
  • Spell Stone (Dual) for damage.

As early as a Novice, you can already socket the EXP costume enchant stones consisting of EXP Stone (Top) (25171) , Exp Stone (Mid) (25141) , EXP Stone (Low) (25015) , and Experience Stone (Garment) (1002404) to your costumes. Then once you get to Sorcerer, I advise you to switch your EXP stones to Sorcerer Stone (Top) (1000672) , Sorcerer Stone (Mid) (1000673) , Professor Stone (Low) (25419) , and Sorcerer Stone (Garment) (25420) . The combo that will reduce PW's CD is the Professor Stone (Low) and Sorcerer Stone (Garment), while Sorcerer Stones (Top/Mid) will give you 0.5 second FCT reduction and 10% VCT reduction to help you reach instant cast.

After you're done with 3rd Job leveling, you can immediately switch back to your much coveted EXP stones. If you feel like you are not killing fast enough or lacking with VCT or FCT then I suggest you use your costumes stones geared for that purpose such as Elemental Master Stone (Garment) (1001420) and all three of the Sorcerer Stones. Personally, I only switched the lower and garment stones to EXP when I did mine and left the rest as is, but like I said you do you.

Dungeons

Levels Dungeons Quests Notes
Board Daily
1-9
Hidden Dungeon Floor 1
  • No available turn-in quests.
  • The moment you warp to Hidden Dungeon, there should be some Poring (1002) for you to kill; if not, you can enter and exit the portals until you can see mobs that you can kill like Stainer (1174) or Pupa (1008) .
10-39
Anthell Dungeon Floor 1
  • No available turn-in quests.
  • Kill the stationary Ant Egg (1236) as well as the Deniro (1239) , Andre (1237) , Piere (1238) , and Vitata (1176) with your 17.webp Fire Ball.
40-79
Orc Dungeon Floors 1 & 2
✔️
  • Turn-in quests (only Board Quests) are available at Eden.
  • Kill Orc Zombie (3898) , Orc Skeleton (1152) , and Zenorc (1177) with your 17.webp Fire Ball.
80-89
Glast Heim Monastery Floor 1
✔️
  • Turn-in quests (only Board Quests) are available at Eden.
  • Kill Wraith (1192) and Evil Druid (1117) with your 17.webp Fire Ball.
90-99
Glast Heim Monastery Floor 2
✔️
  • Turn-in quests (only Board Quests) are available at Eden.
  • You will need to kill 10 Dark Priest (2283) and 1 Furious Dark Priest (2861) here before turning-in your quests. The Furious Dark Priest is enveloped with red color and yet it's still hard to track him due to the wide area of the map.
Veins Field 7 (right outside of the City Veins)
✔️
  • Turn-in quests (only Board Quests) are available at Eden.
  • Type @go veins and walk towards south to enter Veins Field 7 (ve_fild07 147, 366).
  • You can command your Cardinal to /memo Veins Field 7 and it will be saved for their 27.webp Warp Portal skill so you won't have to walk every time.
  • Kill Stapo (1784) , Drosera (1781) , and Muscipular (1780) with your 17.webp Fire Ball.
100-129
Illusion of Moonlight
✔️
  • Prior to Level 100, no Daily Hunt Quests are available. This stage marks the availability of Daily Hunt Quests.
  • Turn-in quests (only Daily Hunts) are available at Eden.
  • Kill all the mobs here with your Neutral/Water-endowed 2449.webp Psychic Wave and 2447.webp Diamond Dust skills.
120-129
Illusion of Frozen
✔️
  • Turn-in quests (only Daily Hunts) are available at Eden.
  • Kill all the mobs here with your Neutral/Wind-endowed 2449.webp Psychic Wave, 2454.webp Varetyr Spear, and 2446.webp Earth Grave skills.
130-149
Illusion of Vampire
✔️
  • Turn-in quests (only Daily Hunts) are available at Eden.
  • Kill all the mobs here with your Neutral/Water-endowed 2449.webp Psychic Wave and 2447.webp Diamond Dust skills.
150-159
Illusion of Teddy Bear
✔️
  • Turn-in quests (only Daily Hunts) are available at Eden.
  • Kill all the mobs here with your Neutral/Water-endowed 2449.webp Psychic Wave and 2447.webp Diamond Dust skills.
160-169
Illusion of Twins
✔️
  • Turn-in quests (only Daily Hunts) are available at Eden.
  • Kill all the mobs here with your Neutral/Water-endowed 2449.webp Psychic Wave and 2447.webp Diamond Dust skills.
170-179
Illusion of Labyrinth
✔️
  • Turn-in quests (only Daily Hunts) are available at Eden.
  • Kill all the mobs here with your Neutral/Water-endowed 2449.webp Psychic Wave and 2447.webp Diamond Dust skills.
180-189
Einbech Dungeon Floor 3
✔️
✔️
  • Turn-in quests (both Daily Hunts and Board Quests) are available at Eden.
  • Kill all the mobs here with your Water-endowed 2449.webp Psychic Wave and 2447.webp Diamond Dust skills.
  • Poisonous (20592) is Ghost 4 element and Neutral 2449.webp Psychic Wave will miss so endow your PW to Water.
  • If this is your first time to enter Einbech Dungeon Floor 3, you will need to walk your way towards the main entrance first, and after which you will gain access to the NPC Warper.
190-229
Abyss Lake Floor 4
✔️
✔️
  • Turn-in quests (both Daily Hunts and Board Quests) are available at Eden.
  • Kill all the mobs here with your Fire/Water-endowed 2449.webp Psychic Wave and 2447.webp Diamond Dust skills.
  • The moment you job change to Elemental Master, you may now start rotating and use your 4th job skills. Not sure how to properly rotate your skills? Don't worry, I got you! I've written it all down for you here~
  • Summon our buddy Ardor, and try to refrain from casting 5371.webp Venom Swamp and don't summon Serpens here since the mobs here are mostly Undead and Ghost/Shadow elements and they are immune and resists Poison, respectively.
  • Some players stay at Abyss Lake Floor 4 until Level 240 if they can't farm comfortably well in Amicitia Dungeon Floor 2. Abyss 4 will still be a good place to level up because of its Board and Daily quests, and you get to farm 25223.webp Eden Coin (25223) at the same time too.
230-239
Amicitia Dungeon Floor 2
✔️
  • Turn-in quests (only Daily Hunts) are available at Eden.
  • Use Poison element here and summon the malignant Serpens for this dungeon. Serpens will endow your 5380.webp Elemental Buster and 2449.webp Psychic Wave to the Poison element and he will boost the damage output of your 5371.webp Venom Swamp, so you can farm comfortably.
  • If it's your first time to go here, you will need to walk your way towards the main entrance. Type @go einbroch, walk and teleport towards the south gate, then travel further south once you're at the outskirts of Einbroch, and then interact with NPC Lara (ein_fild08 156, 96); after which you will have access to Amicitia via the NPC Warper. You will still have to walk and teleport inside Floor 1 before you can enter Floor 2 though or you can command your Cardinal to /memo Amicitia Floor 2 and it will be saved for their 27.webp Warp Portal skill so you won't have to walk every time.
240-249
Varmundt's Biosphere (Grass)
✔️
  • Turn-in quests (only Daily Hunts) are available at Eden or at the entrance at Varmundt's Biosphere A (use command @lw).
  • Use Fire element here and let our best friend Ardor aid us in leveling. Three (3) of the mobs here are Earth element, while the rest are Holy and Wind. Serpens would have been perfect here too but the Verdant Cornus (21548) is Holy 3 and would resist Poison.
  • A good place to level up and grind for zeny at the same time. Raw zeny value are high, and map is full of aggressive mobs. Consider popping a 12264.webp [Bound] Bubble Gum (12264) here.
  • You may also use the 4204.webp Mini Demon Card (4204) here for added EXP bonus, though you may not benefit from its other bonuses due to it adding physical attack bonuses. The monsters Verdant Cornus, Verdant Savage (21552) , and Verdant Hill Wind (21554) are all Brute race.
250-275
Unknown Blue Hole
  • No available turn-in quests.
  • Use Earth element here and let the stalwart Terremotus do all the heavy lifting leveling. Wind and Poison elements are not advisable to use here because some of the mobs here are Wind 2 and Poison 2 element. Earth element will hit all the mobs here.
  • Always swarmed with Leveling parties every time there is an EXP event. The EXP points are even shared and every party member's combined efforts make Unknown Blue Hole one of the best leveling areas for Levels 250-275.
  • If you cannot solo Depths 1 and 2, you can level up here with a party. Some parties bring in a dedicated 307.webp Mr. Kim A Rich Man performer slave and they will notify everybody in the party once it's time to rebuff again.
  • You may also use the 4245.webp Am Mut Card (4245) here for added EXP bonus, though you may not benefit from its other bonuses due to it adding physical attack bonuses. The monsters Diosa (22437) , Powerful Diosa (22442) , Guerrero (22434) , and Powerful Guerrero (22439) are all Demi-Human race.
Varmundt's Biosphere Depth
✔️
  • Turn-in quests (only Daily Hunts) are available at Eden or at the entrance at Varmundt's Biosphere A/B (use command @lw).
  • Among the three dungeons, this is my least preferred dungeon to level up not because it's bad but I don't really like the fact that you'll have to warp, walk, and teleport until you enter the main entrance to Depth 1.
Varmundt's Biosphere Depth 2
✔️
  • Turn-in quests (only Daily Hunts) are available at Eden or at the entrance of Depth Abyss (use command @lw).
  • Leave your 307.webp Mr. Kim A Rich Man performer slave inside the Depth Abyss entrance for easier rebuffing.
  • Tip: There is a portal in the middle of the dungeon and when you've completed your Kill Count quests and you're near the portal, sometimes it's a lot faster to interact with it instead of using the command @lw.
  • Summon the malignant Serpens for this dungeon.
  • My go-to every time I would make a x1 EM character. As an EM, we have the innate advantage of having access to the Poison element. Mobs here are made up of Fire, Water, Wind, and Earth properties with the exception of the Depth Morroc Incarnation (22259) which is a Shadow element. So long as you're properly geared, 5371.webp Venom Swamp will clear all corners fast and our Poison-endowed 5380.webp Elemental Buster will OHKO all the mobs here including the Depth Morroc Incarnation (if you enchant your Dimensions books with 311864.webp Varmundt's Crystal (Flame) Lv3 and 311934.webp Biosphere Gem (Vibra-rupt) enchants) even if you wear drop rate shoes like 22069.webp Lian Shoes , and not all classes can do this.
  • Besides grinding for levels here, you are killing two birds with one stone because you will also be farming for 41245.webp Dimension Weapon Box (41245) , 1001555.webp Abyss Magic Rune (1001555) , and 1001556.webp Time Dimension Magic Rune (1001556) . You can sell the boxes to NPCs for a good amount of raw zeny; use the runes for yourself or sell to players at very high values.
  • Mobs and turn-in quests in Depth 2 also give out the highest experience points.

The list of dungeons I have presented in the table above are the dungeons that I have frequent and worked best for me. I found these dungeons comfortable enough for my x1 EM character, and if you think there are places that suit you better then you can opt to skip some of the suggested ones I have given as these are more of a guideline.

One final tip and trick I'd like to share with you is once you've reached Base Level 99 and Job Level 50 as a Sage who is in the process of rebirthing, finish the Kill Count quests available from Orc Dungeons Floors 1 & 2, Glast Heim Monastery Floors 1 & 2, and Veins Field 7 but DO NOT turn them-in just yet; save them and once you've rebirthed to High Novice then to High Magician, this will be the perfect time to turn them all-in at once to the NPCs. By doing these shortcuts, you have expedited a huge chunk of your leveling grind from High Magician to Professor a little bit faster. Do not forget to open your 2nd Novice Battle Manual (7803) before Base Level 40 if you haven't done yet. Afterwards, you cannot retake the turn-in quests and you can only accept them again once you've meet the minimum required level.

Gear Progression

Generally, magical classes follow the same path of progression, and they only differ with their choice of weapon, and upper headgear. Choi has made a thorough guide for all things about a magical user's progression towards endgame and it is honestly commendable. In this guide, we'll be focusing more on the Elemental Master's side of progression with core gears that an EM would need for leveling during the early stages of the game to its mid game and then finally endgame. This section will also be told for the perspective of people new to the game and if this happens to be your 2nd or 3rd time to play a magic-based character then you can freely switch some of the gear recommendations per stages or skip that stage entirely. Furthermore, the entire scope of this gear progression section will fundamentally cover the autocast Elemental Buster build and other unique builds of the class will have their own separate sections.

The gears that will be listed under the early game section are those that will be used for early leveling. Early game gears will be divided into three (3) subcategories: Part I, Part II, and Part III. In Part I, you begin your gear progression with the Advanced Paradise Set you used for leveling as a Sorcerer and you are expected to do the Episodic Quests. With the Grace set you had just gotten from Episode 17.1, you will be farming for raw zeny mostly in places like Thanatos Tower Flr. 12, while doing the quests for Episode 17.2 and Episode 18 to get you ready for the next set of gears for Part II. Most of the gears here are obtained from Episode 17.2 and Episode 18, that's why the sooner you finish the episodic quests the closer you approach Part II of early game progression. Part II routine is almost similar to Part I where you will again farm for zeny to gear yourself up. Upon reaching Part III of gear progression, this is where you'll start to craft gears which you will continue to use 'til endgame such as Dimensions Elemental Magic Book [2] (540079) and Moan of Corruption [1] (470204) . You'll also be able to start farming popular dungeons such as Niflheim 2 and Clock Tower Unknown Basement.

In the mid game section, these are the gears that you should have gotten as you gradually do the remaining episodic quests and farm for resources such as Zelunium (25731) , Shadowdecon (25729) and Etel Dust (1000322) that you will need to build up your core gears for the endgame stage. Mid game gears will also serve as the base gears that will let you farm certain areas where those aforementioned resources are dropped such as Mjolnir Underground Cave and Varmundt's Biosphere. Most of mid game's Part I will be spent finishing Episodic Quests 19-21 until Chapter 1 so you may get better gears. In Part II of mid game, this will mark the start of your introduction to the Hall of Life (HoL) gears. You will slowly-by-slowly farm for materials needed to craft your HoL gears. Brace yourselves because I am not exaggerating when I say this is one of the grindiest part of the game.

Once you have accumulated enough resources to improve on your gears, this is now the stage where you're nearing or approaching endgame. I have decided to divide endgame into two more stages for necessary reasons. In the penultimate Part I of endgame, this is now the stage where you can finally start farming endgame dungeons and instances such as Varmundt's Biosphere Depth, Varmundt's Biosphere Depth 2, Constellation Tower, The Immortal, Final Battle, or Recreated Dark Whisper either on your own accord or with a party. This is also the part where all the best in slot (BiS) gears for EM will be listed and be provided, and you are expected to own most if not all of them. Part II, aka Absolute Endgame, is the final stage where everything has to be picture perfect, all gears refined up to +15, and possession of MVP cards. Gears in this section are those that have been tested by me and are the gears that give out the strongest damage output for the class. I know most of you are only after this part and it's understandable, but I still do hope you reached this part of the guide after reading the vital pieces of information on what makes Elemental Master, as I cannot stress enough how overwhelming and complicated the class can be for the majority of the player base. That all aside, let's start on the different gear progressions.

Early Game

Part I

Type Item Card Enchants and Notes
Upper +9 to +10 19428.webp Illusion Morpheus's Hood [1] (19428)

  • 4366.webp Katrinn Card (4366)

  • Obtained from Illusion of Labyrinth.
    • Can be refined using the 100423.webp Labyrinth Refinement Box (100423) , dropped by monsters at Illusion of Labyrinth.
  • Enchanted with 29001.webp Rune of Intellect Lv2 (29001) and 29001.webp Rune of Intellect Lv2 (29001) .
    • You can slowly start working on the enchants of your Illusion Morpheus Hood as you progress through the Episodic quests.
  • Katrinn Card will help with instant casting.
Middle 400002.webp Victory Wing Ears [1] (400002)
or
410092.webp Cor Core Booster [1] (410092)

  • 4169.webp Dark Illusion Card (4169)

  • Victory Wing Ears (VWE) will be used to combo with 480125.webp Convertible Magical Wing [1] (480125) for better stats later on during Part II of early game progression; VWE gives more ACD too and is slightly more expensive than CCB.
  • Cor Core Booster (CCB) gives more VCT% than VWE and combos with 420003.webp CD in Mouth (420003) . CCB won't combo with 480125.webp Convertible Magical Wing [1] (480125) and is slightly cheaper than VWE.
  • Dark Illusion Card will help with instant casting.
Lower 420003.webp CD in Mouth (420003)
N/A
  • Can be bought from vendors (@ws itemid) for an affordable price and combos with 410092.webp Cor Core Booster [1] (410092) ; these two won't cost much.
Armor +9 450112.webp Grace Psychic Robe [1] (450112)

  • 300529.webp Yortus Conjurator Card (300529)
  • 300665.webp The Chief Knight of Abyss Card (300665)
  • 4409.webp Agav Card (4409)
  • 4119.webp Bathory Card (4119)

  • Can be bought with 20 25669.webp Unknown Parts (25669) at Cor (@go cor) from the NPC Sentinel (sp_cor 117, 130).
  • Refine the robe to +9 using the 100130.webp Grace Refine Ticket (100130) , which costs 20 25723.webp Cor Core (25723)
  • You can farm Unknown Parts and Cor Cores at Rudus Flr. 2 (sp_rudus2 185, 258) or you can buy them from vendors.
  • Yortus Conjurator Card used to be extremely expensive for the strong damage boost it provides but now it's relatively cheaper.
  • Bathory Card is preferably worn when you farm in Thanatos Tower Flr. 12 for raw zeny. This card makes you immune to the monsters' 653.webp Dark Soul Strike and 653.webp Dark Jupitel Thunder.
Weapon +10 to + 11 550030.webp Illusion Thorny Staff of Darkness [2] (550030)
or
540031.webp Paradise Sorcerer Magic Book (540031)

  • Illusion Thorny Staff of Darkness (ITSoD) is obtained from Illusion of Twins. Can be enchanted with 100004.webp Fantasy Resonance Stone at Dawn (100004) .
    • ITSoD combos with 19428.webp Illusion Morpheus's Hood to give various effects that scale with the sum of their total refine level, including 0.5s FCT reduction when the entire set's sum is refined to +22.
    • ITSoD on its own gives some ACD% and MDef pierce that is additive to your free Paradise Shadow Gears. When ITSoD is refined to +11, that is already equivalent to 15% ACD and 83% MDef pierce (with the Paradise Shadow Gears).
    • Can be refined using the 100699.webp Twins Refinement Box (100699) , dropped by monsters at Illusion of Twins.
  • Paradise Sorcerer Magic Book is a remainder weapon from your early leveling gears as a Sorcerer.
  • Only ITSoD has card slots and can be carded with the following combo:
    • 27384.webp Mutating White Knight Card (27384) & 27384.webp Mutating White Knight Card (27384)
    • 300455.webp Copo Card (300455) & 27384.webp Mutating White Knight Card (27384)
    • 300455.webp Copo Card (300455) & 300455.webp Copo Card (300455)
Shield +9 to +10 460018.webp Illusion Silver Guard [1] (460018)

  • 27385.webp Mutating Khalitzburg Card (27385)

  • Can be refined using the 100699.webp Twins Refinement Box (100699) , dropped by monsters at Illusion of Twins.
  • Enchanted with 29001.webp Rune of Intellect Lv2 (29001) and 29001.webp Rune of Intellect Lv2 (29001) .
    • You can slowly start working on the enchants of your Illusion Silver Guard as you progress through the Episodic quests.
Garment +9 480019.webp Grace Magic Manteau [1] (480019)

  • 300293.webp Erzsebet Card (300293)
  • 4657.webp Nightmare Ancient Mummy Card (4657)

  • Can be bought with 20 25669.webp Unknown Parts (25669) at Cor (@go cor) from the NPC Sentinel (sp_cor 117, 130).
  • Refine the robe to +9 using the 100130.webp Grace Refine Ticket (100130) , which costs 20 25723.webp Cor Core (25723) .
  • You can farm Unknown Parts and Cor Cores at Rudus Flr. 2 (sp_rudus2 185, 258) or you can buy them from vendors.
  • Buy whichever is cheaper in the market for the cards.
Shoe +9 470021.webp Grace Magic Boots [1] (470021)

  • Can be bought with 20 25669.webp Unknown Parts (25669) at Cor (@go cor) from the NPC Sentinel (sp_cor 117, 130).
  • Refine the boots to +9 using the 100130.webp Grace Refine Ticket (100130) , which costs 20 25723.webp Cor Core (25723) .
  • You can farm Unknown Parts and Cor Cores at Rudus Flr. 2 (sp_rudus2 185, 258) or you can buy them from vendors.
  • A good source of FCT redux. You need a total of 1.5 seconds on your AoE skills. With this boots, 1000672.webp Sorcerer Stone (Top) (1000672) , 25067.webp Cast Stone (Garment) (25067) , and/or the combo of 19428.webp Illusion Morpheus's Hood +550030.webp Illusion Thorny Staff of Darkness (when the sum of their refine level is +22), you can get 1.5s to 2s FCT redux in total.
  • Nightmare Verit Card is much cheaper and gives more MAtk%.
  • Icewind Card is a bit more expensive but gives 5% VCT to help you reach instant cast.
  • Volcaring Card is your cheapest option when you can't afford to buy either Nightmare Verit Card or Icewind Card yet.
Accessory (Right) 490020.webp Grace Magic Ring [1] (490020)

  • 300469.webp Melibe Iceslug Card (300469)
  • 300464.webp Elite Rgan Warlock Card (300464)

  • Can be bought with 20 25669.webp Unknown Parts (25669) at Cor (@go cor) from the NPC Sentinel (sp_cor 117, 130).
Accessory (Left) 490128.webp Advanced Paradise Magic Ring (490128)
N/A
  • A remainder from your early leveling gears as a Sorcerer.

In this stage of gear progression, you are in the beginning stages of gearing. With the gears you have, they are good enough to get you through as you start to do the Episodic Quests starting from Episode 17.2. To start Episode 17.2, you first need to clear Episode 17.1, and if you don't care for the lore of the game you can skip 17.1 and buy its skip ticket. You can purchase Episode 17.1 Clear Ticket (1000285) from NPC Temporal Tina (main_office 94, 59) in the Main Office (@go main) for 2,000,000 zeny.

With the Advanced Paradise Eden gears you obtained during the leveling phase, you can still use them to farm Unknown Parts (25669) and Cor Core (25723) from mobs in Rudus Flr. 2 (sp_rudus2 185, 258). If you don't like farming for them, you also have the option to buy them from vendors since they aren't too costly to begin with anyway. After getting the required materials to buy your Grace set, you can use Grace Refine Ticket (100130) to upgrade them to +9. Afterwards, you can start doing the Thanatos Tower quest so you can start farming for zeny in Flr. 12 to get you ready for the next upgrade in your gears. For more information regarding areas where you can farm zeny, you can check Choi's Prerenewal Guide to Renewal (Zeny Farming) or The Road to a Billion Zeny - Newbie Leveling/Farming Guide.

When refining Illusion Morpheus's Hood [1] (19428) , Illusion Thorny Staff of Darkness [2] (550030) , and Illusion Silver Guard [1] (460018) and to all succeeding Level 1 Armors and Level 4 Weapons, I suggest you use refinement tickets such as Safe to +10 Weapon Certificate and Safe to +10 Armor Certificate as these will safely refine your equipment according to the level of the refinement ticket you have. Exchange the tickets to NPC Refine Master (prontera 189, 175) at Prontera (@go 0). You'll need to have your weapon and armor equipped before he refines them for you. For more info, refer to these pages: Quick Newbie Guide and Choi's Prerenewal Guide to Renewal (Refining).

The free Paradise Shadow Gears Paradise Shadow Weapon (24687) , Paradise Shadow Shield (24688) , Paradise Shadow Armor (24689) , Paradise Shadow Shoes (24690) , Paradise Shadow Earring (24691) , and Paradise Shadow Pendant (24692) are still going to be useful and you can continue using them 'til Part III of the early game stage. As you continue your progress, you are also expected to gradually work on the Shadow Gears listed in this section as you collect resources to craft them.

𐙚⋆.˚ Newbie tip: Use Ventus in any of her forms and place her on Passive Mode using Level 1 Elemental Control so you may get easy access to 1 second fixed cast time (FCT) reduction. The missing 0.5 second FCT can be supplied by your +9 Grace Magic Boots while movement speed can be sorted out with Guyak Pudding . This will temporarily and partially solve any casting issues you will have until you get ahold of the proper gears and equipment. You will need a total of 1.5 seconds FCT and 100% VCT to instant cast your core skills.

Part II

Type Item Card Enchants and Notes
Upper +11 19428.webp Illusion Morpheus's Hood [1] (19428)

  • 4366.webp Katrinn Card (4366)

  • Can be refined using the 100423.webp Labyrinth Refinement Box (100423) , dropped by monsters at Illusion of Labyrinth.
  • Enchanted with 29001.webp Rune of Intellect Lv2 (29001) and 29001.webp Rune of Intellect Lv2 (29001) .
    • Start refining Illusion Morpheus's Hood to +11 to maximize the Rune of Intellect Lv2's effects.
Middle 400002.webp Victory Wing Ears [1] (400002)
or
410092.webp Cor Core Booster [1] (410092)

  • 4169.webp Dark Illusion Card (4169)

  • Victory Wing Ears will combo with 480125.webp Convertible Magical Wing [1] (480125) to give MAtk% + 7% & 15% ACD.
    • Can be left unenchanted or enchanted with any of the available stats since you're only after the combo with the Convertible Magical Wing.
Lower 420003.webp CD in Mouth (420003)
N/A
  • A remainder gear from Early Game Progression - Part I.
Armor +12 450178.webp Grey Wolf Robe [1] (450178)

  • 300529.webp Yortus Conjurator Card (300529)
  • 300376.webp Two Eyes Dollocaris (300376)
  • 300308.webp Meyer Lugenburg Card (300308)
  • 4119.webp Bathory Card (4119)

  • Enchanted with 310532.webp Wolf Orb (Shadow Spell) (310532) , 310515.webp Wolf Orb (After Cast Delay) (310515) or 310510.webp Wolf Orb (Mage) Lv.3 (310510) , and 310507.webp Wolf Orb (Mage) Lv.2 (310507) .
  • Can be refined using Armor Weapon Tickets, exchanged with NPC Red Hugo (paramk 59, 100) at Eden Market (@go 40).
  • Two Eyes Dollocaris Card is only used when your Gray Wolf Robe is refined to +12; any refine levels below +12 will give you negative effects instead of positive effects.
  • Meyer Lugenburg Card will combo with 300424.webp Friedrich S. Heine Card (300424) in the garment slot to give 5% more All property magical damage.
  • Keep wearing Bathory Card if you're still farming in Thanatos Tower Flr. 12 for Shadow immunity.
Weapon +9 540049.webp Glacier Book (540049)
or
+ 11 550030.webp Illusion Thorny Staff of Darkness [2] (550030)

  • Glacier Book enchanted with 311353.webp Glacier Flower Spell (Magical-Element) (311353) , 311351.webp Glacier Flower Spell (Magical-Size) (311351) , 311349.webp Glacier Flower Spell (Magical-Race) (311349) , and 311349.webp Glacier Flower Spell (Magical-Race) (311349) .
    • The enchants work best on a two-handed weapon, but you will lose shield slot. Stick with book.
  • ITSoD is still a great contender for this stage. It gives some ACD% and MDef pierce; and when the sum of its refine rate with 19428.webp Illusion Morpheus's Hood is +22, it gives 0.5s FCT reduction.
  • Only ITSoD has card slots and can be carded with the following combo:
    • 27384.webp Mutating White Knight Card (27384) & 27384.webp Mutating White Knight Card (27384)
    • 300455.webp Copo Card (300455) & 27384.webp Mutating White Knight Card (27384)
    • 300455.webp Copo Card (300455) & 300455.webp Copo Card (300455)
Shield +11 460018.webp Illusion Silver Guard [1] (460018)

  • 27385.webp Mutating Khalitzburg Card (27385)

  • Can be refined using the 100699.webp Twins Refinement Box (100699) , dropped by monsters at Illusion of Twins.
  • Enchanted with 29001.webp Rune of Intellect Lv2 (29001) and 29001.webp Rune of Intellect Lv2 (29001) .
    • Start refining Illusion Silver Guard to +11 to maximize the Rune of Intellect Lv2's effects.
Garment +11 480125.webp Convertible Magical Wing [1] (480125)

  • 300424.webp Friedrich S. Heine Card (300424)

  • Needs to be crafted.
  • Can be refined using Armor Weapon Tickets, exchanged with NPC Red Hugo (paramk 59, 100) at Eden Market (@go 40).
  • Friedrich S. Heine Card will combo with 300308.webp Meyer Lugenburg Card (300308) in the Armor slot to give 5% more All property magical damage.
Shoe +11 470023.webp Automatic Leg Type B [1] (470023)
or
+10 to +11 470088.webp Grey Wolf Shoes [1] (470088)

  • 4658.webp Nightmare Verit Card (4658)
  • 300458.webp Icewind Card (300458)

  • Automatic Leg Type B enchanted with 310122.webp Automatic Orb (Spell Buster) (310122) , 310126.webp Automatic Orb (Lucky Strike) (310126) , and 310111.webp Automatic Modification Orb (Fixed Casting) (310111) .
  • Gray Wolf Shoes enchanted with 310610.webp Wolf Orb (Spell Buster) (310610) , 310602.webp Wolf Orb (Fixed Casting) Lv.3 (310602) , and 310599.webp Wolf Orb (Robust) Lv.3 (310599) .
Accessory (Right) 490052.webp Sinful Sapphire Ring [1] (490052)
or
490064.webp Brilliant Light Sapphire Ring [1] (490064)

  • Sinful Sapphire Ring enchanted with at least 310204.webp Horror Lv3 (310204) or above. For more info about enchanting, check this page.
    • When enchanting, always choose Method 1 as you'll only be needing the 3rd slot for its general MAtk% boost.
  • Brilliant Light Sapphire Necklace enchanted with at least 310254.webp Destructive Evil Lv3 (310254) or above. For more info about enchanting, check this page.
    • When enchanting, always choose Method 1 as you'll only be needing the 4th slot for its Angel/Demon race modifier to help you farm efficiently in dungeons like Niflheim 2.
  • When in need of more VCT% and ACD%, Lobelia Card will pair with Tulip Card to give you 15% VCT and 7% ACD—though keep in mind you will lose damage by replacing either Melibe Iceslug Card or Elite Rgan Warlock Card.
Accessory (Left) 490053.webp Sinful Sapphire Necklace [1] (490053)
or
490065.webp Brilliant Light Sapphire Necklace [1] (490065)

  • Sinful Sapphire Necklace enchanted with at least 310204.webp Horror Lv3 (310204) or above. For more info about enchanting, check this page.
    • When enchanting, always choose Method 1 as you'll only be needing the 3rd slot for its general MAtk% boost.
  • Brilliant Light Sapphire Necklace enchanted with at least 310254.webp Destructive Evil Lv3 (310254) or above. For more info about enchanting, check this page.
    • When enchanting, always choose Method 1 as you'll only be needing the 4th slot for its Angel/Demon race modifier to help you farm efficiently in dungeons like Niflheim 2.
  • When in need of more VCT% and ACD%, Tulip Card will pair with Lobelia Card to give you 15% VCT and 7% ACD—though keep in mind you will lose damage by replacing either Lava Toad Card or Cave Calmaring Card.

