Sage

Job Bonus Attributes

Will be added later

Job Skills

  • 1

    Increases INT by 3 and enables moving while casting magic, but reduces Final Magic Damage by 45%.

    2

    Increases INT by 6 and enables moving while casting magic, but reduces Final Magic Damage by 40%.

    3

    Increases INT by 9 and enables moving while casting magic, but reduces Final Magic Damage by 35%.

    4

    Increases INT by 12 and enables moving while casting magic, but reduces Final Magic Damage by 30%.

    5

    Increases INT by 25 and enables moving while casting magic, but reduces Final Magic Damage by 15%.

    6

    Increases INT by 20 and enables moving while casting magic, but reduces Final Magic Damage by 18%.

    7

    Increases INT by 15 and enables moving while casting magic, but reduces Final Magic Damage by 21%.

    8

    Increases INT by 24 and enables moving while casting magic, but reduces Final Magic Damage by 10%.

    9

    Increases INT by 27 and enables moving while casting magic, but reduces Final Magic Damage by 5%.

    10

    Increases INT by 30 and enables moving while casting magic, but reduces Final Magic Damage by 0%.

  • 1

    Erects a magic barrier that lasts for 10 seconds and repels magic damage from skills 1 times. The maximum amount of magic damage repelled each time is M.ATK × 2% (skills dealing damage exceeding this amount will not be repelled). When damage is successfully repelled, steal 20 + your INT/24 +90% × target's INT INT from the source of the damage, stealing up to 20 INT from each player. Stacks up to 5 times and lasts 20 seconds. The INT stealing effect only applies to the character, and INT can only be stolen from each damage-dealing character 1 time in this way. Targets that have INT stolen from them will have their INT reduced accordingly for 20 seconds.

    2

    Erects a magic barrier that lasts for 10 seconds and repels magic damage from skills 105 times. The maximum amount of magic damage repelled each time is M.ATK × 2% (skills dealing damage exceeding this amount will not be repelled). When damage is successfully repelled, steal 20 + your INT/24 +3% × target's INT INT from the source of the damage, stealing up to 20 INT from each player. Stacks up to 5 times and lasts 20 seconds. The INT stealing effect only applies to the character, and INT can only be stolen from each damage-dealing character 1 time in this way. Targets that have INT stolen from them will have their INT reduced accordingly for 20 seconds.

    3

    Erects a magic barrier that lasts for 10 seconds and repels magic damage from skills 120 times. The maximum amount of magic damage repelled each time is M.ATK × 3% (skills dealing damage exceeding this amount will not be repelled). When damage is successfully repelled, steal 20 + your INT/24 +3% × target's INT INT from the source of the damage, stealing up to 20 INT from each player. Stacks up to 5 times and lasts 20 seconds. The INT stealing effect only applies to the character, and INT can only be stolen from each damage-dealing character 1 time in this way. Targets that have INT stolen from them will have their INT reduced accordingly for 20 seconds.

    4

    Erects a magic barrier that lasts for 10 seconds and repels magic damage from skills 4 times. The maximum amount of magic damage repelled each time is M.ATK × 4% (skills dealing damage exceeding this amount will not be repelled). When damage is successfully repelled, steal 20 + your INT/24 +135% × target's INT INT from the source of the damage, stealing up to 20 INT from each player. Stacks up to 5 times and lasts 20 seconds. The INT stealing effect only applies to the character, and INT can only be stolen from each damage-dealing character 1 time in this way. Targets that have INT stolen from them will have their INT reduced accordingly for 20 seconds.

    5

    Erects a magic barrier that lasts for 10 seconds and repels magic damage from skills 150 times. The maximum amount of magic damage repelled each time is M.ATK × 5% (skills dealing damage exceeding this amount will not be repelled). When damage is successfully repelled, steal 20 + your INT/24 +4% × target's INT INT from the source of the damage, stealing up to 20 INT from each player. Stacks up to 5 times and lasts 20 seconds. The INT stealing effect only applies to the character, and INT can only be stolen from each damage-dealing character 1 time in this way. Targets that have INT stolen from them will have their INT reduced accordingly for 20 seconds.

