We use cookies for essential functionality. With your consent we additionally set analytics and advertising cookies (Google Analytics, Google AdSense). See the privacy policy for details.
You're editing a copy of “Wizard build”. Saving creates your own build — the original stays untouched.
How far each value has been checked is shown as a badge on the formula behind it — from verified in-game down to our own estimate. Gear staging and the damage numbers are the least settled. Spotted something off? Feedback is very welcome. Formulas & sources →
Spend your status points and set base and job level. Active buffs sit below — they count into the same totals as gear.
Skills
113 pts
Novice
Base
9 / 10
Basic Skill
9/9
Passive
Lv. 1 — Trade (0 SP) · range 1
Lv. 2 — Emotion (0 SP) · range 1
Lv. 3 — Sit (0 SP) · range 1
Lv. 4 — Chat Room (0 SP) · range 1
Lv. 5 — Join Party (0 SP) · range 1
Lv. 6 — Storage (0 SP) · range 1
Lv. 7 — Create Party (0 SP) · range 1
Lv. 8 (0 SP) · range 1
Lv. 9 — Job Change (0 SP) · range 1
First Aid
Quest
Self
Recovers 5 HP.
Lv. 1 (3 SP) · range 1
Play Dead
Quest
Self
Feigns death to avoid enemy threats for 30 seconds. The effect ends if hit by area attacks or affected by Provoke. Triggers a cooldown after use.
Lv. 1 (5 SP) · range 1
Mage
1st Class
49 / 49
Stone Curse
1/10
MagicAttack
Inflicts the [Status Ailment : Petrification] status on the target. Consumes 1 Red Gemstone upon use. Starting from skill level 6, Red Gemstone is only consumed if the skill is successfully cast. The chance and duration of Petrification are affected by the target’s level, magic defense, and LUK.
Fires an icy Arrow at the target, dealing Water Magical Damage equal to MATK 100%. Damage is further increased based on the caster’s INT.
Lv. 1 — 1 hit (12 SP) · range 9 · 800ms cast · 700ms cd
Lv. 2 — 2 hits (14 SP) · range 9 · 1.2s cast · 700ms cd
Lv. 3 — 3 hits (16 SP) · range 9 · 1.6s cast · 700ms cd
Lv. 4 — 4 hits (18 SP) · range 9 · 2s cast · 700ms cd
Lv. 5 — 5 hits (20 SP) · range 9 · 2.4s cast · 700ms cd
Lv. 6 — 6 hits (22 SP) · range 9 · 2.8s cast · 700ms cd
Lv. 7 — 7 hits (24 SP) · range 9 · 3.2s cast · 700ms cd
Lv. 8 — 8 hits (26 SP) · range 9 · 3.6s cast · 700ms cd
Lv. 9 — 9 hits (28 SP) · range 9 · 4s cast · 700ms cd
Lv. 10 — 10 hits (30 SP) · range 9 · 4.4s cast · 700ms cd
Lightning Bolt
4/10
MagicAttack
Calls down a bolt of lightning on the target, dealing Wind Magical Damage equal to MATK 100%. Damage is further increased based on the caster’s INT.
Lv. 1 — 1 hit (12 SP) · range 9 · 800ms cast · 700ms cd
Lv. 2 — 2 hits (14 SP) · range 9 · 1.2s cast · 700ms cd
Lv. 3 — 3 hits (16 SP) · range 9 · 1.6s cast · 700ms cd
Lv. 4 — 4 hits (18 SP) · range 9 · 2s cast · 700ms cd
Lv. 5 — 5 hits (20 SP) · range 9 · 2.4s cast · 700ms cd
Lv. 6 — 6 hits (22 SP) · range 9 · 2.8s cast · 700ms cd
Lv. 7 — 7 hits (24 SP) · range 9 · 3.2s cast · 700ms cd
Lv. 8 — 8 hits (26 SP) · range 9 · 3.6s cast · 700ms cd
Lv. 9 — 9 hits (28 SP) · range 9 · 4s cast · 700ms cd
Lv. 10 — 10 hits (30 SP) · range 9 · 4.4s cast · 700ms cd
Napalm Beat
1/10
MagicAttack
Attacks a distant enemy using telekinetic force, dealing Ghost Magical Damage to the target and all enemies within a 3 x 3 cell area around it. Damage is distributed among targets when multiple enemies are hit.