At this stage, you ought to purchase the Grey Wolf Robe [1] (450178) after doing Episode 18 or if you are impatient you may use and buy the Episode 18 Clear Ticket (1000288) for 9,000,000 zeny from NPC Temporal Tina (main_office 94, 59) even if you haven't cleared the questline once. By finishing the Episode 18 quests step-by-step, you are given a generous amount of Amethyst Fragment (1000405) for you to get one. To farm more of these fragments, you can go to Oz Dungeon Flr. 2 so you can determinedly enchant your Robe with Wolf Orb (Shadow Spell) , Wolf Orb (After Cast Delay) , and Wolf Orb (Mage) Lv.2 . ACD is preferably chosen over Wolf Orb (Mage) Lv.3 since EM is a rotation-heavy class and having more ACD would help you cycle your skills fluidly (about 60% ACD is needed in total if you want to optimize it). However if you value damage over comfortable rotation then you may freely choose Wolf Orb (Mage) Lv. 3 instead. Additional pieces of information on how to enchant the robe are provided here.

The boots Automatic Leg Type B [1] (470023) is obtained from Episode 17.2 and will be enchanted with Automatic Orb (Spell Buster) , Automatic Orb (Lucky Strike) , and Automatic Modification Orb (Fixed Casting) . You would need Automatic modules for it so you can enchant the boots. For more details on how to obtain the boots and how to enchant them, check the given links. When module supplies for Automatic Leg are scarce, another option you have for your boots is the Grey Wolf Shoes [1] (470088) from Episode 18. This boots like your Gray Wolf Robe can be determinedly enchanted at the cost of more Amethyst Fragments. The enchants you would need to get would be Wolf Orb (Spell Buster) , Wolf Orb (Fixed Casting) Lv.3 , and Wolf Orb (Robust) Lv.3 . More info on how to enchant the boots here.

Another good improvement for your damage is the weapon Glacier Book (540049) . The recommended enchants Glacier Flower Spell (Magical-Element) , Glacier Flower Spell (Magical-Size) , Glacier Flower Spell (Magical-Race) , and Glacier Flower Spell (Magical-Race) work best when enchanted on a Glacier Staff (640033) , but then you will lose Illusion Silver Guard [1] (460018) in your shield slot which helps you reach instant cast and fast casting is important for every magical class so I don't recommend enchanting on a Two-Hand Staff. Keep in mind you would need to clear Episode 19 first if you will be manually enchanting your book and when nobody is selling one in the market. To know more about the enchanting process, kindly check this page.

Another piece of equipment you'll need to craft is the Convertible Magical Wing [1] (480125) which will help you get through most stages and you'll still be using this one 'til Mid Game so it's worth the hassle of crafting one. For more info on how to craft it, check this page. The Sinful accessories Sinful Sapphire Ring and Sinful Sapphire Necklace , and the Brilliant Light accessories Brilliant Light Sapphire Ring and Brilliant Light Sapphire Necklace can be obtained from Thanatos Tower, and they can be enchanted using Piece of Sin (1000257) and Fragment of Good Will (1000263) , respectively. As you farm for raw zeny in Thanatos Flrs. 11 & 12, you can exchange the fragments you loot there for Pieces of Sin/Good Will and use them for enchanting. The Sinful variants will be your all-around accessories for general contents while the Brilliant variants are strictly for Thanatos Tower and Niflheim 2 due to the abundance of Demon race monsters in these dungeons.

If you're looking to slightly improve your Shadow Gears, you have the option to buy or rent the Advanced Paradise Shadow Gears from NPC Lucy (moc_para01 108, 91) (@go eden) using the currency Eden Coin (25223) . To farm Eden Coins, I suggest you start in Abyss Lake 4 and once you gain access to 17.2 Varmundt, you can transfer to Second Power Plant to farm Eden Coins much efficiently. The Advanced Paradise Shadow Gears consisting of Sorcerer Advanced Paradise Shadow Weapon (24705) , Advanced Paradise Shadow Shield (24693) , Advanced Paradise Shadow Armor (24694) , Advanced Paradise Shadow Shoes (24695) , Advanced Paradise Shadow Earring (24696) , and Advanced Paradise Shadow Pendant (24697) offer a slight increase in damage and 15% more ACD, but gives 5% less VCT than your free Paradise Shadow Gears.

Part III

Type Item Card Enchants and Notes
Upper +9 [D] or [C] 400111.webp Vesper Headgear [1] (400111)
OR
+9 to +10 [C] 400536.webp Time Dimensions Rune Crown (Elemental Master) [1] (400536)

  • 4366.webp Katrinn Card (4366)

  • You will need to craft Vesper Headgear. You don't need to fully grade and upgrade this headgear as this is only a placeholder. Minimal upgrades will be enough just to get you started and helps you improve your damage so you can start farming on better maps.
    • Technically can be refined using the 50052.webp MVP Equip Refine Hammer (50052) , but I highly suggest you save your resources for 470204.webp Moan of Corruption , and manually refine Vesper Headgear via the Speed Refine option we have available.
    • Stick with Vesper Headgear if you are willing to wait for 400724.webp Yorscalp Crown of Judgment .
  • As early as now, you could actually shortcut your way and craft the Time Dimensions Rune Crown provided that you have the materials for them and you know someone whom you could fully trust and have access already to Varmundt's Biosphere Depth 2 to craft the Rune Crown for you; otherwise, stick to Vesper Headgear for the meantime.
    • Enchants for the Rune Crown will be for later; focus on getting the Rune Crown first.
Middle 400002.webp Victory Wing Ears [1] (400002)
or
410092.webp Cor Core Booster [1] (410092)

  • 4169.webp Dark Illusion Card (4169)

  • A remainder gear from Early Game Progression: Parts I-II.
Lower 420003.webp CD in Mouth (420003)
N/A
  • A remainder gear from Early Game Progression: Parts I-II.
Armor +12 450178.webp Grey Wolf Robe [1] (450178)

  • 300529.webp Yortus Conjurator Card (300529)
  • 300376.webp Two Eyes Dollocaris (300376)
  • 300308.webp Meyer Lugenburg Card (300308)

Weapon +9 540049.webp Glacier Book (540049)
or
+9 to +10 [C] 540079.webp Dimensions Elemental Magic Book [2] (540079)
or
+9 to +10 [C] 540080.webp Dimensions Elemental Spell Book [2] (540080)

  • Glacier Book enchanted with 311353.webp Glacier Flower Spell (Magical-Element) (311353) , 311351.webp Glacier Flower Spell (Magical-Size) (311351) , 311349.webp Glacier Flower Spell (Magical-Race) (311349) , and 311349.webp Glacier Flower Spell (Magical-Race) (311349) .
    • Stick with Glacier Book if you are willing to wait for 540114.webp Elemental Spirits .
  • You can start working on the two (2) Dimensions Books as early as now. They are no longer your endgame weapons, but they are fairly easy to upgrade. You can use 102668.webp Dimensions Weapon Refinement Device (102668) to upgrade the books.
  • Only the Dimensional Books have card slots and can be carded with the following combo:
Shield +11 460018.webp Illusion Silver Guard [1] (460018)

  • 27385.webp Mutating Khalitzburg Card (27385)

  • Can be refined using the 100699.webp Twins Refinement Box (100699) , dropped by monsters at Illusion of Twins.
  • Enchanted with 29001.webp Rune of Intellect Lv2 (29001) and 29001.webp Rune of Intellect Lv2 (29001) .
Garment +11 480125.webp Convertible Magical Wing [1] (480125)
or
+10 [C] 450267.webp Glacier Muffler [1] (450267)

  • 300424.webp Friedrich S. Heine Card (300424)

  • Convertible Magical Wing is a remainder gear from Early Game Progression: Part II.
  • Glacier Muffler enchanted with 312073.webp Glacier Flower Meow Power (Powerful) (312073) , 312070.webp Glacier Flower Meow Power (Caster) (312070) , and 312057.webp Glacier Flower Meow Power (Magical Defense) (312057) .
Shoe +11 [C] 470204.webp Moan of Corruption [1] (470204)

  • You will need to craft this. As early as now, you can slowly upgrade Moan of Corruption (MoC) as this will be your endgame boots.
  • Can be refined using the 50052.webp MVP Equip Refine Hammer (50052) , exchanged with NPC MC HAMMER, found wandering about at Eden Market (@go 40).
Accessory (Right) 490052.webp Sinful Sapphire Ring [1] (490052)
or
490064.webp Brilliant Light Sapphire Ring [1] (490064)

  • Sinful Sapphire Ring enchanted with at least 310204.webp Horror Lv3 (310204) or above.
    • If you have enough budget and resources to re-enchant, try aiming for 310206.webp Horror Lv5 (310206) .
  • Brilliant Light Sapphire Ring enchanted with at least 310254.webp Destructive Evil Lv3 (310254) or above.
    • If you have enough budget and resources to re-enchant, try aiming for 310256.webp Destructive Evil Lv5 (310256) .
Accessory (Left) 490053.webp Sinful Sapphire Necklace [1] (490053)
or
490065.webp Brilliant Light Sapphire Necklace [1] (490065)

  • Sinful Sapphire Necklace enchanted with at least 310204.webp Horror Lv3 (310204) or above.
    • If you have enough budget and resources to re-enchant, try aiming for 310206.webp Horror Lv5 (310206) .
  • Brilliant Light Sapphire Necklace enchanted with at least 310254.webp Destructive Evil Lv3 (310254) or above.
    • If you have enough budget and resources to re-enchant, try aiming for 310256.webp Destructive Evil Lv5 (310256) .

You are now approaching Mid Game and there are core gears you can make as early as now as it's easy to make one and cheap to get. The books Dimensions Elemental Magic Book [2] (540079) and Dimensions Elemental Spell Book [2] (540080) can be purchased from vendors for an affordable price or if there's a lack of supply you can ask any Depth 2 farmers to donate sell you one. You can start grading and refining these books. When refining, make sure to use Dimensions Weapon Refinement Device (102668) starting from +9. Don't start grading 'til the books are +11 for a higher chance of success.

One other core gear you need to craft is the Moan of Corruption [1] (470204) . MoC gets stronger as you grade it, but at this stage of the progression you must grade it to at least Grade C so you get 1 second FCT redux. With more FCT redux, you can ditch Cast Stone (Garment) (25067) and use the Elemental Master Stone (Garment) (1001420) instead for more damage improvement.

Now, if up to this point you still haven't crafted yourself a Convertible Wing because you find it too hard to make, you may use Glacier Muffler [1] (450267) instead but you really have to be sure you have finished Episodes 19-20 already since the NPC that enchants it for you is located in Ice Castle (@go 53); if not, find a good soul who has access to enchant it for you. The muffler will be enchanted with Glacier Flower Meow Power (Powerful) , Glacier Flower Meow Power (Caster) , and Glacier Flower Meow Power (Magical Defense) . For more information regarding the enchanting process of the muffler, kindly check this page. The muffler won't perform as strong as the Convertible Wing but it is passable as a transitory garment until your next upgrade to Death Rune Manteau [1] (480233) soon or you finally find the means and the motivation to craft the Convertible Wing.

Vesper Headgear [1] (400111) is another piece of equipment you will need to craft. I don't recommend committing too much on this headgear as this will not be your endgame headgear but it is for other classes such as our cousins the Arch Mages. While this headgear only acts as a placeholder, it still imparts a strong increase in damage. Having on Grade D is okay to have but better if you can get Grade C. You can always resell it later don't worry. Additionally, it will also serve as your early game to mid game progression headgear (depending on your current state) to pair with Elemental Spirits [2] (540114) while you are working on your Yorscalp Crown of Judgment [1] (400724) eventually.

When you know someone close or you know somebody in the community whom you could trust, you could ask them for a favor to craft the Time Dimensions Rune Crown (Elemental Master) [1] (400536) as early as now for you. You will just need to provide them the materials consisting of 50 pcs. Abyss Magic Jewel (1001552) , 50 pcs. Time Dimension Magic Jewel (1001553) , and 75 pcs. Temporal Gemstone (25865) to craft you one. The magic jewels are drops from the Varmundt's Biosphere Depth 2 dungeon, but it can be bought from vendors in the market. On the other hand, the temporal gemstone is obtained in Old Glast Heim: Challenge Mode, but you will need higher progression of the instance before it starts dropping so it's highly advisable to just buy from vendors as well. Conversely, you may skip this step if your plan is to jump straight ahead to Yorscalp Crown of Judgment + Elemental Spirits for mid game progression and above, provided you have cleared both Episode 21 and Chapter 1. If so, just settle for Glacier Book and Vesper Headgear until you can get ahold of Yorscalp and Elemental Spirits. See more details about this combo and how to obtain them in the succeeding sections. Be aware as well that Yorscalp will have a level requirement of 250 and Elemental Spirits with 265.

Mid Game

Part I

Type Item Card Notes
Upper +9 to +10 [C] 400111.webp Vesper Headgear [1] (400111)
OR
+10 to +11 [A] 400536.webp Time Dimensions Rune Crown (Elemental Master) [1] (400536)
OR
+10 to +11 [A] 400724.webp Yorscalp Crown of Judgment [1] (400724)

  • 4366.webp Katrinn Card (4366)

  • Small upgrades on Vesper Headgear just to improve your damage a bit.
  • When you did the shortcut and you've acquired the Time Dimensions Rune Crown in advance, you could fully refine and grade it so that you could finally autocast your 5380.webp Elemental Buster.
  • Yorscalp Crown of Judgment enchanted with 313427.webp Warrant of Bailiff (313427) , 313417.webp Smart of Yorscalp Lv4 (313417) or 313421.webp Speed of Yorscalp Lv4 (313421) or 313413.webp Intelligence of Yorscalp Lv4 (313413) or 313425.webp Defense of Yorscalp Lv4 (313425) , and 4714.webp INT+5 (4714) or any of the raw stats.
    • Since getting the 3rd slot enchants are RNG-heavy and unapologetically costly, you may settle for Level 3 equivalents of the enchants at the very least.
    • Aim for Intelligence if you want more damage in your build; if in need of more utility and survivability like VCT%, ASPD%, ACD%, and Res/MRes, go for either Smart, Speed, or Defense.
    • Yorscalp Crown is specifically paired with 540114.webp Elemental Spirits [2] (540114) and it will serve as your absolute endgame headgear; however if you haven't perfectly enchanted your Yorscalp since it can get expensive, you may settle for Vesper Headgear in the meantime.
Middle 400002.webp Victory Wing Ears [1] (400002)
or
410092.webp Cor Core Booster [1] (410092)

  • 4169.webp Dark Illusion Card (4169)

  • A remainder gear from Early Game Progression: Parts I-III.
Lower 420003.webp CD in Mouth (420003)
N/A
  • A remainder gear from Early Game Progression: Parts I-III.
Armor +12 450178.webp Grey Wolf Robe [1] (450178)

  • 300529.webp Yortus Conjurator Card (300529)
  • 300376.webp Two Eyes Dollocaris (300376)
  • 300308.webp Meyer Lugenburg Card (300308)

  • Still a strong contender as you save up for 450173.webp Nebula Robe of Spell [1] (450173) .
  • Enchanted with 310532.webp Wolf Orb (Shadow Spell) (310532) , 310515.webp Wolf Orb (After Cast Delay) (310515) or 310510.webp Wolf Orb (Mage) Lv.3 (310510) , and 310507.webp Wolf Orb (Mage) Lv.2 (310507) .
  • Can be refined using Armor Weapon Tickets, exchanged with NPC Red Hugo (paramk 59, 100) at Eden Market (@go 40).
Weapon +12 [A] 540079.webp Dimensions Elemental Magic Book [2] (540079)
or
+12 [A] 540080.webp Dimensions Elemental Spell Book [2] (540080)
OR
+12 [A] 540114.webp Elemental Spirits [2] (540114)

  • You can fully refine and grade your Dimensions Books. Once you have access to Varmundt's Biosphere Depth 2, you can start the enchanting process. Enchants of your choice will vary depending on your needs, and the race/elemental property of the mobs you're going to prioritize.
  • Elemental Spirits needs to be reformed from a +10 540109.webp Encroached Book [2] (540109) . A 105420.webp Dimensional Tuning (Elemental Spirits) (105420) , alongside the required materials, will be needed to reform the book.
  • For a list of possible enchants on Elemental Spirits, refer to this. Enchants will vary on your RNG luck, needs, and the element you want to prioritize the most. I have explained in details which set of enchants will fit in different situations in the Frequently Asked Questions (FAQs) section of the guide; kindly check it if you are unsure.
  • Dimensions Books and Elemental Spirits can be carded with the following combo:
    • 300662.webp Shadiest Card (300662) & 300660.webp Lunarina Card (300660)
    • 300662.webp Shadiest Card (300662) & 27384.webp Mutating White Knight Card (27384)
    • 300662.webp Shadiest Card (300662) & 300455.webp Copo Card (300455)
    • 300660.webp Lunarina Card (300660) & 27384.webp Mutating White Knight Card (27384)
    • 300660.webp Lunarina Card (300660) & 300455.webp Copo Card (300455)
    • Specifically for Elemental Spirits, 300594.webp Ilse El Heine Card (300594) will be equipped in place of Lunarina and Shadiest and is the preferred choice when your headgear is already a +10 to +15 [A] 400724.webp Yorscalp Crown of Judgment to maximize the 5373.webp Terra Drive and 5370.webp Lightning Land skill modifiers from Yorscalp.
Shield +10 to +11 [C] 460040.webp Glacier Guard [1] (460040)

  • 27385.webp Mutating Khalitzburg Card (27385)

  • After finishing Episode 20, you'll gain access to Glacier equips. You can fully refine and grade this shield as it'll be one of your endgame gears.
  • Enchanted with 312095.webp Glacier Flower Meow Power (Intelligence) (312095) , 312093.webp Glacier Flower Meow Power (Magical Resistance) (312093) or 312092.webp Glacier Flower Meow Power (Physical Resistance) (312092) , and 312091.webp Glacier Flower Meow Power (Attack) (312091) .
Garment +9 to +10 [C/A] 480233.webp Death Rune Manteau [1] (480233)
or
+12 480125.webp Convertible Magical Wing [1] (480125)
or
+10 [C] 450267.webp Glacier Muffler [1] (450267)

  • 300424.webp Friedrich S. Heine Card (300424)

  • Death Rune Manteau enchanted with 310925.webp Spell of Varmundt Lv3 (310925) and 4714.webp INT+5 (4714) .
    • The 2nd enchant will vary depending on your needs, and elemental property of the mobs you're going to prioritize. For a list of possible enchants, refer to this.
    • Can be refined using the 101307.webp Varmundt Refine Hammer (101307) , exchanged with NPC MC HAMMER, found wandering about at Eden Market (@go 40).
  • Convertible Magical Wing and Glacier Muffler are still good contenders in this stage.
Shoe +9 to +10 [A] 470204.webp Moan of Corruption [1] (470204)

  • Keep refining and fully grade MoC if possible as it will give you huge increase in damage at Grade A.
  • Can be refined using the 50052.webp MVP Equip Refine Hammer (50052) , exchanged with NPC MC HAMMER, found wandering about at Eden Market (@go 40).
Accessory (Right) 490304.webp Temple Rune Ring [1] (490304)

  • Needs to reform 490301.webp Varmundt Temple Rune Ring [1] (490301) .
  • Enchanted with at least 311956.webp Intelligence of Varmundt Lv3 (311956) and 311996.webp Fragment of Varmundt (SPL) Lv3 (311996) .
    • Ideally, you would want either 311943.webp Brilliant Biosphere Gem (Boss Type) (311943) or 311942.webp Brilliant Biosphere Gem (Normal Type) (311942) as your 2nd slot enchants against bosses and normal monsters; however since getting these two BiS enchants are RNG-heavy, you can use the other racial enchants. Refer to this page for more info.
Accessory (Left) 490307.webp Temple Magic Ring [1] (490307)

  • Needs to reform 490301.webp Varmundt Temple Rune Ring [1] (490301) .
  • Enchanted with at least 311956.webp Intelligence of Varmundt Lv3 (311956) and 311996.webp Fragment of Varmundt (SPL) Lv3 (311996) .
    • Ideally, you would want either 311943.webp Brilliant Biosphere Gem (Boss Type) (311943) or 311942.webp Brilliant Biosphere Gem (Normal Type) (311942) as your 2nd slot enchants against bosses and normal monsters; however since getting these two BiS enchants are RNG-heavy, you can use the other racial enchants. Refer to this page for more info.

Mid Game is the start where you can finally farm comfortably and considerably well on popular farming maps. You should also be finished with Episode 19 or 20 by this point and you ought to get better gears now such as Glacier Guard [1] (460040) . While this shield takes less priority than your other gears, it is fairly cheap to get and enchant. It only costs 100 Sacred Cat Whiskers (1001217) to buy one. The same with the enchanting process, it is also affordable. To know more about the enchanting costs, check this page.

Technically, it's not supposed to be your first exposure to Varmundt and its Biospheres since you can access it as early as you gain access to Episode 17.2 but at the current state of your gears at the time you can't farm in those areas just yet. But now that you do, you can now start upgrading your accessories to Temple Magic Ring [1] (490307) and Temple Rune Ring [1] (490304) . You would need to reform two (2) copies of Varmundt Temple Rune Ring [1] (490301) first. They give good increase in damage so farm for them as soon as you are able to. For more info on their enchants, check this page. As stated on the table, you need not to aim for the Brilliant Biosphere Gem (Boss Type) and Brilliant Biosphere Gem (Normal Type) as it's purely RNG to get them so for now you can just settle for the different racial enchants and focus more on upgrading the 3rd and 4th slot enchants. Now if you're looking for an upgrade for your Convertible Magical Wing, you can start making your own Death Rune Manteau [1] (480233) as you farm for your two Varmundt rings as well. Death Rune Manteau needs reforming too just like the rings. The manteau starts to perform slightly better than Convertible Wing at +10~+11 Grade C. For more info on how to enchant your Varmundt Rings and Death Rune Manteau, refer to this page.

Provided you have completed the Dimensions combo consisting of Time Dimensions Rune Crown (Elemental Master) [1] (400536) and Dimensions Elemental Magic Book [2] (540079) or Dimensions Elemental Spell Book [2] (540080) , you can now fully refine and grade these items. At Grade A, these equipment will unlock your true potential and will allow you to autocast your ultimate skill Elemental Buster which will make farming much easier for you.
Yorscalp Crown of Judgment [1] (400724) is obtained from Episode 21 while Elemental Spirits [2] (540114) is procured from Chapter 1 and both items are account-bound and can't be traded with players, so even if you have the complete materials with you, you really cannot ask players to craft them for you. There are no rush at all and if up to this point you still haven't cleared Episode 21 and Chapter 1, you may settle for the Time Dimensions combo. However if you've managed to fast tracked the episodic quests, then you can transition or switch to Yorscalp Crown + Elemental Spirits immediately as these two pieces of equipment will be your absolute endgame gears with the book alone allowing you to autocast double Elemental Busters. For more information about Yorscalp Crown, check this page. For more details about Elemental Spirits, you may check this page.

Part II

Type Item Card Notes
Upper +11 to +12 [A] 400536.webp Time Dimensions Rune Crown (Elemental Master) [1] (400536)
OR

+11 to +12 [A] 400724.webp Yorscalp Crown of Judgment [1] (400724)

  • 4366.webp Katrinn Card (4366)

  • Time Dimensions Rune Crown enchanted with at least 312718.webp Time Dimension Jewel (Wisdom) Lv3 (312718) or 312700.webp Time Dimension Jewel (Agility) Lv3 (312700) , and any of the raw stats.
    • You may now start enchanting your TDRC up 'til its 3rd enchant. Your 3rd enchant can either be 312718.webp Time Dimension Jewel (Wisdom) Lv3 or 312700.webp Time Dimension Jewel (Agility) Lv3 . Pick Wisdom if you need more VCT% (particularly helpful when you're using drop rate shoes) or choose Agility if you need more ASPD% for a more fluid skill rotation.
    • Never ever settle for 312709.webp Time Dimension Jewel (Intelligence) Lv3 . The underwhelming values it provides pale in comparison to Wisdom Lv3's and Agility Lv3's added damage and utilities.
    • At this point you already get too much %All Property Magical damage and S.MAtk modifiers that they become negligible and make you reach diminishing returns if invested too much on.
  • Yorscalp Crown of Judgment enchanted with 313427.webp Warrant of Bailiff (313427) , 313417.webp Smart of Yorscalp Lv4 (313417) or 313421.webp Speed of Yorscalp Lv4 (313421) or 313413.webp Intelligence of Yorscalp Lv4 (313413) or 313425.webp Defense of Yorscalp Lv4 (313425) , and 4714.webp INT+5 (4714) or any of the raw stats.
    • Settle for 400111.webp Vesper Headgear [1] (400111) if you haven't gotten your desired enchants for Yorscalp Crown yet.
    • Level 3 equivalents of the enchants—in my opinion—will suffice so do not punish yourself too harshly trying to roll perfect ones, especially when their difference aren't too far apart.
Middle 400002.webp Victory Wing Ears [1] (400002)
or
410092.webp Cor Core Booster [1] (410092)

  • 4169.webp Dark Illusion Card (4169)

  • A remainder gear from Early Game Progression: Parts I-III and Mid Game: Part I.
Lower 420003.webp CD in Mouth (420003)
N/A
  • A remainder gear from Early Game Progression: Parts I-III and Mid Game: Part I.
Armor +10 to +11 [B] 450173.webp Nebula Robe of Spell [1] (450173)

  • 300665.webp The Chief Knight of Abyss Card (300665)
  • 300529.webp Yortus Conjurator Card (300529)
  • 300376.webp Two Eyes Dollocaris (300376)

  • Enchanted with 310688.webp Star Cluster of Spell Lv.3 (310688) , 310738.webp Nebula of Spell Lv.3 (310738) , and 4714.webp INT+5 (4714) .
    • For more info on how to enchant, check this page.
  • At Grade B and with the correct enchants, it will start outperforming 450178.webp Gray Wolf Robe . You may now start working on this armor at this stage as this will be your endgame armor and it functions as a set with your so-called Hall of Life (HoL) gears.
  • The Chief Knight of Abyss Card is the budget version of 300472.webp [MVP] Demigod Lasgand Card (300472) and works best against boss monsters and MVPs. It also shares bonuses with 300662.webp Shadiest Card and 300660.webp Lunarina Card , giving 8% All Sizes and 5% All Elements property damage modifiers, respectively.
Weapon +12 [A] 540079.webp Dimensions Elemental Magic Book [2] (540079)
or
+12 [A] 540080.webp Dimensions Elemental Spell Book [2] (540080)
OR
+12 [A] 540114.webp Elemental Spirits [2] (540114)

  • You can fully refine and grade your Dimensions Books. Once you have access to Varmundt's Biosphere Depth 2, you can start the enchanting process. Enchants of your choice will vary depending on your needs, and the race/elemental property of the mobs you're going to prioritize.
  • Elemental Spirits needs to be reformed from a +10 540109.webp Encroached Book [2] (540109) . A 105420.webp Dimensional Tuning (Elemental Spirits) (105420) , alongside the required materials, will be needed to reform the book.
  • For a list of possible enchants on Elemental Spirits, refer to this. Enchants will vary on your RNG luck, needs, and the element you want to prioritize the most. I have explained in details which set of enchants will fit in different situations in the Frequently Asked Questions (FAQs) section of the guide; kindly check it if you are unsure.
  • Dimensions Books and Elemental Spirits can be carded with the following combo:
    • 300662.webp Shadiest Card (300662) & 300660.webp Lunarina Card (300660)
    • 300662.webp Shadiest Card (300662) & 27384.webp Mutating White Knight Card (27384)
    • 300662.webp Shadiest Card (300662) & 300455.webp Copo Card (300455)
    • 300660.webp Lunarina Card (300660) & 27384.webp Mutating White Knight Card (27384)
    • 300660.webp Lunarina Card (300660) & 300455.webp Copo Card (300455)
    • Specifically for Elemental Spirits, 300594.webp Ilse El Heine Card (300594) will be equipped in place of Lunarina and Shadiest and is the preferred choice when your headgear is already a +10 to +15 [A] 400724.webp Yorscalp Crown of Judgment to maximize the 5373.webp Terra Drive and 5370.webp Lightning Land skill modifiers from Yorscalp.
Shield +10 to +11 [C] 460040.webp Glacier Guard [1] (460040)

  • 27385.webp Mutating Khalitzburg Card (27385)

  • Enchanted with 312095.webp Glacier Flower Meow Power (Intelligence) (312095) , 312093.webp Glacier Flower Meow Power (Magical Resistance) (312093) or 312092.webp Glacier Flower Meow Power (Physical Resistance) (312092) , and 312091.webp Glacier Flower Meow Power (Attack) (312091) .
Garment +10 to +12 [A] 480347.webp Manteau of Mystical Beast Autumn [1] (480347)

  • 300424.webp Friedrich S. Heine Card (300424)

  • Manteau of Mystical Beast Autumn is the unreformed version of 480351.webp Circulation of Life Autumn [1] (480351) .
    • A +12, unreformed, unenchanted, and max graded Autumn Garment will perform almost on par with a 480233.webp Death Rune Manteau . You may now start working on this garment at this stage as this will be your endgame garment and it functions as a set with your so-called Hall of Life (HoL) gears.
  • Reforming will not lose its grade, prior enchants, and refine level.
    • For more info about purchasing, reforming, and enchanting the garment, check this page.
Shoe +10 to +12 [A] 470204.webp Moan of Corruption [1] (470204)

  • Keep refining evenly if possible as it will give you huge increase in damage.
  • Can be refined using the 50052.webp MVP Equip Refine Hammer (50052) , exchanged with NPC MC HAMMER, found wandering about at Eden Market (@go 40).
Accessory (Right) 490136.webp Spell Signet of Star [1] (490136)

  • 300469.webp Melibe Iceslug Card (300469)
  • 300464.webp Elite Rgan Warlock Card (300464)

  • Enchanted with at least 310711.webp Star of Spell Lv.5 (310711) and 310711.webp Star of Spell Lv.5 (310711) .
    • For more info on how to enchant, check this page.
    • Two 310711.webp Star of Spells Lv5 will give you instant 30% VCT. This will help you reach instant cast a lot easier which will leave open spaces for other gears and card combinations. Though not necessarily need to be rushed, you may now start working on this accessory's 2nd slot enchant at this stage as this will be your endgame accessory and it functions as a set with your so-called Hall of Life (HoL) gears.
Accessory (Left) 490485.webp Signet of Circulation Autumn [1] (490485)

  • Enchanted with at least 312992.webp Signet of Spell Lv1 (312992) and 312981.webp Token of Life (312981) .
    • For more info about purchasing and enchanting the accessory, check this page.
  • Prepare your zeny and your sanity because this Signet is the point where you'll start spending a huge amount of zeny to gradually complete your Hall of Life (HoL) gears.
  • Both 3rd and 4th slot enchants have determined options.

