Scholar

Job Bonus Attributes

Will be added later

Job Skills

  • 1

    Converts [7%] of Max SP to [7%] of Max HP.

    2

    Converts [9%] of Max SP to [9%] of Max HP.

    3

    Converts [11%] of Max SP to [11%] of Max HP.

    4

    Converts [13%] of Max SP to [13%] of Max HP.

    5

    Converts [15%] of Max SP to [15%] of Max HP.

  • 1

    Exchange SP with the target player. After the exchange, the target gains your current SP and you gain 30% of the target's Max SP. When the target is an enemy player, the target will be inflicted with Deplete, which prevents them from recovering SP. While under the Deplete status, 10% of Max SP is deducted every second. The player cannot recover SP by consuming potions or regenerating SP naturally. Deplete lasts for 5 seconds. When the target is a monster, restores your SP by 2% of Max SP.

    2

    Exchange SP with the target player. After the exchange, the target gains your current SP and you gain 35% of the target's Max SP. When the target is an enemy player, the target will be inflicted with Deplete, which prevents them from recovering SP. While under the Deplete status, 10% of Max SP is deducted every second. The player cannot recover SP by consuming potions or regenerating SP naturally. Deplete lasts for 5 seconds. When the target is a monster, restores your SP by 4% of Max SP.

    3

    Exchange SP with the target player. After the exchange, the target gains your current SP and you gain 40% of the target's Max SP. When the target is an enemy player, the target will be inflicted with Deplete, which prevents them from recovering SP. While under the Deplete status, 10% of Max SP is deducted every second. The player cannot recover SP by consuming potions or regenerating SP naturally. Deplete lasts for 5 seconds. When the target is a monster, restores your SP by 6% of Max SP.

    4

    Exchange SP with the target player. After the exchange, the target gains your current SP and you gain 8% of the target's Max SP. When the target is an enemy player, the target will be inflicted with Deplete, which prevents them from recovering SP. While under the Deplete status, 10% of Max SP is deducted every second. The player cannot recover SP by consuming potions or regenerating SP naturally. Deplete lasts for 5 seconds. When the target is a monster, restores your SP by 45% of Max SP.

    5

    Exchange SP with the target player. After the exchange, the target gains your current SP and you gain 50% of the target's Max SP. When the target is an enemy player, the target will be inflicted with Deplete, which prevents them from recovering SP. While under the Deplete status, 10% of Max SP is deducted every second. The player cannot recover SP by consuming potions or regenerating SP naturally. Deplete lasts for 5 seconds. When the target is a monster, restores your SP by 10% of Max SP.

  • 1

    When an enemy player casts Spell Breaker, Dispell, or Soul Change, deals Neutral damage equal to 30% of Max SP to them.

    2

    When an enemy player casts Spell Breaker, Dispell, or Soul Change, deals Neutral damage equal to 35% of Max SP to them.

    3

    When an enemy player casts Spell Breaker, Dispell, or Soul Change, deals Neutral damage equal to 40% of Max SP to them.

    4

    When an enemy player casts Spell Breaker, Dispell, or Soul Change, deals Neutral damage equal to 45% of Max SP to them.

    5

    When an enemy player casts Spell Breaker, Dispell, or Soul Change, deals Neutral damage equal to 50% of Max SP to them.

  • 1

    When an enemy player casts Spell Breaker, Dispell, or Soul Change, the target has a Mental Breakdownm which has a 10% chance to reduce the target's M.ATK by 4% and M.DEF by 2% for 6 seconds. This has no effect on Boss, Mini, or MVP targets.

    2

    When an enemy player casts Spell Breaker, Dispell, or Soul Change, the target has a Mental Breakdownm which has a 4% chance to reduce the target's M.ATK by 20% and M.DEF by 8% for 6 seconds. This has no effect on Boss, Mini, or MVP targets.

    3

    When an enemy player casts Spell Breaker, Dispell, or Soul Change, the target has a Mental Breakdownm which has a 6% chance to reduce the target's M.ATK by 30% and M.DEF by 12% for 6 seconds. This has no effect on Boss, Mini, or MVP targets.

    4

    When an enemy player casts Spell Breaker, Dispell, or Soul Change, the target has a Mental Breakdownm which has a 40% chance to reduce the target's M.ATK by 16% and M.DEF by 8% for 6 seconds. This has no effect on Boss, Mini, or MVP targets.

    5

    When an enemy player casts Spell Breaker, Dispell, or Soul Change, the target has a Mental Breakdownm which has a 10% chance to reduce the target's M.ATK by 50% and M.DEF by 20% for 6 seconds. This has no effect on Boss, Mini, or MVP targets.

