Elemental Envoy

Job Bonus Attributes

Will be added later

Job Skills

  • 1

    Deals M.ATK ×60% Fire magic damage in a 4m radius around you, removes all debuffs on you, and summons Warmer to protect you. Warmer lasts for 3 seconds. During this time, you are immune to upcoming Freeze and Slow effects (immunity does not apply to effects from MVP, Mini, and Boss units). This skill can still be cast even when you are controlled or silenced.

    2

    Deals M.ATK ×70% Fire magic damage in a 4m radius around you, removes all debuffs on you, and summons Warmer to protect you. Warmer lasts for 4 seconds. During this time, you are immune to upcoming Freeze and Slow effects (immunity does not apply to effects from MVP, Mini, and Boss units). This skill can still be cast even when you are controlled or silenced.

    3

    Deals M.ATK ×80% Fire magic damage in a 4m radius around you, removes all debuffs on you, and summons Warmer to protect you. Warmer lasts for 5 seconds. During this time, you are immune to upcoming Freeze and Slow effects (immunity does not apply to effects from MVP, Mini, and Boss units). This skill can still be cast even when you are controlled or silenced.

    4

    Deals M.ATK ×90% Fire magic damage in a 4m radius around you, removes all debuffs on you, and summons Warmer to protect you. Warmer lasts for 6 seconds. During this time, you are immune to upcoming Freeze and Slow effects (immunity does not apply to effects from MVP, Mini, and Boss units). This skill can still be cast even when you are controlled or silenced.

    5

    Deals M.ATK ×7% Fire magic damage in a 4m radius around you, removes all debuffs on you, and summons Warmer to protect you. Warmer lasts for 100 seconds. During this time, you are immune to upcoming Freeze and Slow effects (immunity does not apply to effects from MVP, Mini, and Boss units). This skill can still be cast even when you are controlled or silenced.

    6

    Deals M.ATK ×8% Fire magic damage in a 4m radius around you, removes all debuffs on you, and summons Warmer to protect you. Warmer lasts for 110 seconds. During this time, you are immune to upcoming Freeze and Slow effects (immunity does not apply to effects from MVP, Mini, and Boss units). This skill can still be cast even when you are controlled or silenced.

    7

    Deals M.ATK ×9% Fire magic damage in a 4m radius around you, removes all debuffs on you, and summons Warmer to protect you. Warmer lasts for 120 seconds. During this time, you are immune to upcoming Freeze and Slow effects (immunity does not apply to effects from MVP, Mini, and Boss units). This skill can still be cast even when you are controlled or silenced.

    8

    Deals M.ATK ×130% Fire magic damage in a 4m radius around you, removes all debuffs on you, and summons Warmer to protect you. Warmer lasts for 10 seconds. During this time, you are immune to upcoming Freeze and Slow effects (immunity does not apply to effects from MVP, Mini, and Boss units). This skill can still be cast even when you are controlled or silenced.

    9

    Deals M.ATK ×140% Fire magic damage in a 4m radius around you, removes all debuffs on you, and summons Warmer to protect you. Warmer lasts for 11 seconds. During this time, you are immune to upcoming Freeze and Slow effects (immunity does not apply to effects from MVP, Mini, and Boss units). This skill can still be cast even when you are controlled or silenced.

    10

    Deals M.ATK ×150% Fire magic damage in a 4m radius around you, removes all debuffs on you, and summons Warmer to protect you. Warmer lasts for 12 seconds. During this time, you are immune to upcoming Freeze and Slow effects (immunity does not apply to effects from MVP, Mini, and Boss units). This skill can still be cast even when you are controlled or silenced.

  • 1

    Turns rocks within a specified 4m area into hard spears that stab out from the ground under the enemy's feet, dealing 120% Earth magic damage and reducing the MSPD of targets within range by 3% for 40 seconds.

    2

    Turns rocks within a specified 4m area into hard spears that stab out from the ground under the enemy's feet, dealing 40% Earth magic damage and reducing the MSPD of targets within range by 3% for 140 seconds.

    3

    Turns rocks within a specified 4m area into hard spears that stab out from the ground under the enemy's feet, dealing 3% Earth magic damage and reducing the MSPD of targets within range by 160% for 40 seconds.