Your first exposure to the Hall of Life farming fever will officially start here in Mid Game's Part II. To prepare yourself for the next big leap of upgrades, you will start working on four (4) new pieces of equipment: Nebula Robe of Spell [1] (450173) , Manteau of Mystical Beast Autumn [1] (480347) , Spell Signet of Star [1] (490136) , and Signet of Circulation Autumn [1] (490485) . These gears will work as a set and each of them have enchants that will combo with the other gear's enchant which is why they are called the Hall of Life (HoL) gears.

The Nebula Robe of Spell and its enchants are obtained from Constellation Tower. Clearing the instance and defeating Betelgeuse will reward you with Meteorite Powder (1000372) , Meteorite Powder of Spell (1000402) Meteorite Fragment (1000373) , and Meteorite Fragment of Spell (1000446) which will be all needed for upgrading your Nebula Robe of Spell. Some other stat fragments like Unknown Meteorite Fragment (1001599) , Stamina Meteorite Fragment (1000443) and Agile Meteorite Fragment (1000444) will also be dropped here which will be used for enchanting and upgrading your Spell Signet of Star. Since this instance will require you to be at least endgame geared, I would advise you to just purchase them directly from vendors or just clear the lower levels of the instance with a party. For more detailed pieces of information regarding Nebula Robe of Spell's and Spell Signet of Star's enchantment system, you may visit this page.

The Manteau of Mystical Beast Autumn is still in its unreformed version, but you can already start refining and grading it and worry about enchanting it later. You will need to farm the Lake of Fire (LoF) instance to get the needed materials to buy one copy of this manteau, which is also the same case with your Signet of Circulation Autumn. Watch out for those frequent public invitations in the #LFG channel in-game for LoF; I advise you to party up with fellow players and clear the instance together to benefit from the server's party loot drop system for this instance. For more info about the Autumn Manteau, kindly check this page. Though with the Signet, you will have to either buy the mats or farm the Hall of Life instance on a weekly basis to get Fruit of Birth (1001457) and Fruit of Extinction (1001458) so you can purchase yourself one signet. Since this instance will require you to be at least endgame geared, I would advise you to just purchase them directly from vendors or just clear the lower levels of the instance with a party.

If you're looking to enchant your signet as early as now, you will need to farm Zones 1 & 2 of the Forgotten Time dungeon and the big three (3) Glast Heim instancesOld Glast Heim, Fall of Glastheim, and Old Glast Heim Challenge Mode. The drops such as Coagulated Spell (6608) , Contaminated Magic (6755) , Curse Eroded Crystal (25739) , Temporal Gemstone (25865) , and Temporal Spell (25866) from these three instances will be used to exchange them to the NPC Vending Machine (t_garden 132, 117) for items like Energy of Fire (1001461) , Energy of Earth (1001464) , Grace of Spirit (1001465) , and Energy of Elemental (1001600) which will be used for enchanting your signet and eventually your reformed Circulation of Life Autumn [1] (480351) . For more info about the Signet and its enchanting process, you can check this page and for its material costs you may check this one.

Endgame

Part I

Type Item Card Enchants and Notes
Upper +12 [A] 400724.webp Yorscalp Crown of Judgment [1] (400724)
OR

+12 [A] 400536.webp Time Dimensions Rune Crown (Elemental Master) [1] (400536)

  • 300377.webp [MVP] Ultra Limacina Card (300377)
  • 4556.webp [MVP] Fenrir Card (4556)
  • 300560.webp [MVP] Nightmare Piamette Card (300560)
  • 4366.webp Katrinn Card (4366)
  • 300456.webp Icewind Egg Card (300456)
  • 4583.webp Engkanto Card (4583)

  • Yorscalp Crown of Judgment enchanted with 313427.webp Warrant of Bailiff (313427) , 313417.webp Smart of Yorscalp Lv4 (313417) or 313421.webp Speed of Yorscalp Lv4 (313421) or 313413.webp Intelligence of Yorscalp Lv4 (313413) or 313425.webp Defense of Yorscalp Lv4 (313425) , and 4714.webp INT+5 (4714) or any of the raw stats.
    • Aim for Intelligence if you want more damage in your build; if in need of more utility and survivability like VCT%, ASPD%, ACD%, and Res/MRes, go for either Smart, Speed, or Defense.
    • Personally, if you will ask me, I will go with Smart over Speed, Intelligence, and Defense, since as an EM we will be needing a lot of ACD% for smoother and fluid skill cycle rotation and VCT% to reach instant cast even with drop boots. Speed's ASPD% is easily solvable with consumables, stats readjustment, and buffs; Damage increase from Intelligence is not significantly high to make it matter and it doesn't give any ACD%; Defense's Res and MRes traits are only good so far for recklessly soloing Encroached Geffenia and Zero Cell Sector (Lux Floor), and it doesn't give any ACD%.
  • Time Dimensions Rune Crown enchanted with 312763.webp Magic Essence Jewel Lv5 (312763) , 312766.webp Magic Essence Jewel Lv8 (312766) , 312718.webp Time Dimension Jewel (Wisdom) Lv3 (312718) or 312700.webp Time Dimension Jewel (Agility) Lv3 (312700) , and any of the raw stats.
    • Never ever settle for either 312773.webp Spell Jewel Lv5 or 312709.webp Time Dimension Jewel (Intelligence) Lv3 for the 2nd and 3rd slot enchants, respectively. The underwhelming values they provide pale in comparison to Magic Essence Jewel Lv5's, Wisdom Lv3's, and Agility Lv3's added damage and utilities.
    • At this point you already get too much %All Property Magical damage and S.MAtk modifiers that they become negligible and make you reach diminishing returns if invested too much on.
    • If you want to fully commit to Time Dimensions Rune Crown, we now have the perfect option to upgrade to 312766.webp Magic Essence Jewel Lv8 (312766) . For more info, check this page.
Middle 410233.webp Gambler's Seal [1] (410233)

  • 4403.webp [MVP] Kiel Card (4403)
  • 4480.webp Sealed Kiel Card (4480)
  • 27396.webp Isaac Wigner Card (27396)
  • 4583.webp Engkanto Card (4583)

  • Can be enchanted using 100487.webp Loki's White Coin (100487) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each.
  • Enchanted with any of the following:
    • MAtk + 5% & MAtk + 5%
    • ACD + 5% & ACD + 5%
    • VCT + 5% & VCT + 5%
Lower 420213.webp Ace of Spades in Mouth (Magical) (420213)
N/A
  • Can be enchanted using 100488.webp Loki's Advice (Magical) (100488) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each.
  • Enchanted with any of the following:
    • 1st line: Any of the raw stats
    • 2nd line: +7% All property magical damage or +7 S.MAtk
Armor +12 [A] 450173.webp Nebula Robe of Spell [1] (450173)

  • 300472.webp [MVP] Demigod Lasgand Card (300472)
  • 300665.webp The Chief Knight of Abyss Card (300665)
  • 300529.webp Yortus Conjurator Card (300529)
  • 300376.webp Two Eyes Dollocaris (300376)

  • Enchanted with 310688.webp Star Cluster of Spell Lv.3 (310688) , 310738.webp Nebula of Spell Lv.3 (310738) , and 4714.webp INT+5 (4714) .
    • For more info on how to enchant, check this page.
Weapon +12 [A] 540114.webp Elemental Spirits [2] (540114)
OR
+12 [A] 540079.webp Dimensions Elemental Magic Book [2] (540079)
and/or
+12 [A] 540080.webp Dimensions Elemental Spell Book [2] (540080)

  • Elemental Spirits needs to be reformed from a +10 540109.webp Encroached Book [2] (540109) . A 105420.webp Dimensional Tuning (Elemental Spirits) (105420) , alongside the required materials, will be needed to reform the book.
  • For a list of possible enchants on Elemental Spirits, refer to this. Enchants will vary on your RNG luck, needs, and the element you want to prioritize the most. I have explained in details which set of enchants will fit in different situations in the Frequently Asked Questions (FAQs) section of the guide; kindly check it if you are unsure.
  • For a list of possible enchants on your Dimensional Books, refer to this. Enchants of your choice will vary depending on your needs, and the race/elemental property of the mobs you're going to prioritize.
  • Dimensions Books and Elemental Spirits can be carded with the following combo:
    • 300662.webp Shadiest Card (300662) & 300660.webp Lunarina Card (300660)
    • 300662.webp Shadiest Card (300662) & 27384.webp Mutating White Knight Card (27384)
    • 300662.webp Shadiest Card (300662) & 300455.webp Copo Card (300455)
    • 300660.webp Lunarina Card (300660) & 27384.webp Mutating White Knight Card (27384)
    • 300660.webp Lunarina Card (300660) & 300455.webp Copo Card (300455)
    • 300495.webp Philofontes Card (300495) & 300497.webp Secret Wing Lazy Card (300497)
    • Specifically for Elemental Spirits, 300594.webp Ilse El Heine Card (300594) will be equipped in place of Lunarina, Shadiest, Philofontes, and Secret Wing Lazy cards and is the preferred choice when your headgear is 400724.webp Yorscalp Crown of Judgment to maximize the 5373.webp Terra Drive and 5370.webp Lightning Land skill modifiers from Yorscalp.
  • If Dimensions Elemental Spell Book is your main weapon, you may replace either Shadiest Card, Lunarina Card, Copo Card or Mutating White Knight Card with 300594.webp Ilse El Heine Card for more skill modifiers for your 5370.webp Lightning Land and 5373.webp Terra Drive (+15% LL/TD mods when weapon is refined to +15).
  • The combo of 300495.webp Philofontes Card and 300497.webp Secret Wing Lazy Card is best in slot against Formless and Demi-Human races like Rigel and Encroached Tan.
Shield +12 [A] 460020.webp Mad Bunny-LT [1] (460020)
or
+12 [C] 460040.webp Glacier Guard [1] (460040)

  • 4128.webp [MVP] Golden Thief Bug Card (4128)
  • 300239.webp [MVP] Silent Maya Card (300239)
  • 27298.webp [MVP] Ancient Wootan Defender Card (27298)
  • 4636.webp [MVP] Bijou Card (4636)
  • 300275.webp Horror of Thanatos Card (300275)
  • 27385.webp Mutating Khalitzburg Card (27385)
  • 4253.webp Alice Card (4253)
  • 300379.webp Renovated Upper Rgan (300379)

  • Mad Bunny-LT enchanted with 310860.webp Variable Casting (Magical) Lv.3 (310860) or 310853.webp After Cast Delay Lv.3 (310853) or 310863.webp Defense Lv.3 (310863) .
  • Glacier Guard enchanted with 312095.webp Glacier Flower Meow Power (Intelligence) (312095) , 312093.webp Glacier Flower Meow Power (Magical Resistance) (312093) or 312092.webp Glacier Flower Meow Power (Physical Resistance) (312092) , and 312091.webp Glacier Flower Meow Power (Attack) (312091) .
  • In terms of damage output, the MAtk% + 10% of either 4636.webp Bijou Card or 300275.webp Horror of Thanatos Card (shield should be +15) is stronger than the +5% Medium/Large Size modifiers that 27385.webp Mutating Khalitzburg Card gives when it combos with Mutating White Knight Card.
Garment +12 [A] 480351.webp Circulation of Life Autumn [1] (480351)

  • 300145.webp [MVP] Abysmal Witch Card (300145)
  • 300382.webp [MVP] Aquila Card (300382)
  • 27362.webp [MVP] Polluted Queen Spider Card (27362)
  • 4576.webp [MVP] Gioia Card (4576)
  • 4671.webp [MVP] Sorcerer Celia Card (4671)
  • 300424.webp Friedrich S. Heine Card (300424)
  • 300521.webp Yordos Investigator Card (300521)
  • 300522.webp Yordos Judge Card (300522)

  • Needs to reform 480347.webp Manteau of Mystical Beast Autumn [1] (480347) .
  • Enchanted with 313018.webp Life of Autumn (Intelligence) (313018) , 312558.webp Magical Fruit Lv20 (312558) , and 312518.webp Magical Flower Lv5 (312518) .
    • For more info about purchasing, reforming, and enchanting the garment, check this page.
Shoe +12 [A] 470204.webp Moan of Corruption [1] (470204)

  • 300458.webp Icewind Card (300458)
  • 300248.webp [MVP] Death Witch Card (300248)
  • 300262.webp [MVP] The One Card (300262)
  • 4441.webp [MVP] Falling Bishop Card (4441)
  • 300281.webp [MVP] R001 Bestia Card (300281)

  • At +14, MoC will give a total of +56 SPL which provides strong oomph and boost to your damage so try to aim refining yours to +14 so you can reap its full benefits.
    • Can be refined using the 50052.webp MVP Equip Refine Hammer (50052) , exchanged with NPC MC HAMMER, found wandering about at Eden Market (@go 40).
  • Icewind Card will serve as your general all-purpose card while the rest of the racial cards will be for targeting specific MVPs in instances and for maps where those specific races are abundant or common.
Accessory (Right)
490136.webp Spell Signet of Star [1] (490136)

  • 300175.webp [MVP] Unidentified Creatures Card (300175)
  • 300469.webp Melibe Iceslug Card (300469)
  • 300464.webp Elite Rgan Warlock Card (300464)
  • 27107.webp Playing Pere Card (27107)

  • Enchanted with 313038.webp Star Cluster of Intelligence Lv5 (313038) , 310711.webp Star of Spell Lv.5 (310711) , and 310711.webp Star of Spell Lv.5 (310711) .
    • For more info on how to enchant, check this page.
Accessory (Left) 490485.webp Signet of Circulation Autumn [1] (490485)

  • Enchanted with 312996.webp Signet of Spell Lv5 (312996) and 312981.webp Token of Life (312981) .
    • For more info about purchasing and enchanting the accessory, check this page.

Endgame now finally and this is the second to the last stage of your gear progression but certainly not the end (costumes?). Here, most of the things you will do is going to be min-maxing and striving to get the best possible enchant and upgrade on your gears. Some players settle for the bare minimum and that's fine too if you don't fancy suffering more with RNG, but you're still in endgame. Moreover, this will be the stage where you'll most likely want to buy your own MVP cards either by farming them yourselves from instances or buying them from sellers. The useful MVP cards for EM are listed in the table. I suggest you get them when you have the time and budget for it; EM is an already strong class and these MVP cards scale well with EM's skills.

Gears that are new in this section are the Alice gears Mad Bunny-LT [1] (460020) , Gambler's Seal [1] (410233) , and Ace of Spades in Mouth (Magical) (420213) . The Mad Bunny is sought for the utility that it gives. It gives more ASPD and ACD plus 10% resistance against all element. Damage-wise, it didn't perform significantly better than Glacier Guard [1] (460040) in my tests, but having more utility is nice to those who prefer it over damage. On the other hand, the middle and lower headgears Gambler's Seal and Ace of Spades are your next new upgrade in those slots. They were upgraded last because they give little improvement in damage as compared to the costs of crafting them and your other core gears.

If you're one of those people who joined the bandwagon and only played EM because of the autocast feature that the Dimensions set gives, well this is now the part (or earlier before now) where you should have a Time Dimensions Rune Crown (Elemental Master) [1] (400536) to pair with one of your books. Put as much attention as you can on the Dimensions Rune Crown and Dimensions Book and refine them to +12 to +15 if you can because besides allowing you the ability to autocast Elemental Buster, these two will also give you Elemental Buster skill modifier. At +15 for both pieces of equipment, it'll be a total of 60% Elemental Buster skill modifier! No other classes besides EM and only EM gets the privilege and the prestige of autocasting their ultimate and on top of that gets skill modifier for it, so make sure to capitalize on that. Time Dimensions will still have its uses for x1 rate leveling and increased efficiency farming in Depth 2, even though it is no longer your equipment for absolute endgame. To craft one, you'll need to have access first to Depth Abyss 2. You will need 2,000 Reputation pts. from Varmundt's Biosphere Depth to access this dungeon. More pieces of information regarding the enchanting process on this page.

Your other better option for a weapon is the Another Dimension Weapon Elemental Spirits [2] (540114) , which also allows you to autocast double Elemental Busters without ever needing to swap between two books and acts indepedently on its own without a combo headgear. This gives you freedom to choose a headgear of your choice and in this case Yorscalp Crown of Judgment [1] (400724) is the perfect option because of its Warrant of Bailiff enchant. Once proced, it will instantly give you 20% Size/Race/Element/Protocol modifiers which substantially increases your damage for all your skills! And as you should know, our class have no problems triggering this proc due to the nature of our skills being multi-hit which means each hit will serve as separate chances to activate Warrant of Bailiff's effect. For more information about Yorscalp Crown, check this page. For more details about Elemental Spirits, you may check this page. Moreover, if you are curious which between Time Dimensions and Elemental Spirits is stronger and which will carry you through to absolute endgame, you can check the FAQs section of the guide.

You may also now begin reforming your Manteau of Mystical Beast Autumn [1] (480347) to Circulation of Life Autumn [1] (480351) and then start maximizing its enchant altogether with the Signet of Circulation Autumn [1] (490485) and Spell Signet of Star [1] (490136) . All four (4) pieces of these Hall of Life equipment have noteworthy enchants such as Star Cluster of Spell Lv.3 (310688) from the Nebula Robe, Life of Autumn (Intelligence) (313018) from the Manteau, Signet of Spell Lv5 (312996) and Token of Life (312981) from the Signet, and Star Cluster of Intelligence Lv5 (313038) from the Spell Signet that will combo with one another to give you considerable amounts of damage modifiers, stats, and boosts. Completing all of them will exceedingly improve your DPS potential, and they will pretty much be needed to let you comfortably farm endgame dungeons such as Depth 2 and Chapter 1 areas.

Part II – Absolute Endgame

Type Item Card Enchants and Notes
Upper +15 [A] 400724.webp Yorscalp Crown of Judgment [1] (400724)

  • 300377.webp [MVP] Ultra Limacina Card (300377)
  • 4556.webp [MVP] Fenrir Card (4556)
  • 300560.webp [MVP] Nightmare Piamette Card (300560)
  • 4366.webp Katrinn Card (4366)
  • 300456.webp Icewind Egg Card (300456)
  • 4583.webp Engkanto Card (4583)

  • Enchanted with 313427.webp Warrant of Bailiff (313427) , 313417.webp Smart of Yorscalp Lv4 (313417) or 313421.webp Speed of Yorscalp Lv4 (313421) or 313413.webp Intelligence of Yorscalp Lv4 (313413) or 313425.webp Defense of Yorscalp Lv4 (313425) , and 4714.webp INT+5 (4714) or any of the raw stats.
    • Aim for Intelligence if you want more damage in your build; if in need of more utility and survivability like VCT%, ASPD%, ACD%, and Res/MRes, go for either Smart, Speed, or Defense.
    • Personally, if you will ask me, I will go with Smart over Speed, Intelligence, and Defense, since as an EM we will be needing a lot of ACD% for smoother and fluid skill cycle rotation and VCT% to reach instant cast even with drop boots. Speed's ASPD% is easily solvable with consumables, stats readjustment, and buffs; Damage increase from Intelligence is not significantly high to make it matter and it doesn't give any ACD%; Defense's Res and MRes traits are only good so far for recklessly soloing Encroached Geffenia and Zero Cell Sector (Lux Floor), and it doesn't give any ACD%.
    • If you have enough zeny and resources and you still haven't managed to roll Level 4 enchants then now is the perfect time to do so.
Middle 410233.webp Gambler's Seal [1] (410233)

  • 4403.webp [MVP] Kiel Card (4403)
  • 4480.webp Sealed Kiel Card (4480)
  • 27396.webp Isaac Wigner Card (27396)
  • 4583.webp Engkanto Card (4583)

  • Can be enchanted using 100487.webp Loki's White Coin (100487) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each.
  • Enchanted with any of the following:
    • MAtk + 5% & MAtk + 5%
    • ACD + 5% & ACD + 5%
    • VCT + 5% & VCT + 5%
Lower 420213.webp Ace of Spades in Mouth (Magical) (420213)
N/A
  • Can be enchanted using 100488.webp Loki's Advice (Magical) (100488) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each.
  • Enchanted with any of the following:
    • 1st line: Any of the raw stats
    • 2nd line: +7% All property magical damage or +7 S.MAtk
Armor +15 [A] 450173.webp Nebula Robe of Spell [1] (450173)

  • 300472.webp [MVP] Demigod Lasgand Card (300472)
  • 300665.webp The Chief Knight of Abyss Card (300665)
  • 300529.webp Yortus Conjurator Card (300529)
  • 300376.webp Two Eyes Dollocaris (300376)

  • Enchanted with 310688.webp Star Cluster of Spell Lv.3 (310688) , 310738.webp Nebula of Spell Lv.3 (310738) , and 4714.webp INT+5 (4714) .
    • For more info on how to enchant, check this page.
Weapon +15 [A] 540114.webp Elemental Spirits [2] (540114)

  • Needs to be reformed from a +10 540109.webp Encroached Book [2] (540109) . A 105420.webp Dimensional Tuning (Elemental Spirits) (105420) , alongside the required materials, will be needed to reform the book.
  • For a list of possible enchants, refer to this. Enchants will vary on your RNG luck, needs, and the element you want to prioritize the most. I have explained in details which set of enchants will fit in different situations in the Frequently Asked Questions (FAQs) section of the guide; kindly check it if you are unsure.
  • Can be carded with the following combo:
    • 300594.webp Ilse El Heine Card (300594) & 300455.webp Copo Card (300455)
    • 300594.webp Ilse El Heine Card (300594) & 27384.webp Mutating White Knight Card (27384)
    • 300594.webp Ilse El Heine Card (300594) should be a constant in your card combinations to maximize the 5373.webp Terra Drive and 5370.webp Lightning Land skill modifiers from 400724.webp Yorscalp Crown of Judgment .
    • Lunarina and Shadiest cards, based on my tests, give slightly lower damage than your Copo and Mutating White Knight cards. The two latter cards give more numeric values for size% modifier than the lackluster values that the former two impart.
    • Philofontes and Secret Wing Lazy cards are also not great options since these two cards should always be paired with one another to reap their full effects. Even against Formless and Demi-Human races like Rigel and Encroached Tan, always stick with 300594.webp Ilse El Heine Card .
Shield +15 [A] 460020.webp Mad Bunny-LT [1] (460020)
or
+15 [C] 460040.webp Glacier Guard [1] (460040)

  • 4128.webp [MVP] Golden Thief Bug Card (4128)
  • 300239.webp [MVP] Silent Maya Card (300239)
  • 27298.webp [MVP] Ancient Wootan Defender Card (27298)
  • 4636.webp [MVP] Bijou Card (4636)
  • 300275.webp Horror of Thanatos Card (300275)
  • 27385.webp Mutating Khalitzburg Card (27385)
  • 4253.webp Alice Card (4253)
  • 300379.webp Renovated Upper Rgan (300379)

  • Mad Bunny-LT enchanted with 310860.webp Variable Casting (Magical) Lv.3 (310860) or 310853.webp After Cast Delay Lv.3 (310853) or 310863.webp Defense Lv.3 (310863) .
  • Glacier Guard enchanted with 312095.webp Glacier Flower Meow Power (Intelligence) (312095) , 312093.webp Glacier Flower Meow Power (Magical Resistance) (312093) or 312092.webp Glacier Flower Meow Power (Physical Resistance) (312092) , and 312091.webp Glacier Flower Meow Power (Attack) (312091) .
  • In terms of damage output, the MAtk% + 10% of either 4636.webp Bijou Card or 300275.webp Horror of Thanatos Card (shield should be +15) is stronger than the +5% Medium/Large Size modifiers that 27385.webp Mutating Khalitzburg Card gives when it combos with Mutating White Knight Card.
Garment +15 [A] 480351.webp Circulation of Life Autumn [1] (480351)

  • 27362.webp [MVP] Polluted Queen Spider Card (27362)
  • 300382.webp [MVP] Aquila Card (300382)
  • 300145.webp [MVP] Abysmal Witch Card (300145)
  • 4576.webp [MVP] Gioia Card (4576)
  • 4671.webp [MVP] Sorcerer Celia Card (4671)
  • 300424.webp Friedrich S. Heine Card (300424)
  • 300521.webp Yordos Investigator Card (300521)
  • 300522.webp Yordos Judge Card (300522)

  • Needs to reform 480347.webp Manteau of Mystical Beast Autumn [1] (480347) .
  • Enchanted with 313018.webp Life of Autumn (Intelligence) (313018) , 312558.webp Magical Fruit Lv20 (312558) , and 312518.webp Magical Flower Lv5 (312518) .
    • For more info about purchasing, reforming, and enchanting the garment, check this page.
Shoe +15 [A] 470337.webp Dimension World Spell Shoes [1] (470337)

  • 300458.webp Icewind Card (300458)
  • 300248.webp [MVP] Death Witch Card (300248)
  • 300262.webp [MVP] The One Card (300262)
  • 4441.webp [MVP] Falling Bishop Card (4441)
  • 300281.webp [MVP] R001 Bestia Card (300281)

  • Dimension World Spell Shoes will be enchanted with:
    • 2nd slot: 313920.webp Dimension World Crystal (Pride) (313920)
    • 3rd slot: Any of the elemental property damage modifiers of your choice.
    • 4th slot: Any of the racial damage modifiers of your choice.
    • For more info on how to enchant, check this page.
  • As part of the newly added Chapter 1 content, Dimension World Spell Shoes will be your absolute endgame boots that will be made at the very last, altogether with your Skill Master Shadow Gears and Demigod Rune Tablet since all the materials needed to craft and enchant the boots will cost you approximately 30 billion zeny or more (at the time of writing), depending on the fluctuating market price. Currently, it's much cheaper to fully upgrade the boots and should only cost 2 billion to 5 billion zeny so consider yourself lucky.
  • Dimension World Spell Shoes will only start outperforming MoC once it's upgraded its 2nd slot enchant to at least 313919.webp Frontier Crystal (Pride) 5Lv . Anything below it, MoC will still be slightly stronger. Most players will settle for Level 5 and slowly save up for the last upgrade and this one is probably the most advisable thing to do at the moment.
  • Do not pick 470338.webp Dimension World Magic Shoes [1] (470338) over Dimensions World Spell Shoes since all the elements that EM use are not all catered in the former.
  • Icewind Card will serve as your general all-purpose card while the rest of the racial cards will be for targeting specific MVPs in instances and for maps where those specific races are abundant or common.
  • Update: Several patches have passed and materials needed to enchant the boots have gotten a lot cheaper and have been easier to farm; however, I would still advise to get and upgrade the Dimensional World Boots last since places like Zero Cell Sector would still require you to be fully endgame geared to farm it efficiently and Moan of Corruption will help you jumpstart your investment.
Accessory (Right)
490136.webp Spell Signet of Star [1] (490136)

  • 300175.webp [MVP] Unidentified Creatures Card (300175)
  • 300469.webp Melibe Iceslug Card (300469)
  • 300464.webp Elite Rgan Warlock Card (300464)
  • 27107.webp Playing Pere Card (27107)

  • Enchanted with 313038.webp Star Cluster of Intelligence Lv5 (313038) , 310711.webp Star of Spell Lv.5 (310711) , and 310711.webp Star of Spell Lv.5 (310711) .
    • For more info on how to enchant, check this page.
Accessory (Left) 490485.webp Signet of Circulation Autumn [1] (490485)

  • Enchanted with 312996.webp Signet of Spell Lv5 (312996) and 312981.webp Token of Life (312981) .
    • For more info about purchasing and enchanting the accessory, check this page.

Endgame's Part II, aka Absolute Endgame, will be your very last stage of gear progression ( no, really, it's costumes). This is the part where all your gears has to be refined to +15 to reap the full effects and benefits of your cards and enchants. This is also the part where equipment that will cost you more than 10 billion zeny will be bought and upgraded last. Farming Villa of Deception to get both [MVP] Twisted God Card (300228) and [MVP] Schulang Card (300227) to complete your Demigod Rune Tablet and conquering Tower of Trials to obtain the currency Special Instance Coin (50209) to buy yourself the Skill Master Shadow Gears will all be part of this last stage. In other words, this is the stage of min-maxing everything until you wait again for the next big update to come to the server.

The only brand new equipment that got added to this part is the overly expensive Dimension World Spell Shoes [1] (470337) . This boots is part of the Chapter 1 content, and you will need to farm three new dungeons, namely Encroached Geffenia, Ruined Valkyrie Realm, and Zero Cell Sector, and an instance called Recreated Dark Whisper. In Encroached Geffenia, monsters here will drop Frontier Magic Stone (1001998) , Chaotic Essence (1002013) , Otherworldly Rune (1002015) , and Otherworldly Essence (1002016) while monsters at Ruined Valkyrie Realm will drop Chaotic Rune (1002012) . These five items are needed to craft and enchant your Dimension World Shoes. What's good in these dungeons is that they benefit with the party loot drop system exclusive to the server. This means that each loot is rolled individually per member and all members will get what the other person is looting which is why partying up is highly advisable in these dungeons. More mobs killed and ground covered in a party mean more drops so enjoy! With the release of Zero Cell Sector, you can farm this dungeon instead of Encroached Geffenia or Ruined Valkyrie Realm since all the materials you farm separately in these two are dropped by mobs inside Zero Cell. But take note, you have to be still properly geared when farming Zero Cell, especially if you are farming it solo.

On the other hand, the Recreated Dark Whisper, after a successful clear, will reward you with the Root Gold Coin (1001972) and Mana Ring (1001996) . This currency is used to exchange items to NPC Root Gold Exchanger (ygg_fruit 168, 124) such as Azure Frontier Stone (1002007) , Sunset Frontier Stone (1002008) , Teal Frontier Stone (1002009) , and Pitch Black Frontier Stone (1002010) which will be all needed to upgrade your boots. The NPC will also let you exchange these Gold Coins to Mana Rings which can be used to get an hour buff that will let you enter and farm the two (2) aforementioned Chapter 1 dungeons. Root Gold Coins can always be exchanged interchangeably to Mana Rings and vice vera with additional costs to the same NPC. If you think and feel farming and completing our Hall of Life equipment is already grindy to the max, you will probably lose all hope and scratch the back of your head out of frustration because this piece of equipment is undeniably costly to craft and fully enchant. But my best advise for you is to take things slowly, do not rush everything, and just progress on your own pace. This content is meant to be completed within a year anyway, and not within a span of a month. Bask in the joy of being in endgame, and do not forget to rest from time to time so as to avoid burning out.