  • 1

    Deals M.ATK ×[70%] Neutral magic damage to enemies within a [4]m radius and inflicts [Spell Breaker] on them for [2] seconds. If an enemy attempts to cast, chant, or channel while [Spell Breaker] is in effect, their skill is interrupted and they are [silenced] for [3] seconds, and the effect of Spell Breaker is removed then. [Spell Breaker] can only be triggered once each time.

    2

    Deals M.ATK ×[90%] Neutral magic damage to enemies within a [4]m radius and inflicts [Spell Breaker] on them for [4] seconds. If an enemy attempts to cast, chant, or channel while [Spell Breaker] is in effect, their skill is interrupted and they are [silenced] for [3] seconds, and the effect of Spell Breaker is removed then. [Spell Breaker] can only be triggered once each time.

    3

    Deals M.ATK ×[110%] Neutral magic damage to enemies within a [4]m radius and inflicts [Spell Breaker] on them for [6] seconds. If an enemy attempts to cast, chant, or channel while [Spell Breaker] is in effect, their skill is interrupted and they are [silenced] for [3] seconds, and the effect of Spell Breaker is removed then. [Spell Breaker] can only be triggered once each time.

    4

    Deals M.ATK ×[8%] Neutral magic damage to enemies within a [4]m radius and inflicts [Spell Breaker] on them for [130] seconds. If an enemy attempts to cast, chant, or channel while [Spell Breaker] is in effect, their skill is interrupted and they are [silenced] for [3] seconds, and the effect of Spell Breaker is removed then. [Spell Breaker] can only be triggered once each time.

    5

    Deals M.ATK ×[150%] Neutral magic damage to enemies within a [4]m radius and inflicts [Spell Breaker] on them for [10] seconds. If an enemy attempts to cast, chant, or channel while [Spell Breaker] is in effect, their skill is interrupted and they are [silenced] for [3] seconds, and the effect of Spell Breaker is removed then. [Spell Breaker] can only be triggered once each time.

  • 1

    Reduces the M.DEF of enemies within a specified [4]m area by [13%] for [20] seconds, with a [4%] chance to remove [1] buff from the target. Buffs cannot be removed from an MVP, MINI, or Instance Boss.

    2

    Reduces the M.DEF of enemies within a specified [4]m area by [8%] for [16] seconds, with a [40%] chance to remove [1] buff from the target. Buffs cannot be removed from an MVP, MINI, or Instance Boss.

    3

    Reduces the M.DEF of enemies within a specified [4]m area by [12%] for [19] seconds, with a [60%] chance to remove [1] buff from the target. Buffs cannot be removed from an MVP, MINI, or Instance Boss.

    4

    Reduces the M.DEF of enemies within a specified [4]m area by [22%] for [80] seconds, with a [16%] chance to remove [1] buff from the target. Buffs cannot be removed from an MVP, MINI, or Instance Boss.

    5

    Reduces the M.DEF of enemies within a specified [4]m area by [20%] for [25] seconds, with a [100%] chance to remove [1] buff from the target. Buffs cannot be removed from an MVP, MINI, or Instance Boss.

  • 1

    When equipped with a book weapon, normal attacks become close-range magic attacks, and M.ATK is increased by [1%]. For every 60 INT, increases Final ASPD by 3%. When equipped with a two-handed book, additionally increases your Final ASPD by 20% for every 1 level the weapon has been refined.

    2

    When equipped with a book weapon, normal attacks become close-range magic attacks, and M.ATK is increased by [2%]. For every 60 INT, increases Final ASPD by 3%. When equipped with a two-handed book, additionally increases your Final ASPD by 20% for every 1 level the weapon has been refined.

