Warlock

Job Bonus Attributes

Will be added later

Job Skills

  • 1

    Shrouds an enemy unit in a thin, transparent layer of telekinetic energy. Has a 32% chance to immobilize the target for 5 seconds (has no effect on bosses). While immobilized, increases damage dealt by the caster with other Ghost skills by 450%. Regardless of whether the target is immobilized, once White Prison dissipates, the target takes Ghost magic damage equal to 32% of M.ATK.

    2

    Shrouds an enemy unit in a thin, transparent layer of telekinetic energy. Has a 34% chance to immobilize the target for 5 seconds (has no effect on bosses). While immobilized, increases damage dealt by the caster with other Ghost skills by 500%. Regardless of whether the target is immobilized, once White Prison dissipates, the target takes Ghost magic damage equal to 34% of M.ATK.

    3

    Shrouds an enemy unit in a thin, transparent layer of telekinetic energy. Has a 550% chance to immobilize the target for 5 seconds (has no effect on bosses). While immobilized, increases damage dealt by the caster with other Ghost skills by 36%. Regardless of whether the target is immobilized, once White Prison dissipates, the target takes Ghost magic damage equal to 36% of M.ATK.

    4

    Shrouds an enemy unit in a thin, transparent layer of telekinetic energy. Has a 600% chance to immobilize the target for 5 seconds (has no effect on bosses). While immobilized, increases damage dealt by the caster with other Ghost skills by 38%. Regardless of whether the target is immobilized, once White Prison dissipates, the target takes Ghost magic damage equal to 38% of M.ATK.

    5

    Shrouds an enemy unit in a thin, transparent layer of telekinetic energy. Has a 40% chance to immobilize the target for 5 seconds (has no effect on bosses). While immobilized, increases damage dealt by the caster with other Ghost skills by 40%. Regardless of whether the target is immobilized, once White Prison dissipates, the target takes Ghost magic damage equal to 650% of M.ATK.

    6

    Shrouds an enemy unit in a thin, transparent layer of telekinetic energy. Has a 42% chance to immobilize the target for 5 seconds (has no effect on bosses). While immobilized, increases damage dealt by the caster with other Ghost skills by 42%. Regardless of whether the target is immobilized, once White Prison dissipates, the target takes Ghost magic damage equal to 700% of M.ATK.

    7

    Shrouds an enemy unit in a thin, transparent layer of telekinetic energy. Has a 44% chance to immobilize the target for 5 seconds (has no effect on bosses). While immobilized, increases damage dealt by the caster with other Ghost skills by 750%. Regardless of whether the target is immobilized, once White Prison dissipates, the target takes Ghost magic damage equal to 44% of M.ATK.

    8

    Shrouds an enemy unit in a thin, transparent layer of telekinetic energy. Has a 46% chance to immobilize the target for 5 seconds (has no effect on bosses). While immobilized, increases damage dealt by the caster with other Ghost skills by 46%. Regardless of whether the target is immobilized, once White Prison dissipates, the target takes Ghost magic damage equal to 800% of M.ATK.

    9

    Shrouds an enemy unit in a thin, transparent layer of telekinetic energy. Has a 48% chance to immobilize the target for 5 seconds (has no effect on bosses). While immobilized, increases damage dealt by the caster with other Ghost skills by 48%. Regardless of whether the target is immobilized, once White Prison dissipates, the target takes Ghost magic damage equal to 850% of M.ATK.

    10

    Shrouds an enemy unit in a thin, transparent layer of telekinetic energy. Has a 50% chance to immobilize the target for 5 seconds (has no effect on bosses). While immobilized, increases damage dealt by the caster with other Ghost skills by 900%. Regardless of whether the target is immobilized, once White Prison dissipates, the target takes Ghost magic damage equal to 50% of M.ATK.

  • 1

    Uses telekinesis to deal Ghost magic damage equal to 360% of M.ATK to faraway enemy units. While the target is under the effect of White Prison and their HP decreases below 50%, the damage dealt this time increases by 12%.

    2

    Uses telekinesis to deal Ghost magic damage equal to 420% of M.ATK to faraway enemy units. While the target is under the effect of White Prison and their HP decreases below 50%, the damage dealt this time increases by 14%.

    3

    Uses telekinesis to deal Ghost magic damage equal to 480% of M.ATK to faraway enemy units. While the target is under the effect of White Prison and their HP decreases below 50%, the damage dealt this time increases by 16%.

    4

    Uses telekinesis to deal Ghost magic damage equal to 540% of M.ATK to faraway enemy units. While the target is under the effect of White Prison and their HP decreases below 50%, the damage dealt this time increases by 18%.

    5

    Uses telekinesis to deal Ghost magic damage equal to 20% of M.ATK to faraway enemy units. While the target is under the effect of White Prison and their HP decreases below 50%, the damage dealt this time increases by 600%.

    6

    Uses telekinesis to deal Ghost magic damage equal to 22% of M.ATK to faraway enemy units. While the target is under the effect of White Prison and their HP decreases below 50%, the damage dealt this time increases by 660%.

    7

    Uses telekinesis to deal Ghost magic damage equal to 24% of M.ATK to faraway enemy units. While the target is under the effect of White Prison and their HP decreases below 50%, the damage dealt this time increases by 720%.

