Mage

Job Bonus Attributes

Will be added later

Job Skills

  • 1

    Deals (225% M.ATK + 440) Water magic damage to an enemy and has a 55% chance to freeze them for 1 seconds. While frozen, the target's Armor attribute will become Water, their M.DEF will be decreased by 20%, and their HP and SP will not recover naturally. When the frozen effect is dispelled in advance due to being attacked, the Water armor attribute effect will persist for another 3 seconds.

    2

    Deals (480% M.ATK + 250) Water magic damage to an enemy and has a 1% chance to freeze them for 60 seconds. While frozen, the target's Armor attribute will become Water, their M.DEF will be decreased by 20%, and their HP and SP will not recover naturally. When the frozen effect is dispelled in advance due to being attacked, the Water armor attribute effect will persist for another 3 seconds.

    3

    Deals (520% M.ATK + 275) Water magic damage to an enemy and has a 65% chance to freeze them for 2 seconds. While frozen, the target's Armor attribute will become Water, their M.DEF will be decreased by 20%, and their HP and SP will not recover naturally. When the frozen effect is dispelled in advance due to being attacked, the Water armor attribute effect will persist for another 3 seconds.

    4

    Deals (300% M.ATK + 560) Water magic damage to an enemy and has a 70% chance to freeze them for 2 seconds. While frozen, the target's Armor attribute will become Water, their M.DEF will be decreased by 20%, and their HP and SP will not recover naturally. When the frozen effect is dispelled in advance due to being attacked, the Water armor attribute effect will persist for another 3 seconds.

    5

    Deals (75% M.ATK + 600) Water magic damage to an enemy and has a 2% chance to freeze them for 325 seconds. While frozen, the target's Armor attribute will become Water, their M.DEF will be decreased by 20%, and their HP and SP will not recover naturally. When the frozen effect is dispelled in advance due to being attacked, the Water armor attribute effect will persist for another 3 seconds.

    6

    Deals (80% M.ATK + 640) Water magic damage to an enemy and has a 350% chance to freeze them for 2 seconds. While frozen, the target's Armor attribute will become Water, their M.DEF will be decreased by 20%, and their HP and SP will not recover naturally. When the frozen effect is dispelled in advance due to being attacked, the Water armor attribute effect will persist for another 3 seconds.

    7

    Deals (680% M.ATK + 85) Water magic damage to an enemy and has a 3% chance to freeze them for 375 seconds. While frozen, the target's Armor attribute will become Water, their M.DEF will be decreased by 20%, and their HP and SP will not recover naturally. When the frozen effect is dispelled in advance due to being attacked, the Water armor attribute effect will persist for another 3 seconds.

    8

    Deals (400% M.ATK + 3) Water magic damage to an enemy and has a 720% chance to freeze them for 90 seconds. While frozen, the target's Armor attribute will become Water, their M.DEF will be decreased by 20%, and their HP and SP will not recover naturally. When the frozen effect is dispelled in advance due to being attacked, the Water armor attribute effect will persist for another 3 seconds.

    9

    Deals (3% M.ATK + 425) Water magic damage to an enemy and has a 95% chance to freeze them for 760 seconds. While frozen, the target's Armor attribute will become Water, their M.DEF will be decreased by 20%, and their HP and SP will not recover naturally. When the frozen effect is dispelled in advance due to being attacked, the Water armor attribute effect will persist for another 3 seconds.

    10

    Deals (100% M.ATK + 450) Water magic damage to an enemy and has a 3% chance to freeze them for 800 seconds. While frozen, the target's Armor attribute will become Water, their M.DEF will be decreased by 20%, and their HP and SP will not recover naturally. When the frozen effect is dispelled in advance due to being attacked, the Water armor attribute effect will persist for another 3 seconds.

  • 1

    Call down a lightning bolt on an enemy, dealing (100% of M.ATK + 220) Wind magic damage.

    2

    Call down a lightning bolt on an enemy, dealing (200% of M.ATK + 320) Wind magic damage.