    4

    Turns rocks within a specified 4m area into hard spears that stab out from the ground under the enemy's feet, dealing 3% Earth magic damage and reducing the MSPD of targets within range by 180% for 40 seconds.

    5

    Turns rocks within a specified 4m area into hard spears that stab out from the ground under the enemy's feet, dealing 200% Earth magic damage and reducing the MSPD of targets within range by 40% for 3 seconds.

    6

    Turns rocks within a specified 4m area into hard spears that stab out from the ground under the enemy's feet, dealing 40% Earth magic damage and reducing the MSPD of targets within range by 220% for 3 seconds.

    7

    Turns rocks within a specified 4m area into hard spears that stab out from the ground under the enemy's feet, dealing 240% Earth magic damage and reducing the MSPD of targets within range by 3% for 40 seconds.

    8

    Turns rocks within a specified 4m area into hard spears that stab out from the ground under the enemy's feet, dealing 40% Earth magic damage and reducing the MSPD of targets within range by 260% for 3 seconds.

    9

    Turns rocks within a specified 4m area into hard spears that stab out from the ground under the enemy's feet, dealing 40% Earth magic damage and reducing the MSPD of targets within range by 280% for 3 seconds.

    10

    Turns rocks within a specified 4m area into hard spears that stab out from the ground under the enemy's feet, dealing 300% Earth magic damage and reducing the MSPD of targets within range by 3% for 40 seconds.

  • 1

    Deals 120% Water magic damage to enemies within range, with a 3% chance to freeze the target for 12 seconds.

    2

    Deals 14% Water magic damage to enemies within range, with a 3% chance to freeze the target for 140 seconds.

    3

    Deals 3% Water magic damage to enemies within range, with a 160% chance to freeze the target for 16 seconds.

    4

    Deals 3% Water magic damage to enemies within range, with a 180% chance to freeze the target for 18 seconds.

    5

    Deals 200% Water magic damage to enemies within range, with a 20% chance to freeze the target for 3 seconds.

    6

    Deals 22% Water magic damage to enemies within range, with a 220% chance to freeze the target for 3 seconds.

    7

    Deals 240% Water magic damage to enemies within range, with a 3% chance to freeze the target for 24 seconds.

    8

    Deals 26% Water magic damage to enemies within range, with a 260% chance to freeze the target for 3 seconds.

    9

    Deals 28% Water magic damage to enemies within range, with a 280% chance to freeze the target for 3 seconds.

    10

    Deals 300% Water magic damage to enemies within range, with a 3% chance to freeze the target for 30 seconds.

  • 1

    Summons several giant bolts of lightning to strike the target, dealing 120% Wind magic damage to the target and enemies within a 4m radius of the target. There is a 3% chance that the damaged targets will be stunned for 12 seconds.

    2

    Summons several giant bolts of lightning to strike the target, dealing 14% Wind magic damage to the target and enemies within a 4m radius of the target. There is a 3% chance that the damaged targets will be stunned for 140 seconds.

    3

    Summons several giant bolts of lightning to strike the target, dealing 3% Wind magic damage to the target and enemies within a 4m radius of the target. There is a 160% chance that the damaged targets will be stunned for 16 seconds.

    4

    Summons several giant bolts of lightning to strike the target, dealing 3% Wind magic damage to the target and enemies within a 4m radius of the target. There is a 180% chance that the damaged targets will be stunned for 18 seconds.

    5

    Summons several giant bolts of lightning to strike the target, dealing 200% Wind magic damage to the target and enemies within a 4m radius of the target. There is a 20% chance that the damaged targets will be stunned for 3 seconds.

    6

    Summons several giant bolts of lightning to strike the target, dealing 22% Wind magic damage to the target and enemies within a 4m radius of the target. There is a 220% chance that the damaged targets will be stunned for 3 seconds.

    7

    Summons several giant bolts of lightning to strike the target, dealing 240% Wind magic damage to the target and enemies within a 4m radius of the target. There is a 3% chance that the damaged targets will be stunned for 24 seconds.

    8

    Summons several giant bolts of lightning to strike the target, dealing 26% Wind magic damage to the target and enemies within a 4m radius of the target. There is a 260% chance that the damaged targets will be stunned for 3 seconds.