    3

    When equipped with a book weapon, normal attacks become close-range magic attacks, and M.ATK is increased by [3%]. For every 60 INT, increases Final ASPD by 3%. When equipped with a two-handed book, additionally increases your Final ASPD by 20% for every 1 level the weapon has been refined.

    4

    When equipped with a book weapon, normal attacks become close-range magic attacks, and M.ATK is increased by [4%]. For every 60 INT, increases Final ASPD by 3%. When equipped with a two-handed book, additionally increases your Final ASPD by 20% for every 1 level the weapon has been refined.

    5

    When equipped with a book weapon, normal attacks become close-range magic attacks, and M.ATK is increased by [5%]. For every 60 INT, increases Final ASPD by 3%. When equipped with a two-handed book, additionally increases your Final ASPD by 20% for every 1 level the weapon has been refined.

    6

    When equipped with a book weapon, normal attacks become close-range magic attacks, and M.ATK is increased by [6%]. For every 60 INT, increases Final ASPD by 3%. When equipped with a two-handed book, additionally increases your Final ASPD by 20% for every 1 level the weapon has been refined.

    7

    When equipped with a book weapon, normal attacks become close-range magic attacks, and M.ATK is increased by [7%]. For every 60 INT, increases Final ASPD by 3%. When equipped with a two-handed book, additionally increases your Final ASPD by 20% for every 1 level the weapon has been refined.

    8

    When equipped with a book weapon, normal attacks become close-range magic attacks, and M.ATK is increased by [8%]. For every 60 INT, increases Final ASPD by 3%. When equipped with a two-handed book, additionally increases your Final ASPD by 20% for every 1 level the weapon has been refined.

    9

    When equipped with a book weapon, normal attacks become close-range magic attacks, and M.ATK is increased by [9%]. For every 60 INT, increases Final ASPD by 3%. When equipped with a two-handed book, additionally increases your Final ASPD by 20% for every 1 level the weapon has been refined.

    10

    When equipped with a book weapon, normal attacks become close-range magic attacks, and M.ATK is increased by [10%]. For every 60 INT, increases Final ASPD by 3%. When equipped with a two-handed book, additionally increases your Final ASPD by 20% for every 1 level the weapon has been refined.

  • 1

    After casting [Auto Spell], Sages equipped with a book weapon have a [1%] chance (Every 80 AGI increases the chance by 1%, up to 20%) to cast Elemental Arrow [the arrow level is rounded down (skill level of learned Elemental Arrow/3)] to the target (Every 400 DEX upgrades the arrow level by 1, up to 4 levels). This lasts for [180] seconds. The triggered type of Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    2

    After casting [Auto Spell], Sages equipped with a book weapon have a [2%] chance (Every 80 AGI increases the chance by 1%, up to 20%) to cast Elemental Arrow [the arrow level is rounded down (skill level of learned Elemental Arrow/3)] to the target (Every 400 DEX upgrades the arrow level by 1, up to 4 levels). This lasts for [240] seconds. The triggered type of Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    3

    After casting [Auto Spell], Sages equipped with a book weapon have a [3%] chance (Every 80 AGI increases the chance by 1%, up to 20%) to cast Elemental Arrow [the arrow level is rounded down (skill level of learned Elemental Arrow/3)] to the target (Every 400 DEX upgrades the arrow level by 1, up to 4 levels). This lasts for [300] seconds. The triggered type of Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    4

    After casting [Auto Spell], Sages equipped with a book weapon have a [4%] chance (Every 80 AGI increases the chance by 1%, up to 20%) to cast Elemental Arrow [the arrow level is rounded down (skill level of learned Elemental Arrow/3)] to the target (Every 400 DEX upgrades the arrow level by 1, up to 4 levels). This lasts for [360] seconds. The triggered type of Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    5