Shadow Gears

Type Item Enchants and Notes
Shadow Armor +10 24981.webp Lightning Swamp Shadow Armor (24981)
or
+10 24883.webp Full Spell Shadow Armor (24883)
or
+10 24764.webp Lord Bearer's Shadow Armor (24764)

  • Among the three Shadow Armors, Lightning Swamp Shadow Armor is your absolute endgame Shadow Gear that is part of the Skill Master Shadow Gear line.
    • To craft, one copy of 7914.webp Ancient Language Document (7914) , 7/8/9/10★ Shadow Stones, and a 30m zeny fee are needed to be exchanged to NPC Dala (main_office 87, 166) in the Main Office Basement (@go 15).
  • Lightning Swamp Shadow Armor and Lord Bearer's Shadow Shoes can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
  • Full Spell Shadow Armor enchanted with 312664.webp S. Magic Power Lv5 (312664) and 4712.webp INT+3 (4712) or 4732.webp AGI+3 (4732) .
  • Lord Bearer's Shadow Armor will combo with 24763.webp Lord Bearer's Shadow Shoes to give you a permanent 8.webp Endure effect and some MaxHP% + 25%.
    • This is a personal favorite of mine when farming any dungeons that is not Varmundt's Biosphere Depth 2 since it prevents me from getting flinched by physical attacks which makes farming more efficient.
Shadow Weapon +10 24792.webp Master Shadow Weapon (24792)
or
+10 24753.webp Magical Spell Shadow Weapon (24753)
  • Between the two Shadow Weapons, Master Shadow Weapon is your absolute endgame Shadow Gear that functions as a set with your Skill Master Shadow Gear.
  • Master Shadow Weapon can be enchanted with 1001253.webp Shadow Essence (1001253) by talking to NPC Azzam the Lucky (grademk 47, 181) in the Equipment Enhancement Room (@go 50).
  • Magical Spell Shadow Weapon can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
Shadow Shield +10 24793.webp Master Shadow Shield (24793)
or
+10 24754.webp Magical Spell Shadow Shield (24754)
  • Between the two Shadow Shields, Master Shadow Shield is your absolute endgame Shadow Gear that functions as a set with your Skill Master Shadow Gear.
  • Master Shadow Shield can be enchanted with 1001253.webp Shadow Essence (1001253) by talking to NPC Azzam the Lucky (grademk 47, 181) in the Equipment Enhancement Room (@go 50).
  • Magical Spell Shadow Shield can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
Shadow Shoe +10 24982.webp Lightning Swamp Shadow Shoes (24982)
or
+10 24884.webp Full Spell Shadow Shoes (24884)
or
+10 24763.webp Lord Bearer's Shadow Shoes (24763)

  • Among the three Shadow Shoes, Lightning Swamp Shadow Shoes is your absolute endgame Shadow Gear that is part of the Skill Master Shadow Gear line.
    • To craft, one copy of 7914.webp Ancient Language Document (7914) , 7/8/9/10★ Shadow Stones, and a 30m zeny fee are needed to be exchanged to NPC Dala (main_office 87, 166) in the Main Office Basement (@go 15).
  • Lightning Swamp Shadow Shoes and Lord Bearer's Shadow Shoes can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
  • Full Spell Shadow Shoes enchanted with 312664.webp S. Magic Power Lv5 (312664) and 4712.webp INT+3 (4712) or 4732.webp AGI+3 (4732) .
  • Lord Bearer's Shadow Shoes will combo with 24764.webp Lord Bearer's Shadow Armor to give you a permanent 8.webp Endure effect and some MaxHP% + 25%.
    • This is a personal favorite of mine when farming any dungeons that is not Varmundt's Biosphere Depth 2 since it prevents me from getting flinched by physical attacks which makes farming more efficient.
Shadow Earring (Right) +10 24979.webp Conflagrative Shadow Earring (24979)
or
+10 24665.webp Full Tempest Shadow Earring (24665)
  • Between the two Shadow Earrings, Conflagrative Shadow Earring is your absolute endgame Shadow Gear that is part of the Skill Master Shadow Gear line.
    • To craft, one copy of 7914.webp Ancient Language Document (7914) , 7/8/9/10★ Shadow Stones, and a 30m zeny fee are needed to be exchanged to NPC Dala (main_office 87, 166) in the Main Office Basement (@go 15).
  • Conflagrative Shadow Earring and Full Tempest Shadow Earring can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
Shadow Pendant (Left) +10 24980.webp Conflagrative Shadow Pendant (24980)
or
+10 24668.webp Full Tempest Shadow Pendant (24668)


  • Between the two Shadow Pendants, Conflagrative Shadow Pendant is your absolute endgame Shadow Gear that is part of the Skill Master Shadow Gear line.
    • To craft, one copy of 7914.webp Ancient Language Document (7914) , 7/8/9/10★ Shadow Stones, and a 30m zeny fee are needed to be exchanged to NPC Dala (main_office 87, 166) in the Main Office Basement (@go 15).
  • Conflagrative Shadow Pendant and Full Tempest Shadow Pendant can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.

For more information regarding the listed Shadow Gears, check this page. For Shadow Gear enchanting, you can refer to this page or Choi's Guide to Magic.

In terms of precedence, Full Tempest Shadow Earring (24665) and Full Tempest Shadow Pendant (24668) takes priority over your other Shadow Gears when starting out. You would want to eliminate MDef as soon as possible and get full MDef pierce as your damage diminishes the higher the MDef of the monsters.

From early game 'til endgame, the so-called Blue Shadow Gears consisting of Magical Spell Shadow Weapon (24753) , Magical Spell Shadow Shield (24754) , Full Tempest Shadow Earring (24665) , and Full Tempest Shadow Pendant (24668) plus the Trait-Enhanced Shadow Gears comprising of Full Spell Shadow Armor (24883) and Full Spell Shadow Shoes (24884) will still be strong enough to get you through all stages and due to their universality they can be shared among magic classes. Upon reaching absolute endgame where you have nowhere else to go or got nothing else to do, you will most likely try to aim conquering Tower of Trials with a close group or guild to drop Special Instance Box (50208) and Special Instance Coin (50209) . The coins will be then exchanged to NPC Doil (main_office 124, 48) in the 1st Floor of Main Office (@go 15) to retrieve an Ancient Language Document (7914) for 20 coins each which will be needed to craft the Skill Master Shadow Gear, specifically the Lightning Swamp and Conflagrative Shadow Gears for Elemental Master.

These Skill Master Shadow Gears will be your absolute endgame Shadow Equipment and they perform exceptionally better than Blue + Trait-Enhanced Shadow Gears against high MRes monsters since they give 20% MRes pierce. However against monsters with 0 MRes value like Thanatos Tower Flr. 12 mobs, the latter will hit harder but it's not like going forward the monsters from newer contents will have 0 MRes values; so overall, the Special Master Shadow Gears is a tad bit better, though just keep in mind they are mightily expensive to craft. If they are to be placed in a priority line of things to get, they will be made last alongside the Demigod Rune Tablet.

Costume Enchant Stones

Type Item Stone Notes
Upper Costume 19602.webp Any Upper Costume of your liking

  • For every level of 2451.webp Striking, it gives you 0.1 second FCT reduction.
Middle Costume 19603.webp Any Middle Costume of your liking

  • For every level of 2447.webp Diamond Dust, it gives you +2% VCT reduction. This will be needed for you to reach instant cast thru VCT%.
Lower Costume 19604.webp Any Lower Costume of your liking

  • For every level of 2446.webp Earth Grave, it gives you +2% All property magical damage.
Garment Costume 20506.webp Any Garment Costume of your liking

  • 1001420.webp Elemental Master Stone (Garment) (1001420)
  • 25067.webp Cast Stone (Garment) (25067)
  • 1000921.webp Spell Stone (Dual) (1000921)
  • 1000675.webp Reload Stone (Dual) (1000675)
  • 1000522.webp Variable Casting Time Stone (Dual) (1000522)

  • Elemental Master Stone (Garment) gives the following effects:
    • For every level of 5368.webp Increasing Activity, it increases your Fire and Poison property magical damage by 2%.
    • When equipped with Sorcerer Stone (Top), it increases 5372.webp Conflagration and 5373.webp Terra Drive damage by 10%.
    • When equipped with Sorcerer Stone (Mid), it increases 5371.webp Venom Swamp by 10%.
    • When equipped with Sorcerer Stone (Low), every level of 5366.webp Spell Enchanting increases magical damage against All elemental enemies by 3%.
  • Cast Stone (Garment) gives 0.5 second FCT reduction.
    • This won't be your target endgame costume garment stone; you might wear this one when you need more FCT while wearing drop rate gears or when you are a newbie starting out as an EM, needing a few sources of FCT.
  • Spell Stone (Dual) for damage.
  • Reload Stone (Dual) for a fluid skill rotation if you still lack adequate ACD%.
  • Variable Casting Time Stone (Dual) is an option if you lack VCT%.

Costume Enchant stones gives a considerable damage increase in your DPS, as well as providing good utility. These can be obtained from the Point Shop (main_office 71, 315) in the 2nd Floor of the Main Office. You can get the Sorcerer stones by opening Top Box 4 (41093) , Mid Box 4 (41097) , and Low Box 4 (41101) . For the Elemental Master stone, you will need to open Garment 1st Box 4 (41255) . This is purely RNG and you may end up not getting your desired stone after spending 50~100 Fashion Points. If available in the market, better to just buy there.

When you need immediate costumes to slap your costume stones on, you can buy accessible ones from NPC Minho Doh (paramk 90, 33) at Eden Market (@go 40). He sells invisible costumes for 5m~10m zeny each, and while they lack zero aesthetic value these are some of the convenient ways to purchase costumes early on especially when you're just starting out. Otherwise, you may want to check out the FP Vending Machines at Fashion Paradise (@go 57) when you have collected enough Fashion Points for a variety of available cute and cool costumes to dolly up your characters.

Drop Rate Gears

Type Item Card Notes
Upper
+12 to +14 19136.webp Spirit of Chung E [1] (19136)
or
+0 to +12 19157.webp Drooping Gunslinger [1] (19157)
  • 300377.webp [MVP] Ultra Limacina Card (300377)
  • 4556.webp [MVP] Fenrir Card (4556)
  • 300560.webp [MVP] Nightmare Piamette Card (300560)
  • 4366.webp Katrinn Card (4366)
  • 300456.webp Icewind Egg Card (300456)
  • 4583.webp Engkanto Card (4583)
  • Spirit of Chung E and Drooping Gunslinger are both crafted from NPC Jewy (m_crafting 47, 109).
  • Spirit of Chung E can be enchanted by talking to NPC Slotty (gem_market 144, 194, ) at Market (@go 37).
    • For a list of possible enchants, refer to this page.
  • Even refines on Spirit of Chung E gives additional +1% increase drop rate; at +14 this headgear will give a total of 7% increase drop rate.
  • Drooping Gunslinger only gives 5% increase drop rate but it is easier to make and a much cheaper option when you can't craft nor buy Spirit of Chung E yet.
  • For farming low to mid game dungeons, Spirit of Chung E or Drooping Gunslinger can be used instead of 400536.webp Time Dimensions Rune Crown (Elemental Master) and 400724.webp Yorscalp Crown of Judgement when you have enough damage to OHKO the monsters.
    • Just be aware that when you use this headgear in place of your Time Dimension Rune Crown (TDRC) you will lose the ability to autocast 5380.webp Elemental Buster. Due to this, you will stick to your 4th job skills though without the autocasted Elemental Buster.
  • Wearing complete drop gears (total of 35%~37% increase drop rate) would still require you to wear an 300377.webp (MVP) Ultra Limacina Card , summon 2459.webp Ventus in her Passive Mode state, or switch your 1001420.webp Elemental Master Stone (Garment) + 1000921.webp Spell Stone (Dual) for a 25170.webp Minor Casting Stone (Garment) + 1000521.webp Minor Casting Stone (Dual) and wear 24747.webp Spell Caster Shadow Armor + 24748.webp Spell Caster Shadow Shoes (both refined at +10) since you'll be left with only 0.5 second FCT reduction provided by 1000672.webp Sorcerer Stone (Top) .
Middle
19117.webp Poring Sunglasses (19117)
or
19118.webp Poring Sunglasses+ [1] (19118)
  • 4403.webp [MVP] Kiel Card (4403)
  • 4480.webp Sealed Kiel Card (4480)
  • 27396.webp Isaac Wigner Card (27396)
  • 4583.webp Engkanto Card (4583)
  • Obtained from Poring Village Instance.
  • Unslotted version of Poring Sunglasses is generally used to farm instances for an increased chance to drop MVP cards. You would need a total of 25% increase drop rate from your gears + 100% from 12264.webp [Bound] Bubble Gum (12264) for a cumulative chance of 125% which is equivalent to 0.09% in terms of MVP card drop rate.
  • Slotted version of Poring Sunglasses is used if you need the extra utility of ACD from 4403.webp (MVP) Kiel Card / 4480.webp Sealed Kiel Card or the extra damage that 4583.webp Engkanto Card (4583) imparts when you are farming Varmundt's Biosphere (Venom) for example.
Lower
19095.webp Happy Balloon (19095)
N/A
  • Obtained from Slot Machine as one of the rewards from the 41006.webp Lucky Chests (41006) .
  • Happy Balloon will be needed to reach the minimum 25% total drop rate from gears to get a noticeable increase in MVP card drop rate (0.08% —> 0.09%)
  • Other lower headgears such as 19143.webp Poring Balloon (19143) and 19146.webp Marin Balloon (19146) are available if Happy Balloon is not yet within your budget but with 5% less increase drop rate.
Armor
+10 to +12 15186.webp Kafra Uniform [1] (15186)
  • 300472.webp [MVP] Demigod Lasgand Card (300472)
  • 300376.webp Two Eyes Dollocaris (300376)
  • 300529.webp Yortus Conjurator Card (300529)
  • Dropped by Nightmare Golem or purchased from vendors in the market.
  • Can be enchanted with 23175.webp Uniform Repair Kit (23175) , bought from NPC Muzaszir (gem_market 169, 209) at Market (@go 37).
    • 1st line: Indestructible in battle
    • 2nd line: Any of the raw stats
  • For farming low to mid game dungeons, Kafra Uniform can be used instead of 450173.webp Nebula Robe of Spell when you have enough damage to OHKO the monsters.
Garment
+12 to +14 20802.webp Teleport Amistr Bag [1] (20802)

  • 300145.webp [MVP] Abysmal Witch Card (300145)
  • 300382.webp [MVP] Aquila Card (300382)
  • 27362.webp [MVP] Polluted Queen Spider Card (27362)
  • 4576.webp [MVP] Gioia Card (4576)
  • 27381.webp [MVP] Phantom of Himmelmez Card (27381)
  • 4671.webp [MVP] Sorcerer Celia Card (4671)
  • 300424.webp Friedrich S. Heine Card (300424)
  • 300521.webp Yordos Investigator Card (300521)
  • 300522.webp Yordos Judge Card (300522)

  • Obtained from 23107.webp Amistr Box (23107) as one of the possible rewards.
  • Even refines gives additional +1% increase drop rate; at +14 this garment will give a total of 7% increase drop rate.
  • Any of the Amistr Bag variants works just fine but, in my opinion, Teleport Amistr Bag is your best choice among all of them. It lets you use the Acolyte skill 26.webp Teleport, which is smoother and more fluid to spam than an 12887.webp Infinite Fly Wing (12887) since the former scales with your ASPD; on the other hand, Infinite Fly Wing has a noticeable delay that is irreducible by ASPD because it is considered a consumable and not a skill. You will need a decent amount of ACD% though since your Teleport skill will also go into global cooldown/delay once you cast your other skills.
  • You may substitute Teleport Amistr Bag for a 4040.webp Creamy Card (4040) instead when you can't afford to buy one for optimal farming.
Shoe
+10 to+ 14 22069.webp Lian Shoes [1] (22069)
  • 300458.webp Icewind Card (300458)
  • 300248.webp [MVP] Death Witch Card (300248)
  • 300262.webp [MVP] The One Card (300262)
  • 4441.webp [MVP] Falling Bishop Card (4441)
  • 300281.webp [MVP] R001 Bestia Card (300281)
  • Obtained from Royal Hunting as one of the rewards from 9932.webp Royal Secret Box (9932) .
  • A variety of drop rate shoes are available to choose from such as 22049.webp Sol Shoes [1] (22049) and 22051.webp Lamor Shoes [1] (22051) . I just used Lian Shoes as top example since this shoes, in my opinion, gives slightly more utility than its other counterparts due to its decrease damage taken from Neutral elemental attacks by 5% (i.e. Basic attacks).
  • Losing the FCT reduction that 470204.webp Moan of Corruption provides will require you to get other sources of FCT from items like 25067.webp Cast Stone (Garment) , 25170.webp Minor Casting Stone (Garment) + 1000521.webp Minor Casting Stone (Dual) and 24747.webp Spell Caster Shadow Armor + 24748.webp Spell Caster Shadow Shoes (both refined at +10), or summon 2459.webp Ventus in her Passive Mode state so you can instant cast all your skills which demand 1.5 seconds FCT in total.

For a complete list of drop rate gears available in the server, follow the given link here.

99.9% of your time playing RO will be spent farming dungeons and instances and drop gears are there to improve your rates and efficiency. The name of the meta nowadays is farming with drop gears and you either OHKO the mobs with drop gears or you go home. Well good for us because like I said in the introductory part, Elemental Master is the greatest magical class to ever do this since we already have too much damage to not worry about the loss of the excess.

Rune Tablet

Tablet Set Rune Pieces Activation Cost Effects and Notes
Demigod Set
Demigod

Phantom Kite

Grey Wolf

  • 1250 pcs. of 1000405.webp Amethyst Fragment (1000405)
  • 150 pcs. of 1001282.webp Imperfect Rune (1001282)
  • 2 pcs. of 1001283.webp Perfect Rune (1001283)
  • Essential cards needed to activate this Rune Tablet are 300228.webp [MVP] Twisted God Card (300228) and 300227.webp [MVP] Schulang Card (300227) , both obtained from the Episode 18 Instance Villa of Deception.
  • Effect:
    • 2 pieces: Damage vs. Boss Class + 10%.
    • 3 pieces: Damage vs. Boss Class + 15%. For Each 3 upgrades, Damage vs. Boss Class + 3%.
  • One of the target items you should be aiming for at endgame. This rune tablet is perfect for clearing instances and farming endgame dungeons swarmed with boss protocol mobs such as Varmundt's Biosphere Depth and Varmundt's Biosphere Depth 2, but incredibly costly to unlock due to the prices of the MVP cards.
  • At +15, Demigod Rune Tablet gives 40% boss damage modifier which is equivalent to what a 300472.webp (MVP) Demigod Lasgand Card bestows in terms of protocol%.
  • While it performs best as a 3 pieces set, the 2 pieces set is good enough to use when you can't afford to unlock the 3 piece set yet.
Fusion Set
Fusion

Transformation

  • 1550 pcs. of 1000608.webp Flower Petals (1000608)
  • 200 pcs. of 1001282.webp Imperfect Rune (1001282)
  • 1 pc. of 1001283.webp Perfect Rune (1001283)
  • Essential cards needed to activate this Rune Tablet are 300382.webp [MVP] Aquila Card (300382) and 300378.webp [MVP] Juncea Card (300378) , obtained from the Episode 19 Instances Airship Destruction and Simulation Battle, respectively.
  • Effects:
    • 2 pieces: S.MATK + 15 & All elemental resistance - 15%. For each 3 upgrades, All Elemental Resistance + 3%, Poison & Fire Magic damage + 4%.
  • Fusion is the rune tablet to use for maps where normal mobs are more prevalent such as in your day-to-day field farming. Use this instead of the Demigod Rune Tablet if you want to optimize your farming sessions.
  • One weird observation I've noticed though is this rune tablet should supposedly increase Ghost magic damage instead of Fire, as stated in one of the available sources, but it could also be a translation error on their side so take this with a grain of salt for now; this would need confirmation from [GM] GemstoneRO first.
Grey Wilderness Set
Ashring Recipe

Grey Wolf

Rakehand

Phantom Kite

Lava and Ash

Hot Volcaring

  • 650 pcs. of 1000405.webp Amethyst Fragment (1000405)
  • 150 pcs. of 1001282.webp Imperfect Rune (1001282)
  • 1 pc. of 1001283.webp Perfect Rune (1001283)
  • Essential cards needed to activate this Rune Tablet are scattered around Episode 18 maps. For more info, refer to this link.
  • Effects:
    • 2 pieces: ATK + 10 & MAtk + 10. For each 3 upgrades, ATK + 3 & MAtk + 3.
    • 4 pieces: For each 3 upgrades, VCT + 1% & ASPD + 1%.
    • 6 pieces: MaxHP + 2% & MaxSP + 2%. For Each 3 upgrades, MaxHP + 1% & MaxSP + 1%.
  • The MAtk boosts this set gives are almost negligible but the biggest takeaway from it is the VCT% and ASPD% it provides. At max upgrade, it will give a total of 5% VCT and 5% ASPD.
  • Use this set if you still lack enough VCT% or ASPD% in your build.
  • This rune tablet is your best option when tanking Betelgeuse as a Dragon Tank EM.
  • By having 100% Dragon resist, defensive traits and stats such as STA, WIS, Res, MRes, Def and MDef bring zero value to you anymore and you will find out why in the Dragon Tank section of this guide; MaxHP% is the best defensive stat you should invest more on.
Glacier Weapon Set
Glacier Blade

Glacier Crusher

Glacier Graver

Glacier Piercer

Glacier Caster

Glacier Marksman

  • Essential gears and items needed to activate this Rune Tablet are obtained in Episode 19 contents. For more info, refer to this link.
  • Effects:
    • 2 pieces: ATK + 35 & MAtk + 35.
    • 4 pieces: P.ATK +2 & S.MAtk + 2. For each 5 upgrades, P.ATK + 1 & S.MAtk + 1.
    • 6 pieces: Melee Physical Damage + 4%, Ranged Physical Damage +4%, All Elemental Magic Damage +3%.
  • If you need a rune tablet focused on pure damage and requires zero MVP cards, the Glacier Weapon rune tablet is for you. This is much like a budget version of the Fusion Rune Tablet.

The NPC Rune Stone (grademk 47, 179) can be found at the Equipment Enhancement Room (@go 50). Here, you can view the different Rune Tablets encompassing Episode 17.2 to Episode 19, and you will need to bring a variety of materials first from each of the Episodic contents before you can unlock the individual Rune pieces and Rune Tablets.

Rune Tablets give substantial improvements in your overall damage, particularly the Demigod Rune Tablet which gives a total of 40% boss damage modifier when fully upgraded. The Fusion and Glacier Weapon Rune Tablets perform best when used on normal maps and areas, with Glacier Weapon acting as a budget version of the Fusion Rune Tablet. Additionally, Rune Tablets also give considerable bulk and utilities by giving you some VCT%, ASPD%, and MaxHP% with the like of the Grey Wilderness Rune Tablet.

The Rune Tablets as strong and useful they are will take the least priority than your core and tank gears. Only unlock them when you have the complete materials and once you are able to.

Magical Cards

For a complete and detailed list of magical cards available in the server, you can refer to Celery's Guide as she already grouped them according to their elemental properties, offensive values, and utilities (i.e. VCT%, ACD%, and ASPD%).

The tables below are the collated elemental, offensive, and utility magical cards that were listed on the gear sections that our class commonly use plus other magical cards that some classes can use. For guidance, Elemental Master primarily focuses on Fire, Water, Wind, Earth, Poison, and Neutral properties; so when gearing for cards to slot on your equipment, prioritize these ones and you may forget about the other elements.

List indicators: ● An empty grey cell indicates the card does not give any bonuses for that elemental property or modifiers.
● Numbers marked with an asterisk * have values that scale per 1/2/3 refinement level(s) of the equipment they are affixed to (e.g. 3% being the lowest value at +1 while 45% being the highest possible value at +15 in Nightmare Ancient Mummy Card 's case).
● Numbers marked with a star have values that scale with your character's base stats (e.g. 2% being the lowest value at Base INT + 10 while 26% being the highest possible value at Base INT + 130 in Yortus Conjurator Card 's case).
B indicates that card can be slotted to both right and left accessories.
R indicates that card can only be slotted to right accessory.
L indicates that card can only be slotted to left accessory.
C indicates that card combos with one (1), two (2), or more cards to reap its full effects (e.g. Icewind Card pairs with Copo Card to get the 31% Large Size Magical Modifier when shoes is refined at +14).
Elemental Cards
Armor Slot Elements → Fire Water Wind Earth Poison Neutral Holy Shadow Ghost Undead
Cards ↓
Upper
and
Middle
Headgears
4599.webp Lichtern Red Card (4599) 10%
300256.webp Fillia Card (300256) 7%
4597.webp Lichtern Blue Card (4597) 10%
300257.webp Vanilaqus Card (300257) 7%
300359.webp Ice Gangu Card (300359) 7%
4586.webp Tikbalang Card (4586) 10%
300255.webp Litus Card (300255) 7%
4600.webp Lichtern Yellow Card (4600) 10%
300259.webp Fulgor Card (300259) 7%
300238.webp Diligent Vitata Card (300238) 10%
300253.webp Venedi Card (300253) 7%
27310.webp Plaga Card (27310) 10%
300251.webp Plagarion Card (300251) 7%
27309.webp Mutant Heart Hunter Sanare Card (27309) 10%
300252.webp Deadre Card (300252) 7%
300258.webp Lavaeter Card (300258) 7%
4598.webp Lichtern Green Card (4598) 10%
300247.webp Pierrotzoist Card (300247) 3%
Armor 300308.webp Meyer Lugenburg Card (300308) 20%* 20%* 20%* 20%* 20%* 20%* 20%* 20%* 20%* 20%*
Weapon 300462.webp Superior Rgan Warlock Card (300462) 35% 35% 35%
300463.webp Superior Rgan Healer Card (300463) 35% 35% 35%
300124.webp Blue Pitaya Card (300124) 30%*
300460.webp Jormungandr Guardian Card (300460) 35% 35% 35%
300495.webp Philofontes Card (300495) 10% 10% 10% 10% 10% 10% 10% 10% 10% 10%
300497.webp Secret Wing Lazy Card (300497) 10% 10% 10% 10% 10% 10% 10% 10% 10% 10%
300442.webp Deadsera Card (300442) 35%* 35%* 35%* 35%* 35%* 35%* 35%* 35%* 35%* 35%*
Garment 4657.webp Nightmare Ancient Mummy Card (4657) 45%*
300145.webp [MVP] Abysmal Witch Card (300145) 100% 100%
27167.webp Faceworm Larva Card (27167) 45%*
4629.webp Arc Elder Card (4629) 45%*
27362.webp [MVP] Polluted Queen Spider Card (27362) 100% 100%
300149.webp Abysmal Phen Card (300149) 45%*
300372.webp Cave Flower Card (300372) 45%*
4576.webp [MVP] Gioia Card (4576) 100% 100%
300293.webp Erzsebet Card (300293) 45%*
300382.webp [MVP] Aquila Card (300382) 100% 100%
300123.webp Purple Pitaya Card (300123) 45%*
300122.webp Yellow Pitaya Card (300122) 45%*
300375.webp One Eye Dollocaris Card (300375) 33% 33% 33% 33%
27381.webp [MVP] Phantom of Himmelmez Card (27381) 100% 100%
300521.webp Yordos Investigator Card (300521) C 60%* 60%* 60%* 60%* 60%*
300522.webp Yordos Judge Card (300522) C 60%* 60%* 60%* 60%* 60%*
300424.webp Friedrich S. Heine Card (300424) 33%* 33%* 33%* 33%* 33%* 33%* 33%* 33%* 33%* 33%*
Shoes 27253.webp Geffen Thief Card (27253) 5% 5%
300215.webp Volcaring Card (300215) 12%* 12%*
27255.webp Ordre Card (27255) 5% 5%
300121.webp Boiling Water Marc Card (300121) 12%* 12%*
300090.webp Verporte Card (300090) 20%
300221.webp Tumblering Card (300221) 12%* 12%*
Right
and
Left
Accessories
300267.webp Crow Baron Card (300267) L 15% 15%
27161.webp Mavka Card (27161) B 20% 20%
300469.webp Melibe Iceslug Card (300469) R 25% 25% 25%
300216.webp Lava Toad Card (300216) L 35%
300268.webp Crow Duke Card (300268) R 15% 15%
27125.webp Headless Mule Card (27125) B 20% 20%
300464.webp Elite Rgan Warlock Card (300464) R 25% 25% 25%
300364.webp Calmaring Card (300364) L 35%
4577.webp Elvira Card (4577) B 20% 20%
300222.webp Firewind Kite Card (300222) L 35%
300211.webp Ash Toad Card (300211) L 35%
300294.webp Jennifer Card (300294) B 20% 20%
300371.webp Cave Calmaring Card (300371) L 35%
300175.webp [MVP] Unidentified Creatures Card (300175) R 30% 30%
27262.webp D.Y Card (27262) B 20% 20%
300191.webp Midnight D.Y Card (300191) B 20% 20% 20%
300470.webp Icebear Card (300470) R 25% 25% 25%
300218.webp Ashhopper Card (300218) L 35%
300448.webp Dispol Card (300448) L 35%
300369.webp Disposed Native Rgan Card (300369) L 35%
300370.webp Disposed Midrange Rgan Card (300370) L 35%
Offensive and Utility Cards
Armor Slot Modifiers → MAtk% MAtk SPL MaxHP%
& VIT
VCT ACD S.MAtk Race Elemental
Property
Size Skill Normal
Protocol
Boss
Protocol
Cards ↓
Upper
and
Middle
Headgears
300174.webp Melted Poring Card (300174) 10%
300528.webp Yortus Bishop Card (300528) 12%
4169.webp Dark Illusion Card (4169) -10% -10%
4366.webp Katrinn Card (4366) 2% -15%*
300459.webp Elite Rgan Healer Card (300459) -3% +2
27396.webp Isaac Wigner Card (27396) 5%
300456.webp Icewind Egg Card (300456) C 5% -7%
27109.webp Jitterbug Card (27109) C 200% (Neu)
4583.webp Engkanto Card (4583) 30% (Poi)
4480.webp Sealed Kiel Card (4480) 20%*
300560.webp [MVP] Nightmare Piamette Card (300560) 15%* 25%
4403.webp [MVP] Kiel Card (4403) 30%
4556.webp [MVP] Fenrir Card (4556) +75*
300377.webp [MVP] Ultra Limacina Card (300377) 5% +10
Armor 4409.webp Agav Card (4409) 5%
300376.webp Two Eyes Dollocaris (300376) 10% 30% (+12≥)
-30% (+12<)
300529.webp Yortus Conjurator Card (300529) 26% -7% +10
300665.webp The Chief Knight of Abyss Card (300665) 5%C (All) 8%C (All) 24%*
27214.webp Sealed Professor Celia Card (27214) 11%
4561.webp [MVP] Professor Celia Card (4561) 14%
4601.webp [MVP] Amdarais Card (4601) 15%
4602.webp [MVP] Realized Amdarais Card (4602) 20%
300378.webp [MVP] Juncea Card (300378) +20
300079.webp [MVP] Redpepper Card (300079) 30% (Frm/Fsh) 30% (Hol/Wat)
300080.webp [MVP] Senior Redpepper Card (300080) 50% (Frm/Fsh) 50% (Hol/Wat)
300209.webp Sealed Nightmare Amon Ra Card (300209) 37%* (Dem/Und) 37%* (Sha/Und)
4652.webp [MVP] Nightmare Amon Ra Card (4652) 50% (Dem/Und) 50% (Sha/Und)
300227.webp [MVP] Schulang Card (300227) 75% (Ang)
300228.webp [MVP] Twisted God Card (300228) 75% (Dem)
300472.webp [MVP] Demigod Lasgand Card (300472) 15% +15 -15% +15 40%
Weapon 300096.webp Senior Papila Cae Card (300096) +40 -10%
27261.webp Jew Card (27261) 50%* (F/C/L)
300189.webp Midnight Jew Card (300189) 65%* (F/C/L)
4692.webp Celia Alde Card (4692) 40%* (VS)
27384.webp Mutating White Knight Card (27384) +15 20% (M/L)
300455.webp Copo Card (300455) 30%* (S)
32%
* (M)
300495.webp Philofontes Card (300495) C 15% (DH/Frm) 30% (S)
30%
(L)
300497.webp Secret Wing Lazy Card (300497) 15% (DH/Frm)
300507.webp Velelling Card (300507) 20% (S)
300520.webp Yormi Missionary Card (300520) C +5 40% (S)
60% (M)
60% (L)
300594.webp Ilse El Heine Card (300594) 15%* (LL/TD)
75%C
* (LL/TD)
300660.webp Lunarina Card (300660) C +5 12% (All) 14%*
300662.webp Shadiest Card (300662) C +5 10% (All) 14%*
Shield 300235.webp Mushy Ant Egg Card (300235) 15%*
300465.webp Elite Rgan Guardian Card (300465) +15 VIT
300275.webp Horror of Thanatos Card (300275) 10%*
27385.webp Mutating Khalitzburg Card (27385) C 5% (M/L)
300239.webp [MVP] Silent Maya Card (300239) 50% (Bru/Pla)
Garment 4646.webp Infinite Chimera Card (4646) 8%
300260.webp Napeo Card (300260) +125
300521.webp Yordos Investigator Card (300521) +15% 15% (All)
300522.webp Yordos Judge Card (300522) +15% 15% (All)
4671.webp [MVP] Sorcerer Celia Card (4671) 10% 10% MHP
+20 VIT
Shoes 300081.webp Research Assistant Bot Card (300081) 10% 25% (FB)
27253.webp Geffen Thief Card (27253) 3%
27255.webp Ordre Card (27255) 3%
4381.webp Green Ferus Card (4381) 10% MHP
+1 VIT
4658.webp Nightmare Verit Card (4658) 10%
300458.webp Icewind Card (300458) C 5% +3 -8% 31%* (L)
27150.webp [MVP] Venom Chimera Card (27150) 15%*
300667.webp [MVP] Glutto Card (300667) 25%
300248.webp [MVP] Death Witch Card (300248) 10% 50% (Frm/Dem)
300262.webp [MVP] The One Card (300262) 10% 50% (Und/Dra)
300281.webp [MVP] R001 Bestia Card (300281) 10% 50% (Fsh/Ins)
4539.webp Sealed Falling Bishop Card (4539) 8%* 33%* (DH/Ang)
4441.webp [MVP] Falling Bishop Card (4441) 10% 50% (DH/Ang)
Right
and
Left
Accessories
27026.webp Fire Condor Card (27026) B -50% (FB) 100% (FB)
4433.webp Imp Card (4433) B 25% (F)
4416.webp Siroma Card (4416) B 25% (C)
300267.webp Crow Baron Card (300267) LC 30% (F/L)
300268.webp Crow Duke Card (300268) RC 5% 30% (C)
300104.webp Bookworm Card (300104) B 10% MHP
+1 VIT
10% (PW)
10% (DD)
300076.webp Broken Beta Guards Card (300076) B 10% MHP
+3 VIT
27108.webp Singing Pere Card (27108) L 20% (Neu)
300652.webp Lobelia Card (300652) RC -15%C 7%C
300649.webp Tulip Card (300649) LC -15%C 7%C
4486.webp Sealed Beelzebub Card (4486) B -15%
4145.webp [MVP] Beelzebub Card (4145) B -30%
300666.webp [MVP] Bulgasari Card (300666) L +15
Miscellaneous 4919.webp Demon's Essence VIT 3 (4919) +4 VIT