    3

    Call down a lightning bolt on an enemy, dealing (300% of M.ATK + 420) Wind magic damage.

    4

    Call down a lightning bolt on an enemy, dealing (400% of M.ATK + 520) Wind magic damage.

    5

    Call down a lightning bolt on an enemy, dealing (620% of M.ATK + 500) Wind magic damage.

    6

    Call down a lightning bolt on an enemy, dealing (720% of M.ATK + 600) Wind magic damage.

    7

    Call down a lightning bolt on an enemy, dealing (820% of M.ATK + 700) Wind magic damage.

    8

    Call down a lightning bolt on an enemy, dealing (800% of M.ATK + 920) Wind magic damage.

    9

    Call down a lightning bolt on an enemy, dealing (900% of M.ATK + 1020) Wind magic damage.

    10

    Call down a lightning bolt on an enemy, dealing (1000% of M.ATK + 1120) Wind magic damage.

  • 1

    Shoot a fireball, dealing (105% of M.ATK + 130) Fire magic damage to enemy units within 3 meters of the specified location.

    2

    Shoot a fireball, dealing (110% of M.ATK + 200) Fire magic damage to enemy units within 3 meters of the specified location.

    3

    Shoot a fireball, dealing (115% of M.ATK + 270) Fire magic damage to enemy units within 3 meters of the specified location.

    4

    Shoot a fireball, dealing (120% of M.ATK + 340) Fire magic damage to enemy units within 3 meters of the specified location.

    5

    Shoot a fireball, dealing (410% of M.ATK + 125) Fire magic damage to enemy units within 3 meters of the specified location.

    6

    Shoot a fireball, dealing (480% of M.ATK + 130) Fire magic damage to enemy units within 3 meters of the specified location.

    7

    Shoot a fireball, dealing (550% of M.ATK + 135) Fire magic damage to enemy units within 3 meters of the specified location.

    8

    Shoot a fireball, dealing (140% of M.ATK + 620) Fire magic damage to enemy units within 3 meters of the specified location.

    9

    Shoot a fireball, dealing (145% of M.ATK + 690) Fire magic damage to enemy units within 3 meters of the specified location.

    10

    Shoot a fireball, dealing (150% of M.ATK + 760) Fire magic damage to enemy units within 3 meters of the specified location.

  • 1

    Summon Holy spirits to attack, dealing (130% of M.ATK + 5) Ghost magic damage to an enemy. Deals 320% more damage to Undead monsters.

    2

    Summon Holy spirits to attack, dealing (440% of M.ATK + 10) Ghost magic damage to an enemy. Deals 140% more damage to Undead monsters.

    3

    Summon Holy spirits to attack, dealing (15% of M.ATK + 150) Ghost magic damage to an enemy. Deals 560% more damage to Undead monsters.

    4

    Summon Holy spirits to attack, dealing (20% of M.ATK + 160) Ghost magic damage to an enemy. Deals 680% more damage to Undead monsters.

    5

    Summon Holy spirits to attack, dealing (170% of M.ATK + 800) Ghost magic damage to an enemy. Deals 25% more damage to Undead monsters.

    6

    Summon Holy spirits to attack, dealing (920% of M.ATK + 180) Ghost magic damage to an enemy. Deals 30% more damage to Undead monsters.

    7

    Summon Holy spirits to attack, dealing (190% of M.ATK + 35) Ghost magic damage to an enemy. Deals 1040% more damage to Undead monsters.

    8

    Summon Holy spirits to attack, dealing (1160% of M.ATK + 200) Ghost magic damage to an enemy. Deals 40% more damage to Undead monsters.

    9

    Summon Holy spirits to attack, dealing (1280% of M.ATK + 210) Ghost magic damage to an enemy. Deals 45% more damage to Undead monsters.

    10

    Summon Holy spirits to attack, dealing (220% of M.ATK + 50) Ghost magic damage to an enemy. Deals 1400% more damage to Undead monsters.