    8

    Uses telekinesis to deal Ghost magic damage equal to 780% of M.ATK to faraway enemy units. While the target is under the effect of White Prison and their HP decreases below 50%, the damage dealt this time increases by 26%.

    9

    Uses telekinesis to deal Ghost magic damage equal to 840% of M.ATK to faraway enemy units. While the target is under the effect of White Prison and their HP decreases below 50%, the damage dealt this time increases by 28%.

    10

    Uses telekinesis to deal Ghost magic damage equal to 900% of M.ATK to faraway enemy units. While the target is under the effect of White Prison and their HP decreases below 50%, the damage dealt this time increases by 30%.

  • 1

    Shrouds yourself in a thin, transparent layer of telekinetic energy, decreasing damage taken from everything except Ghost damage by 32% for 5 seconds.

    2

    Shrouds yourself in a thin, transparent layer of telekinetic energy, decreasing damage taken from everything except Ghost damage by 34% for 5 seconds.

    3

    Shrouds yourself in a thin, transparent layer of telekinetic energy, decreasing damage taken from everything except Ghost damage by 36% for 5 seconds.

    4

    Shrouds yourself in a thin, transparent layer of telekinetic energy, decreasing damage taken from everything except Ghost damage by 38% for 5 seconds.

    5

    Shrouds yourself in a thin, transparent layer of telekinetic energy, decreasing damage taken from everything except Ghost damage by 40% for 5 seconds.

    6

    Shrouds yourself in a thin, transparent layer of telekinetic energy, decreasing damage taken from everything except Ghost damage by 42% for 5 seconds.

    7

    Shrouds yourself in a thin, transparent layer of telekinetic energy, decreasing damage taken from everything except Ghost damage by 44% for 5 seconds.

    8

    Shrouds yourself in a thin, transparent layer of telekinetic energy, decreasing damage taken from everything except Ghost damage by 46% for 5 seconds.

    9

    Shrouds yourself in a thin, transparent layer of telekinetic energy, decreasing damage taken from everything except Ghost damage by 48% for 5 seconds.

    10

    Shrouds yourself in a thin, transparent layer of telekinetic energy, decreasing damage taken from everything except Ghost damage by 50% for 5 seconds.

  • 1

    Increases the distance of all ranged skills cast by 0 meter(s).

    2

    Increases the distance of all ranged skills cast by 0 meter(s).

    3

    Increases the distance of all ranged skills cast by 1 meter(s).

    4

    Increases the distance of all ranged skills cast by 1 meter(s).

    5

    Increases the distance of all ranged skills cast by 1 meter(s).

    6

    Increases the distance of all ranged skills cast by 1 meter(s).

    7

    Increases the distance of all ranged skills cast by 1 meter(s).

    8

    Increases the distance of all ranged skills cast by 2 meter(s).

    9

    Increases the distance of all ranged skills cast by 2 meter(s).

    10

    Increases the distance of all ranged skills cast by 2 meter(s).

  • 1

    Greatly increases the caster's understanding of magic, increasing Magic Penetration by 2% but also increasing SP cost by 2%.

    2

    Greatly increases the caster's understanding of magic, increasing Magic Penetration by 4% but also increasing SP cost by 4%.

    3

    Greatly increases the caster's understanding of magic, increasing Magic Penetration by 6% but also increasing SP cost by 6%.

    4

    Greatly increases the caster's understanding of magic, increasing Magic Penetration by 8% but also increasing SP cost by 8%.

    5

    Greatly increases the caster's understanding of magic, increasing Magic Penetration by 10% but also increasing SP cost by 10%.

    6

    Greatly increases the caster's understanding of magic, increasing Magic Penetration by 12% but also increasing SP cost by 12%.

    7

    Greatly increases the caster's understanding of magic, increasing Magic Penetration by 14% but also increasing SP cost by 14%.

    8

    Greatly increases the caster's understanding of magic, increasing Magic Penetration by 16% but also increasing SP cost by 16%.

    9

    Greatly increases the caster's understanding of magic, increasing Magic Penetration by 18% but also increasing SP cost by 18%.

    10

    Greatly increases the caster's understanding of magic, increasing Magic Penetration by 20% but also increasing SP cost by 20%.

  • 1

    Each time you use an active skill for your current class that is of the Wind, Earth, Water, or Fire attribute, you gain the corresponding attribute orb. Each attribute orb enhances that attribute by 1%. There can be a maximum of 4 attribute orbs at the same time and 4 of the same attribute orbs. The attribute orbs last 20 seconds.

    2

    Each time you use an active skill for your current class that is of the Wind, Earth, Water, or Fire attribute, you gain the corresponding attribute orb. Each attribute orb enhances that attribute by 1%. There can be a maximum of 4 attribute orbs at the same time and 4 of the same attribute orbs. The attribute orbs last 20 seconds.

    3

    Each time you use an active skill for your current class that is of the Wind, Earth, Water, or Fire attribute, you gain the corresponding attribute orb. Each attribute orb enhances that attribute by 2%. There can be a maximum of 4 attribute orbs at the same time and 4 of the same attribute orbs. The attribute orbs last 20 seconds.