Consumables

Below is a list of consumables that our class often use during our day-to-day farming sessions.

Consumables Notes and Remarks 38.webp
NPC
25223.webp
Eden Coin
50000.webp
GemCoin
50003.webp
Gem Voucher

icon_jobs_4259.webp
Crafting
50035.webp The One Potion (50035)
  • This is your main consumable and the first thing you should never forget when you'll be doing long farming sessions, especially at endgame dungeons.
  • Two of its many noteworthy effects that it gives is +500 Def and +200 MDef, which greatly improve our survivability.
Compiles the effects of the following consumables:
14534.webp Small Life Potion , 23203.webp Small Mana Potion , 23204.webp Brilliant Protection Scroll , 12883.webp Almighty , 14766.webp Limited Power Booster , 23475.webp Infinity Drink , 12796.webp Red Booster , 12684.webp Enhanced ASPD Potion , 14601.webp Tyr's Blessing , & 14600.webp Mental Potion
  • Farmed and bought with 25223.webp Eden Coin (25223) , convert 50000.webp GemCoin (50000) to GemstoneRO Point to buy from Cash Shop, or redeem 50003.webp Gem Voucher (50003) to buy from Cash Shop.
  • Can be converted to 1 hr. version by NPC Nyang Time (malangdo 208, 161) in Malangdo.
✔️
✔️
✔️
102803.webp Force Booster (102803)
  • Force Booster gives +5 All Traits and +10 S.MAtk. One of the consumables you'd surely want to always upkeep at all times.
  • Convert 50000.webp GemCoin (50000) to GemstoneRO Point to buy from Cash Shop or redeem 50003.webp Gem Voucher (50003) to buy from Cash Shop.
✔️
✔️
102985.webp Speed Booster (102985)
  • Speed Booster is perfect for any builds and helps you survive and tank hits thru high FLEE. It gives +50 FLEE and flat +1 ASPD, and increases your movement speed.
  • Convert 50000.webp GemCoin (50000) to GemstoneRO Point to buy from Cash Shop or redeem 50003.webp Gem Voucher (50003) to buy from Cash Shop.
✔️
✔️
12710.webp Guyak Pudding (12710)
  • Guyak will give +100% movement speed the same as a Geneticist's 2478.webp Cart Boost skill and our very own Lvl. 1 2459.webp Summon Ventus on Lvl. 2 2456.webp Elemental Control (Defensive Mode).
  • Always a must have every farming sessions. No exceptions.
  • Convert 50000.webp GemCoin (50000) to GemstoneRO Point to buy from Cash Shop or redeem 50003.webp Gem Voucher (50003) to buy from Cash Shop.
✔️
✔️
12264.webp [Bound] Bubble Gum (12264)
  • Like Guyak Pudding, Bubble Gum (BBG) is a must have every time you farm. BBG is basically free and using one will increase your farm rates so you could gain more zeny or use your resources to upgrade your equipment.
  • Farmed and bought with 25223.webp Eden Coin (25223) , convert 50000.webp GemCoin (50000) to GemstoneRO Point to buy from Cash Shop, or redeem 50003.webp Gem Voucher (50003) to buy from Cash Shop.
✔️
✔️
✔️
100233.webp Blue Herb Activator (100233)
  • Blue Herb Activator (BHA) gives +15% All Property Magical Damage. With the excessive amounts of elemental modifiers you will have, BHA will only improve your damage a little, but a boost in damage is a boost in damage.
  • Crafted from a Biolo with their Geneticist skill 2497.webp Special Pharmacy. For more information on how to craft, refer to this page.
  • Can be converted to 30 mins. or 1 hr. versions by NPC Mandy (main_office 69, 59) in the Main Office (@go 15).
✔️
12437.webp Enrich Celermine Juice (12437)
  • When you need more ASPD in your build, Enrich Celermine Juice will give you 10% more ASPD.
  • A pretty cheap consumable to make and crafting them in batches will give you way too too many than you will need.
  • Crafted from a Biolo with their Geneticist skill 2497.webp Special Pharmacy. For more information on how to craft, refer to this page.
  • Can be converted to 30 mins. or 1 hr. versions by NPC Mandy (main_office 69, 59) in the Main Office (@go 15).
✔️
656.webp Awakening Potion (656)
  • Our class branch can only use Awakening Potion and sadly we can't use 657.webp Berserk Potion (657) . Nonetheless, we still get to use this mid ASPD potion to increase our ASPD by 15%.
  • Bought from NPC Tool Dealer in any towns for 2,200 zeny each or you can buy its unlimited version 12885.webp Infinite Awakening Potion (12885) in the Cash Shop for 5,000 GemstoneRO Points.
✔️
12832.webp Mysterious Life Potion (12832)
  • Its healing effect stacks with 50035.webp The One Potion and 14535.webp Medium Life Potion .
  • Since our class lacks any form of sustain for HP, we will rely heavily on these healing consumables.
  • Farmed and bought with 25223.webp Eden Coin (25223) or buy its 1 hr. version for 1 million zeny each from the NPC Head Pharmacist (paramk 102, 30) at Eden Market (@go 40).
  • 30 mins. version of this item bought with Eden Coins can be converted to 1 hr. version by NPC Nyang Time (malangdo 208, 161) in Malangdo.
✔️
✔️
14535.webp Medium Life Potion (14535)
  • Its healing effect stacks with 50035.webp The One Potion and 12832.webp Mysterious Life Potion .
  • Since our class lacks any form of sustain for HP, we will rely heavily on these healing consumables.
  • Farmed and bought with 25223.webp Eden Coin (25223) or buy its 1 hr. version for 1 million zeny each from the NPC Head Pharmacist (paramk 102, 30) at Eden Market (@go 40).
  • 30 mins. version of this item bought with Eden Coins can be converted to 1 hr. version by NPC Nyang Time (malangdo 208, 161) in Malangdo.
✔️
✔️
12431.webp Minor Brisket (12431)
  • Minor Brisket gives +20 VIT which is perfect for making you and your Spirits tankier.
  • Needed most in endgame dungeons and instances such as Varmundt's Biosphere Depth, Varmundt's Biosphere Depth 2, and Hall of Life.
  • Crafted from a Biolo with their Geneticist skill 2495.webp Mix Cooking. For more information on how to craft, refer to this page.
  • Can be converted to 30 mins. or 1 hr. versions by NPC Mandy (main_office 69, 59) in the Main Office (@go 15).
✔️
12430.webp Warg Blood Cocktail (12430)
  • One of your most important consumable to upkeep when you play a 2449.webp Psychic Wave build or you're still getting instant cast (IC) thru stats since it gives +20 INT; if you play other builds or you get your IC thru VCT%, you may leave this one behind.
  • Crafted from a Biolo with their Geneticist skill 2495.webp Mix Cooking. For more information on how to craft, refer to this page.
  • Can be converted to 30 mins. or 1 hr. versions by NPC Mandy (main_office 69, 59) in the Main Office (@go 15).
✔️
12433.webp Drosera Herb Stew (12433)
  • Drosera Herb Stew gives +20 AGI which is perfect for high ASPD and FLEE builds.
  • Crafted from a Biolo with their Geneticist skill 2495.webp Mix Cooking. For more information on how to craft, refer to this page.
  • Can be converted to 30 mins. or 1 hr. versions by NPC Mandy (main_office 69, 59) in the Main Office (@go 15).
✔️
12434.webp Petite Tail Noodle (12434)
  • Petite Tail Noodle gives +20 LUK which grants a bit of StatusMAtk, FLEE, and Perfect FLEE.
  • Crafted from a Biolo with their Geneticist skill 2495.webp Mix Cooking. For more information on how to craft, refer to this page.
  • Can be converted to 30 mins. or 1 hr. versions by NPC Mandy (main_office 69, 59) in the Main Office (@go 15).
✔️
11592.webp Trans Candy Red (11592)
✔️
12424.webp HP Increase Potion (Large) (12424)
  • HP Increase Potion gives a slight increase in MaxHP which is helpful for making you and your Spirits tankier.
  • Optional to have since it only increases your MaxHP a little.
  • Crafted from a Biolo with their Geneticist skill 2497.webp Special Pharmacy. For more information on how to craft, refer to this page.
  • Can be converted to 30 mins. or 1 hr. versions by NPC Mandy (main_office 69, 59) in the Main Office (@go 15).
✔️
12427.webp SP Increase Potion (Large) (12427)
  • SP should never be a problem for EMs, and that is correct but when you start using skills like 157.webp Energy Coat, and items like 4128.webp (MVP) Golden Thief Bug Card , 300216.webp Lava Toad Card , and all the similar cards that increase your SP consumption, you will almost always ran out of SP—so much so that replenishing it with 373.webp Indulge will prove to be bothersome, disruptive, and difficult to upkeep.
  • Crafted from a Biolo with their Geneticist skill 2497.webp Special Pharmacy. For more information on how to craft, refer to this page.
  • Can be converted to 30 mins. or 1 hr. versions by NPC Mandy (main_office 69, 59) in the Main Office (@go 15).
✔️
12436.webp Vitata500 (12436)
  • Another SP consumable that complements well with 12427.webp SP Increase Potion (Large) . Can never be too careful on your mana management.
  • Crafted from a Biolo with their Geneticist skill 2497.webp Special Pharmacy. For more information on how to craft, refer to this page.
  • Can be converted to 30 mins. or 1 hr. versions by NPC Mandy (main_office 69, 59) in the Main Office (@go 15).
✔️
12216.webp Level 10 Increase Agility Scroll (12216)
  • It gives +12 AGI and +10% ASPD. Perfect for high FLEE builds and for filling out any lacking ASPD in your build if any.
  • Farmed and bought with 25223.webp Eden Coin (25223) , convert 50000.webp GemCoin (50000) to GemstoneRO Point to buy from Cash Shop, or redeem 50003.webp Gem Voucher (50003) to buy from Cash Shop.
✔️
✔️
✔️
12215.webp Level 10 Blessing Scroll (12215)
  • One of your most important consumable to upkeep when you play a 2449.webp Psychic Wave build or you're still getting instant cast (IC) thru stats since it gives +10 INT and +10 DEX; if you play other builds or you get your IC thru VCT%, you may leave this one behind.
  • Farmed and bought with 25223.webp Eden Coin (25223) , convert 50000.webp GemCoin (50000) to GemstoneRO Point to buy from Cash Shop, or redeem 50003.webp Gem Voucher (50003) to buy from Cash Shop.
✔️
✔️
✔️
607.webp Yggdrasil Berry (607)
  • A healing consumable that restores your HP and SP to full health.
  • Your emergency consumable when you are about to die and all your healing consumables couldn't make it in time to keep your HP pool healthy.
  • Keep in mind Yggdrasil Berry can't be spammed as it has a 5 seconds cooldown.
  • Can be farmed at Lasagna Dungeon 3 (lasa_dun03 190, 18).
  • Can be packaged into either an 14232.webp Yggdrasil Berry Box (10) (14232) or 41278.webp Yggdrasil Berry Box (100) (41278) by talking to the NPC Magic Box (grademk 36, 186) in the Equipment Enhancement Room (@go 50) for lighter accessibility and weight management.
608.webp Yggdrasil Seed (608)
  • A healing consumable that restores half of your MaxHP and MaxSP.
  • A good consumable to alternate with 607.webp Yggdrasil Berry when Berry is on cooldown. Like Yggdrasil Berry, it has a 5 seconds cooldown so treat this one like your second emergency consumable.
  • One of the main ingredients needed to craft 100233.webp Blue Herb Activators .
  • Can be farmed at Varmundt's Biosphere (Temple).
  • Can be packaged into either an 12534.webp Yggdrasil Seed Box (10) (12534) or 41279.webp Yggdrasil Seed Box (100) (41279) by talking to the NPC Magic Box (grademk 36, 186) in the Equipment Enhancement Room (@go 50) for lighter accessibility and weight management.
1100005.webp Concentrated Golden Syrup Potion (1100005)
  • Unlike 607.webp Yggrasil Berry or 608.webp Yggdrasil Seed , Golden Syrups can be chugged repeatedly. When either Yggdrasil Berry or Seed is on CD and you need more sustain, you can use this one instead.
  • Crafted from a Biolo with their Geneticist skill 2497.webp Special Pharmacy or bought from vendors in the market. For more information on how to craft, refer to this page.
✔️
Blessings of the 7 Families
  • The Blessings of the 7 Families from Episode 21 are strong and worth it to get every time. They bestow upon you MAtk + 10%, VCT + 10%, ASPD + 10%, and +15% Damage against each Races per Family.
  • These buffs last for 1 hr. and it would require you to reach 1,000 reputation points per family first then after which you can start exchanging 5 to 40 1001618.webp Wigner Merchant Guild Voucher (1001618) to NPC Mandel (jor_mbase 219, 314) (@go 60). For more details, kindly check this page.
  • The Blessings get dispelled upon death.
✔️

In order to convert GemCoins to GemstoneRO Points, you must first talk to the NPC Rich Cow (main_office 87, 59), situated in the Main Office (@go 15). The conversion ratio is 1:10, which only means 1 GemCoin is equivalent to 10 GemstoneRO Points. GemCoins are obtained by opening Forgotten Heirlooms , which are acquired by completing Daily Board Quests, by joining Server Events, or by buying them in the market from vendors. On the other hand, the only way to get GemstoneRO Vouchers is thru donation or by buying them directly from your fellow players.

For Eden consumables, you will need to travel inside Eden Group (@go eden) and interact with the NPC Eden Machine (moc_para01 50, 31). Consumables inside the vending machine are good for 3~30 Eden Coins each, depending on which item you would want to purchase. The best areas and maps to farm Eden Coins are either Abyss Lake 4 (abyss_041 169, 160) or Episode 17.2's Second Power Plant (ba_maison 88, 271). To warp instantly to these two areas, you need to talk to the NPC Warper in any towns and choose Dungeons –> Abyss Lake 4 or Varmundt Dungeons then Second Power Plant. You will need to travel first to Abyss Lake 4 before you can unlock it and have full access to Episode 17.2 before you can teleport to Second Power Plant—both via the NPC Warper.

Pet Suggestions

For more info on how to tame, raise, and evolve pets, check this page.

Pet Egg Notes

White Knight (20391)
9134.webp White Knight Egg (9134)
  • At Loyal intimacy, it gives MAtk + 5%, S.MAtk + 2, and increased magical damage against Boss monsters by 5%.

Icewind (21967)
9147.webp Icewind Egg (9147)
  • At Loyal intimacy, it gives MAtk + 3% and SPL + 2.

Gloom Under Night (1768)
9122.webp Gloom Under Night Egg (9122)
  • At Loyal intimacy, it gives MAtk + 30, and increases Ghost and Fire property magical damage by 5%.

Time Holder (3074)
9171.webp Timeholder Egg (9171)
  • At Loyal intimacy, it gives MAtk + 6%, and increases Neutral and Holy property magical damage by 7%.

Am Mut (1301)
9089.webp Am Mut Egg (9089)
  • At Loyal intimacy, it gives MAtk + 4%.

Diabolic (1382)
9097.webp Diabolic Egg (9097)
  • At Loyal intimacy, it gives MAtk + 2%, ATK + 2%, MaxHP + 2%, MaxSP + 2%, and adds a random chance to autocast Level 3 19.webp Fire Bolt when dealing melee physical attacks.

Bacsojin (1518)
9115.webp Bacsojin Egg (9115)
  • At Loyal intimacy, it gives MaxSP + 5% and decreases after cast delay (ACD) by 3%.

Miyabi Ningyo (1404)
9048.webp Miyabi Ningyo Egg (9048)
  • At Loyal intimacy, they decrease Variable Casting Time (VCT) by 5%.

Alicel (1735)
9119.webp Alicel Egg (9119)

Dark Illusion (1302)
9139.webp Dark Illusion Egg (9139)

Giant Hornet (1303)
9192.webp Giant Hornet Egg (9192)

Builds

In this section, we'll be tackling the three (3) special builds of Elemental Master: Psychic Wave, Spell Fist, and Dragon Tank. PW and Spell Fist builds will follow almost the same set of gears from their core DPS build with a few alterations in the headgear, weapon, and shoe slots. Both builds also follow the same set of Shadow Gears and costume enchant stones with the exception for PW as it'll have its own set of costume enchant stones. On the other hand, Dragon Tank will have a whole new set of gears dedicated for tanking Dragon races such as Betelgeuse.

Psychic Wave

Upon transitioning to Elemental Master, it is inevitable that you will solely use 4th job skills from then on, and that's because 4th job skills have higher MAtk% scaling, and they all scale with your SPL. However, your widest lingering DoT skill (11×11) is attached to the 3rd job skill of Sorcerer and that skill is called Psychic Wave. PW like your Elemental Buster can be endowed to the four (4) basic elements—Fire, Water, Wind, or Earth plus Poison and unlike your 4th job AoE skills, PW is easily more spammable as its CD can be reduced by up to 3.5 seconds with the proper gears which only leave you a total of 1.5 seconds. You may think it's still a bit long but actually it is not. Instead of cycling four (4) to five (5) skills, you can only do two (2) to three (3) skills with PW. You can start a rotation similar to this one:


Psychic Wave —> Conflagration —> Psychic Wave —> Venom Swamp —> repeat


Psychic Wave —> Conflagration —> Venom Swamp —> repeat


Psychic Wave —> Conflagration —> Elemental Buster —> Psychic Wave —> Venom Swamp —> repeat


In the third example, you will have three (3) Fire AoE skills that will benefit from your cards and modifiers focused on the Fire property. The Elemental Buster here is situational and you don't really have to cast it repeatedly as it will consume 15 AP each use. When a pack of mobs surrounds you that's when you use it. Conflagration can either be Venom Swamp or Lightning Land depending on your choice of element, but the main idea still remains that you will cast PW as soon as it's available to maximize its wide AoE. You can even throw in some Psychic Stream if you so desire which is only fitting since both are psionic skills! I would like to call this build as Farming build as this build is realistically used for farming low to mid game dungeons such as Thanatos Tower Flr. 12, Niflheim 2, Clock Tower Unknown Basement, and Mjolnir Underground Cave.

For some endgame dungeons such as Forgotten Time, Varmundt's Biosphere, and Varmundt's Biosphere Depth, it is finally possible to farm these three areas with Psychic Wave with much better efficiency since the arrival of the Circulation of Life Autumn and Signet of Circulation Autumn — (2) two new additions to the Hall of Life series equipment. For comparison, every time I would farm Varmundt's Biosphere (Temple) I get significantly higher yields of 850~1003 (x50) to 1110~1179 (x1) Zeluniums and 1050~1286 (x50) to 1350~1400 (x1) Shadowdecons than when I am using the usual autocast Elemental Buster build which I would only get 700~750 Zeluniums and 900~950 Shadowdecons; this upscaled performance is reasonably attributed to the fact that PW is a lingering DoT skill, has a wider AoE, and is easily more spammable which give you plenty of opportunities to cover more grounds and kill more mob. However for Varmundt's Biosphere Depth 2, PW build falls flat and you're better off using your 4th job skills here. You don't really need to follow this build if it is not your cup of tea but if you're among those people who played the class as a Sorcerer in the past and played PW build like me; well, this is genuinely my love letter to them. As of today this is still my favorite build to play despite being here now in the 4th jobs era. I hope you'll consider this build and have fun with it just as I do.

Stats

Stat Point Notes
STR 1 or 100+ * If you need more carrying capacity, put more pts. into STR though with the recent QoL implemented that made it possible to use Gym Pass (6286) twenty (20) times instead of the usual ten (10), you may find yourself no longer needing as much STR.
AGI 86 * AGI is needed for high Flee and high ASPD. If you have a few points to spare, you can put it more on AGI. * Higher ASPD will give you much more fluid skill rotation.
VIT 110 * VIT is needed for more health and survivability.
INT 130 * INT for some bonus StatusMAtk for a bit of damage. * Take as much INT as you can since PW's damage scales with INT. It follows this formula: [{Base_Damage + (INT × 3)} × (BaseLv ÷ 100)]% * You could use Warg Blood Cocktail (12430) to help with instant casting and to increase PW's damage.
DEX 0 or 130 * Either max out DEX or leave it at 0 for those who reach their instant cast thru VCT% from gears. I myself get mine thru stats in the past that's why I maxed this one out.
LUK 4 * Put leftover pts. into LUK * It gives +1 StatusMAtk every 3 pts. and +1 Perfect Dodge every 10 pts. * If you hate getting cursed and bringing either Holy Water (523) or Panacea (525) is burdensome for you then get a total of 100 pts. for Curse immunity.

Traits

Traits Point Notes
POW 0 N/A
STA 0 or 80+ * Put more points into STA if you have less resistances against physical attacks or if you have means to nullify the effects of magical attacks like [MVP] Golden Thief Bug Card (4128) . * One important reason I put 80 pts. or more into STA is because I want to capitalize on the enchants of Nebula Armor of Stamina 's & Glade Rune Manteau 's / Glade Rune Boots 's unique passive effects (increase MaxHP% per 15/20 base STA, respectively). * By swapping to my tank gears before summoning my Spirits, I get the maximum of my tank gear's defensive stats and by doing so—my Spirits would inherit them and thus makes them tankier in the process.
WIS 0 or 72 * Put points here if you don't have GTB and have lower resistance against magical attacks.
SPL 110 * Always max out your SPL. Our 4th skills scale with SPL, and you will still rotate them on this build. * PW doesn't scale with SPL but for every pt. of SPL, it gives you +5 StatusMAtk. * Also gives +1 S.MAtk per 3 points of SPL.
CON 102 or 110 * You don't necessarily have to max this skill, but if you do it's the 2nd trait to give the most S.MAtk. It gives +1 S.MAtk per 5 pts., and +2 FLEE for every 1 pt. of CON. * For a PW build, you can just max this one out instead of evenly distributing between STA or WIS. You won't really die in those low to mid game dungeons.
CRT 0 N/A

Gears

Type Item Card Enchants and Notes
Upper +12 to +15 [A] 400724.webp Yorscalp Crown of Judgment [1] (400724)
or
+12 to +15 19483.webp Temporal Circlet (Sorcerer) [1] (19483)
or
+12 to +15 [A] 400536.webp Time Dimensions Rune Crown (Elemental Master) [1] (400536)

  • 300377.webp [MVP] Ultra Limacina Card (300377)
  • 4556.webp [MVP] Fenrir Card (4556)
  • 300560.webp [MVP] Nightmare Piamette Card (300560)
  • 4366.webp Katrinn Card (4366)
  • 300456.webp Icewind Egg Card (300456)
  • 4583.webp Engkanto Card (4583)

  • Yorscalp Crown of Judgement enchanted with 313427.webp Warrant of Bailiff (313427) , 313413.webp Intelligence of Yorscalp Lv4 (313413) or 313417.webp Smart of Yorscalp Lv4 (313417) or 313421.webp Speed of Yorscalp Lv4 (313421) , and 4714.webp INT+5 (4714) or any of the raw stats.
    • Since getting the 3rd slot enchants are RNG-heavy and unapologetically costly, you may settle for Level 3 equivalents of the enchants at the very least.
    • Aim for Intelligence if you want more damage in your build; if in need of more utility like VCT%, ASPD%, and ACD%, go for either Smart or Speed.
  • Temporal Circlet (Sorcerer) enchanted with 29075.webp Magic Essence Lv5 (29075) , 29076.webp Magic Essence Lv6 (29076) , or 29077.webp Magic Essence Lv7 (29077) , 29683.webp Temporal Jewel (INT) Lv 3 (29683) , and 4713.webp INT+4 (4713) .
  • Time Dimensions Rune Crown enchanted with 312763.webp Magic Essence Jewel Lv5 (312763) , 312718.webp Time Dimension Jewel (Wisdom) Lv3 (312718) or 312700.webp Time Dimension Jewel (Agility) Lv3 (312700) , and any of the raw stats.
  • Among the three (3) headgears, Yorscalp Crown of Judgement is currently the best to give out the strongest damage per tick of PW and total DPS.
  • Prior to Episode 21, Temporal Circlet gave out the strongest damage per tick of PW while total DPS was helmed by TDRC.
Middle 410233.webp Gambler's Seal [1] (410233)

  • 4403.webp [MVP] Kiel Card (4403)
  • 4480.webp Sealed Kiel Card (4480)
  • 27396.webp Isaac Wigner Card (27396)
  • 4583.webp Engkanto Card (4583)

  • Can be enchanted using 100487.webp Loki's White Coin (100487) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each.
  • Enchanted with any of the following:
    • MAtk + 5% & MAtk + 5%
    • ACD + 5% & ACD + 5%
    • VCT + 5% & VCT + 5%
Lower 420213.webp Ace of Spades in Mouth (Magical) (420213)
N/A
  • Can be enchanted using 100488.webp Loki's Advice (Magical) (100488) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each.
  • Enchanted with any of the following:
    • 1st line: Any of the raw stats
    • 2nd line: +7% All property magical damage or +7 S.MAtk
Armor +12 to +15 [A] 450173.webp Nebula Robe of Spell [1] (450173)

  • 300472.webp [MVP] Demigod Lasgand Card (300472)
  • 300529.webp Yortus Conjurator Card (300529)
  • 300665.webp The Chief Knight of Abyss Card (300665)
  • 300376.webp Two Eyes Dollocaris (300376)

  • Enchanted with 310688.webp Star Cluster of Spell Lv.3 (310688) , 310738.webp Nebula of Spell Lv.3 (310738) , and 4714.webp INT+5 (4714) .
Weapon +12 to +15 [A] 540056.webp Dim Glacier Book [1] (540056)

  • Enchanted with 311458.webp Glacier Flower Spell (Magical Grade) Lv5 (311458) , 311296.webp Glacier Flower Spell (Conflagration) (311296) , and 311225.webp Glacier Flower Spell (Psychic Wave) (311225) .
    • 3rd enchant can be 311299.webp Glacier Flower Spell (Venom Swamp) (311299) or 311297.webp Glacier Flower Spell (Lightning Land) (311297) .
    • For more info on how to make and enchant a Dim Glacier weapon, refer to this page.
Shield +10 to +15 [C] 460040.webp Glacier Guard [1] (460040)
or
+12 to +15 [A] 460020.webp Mad Bunny-LT [1] (460020)

  • 4128.webp [MVP] Golden Thief Bug Card (4128)
  • 300239.webp [MVP] Silent Maya Card (300239)
  • 27298.webp [MVP] Ancient Wootan Defender Card (27298)
  • 4636.webp [MVP] Bijou Card (4636)
  • 300275.webp Horror of Thanatos Card (300275)
  • 27385.webp Mutating Khalitzburg Card (27385)
  • 4253.webp Alice Card (4253)
  • 300379.webp Renovated Upper Rgan (300379)

  • Glacier Guard enchanted with 312095.webp Glacier Flower Meow Power (Intelligence) (312095) , 312093.webp Glacier Flower Meow Power (Magical Resistance) (312093) or 312092.webp Glacier Flower Meow Power (Physical Resistance) (312092) , and 312091.webp Glacier Flower Meow Power (Attack) (312091) .
  • Mad Bunny-LT enchanted with 310860.webp Variable Casting (Magical) Lv.3 (310860) or 310853.webp After Cast Delay Lv.3 (310853) .
  • In terms of damage output, the MAtk% + 10% of either 4636.webp Bijou Card or 300275.webp Horror of Thanatos Card (shield should be +15) is stronger than the +5% Medium/Large Size modifiers that 27385.webp Mutating Khalitzburg Card gives when it combos with Mutating White Knight Card.
Garment +12 to +15 [A] 480351.webp Circulation of Life Autumn [1] (480351)

  • 300145.webp [MVP] Abysmal Witch Card (300145)
  • 300382.webp [MVP] Aquila Card (300382)
  • 27362.webp [MVP] Polluted Queen Spider Card (27362)
  • 4576.webp [MVP] Gioia Card (4576)
  • 4671.webp [MVP] Sorcerer Celia Card (4671)
  • 300424.webp Friedrich S. Heine Card (300424)
  • 300521.webp Yordos Investigator Card (300521)
  • 300522.webp Yordos Judge Card (300522)

  • Needs to reform 480347.webp Manteau of Mystical Beast Autumn [1] (480347) .
  • Enchanted with 313018.webp Life of Autumn (Intelligence) (313018) , 312558.webp Magical Fruit Lv20 (312558) , and 312518.webp Magical Flower Lv5 (312518) .
    • For more info about purchasing, reforming, and enchanting the garment, check this page.
Shoe +13 to +14 [C] 470074.webp Boots of Unknown Magic Power [1] (470074)
or
+13 [A] 470094.webp Hero Boots-LT [1] (470094)
or
+12 to +15 [A] 470337.webp Dimension World Spell Shoes [1] (470337)
or
+12 to +14 [A] 470204.webp Moan of Corruption [1] (470204)

  • 300458.webp Icewind Card (300458)
  • 300248.webp [MVP] Death Witch Card (300248)
  • 300262.webp [MVP] The One Card (300262)
  • 4441.webp [MVP] Falling Bishop Card (4441)
  • 300281.webp [MVP] R001 Bestia Card (300281)

  • Boots of Unknown Magic Power is enchanted using 100476.webp Ymir Beads (100476) which is obtained from Airship Crash or bought from vendors in the market.
    • Enchanted with:
      • 1st line: MaxHP + 1%~10% or any.
      • 2nd line: ASPD + 1%~7% or VCT + 1%~10%.
  • Hero Boots-LT enchanted with 310911.webp Knowledge of Wise Man (310911) , 4812.webp Spell Lv4 (4812) , and 4714.webp INT+5 (4714) .
    • For more info on how to enchant, check this page.
  • Dimension World Spell Shoes will be enchanted with:
    • 2nd slot: 313920.webp Dimension World Crystal (Pride) (313920)
    • 3rd slot: Any of the elemental property damage modifiers of your choice.
    • 4th slot: Any of the racial damage modifiers of your choice.
    • For more info on how to enchant, check this page.
  • Moan of Corruption can be refined using the 50052.webp MVP Equip Refine Hammer (50052) , exchanged with NPC MC HAMMER, found wandering about at Eden Market (@go 40).
Accessory (Right) 490136.webp Spell Signet of Star [1] (490136)

  • 300175.webp [MVP] Unidentified Creatures Card (300175)
  • 300469.webp Melibe Iceslug Card (300469)
  • 300464.webp Elite Rgan Warlock Card (300464)
  • 27107.webp Playing Pere Card (27107)

  • Enchanted with 313038.webp Star Cluster of Intelligence Lv5 (313038) , 310711.webp Star of Spell Lv.5 (310711) , and 310711.webp Star of Spell Lv.5 (310711) .
    • For more info on how to enchant, check this page.
Accessory (Left) 490485.webp Signet of Circulation Autumn [1] (490485)

  • Enchanted with 312996.webp Signet of Spell Lv5 (312996) and 312981.webp Token of Life (312981) .
    • For more info about purchasing and enchanting the accessory, check this page.