Lv. 1 — MATK 80% (9 SP) · range 9 · 250ms cast · 250ms cd
Lv. 2 — MATK 90% (9 SP) · range 9 · 250ms cast · 250ms cd
Lv. 3 — MATK 100% (9 SP) · range 9 · 250ms cast · 250ms cd
Lv. 4 — MATK 110% (12 SP) · range 9 · 250ms cast · 250ms cd
Lv. 5 — MATK 120% (12 SP) · range 9 · 250ms cast · 250ms cd
Lv. 6 — MATK 130% (12 SP) · range 9 · 250ms cast · 250ms cd
Lv. 7 — MATK 140% (15 SP) · range 9 · 250ms cast · 250ms cd
Lv. 8 — MATK 150% (15 SP) · range 9 · 250ms cast · 250ms cd
Lv. 9 — MATK 160% (15 SP) · range 9 · 250ms cast · 250ms cd
Lv. 10 — MATK 170% (18 SP) · range 9 · 250ms cast · 250ms cd
Fire Bolt
10/10
MagicAttack
Fires a flame-forged Arrow at the target, dealing Fire Magical Damage equal to MATK 100%. Damage is further increased based on the caster’s INT.
Lv. 1 — 1 hit (12 SP) · range 9 · 800ms cast · 700ms cd
Lv. 2 — 2 hits (14 SP) · range 9 · 1.2s cast · 700ms cd
Lv. 3 — 3 hits (16 SP) · range 9 · 1.6s cast · 700ms cd
Lv. 4 — 4 hits (18 SP) · range 9 · 2s cast · 700ms cd
Lv. 5 — 5 hits (20 SP) · range 9 · 2.4s cast · 700ms cd
Lv. 6 — 6 hits (22 SP) · range 9 · 2.8s cast · 700ms cd
Lv. 7 — 7 hits (24 SP) · range 9 · 3.2s cast · 700ms cd
Lv. 8 — 8 hits (26 SP) · range 9 · 3.6s cast · 700ms cd
Lv. 9 — 9 hits (28 SP) · range 9 · 4s cast · 700ms cd
Lv. 10 — 10 hits (30 SP) · range 9 · 4.4s cast · 700ms cd
Sight
1/1
MagicSelf
Reveals all hidden targets within a 7 x 7 cell area around the caster for 10 seconds.
Lv. 1 (10 SP) · range 1
Earth Spike
5/5
Stone Curse 1
MagicAttack
Causes spikes of earth to erupt beneath the target, dealing Earth Magical Damage equal to MATK 200%. Damage is increased based on the caster’s INT, and the number of hits increases with skill level.
Lv. 1 — Hits: 1 (14 SP) · range 9 · 280ms cast · 700ms cd
Lv. 2 — Hits: 2 (18 SP) · range 9 · 560ms cast · 700ms cd
Lv. 3 — Hits: 3 (22 SP) · range 9 · 840ms cast · 700ms cd
Lv. 4 — Hits: 4 (26 SP) · range 9 · 1.1s cast · 700ms cd
Lv. 5 — Hits: 5 (30 SP) · range 9 · 1.4s cast · 700ms cd
Frost Driver
1/10
Cold Bolt 5
MagicAttack
Deals Water Magical Damage to the target and has a chance to inflict [Status Ailment : Frozen]. The chance and duration of Frozen are affected by the target’s level, magic defense, and LUK.
Lv. 1 — MATK 110%, Frozen chance: 38% (25 SP) · range 9 · 400ms cast · 250ms cd
Lv. 2 — MATK 120%, Frozen chance: 41% (24 SP) · range 9 · 400ms cast · 250ms cd
Lv. 3 — MATK 130%, Frozen chance: 44% (23 SP) · range 9 · 400ms cast · 250ms cd
Lv. 4 — MATK 140%, Frozen chance: 47% (22 SP) · range 9 · 400ms cast · 250ms cd
Lv. 5 — MATK 150%, Frozen chance: 50% (21 SP) · range 9 · 400ms cast · 250ms cd
Lv. 6 — MATK 160%, Frozen chance: 53% (20 SP) · range 9 · 400ms cast · 250ms cd
Lv. 7 — MATK 170%, Frozen chance: 56% (19 SP) · range 9 · 400ms cast · 250ms cd
Lv. 8 — MATK 180%, Frozen chance: 59% (18 SP) · range 9 · 400ms cast · 250ms cd
Lv. 9 — MATK 190%, Frozen chance: 62% (17 SP) · range 9 · 400ms cast · 250ms cd
Lv. 10 — MATK 200%, Frozen chance: 65% (16 SP) · range 9 · 400ms cast · 250ms cd
Thunder Storm
1/10
Lightning Bolt 4
MagicGround
Calls down lightning at the designated location, dealing Wind Magical Damage equal to MATK 100% to enemies within a 5 x 5 cell area. Damage is further increased based on the caster’s INT.