    4

    Each time you use an active skill for your current class that is of the Wind, Earth, Water, or Fire attribute, you gain the corresponding attribute orb. Each attribute orb enhances that attribute by 2%. There can be a maximum of 4 attribute orbs at the same time and 4 of the same attribute orbs. The attribute orbs last 20 seconds.

    5

    Each time you use an active skill for your current class that is of the Wind, Earth, Water, or Fire attribute, you gain the corresponding attribute orb. Each attribute orb enhances that attribute by 3%. There can be a maximum of 4 attribute orbs at the same time and 4 of the same attribute orbs. The attribute orbs last 20 seconds.

    6

    Each time you use an active skill for your current class that is of the Wind, Earth, Water, or Fire attribute, you gain the corresponding attribute orb. Each attribute orb enhances that attribute by 3%. There can be a maximum of 4 attribute orbs at the same time and 4 of the same attribute orbs. The attribute orbs last 20 seconds.

    7

    Each time you use an active skill for your current class that is of the Wind, Earth, Water, or Fire attribute, you gain the corresponding attribute orb. Each attribute orb enhances that attribute by 4%. There can be a maximum of 4 attribute orbs at the same time and 4 of the same attribute orbs. The attribute orbs last 20 seconds.

    8

    Each time you use an active skill for your current class that is of the Wind, Earth, Water, or Fire attribute, you gain the corresponding attribute orb. Each attribute orb enhances that attribute by 4%. There can be a maximum of 4 attribute orbs at the same time and 4 of the same attribute orbs. The attribute orbs last 20 seconds.

    9

    Each time you use an active skill for your current class that is of the Wind, Earth, Water, or Fire attribute, you gain the corresponding attribute orb. Each attribute orb enhances that attribute by 5%. There can be a maximum of 4 attribute orbs at the same time and 4 of the same attribute orbs. The attribute orbs last 20 seconds.

    10

    Each time you use an active skill for your current class that is of the Wind, Earth, Water, or Fire attribute, you gain the corresponding attribute orb. Each attribute orb enhances that attribute by 5%. There can be a maximum of 4 attribute orbs at the same time and 4 of the same attribute orbs. The attribute orbs last 20 seconds.

  • 1

    Spends all of your current attribute orbs, each dealing magic damage of the corresponding attribute equal to 60% of Magic Attack to the enemy unit. Deals 1% Neutral magic damage instead if there are no attribute orbs. When spending 4 of the same attribute orbs, inflicts the enemy with the following debuffs for 3 seconds:\nFire: Inflicts target with Burn, causing them to lose of 120% Max HP every second (not effective for Bosses, MVPs, and MINIs).\nWater: Inflicts target withFreeze.\nEarth: Inflicts target with Petrify.\nWind: Inflicts target with Blind.

    2

    Spends all of your current attribute orbs, each dealing magic damage of the corresponding attribute equal to 140% of Magic Attack to the enemy unit. Deals 1% Neutral magic damage instead if there are no attribute orbs. When spending 4 of the same attribute orbs, inflicts the enemy with the following debuffs for 3 seconds:\nFire: Inflicts target with Burn, causing them to lose of 70% Max HP every second (not effective for Bosses, MVPs, and MINIs).\nWater: Inflicts target withFreeze.\nEarth: Inflicts target with Petrify.\nWind: Inflicts target with Blind.

    3

    Spends all of your current attribute orbs, each dealing magic damage of the corresponding attribute equal to 2% of Magic Attack to the enemy unit. Deals 80% Neutral magic damage instead if there are no attribute orbs. When spending 4 of the same attribute orbs, inflicts the enemy with the following debuffs for 3 seconds:\nFire: Inflicts target with Burn, causing them to lose of 160% Max HP every second (not effective for Bosses, MVPs, and MINIs).\nWater: Inflicts target withFreeze.\nEarth: Inflicts target with Petrify.\nWind: Inflicts target with Blind.

    4

    Spends all of your current attribute orbs, each dealing magic damage of the corresponding attribute equal to 2% of Magic Attack to the enemy unit. Deals 90% Neutral magic damage instead if there are no attribute orbs. When spending 4 of the same attribute orbs, inflicts the enemy with the following debuffs for 3 seconds:\nFire: Inflicts target with Burn, causing them to lose of 180% Max HP every second (not effective for Bosses, MVPs, and MINIs).\nWater: Inflicts target withFreeze.\nEarth: Inflicts target with Petrify.\nWind: Inflicts target with Blind.

    5

    Spends all of your current attribute orbs, each dealing magic damage of the corresponding attribute equal to 100% of Magic Attack to the enemy unit. Deals 200% Neutral magic damage instead if there are no attribute orbs. When spending 4 of the same attribute orbs, inflicts the enemy with the following debuffs for 3 seconds:\nFire: Inflicts target with Burn, causing them to lose of 2% Max HP every second (not effective for Bosses, MVPs, and MINIs).\nWater: Inflicts target withFreeze.\nEarth: Inflicts target with Petrify.\nWind: Inflicts target with Blind.

    6

    Spends all of your current attribute orbs, each dealing magic damage of the corresponding attribute equal to 220% of Magic Attack to the enemy unit. Deals 110% Neutral magic damage instead if there are no attribute orbs. When spending 4 of the same attribute orbs, inflicts the enemy with the following debuffs for 3 seconds:\nFire: Inflicts target with Burn, causing them to lose of 2% Max HP every second (not effective for Bosses, MVPs, and MINIs).\nWater: Inflicts target withFreeze.\nEarth: Inflicts target with Petrify.\nWind: Inflicts target with Blind.