All the equipment for a PW build share the same set of gears as your core ones; they only differ in the weapon, headgear, and boots of choice. Dim Glacier Book [1] (540056) when enchanted with Glacier Flower Spell (Psychic Wave) (311225) will reduce PW's CD by 1.5 seconds and when paired with the costume enchant stones Professor Stone (Low) (25419) + Sorcerer Stone (Garment) (25420) , its CD will be reduced further by another 2 seconds. Additively, it will reduce the CD of PW by 3.5 seconds leaving behind only 1.5 seconds. To know more about Dim Glacier weapons like where to get them and how to enchant them, more pieces of information are detailed on this page.

Meanwhile, Yorscalp Crown of Judgment [1] (400724) and Boots of Unknown Magic Power [1] (470074) are necessary for a PW build to wipe out monsters with the skill. The headgear will give the most damage boosts not only to PW itself but also to your 4th jobs skills (thanks to the 20% Size/Race/Element/Protocol modifiers of Warrant of Bailiff when it gets activated), while the boots gives a total of +225 INT when its unique passive procs which drastically skyrockets PW's total damage. On the other hand, Time Dimensions Rune Crown (Elemental Master) [1] (400536) and Moan of Corruption [1] (470204) are still great options as these two will evenly boost your total DPS with PW and your 4th job skills while also acting as alternative options for when you don't have Yorscalp Crown of Judgement just yet. Another headgear that you may wear is the Temporal Circlet (Sorcerer) [1] (19483) and this one is considerably cheaper to make than TDRC or Yorscalp. Temporal Circlet gives the second strongest damage per tick of PW next to Yorscalp so if you're looking for an early equipment boost to your PW, you might want to consider this headgear.

Since the implementation on 20 June 2025 of Patch #1168 which fixed all classes' skills involving their CD, ACD, FCT, and VCT requirements, an (MVP) Ultra Limacina Card is now a must for PW build to be played to its best capacity, particularly with drop rate shoes. Sorcerer Stone (Garment) can't be replaced with the combo Minor Casting Stone (Garment) + Minor Casting Stone (Dual) since the Sorcerer Stone (Garment) is needed to reduce PW's CD when paired with a Professor Stone (Low) .

You have three (3) options to choose from where you can get 1.5 seconds fixed cast time (FCT) reduction, each with their own drawbacks:

  1. Call forth 2459.webp Ventus and summon her in any of her three forms (Child, Adolescent, & Adult) and place her in Passive Mode using Level 1 2456.webp Elemental Control to get an instant 1 second FCT and +5 ASPD. I prefer to use her Adult form in this case since Adult Ventus gets longer duration (20 minutes) than her younger counterparts (10 or 15 minutes) and you can use Neutral PW. On the other hand, Adolescent form when placed in Passive Mode will forcibly endow your PW to the Wind element and you may use this form if Neutral element is not suitable in the dungeon you're farming; while Child form is just cheaper on the catalyst cost. The only drawback to this option is you cannot use 5380.webp Elemental Buster nor endow your PW to either Fire, Water, Earth or Poison element, but these are just small prices to pay so you can cycle your 4th job DoT skills and still have the capability to wear drop rate shoes and even 19136.webp Spirit of Chung E [1] (19136) .
  2. When wearing drop rate shoes and you have no Ultra Limacina Card, you will now need to substitute it with either 470094.webp Hero Boots-LT , 470204.webp Moan of Corruption , or 470337.webp Dimension World Spell Shoes to achieve 1.5s FCT. Hero Boots-LT is your closest choice that gives a good balance of damage and utility since it gives 1 second FCT when it's Grade A and refined to +13 and when the 310911.webp Knowledge of Wise Man enchant procs it will give +100 INT.
  3. Other options to supply the missing FCT include the combo of Thanatos Accessories consisting of 490052.webp Sinful Sapphire Ring + 490053.webp Sinful Sapphire Necklace (0.3s FCT), and 490064.webp Brilliant Light Sapphire Ring + 490065.webp Brilliant Light Sapphire Necklace (0.2s FCT), then wearing 24747.webp Spell Caster Shadow Armor + 24748.webp Spell Caster Shadow Shoes (0.3s FCT when both at +10). And though you will encounter a noticeable damage loss and minor but solvable instant cast problems with that set-up by losing key parts of your HoL set, it will still be good enough to let you farm low to mid game dungeons but not endgame dungeons anymore.

As the three options are listed according to their importance and tested effectiveness, my go-to choice in the absence of an Ultra Limacina Card will always be the first one because even though it doesn't allow me to cast Elemental Buster and endow Psychic Wave to other elements, it still gives me the ability to cycle my 4th job skills and wear drop rate shoes/headgear. The main idea behind this build anyway is to spam PW as much as possible in any given time and doesn't revolve around Elemental Buster. Just make sure you wear your tank gears when summoning Ventus so she doesn't die that often and then give yourself a minute or two of allowance before attempting to resummon her. Resummon Ventus while she's still active and on Passive Mode so you can capitalize on that 1 second FCT for faster summoning.

Shadow Gears

Type Item Enchants and Notes
Shadow Armor +10 24764.webp Lord Bearer's Shadow Armor (24764)
or
+10 24554.webp Psychic Shadow Armor (24554)
or
+10 1270001.webp Sorcery Master Shadow Armor (1270001)
  • Among the three Shadow Armors, Lord Bearer's Shadow Armor is the preferred Shadow Gear when farming with Psychic Wave.
  • Lord Bearer's Shadow Armor and Sorcery Master Shadow Armor can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
  • Psychic Shadow Armor can be enchanted using 23720.webp Shadow Random Option Thump Box (23720) .
    • Enchanted with MAtk + 3%.
  • Lord Bearer's Shadow Armor will combo with 24763.webp Lord Bearer's Shadow Shoes to give you a permanent 8.webp Endure effect and some MaxHP% + 25%.
Shadow Weapon +10 24736.webp Clever Shadow Weapon (24736)
or
+10 24792.webp Master Shadow Weapon (24792)
  • Between the two Shadow Weapons, Clever Shadow Weapon is the preferred Shadow Gear to partner with the Lord Bearer's set when farming with Psychic Wave.
  • Clever Shadow Weapon can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
  • Master Shadow Weapon can be enchanted with 1001253.webp Shadow Essence (1001253) by talking to NPC Azzam the Lucky (grademk 47, 181) in the Equipment Enhancement Room (@go 50).
    • 3rd slot: 312192.webp SPL+3 (312192) .
    • 4th slot: 4714.webp INT+5 (4714) .
Shadow Shield +10 24737.webp Clever Shadow Shield (24737)
or
+10 24555.webp Psychic Shadow Shield (24555)
or
+10 24793.webp Master Shadow Shield (24793)
  • Among the three Shadow Shields, Clever Shadow Shield is the preferred Shadow Gear to partner with the Lord Bearer's set when farming with Psychic Wave.
  • Clever Shadow Shield can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
  • Psychic Shadow Shield can be enchanted using 23720.webp Shadow Random Option Thump Box (23720) .
    • Enchanted with MAtk + 3%.
  • Master Shadow Shield can be enchanted with 1001253.webp Shadow Essence (1001253) by talking to NPC Azzam the Lucky (grademk 47, 181) in the Equipment Enhancement Room (@go 50).
    • 3rd slot: 312192.webp SPL+3 (312192) .
    • 4th slot: 4714.webp INT+5 (4714) .
Shadow Shoe +10 24763.webp Lord Bearer's Shadow Shoes (24763)
or
+10 24556.webp Psychic Shadow Shoes (24556)
or
+10 1270002.webp Sorcery Master Shadow Shoes (1270002)
  • Among the three Shadow Shoes, Lord Bearer's Shadow Shoes is the preferred Shadow Gear when farming with Psychic Wave.
  • Lord Bearer's Shadow Shoes and Sorcery Master Shadow Shoes can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
  • Psychic Shadow Shoes can be enchanted using 23720.webp Shadow Random Option Thump Box (23720) .
    • Enchanted with MAtk + 3%.
  • Lord Bearer's Shadow Shoes will combo with 24764.webp Lord Bearer's Shadow Armor to give you a permanent 8.webp Endure effect and some MaxHP% + 25%.
Shadow Earring (Right) +10 24665.webp Full Tempest Shadow Earring (24665)
or
+10 1270003.webp Sorcery Master Shadow Earring (1270003)
  • Between the two Shadow Earrings, Full Tempest Shadow Earring is the preferred Shadow Gear to partner with the Lord Bearer's and Psychic Shadow sets when farming with Psychic Wave.
  • Full Tempest Shadow Earring and Sorcery Master Shadow Earring can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
Shadow Pendant (Left) +10 24668.webp Full Tempest Shadow Pendant (24668)
or
+10 1270004.webp Sorcery Master Shadow Pendant (1270004)
  • Between the two Shadow Pendants, Full Tempest Shadow Pendant is the preferred Shadow Gear to partner with the Lord Bearer's and Psychic Shadow sets when farming with Psychic Wave.
  • Full Tempest Shadow Pendant and Sorcery Master Shadow Earring can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.

I've always viewed Psychic Wave as more of a Farming build and less as a core DPS build which is why any pieces of gears that will make PW optimal and comfortable for farming will be chosen over damage once you can one-hit to two-hit knockout monsters with the skill.

For starters, the Lord Bearer's set comprising of Lord Bearer's Shadow Armor + Lord Bearer's Shadow Shoes is preferably chosen over Psychic Shadows and Sorcery Master Shadows due to the Lord Bearer's undeniable utility in the form of permanent Endure effect. By having unlimited Endure, you can never be flinched by normal physical attacks of monsters which will make your farming more efficient and smooth. When opting for higher damage per tick of PW, decently enchanted Clever Shadow Gears will give slightly more damage than Magical Spell Shadow Gears since PW does not scale directly with SPL unlike your 4th job skills; and while SPL grants some StatusMAtk which PW can benefit from, the MAtk% from the Clever Shadow Gears bears more weight and value for PW. Additionally, Magical Spell needs to pair with Full Spell Shadow Gears to maximize its shared bonuses and using the Lord Bearer's set will occupy the armor and shoe slots.

However if you're still lacking in the damage department, Psychic Shadow Gears will give out the highest damage output per tick of PW against zero to low MRes monsters while Sorcery Master Shadow Gears are for overall DPS and against high MRes monsters. Magical Master Shadow Gears are your other options if you really need the Earth elemental modifier for places like Varmundt's Biosphere (Temple). Sorcery Master Shadow Gears are also incredibly expensive to make so when in need of more damage just stick with Psychic Shadow Gears or the combination of Full Spell Shadow + Magical Spell Shadow which were once your transitory gears from your autocast Elemental Buster build that can still serve their purpose.

Costume Enchant Stones

Type Item Stone Notes
Upper Costume 19602.webp Any Upper Costume of your liking

  • Sorcerer Stone (Top) is needed for more FCT reduction to easily reach 1.5 seconds so you could cycle your 4th jobs AoE skills and 5380.webp Elemental Buster too.
Middle Costume 19603.webp Any Middle Costume of your liking

  • Sorcerer Stone (Mid) is used for more PW damage and VCT% to help with instant casting.
Lower Costume 19604.webp Any Lower Costume of your liking

  • 25419.webp Professor Stone (Low) (25419)

  • Professor Stone (Low) will combo with the Sorcerer Garment Stone to reduce PW's cooldown by 2 seconds.
Garment Costume 20506.webp Any Garment Costume of your liking

  • Sorcerer Stone (Garment) gives PW modifiers and combos with Professor Stone (Low) to reduce PW's CD.
  • Reload Stone (Dual) for ACD% for a fluid skill rotation.
  • Spell Stone (Dual) for damage.

The enchant stones that give PW modifiers are Professor Stone (Top) (25417) when paired with the Sorcerer Stone (Garment) (25420) , Sorcerer Stone (Mid) (1000673) , and the Garment stone itself. The combo that will reduce PW's CD is the Professor Stone (Low) (25419) and Garment stone.

Spell Fist

Pre-Chapter 1

If you're looking to spice things up and wanting a different flavor in your builds, then well maybe Spell Fist is the build you're looking for! This build is more of a 'for fun' build and you can never expect it to keep up with the meta build now for Elemental Master. EMs are flexible with their choices of elements, they use all of their elemental AoEs in a skill rotation, and even their own ultimate can be endowed. But if you want to bonk monsters to death with the power of knowledge then this section of the guide is for you! Spell Fist won't be getting gear progression stages though as I expect that by the time you invest on this fun build, you're already done with your main build as you should be.

Spell Fist build hasn't changed that much since its implementation during the 3rd job era. It's only gotten stronger like most skills that came with it and before it due to the 4th job traits. Spell Fist gameplay remains the same wherein you'll need to aim and cast your chosen elemental bolt skill first on a target then immediately apply Spell Fist. Though for the 4th jobs skill tree, it's gotten a blink skill in the form of Psychic Stream which made farming as a Spell Fist EM much tolerable. All of our High Elementals on Passive Mode also complements Spell Fist. When in Passive Mode, your bolt skills corresponding to the summoned High Elementals receives increased base damage by adding a value of 400% to their base MAtk%. For example, if a Level 1 Fire Bolt skill does 100% Fire property magical damage per hit/bolt, this would translate to 1000% at Level 10—effectively 5000% (100% + 400% x Skill Lv.10) with Passive Mode activated; on top of that, you will also have a chance to autocast the highest level learned of that bolt skill. And that's the extent of what's improved with Spell Fist so far; most of the 4th job skills complement the caster build of an EM.

I've tried Spell Fist too and built the gears needed to “make it work” but it's still haunted by the curse of being in melee range and lack of wide AoE making it hard to use while farming. Its main source of damage will be coming from outdated 1st Job Mage skills with the likes of Fire Bolt, Cold Bolt, and Lightning Bolt and even though these skills will get supplemented by your Auto Spell and Double Casting skills it still won't be enough as the elemental bolts don't scale with your base level and their MAtk% is comparably lower than your 4th Job or even your 3rd Job skills. There are little to none existing equipment that give Spell Fist modifier too besides the Sorc Night Cap , which gets outshined by Furious Crown (Elemental Master) that lets you autocast the 4th Job skill Terra Drive when paired with Furious Grimoire . It's also discouraging to use strong garment cards like (MVP) Polluted Spider Queen Card because of its side effect of you receiving more damage against all properties. With all that being said, I advise you to play this build for fun and if and only if you really know what you're going into. It'll always going to have that charm as being a unique build to play.

Contemporary

Chapter 1 brings us an upgrade from the current Furious set to the new combo consisting of Frontier Rune Crown (Elemental Master) + Frontier Elemental Book as part of the Frontier Rune Crown and Weapon series which are obtained from the Zero Cell Sector. Post-Frontier Gears/Chapter 1 updates, I am happy to share that Spell Fist has advanced from being a meme build to being a viable and almost competitive build to play. Now what makes this combo different from the Furious set is that it will let you autocast the Arch Mage skill Soul Vulcan Strike at a 60% chance every time you cast your Magician skill Soul Strike. What's more, Soul Vulcan Strike will be autocasted coming from any sources of casted Soul Strike including ones from procs such as our own Auto Spell, Foreign CD In Mouth , and CD in Mouth . This eliminates the problem of not being able to equip Dimension World Magic Shoes to boost your 4th job skills unlike Furious set where you would always need to equip the Furious Boots or otherwise the autocast shenanigans won't happen. With the Chapter 1 update also comes new set of cards, and one of them that stands out the most is the (MVP) Bulgasari Card which lets you autocast another Arch Mage skill called Rock Down and the Abyss Chaser skill Abyss Flame at a 10% and 7% chance, respectively. You are not just autocasting 1st/2nd/3rd job skills anymore, but 4th job skills which all scale with your SPL and have higher base MAtk%.

The only downside I could see with this build is it will need more CD reduction for our gap closer skill Psychic Stream. Having an 11×11 AoE with SVS is good but having the need to get closer to each individual monster is not. I hope Gravity would consider decreasing the innate CD of Psychic Stream to make this build more viable for field farming. Now, while Spell Fist build has improved a lot, I still see don't see it being stronger than our autocast Elemental Buster build, and it shouldn't really replace it and we should just appreciate them separately on their own. Spell Fist build will cater to a niche few which is not bad, and Elemental Buster build for the majority of the player base which is understandable. Again, play whatever build you love the most. That way, you will have more fun in the game when you play something that you genuinely love doing. More planned upgrades for Spell Fist will arrive with Chapter 2 once we get the [MVP] Flame Anima Card, which will allow us to autocast our own Conflagration skill and another Arch Mage skill Crimson Arrow at a 4% and 12% chance, respectively. This card goes to your right accessory and is considered the cousin of Bulgasari card.

Stats

Stat Point Notes
STR 1 or 100+ * If you need more carrying capacity, put more pts. into STR though with the recent QoL implemented that made it possible to use Gym Pass (6286) twenty (20) times instead of the usual ten (10), you may find yourself no longer needing as much STR.
AGI 130 * AGI is needed for high Flee and high ASPD. * Spell Fist needs max ASPD of 193 so you can spam all your bolt skills and magic-infused melee attacks.
VIT 110 * VIT is needed for more health and survivability. * Spell Fist is in melee range so you'd want to take as much VIT as you can to last longer in battle.
INT 130 * INT for some bonus StatusMAtk for a bit of damage.
DEX 0 * DEX isn't needed for Spell Fist. Leave this at 0.
LUK 4 * Put leftover pts. into LUK * It gives +1 StatusMAtk every 3 pts. and +1 Perfect Dodge every 10 pts. * If you hate getting cursed and bringing either Holy Water (523) or Panacea (525) is burdensome for you then get a total of 100 pts. for Curse immunity.

Traits

Traits Point Notes
POW 0 N/A
STA 0 or 80+ * Put more points into STA if you have less resistances against physical attacks or if you have means to nullify the effects of magical attacks like [MVP] Golden Thief Bug Card (4128) . * One important reason I put 80 pts. or more into STA is because I want to capitalize on the enchants of Nebula Armor of Stamina 's & Glade Rune Manteau 's / Glade Rune Boots 's unique passive effects (increase MaxHP% per 15/20 base STA, respectively). * By swapping to my tank gears before summoning my Spirits, I get the maximum of my tank gear's defensive stats and by doing so—my Spirits would inherit them and thus makes them tankier in the process.
WIS 0 or 72 * Put points here if you don't have GTB and have lower resistance against magical attacks.
SPL 110 * Always max out your SPL. Our 4th skills scale with SPL, and having more SPL is always good. * Also gives +1 S.MAtk per 3 points of SPL.
CON 102 or 110 * You don't necessarily have to max this skill, but if you do it's the 2nd trait to give the most S.MAtk. It gives +1 S.MAtk per 5 pts., and +2 FLEE for every 1 pt. of CON. * If you need more points for STA and WIS for survivability, you can take out some points here and put it to those traits instead.
CRT 0 N/A
My Personal Skill Tree Allocations for Spell Fist
Magician
Sage
and
Professor
Sorcerer
Elemental
Master

Gears

Furious Set
Type Item Card Enchants and Notes
Upper +12 to +14 [A] 400662.webp Furious Crown (Elemental Master) [1] (400662)

  • 300377.webp [MVP] Ultra Limacina Card (300377)
  • 27109.webp Jitterbug Card (27109)
  • 4583.webp Engkanto Card (4583)

  • Needs to be crafted. Crafter NPC Angry Beetle (jor_back2 167, 232) is located at the outskirts of Ice Castle.
  • Can be refined using the 102900.webp Furious Refine Stone (102900) , exchanged with NPC MC HAMMER, found wandering about at Eden Market (@go 40).
  • Enchanted with 29073.webp Magic Essence Lv3 (29073) and 313134.webp SPL Enforcement (313134) .
Middle 410233.webp Gambler's Seal [1] (410233)

  • 4556.webp [MVP] Fenrir Card (4556)
  • 4583.webp Engkanto Card (4583)

  • Can be enchanted using 100487.webp Loki's White Coin (100487) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each.
  • Enchanted with any of the following:
    • MAtk + 5% & MAtk + 5%
    • S.MAtk + 5 & S.MAtk + 5
    • All property magical damage + 5% & All property magical damage + 5%
Low 420213.webp Ace of Spades in Mouth (Magical) (420213)
N/A
  • Can be enchanted using 100488.webp Loki's Advice (Magical) (100488) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each.
  • Enchanted with any of the following:
    • 1st line: Any of the raw stats
    • 2nd line: +7% All property magical damage or +7 S.MAtk
Armor +12 to +15 [A] 450173.webp Nebula Robe of Spell [1] (450173)

  • 300472.webp [MVP] Demigod Lasgand Card (300472)
  • 300665.webp The Chief Knight of Abyss Card (300665)
  • 300376.webp Two Eyes Dollocaris (300376)
  • 300529.webp Yortus Conjurator Card (300529)

  • Enchanted with 310688.webp Star Cluster of Spell Lv.3 (310688) , 310738.webp Nebula of Spell Lv.3 (310738) , and 4714.webp INT+5 (4714) .
Weapon +12 to +14 [A]540091.webp Furious Grimoire [2] (540091)

  • Needs to be crafted. Crafter NPC Angry Beetle (jor_back2 167, 232) is located at the outskirts of Ice Castle.
  • Can be refined using the 102900.webp Furious Refine Stone (102900) , exchanged with NPC MC HAMMER, found wandering about at Eden Market (@go 40).
  • For a list of possible enchants, refer to this. Enchants of your choice will vary depending on your needs, and the race/elemental property of the mobs you're going to prioritize.
  • Can be carded with the following combo:
  • Can also be carded with 300189.webp Midnight Jew Card (300189) , but you already have too much elemental bolt modifiers at this point which makes you reach diminishing returns. For more info on this, check Choi's in-depth explanation about it on his "Guide to Magic".
  • The combo of 300495.webp Philofontes Card and 300497.webp Secret Wing Lazy Card is best in slot against Formless and Demi-Human races like Rigel and Encroached Tan and if for some wildest reason you want to have fun with Spell Fist to bonk these two MVPs to death.
Shield +10 to +15 [C] 460040.webp Glacier Guard [1] (460040)
or
+12 to +15 [A] 460020.webp Mad Bunny-LT [1] (460020)

  • 4128.webp [MVP] Golden Thief Bug Card (4128)
  • 300239.webp [MVP] Silent Maya Card (300239)
  • 27298.webp [MVP] Ancient Wootan Defender Card (27298)
  • 4636.webp [MVP] Bijou Card (4636)
  • 300275.webp Horror of Thanatos Card (300275)
  • 27385.webp Mutating Khalitzburg Card (27385)
  • 4253.webp Alice Card (4253)
  • 300379.webp Renovated Upper Rgan (300379)

  • Glacier Guard enchanted with 312095.webp Glacier Flower Meow Power (Intelligence) (312095) , 312093.webp Glacier Flower Meow Power (Magical Resistance) (312093) or 312092.webp Glacier Flower Meow Power (Physical Resistance) (312092) , and 312091.webp Glacier Flower Meow Power (Attack) (312091) .
  • Mad Bunny-LT enchanted with 310856.webp Attack Speed Lv.3 (310856) or 310863.webp Defense Lv.3 (310863) .
  • In terms of damage output, the MAtk% + 10% of either 4636.webp Bijou Card or 300275.webp Horror of Thanatos Card (shield should be +15) is stronger than the +5% Medium/Large Size modifiers that 27385.webp Mutating Khalitzburg Card gives when it combos with Mutating White Knight Card.
Garment +12 to +15 [A] 480351.webp Circulation of Life Autumn [1] (480351)

  • 27362.webp [MVP] Polluted Queen Spider Card (27362)
  • 300145.webp [MVP] Abysmal Witch Card (300145)
  • 4576.webp [MVP] Gioia Card (4576)
  • 4671.webp [MVP] Sorcerer Celia Card (4671)
  • 300521.webp Yordos Investigator Card (300521)
  • 300522.webp Yordos Judge Card (300522)
  • 300424.webp Friedrich S. Heine Card (300424)

  • Needs to reform 480347.webp Manteau of Mystical Beast Autumn [1] (480347) .
  • Enchanted with 313018.webp Life of Autumn (Intelligence) (313018) , 312558.webp Magical Fruit Lv20 (312558) , and 312518.webp Magical Flower Lv5 (312518) .
    • For more info about purchasing, reforming, and enchanting the garment, check this page.
Shoe +12 to +14 [A] 470265.webp Furious Boots [1] (470265)

  • 300458.webp Icewind Card (300458)
  • 300248.webp [MVP] Death Witch Card (300248)
  • 300262.webp [MVP] The One Card (300262)
  • 4441.webp [MVP] Falling Bishop Card (4441)
  • 300281.webp [MVP] R001 Bestia Card (300281)

  • Needs to be crafted. Crafter NPC Angry Beetle (jor_back2 167, 232) is located at the outskirts of Ice Castle.
  • Can be refined using the 102900.webp Furious Refine Stone (102900) , exchanged with NPC MC HAMMER, found wandering about at Eden Market (@go 40).
  • For a list of possible enchants, refer to this. Enchants of your choice will vary depending on your needs, and the race/elemental property of the mobs you're going to prioritize.
Accessory (Right) 490136.webp Spell Signet of Star [1] (490136)

  • Enchanted with 313038.webp Star Cluster of Intelligence Lv5 (313038) , 310711.webp Star of Spell Lv.5 (310711) , and 310711.webp Star of Spell Lv.5 (310711) .
    • For more info on how to enchant, check this page.
Accessory (Left) 490485.webp Signet of Circulation Autumn [1] (490485)

  • Enchanted with 312996.webp Signet of Spell Lv5 (312996) and 312981.webp Token of Life (312981) .
    • For more info about purchasing and enchanting the accessory, check this page.
  • Out of all the left accessory cards, Bulgasari Card will serve as your BiS card for maximum damage. When dealing melee auto attacks, this card will let you autocast Level 5 of the Arch Mage skill 5233.webp Rock Down at a 10% chance and Level 5 of the Abyss Chaser skill 6515.webp Abyss Flame at a 7% chance.

The gears for Spell Fist uses the same set of equipment as your gears for the Caster build. The furious set consisting of Furious Crown (Elemental Master) [1] (400662) , Furious Grimoire [2] (540091) , and Furious Boots [1] (470265) are your core gears for Spell Fist. The crown combos with the Furious Grimoire to autocast Lvl. 4 Terra Drive when dealing normal melee damage; whereas the Furious Grimoire combos with Furious Boots for a chance to autocast Lvl. 4 Diamond Storm with an increased chance to proc it if the Boots is Grade B or higher.