Lv. 1 — 1 hit (29 SP) · range 9 · 400ms cast · 1s cd
Lv. 2 — 2 hits (34 SP) · range 9 · 800ms cast · 1s cd
Lv. 3 — 3 hits (39 SP) · range 9 · 1.2s cast · 1s cd
Lv. 4 — 4 hits (44 SP) · range 9 · 1.6s cast · 1s cd
Lv. 5 — 5 hits (49 SP) · range 9 · 2s cast · 1s cd
Lv. 6 — 6 hits (54 SP) · range 9 · 2.4s cast · 1s cd
Lv. 7 — 7 hits (59 SP) · range 9 · 2.8s cast · 1s cd
Lv. 8 — 8 hits (64 SP) · range 9 · 3.2s cast · 1s cd
Lv. 9 — 9 hits (69 SP) · range 9 · 3.6s cast · 1s cd
Lv. 10 — 10 hits (74 SP) · range 9 · 4s cast · 1s cd
Soul Strike
0/10
Napalm Beat 4
MagicAttack
Summons ancient spirits to directly strike the target, dealing Ghost Magical Damage equal to MATK 100%. Deals additional damage to Undead-Property enemies.
Lv. 1 — 1 hit, Bonus vs Undead: +5% (18 SP) · range 9 · 250ms cast · 700ms cd
Lv. 2 — 1 hit, Bonus vs Undead: +10% (14 SP) · range 9 · 250ms cast · 700ms cd
Lv. 3 — 2 hits, Bonus vs Undead: +15% (24 SP) · range 9 · 250ms cast · 700ms cd
Lv. 4 — 2 hits, Bonus vs Undead: +20% (20 SP) · range 9 · 250ms cast · 700ms cd
Lv. 5 — 3 hits, Bonus vs Undead: +25% (30 SP) · range 9 · 250ms cast · 700ms cd
Lv. 6 — 3 hits, Bonus vs Undead: +30% (26 SP) · range 9 · 250ms cast · 700ms cd
Lv. 7 — 4 hits, Bonus vs Undead: +35% (36 SP) · range 9 · 250ms cast · 700ms cd
Lv. 8 — 4 hits, Bonus vs Undead: +40% (32 SP) · range 9 · 250ms cast · 700ms cd
Lv. 9 — 5 hits, Bonus vs Undead: +45% (42 SP) · range 9 · 250ms cast · 700ms cd
Lv. 10 — 5 hits, Bonus vs Undead: +50% (38 SP) · range 9 · 250ms cast · 700ms cd
Fire Ball
5/10
Fire Bolt 4
MagicAttack
Hurls a fireball at the target, dealing Fire Magical Damage to the target and enemies within a 5 x 5 cell area. Damage differs between the center area (3 x 3 cells) and the outer area (5 x 5 cells).