    After casting [Auto Spell], Sages equipped with a book weapon have a [420%] chance (Every 80 AGI increases the chance by 1%, up to 20%) to cast Elemental Arrow [the arrow level is rounded down (skill level of learned Elemental Arrow/3)] to the target (Every 400 DEX upgrades the arrow level by 1, up to 4 levels). This lasts for [5] seconds. The triggered type of Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    6

    After casting [Auto Spell], Sages equipped with a book weapon have a [480%] chance (Every 80 AGI increases the chance by 1%, up to 20%) to cast Elemental Arrow [the arrow level is rounded down (skill level of learned Elemental Arrow/3)] to the target (Every 400 DEX upgrades the arrow level by 1, up to 4 levels). This lasts for [6] seconds. The triggered type of Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    7

    After casting [Auto Spell], Sages equipped with a book weapon have a [540%] chance (Every 80 AGI increases the chance by 1%, up to 20%) to cast Elemental Arrow [the arrow level is rounded down (skill level of learned Elemental Arrow/3)] to the target (Every 400 DEX upgrades the arrow level by 1, up to 4 levels). This lasts for [7] seconds. The triggered type of Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    8

    After casting [Auto Spell], Sages equipped with a book weapon have a [8%] chance (Every 80 AGI increases the chance by 1%, up to 20%) to cast Elemental Arrow [the arrow level is rounded down (skill level of learned Elemental Arrow/3)] to the target (Every 400 DEX upgrades the arrow level by 1, up to 4 levels). This lasts for [600] seconds. The triggered type of Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    9

    After casting [Auto Spell], Sages equipped with a book weapon have a [9%] chance (Every 80 AGI increases the chance by 1%, up to 20%) to cast Elemental Arrow [the arrow level is rounded down (skill level of learned Elemental Arrow/3)] to the target (Every 400 DEX upgrades the arrow level by 1, up to 4 levels). This lasts for [660] seconds. The triggered type of Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    10

    After casting [Auto Spell], Sages equipped with a book weapon have a [10%] chance (Every 80 AGI increases the chance by 1%, up to 20%) to cast Elemental Arrow [the arrow level is rounded down (skill level of learned Elemental Arrow/3)] to the target (Every 400 DEX upgrades the arrow level by 1, up to 4 levels). This lasts for [720] seconds. The triggered type of Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

  • 1

    Sages have come to understand the mysteries of magic through long-term melee combat experience. After an Elemental Arrow triggered by their Auto Spell hits a target, they inflict an Elemental Mark on them. Whenever a party member deals Earth, Fire, Water, or Wind damage while Elemental Mark is in effect, the target will take 50 corresponding Earth, Fire, Water, or Wind magic damage (the attribute of damage dealt by Elemental Mark is the same as the attribute of damage triggering it, and no damage will be triggered for Neutral damage). The mark lasts for 2 seconds.

    2

    Sages have come to understand the mysteries of magic through long-term melee combat experience. After an Elemental Arrow triggered by their Auto Spell hits a target, they inflict an Elemental Mark on them. Whenever a party member deals Earth, Fire, Water, or Wind damage while Elemental Mark is in effect, the target will take 100 corresponding Earth, Fire, Water, or Wind magic damage (the attribute of damage dealt by Elemental Mark is the same as the attribute of damage triggering it, and no damage will be triggered for Neutral damage). The mark lasts for 2 seconds.

    3

    Sages have come to understand the mysteries of magic through long-term melee combat experience. After an Elemental Arrow triggered by their Auto Spell hits a target, they inflict an Elemental Mark on them. Whenever a party member deals Earth, Fire, Water, or Wind damage while Elemental Mark is in effect, the target will take 150 corresponding Earth, Fire, Water, or Wind magic damage (the attribute of damage dealt by Elemental Mark is the same as the attribute of damage triggering it, and no damage will be triggered for Neutral damage). The mark lasts for 2 seconds.