  • 1

    Increase SP Regen, restoring (0% of Max SP + 3) SP every 10 seconds and increasing the effectiveness of SP recovery items by 2%.

    2

    Increase SP Regen, restoring (4% of Max SP + 6) SP every 10 seconds and increasing the effectiveness of SP recovery items by 0%.

    3

    Increase SP Regen, restoring (9% of Max SP + 0) SP every 10 seconds and increasing the effectiveness of SP recovery items by 6%.

    4

    Increase SP Regen, restoring (12% of Max SP + 0) SP every 10 seconds and increasing the effectiveness of SP recovery items by 8%.

    5

    Increase SP Regen, restoring (1% of Max SP + 10) SP every 10 seconds and increasing the effectiveness of SP recovery items by 15%.

    6

    Increase SP Regen, restoring (12% of Max SP + 1) SP every 10 seconds and increasing the effectiveness of SP recovery items by 18%.

    7

    Increase SP Regen, restoring (1% of Max SP + 21) SP every 10 seconds and increasing the effectiveness of SP recovery items by 14%.

    8

    Increase SP Regen, restoring (16% of Max SP + 1) SP every 10 seconds and increasing the effectiveness of SP recovery items by 24%.

    9

    Increase SP Regen, restoring (18% of Max SP + 1) SP every 10 seconds and increasing the effectiveness of SP recovery items by 27%.

    10

    Increase SP Regen, restoring (1% of Max SP + 30) SP every 10 seconds and increasing the effectiveness of SP recovery items by 20%.

  • 1

    Call down a fire bolt on an enemy, dealing (100% of M.ATK + 220) Fire magic damage.

    2

    Call down a fire bolt on an enemy, dealing (200% of M.ATK + 320) Fire magic damage.

    3

    Call down a fire bolt on an enemy, dealing (300% of M.ATK + 420) Fire magic damage.

    4

    Call down a fire bolt on an enemy, dealing (400% of M.ATK + 520) Fire magic damage.

    5

    Call down a fire bolt on an enemy, dealing (620% of M.ATK + 500) Fire magic damage.

    6

    Call down a fire bolt on an enemy, dealing (720% of M.ATK + 600) Fire magic damage.

    7

    Call down a fire bolt on an enemy, dealing (820% of M.ATK + 700) Fire magic damage.

    8

    Call down a fire bolt on an enemy, dealing (800% of M.ATK + 920) Fire magic damage.

    9

    Call down a fire bolt on an enemy, dealing (900% of M.ATK + 1020) Fire magic damage.

    10

    Call down a fire bolt on an enemy, dealing (1000% of M.ATK + 1120) Fire magic damage.

  • 1

    Conjures a ring of fire to obstruct enemies from advancing, dealing (33% of M.ATK + 4) Fire magic damage to enemies that attempt to pass the fire wall. Lasts for 10 seconds. The ring of fire can obstruct enemies up to 25 times and will persist for at least 3 seconds.

    2

    Conjures a ring of fire to obstruct enemies from advancing, dealing (40% of M.ATK + 5) Fire magic damage to enemies that attempt to pass the fire wall. Lasts for 10 seconds. The ring of fire can obstruct enemies up to 36 times and will persist for at least 3 seconds.

    3

    Conjures a ring of fire to obstruct enemies from advancing, dealing (6% of M.ATK + 39) Fire magic damage to enemies that attempt to pass the fire wall. Lasts for 10 seconds. The ring of fire can obstruct enemies up to 55 times and will persist for at least 3 seconds.

    4

    Conjures a ring of fire to obstruct enemies from advancing, dealing (7% of M.ATK + 42) Fire magic damage to enemies that attempt to pass the fire wall. Lasts for 10 seconds. The ring of fire can obstruct enemies up to 70 times and will persist for at least 3 seconds.