Lv. 1 — Center: MATK 160%, Outer: MATK 120% (25 SP) · range 9 · 800ms cast · 350ms cd
Lv. 2 — Center: MATK 180%, Outer: MATK 135% (25 SP) · range 9 · 800ms cast · 350ms cd
Lv. 3 — Center: MATK 200%, Outer: MATK 150% (25 SP) · range 9 · 800ms cast · 350ms cd
Lv. 4 — Center: MATK 220%, Outer: MATK 165% (25 SP) · range 9 · 800ms cast · 350ms cd
Lv. 5 — Center: MATK 240%, Outer: MATK 180% (25 SP) · range 9 · 800ms cast · 350ms cd
Lv. 6 — Center: MATK 260%, Outer: MATK 195% (25 SP) · range 9 · 500ms cast · 350ms cd
Lv. 7 — Center: MATK 280%, Outer: MATK 210% (25 SP) · range 9 · 500ms cast · 350ms cd
Lv. 8 — Center: MATK 300%, Outer: MATK 225% (25 SP) · range 9 · 500ms cast · 350ms cd
Lv. 9 — Center: MATK 320%, Outer: MATK 240% (25 SP) · range 9 · 500ms cast · 350ms cd
Lv. 10 — Center: MATK 340%, Outer: MATK 255% (25 SP) · range 9 · 500ms cast · 350ms cd
Energy Coat
QuestDefault
MagicSelf
Surrounds the caster with mental energy, reducing physical and magical damage taken. Higher current SP increases damage reduction but consumes more SP per hit. [SP 100~81%] DMG -30%, SP cost: 3.0% [SP 80~61%] DMG -24%, SP cost: 2.5% [SP 60~41%] DMG -18%, SP cost: 2.0% [SP 40~21%] DMG -12%, SP cost: 1.5% [SP 20~1%] DMG -6%, SP cost: 1.0%
Lv. 1 (30 SP) · range 1 · 2.5s cast
Increase SP Recovery
5/10
Passive
Recovers additional SP every 10 seconds while standing still. The recovery amount increases based on a fixed value plus a percentage of MSP. SP will not be recovered while moving or when penalties that prevent HP/SP recovery due to weight are applied.
Lv. 1 — SP every 10 sec +(3 + 0.2% of MSP) (0 SP) · range 1
Lv. 2 — SP every 10 sec +(6 + 0.4% of MSP) (0 SP) · range 1
Lv. 3 — SP every 10 sec +(9 + 0.6% of MSP) (0 SP) · range 1
Lv. 4 — SP every 10 sec +(12 + 0.8% of MSP) (0 SP) · range 1
Lv. 5 — SP every 10 sec +(15 + 1.0% of MSP) (0 SP) · range 1
Lv. 6 — SP every 10 sec +(18 + 1.2% of MSP) (0 SP) · range 1
Lv. 7 — SP every 10 sec +(21 + 1.4% of MSP) (0 SP) · range 1
Lv. 8 — SP every 10 sec +(24 + 1.6% of MSP) (0 SP) · range 1
Lv. 9 — SP every 10 sec +(27 + 1.8% of MSP) (0 SP) · range 1
Lv. 10 — SP every 10 sec +(30 + 2.0% of MSP) (0 SP) · range 1
Safety Wall
0/10
Soul Strike 5
Napalm Beat 7
MagicGround
Creates a magical barrier at the designated location that blocks a fixed number of enemy attacks. The barrier disappears when its durability is depleted or when the Duration expires. Only melee physical attacks are blocked. Casting this skill requires 1 Blue Gemstone. The barrier’s durability is additionally increased based on the caster’s INT, Base Level, and MSP. The first blocked hit may negate damage exceeding the barrier’s total durability.
Creates a wall of fire that deals Fire Magical Damage equal to MATK 50% to approaching enemies and knocks them back by 2 cells. Up to 3 walls can be placed at the same time.
Lv. 1 — Per wall: 3 hits, Duration: 5 sec (40 SP) · range 9 · 1s cast
Lv. 2 — Per wall: 4 hits, Duration: 6 sec (40 SP) · range 9 · 900ms cast
Lv. 3 — Per wall: 5 hits, Duration: 7 sec (40 SP) · range 9 · 800ms cast
Lv. 4 — Per wall: 6 hits, Duration: 8 sec (40 SP) · range 9 · 700ms cast
Lv. 5 — Per wall: 7 hits, Duration: 9 sec (40 SP) · range 9 · 600ms cast
Lv. 6 — Per wall: 8 hits, Duration: 10 sec (40 SP) · range 9 · 550ms cast
Lv. 7 — Per wall: 9 hits, Duration: 11 sec (40 SP) · range 9 · 500ms cast
Lv. 8 — Per wall: 10 hits, Duration: 12 sec (40 SP) · range 9 · 450ms cast
Lv. 9 — Per wall: 11 hits, Duration: 13 sec (40 SP) · range 9 · 400ms cast
Lv. 10 — Per wall: 12 hits, Duration: 14 sec (40 SP) · range 9 · 350ms cast
Wizard
2nd Class
Needs Job Lv 56
Sense
0/1
MagicAttack
Displays detailed information about the targeted monster to the caster and the caster’s party members.