  • 1

    Shoots spider webs at the target, immobilizing them for 3 seconds. Increases the damage the target takes from Fire attribute attacks by 2%. The immobilization effect ends early after an immobilized target takes Fire damage 18 times.

    2

    Shoots spider webs at the target, immobilizing them for 21 seconds. Increases the damage the target takes from Fire attribute attacks by 3%. The immobilization effect ends early after an immobilized target takes Fire damage 4 times.

    3

    Shoots spider webs at the target, immobilizing them for 24 seconds. Increases the damage the target takes from Fire attribute attacks by 3%. The immobilization effect ends early after an immobilized target takes Fire damage 6 times.

    4

    Shoots spider webs at the target, immobilizing them for 3 seconds. Increases the damage the target takes from Fire attribute attacks by 8%. The immobilization effect ends early after an immobilized target takes Fire damage 27 times.

    5

    Shoots spider webs at the target, immobilizing them for 30 seconds. Increases the damage the target takes from Fire attribute attacks by 3%. The immobilization effect ends early after an immobilized target takes Fire damage 10 times.

  • 1

    Enchants the weapon, granting yourself the [Spell Fist] status. [Spell Fist] changes the attribute of your weapon to a corresponding element depending on the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Normal attacks made while [Spell Fist] is in effect have a [20%] chance to additionally deal M.ATK ×[1%] magic damage of the corresponding attribute to the target [6] times. [Spell Fist] lasts for [600] seconds.

    2

    Enchants the weapon, granting yourself the [Spell Fist] status. [Spell Fist] changes the attribute of your weapon to a corresponding element depending on the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Normal attacks made while [Spell Fist] is in effect have a [20%] chance to additionally deal M.ATK ×[2%] magic damage of the corresponding attribute to the target [6] times. [Spell Fist] lasts for [600] seconds.

    3

    Enchants the weapon, granting yourself the [Spell Fist] status. [Spell Fist] changes the attribute of your weapon to a corresponding element depending on the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Normal attacks made while [Spell Fist] is in effect have a [20%] chance to additionally deal M.ATK ×[3%] magic damage of the corresponding attribute to the target [6] times. [Spell Fist] lasts for [600] seconds.

    4

    Enchants the weapon, granting yourself the [Spell Fist] status. [Spell Fist] changes the attribute of your weapon to a corresponding element depending on the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Normal attacks made while [Spell Fist] is in effect have a [20%] chance to additionally deal M.ATK ×[4%] magic damage of the corresponding attribute to the target [6] times. [Spell Fist] lasts for [600] seconds.

    5

    Enchants the weapon, granting yourself the [Spell Fist] status. [Spell Fist] changes the attribute of your weapon to a corresponding element depending on the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Normal attacks made while [Spell Fist] is in effect have a [20%] chance to additionally deal M.ATK ×[5%] magic damage of the corresponding attribute to the target [6] times. [Spell Fist] lasts for [600] seconds.

    6

    Enchants the weapon, granting yourself the [Spell Fist] status. [Spell Fist] changes the attribute of your weapon to a corresponding element depending on the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Normal attacks made while [Spell Fist] is in effect have a [20%] chance to additionally deal M.ATK ×[6%] magic damage of the corresponding attribute to the target [6] times. [Spell Fist] lasts for [600] seconds.

    7

    Enchants the weapon, granting yourself the [Spell Fist] status. [Spell Fist] changes the attribute of your weapon to a corresponding element depending on the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Normal attacks made while [Spell Fist] is in effect have a [20%] chance to additionally deal M.ATK ×[7%] magic damage of the corresponding attribute to the target [6] times. [Spell Fist] lasts for [600] seconds.

    8

    Enchants the weapon, granting yourself the [Spell Fist] status. [Spell Fist] changes the attribute of your weapon to a corresponding element depending on the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Normal attacks made while [Spell Fist] is in effect have a [20%] chance to additionally deal M.ATK ×[8%] magic damage of the corresponding attribute to the target [6] times. [Spell Fist] lasts for [600] seconds.

    9

    Enchants the weapon, granting yourself the [Spell Fist] status. [Spell Fist] changes the attribute of your weapon to a corresponding element depending on the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Normal attacks made while [Spell Fist] is in effect have a [20%] chance to additionally deal M.ATK ×[9%] magic damage of the corresponding attribute to the target [6] times. [Spell Fist] lasts for [600] seconds.