    7

    Spends all of your current attribute orbs, each dealing magic damage of the corresponding attribute equal to 120% of Magic Attack to the enemy unit. Deals 2% Neutral magic damage instead if there are no attribute orbs. When spending 4 of the same attribute orbs, inflicts the enemy with the following debuffs for 3 seconds:\nFire: Inflicts target with Burn, causing them to lose of 240% Max HP every second (not effective for Bosses, MVPs, and MINIs).\nWater: Inflicts target withFreeze.\nEarth: Inflicts target with Petrify.\nWind: Inflicts target with Blind.

    8

    Spends all of your current attribute orbs, each dealing magic damage of the corresponding attribute equal to 260% of Magic Attack to the enemy unit. Deals 130% Neutral magic damage instead if there are no attribute orbs. When spending 4 of the same attribute orbs, inflicts the enemy with the following debuffs for 3 seconds:\nFire: Inflicts target with Burn, causing them to lose of 3% Max HP every second (not effective for Bosses, MVPs, and MINIs).\nWater: Inflicts target withFreeze.\nEarth: Inflicts target with Petrify.\nWind: Inflicts target with Blind.

    9

    Spends all of your current attribute orbs, each dealing magic damage of the corresponding attribute equal to 280% of Magic Attack to the enemy unit. Deals 140% Neutral magic damage instead if there are no attribute orbs. When spending 4 of the same attribute orbs, inflicts the enemy with the following debuffs for 3 seconds:\nFire: Inflicts target with Burn, causing them to lose of 3% Max HP every second (not effective for Bosses, MVPs, and MINIs).\nWater: Inflicts target withFreeze.\nEarth: Inflicts target with Petrify.\nWind: Inflicts target with Blind.

    10

    Spends all of your current attribute orbs, each dealing magic damage of the corresponding attribute equal to 150% of Magic Attack to the enemy unit. Deals 3% Neutral magic damage instead if there are no attribute orbs. When spending 4 of the same attribute orbs, inflicts the enemy with the following debuffs for 3 seconds:\nFire: Inflicts target with Burn, causing them to lose of 300% Max HP every second (not effective for Bosses, MVPs, and MINIs).\nWater: Inflicts target withFreeze.\nEarth: Inflicts target with Petrify.\nWind: Inflicts target with Blind.

  • 1

    When you deal Water damage to a target frozen by you, their Freeze is removed and you are not granted the effect of Water Armor Extension. You also deal Water magic damage equal to 120% of M.ATK to the target. Removing Freeze does not affect the next application of Freeze.

    2

    When you deal Water damage to a target frozen by you, their Freeze is removed and you are not granted the effect of Water Armor Extension. You also deal Water magic damage equal to 140% of M.ATK to the target. Removing Freeze does not affect the next application of Freeze.

    3

    When you deal Water damage to a target frozen by you, their Freeze is removed and you are not granted the effect of Water Armor Extension. You also deal Water magic damage equal to 160% of M.ATK to the target. Removing Freeze does not affect the next application of Freeze.

    4

    When you deal Water damage to a target frozen by you, their Freeze is removed and you are not granted the effect of Water Armor Extension. You also deal Water magic damage equal to 180% of M.ATK to the target. Removing Freeze does not affect the next application of Freeze.

    5

    When you deal Water damage to a target frozen by you, their Freeze is removed and you are not granted the effect of Water Armor Extension. You also deal Water magic damage equal to 200% of M.ATK to the target. Removing Freeze does not affect the next application of Freeze.

    6

    When you deal Water damage to a target frozen by you, their Freeze is removed and you are not granted the effect of Water Armor Extension. You also deal Water magic damage equal to 220% of M.ATK to the target. Removing Freeze does not affect the next application of Freeze.

    7

    When you deal Water damage to a target frozen by you, their Freeze is removed and you are not granted the effect of Water Armor Extension. You also deal Water magic damage equal to 240% of M.ATK to the target. Removing Freeze does not affect the next application of Freeze.

    8

    When you deal Water damage to a target frozen by you, their Freeze is removed and you are not granted the effect of Water Armor Extension. You also deal Water magic damage equal to 260% of M.ATK to the target. Removing Freeze does not affect the next application of Freeze.

    9

    When you deal Water damage to a target frozen by you, their Freeze is removed and you are not granted the effect of Water Armor Extension. You also deal Water magic damage equal to 280% of M.ATK to the target. Removing Freeze does not affect the next application of Freeze.

    10

    When you deal Water damage to a target frozen by you, their Freeze is removed and you are not granted the effect of Water Armor Extension. You also deal Water magic damage equal to 300% of M.ATK to the target. Removing Freeze does not affect the next application of Freeze.

  • 1

    Upon dealing damage to the target with Wind skills, there is a 32% chance to inflict the target with Electrify for 6 seconds. When two enemy targets with Electrify come within 4 meters of each other, current flows between them to form a chain lightning which then seeks out another target under the effect of Electrify within 4 meters of them. The chain lightning deals Wind magic damage equal to 120% of M.ATK to each unit under the effect of Electrify and removes the Electrify effect from them.