Lv. 1 (10 SP) · range 9
Ice Wall
0/10
Frost Driver 1
Stone Curse 1
MagicGround
Creates a 1 x 5 wall of ice with Neutral-Property on the ground. Enemies cannot pass through the wall, but ranged attacks such as Arrow attacks can pass through it. The wall has durability based on skill level, which decreases by 50 per second after placement and disappears when it reaches 0.
Lv. 1 — Durability: 400 (20 SP) · range 9
Lv. 2 — Durability: 600 (20 SP) · range 9
Lv. 3 — Durability: 800 (20 SP) · range 9
Lv. 4 — Durability: 1000 (20 SP) · range 9
Lv. 5 — Durability: 1200 (20 SP) · range 9
Lv. 6 — Durability: 1400 (20 SP) · range 9
Lv. 7 — Durability: 1600 (20 SP) · range 9
Lv. 8 — Durability: 1800 (20 SP) · range 9
Lv. 9 — Durability: 2000 (20 SP) · range 9
Lv. 10 — Durability: 2200 (20 SP) · range 9
Jupitel Thunder
10/10
Napalm Beat 1
Lightning Bolt 1
MagicAttack
Launches a lightning orb at the target, dealing Wind Magical Damage equal to 100% of MATK and knocking the target back once per hit. The number of hits increases with skill level.
Lv. 1 — Hits: 3 (20 SP) · range 9 · 1s cast
Lv. 2 — Hits: 4 (23 SP) · range 9 · 1.2s cast
Lv. 3 — Hits: 5 (26 SP) · range 9 · 1.4s cast
Lv. 4 — Hits: 6 (29 SP) · range 9 · 1.6s cast
Lv. 5 — Hits: 7 (32 SP) · range 9 · 1.8s cast
Lv. 6 — Hits: 8 (35 SP) · range 9 · 2s cast
Lv. 7 — Hits: 9 (38 SP) · range 9 · 2.2s cast
Lv. 8 — Hits: 10 (41 SP) · range 9 · 2.4s cast
Lv. 9 — Hits: 11 (44 SP) · range 9 · 2.6s cast
Lv. 10 — Hits: 12 (47 SP) · range 9 · 2.8s cast
Heaven's Drive
1/5
Earth Spike 3
MagicGround
Causes the ground within a 5 x 5 area at the targeted location to erupt, dealing Earth Magical Damage equal to MATK 200% to targets within range. Hidden targets underground are also damaged and revealed. Damage is further increased based on the caster’s INT, and the number of hits increases with skill level.
Lv. 1 — Hits: 1 (28 SP) · range 9 · 400ms cast · 500ms cd
Lv. 2 — Hits: 2 (32 SP) · range 9 · 800ms cast · 500ms cd
Lv. 3 — Hits: 3 (36 SP) · range 9 · 1.2s cast · 500ms cd
Lv. 4 — Hits: 4 (40 SP) · range 9 · 1.6s cast · 500ms cd
Lv. 5 — Hits: 5 (44 SP) · range 9 · 2s cast · 500ms cd
Sightrasher
2/10
Sight 1
Lightning Bolt 1
MagicSelf
Scatters the fire orbs summoned by Sight in eight directions, dealing Fire Magical Damage to nearby enemies and knocking them back by 2 cells. After use, the fire orbs summoned by Sight disappear.
Lv. 1 — MATK 120% (35 SP) · range 1 · 200ms cast · 1s cd
Lv. 2 — MATK 140% (37 SP) · range 1 · 200ms cast · 1s cd
Lv. 3 — MATK 160% (39 SP) · range 1 · 200ms cast · 1s cd
Lv. 4 — MATK 180% (41 SP) · range 1 · 200ms cast · 1s cd
Lv. 5 — MATK 200% (43 SP) · range 1 · 200ms cast · 1s cd
Lv. 6 — MATK 220% (45 SP) · range 1 · 200ms cast · 1s cd
Lv. 7 — MATK 240% (47 SP) · range 1 · 200ms cast · 1s cd
Lv. 8 — MATK 260% (49 SP) · range 1 · 200ms cast · 1s cd
Lv. 9 — MATK 280% (51 SP) · range 1 · 200ms cast · 1s cd
Lv. 10 — MATK 300% (53 SP) · range 1 · 200ms cast · 1s cd
Fire Pillar
0/10
Fire Wall 1
MagicGround
Summons a pillar of fire at the targeted location, dealing Fire Magical Damage to enemies that step on it. If no one triggers it within 30 seconds of Duration, the pillar disappears naturally. Up to 5 pillars can be placed at once. From Lv. 6 onward, consumes 1 Blue Gemstone. Cannot be placed if any ally or enemy, including the caster, is within 3 x 3 cells around the target cell.