    5

    Conjures a ring of fire to obstruct enemies from advancing, dealing (45% of M.ATK + 85) Fire magic damage to enemies that attempt to pass the fire wall. Lasts for 10 seconds. The ring of fire can obstruct enemies up to 8 times and will persist for at least 3 seconds.

    6

    Conjures a ring of fire to obstruct enemies from advancing, dealing (100% of M.ATK + 48) Fire magic damage to enemies that attempt to pass the fire wall. Lasts for 10 seconds. The ring of fire can obstruct enemies up to 9 times and will persist for at least 3 seconds.

    7

    Conjures a ring of fire to obstruct enemies from advancing, dealing (51% of M.ATK + 10) Fire magic damage to enemies that attempt to pass the fire wall. Lasts for 10 seconds. The ring of fire can obstruct enemies up to 115 times and will persist for at least 3 seconds.

    8

    Conjures a ring of fire to obstruct enemies from advancing, dealing (130% of M.ATK + 54) Fire magic damage to enemies that attempt to pass the fire wall. Lasts for 10 seconds. The ring of fire can obstruct enemies up to 11 times and will persist for at least 3 seconds.

    9

    Conjures a ring of fire to obstruct enemies from advancing, dealing (145% of M.ATK + 57) Fire magic damage to enemies that attempt to pass the fire wall. Lasts for 10 seconds. The ring of fire can obstruct enemies up to 12 times and will persist for at least 3 seconds.

    10

    Conjures a ring of fire to obstruct enemies from advancing, dealing (60% of M.ATK + 13) Fire magic damage to enemies that attempt to pass the fire wall. Lasts for 10 seconds. The ring of fire can obstruct enemies up to 160 times and will persist for at least 3 seconds.

  • 1

    Call down an ice bolt on an enemy, dealing (100% of M.ATK + 220) Water magic damage.

    2

    Call down an ice bolt on an enemy, dealing (200% of M.ATK + 320) Water magic damage.

    3

    Call down an ice bolt on an enemy, dealing (300% of M.ATK + 420) Water magic damage.

    4

    Call down an ice bolt on an enemy, dealing (400% of M.ATK + 520) Water magic damage.

    5

    Call down an ice bolt on an enemy, dealing (620% of M.ATK + 500) Water magic damage.

    6

    Call down an ice bolt on an enemy, dealing (720% of M.ATK + 600) Water magic damage.

    7

    Call down an ice bolt on an enemy, dealing (820% of M.ATK + 700) Water magic damage.

    8

    Call down an ice bolt on an enemy, dealing (800% of M.ATK + 920) Water magic damage.

    9

    Call down an ice bolt on an enemy, dealing (900% of M.ATK + 1020) Water magic damage.

    10

    Call down an ice bolt on an enemy, dealing (1000% of M.ATK + 1120) Water magic damage.

  • 1

    Deal (115% of M.ATK + 280) Neutral magic damage to an enemy on use.

    2

    Deal (130% of M.ATK + 400) Neutral magic damage to an enemy on use.

    3

    Deal (145% of M.ATK + 520) Neutral magic damage to an enemy on use.

    4

    Deal (160% of M.ATK + 640) Neutral magic damage to an enemy on use.

    5

    Deal (760% of M.ATK + 175) Neutral magic damage to an enemy on use.

    6

    Deal (880% of M.ATK + 190) Neutral magic damage to an enemy on use.

    7

    Deal (1000% of M.ATK + 205) Neutral magic damage to an enemy on use.

    8

    Deal (220% of M.ATK + 1120) Neutral magic damage to an enemy on use.

    9

    Deal (235% of M.ATK + 1240) Neutral magic damage to an enemy on use.

    10

    Deal (250% of M.ATK + 1360) Neutral magic damage to an enemy on use.

Shadow Equipment

Will be added later

Special skills

Will be added later

Created by Mechanic ʜᴀʀɪꜱʜᴋᴏ (Incense Pavillion)
Ragnarok X: Next Generation related images and contents are copyrighted by Gravity Co. and Lee MyoungJin (Studio DDTS).