    2

    Upon dealing damage to the target with Wind skills, there is a 34% chance to inflict the target with Electrify for 6 seconds. When two enemy targets with Electrify come within 4 meters of each other, current flows between them to form a chain lightning which then seeks out another target under the effect of Electrify within 4 meters of them. The chain lightning deals Wind magic damage equal to 140% of M.ATK to each unit under the effect of Electrify and removes the Electrify effect from them.

    3

    Upon dealing damage to the target with Wind skills, there is a 36% chance to inflict the target with Electrify for 6 seconds. When two enemy targets with Electrify come within 4 meters of each other, current flows between them to form a chain lightning which then seeks out another target under the effect of Electrify within 4 meters of them. The chain lightning deals Wind magic damage equal to 160% of M.ATK to each unit under the effect of Electrify and removes the Electrify effect from them.

    4

    Upon dealing damage to the target with Wind skills, there is a 38% chance to inflict the target with Electrify for 6 seconds. When two enemy targets with Electrify come within 4 meters of each other, current flows between them to form a chain lightning which then seeks out another target under the effect of Electrify within 4 meters of them. The chain lightning deals Wind magic damage equal to 180% of M.ATK to each unit under the effect of Electrify and removes the Electrify effect from them.

    5

    Upon dealing damage to the target with Wind skills, there is a 200% chance to inflict the target with Electrify for 6 seconds. When two enemy targets with Electrify come within 4 meters of each other, current flows between them to form a chain lightning which then seeks out another target under the effect of Electrify within 4 meters of them. The chain lightning deals Wind magic damage equal to 40% of M.ATK to each unit under the effect of Electrify and removes the Electrify effect from them.

    6

    Upon dealing damage to the target with Wind skills, there is a 220% chance to inflict the target with Electrify for 6 seconds. When two enemy targets with Electrify come within 4 meters of each other, current flows between them to form a chain lightning which then seeks out another target under the effect of Electrify within 4 meters of them. The chain lightning deals Wind magic damage equal to 42% of M.ATK to each unit under the effect of Electrify and removes the Electrify effect from them.

    7

    Upon dealing damage to the target with Wind skills, there is a 240% chance to inflict the target with Electrify for 6 seconds. When two enemy targets with Electrify come within 4 meters of each other, current flows between them to form a chain lightning which then seeks out another target under the effect of Electrify within 4 meters of them. The chain lightning deals Wind magic damage equal to 44% of M.ATK to each unit under the effect of Electrify and removes the Electrify effect from them.

    8

    Upon dealing damage to the target with Wind skills, there is a 46% chance to inflict the target with Electrify for 6 seconds. When two enemy targets with Electrify come within 4 meters of each other, current flows between them to form a chain lightning which then seeks out another target under the effect of Electrify within 4 meters of them. The chain lightning deals Wind magic damage equal to 260% of M.ATK to each unit under the effect of Electrify and removes the Electrify effect from them.

    9

    Upon dealing damage to the target with Wind skills, there is a 48% chance to inflict the target with Electrify for 6 seconds. When two enemy targets with Electrify come within 4 meters of each other, current flows between them to form a chain lightning which then seeks out another target under the effect of Electrify within 4 meters of them. The chain lightning deals Wind magic damage equal to 280% of M.ATK to each unit under the effect of Electrify and removes the Electrify effect from them.

    10

    Upon dealing damage to the target with Wind skills, there is a 50% chance to inflict the target with Electrify for 6 seconds. When two enemy targets with Electrify come within 4 meters of each other, current flows between them to form a chain lightning which then seeks out another target under the effect of Electrify within 4 meters of them. The chain lightning deals Wind magic damage equal to 300% of M.ATK to each unit under the effect of Electrify and removes the Electrify effect from them.

  • 1

    Creates a lightning storm that follows the target, dealing Wind magic damage equal to 60% of M.ATK every 0.5 seconds to the target and an area of 3 meters around the target. It also inflicts Confuse on all enemies within range. Enemies under the effect of Confuse will move erratically for 6 seconds. Each target can only take damage from one Confusion Storm from the same caster, but can be hit by Confusion Storms from different casters.

    2

    Creates a lightning storm that follows the target, dealing Wind magic damage equal to 70% of M.ATK every 0.5 seconds to the target and an area of 3 meters around the target. It also inflicts Confuse on all enemies within range. Enemies under the effect of Confuse will move erratically for 6 seconds. Each target can only take damage from one Confusion Storm from the same caster, but can be hit by Confusion Storms from different casters.

    3

    Creates a lightning storm that follows the target, dealing Wind magic damage equal to 80% of M.ATK every 0.5 seconds to the target and an area of 3 meters around the target. It also inflicts Confuse on all enemies within range. Enemies under the effect of Confuse will move erratically for 6 seconds. Each target can only take damage from one Confusion Storm from the same caster, but can be hit by Confusion Storms from different casters.

    4

    Creates a lightning storm that follows the target, dealing Wind magic damage equal to 90% of M.ATK every 0.5 seconds to the target and an area of 3 meters around the target. It also inflicts Confuse on all enemies within range. Enemies under the effect of Confuse will move erratically for 6 seconds. Each target can only take damage from one Confusion Storm from the same caster, but can be hit by Confusion Storms from different casters.