    4

    Sages have come to understand the mysteries of magic through long-term melee combat experience. After an Elemental Arrow triggered by their Auto Spell hits a target, they inflict an Elemental Mark on them. Whenever a party member deals Earth, Fire, Water, or Wind damage while Elemental Mark is in effect, the target will take 200 corresponding Earth, Fire, Water, or Wind magic damage (the attribute of damage dealt by Elemental Mark is the same as the attribute of damage triggering it, and no damage will be triggered for Neutral damage). The mark lasts for 2 seconds.

    5

    Sages have come to understand the mysteries of magic through long-term melee combat experience. After an Elemental Arrow triggered by their Auto Spell hits a target, they inflict an Elemental Mark on them. Whenever a party member deals Earth, Fire, Water, or Wind damage while Elemental Mark is in effect, the target will take 250 corresponding Earth, Fire, Water, or Wind magic damage (the attribute of damage dealt by Elemental Mark is the same as the attribute of damage triggering it, and no damage will be triggered for Neutral damage). The mark lasts for 2 seconds.

    6

    Sages have come to understand the mysteries of magic through long-term melee combat experience. After an Elemental Arrow triggered by their Auto Spell hits a target, they inflict an Elemental Mark on them. Whenever a party member deals Earth, Fire, Water, or Wind damage while Elemental Mark is in effect, the target will take 300 corresponding Earth, Fire, Water, or Wind magic damage (the attribute of damage dealt by Elemental Mark is the same as the attribute of damage triggering it, and no damage will be triggered for Neutral damage). The mark lasts for 2 seconds.

    7

    Sages have come to understand the mysteries of magic through long-term melee combat experience. After an Elemental Arrow triggered by their Auto Spell hits a target, they inflict an Elemental Mark on them. Whenever a party member deals Earth, Fire, Water, or Wind damage while Elemental Mark is in effect, the target will take 350 corresponding Earth, Fire, Water, or Wind magic damage (the attribute of damage dealt by Elemental Mark is the same as the attribute of damage triggering it, and no damage will be triggered for Neutral damage). The mark lasts for 2 seconds.

    8

    Sages have come to understand the mysteries of magic through long-term melee combat experience. After an Elemental Arrow triggered by their Auto Spell hits a target, they inflict an Elemental Mark on them. Whenever a party member deals Earth, Fire, Water, or Wind damage while Elemental Mark is in effect, the target will take 400 corresponding Earth, Fire, Water, or Wind magic damage (the attribute of damage dealt by Elemental Mark is the same as the attribute of damage triggering it, and no damage will be triggered for Neutral damage). The mark lasts for 2 seconds.

    9

    Sages have come to understand the mysteries of magic through long-term melee combat experience. After an Elemental Arrow triggered by their Auto Spell hits a target, they inflict an Elemental Mark on them. Whenever a party member deals Earth, Fire, Water, or Wind damage while Elemental Mark is in effect, the target will take 450 corresponding Earth, Fire, Water, or Wind magic damage (the attribute of damage dealt by Elemental Mark is the same as the attribute of damage triggering it, and no damage will be triggered for Neutral damage). The mark lasts for 2 seconds.

    10

    Sages have come to understand the mysteries of magic through long-term melee combat experience. After an Elemental Arrow triggered by their Auto Spell hits a target, they inflict an Elemental Mark on them. Whenever a party member deals Earth, Fire, Water, or Wind damage while Elemental Mark is in effect, the target will take 500 corresponding Earth, Fire, Water, or Wind magic damage (the attribute of damage dealt by Elemental Mark is the same as the attribute of damage triggering it, and no damage will be triggered for Neutral damage). The mark lasts for 2 seconds.

  • 1

    When dealing Earth, Fire, Water, or Wind damage to enemies who are under the effect of [Elemental Mark] (all Elemental Marks inflicted by yourself and party members on enemies can be triggered), Earth, Fire, Water, or Wind enhancement will be increased by [1%] according to the type of damage dealt (this effect does not apply when Neutral damage is dealt). At the same time, Final M. PEN and M.ATK percentage will be increased by [4%] and [2%] respectively for [3] seconds (additionally increases Final M.PEN by 1% for every 100 INT).