    10

    Enchants the weapon, granting yourself the [Spell Fist] status. [Spell Fist] changes the attribute of your weapon to a corresponding element depending on the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind). Normal attacks made while [Spell Fist] is in effect have a [20%] chance to additionally deal M.ATK ×[10%] magic damage of the corresponding attribute to the target [6] times. [Spell Fist] lasts for [600] seconds.

  • 1

    Sages comprehend the secrets of battle once again, using the power of magic to enhance weapons. Striking lasts for 120 seconds. While this status is in effect, increases the damage you deal to the target by 0% for every 1% Max HP they lose during this time.\nCosts 1 Red Gemstone.

    2

    Sages comprehend the secrets of battle once again, using the power of magic to enhance weapons. Striking lasts for 140 seconds. While this status is in effect, increases the damage you deal to the target by 0% for every 1% Max HP they lose during this time.\nCosts 1 Red Gemstone.

    3

    Sages comprehend the secrets of battle once again, using the power of magic to enhance weapons. Striking lasts for 160 seconds. While this status is in effect, increases the damage you deal to the target by 0% for every 1% Max HP they lose during this time.\nCosts 1 Red Gemstone.

    4

    Sages comprehend the secrets of battle once again, using the power of magic to enhance weapons. Striking lasts for 180 seconds. While this status is in effect, increases the damage you deal to the target by 0% for every 1% Max HP they lose during this time.\nCosts 1 Red Gemstone.

    5

    Sages comprehend the secrets of battle once again, using the power of magic to enhance weapons. Striking lasts for 0 seconds. While this status is in effect, increases the damage you deal to the target by 200% for every 1% Max HP they lose during this time.\nCosts 1 Red Gemstone.

    6

    Sages comprehend the secrets of battle once again, using the power of magic to enhance weapons. Striking lasts for 0 seconds. While this status is in effect, increases the damage you deal to the target by 220% for every 1% Max HP they lose during this time.\nCosts 1 Red Gemstone.

    7

    Sages comprehend the secrets of battle once again, using the power of magic to enhance weapons. Striking lasts for 0 seconds. While this status is in effect, increases the damage you deal to the target by 240% for every 1% Max HP they lose during this time.\nCosts 1 Red Gemstone.

    8

    Sages comprehend the secrets of battle once again, using the power of magic to enhance weapons. Striking lasts for 260 seconds. While this status is in effect, increases the damage you deal to the target by 0% for every 1% Max HP they lose during this time.\nCosts 1 Red Gemstone.

    9

    Sages comprehend the secrets of battle once again, using the power of magic to enhance weapons. Striking lasts for 280 seconds. While this status is in effect, increases the damage you deal to the target by 0% for every 1% Max HP they lose during this time.\nCosts 1 Red Gemstone.

    10

    Sages comprehend the secrets of battle once again, using the power of magic to enhance weapons. Striking lasts for 300 seconds. While this status is in effect, increases the damage you deal to the target by 0% for every 1% Max HP they lose during this time.\nCosts 1 Red Gemstone.

  • 1

    Extensive studying of elements has increased the Earth/Fire/Water/Wind damage of Sages by 1%.

    2

    Extensive studying of elements has increased the Earth/Fire/Water/Wind damage of Sages by 2%.

    3

    Extensive studying of elements has increased the Earth/Fire/Water/Wind damage of Sages by 3%.

    4

    Extensive studying of elements has increased the Earth/Fire/Water/Wind damage of Sages by 4%.

    5

    Extensive studying of elements has increased the Earth/Fire/Water/Wind damage of Sages by 5%.

  • 1

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 2% chance to enter the Memorize state. Memorize lasts for 2 seconds. Memorize also makes the next Elemental Bolt cast instantly. The Elemental Bolt cast in the Memorize state will not trigger Habitual Casting, Memorize, and Double Casting.

    2

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 4% chance to enter the Memorize state. Memorize lasts for 2 seconds. Memorize also makes the next Elemental Bolt cast instantly. The Elemental Bolt cast in the Memorize state will not trigger Habitual Casting, Memorize, and Double Casting.

    3

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 6% chance to enter the Memorize state. Memorize lasts for 2 seconds. Memorize also makes the next Elemental Bolt cast instantly. The Elemental Bolt cast in the Memorize state will not trigger Habitual Casting, Memorize, and Double Casting.

    4

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 8% chance to enter the Memorize state. Memorize lasts for 2 seconds. Memorize also makes the next Elemental Bolt cast instantly. The Elemental Bolt cast in the Memorize state will not trigger Habitual Casting, Memorize, and Double Casting.