    5

    Creates a lightning storm that follows the target, dealing Wind magic damage equal to 100% of M.ATK every 0.5 seconds to the target and an area of 3 meters around the target. It also inflicts Confuse on all enemies within range. Enemies under the effect of Confuse will move erratically for 6 seconds. Each target can only take damage from one Confusion Storm from the same caster, but can be hit by Confusion Storms from different casters.

    6

    Creates a lightning storm that follows the target, dealing Wind magic damage equal to 110% of M.ATK every 0.5 seconds to the target and an area of 3 meters around the target. It also inflicts Confuse on all enemies within range. Enemies under the effect of Confuse will move erratically for 6 seconds. Each target can only take damage from one Confusion Storm from the same caster, but can be hit by Confusion Storms from different casters.

    7

    Creates a lightning storm that follows the target, dealing Wind magic damage equal to 120% of M.ATK every 0.5 seconds to the target and an area of 3 meters around the target. It also inflicts Confuse on all enemies within range. Enemies under the effect of Confuse will move erratically for 6 seconds. Each target can only take damage from one Confusion Storm from the same caster, but can be hit by Confusion Storms from different casters.

    8

    Creates a lightning storm that follows the target, dealing Wind magic damage equal to 130% of M.ATK every 0.5 seconds to the target and an area of 3 meters around the target. It also inflicts Confuse on all enemies within range. Enemies under the effect of Confuse will move erratically for 6 seconds. Each target can only take damage from one Confusion Storm from the same caster, but can be hit by Confusion Storms from different casters.

    9

    Creates a lightning storm that follows the target, dealing Wind magic damage equal to 140% of M.ATK every 0.5 seconds to the target and an area of 3 meters around the target. It also inflicts Confuse on all enemies within range. Enemies under the effect of Confuse will move erratically for 6 seconds. Each target can only take damage from one Confusion Storm from the same caster, but can be hit by Confusion Storms from different casters.

    10

    Creates a lightning storm that follows the target, dealing Wind magic damage equal to 150% of M.ATK every 0.5 seconds to the target and an area of 3 meters around the target. It also inflicts Confuse on all enemies within range. Enemies under the effect of Confuse will move erratically for 6 seconds. Each target can only take damage from one Confusion Storm from the same caster, but can be hit by Confusion Storms from different casters.

  • 1

    Spreads an icy fog, with a 32% chance of converting enemy armor attributes to water attributes for 6 sec. Enemies in range are also inflicted with Ice Fog, reducing their Movement Speed by 12% for the duration of the effect and granting a 12% chance of being Frozen for 3 sec after taking damage. Ice Fog’s effect lasts for 6 and is cleared after triggering Frozen.

    2

    Spreads an icy fog, with a 14% chance of converting enemy armor attributes to water attributes for 6 sec. Enemies in range are also inflicted with Ice Fog, reducing their Movement Speed by 14% for the duration of the effect and granting a 34% chance of being Frozen for 3 sec after taking damage. Ice Fog’s effect lasts for 6 and is cleared after triggering Frozen.

    3

    Spreads an icy fog, with a 16% chance of converting enemy armor attributes to water attributes for 6 sec. Enemies in range are also inflicted with Ice Fog, reducing their Movement Speed by 36% for the duration of the effect and granting a 16% chance of being Frozen for 3 sec after taking damage. Ice Fog’s effect lasts for 6 and is cleared after triggering Frozen.

    4

    Spreads an icy fog, with a 18% chance of converting enemy armor attributes to water attributes for 6 sec. Enemies in range are also inflicted with Ice Fog, reducing their Movement Speed by 38% for the duration of the effect and granting a 18% chance of being Frozen for 3 sec after taking damage. Ice Fog’s effect lasts for 6 and is cleared after triggering Frozen.

    5

    Spreads an icy fog, with a 40% chance of converting enemy armor attributes to water attributes for 6 sec. Enemies in range are also inflicted with Ice Fog, reducing their Movement Speed by 20% for the duration of the effect and granting a 20% chance of being Frozen for 3 sec after taking damage. Ice Fog’s effect lasts for 6 and is cleared after triggering Frozen.

    6

    Spreads an icy fog, with a 22% chance of converting enemy armor attributes to water attributes for 6 sec. Enemies in range are also inflicted with Ice Fog, reducing their Movement Speed by 42% for the duration of the effect and granting a 22% chance of being Frozen for 3 sec after taking damage. Ice Fog’s effect lasts for 6 and is cleared after triggering Frozen.

    7

    Spreads an icy fog, with a 44% chance of converting enemy armor attributes to water attributes for 6 sec. Enemies in range are also inflicted with Ice Fog, reducing their Movement Speed by 24% for the duration of the effect and granting a 24% chance of being Frozen for 3 sec after taking damage. Ice Fog’s effect lasts for 6 and is cleared after triggering Frozen.

    8

    Spreads an icy fog, with a 26% chance of converting enemy armor attributes to water attributes for 6 sec. Enemies in range are also inflicted with Ice Fog, reducing their Movement Speed by 46% for the duration of the effect and granting a 26% chance of being Frozen for 3 sec after taking damage. Ice Fog’s effect lasts for 6 and is cleared after triggering Frozen.