    2

    When dealing Earth, Fire, Water, or Wind damage to enemies who are under the effect of [Elemental Mark] (all Elemental Marks inflicted by yourself and party members on enemies can be triggered), Earth, Fire, Water, or Wind enhancement will be increased by [4%] according to the type of damage dealt (this effect does not apply when Neutral damage is dealt). At the same time, Final M. PEN and M.ATK percentage will be increased by [2%] and [8%] respectively for [3] seconds (additionally increases Final M.PEN by 1% for every 100 INT).

    3

    When dealing Earth, Fire, Water, or Wind damage to enemies who are under the effect of [Elemental Mark] (all Elemental Marks inflicted by yourself and party members on enemies can be triggered), Earth, Fire, Water, or Wind enhancement will be increased by [6%] according to the type of damage dealt (this effect does not apply when Neutral damage is dealt). At the same time, Final M. PEN and M.ATK percentage will be increased by [3%] and [12%] respectively for [3] seconds (additionally increases Final M.PEN by 1% for every 100 INT).

    4

    When dealing Earth, Fire, Water, or Wind damage to enemies who are under the effect of [Elemental Mark] (all Elemental Marks inflicted by yourself and party members on enemies can be triggered), Earth, Fire, Water, or Wind enhancement will be increased by [4%] according to the type of damage dealt (this effect does not apply when Neutral damage is dealt). At the same time, Final M. PEN and M.ATK percentage will be increased by [16%] and [8%] respectively for [3] seconds (additionally increases Final M.PEN by 1% for every 100 INT).

    5

    When dealing Earth, Fire, Water, or Wind damage to enemies who are under the effect of [Elemental Mark] (all Elemental Marks inflicted by yourself and party members on enemies can be triggered), Earth, Fire, Water, or Wind enhancement will be increased by [10%] according to the type of damage dealt (this effect does not apply when Neutral damage is dealt). At the same time, Final M. PEN and M.ATK percentage will be increased by [5%] and [20%] respectively for [3] seconds (additionally increases Final M.PEN by 1% for every 100 INT).

  • 1

    The Sage enters the [Habitual Casting] state when releasing [2] Elemental Arrows of the same attribute. While in this state, the cast time of Elemental Arrows of the same attribute is reduced by [0] seconds, lasting [6] seconds. The [Habitual Casting] state is removed after it is triggered once.

    2

    The Sage enters the [Habitual Casting] state when releasing [2] Elemental Arrows of the same attribute. While in this state, the cast time of Elemental Arrows of the same attribute is reduced by [0] seconds, lasting [7] seconds. The [Habitual Casting] state is removed after it is triggered once.

    3

    The Sage enters the [Habitual Casting] state when releasing [2] Elemental Arrows of the same attribute. While in this state, the cast time of Elemental Arrows of the same attribute is reduced by [0] seconds, lasting [8] seconds. The [Habitual Casting] state is removed after it is triggered once.

    4

    The Sage enters the [Habitual Casting] state when releasing [2] Elemental Arrows of the same attribute. While in this state, the cast time of Elemental Arrows of the same attribute is reduced by [9] seconds, lasting [0] seconds. The [Habitual Casting] state is removed after it is triggered once.

    5

    The Sage enters the [Habitual Casting] state when releasing [2] Elemental Arrows of the same attribute. While in this state, the cast time of Elemental Arrows of the same attribute is reduced by [0] seconds, lasting [10] seconds. The [Habitual Casting] state is removed after it is triggered once.

  • 1

    Increases the cast range of Heaven's Drive, Fire Bolt, Cold Bolt, and Lightning Bolt by 0m.

    2

    Increases the cast range of Heaven's Drive, Fire Bolt, Cold Bolt, and Lightning Bolt by 1m.