Lv. 1 — Hits: 3, Area: 3 x 3 cells (75 SP) · range 9 · 1.2s cast · 500ms cd
Lv. 2 — Hits: 4, Area: 3 x 3 cells (75 SP) · range 9 · 1.1s cast · 500ms cd
Lv. 3 — Hits: 5, Area: 3 x 3 cells (75 SP) · range 9 · 960ms cast · 500ms cd
Lv. 4 — Hits: 6, Area: 3 x 3 cells (75 SP) · range 9 · 840ms cast · 500ms cd
Lv. 5 — Hits: 7, Area: 3 x 3 cells (75 SP) · range 9 · 720ms cast · 500ms cd
Lv. 6 — Hits: 8, Area: 7 x 7 cells (75 SP) · range 9 · 600ms cast · 500ms cd
Lv. 7 — Hits: 9, Area: 7 x 7 cells (75 SP) · range 9 · 480ms cast · 500ms cd
Lv. 8 — Hits: 10, Area: 7 x 7 cells (75 SP) · range 9 · 360ms cast · 500ms cd
Lv. 9 — Hits: 11, Area: 7 x 7 cells (75 SP) · range 9 · 240ms cast · 500ms cd
Lv. 10 — Hits: 12, Area: 7 x 7 cells (75 SP) · range 9 · 120ms cast · 500ms cd
Sight Blaster
0/1
MagicSelf
For 15 min, flames of Sight orbit around the caster for protection. When an enemy approaches within 3 x 3 cells around the caster, the flame deals MATK 600% Fire Magical Damage and knocks the target back by 3 cells. The flame dissipates after dealing damage.
Lv. 1 (80 SP) · range 1 · 800ms cast
Ganbantein
0/1
Sense 1
Ice Wall 1
Ground
Has a chance to cancel all ground-targeted spells within a 3 x 3 area centered on the target cell. Consumes 1 Blue Gemstone and 1 Yellow Gemstone. When used on Land Protector, removes Land Protector within a 3 x 3 area. Gemstone consumption cannot be reduced by items or skills.
Lv. 1 (40 SP) · range 18 · 1.5s cast · 2.5s cd
Frost Nova
0/10
Ice Wall 1
MagicSelf
Deals Water Magical Damage to enemies within a 5 x 5 area around the caster and inflicts [Status Ailment : Frozen]. The base chance to inflict Frozen and its duration increase with skill level.
Summons concentrated lightning strikes over a 13 x 13 area around the targeted cell, dealing Wind Magical Damage and inflicting [Status Ailment : Blind] with a certain chance. The chance to inflict Blind is reduced by the target’s Status Ailment resistance, and damage is further increased based on the caster’s INT.
Lv. 1 — MATK 500%, Blind Chance: 15% (60 SP) · range 9 · 6s cast · 1.5s cd
Lv. 2 — MATK 600%, Blind Chance: 20% (64 SP) · range 9 · 5.8s cast · 1.5s cd
Lv. 3 — MATK 700%, Blind Chance: 25% (68 SP) · range 9 · 5.6s cast · 1.5s cd
Lv. 4 — MATK 800%, Blind Chance: 30% (72 SP) · range 9 · 5.4s cast · 1.5s cd
Lv. 5 — MATK 900%, Blind Chance: 35% (76 SP) · range 9 · 5.2s cast · 1.5s cd
Lv. 6 — MATK 1000%, Blind Chance: 40% (80 SP) · range 9 · 5s cast · 1.5s cd
Lv. 7 — MATK 1100%, Blind Chance: 45% (84 SP) · range 9 · 4.8s cast · 1.5s cd
Lv. 8 — MATK 1200%, Blind Chance: 50% (88 SP) · range 9 · 4.6s cast · 1.5s cd
Lv. 9 — MATK 1300%, Blind Chance: 55% (92 SP) · range 9 · 4.4s cast · 1.5s cd
Lv. 10 — MATK 1400%, Blind Chance: 60% (96 SP) · range 9 · 4.2s cast · 1.5s cd
Quagmire
1/5
Heaven's Drive 1
MagicGround
Creates a muddy swamp in a 5 x 5 area at the targeted location, reducing the movement speed and AGI and DEX of targets within range by half. AGI and DEX can be reduced up to a maximum of 50, and players are affected at only half effectiveness. If the target is under certain movement speed–increasing or ASPD-increasing effects, those effects are removed. Up to 3 instances of Quagmire can be active at once. If placement exceeds the limit, a new one can only be placed after an existing Quagmire fully expires.