    9

    Spreads an icy fog, with a 28% chance of converting enemy armor attributes to water attributes for 6 sec. Enemies in range are also inflicted with Ice Fog, reducing their Movement Speed by 48% for the duration of the effect and granting a 28% chance of being Frozen for 3 sec after taking damage. Ice Fog’s effect lasts for 6 and is cleared after triggering Frozen.

    10

    Spreads an icy fog, with a 50% chance of converting enemy armor attributes to water attributes for 6 sec. Enemies in range are also inflicted with Ice Fog, reducing their Movement Speed by 30% for the duration of the effect and granting a 30% chance of being Frozen for 3 sec after taking damage. Ice Fog’s effect lasts for 6 and is cleared after triggering Frozen.

  • 1

    Unleashes a powerful quake within a specified range, dealing Earth Magic Damage equal to 120% Magic Attack with a 33% chance of inflicting Petrify for 3 sec. Targets within range will be forced towards the center of the attack.

    2

    Unleashes a powerful quake within a specified range, dealing Earth Magic Damage equal to 140% Magic Attack with a 36% chance of inflicting Petrify for 3 sec. Targets within range will be forced towards the center of the attack.

    3

    Unleashes a powerful quake within a specified range, dealing Earth Magic Damage equal to 160% Magic Attack with a 39% chance of inflicting Petrify for 3 sec. Targets within range will be forced towards the center of the attack.

    4

    Unleashes a powerful quake within a specified range, dealing Earth Magic Damage equal to 180% Magic Attack with a 42% chance of inflicting Petrify for 3 sec. Targets within range will be forced towards the center of the attack.

    5

    Unleashes a powerful quake within a specified range, dealing Earth Magic Damage equal to 45% Magic Attack with a 200% chance of inflicting Petrify for 3 sec. Targets within range will be forced towards the center of the attack.

    6

    Unleashes a powerful quake within a specified range, dealing Earth Magic Damage equal to 48% Magic Attack with a 220% chance of inflicting Petrify for 3 sec. Targets within range will be forced towards the center of the attack.

    7

    Unleashes a powerful quake within a specified range, dealing Earth Magic Damage equal to 51% Magic Attack with a 240% chance of inflicting Petrify for 3 sec. Targets within range will be forced towards the center of the attack.

    8

    Unleashes a powerful quake within a specified range, dealing Earth Magic Damage equal to 260% Magic Attack with a 54% chance of inflicting Petrify for 3 sec. Targets within range will be forced towards the center of the attack.

    9

    Unleashes a powerful quake within a specified range, dealing Earth Magic Damage equal to 280% Magic Attack with a 57% chance of inflicting Petrify for 3 sec. Targets within range will be forced towards the center of the attack.

    10

    Unleashes a powerful quake within a specified range, dealing Earth Magic Damage equal to 300% Magic Attack with a 60% chance of inflicting Petrify for 3 sec. Targets within range will be forced towards the center of the attack.

  • 1

    Shrouds yourself in the power of flames, charging 6 meters in the specified direction and dealing Fire magic damage equal to 240% of M.ATK to each enemy unit in your path. You also leave behind a 3-meter-wide Path of Fire, inflicting Burn on enemies within it and causing them to lose 1% of their Max HP every second. The Path of Fire lasts 3 seconds.

    2

    Shrouds yourself in the power of flames, charging 6 meters in the specified direction and dealing Fire magic damage equal to 280% of M.ATK to each enemy unit in your path. You also leave behind a 3-meter-wide Path of Fire, inflicting Burn on enemies within it and causing them to lose 1% of their Max HP every second. The Path of Fire lasts 3 seconds.

    3

    Shrouds yourself in the power of flames, charging 6 meters in the specified direction and dealing Fire magic damage equal to 320% of M.ATK to each enemy unit in your path. You also leave behind a 3-meter-wide Path of Fire, inflicting Burn on enemies within it and causing them to lose 1% of their Max HP every second. The Path of Fire lasts 3 seconds.

    4

    Shrouds yourself in the power of flames, charging 6 meters in the specified direction and dealing Fire magic damage equal to 360% of M.ATK to each enemy unit in your path. You also leave behind a 3-meter-wide Path of Fire, inflicting Burn on enemies within it and causing them to lose 1% of their Max HP every second. The Path of Fire lasts 3 seconds.

    5

    Shrouds yourself in the power of flames, charging 6 meters in the specified direction and dealing Fire magic damage equal to 2% of M.ATK to each enemy unit in your path. You also leave behind a 3-meter-wide Path of Fire, inflicting Burn on enemies within it and causing them to lose 400% of their Max HP every second. The Path of Fire lasts 3 seconds.

    6

    Shrouds yourself in the power of flames, charging 6 meters in the specified direction and dealing Fire magic damage equal to 2% of M.ATK to each enemy unit in your path. You also leave behind a 3-meter-wide Path of Fire, inflicting Burn on enemies within it and causing them to lose 440% of their Max HP every second. The Path of Fire lasts 3 seconds.

    7

    Shrouds yourself in the power of flames, charging 6 meters in the specified direction and dealing Fire magic damage equal to 2% of M.ATK to each enemy unit in your path. You also leave behind a 3-meter-wide Path of Fire, inflicting Burn on enemies within it and causing them to lose 480% of their Max HP every second. The Path of Fire lasts 3 seconds.