    5

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 10% chance to enter the Memorize state. Memorize lasts for 2 seconds. Memorize also makes the next Elemental Bolt cast instantly. The Elemental Bolt cast in the Memorize state will not trigger Habitual Casting, Memorize, and Double Casting.

    6

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 12% chance to enter the Memorize state. Memorize lasts for 2 seconds. Memorize also makes the next Elemental Bolt cast instantly. The Elemental Bolt cast in the Memorize state will not trigger Habitual Casting, Memorize, and Double Casting.

    7

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 14% chance to enter the Memorize state. Memorize lasts for 2 seconds. Memorize also makes the next Elemental Bolt cast instantly. The Elemental Bolt cast in the Memorize state will not trigger Habitual Casting, Memorize, and Double Casting.

    8

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 16% chance to enter the Memorize state. Memorize lasts for 2 seconds. Memorize also makes the next Elemental Bolt cast instantly. The Elemental Bolt cast in the Memorize state will not trigger Habitual Casting, Memorize, and Double Casting.

    9

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 18% chance to enter the Memorize state. Memorize lasts for 2 seconds. Memorize also makes the next Elemental Bolt cast instantly. The Elemental Bolt cast in the Memorize state will not trigger Habitual Casting, Memorize, and Double Casting.

    10

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 20% chance to enter the Memorize state. Memorize lasts for 2 seconds. Memorize also makes the next Elemental Bolt cast instantly. The Elemental Bolt cast in the Memorize state will not trigger Habitual Casting, Memorize, and Double Casting.

  • 1

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 2% chance to immediately cast the same Elemental Arrow again. Elemental Arrows cast through Double Casting will not trigger Memorize.

    2

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 4% chance to immediately cast the same Elemental Arrow again. Elemental Arrows cast through Double Casting will not trigger Memorize.

    3

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 6% chance to immediately cast the same Elemental Arrow again. Elemental Arrows cast through Double Casting will not trigger Memorize.

    4

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 8% chance to immediately cast the same Elemental Arrow again. Elemental Arrows cast through Double Casting will not trigger Memorize.

    5

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 10% chance to immediately cast the same Elemental Arrow again. Elemental Arrows cast through Double Casting will not trigger Memorize.

    6

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 12% chance to immediately cast the same Elemental Arrow again. Elemental Arrows cast through Double Casting will not trigger Memorize.

    7

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 14% chance to immediately cast the same Elemental Arrow again. Elemental Arrows cast through Double Casting will not trigger Memorize.

    8

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 16% chance to immediately cast the same Elemental Arrow again. Elemental Arrows cast through Double Casting will not trigger Memorize.

    9

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 18% chance to immediately cast the same Elemental Arrow again. Elemental Arrows cast through Double Casting will not trigger Memorize.

    10

    After actively casting Fire Bolt, Cold Bolt, Lightning Bolt, or Heaven's Drive, there is a 20% chance to immediately cast the same Elemental Arrow again. Elemental Arrows cast through Double Casting will not trigger Memorize.

  • 1

    Extensive studying of monsters has increased your DMG Reduction against damage dealt by Fire, Water, Wind, and Earth monsters by 6% and increased your damage dealt to Fire, Water, Wind, and Earth monsters by 2%.

    2

    Extensive studying of monsters has increased your DMG Reduction against damage dealt by Fire, Water, Wind, and Earth monsters by 7% and increased your damage dealt to Fire, Water, Wind, and Earth monsters by 4%.

    3

    Extensive studying of monsters has increased your DMG Reduction against damage dealt by Fire, Water, Wind, and Earth monsters by 8% and increased your damage dealt to Fire, Water, Wind, and Earth monsters by 6%.

    4

    Extensive studying of monsters has increased your DMG Reduction against damage dealt by Fire, Water, Wind, and Earth monsters by 8% and increased your damage dealt to Fire, Water, Wind, and Earth monsters by 9%.

    5

    Extensive studying of monsters has increased your DMG Reduction against damage dealt by Fire, Water, Wind, and Earth monsters by 10% and increased your damage dealt to Fire, Water, Wind, and Earth monsters by 10%.

  • 1

    After you and your party members leave the elemental field, the field's effect will last for another 2 seconds.

    2

    After you and your party members leave the elemental field, the field's effect will last for another 4 seconds.

    3

    After you and your party members leave the elemental field, the field's effect will last for another 6 seconds.

    4

    After you and your party members leave the elemental field, the field's effect will last for another 8 seconds.

    5

    After you and your party members leave the elemental field, the field's effect will last for another 10 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).