Lv. 1 — Duration: 5 sec, AGI/DEX Reduction: 10% (5 SP) · range 9 · 500ms cd
Lv. 2 — Duration: 10 sec, AGI/DEX Reduction: 20% (10 SP) · range 9 · 500ms cd
Lv. 3 — Duration: 15 sec, AGI/DEX Reduction: 30% (15 SP) · range 9 · 500ms cd
Lv. 4 — Duration: 20 sec, AGI/DEX Reduction: 40% (20 SP) · range 9 · 500ms cd
Lv. 5 — Duration: 25 sec, AGI/DEX Reduction: 50% (25 SP) · range 9 · 500ms cd
Meteor Storm
10/10
Sightrasher 2
Thunder Storm 1
MagicGround
Calls down meteors over a 13 x 13 area around the targeted cell, dealing Fire Magical Damage equal to 125% of MATK and inflicting [Status Ailment : Stun] with a certain chance. Each meteor affects a 7 x 7 area. Damage is further increased based on the caster’s INT, and the number of meteors and hits per meteor increase with skill level.
Strikes a single enemy with Neutral-Property physical damage based on MATK. Damage is reduced by the target’s DEF.
Lv. 1 (8 SP) · range 9 · 150ms cast
Soul Drain
0/10
Passive
Increase SP Recovery 5
Soul Strike 7
Magic
Increases Max SP. When a monster is defeated by magic, recovers SP based on the monster’s level. The effect is determined by the skill used immediately before activation.
Lv. 1 — Max SP +2% (0 SP) · range 1
Lv. 2 — Max SP +4% (0 SP) · range 1
Lv. 3 — Max SP +6% (0 SP) · range 1
Lv. 4 — Max SP +8% (0 SP) · range 1
Lv. 5 — Max SP +10% (0 SP) · range 1
Lv. 6 — Max SP +12% (0 SP) · range 1
Lv. 7 — Max SP +14% (0 SP) · range 1
Lv. 8 — Max SP +16% (0 SP) · range 1
Lv. 9 — Max SP +18% (0 SP) · range 1
Lv. 10 — Max SP +20% (0 SP) · range 1
Waterball
5/5
Cold Bolt 1
Lightning Bolt 1
MagicAttack
Can only be used when there is water within the caster’s nearby area. Attacks the target repeatedly based on the number of water-filled cells within range, dealing Water Magical Damage. The detection range increases with skill level, and the skill can also be used on areas affected by skills such as Deluge.
Lv. 1 — Damage per hit: MATK 130%, Detection Range: 1 x 1 (15 SP) · range 9 · 400ms cast
Lv. 2 — Damage per hit: MATK 160%, Detection Range: 3 x 3 (20 SP) · range 9 · 800ms cast
Lv. 3 — Damage per hit: MATK 190%, Detection Range: 3 x 3 (20 SP) · range 9 · 1.2s cast
Lv. 4 — Damage per hit: MATK 220%, Detection Range: 5 x 5 (25 SP) · range 9 · 1.6s cast
Lv. 5 — Damage per hit: MATK 250%, Detection Range: 5 x 5 (25 SP) · range 9 · 2s cast
Gravitational Field
5/5
Stave Crasher 1
Quagmire 1
Mystical Amplification 10
MagicGround
Creates a surge of gravity within a 5 x 5 area centered on the target cell, dealing Neutral Magical Damage. The number of hits increases with skill level, and damage increases based on the caster’s Base Level.