    3

    Increases the cast range of Heaven's Drive, Fire Bolt, Cold Bolt, and Lightning Bolt by 1m.

    4

    Increases the cast range of Heaven's Drive, Fire Bolt, Cold Bolt, and Lightning Bolt by 2m.

    5

    Increases the cast range of Heaven's Drive, Fire Bolt, Cold Bolt, and Lightning Bolt by 2m.

  • 1

    Enters the [Enhanced Elemental Arrow] state after casting a skill, which increases the range of the corresponding Elemental Arrows you cast to a [3]m radius. [Enhanced Elemental Arrow] lasts for 23] seconds. The triggered type of Enhanced Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    2

    Enters the [Enhanced Elemental Arrow] state after casting a skill, which increases the range of the corresponding Elemental Arrows you cast to a [3]m radius. [Enhanced Elemental Arrow] lasts for 26] seconds. The triggered type of Enhanced Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    3

    Enters the [Enhanced Elemental Arrow] state after casting a skill, which increases the range of the corresponding Elemental Arrows you cast to a [3]m radius. [Enhanced Elemental Arrow] lasts for 29] seconds. The triggered type of Enhanced Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    4

    Enters the [Enhanced Elemental Arrow] state after casting a skill, which increases the range of the corresponding Elemental Arrows you cast to a [3]m radius. [Enhanced Elemental Arrow] lasts for 32] seconds. The triggered type of Enhanced Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    5

    Enters the [Enhanced Elemental Arrow] state after casting a skill, which increases the range of the corresponding Elemental Arrows you cast to a [3]m radius. [Enhanced Elemental Arrow] lasts for 35] seconds. The triggered type of Enhanced Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    6

    Enters the [Enhanced Elemental Arrow] state after casting a skill, which increases the range of the corresponding Elemental Arrows you cast to a [3]m radius. [Enhanced Elemental Arrow] lasts for 38] seconds. The triggered type of Enhanced Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    7

    Enters the [Enhanced Elemental Arrow] state after casting a skill, which increases the range of the corresponding Elemental Arrows you cast to a [3]m radius. [Enhanced Elemental Arrow] lasts for 41] seconds. The triggered type of Enhanced Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    8

    Enters the [Enhanced Elemental Arrow] state after casting a skill, which increases the range of the corresponding Elemental Arrows you cast to a [3]m radius. [Enhanced Elemental Arrow] lasts for 44] seconds. The triggered type of Enhanced Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    9

    Enters the [Enhanced Elemental Arrow] state after casting a skill, which increases the range of the corresponding Elemental Arrows you cast to a [3]m radius. [Enhanced Elemental Arrow] lasts for 47] seconds. The triggered type of Enhanced Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    10

    Enters the [Enhanced Elemental Arrow] state after casting a skill, which increases the range of the corresponding Elemental Arrows you cast to a [3]m radius. [Enhanced Elemental Arrow] lasts for 50] seconds. The triggered type of Enhanced Elemental Arrow is related to the 1 consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

  • 1

    Creates an 8 × 8m elemental field around you that lasts for 33 seconds. The attribute of the elemental field will correspond to the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Field effect: Deals magic damage of the corresponding attribute ×13% to all enemy targets within range every second and reduces damage taken from the corresponding attribute in the field by 33%. Only 1 type of elemental field can exist at any time. The creation of a new elemental field will terminate the previous elemental field. If there are multiple elemental fields of the same attribute, their effects do not stack. Costs 1 Yellow Gemstone.

    2

    Creates an 8 × 8m elemental field around you that lasts for 36 seconds. The attribute of the elemental field will correspond to the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Field effect: Deals magic damage of the corresponding attribute ×16% to all enemy targets within range every second and reduces damage taken from the corresponding attribute in the field by 36%. Only 1 type of elemental field can exist at any time. The creation of a new elemental field will terminate the previous elemental field. If there are multiple elemental fields of the same attribute, their effects do not stack. Costs 1 Yellow Gemstone.