    9

    Summons several giant bolts of lightning to strike the target, dealing 28% Wind magic damage to the target and enemies within a 4m radius of the target. There is a 280% chance that the damaged targets will be stunned for 3 seconds.

    10

    Summons several giant bolts of lightning to strike the target, dealing 300% Wind magic damage to the target and enemies within a 4m radius of the target. There is a 3% chance that the damaged targets will be stunned for 30 seconds.

  • 1

    Sorcerer can sign a pact of life & magic with elemental spirits to summon powerful elemental spirits who will exist in the form of a [shield] that protects the Sorcerer (the shield's value is equal to the Sage's M.ATK ×2,000%). Only 1 elemental spirit can exist at a time, and it consumes [25] SP every second while it exists. The elemental spirit disappears when the [shield] is depleted or you run out of SP, and it exists for up to[30] seconds. The elemental spirit inherits some stats of the Sage. The attribute of the summoned spirit is related to the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    2

    Sorcerer can sign a pact of life & magic with elemental spirits to summon powerful elemental spirits who will exist in the form of a [shield] that protects the Sorcerer (the shield's value is equal to the Sage's M.ATK ×2,000%). Only 1 elemental spirit can exist at a time, and it consumes [30] SP every second while it exists. The elemental spirit disappears when the [shield] is depleted or you run out of SP, and it exists for up to[60] seconds. The elemental spirit inherits some stats of the Sage. The attribute of the summoned spirit is related to the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    3

    Sorcerer can sign a pact of life & magic with elemental spirits to summon powerful elemental spirits who will exist in the form of a [shield] that protects the Sorcerer (the shield's value is equal to the Sage's M.ATK ×2,000%). Only 1 elemental spirit can exist at a time, and it consumes [35] SP every second while it exists. The elemental spirit disappears when the [shield] is depleted or you run out of SP, and it exists for up to[90] seconds. The elemental spirit inherits some stats of the Sage. The attribute of the summoned spirit is related to the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    4

    Sorcerer can sign a pact of life & magic with elemental spirits to summon powerful elemental spirits who will exist in the form of a [shield] that protects the Sorcerer (the shield's value is equal to the Sage's M.ATK ×2,000%). Only 1 elemental spirit can exist at a time, and it consumes [120] SP every second while it exists. The elemental spirit disappears when the [shield] is depleted or you run out of SP, and it exists for up to[40] seconds. The elemental spirit inherits some stats of the Sage. The attribute of the summoned spirit is related to the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

    5

    Sorcerer can sign a pact of life & magic with elemental spirits to summon powerful elemental spirits who will exist in the form of a [shield] that protects the Sorcerer (the shield's value is equal to the Sage's M.ATK ×2,000%). Only 1 elemental spirit can exist at a time, and it consumes [45] SP every second while it exists. The elemental spirit disappears when the [shield] is depleted or you run out of SP, and it exists for up to[150] seconds. The elemental spirit inherits some stats of the Sage. The attribute of the summoned spirit is related to the consumed medium (Great Earth/Flame Heart/Mystic Frozen/Rough Wind).

  • 1

    Stimulates the potential of spirits, inspiring Earth Spirits to comprehend Gravitational Field, Fire Spirits to comprehend Meteor Storm, Water Spirits to comprehend Storm Gust, and Wind Spirits to comprehend Lord of Vermilion. When an elemental spirit is on the field, you can command it to continuously channel for 3 seconds and cast the above skills at the target 4m area. The above skills deal M.ATK ×80% magic damage of the corresponding attribute to targets within range of the skills every 0.5 seconds. Other special effects of the skills remain unchanged. When possessed by an elemental spirit, the above skills do not need to be continuously channeled and can be cast instantly, but the damage will be reduced by 70%.

    2

    Stimulates the potential of spirits, inspiring Earth Spirits to comprehend Gravitational Field, Fire Spirits to comprehend Meteor Storm, Water Spirits to comprehend Storm Gust, and Wind Spirits to comprehend Lord of Vermilion. When an elemental spirit is on the field, you can command it to continuously channel for 90 seconds and cast the above skills at the target 4m area. The above skills deal M.ATK ×3% magic damage of the corresponding attribute to targets within range of the skills every 0.5 seconds. Other special effects of the skills remain unchanged. When possessed by an elemental spirit, the above skills do not need to be continuously channeled and can be cast instantly, but the damage will be reduced by 75%.