And the best element to focus on this build is Water because you can maximize the skill Deluge since Earth doesn't get any elemental floor buffs and Earth Spike doesn't work with Spell Fist since it's not considered a bolt skill unfortunately. Fire is supposedly strong too but the Furious set doesn't allow us to autocast Conflagration. Those are the key reasons why you should focus more on Water but if you need to switch elements to Fire or Wind for more coverage you may still do so.

Frontier Combo
Type Item Card Enchants and Notes
Upper +12 to +15 [A] 400982.webp Frontier Rune Crown (Elemental Master) [1] (400982)

  • 300377.webp [MVP] Ultra Limacina Card (300377)
  • 27109.webp Jitterbug Card (27109)
  • 4583.webp Engkanto Card (4583)

  • Needs to be crafted. Crafter NPC Vitoli (ygg_fruit 162, 122) is located at Ash Tree Village (@go 61).
  • Enchanted with 312766.webp Magic Essence Jewel Lv8 (312766) , 312709.webp Time Dimension Jewel (Intelligence) Lv3 (312709) , and 4714.webp INT+5 (4714) .
  • Currently, there are some classes that switch their headgears from Frontier to 400724.webp Yorscalp Crown of Judgment . They do this to activate the "Frontier buff" from the Frontier headgear and weapon combo. By swapping to Yorscalp, you will retain the Frontier buff for as long as the 2445.webp Spell Fist buff remains active. After the Spell Fist buff goes away, you swap back again to Frontier Crown and rinse and repeat; however, I am not sure if this is intentional that's why I do not recommend this tactic. There's always that chance that it might not be intended and thus a bug, so for now just I advise you to stick with Frontier Crown. Let's just all wait for [GM] GemstoneRO to confirm this and fix it if it's really not intended.
Middle 410233.webp Gambler's Seal [1] (410233)

  • 4556.webp [MVP] Fenrir Card (4556)
  • 4583.webp Engkanto Card (4583)

  • Can be enchanted using 100487.webp Loki's White Coin (100487) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each.
  • Enchanted with any of the following:
    • MAtk + 5% & MAtk + 5%
    • S.MAtk + 5 & S.MAtk + 5
    • All property magical damage + 5% & All property magical damage + 5%
Low 18666.webp Foreign CD In Mouth (18666)
N/A
  • Needs to be crafted. Crafter NPC Aster John (m_crafting 79, 164) is located at Equipment Workshop (@go 59).
  • This lower headgear lets you autocast all three (3) of the elemental bolts and 13.webp Soul Strike skill by chance. Based on my findings and tests, Foreign CD in Mouth is much stronger than 420003.webp CD in Mouth (420003) in terms of DPS maybe due to you also autocasting your elemental bolt skills which are supplemented by your own 482.webp Double Casting skill and Level 1 2456.webp Elemental Control (Passive Mode) of your High Elementals.
Armor +12 to +15 [A] 450173.webp Nebula Robe of Spell [1] (450173)

  • 300472.webp [MVP] Demigod Lasgand Card (300472)
  • 300665.webp The Chief Knight of Abyss Card (300665)
  • 300376.webp Two Eyes Dollocaris (300376)
  • 300529.webp Yortus Conjurator Card (300529)

  • Enchanted with 310688.webp Star Cluster of Spell Lv.3 (310688) , 310738.webp Nebula of Spell Lv.3 (310738) , and 4714.webp INT+5 (4714) .
Weapon +12 to +15 [A]540110.webp Frontier Elemental Book [2] (540110)

  • Needs to be reformed from a +10 540109.webp Encroached Book [2] (540109) . A 105170.webp Frontier Tuning (Elemental Book) (105170) , alongside the required materials, will be needed to reform the book.
  • For a list of possible enchants, refer to this. Enchants will vary on your RNG luck, needs, and the element you want to prioritize the most. I have explained in details which set of enchants will fit in different situations in the Frequently Asked Questions (FAQs) section of the guide; kindly check it if you are unsure.
  • Can be carded with the following combo:
  • 300592.webp Laura Valdaris Card (300592) is a viable option if you also use 300666.webp [MVP] Bulgasari Card (300666) for your left accessory and you use 400724.webp Yorscalp Crown of Judgment as your swap headgear. Laura Valdaris actually produces the highest DPS potential for Spell Fist, but in order for that to happen you have to be able to land 3 or more 6515.webp Abyss Flame in a span of a second, though in terms of consistency it doesn't really do well since it's entirely dependent on luck. To reiterate, I don't recommend for now the swapping tactic to activate "Frontier buff", since it could be a bug.
  • Can also be carded with 300189.webp Midnight Jew Card (300189) , but you already have too much elemental bolt modifiers at this point which makes you reach diminishing returns. For more info on this, check Choi's in-depth explanation about it on his "Guide to Magic".
  • The combo of 300495.webp Philofontes Card and 300497.webp Secret Wing Lazy Card is best in slot against Formless and Demi-Human races like Rigel and Encroached Tan. Bonk these two MVPs to death which is no longer far from reality!
Shield +10 to +15 [C] 460040.webp Glacier Guard [1] (460040)
or
+12 to +15 [A] 460020.webp Mad Bunny-LT [1] (460020)

  • 4128.webp [MVP] Golden Thief Bug Card (4128)
  • 300239.webp [MVP] Silent Maya Card (300239)
  • 27298.webp [MVP] Ancient Wootan Defender Card (27298)
  • 4636.webp [MVP] Bijou Card (4636)
  • 300275.webp Horror of Thanatos Card (300275)
  • 27385.webp Mutating Khalitzburg Card (27385)
  • 4253.webp Alice Card (4253)
  • 300379.webp Renovated Upper Rgan (300379)

  • Glacier Guard enchanted with 312095.webp Glacier Flower Meow Power (Intelligence) (312095) , 312093.webp Glacier Flower Meow Power (Magical Resistance) (312093) or 312092.webp Glacier Flower Meow Power (Physical Resistance) (312092) , and 312091.webp Glacier Flower Meow Power (Attack) (312091) .
  • Mad Bunny-LT enchanted with 310856.webp Attack Speed Lv.3 (310856) or 310863.webp Defense Lv.3 (310863) .
  • In terms of damage output, the MAtk% + 10% of either 4636.webp Bijou Card or 300275.webp Horror of Thanatos Card (shield should be +15) is stronger than the +5% Medium/Large Size modifiers that 27385.webp Mutating Khalitzburg Card gives when it combos with Mutating White Knight Card.
Garment +12 to +15 [A] 480351.webp Circulation of Life Autumn [1] (480351)

  • 4576.webp [MVP] Gioia Card (4576)
  • 27362.webp [MVP] Polluted Queen Spider Card (27362)
  • 300145.webp [MVP] Abysmal Witch Card (300145)
  • 4671.webp [MVP] Sorcerer Celia Card (4671)
  • 300521.webp Yordos Investigator Card (300521)
  • 300522.webp Yordos Judge Card (300522)
  • 300424.webp Friedrich S. Heine Card (300424)

  • Needs to reform 480347.webp Manteau of Mystical Beast Autumn [1] (480347) .
  • Enchanted with 313018.webp Life of Autumn (Intelligence) (313018) , 312558.webp Magical Fruit Lv20 (312558) , and 312518.webp Magical Flower Lv5 (312518) .
    • For more info about purchasing, reforming, and enchanting the garment, check this page.
  • Out of all the garment cards, Gioia Card will serve as your BiS card for maximum damage. When Procella is your summoned High Elemental, Gioia Card will boost your Wind-infused melee magical attacks, 20.webp Lightning Bolt, 13.webp Soul Strike, and 5220.webp Soul Vulcan Strike at the same time.
Shoe +12 to +15 [A] 470338.webp Dimension World Magic Shoes [1] (470338)

  • 300458.webp Icewind Card (300458)
  • 300248.webp [MVP] Death Witch Card (300248)
  • 300262.webp [MVP] The One Card (300262)
  • 4441.webp [MVP] Falling Bishop Card (4441)
  • 300281.webp [MVP] R001 Bestia Card (300281)

  • Dimension World Magic Shoes will be enchanted with:
    • 2nd slot: 313926.webp Dimension World Crystal (Sageness) (313926)
    • 3rd slot: Any of the elemental property damage modifiers of your choice.
    • 4th slot: Any of the racial damage modifiers of your choice.
    • For more info on how to enchant, check this page.
  • If you already have 470337.webp Dimension World Spell Shoes [1] (470337) from your core builds, you could just stick with this one. Dimension World Magic Shoes is BiS for a Spell Fist Build, but since crafting and enchanting an entirely new boots could get expensive—cut yourself some slack and spare yourself the trouble of making one when their difference is not worlds apart.
  • World Magic Shoes covers the three principal elements (Wind/Ghost/Fire) in this particular Spell Fist build.
    • Wind: Autocasted 20.webp Lightning Bolt and Wind-infused melee magical attacks.
    • Ghost: Autocasted 5220.webp Soul Vulcan Strike and 13.webp Soul Strike.
    • Fire: Autocasted 6515.webp Abyss Flame, 19.webp Fire Bolt, and eventually 5372.webp Conflagration and 5235.webp Crimson Arrow with the future Chapter 2 update (soonTM).
Accessory (Right) 490136.webp Spell Signet of Star [1] (490136)

  • Enchanted with 313038.webp Star Cluster of Intelligence Lv5 (313038) , 310711.webp Star of Spell Lv.5 (310711) , and 310711.webp Star of Spell Lv.5 (310711) .
    • For more info on how to enchant, check this page.
Accessory (Left) 490485.webp Signet of Circulation Autumn [1] (490485)

  • Enchanted with 312996.webp Signet of Spell Lv5 (312996) and 312981.webp Token of Life (312981) .
    • For more info about purchasing and enchanting the accessory, check this page.
  • Out of all the left accessory cards, Bulgasari Card will serve as your BiS card for maximum damage. When dealing melee auto attacks, this card will let you autocast Level 5 of the Arch Mage skill 5233.webp Rock Down at a 10% chance and Level 5 of the Abyss Chaser skill 6515.webp Abyss Flame at a 7% chance.

The Frontier combo comprising of Frontier Rune Crown (Elemental Master) [1] (400982) + Frontier Elemental Book [2] (540110) will replace Furious Crown (Elemental Master) [1] (400662) and Furious Grimoire [2] (540091) , respectively. You can also start using the Dimension World Shoes called Dimension World Magic Shoes [1] (470338) in place of Furious Boots [1] (470265) . All new three equipment are part of Chapter 1, and they are crafted separately so long as you have the required materials with you.

The preferred elements to focus on this build are Wind, Ghost, and Fire, while our core High Elemental spirit would be Procella. This is done with the main reason cycling around [MVP] Gioia Card (4576) , which basically boosts both our Wind and Ghost elemental magic skills by 100%, including Soul Vulcan Strike and Lightning Bolt; however, if you need more elemental coverage, you are not limited to just Wind and you can still freely switch between Fire and Water. Your choice for lower headgear will also change to Foreign CD In Mouth (18666) so you have added chances to proc SVS via autocasting Soul Strike. The skill you will pick to autocast with your Sage skill Auto Spell is also going to be Soul Strike and not Lightning Bolt, Fire Bolt, or Cold Bolt. By doing these two things, you are securing the certitude to autocast SVS at any given time from two different sources of autocasted Soul Strikes.

Shadow Gears

Type Item Enchants and Notes
Shadow Armor +10 24993.webp Magical Master Shadow Armor (24993)
or
+10 24883.webp Full Spell Shadow Armor (24883)
  • Between the two Shadow Armors, Magical Master Shadow Armor is your endgame Shadow Gear for Spell Fist that is part of the Special Master Shadow Gear line.
  • Magical Master Shadow Armor can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
  • Full Spell Shadow Armor enchanted with 312664.webp S. Magic Power Lv5 (312664) and 4712.webp INT+3 (4712) or 4732.webp AGI+3 (4732) .
Shadow Weapon +10 24792.webp Master Shadow Weapon (24792)
or
+10 24753.webp Magical Spell Shadow Weapon (24753)
  • Between the two Shadow Weapons, Master Shadow Weapon is your endgame Shadow Gear for Spell Fist that is part of the Master Shadow Gear line.
  • Master Shadow Weapon can be enchanted with 1001253.webp Shadow Essence (1001253) by talking to NPC Azzam the Lucky (grademk 47, 181) in the Equipment Enhancement Room (@go 50).
  • Magical Spell Shadow Weapon can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
Shadow Shield +10 24793.webp Master Shadow Shield (24793)
or
+10 24754.webp Magical Spell Shadow Shield (24754)
  • Between the two Shadow Shields, Master Shadow Shield is your endgame Shadow Gear for Spell Fist that is part of the Master Shadow Gear line.
  • Master Shadow Shield can be enchanted with 1001253.webp Shadow Essence (1001253) by talking to NPC Azzam the Lucky (grademk 47, 181) in the Equipment Enhancement Room (@go 50).
  • Magical Spell Shadow Shield can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
Shadow Shoe +10 24994.webp Magical Master Shadow Shoes (24994)
or
+10 24884.webp Full Spell Shadow Shoes (24884)
  • Between the two Shadow Shoes, Magical Master Shadow Shoes is your endgame Shadow Gear for Spell Fist that is part of the Special Master Shadow Gear line.
  • Magical Master Shadow Shoes can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
  • Full Spell Shadow Shoes enchanted with 312664.webp S. Magic Power Lv5 (312664) and 4712.webp INT+3 (4712) or 4732.webp AGI+3 (4732) .
Shadow Earring (Right) +10 24995.webp Magical Master Shadow Earring (24995)
or
+10 24665.webp Full Tempest Shadow Earring (24665)
  • Between the two Shadow Earrings, Magical Master Shadow Earring is your endgame Shadow Gear for Spell Fist that is part of the Special Master Shadow Gear line.
  • Magical Master Shadow Earring and Full Tempest Shadow Earring can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.
Shadow Pendant (Left) +10 24996.webp Magical Master Shadow Pendant (24996)
or
+10 24668.webp Full Tempest Shadow Pendant (24668)
  • Between the two Shadow Pendants, Magical Master Shadow Pendant is your endgame Shadow Gear for Spell Fist that is part of the Special Master Shadow Gear line.
  • Magical Master Shadow Earring and Full Tempest Shadow Pendant can be enchanted with 101177.webp Advanced Shadow Spellbook (101177) or 101264.webp Advanced Shadow Spellbook (Magic) (101264) .
    • 1st line: MAtk% + 1~3% or All property magical damage + 1~5%.
    • 2nd line: SPL + 5.

The choice of Shadow Gears for Spell Fist is almost identical to Psychic Wave's, but in Spell Fist's case we want to maximize the highest possible damage output; hence, we will use either Magical Master Shadow Gears or Full Spell + Magical Spell Shadow Gears, with Magical Master Shadow as the strongest one.

The Skill Master Shadow Gears Diamond Shadow Earring (1270119) + Diamond Shadow Pendant (1270120) for Diamond Storm and Terra Stream Shadow Armor (1270121) + Terra Stream Shadow Shoes (1270122) for Terra Drive are not included here because even though we will autocast these two 4th job skills with our Furious set, they are not the main highlights of Spell Fist. You have multitudes of autocasted elemental bolt skills and melee magical attacks that scale with your bolts as your main sources of damage for Spell Fist and funneling all the modifiers to them will give you better damage output with a Spell Fist build.

Costume Enchant Stones

Type Item Stone Notes
Upper Costume 19602.webp Any Upper Costume of your liking

  • 25417.webp Professor Stone (Top) (25417)

  • Professor Stone (Top) gives 10% ASPD when a Level 10 274.webp Advanced Book is learned.
Middle Costume 19603.webp Any Middle Costume of your liking

  • 25803.webp Professor Stone II (Mid) (25803)

  • Professor Stone II (Mid) gives 20% 19.webp Fire Bolt, 14.webp Cold Bolt, and 20.webp Lightning Bolt skill modifiers for a stronger melee magical damage converted by 2445.webp Spell Fist.
Lower Costume 19604.webp Any Lower Costume of your liking

  • 25419.webp Professor Stone (Low) (25419)

  • Professor Stone (Low) gives 20% 19.webp Fire Bolt, 14.webp Cold Bolt, and 20.webp Lightning Bolt skill modifiers for a stronger melee magical damage converted by 2445.webp Spell Fist.
Garment Costume 20506.webp Any Garment Costume of your liking

  • 25302.webp Double Attack Stone (Garment) (25302)
  • 1000921.webp Spell Stone (Dual) (1000921)
  • 1000520.webp ASPD Stone (Dual) (1000520)

  • Double Attack Stone (Garment) grants you the ability to learn the Thief skill 48.webp Double Attack.
    • With a 21% proc chance, this stone makes it possible for you to land your melee magical attacks twice.
    • More hits in your arsenal also means more chances for you to proc your autocast bolt skills and 4th job skills from Furious set.
  • Spell Stone (Dual) for damage.
  • ASPD Stone (Dual) is an option if you lack ASPD.

The enchant stones that give elemental bolt modifiers are Professor Stone II (Mid) (25803) and Professor Stone (Low) (25419) . The Double Attack Stone (Garment) (25302) complements well with Spell Fist and gives you more chances to land your melee magical auto attacks more than once.

Dragon Tank


Betelgeuse (20994)

Remember when I told you Elemental Master is a versatile class? That's because it's actually the best tank to use against Betelgeuse from Constellation Tower. The class with its passive Dragonology from the Sage branch gives it an inherent +20% resistance against Dragon races such as Betelgeuse, making it possible for the class to reach 100% Dragon resistance when combined with other gears with more Dragon resistances. You may follow most of this section's tank build against Alice Twisted Madness' Jabberwocky as him and Betelgeuse are both Dragons, but I cannot guarantee that the execution of your skills will be the same for both MVPs as they have their own separate mechanics.

Upon reaching 100% Dragon resistance, most of Betelgeuse's attacks and skills will only deal “1” damage or will be registered as “1-1-1-1” damage to your EM Tank, and increasing your defensive values further in RES, MRes, DEF, and MDef won't make a difference anymore. On another note, Betelgeuse inflicts a “fixed amount of physical damage” unto you with a value of 10,000 that is only reducible by Wall of Fog (Blinding Mist). It comes in two (2) forms: 1st one is a series of attacks wherein only the first and initial hit would inflict that 10k to you; 2nd one, called as Killing Aura, is a DoT attack that reduces your HP by 10k on certain intervals while you're inside his circle. General physical defensive stats like RES and DEF can't reduce these values and not even your own Energy Coat decreases it. However, building more HP values (e.g. MaxHP or MaxHP%) would indirectly decrease the value of that 10k and placing Wall of Fogs underneath you would further cut down its value by only inflicting 75% of that 10k and thus it will only deal 7,500 damage to you; plus an added 75% chance for those hits and Betelgeuse's Tetra Vortex to miss. Be mindful on the proper placement of your Wall of Fogs because if Betelgeuse is standing on it your allies that attack with targeted skills will have a shared chance for theirs to miss.

Besides Betelgeuse, there are also moving traps during the 2nd and 3rd Phases of the fight. When you go near and touch any of the traps, it will inflict damage to you according to your MaxHP% in variance. The 2nd Phase traps take out about 80%~85% of your MaxHP, while the 3rd Phase traps take out about 75%~80% of your MaxHP. Like Betel's “fixed 10k damage”, the traps' damage are irreducible by elemental resistances (i.e. Water/Fire Armor or Coldproof Potion / Fireproof Potion ), defensive stats, Energy Coat, and even Wall of Fog; Land Protector won't also protect you against them. The traps also have a small chance to instantly kill you and it will not matter whether you're the tank or the DPS.


Dead Soul (20995)

Now, you may cast Land Protector underneath your party to cancel Betelgeuse's Comet and Meteor Storms, but if you have a magical DPS such as EM and AM that have ground AoE skills in your party you might want to readjust the size of your LP and its positioning so that they could also hit Betelgeuse. It's also possible to use lower levels of LP (7×7 or 9×9), but this will require coordination and communication with your team. You may cast or spam Dispell on Betelgeuse to cancel his Max Pain, but be careful as this would lose your aggro on Betelgeuse and would also cancel your team's debuff skills such as your Cardinal's Lex Aeterna, your Arch Mage's Comet's Magic Intoxication, your Abyss Chaser's Raid (Sightless Mind) or your Shadow Cross' Dark Claw skill, so it's best to communicate and coordinate with them first before attempting to do so. When Betel is chanting two of his long-casting magical skills like Comet and Tetra Vortex, you may use your Sage skills Spell Breaker and Magic Rod to disrupt and absorb those two skills, respectively. Keep spamming Spell Breaker until you cancel his Comet skill with a 10% chance to be successful. Additionally, you will need to time Magic Rod perfectly and use it just as when he's about to finish casting Tetra Vortex or have enough ACD and ASPD for spamming if you can't estimate its timing. During the 2nd Phase, there will be Dead Souls roaming around the map and they increase Betel's Defense if left untouched. These Dead Souls are plant protocol and they only have a MaxHP of “10”; you can help your team kill the souls in the middle near you by using your Lvl. 10 Cold Bolt to speed up your instance farm, especially if you're doing it in duo.

One great strategy that you could do is to utilize the Sorcerer skill Extreme Vacuum to hold Betelgeuse in place to root him in one cell and position. This would also help when he switches aggro from you to the other party members; just be ready to save and cast your second Extreme Vacuum for those times he would cast Ganbantein to remove any ground skill effects including your insignias and Wall of Fogs. One way you can do to support your party is placing insignias underneath Betel. When you have another EM DPS, it's also a good tactic to coordinate with them so that they can place the insignias on the 2nd Phase, while you handle the 3rd Phase. As what we've talked about in the insignia system portion, insignias are stationary and have a 1 minute CD and thus needs careful planning and set-up.

Stats

Stat Point Notes
STR 4 * If you need more carrying capacity, put more pts. into STR though with the recent QoL implemented that made it possible to use Gym Pass (6286) 20 times instead of the usual 10, you may find yourself no longer needing as much STR.
AGI 130 * AGI is needed for high FLEE and high ASPD.
VIT 130 * VIT is needed for more health and survivability.
INT 55 * Put leftover pts. to INT for some MaxSP%. * The SoftMDef it provides won't help anymore in reducing any of Betelgeuse's magical attacks or skills further.
DEX 0 * DEX isn't needed if you're going to get your instant cast from gears.
LUK 120 * Put at least 100 pts. or more into LUK for Curse immunity. * It gives +1 FLEE every 5 pts. and +1 Perfect Dodge every 10 pts.

Traits

Traits Point Notes
POW 0 N/A
STA 72 * With 100% Dragon resist, STA won't help reduce any of Betelgeuse's physical attacks or skills (not even the fixed 10k physical damage) so just place whatever leftover points you have here.
WIS 110 * With 100% Dragon resist, WIS won't help reduce any of Betelgeuse's magical attacks or skills further. * The 2nd and 3rd Phase's traps' damage are also irreducible so just place whatever leftover points you have here.
SPL 0 N/A
CON 110 * Max out CON; it's the only trait that is useful against tanking Betelgeuse's hits thru high FLEE or dodging since it gives +2 FLEE for every 1 pt. of CON.
CRT 0 N/A
My Personal Skill Tree Allocations for Dragon Tanking
Magician
Sage
and
Professor
Sorcerer
Elemental
Master
Note: The skills encased in red boxes are the fundamental or core skills you will need to get for each skill tree and they will be the skills you will use the most for Dragon tanking and supporting.

Betelgeuse Tanking Gears

Type Item Card Enchants and Notes
Upper +10 to +12 19483.webp Temporal Circlet (Sorcerer) [1] (19483)
or
+10 to +12 18980.webp Old Wind Whisper [1] (18980)

  • 300560.webp [MVP] Nightmare Piamette Card (300560)
  • 4366.webp Katrinn Card (4366)
  • 300528.webp Yortus Bishop Card (300528)
  • 300174.webp Melted Poring Card (300174)

  • Temporal Circlet enchanted with 29105.webp Adamantine Lv5 (29105) , 29680.webp Temporal Jewel (VIT) Lv 3 (29680) , and 4743.webp VIT+4 (4743) .
    • For more info on enchanting, check this page.
  • Old Wind Whisper enchanted with 29105.webp Adamantine Lv5 (29105) , 4744.webp VIT+5 (4744) , and 4744.webp VIT+5 (4744) .
    • For more info on enchanting, check this page.
  • Both headgears can be refined using Armor Weapon Tickets, exchanged with NPC Red Hugo (paramk 59, 100) at Eden Market (@go 40).
  • Nightmare Piamette Card and Katrinn Card will help with reaching instant cast thru VCT%, with Piamette giving 25% ACD as well.
Middle 5936.webp 8 Styles Purgatory Wings (5936)
N/A
Lower 420269.webp Ace of Clovers in Mouth (Defense) (420269)
or
420021.webp Young Leaf of World Tree (Vitality) (420021)
N/A
  • Ace of Clovers can be enchanted with VIT and VCT% enchants.
    • Can be enchanted using 102677.webp Loki's Advice (Defense) (102677) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each.
  • Young Leaf of World Tree enchanted with 311087.webp CON Lv2 (311087) , 310991.webp MaxHP Lv.2 (310991) , and 4742.webp VIT+3 (4742) .
    • Any of the Young Leaf lower headgears works, I just used Vitality as an example.
    • For more info on the enchanting process, check this page.
Armor +10 to +12 15393.webp Gold Dragon Plate [1] (15393)

  • 4342.webp [MVP] RSX 0806 Card (4342)
  • 300376.webp Two Eyes Dollocaris (300376)

  • Enchanted with 3%~7% Resistance against Dragon race.
    • Can be enchanted using either the 23981.webp Swirling Dragon Power (23981) or 100142.webp Stable Dragon Power (100142) , crafted from NPC Bluehead (hu_in01 93, 322) at Hugel (@go 22).
  • Can be refined using Armor Weapon Tickets, exchanged with NPC Red Hugo (paramk 59, 100) at Eden Market (@go 40).
  • RSX 0806 Card makes you immune from the knockback effect brought about by Betel's 2213.webp Comet skill when you're not wearing the 24679.webp Maximum Mammoth Shadow Armor (24679) + 24680.webp Maximum Mammoth Shadow Shoes (24680) combo.
Weapon +10 1602.webp Rod [4] (1602)
or
+10 to +12 550030.webp Illusion Thorny Staff of Darkness [2] (550030)

  • 300096.webp Senior Papila Cae Card (300096)
  • 4919.webp Demon's Essence VIT 3 (4919)

  • Illusion Thorny Staff of Darkness can be enchanted with 100004.webp Fantasy Resonance Stone at Dawn (100004) to get 1%~20% VCT and 1%~10% ACD in the 1st & 2nd line of enchants, respectively.
    • For more info on enchanting, check this page.
  • Both staves can be refined using Armor Weapon Tickets, exchanged with NPC Red Hugo (paramk 59, 100) at Eden Market (@go 40).
Shield +9 to +12 28946.webp Purified Knight's Shield [1] (28946)
or
+9 to +12 28942.webp Cursed Knight's Shield [1] (28942)
or
+9 to +12 28945.webp Bloody Knight's Shield [1] (28945)
or
+9 460005.webp Magic Absorber [1] (460005)

  • 4120.webp Sky Petite Card (4120)

  • Purified/Cursed/Bloody Knight's Shield and Magic Absorber enchanted with Resistance against Dragon race.
    • 1st line: 2%~7%
    • 2nd line: 2%~7%
    • 3rd line: ASPD + 1 (Only for Purified)
  • The three (3) Knight's Shields can be refined and enchanted as follows:
  1. CKS can be enchanted with 23545.webp Silver Statue (23545) , dropped by Strange Knights in the Forgotten Land (um_dun01 , ) or bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each.
  2. BKS can be enchanted with 23546.webp Cursed Blood (23546) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 500k zeny each.
  3. PKS can be enchanted with 23547.webp Gold Statue (23547) , bought from NPC Muzaszir (gem_market 168, 209) at Market (@go 37) for 1 million zeny each.
  4. All three shields can be refined using Armor Weapon Tickets, exchanged with NPC Red Hugo (paramk 59, 100) at Eden Market (@go 40).
  • Magic Absorber can be enchanted using 100368.webp Shining Magical Jewel (100368) , exchanged with NPC Geffen Arena Exchanger (dali02 85, 68).
Garment +11 20946.webp Dragon Scale Hood [1] (20946)

  • 4671.webp [MVP] Sorcerer Celia Card (4671)
  • 4646.webp Infinite Chimera Card (4646)

  • Enchanted with 3%~7% Resistance against Dragon race.
    • Can be enchanted using 100144.webp Burning Dragon Power (100144) , crafted from NPC Bluehead (hu_in01 93, 322) at Hugel (@go 22).
  • Can be refined using Armor Weapon Tickets, exchanged with NPC Red Hugo (paramk 59, 100) at Eden Market (@go 40).
  • Can also be carded with any of the cheap Bio 5 [MVP] cards just for the +20 All Basic Stats .
Shoe +11 22208.webp Dragon Scale Boots [1] (22208)

  • 300667.webp [MVP] Glutto Card (300667)
  • 27150.webp [MVP] Venom Chimera Card (27150)
  • 4381.webp Green Ferus Card (4381)

  • Enchanted with 3%~7% Resistance against Dragon race.
    • Can be enchanted using 100145.webp Hot Dragon Power (100145) , crafted from NPC Bluehead (hu_in01 93, 322) at Hugel (@go 22).
  • Can be refined using Armor Weapon Tickets, exchanged with NPC Red Hugo (paramk 59, 100) at Eden Market (@go 40).
Accessory (Right) 490048.webp Sinful Topaz Ring [1] (490048)

  • Enchanted with 310216.webp Regret Lv5 (310216) but lower levels are fine.
Accessory (Left) 490049.webp Sinful Topaz Necklace [1] (490049)

  • Enchanted with 310216.webp Regret Lv5 (310216) but lower levels are fine.

The Dragon set consisting of Gold Dragon Plate [1] (15393) , Dragon Scale Hood [1] (20946) , and Dragon Scale Boots [1] (22208) have built-in resistances against Dragon races plus they can be enchanted with more resistance values. For more info on the enchanting costs, refer to this page. The Sinful accessories Sinful Topaz Ring [1] (490048) and Sinful Topaz Necklace [1] (490049) combos with the Dragon set and can be enchanted with more MaxHP% for additional tankiness. These can be obtained from Thanatos Tower. More info on how to enchant the accessories here.