Lv. 1 — MATK 100%, Hits: 2 (60 SP) · range 18 · 5s cast · 2.5s cd
Lv. 2 — MATK 200%, Hits: 4 (70 SP) · range 18 · 5s cast · 3s cd
Lv. 3 — MATK 300%, Hits: 6 (80 SP) · range 18 · 5s cast · 3.5s cd
Lv. 4 — MATK 400%, Hits: 8 (90 SP) · range 18 · 5s cast · 4s cd
Lv. 5 — MATK 500%, Hits: 10 (100 SP) · range 18 · 5s cast · 4.5s cd
Napalm Vulcan
0/5
Napalm Beat 5
MagicAttack
Uses psychokinesis to deal Ghost Magical Damage to a distant target and all enemies in a 3 x 3 area around it, with a low chance to inflict Curse. As skill level increases, the number of hits increases, and damage scales with the caster’s Base Level.
Lv. 1 — MATK 70%, Hits: 1 (30 SP) · range 9 · 500ms cast · 500ms cd
Lv. 2 — MATK 140%, Hits: 2 (40 SP) · range 9 · 500ms cast · 500ms cd
Lv. 3 — MATK 210%, Hits: 3 (50 SP) · range 9 · 500ms cast · 500ms cd
Lv. 4 — MATK 280%, Hits: 4 (60 SP) · range 9 · 500ms cast · 500ms cd
Lv. 5 — MATK 350%, Hits: 5 (70 SP) · range 9 · 500ms cast · 500ms cd
Mystical Amplification
10/10
MagicSelf
Greatly amplifies MATK for 300 sec.
Lv. 1 — MATK +5% (35 SP) · range 1 · 700ms cast
Lv. 2 — MATK +10% (40 SP) · range 1 · 600ms cast
Lv. 3 — MATK +15% (45 SP) · range 1 · 500ms cast
Lv. 4 — MATK +20% (50 SP) · range 1 · 400ms cast
Lv. 5 — MATK +25% (55 SP) · range 1 · 300ms cast
Lv. 6 — MATK +30% (60 SP) · range 1 · 200ms cast
Lv. 7 — MATK +35% (65 SP) · range 1 · 100ms cast
Lv. 8 — MATK +40% (70 SP) · range 1
Lv. 9 — MATK +45% (75 SP) · range 1
Lv. 10 — MATK +50% (80 SP) · range 1
Storm Gust
10/10
Jupitel Thunder 3
Frost Driver 1
MagicGround
Unleashes a blizzard over an 11 x 11 area at the targeted location, dealing Water Magical Damage to enemies. Damage is increased based on the caster’s INT. The blizzard lasts 4.5 seconds, striking once every 0.45 seconds and knocking targets back by 2 cells. Damaged targets have a chance to be inflicted with [Status Ailment : Frozen], and while Frozen is active, they do not take damage.
Lv. 1 — Damage per hit: MATK 120% (78 SP) · range 9 · 2.4s cast · 2.5s cd
Lv. 2 — Damage per hit: MATK 170% (78 SP) · range 9 · 2.8s cast · 2.5s cd
Lv. 3 — Damage per hit: MATK 220% (78 SP) · range 9 · 3.2s cast · 2.5s cd
Lv. 4 — Damage per hit: MATK 270% (78 SP) · range 9 · 3.6s cast · 2.5s cd
Lv. 5 — Damage per hit: MATK 320% (78 SP) · range 9 · 4s cast · 2.5s cd
Lv. 6 — Damage per hit: MATK 370% (78 SP) · range 9 · 4.4s cast · 2.5s cd
Lv. 7 — Damage per hit: MATK 420% (78 SP) · range 9 · 4.8s cast · 2.5s cd
Lv. 8 — Damage per hit: MATK 470% (78 SP) · range 9 · 5.2s cast · 2.5s cd
Lv. 9 — Damage per hit: MATK 520% (78 SP) · range 9 · 5.6s cast · 2.5s cd
Lv. 10 — Damage per hit: MATK 570% (78 SP) · range 9 · 6s cast · 2.5s cd
Stats & Buffs
1 = 1
next 2
1 = 1
next 2
1 = 1
next 2
1 = 1
next 2
1 = 1
next 2
1 = 1
next 2
Playable from level 1
Active buffs
0 active
No buffs yet. Add party/self buffs below — their stat bonuses fold into your Summary and derived stats.
Add a buff
Party buffs, your own skills and consumables — grouped by where they come from.
Gear
Refine, cards and random options of gear you own live in My Equipment
Click a slot — or a piece below — to open the item mask.
Nothing equipped yet.
Combat
Pick a target monster to see hit, dodge and crit chances, expected damage and kill metrics for this build — computed live from the instance's formulas and combat tables.