    3

    Creates an 8 × 8m elemental field around you that lasts for 19 seconds. The attribute of the elemental field will correspond to the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Field effect: Deals magic damage of the corresponding attribute ×39% to all enemy targets within range every second and reduces damage taken from the corresponding attribute in the field by 39%. Only 1 type of elemental field can exist at any time. The creation of a new elemental field will terminate the previous elemental field. If there are multiple elemental fields of the same attribute, their effects do not stack. Costs 1 Yellow Gemstone.

    4

    Creates an 8 × 8m elemental field around you that lasts for 22 seconds. The attribute of the elemental field will correspond to the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Field effect: Deals magic damage of the corresponding attribute ×42% to all enemy targets within range every second and reduces damage taken from the corresponding attribute in the field by 42%. Only 1 type of elemental field can exist at any time. The creation of a new elemental field will terminate the previous elemental field. If there are multiple elemental fields of the same attribute, their effects do not stack. Costs 1 Yellow Gemstone.

    5

    Creates an 8 × 8m elemental field around you that lasts for 45 seconds. The attribute of the elemental field will correspond to the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Field effect: Deals magic damage of the corresponding attribute ×45% to all enemy targets within range every second and reduces damage taken from the corresponding attribute in the field by 25%. Only 1 type of elemental field can exist at any time. The creation of a new elemental field will terminate the previous elemental field. If there are multiple elemental fields of the same attribute, their effects do not stack. Costs 1 Yellow Gemstone.

    6

    Creates an 8 × 8m elemental field around you that lasts for 48 seconds. The attribute of the elemental field will correspond to the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Field effect: Deals magic damage of the corresponding attribute ×48% to all enemy targets within range every second and reduces damage taken from the corresponding attribute in the field by 28%. Only 1 type of elemental field can exist at any time. The creation of a new elemental field will terminate the previous elemental field. If there are multiple elemental fields of the same attribute, their effects do not stack. Costs 1 Yellow Gemstone.

    7

    Creates an 8 × 8m elemental field around you that lasts for 51 seconds. The attribute of the elemental field will correspond to the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Field effect: Deals magic damage of the corresponding attribute ×31% to all enemy targets within range every second and reduces damage taken from the corresponding attribute in the field by 51%. Only 1 type of elemental field can exist at any time. The creation of a new elemental field will terminate the previous elemental field. If there are multiple elemental fields of the same attribute, their effects do not stack. Costs 1 Yellow Gemstone.

    8

    Creates an 8 × 8m elemental field around you that lasts for 54 seconds. The attribute of the elemental field will correspond to the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Field effect: Deals magic damage of the corresponding attribute ×54% to all enemy targets within range every second and reduces damage taken from the corresponding attribute in the field by 34%. Only 1 type of elemental field can exist at any time. The creation of a new elemental field will terminate the previous elemental field. If there are multiple elemental fields of the same attribute, their effects do not stack. Costs 1 Yellow Gemstone.

    9

    Creates an 8 × 8m elemental field around you that lasts for 57 seconds. The attribute of the elemental field will correspond to the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Field effect: Deals magic damage of the corresponding attribute ×57% to all enemy targets within range every second and reduces damage taken from the corresponding attribute in the field by 37%. Only 1 type of elemental field can exist at any time. The creation of a new elemental field will terminate the previous elemental field. If there are multiple elemental fields of the same attribute, their effects do not stack. Costs 1 Yellow Gemstone.

    10

    Creates an 8 × 8m elemental field around you that lasts for 60 seconds. The attribute of the elemental field will correspond to the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Field effect: Deals magic damage of the corresponding attribute ×40% to all enemy targets within range every second and reduces damage taken from the corresponding attribute in the field by 60%. Only 1 type of elemental field can exist at any time. The creation of a new elemental field will terminate the previous elemental field. If there are multiple elemental fields of the same attribute, their effects do not stack. Costs 1 Yellow Gemstone.

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).