For more added Dragon resistance, you will need to get a Magic Absorber [1] (460005) from Geffen Night Arena or a Cursed Knight's Shield [1] (28942) , Bloody Knight's Shield [1] (28945) , and Purified Knight's Shield [1] (28946) . To enchant the Magic Absorber shield, you can check more info here. Meanwhile, the Cursed Knight Shield and its enchant material Silver Statue (23545) are dropped by Strange Knights in the Forgotten Lands (um_dun01 , ), but you'll have to do the Secret Cow Quest first before getting access to this map so ask around and your fellow players for the discreet details. While enchanting the Cursed Knight's Shield, there is a 9.9% it will get transformed into a Bloody Knight's Shield and a 0.1% chance to get transformed into a Purified Knight's Shield; PKS is the most preferred choice among the three Knight's shields because it gets an additional 3rd enchant, slightly better bonus stats, and compulsory Dragon race resistances in its 1st to 2nd line of enchants. The choice whether to pick Magic Absorber or the Knight's Shields will depend on your needs, preference, time, and budget. Magic Absorber's enchant material is time-gated behind an instance, while those for the Knight's Shields can be easily bought or farmed; Magic Absorber also possesses 5% VCT when it's refined to +9, while the Knight's Shields give ASPD and ACD% (their VCT% is only available thru their enchants).

Whether you want to use Temporal Circlet (Sorcerer) [1] (19483) or Old Wind Whisper [1] (18980) is up to your budget. The Circlet offers more defensive stats thanks to its Temporal Jewel (VIT) Lv 3 (29680) enchant while the Bio 5 headgear is much more affordable and budget-friendly. Like the shields, Temporal Circlet's enchant materials Temporal Gemstone (25865) and Temporal Spell (25866) are time-gated behind Old Glast Heim: Challenge Mode (though when supplies are plenty in the market, you can buy them from vendors), while the Bio 5 headgear's Grudge Fragment (23016) can be farmed inside The Bed of Honor (Nightmare Biolab) by killing the monsters.

If you need additional VCT% in your build to help you reach instant cast or more ACD to help you spam Magic Rod, you may choose Illusion Thorny Staff of Darkness [2] (550030) . However if you want to skip the RNG part of enchanting Illusion Thorny Staff of Darkness with more VCT%, you can use a +10 Rod [4] (1602) instead. This is a fun one because you can do four (4) Senior Papila Cae Card (300096) and it'll give you an instant +40% VCT or be inventive and use two (2) Demon's Essence VIT 3 (4919) plus two (2) Senior Papila Cae Cards. The rod gives you more freedom with regards to gear choices too.

Shadow Gears

Type Item Enchants and Notes
Shadow Armor +10 24679.webp Maximum Mammoth Shadow Armor (24679)
  • Optional but can be enchanted using 23720.webp Shadow Random Option Thump Box (23720) if you're only after the 1st line of enchant or 101177.webp Advanced Shadow Spellbook (101177) if you want to improve your Dragon Tank further.
    • 1st line: MaxHP + 2% or any.
    • 2nd line: CON + 5.
Shadow Weapon +7 24792.webp Master Shadow Weapon (24792)
Shadow Shield +9 24057.webp Dragoon Shadow Shield (24057)
or
+7 24793.webp Master Shadow Shield (24793)
  • Optional but Dragoon Shadow Shield can be enchanted using 23720.webp Shadow Random Option Thump Box (23720) if you want to improve your Dragon Tank further.
    • Enchanted with MaxHP + 2% .
  • Master Shadow Shield enchanted with 312193.webp CON+3 (312193) and 4744.webp VIT+5 (4744) .
Shadow Shoe +10 24680.webp Maximum Mammoth Shadow Shoes (24680)
  • Optional but can be enchanted using 23720.webp Shadow Random Option Thump Box (23720) if you're only after the 1st line of enchant or 101177.webp Advanced Shadow Spellbook (101177) if you want to improve your Dragon Tank further.
    • 1st line: MaxHP + 2% or any.
    • 2nd line: CON + 5.
Shadow Earring (Right) +10 24339.webp Almighty Shadow Earring (24339)
or
+10 24766.webp Lord Bearer's Shadow Earring (24766)
  • Optional but can be enchanted using 23720.webp Shadow Random Option Thump Box (23720) if you're only after the 1st line of enchant or 101177.webp Advanced Shadow Spellbook (101177) if you want to improve your Dragon Tank further.
    • 1st line: MaxHP + 2% or any.
    • 2nd line: CON + 5.
Shadow Pendant (Left) +10 24340.webp Almighty Shadow Pendant (24340)
or
+10 24765.webp Lord Bearer's Shadow Pendant (24765)
  • Optional but can be enchanted using 23720.webp Shadow Random Option Thump Box (23720) if you're only after the 1st line of enchant or 101177.webp Advanced Shadow Spellbook (101177) if you want to improve your Dragon Tank further.
    • 1st line: MaxHP + 2% or any.
    • 2nd line: CON + 5.

The Dragoon Shadow Shield (24057) gives 3% Dragon resistance at +9; though if you've already reached maximum Dragon resist from your main equipment, you may use other Shadow Gears in the shield slot that give general resists such as a Master Shadow Shield (24793) . The next important piece of Shadow Gear will be the Maximum Mammoth Shadow Armor (24679) and Maximum Mammoth Shadow Shoes (24680) to give you full immunity against knockback plus some MaxHP% to help with general tankiness. Be extra careful and attentive when wearing Shadow Gears because Betelgeuse can use the Abyss Chaser skill Strip Shadow to remove your Shadow Gears; that's why I highly advise you to get a total of 100% Dragon resist and general tankiness outside of your Shadow Gears because in the event you get stripped you'll lose your perfect Dragon resist, knockback immunity, and other important stats. For that reason, some CT parties would bring in a Biolo for their Full Shadow Protection skill to avoid problems like this.

The rest of the Shadow Gears are only suggestions and optional if you don't have the budget for them. It goes the same for enchanting your Shadow Gears as that could get expensive, but when you have the means for it then go ahead and min-max your tank Shadow Gears.

Costume Enchant Stones

Type Item Stone Notes
Upper Costume 19602.webp Any Upper Costume of your liking

  • 1000672.webp Sorcerer Stone (Top) (1000672)
  • 6640.webp Health Stone (Top) (6640)

  • Use Sorcerer Stone (Top) for more FCT reduction and faster casting time.
  • Health Stone (Top) gives +1 VIT which is really minimal and can be skipped for Sorcerer Stone (Top) instead.
Middle Costume 19603.webp Any Middle Costume of your liking

  • 25006.webp VIT Convert Stone (Mid) (25006)
  • 1000673.webp Sorcerer Stone (Mid) (1000673)

  • Vit Convert Stone (Mid) will combo with Vit Convert (Low) for more MaxHP% and to increase the healing effectiveness of potions such as 1100005.webp Concentrated Golden Syrups .
  • Use Sorcerer Stone (Mid) if you need more VCT% for faster casting.
Lower Costume 19604.webp Any Lower Costume of your liking

  • 25008.webp VIT Convert Stone (Low) (25008)

  • Vit Convert Stone (Low) will combo with Vit Convert (Mid) for more MaxHP% and to increase the healing effectiveness of potions such as 1100005.webp Concentrated Golden Syrups .
Garment Costume 20506.webp Any Garment Costume of your liking

  • 25306.webp Variable Casting Stone (Garment) (25306)
  • 1000522.webp Variable Casting Time Stone (Dual) (1000522)
  • 25170.webp Minor Casting Stone (Garment) (25170)
  • 1000521.webp Minor Casting Stone (Dual) (1000521)

  • Carded with any of the following combinations:
    • 25306.webp Variable Casting Stone (Garment) (25306) + 1000522.webp Variable Casting Time Stone (Dual) (1000522)
    • 25170.webp Minor Casting Stone (Garment) (25170) + 1000521.webp Minor Casting Stone (Dual) (1000521)
      • The Variable Cast Stones and Minor Casting Stones will help with reducing casting time, so you can cast your skills faster.

Personally, I use a combination of VIT Convert Stone (Mid/Low) and Variable Casting Stone (Garment) (25306) + Variable Casting Time Stone (Dual) (1000522) since I have enough FCT (from the Cast Stones, +12 Gold Dragon Plate , and + Thanatos accessories), and solved most of my VCT problems by using a +10 Rod carded with four (4) Senior Papila Cae Cards . However if you lack FCT and VCT to instant cast your skills, you may choose to use Sorcerer Stone (Top) (1000672) and Sorcerer Stone (Mid) (1000673) instead.

Pet Suggestions

Here's a list of pets that you could journey with to help you tank Betelgeuse:

Pet Egg Notes

Blue Moon Loli Ruri (20940)
9140.webp Blue Moon Loli Ruri Egg (9140)
  • At Loyal intimacy, it gives VIT + 4, MaxHP + 5%, and adds a random chance to autocast Lvl. 2 73.webp Kyrie Eleison on yourself when receiving physical damage.

Loli Ruri (1505)
9042.webp Loli Ruri Egg (9042)
  • At Loyal intimacy, it gives MaxHP + 5%, and adds a random chance to autocast Lvl. 2 28.webp Heal on yourself when receiving physical damage.

Miyabi Ningyo (1404)
9048.webp Miyabi Ningyo Egg (9048)
  • At Loyal intimacy, they decrease Variable Casting Time (VCT) by 5%.

Alicel (1735)
9119.webp Alicel Egg (9119)

Dark Illusion (1302)
9139.webp Dark Illusion Egg (9139)

Giant Hornet (1303)
9192.webp Giant Hornet Egg (9192)

Elemental Catalysts, Ores, & Stones

As an Elemental Master, you are required to either buy or farm your own elemental catalysts in order to summon your Elementals and High Elementals. Here, I'm going to list down the farming maps I always frequent where these catalysts are accessible and abundant to make your farm easier. Currently, Forgotten Time's Zone 1 (t_garden 81, 94) and Zone 2 (t_garden 154, 94) are the best maps to farm the elemental catalysts as all the mobs in their respective zones drop the ores and stones but it has a minimum entry level requirement of 250.

Catalysts Map and Monsters
Flame Heart (994) * Gig from Magma Dungeon Flr. 2 * Kasa and Salamander from Thor Volcano Flr. 3 * Blue Flame Spirits & Tainted Flame Spirits (S/N/G/M) from Forgotten Time (Zone 1) * Red Flame Spirits (S/N/G/M) from Forgotten Time (Zone 2)
Red Blood (990) * Fillia from Amicitia Flr. 1 * Red Flame Spirits & Hot Water Spirits (S/N/G/M) from Forgotten Time (Zone 2) * Purchased from NPC Dus the Smith (paramk 53, 101) at Eden Market (@go 40).
Mystic Frozen (995) * Abysmal Swordfish, Abysmal Phen, & Abysmal Strouf from Illusion of Underwater Flr. 2 * Ice Titan from Ice Cave Flr. 3 * Cold Water Spirits & Polluted Water Spirits (S/N/G/M) from Forgotten Time (Zone 1) * Hot Water Spirits (S/N/G/M) from Forgotten Time (Zone 2)
Crystal Blue (991) * Vanilaqus from Amicitia Flr. 1 * Blue Flame Spirits & Cold Water Spirits (S/N/G/M) from Forgotten Time (Zone 1) * Purchased from NPC Dus the Smith (paramk 53, 101) at Eden Market (@go 40).
Rough Wind (996) * Temple Gryphon from Varmundt's Biosphere (Temple) * Dry Wind Spirits & Tainted Wind Spirits (S/N/G/M) from Forgotten Time (Zone 2)
Wind of Verdure (992) * Grand Peco from Yuno Field 09 * Strong Wind Spirits & Blue Earth Spirits (S/N/G/M) from Forgotten Time (Zone 1) * Purchased from NPC Dus the Smith (paramk 53, 101) at Eden Market (@go 40).
Great Nature (997) * Sleeper from Yuno Field 02 * Blue Earth Spirits & Polluted Earth Spirits (S/N/G/M) from Forgotten Time (Zone 1) * Solid Earth Spirits (S/N/G/M) from Forgotten Time (Zone 2)
Green Live (993) * Galensis from Amicitia Flr. 2 * Dry Wind Spirits & Solid Earth Spirits (S/N/G/M) from Forgotten Time (Zone 2) * Purchased from NPC Dus the Smith (paramk 53, 101) at Eden Market (@go 40).

Frequently Asked Questions (FAQs)

This section of the guide will be reserved for confusing questions that needs clarification and answering. Here, I'll be providing damage tests, comparison and contrasts of equipment to give objective, reliable, and honest answers. If you think there are questions left unanswered that need to be included, you may reach out to me and as such this section will always be edited as needed. Two that are already in works are the, “What Enchants to Aim For Dimensional World Shoes”, and the, “How Big is the Jump from Furious to Frontier for Spell Fist”, and I will add them as soon as I am able to.

Time Dimensions vs. Elemental Spirits

Which is Stronger Against a Specific Race and Element

To view the images much more clearly, right click and open them in a separate tab and it should take you to the File's original size wherein you can freely zoom in and out.

Time Dimensions
Damage per Second (DPS)
Total DPS: 247B+
Conditions Observed
Damage Variance was set to Default.
Element/Racial Advantage Against Neutral/Formless.
Jitterbug combo was not used.
Main Spirit is Ardor and Fire Element-Centric.
The One Potion, Force Booster, Speed Booster, and Awakening Potion were used.
Warg Blood Cocktail and Petite Tail Noodle were used.
No Blue Herb Activator and Lunaphoma Buffs.
Level 3 Elemental Insignias and Volcano were used.
No External Buffs (e.g. Competentia) from other classes were used.
60% ACD and 193 ASPD.
Elemental Spirits
Damage per Second (DPS)
Total DPS: 255B+
Conditions Observed
Damage Variance was set to Default.
Element/Racial Advantage Against Neutral/Formless.
Jitterbug combo was not used.
Main Spirit is Terremotus and Earth Element-Centric.
The One Potion, Force Booster, Speed Booster, and Awakening Potion were used.
Warg Blood Cocktail and Petite Tail Noodle were used.
No Blue Herb Activator and Lunaphoma Buffs.
Level 3 Elemental Insignias and Volcano were used.
No External Buffs (e.g. Competentia) from other classes were used.
72% ACD and 193 ASPD.


  • In both DPS test, conditions were followed similarly for fair comparison and contrast. Noteworthy conditions observed include setting the damage variance to default to reflect realistic DPS gauge test, exclusion of Jitterbug combo, Lunaphoma buffs, and class buffs which may inequitably influence results, and consumption of The One Potion and ASPD potions to assist with reaching 193 Max ASPD.
  • Time Dimensions combo consisting of Time Dimensions Rune Crown (Elemental Master) + Dimensions Elemental Magic Book or Dimensions Elemental Spell Book only needed 60% ACD, while 72% ACD was used for Elemental Spirits ' set-up.
  • Both builds are close in damage numbers, with Elemental Spirits being higher by ≈8B. The enchants on the Time Dimension Book were Varmundt's Crystal (Poison) Lv3 (312800) and Biosphere Gem (Vibra-rupt) (311934) , while Elemental Spirits had MAtk + 9% and Earth elemental magic skill damage +25%. The gap and range could be higher if perfect enchants (e.g. MAtk + 10% & MAtk + 20% Against Neutral Element) were used for Elemental Spirits, but with the current state of retrieving enchants on Encroached weapons this will be harder to apply.
  • 60% Elemental Buster skill modifier (Time Dimensions) vs. 25% Elemental Buster skill modifier (Elemental Spirits).
  • Absence of specific Racial/Neutral enchants and reduced Elemental Buster skill modifier on Elemental Spirits were compensated with every half a second spammability of Elemental Buster, Warrant of Bailiff 's procs, up to 180% Terra Drive skill modifiers, and two of our skills benefitting simultaneously from [MVP] Polluted Queen Spider Card (27362) .
  • Total MAtk% of all our skills for Time Dimensions aggregated 101,450%, while Elemental Spirits summed up to 147,100%.
  • Time Dimensions with Ardor as the Main Spirit
  • 27,050% ( Elemental Buster) + 21,600% (3 ticks of Conflagration) + 15,600% (Diamond Storm) + 18,600% (3 ticks of Lightning Land) + 18,600% (3 ticks of Venom Swamp)
  • Total MAtk% = 101,450%
  • Elemental Spirits with Terremotus as the Main Spirit
  • 54,100% (2x Elemental Buster) + 21,600% (Terra Drive) + 15,600% (Diamond Storm) + 18,600% (3 ticks of Lightning Land) + 18,600% (3 ticks of Conflagration) + 18,600% (3 ticks of Venom Swamp)
  • Total MAtk% = 147,100%
  • The conclusion to draw from these results is that Time Dimensions is still a strong and close choice for when you are up against a specific element/race hugely thanks to its enchants. While it is harder to get the perfect enchants for Elemental Spirits, it still performed a tad bit better and could even dish out higher DPS numbers when enchants are catered towards a specific element/race.

Which is Stronger Against a Non-Specific Race and Element

To view the images much more clearly, right click and open them in a separate tab and it should take you to the File's original size wherein you can freely zoom in and out.

Time Dimensions
Damage per Second (DPS)
Total DPS: 99B+
Conditions Observed
Damage Variance was set to Default.
No Element/Racial Advantage. Modifiers Mostly Catered Towards Size.
Jitterbug combo was not used.
Main Spirit is Ardor and Fire Element-Centric.
The One Potion, Force Booster, Speed Booster, and Awakening Potion were used.
Warg Blood Cocktail and Petite Tail Noodle were used.
No Blue Herb Activator and Lunaphoma Buffs.
Level 3 Elemental Insignias and Volcano were used.
No External Buffs (e.g. Competentia) from other classes were used.
60% ACD and 193 ASPD.
Elemental Spirits
Damage per Second (DPS)
Total DPS: 136B+
Conditions Observed
Damage Variance was set to Default.
No Element/Racial Advantage. Modifiers Mostly Catered Towards Size.
Jitterbug combo was not used.
Main Spirit is Terremotus and Earth Element-Centric.
The One Potion, Force Booster, Speed Booster, and Awakening Potion were used.
Warg Blood Cocktail and Petite Tail Noodle were used.
No Blue Herb Activator and Lunaphoma Buffs.
Level 3 Elemental Insignias and Volcano were used.
No External Buffs (e.g. Competentia) from other classes were used.
72% ACD and 193 ASPD.


  • In both DPS test, conditions were followed similarly for fair comparison and contrast. Noteworthy conditions observed include setting the damage variance to default to reflect realistic DPS gauge test, exclusion of Jitterbug combo, Lunaphoma buffs, and class buffs which may inequitably influence results, and consumption of The One Potion and ASPD potions to assist with reaching 193 Max ASPD.
  • For this was a test against a non-specific element/race, the dummy's element/race were purposedly changed to Holy/Plant while the Neutral/Formless enchants on gears were left untouched. Most of the damage modifiers from cards and gears were funneled to size modifiers instead.
  • Based from the results of the tests, once element/race advantage are taken out of the equation, Elemental Spirits + Yorscalp Crown's 136B won and dealt the most in terms of DPS—so much so that the difference in damage leaped by ≈37B coming from Time Dimension's 99B.
  • Elemental Spirits gets an advantage in this scenario due to Yorscalp Crown of Judgment 's Warrant of Bailiff 's procs which basically grants 20% Size/Race/Element/Protocol modifiers, so even though we cut out all of the element/race modifiers from our gears and cards alike we won back some of them.
  • The conclusion we can draw out from the tests is that when doing instances like Tower of Trials or farming maps where there are a lot of unequal variations of element/race among monsters, Elemental Spirits will be the clear winner. It is just a matter of procing and upkeeping Warrant of Bailiff, though for our class that won't be a problem because we are almost always guaranteed to have it activated due to the nature of our skills being multi-hit.

When to Use Time Dimensions or Elemental Spirits

  • While Elemental Spirits for the most part is the better choice, Time Dimensions is still useable and not completely obsolete.
  • Later on, you might decide to make a x1 EM character to gain the +50% Drop Rate buff, and you will be needing leveling up gears to get you to max level. Time Dimensions is already functional by Level 250, while Elemental Spirits won't be 'til you reach Level 265.
  • Additionally, the choice whether to use Time Dimensions or Elemental Spirits will also depend on your playstyle and preference. Time Dimensions distributes more skill and elemental modifiers for your lingering skills such as Conflagration and Venom Swamp. If your manner of playing is more about covering grounds by laying out puddles on the floor, then Time Dimensions might be the gear for you. Furthermore, if you don't want to rely on Warrant of Bailiff 's procs all the time before you can OHKO monsters, then you might want to stick to Time Dimensions since this set of gear doesn't rely on procs and your damage is always at 100%.
  • For me personally, I still use my Time Dimensions gears for Varmundt's Biosphere Depth 2, specifically. As an Elemental Master that has access to the Poison element and with high burst damage, I would wear my drop rate shoes in Depth 2 and still manage to OHKO the mobs with my Poison-endowed Elemental Buster, including the Shadow element Depth Morroc Incarnation (huge thanks to my book's Varmundt's Crystal (Flame) Lv3 and Biosphere Gem (Vibra-rupt) enchants). Also, farming Depth 2 is fast-paced and in the manner of my playstyle I find more efficiency when I also cast my lingering skills as well since I get to cover more grounds and mobs here will die in their 1st to 2nd tick even with Lian Shoes .

What Enchants to Aim for Encroached Book

+12 Elemental Spirits
MAtk + 9%
Earth Magic + 25%
MAtk + 13%
MAtk + 3% vs. Brute Race
Earth Magic + 53%
Damage variance was set up to maximum for accurate results.
Training dummy's damage reduction was configured to 1% to view the actual value of the skills.
Main spirit is Terremotus and enchants on the books are Earth element-centric.
No consumables (i.e. The One Potion, Force Booster, Blue Herb Activator, etc.) were used.
Elemental Insignias and Elemental Floor Buffs were not used.
No external buffs (e.g. Competentia) from other classes were used.


  • From the tables above, all three (3) weapons used for the tests were refined, reformed, and graded to +12 [A] Elemental Spirits [2] (540114) from a +10 Encroached Book [2] (540109) .
  • Damage reduction was also set to 1%, while damage variance was placed to maximum to garner more accurate test results.
  • The chosen element of Elemental Buster used for these set of tests was Earth.
  • In collating the values for Elemental Buster, Terra Drive, and Diamond Storm, the whole bundled tick was recorded. Meanwhile, for our three (3) lingering AoE skills, only their 1st and individual tick was listed.
  • Total value for the 3rd column are skills' overall value additively. Only the 1st tick was added from Lightning Land, Conflagration, and Venom Swamp and not the entire 3~10 ticks.
  • Based from the test results, the book with the MAtk% and Earth Element% modifiers (2nd/3rd line enchants) gave out the strongest overall damage value for all your skills. However, if we're only taking into account single element—Earth in this case—then the book with all Earth elemental magical damage will give more damage for our Terra Drive and Earth-endowed Elemental Buster. And lastly, for our other skills with Fire/Water/Wind/Poison elements, the book with all MAtk% enchants gave slightly more value but not significant; at least not significant enough to make the MAtk% book's total value of all its skills greater than the other two books.
  • Granted that the MAtk% book only had 13% and not the complete value of 16%, I believe the damage increase won't be remarkable to make it matter.
  • As an Elemental Master, it's true we cycle all our skills with different elements, but with Elemental Spirits ' ability to make us spam an Earth-endowed (or any element for that matter) Elemental Buster twice in a row and then our own Terra Drive which is also Earth , that will be three (3) Earth elemental magic skills versus your other skills that will stand on their own.
  • It is ultimately better to focus on one (1) element instead of evenly distributing your elemental modifiers, most especially if you have more than one skill that can assume Earth element. The more frequent you cast skills with the same element, the better your total damage will become.
  • The all Earth magical damage book is obviously the strongest when only focusing on Earth and nothing more. This would be a good book to use if you just want to alternate between Terra Drive and Diamond Storm to autocast Earth Elemental Buster, but if you plan on cycling other skills into the fold then the book with MAtk% and Earth magical damage would be a better choice instead. The MAtk% book is also not bad because it could also act as an all-rounder book that will be valued for its versatility; and since getting perfect enchants on Encroached weapons are unapologetically hard, settling on a general weapon would be reasonable.
  • In a DPS standpoint which I've already tested and performed but failed to keep a record, I'll just discuss it here.
  • When maintaining your DPS and reaching the highest possible value, the MAtk% and Earth book was more consistent. Damage doesn't fluctuate as much.
  • In the MAtk% book, the damage is slightly consistent but it fails to reach the highest possible DPS output. Damage does fluctuate slightly below than the MAtk% and Earth book.
  • As for the Earth magic book, it will succeed on reaching the highest DPS output, but then after a while the damage will fall off hard until you go back to spamming your Earth magical skills.
  • Also failed to record, but this one is already a given: When you managed to get an enchant that focuses on a specific element/race, that book will be a 100% times better than any of the three books. The three books without any element/race enchants are valuable for their flexibility and they are ideal to use on places where monsters have a wide variety of element/race (i.e. Tower of Trials).

Future

Most of the important updates from kRO have already been implemented to our server. These include the latest skill rebalancing, Frontier/Another Dimensions equipment, Chapter 1, and Zero Cell Sector contents. There are plans from kRO to give all the available classes new skills as well as increasing the Base Level cap and Job Level cap to 285/65, but this is not yet live in kRO and will arrive during the 3rd Quarter (Q3) of the year. Another pending update that is yet to come for to our server is Chapter 2: Fragments of the End and the Interdimensional Biospheres which will introduce new biospheres, set of cards, and equipment that will complement builds for each class. So far, only Ground and Lava Interdimensional Biospheres have been released and more will come with future updates. On the other hand, something to look forward to for Chapter 2 would be the [MVP] Flame Anima Card for Spell Fist build.

We can only deduce but it seems like the new skill for Elemental Master is like a self-buff skill since this is one of the things that the class is lacking. Five (5) shades of color can be seen from the skill icon which I suppose are the five elements (Fire, Water, Wind, Earth, & Poison) that EM primarily focuses on. There is also a silhouette of a person in the middle with the five shades of color seemingly going towards the center and body of the silhouette. My wild guess is that it will be a self-buff that will let us increase the base MAtk% of our AoE skills even without a summoned High Elemental spirit for that particular skill. So, for example, even if I have Ardor summoned, AoE skills like Diamond Storm, Terra Drive, Lightning Land, and Venom Swamp will all have increased MAtk% as if Diluvio, Terremotus, Procella, and Serpens are also summoned. No information have been released yet, nothing is made official, and this is just me hoping for the best so if you got any crazy good ideas, share it and we can all speculate together! In case you are curious about the new skills, you may check out this YouTube link for the whole livestream.

Meanwhile in my to do list, I plan to add new sections for:

  • Class-Specific x1 Rate Leveling Guide and Tips From Novice to Mage to Sage/Professor to Sorcerer until Elemental Master (Finished)
  • What Enchants to Aim For Dimensional World Shoes under FAQs
  • How Big is the Jump from Furious to Frontier for Spell Fist under FAQs
  • Add the missing Rune Tablets
  • Revise and update the Recommended Skill Trees for Elemental Spirits and Spell Fist

Summary

Elemental Master is a versatile class that can play any roles. DPS, Support, or Tank you name it! That's what makes the class so interesting to begin with. Its previous branches from Mage, Sage, Professor and Sorcerer aren't completely forgotten because their skills, mostly defensive and supportive utilities, are still incorporated in an EM's gameplay and usage. EM is also a rotation-heavy class and it may not be for everybody and that's fine. There will be classes that will fit your playstyle more but with EM you'll need to have a lot of micromanaging to do. It's not only for your AoE skills but with your set-ups as well. And lastly, you have Elementals and High Elementals that will act as your companions in battle that will buff and defend you from harm. And what's more, they can survive longer if you have the proper gears for it acting like your own personal tank.

I hope I was able to make things simpler and easier to understand for all of you, and I don't expect everybody to comprehend and absorb all of these in one sitting so just take your time, relax, and have fun with the class! 🤗🤍

Appendices

Below are some of the useful guides made by our hardworking players that will prove to be helpful in making your journey and progression smoother, easier, and enjoyable. All credits and appreciation to making the guides will go directly to our amazing writers and for helping bridge the gap that wasn't tackled as much in this guide since this one principally covers everything about Elemental Master.

Please take your time reading through them to get better ideas about the game and most importantly don't forget to thank our guide writers for their hard work when you've come across them in-game!

Leveling - The Road to a Billion Zeny - Newbie Leveling Guide - Choi's Guide to Leveling - Madame Celery's Guide to Leveling Farming & Zeny Generation - The Road to a Billion Zeny - Newbie Farming Guide - Choi's Guide to Zeny Farming Gear Refinement - How to properly refine your gear - Choi's Guide to Refining Gear - Madame Celery's Guide to Refining Gear Using Refine Tickets Grading / Grade Enhancement - Choi's Guide to Grade Enhancement General Needs of Magic Classes
(VCT, FCT, ASPD, ACD, & Skill CD)
- Choi's Guide to Magic
Multi Client Farming - Multi Client Farming Guide Leveling Alternate Characters - A Start to Leveling Alts Autoloot Setups - Autoloot Setups Guide - Mango's Farming and Autoloot Setup Guide Glacier & Dim Glacier Weapons - Glacier And Dim Glacier Weapons For Dummies Guide to Endgame Instances - Choi's Guide To Late Game Instances - Dragon Meat's ToT Guide

Changelog

All the notable changes and significant updates made to the guide will be posted here alongside their dates.

* As of 15 January 2025: * Added Forgotten Time as a possible farming area for elemental catalysts. * Updated the table under Elemental Catalysts, Ores, & Stones. * As of 29 January 2025: * Added Circulation of Life Autumn and Signet of Circulation: Autumn under Endgame Equipment and High End Tank Gears sections. * As of 18 March 2025: * Improved and added Psychic Wave as a viable and alternative build to farm some endgame dungeons. * As of 17 May 2025: * Added Drop Rate Gears and Rune Tablet under Gear Progression section. * As of 26 June 2025: * Added tabulations of magical cards under Magical Cards section. * Added Consumables under Gear Progression section. * As of 18 July 2025: * Updated the Shadow Gears table. * As of 21 August 2025: * Updated Psychic Wave build and added Yorscalp Crown of Judgement as the new endgame headgear for the build. * As of 17 September 2025: * Added a Future section for upcoming updates to look forward to for Elemental Master. * As of 15 January 2026: * Updated the the table of buffs and debuffs affected by Dispell. * As of 10 February 2026: * Added all the various Chapter 1 equipment and cards as well as expanding the Mid Game and Endgame gear sections to two parts. * As of 16 February 2026: * Added an Appendices section for useful references. * As of 21 April 2026: * Added Frequently Asked Questions (FAQs) section and updated most of the guide to reflect the changes with skills, builds, and equipment. * As of 5 May 2026: * Updated the Gear Progression sections to include Elemental Spirits and Yorscalp Crown of Judgement. * Updated the Spell Fist section to include the Frontier Combo. * As of 7 May 2026: * Added a new subsection called x1 Experience Rate under Leveling section.
jobs/muhro/the_complete_elemental_master_guide_by_goldie.txt · Last modified: 2026/05/13 23:00 by 127.0.0.1