    8

    Shrouds yourself in the power of flames, charging 6 meters in the specified direction and dealing Fire magic damage equal to 520% of M.ATK to each enemy unit in your path. You also leave behind a 3-meter-wide Path of Fire, inflicting Burn on enemies within it and causing them to lose 2% of their Max HP every second. The Path of Fire lasts 3 seconds.

    9

    Shrouds yourself in the power of flames, charging 6 meters in the specified direction and dealing Fire magic damage equal to 560% of M.ATK to each enemy unit in your path. You also leave behind a 3-meter-wide Path of Fire, inflicting Burn on enemies within it and causing them to lose 2% of their Max HP every second. The Path of Fire lasts 3 seconds.

    10

    Shrouds yourself in the power of flames, charging 6 meters in the specified direction and dealing Fire magic damage equal to 600% of M.ATK to each enemy unit in your path. You also leave behind a 3-meter-wide Path of Fire, inflicting Burn on enemies within it and causing them to lose 2% of their Max HP every second. The Path of Fire lasts 3 seconds.

  • 1

    While within the range of the Path of Fire or Fire Wall, grants yourself Flame Ward. While under the effect of Flame Ward, grants yourself a shield equal to 12% of Max HP for 6 seconds. Triggers once every 12 seconds.

    2

    While within the range of the Path of Fire or Fire Wall, grants yourself Flame Ward. While under the effect of Flame Ward, grants yourself a shield equal to 14% of Max HP for 6 seconds. Triggers once every 12 seconds.

    3

    While within the range of the Path of Fire or Fire Wall, grants yourself Flame Ward. While under the effect of Flame Ward, grants yourself a shield equal to 16% of Max HP for 6 seconds. Triggers once every 12 seconds.

    4

    While within the range of the Path of Fire or Fire Wall, grants yourself Flame Ward. While under the effect of Flame Ward, grants yourself a shield equal to 18% of Max HP for 6 seconds. Triggers once every 12 seconds.

    5

    While within the range of the Path of Fire or Fire Wall, grants yourself Flame Ward. While under the effect of Flame Ward, grants yourself a shield equal to 20% of Max HP for 6 seconds. Triggers once every 12 seconds.

    6

    While within the range of the Path of Fire or Fire Wall, grants yourself Flame Ward. While under the effect of Flame Ward, grants yourself a shield equal to 22% of Max HP for 6 seconds. Triggers once every 12 seconds.

    7

    While within the range of the Path of Fire or Fire Wall, grants yourself Flame Ward. While under the effect of Flame Ward, grants yourself a shield equal to 24% of Max HP for 6 seconds. Triggers once every 12 seconds.

    8

    While within the range of the Path of Fire or Fire Wall, grants yourself Flame Ward. While under the effect of Flame Ward, grants yourself a shield equal to 26% of Max HP for 6 seconds. Triggers once every 12 seconds.

    9

    While within the range of the Path of Fire or Fire Wall, grants yourself Flame Ward. While under the effect of Flame Ward, grants yourself a shield equal to 28% of Max HP for 6 seconds. Triggers once every 12 seconds.

    10

    While within the range of the Path of Fire or Fire Wall, grants yourself Flame Ward. While under the effect of Flame Ward, grants yourself a shield equal to 30% of Max HP for 6 seconds. Triggers once every 12 seconds.

  • 1

    Forcibly removing Petrify from a petrified target will Curse them. While under the effect of Curse, decreases their Final Attack Speed by 110% and Final Haste by 11% for 5 seconds.

    2

    Forcibly removing Petrify from a petrified target will Curse them. While under the effect of Curse, decreases their Final Attack Speed by 120% and Final Haste by 12% for 5 seconds.

    3

    Forcibly removing Petrify from a petrified target will Curse them. While under the effect of Curse, decreases their Final Attack Speed by 130% and Final Haste by 13% for 5 seconds.

    4

    Forcibly removing Petrify from a petrified target will Curse them. While under the effect of Curse, decreases their Final Attack Speed by 140% and Final Haste by 14% for 5 seconds.

    5

    Forcibly removing Petrify from a petrified target will Curse them. While under the effect of Curse, decreases their Final Attack Speed by 15% and Final Haste by 150% for 5 seconds.

    6

    Forcibly removing Petrify from a petrified target will Curse them. While under the effect of Curse, decreases their Final Attack Speed by 16% and Final Haste by 160% for 5 seconds.

    7

    Forcibly removing Petrify from a petrified target will Curse them. While under the effect of Curse, decreases their Final Attack Speed by 17% and Final Haste by 170% for 5 seconds.

    8

    Forcibly removing Petrify from a petrified target will Curse them. While under the effect of Curse, decreases their Final Attack Speed by 180% and Final Haste by 18% for 5 seconds.

    9

    Forcibly removing Petrify from a petrified target will Curse them. While under the effect of Curse, decreases their Final Attack Speed by 190% and Final Haste by 19% for 5 seconds.

    10

    Forcibly removing Petrify from a petrified target will Curse them. While under the effect of Curse, decreases their Final Attack Speed by 200% and Final Haste by 20% for 5 seconds.

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).