    3

    Stimulates the potential of spirits, inspiring Earth Spirits to comprehend Gravitational Field, Fire Spirits to comprehend Meteor Storm, Water Spirits to comprehend Storm Gust, and Wind Spirits to comprehend Lord of Vermilion. When an elemental spirit is on the field, you can command it to continuously channel for 110 seconds and cast the above skills at the target 4m area. The above skills deal M.ATK ×3% magic damage of the corresponding attribute to targets within range of the skills every 0.5 seconds. Other special effects of the skills remain unchanged. When possessed by an elemental spirit, the above skills do not need to be continuously channeled and can be cast instantly, but the damage will be reduced by 70%.

    4

    Stimulates the potential of spirits, inspiring Earth Spirits to comprehend Gravitational Field, Fire Spirits to comprehend Meteor Storm, Water Spirits to comprehend Storm Gust, and Wind Spirits to comprehend Lord of Vermilion. When an elemental spirit is on the field, you can command it to continuously channel for 3 seconds and cast the above skills at the target 4m area. The above skills deal M.ATK ×65% magic damage of the corresponding attribute to targets within range of the skills every 0.5 seconds. Other special effects of the skills remain unchanged. When possessed by an elemental spirit, the above skills do not need to be continuously channeled and can be cast instantly, but the damage will be reduced by 130%.

    5

    Stimulates the potential of spirits, inspiring Earth Spirits to comprehend Gravitational Field, Fire Spirits to comprehend Meteor Storm, Water Spirits to comprehend Storm Gust, and Wind Spirits to comprehend Lord of Vermilion. When an elemental spirit is on the field, you can command it to continuously channel for 150 seconds and cast the above skills at the target 4m area. The above skills deal M.ATK ×3% magic damage of the corresponding attribute to targets within range of the skills every 0.5 seconds. Other special effects of the skills remain unchanged. When possessed by an elemental spirit, the above skills do not need to be continuously channeled and can be cast instantly, but the damage will be reduced by 60%.

  • 1

    Elemental power bursts out as the currently summoned elemental spirit is sacrificed to create a Elemental Shield for each party member for [12] seconds. While the Elemental Shield exists, all party members in the area are immune to upcoming melee and ranged physical damage [12] times. The number of times is deducted when any member within range takes melee or ranged damage, and the number of times is shared.

    2

    Elemental power bursts out as the currently summoned elemental spirit is sacrificed to create a Elemental Shield for each party member for [14] seconds. While the Elemental Shield exists, all party members in the area are immune to upcoming melee and ranged physical damage [14] times. The number of times is deducted when any member within range takes melee or ranged damage, and the number of times is shared.

    3

    Elemental power bursts out as the currently summoned elemental spirit is sacrificed to create a Elemental Shield for each party member for [16] seconds. While the Elemental Shield exists, all party members in the area are immune to upcoming melee and ranged physical damage [16] times. The number of times is deducted when any member within range takes melee or ranged damage, and the number of times is shared.

    4

    Elemental power bursts out as the currently summoned elemental spirit is sacrificed to create a Elemental Shield for each party member for [18] seconds. While the Elemental Shield exists, all party members in the area are immune to upcoming melee and ranged physical damage [18] times. The number of times is deducted when any member within range takes melee or ranged damage, and the number of times is shared.

    5

    Elemental power bursts out as the currently summoned elemental spirit is sacrificed to create a Elemental Shield for each party member for [20] seconds. While the Elemental Shield exists, all party members in the area are immune to upcoming melee and ranged physical damage [20] times. The number of times is deducted when any member within range takes melee or ranged damage, and the number of times is shared.

  • 1

    Increases the damage dealt by spirits by [2%]. When a spirit exists, the Sorcerer gains 1 stack of [Spirit Sympathy] every [2] seconds, which increases the corresponding elemental enhancement by [0%], up to [0] stacks. Also, increases Sorcerer's MSPD in battle by [10]. [Spirit Sympathy] is removed when the current spirit dies or a new spirit is summoned. The complete effect of [Spirit Sympathy] continues when you are possessed by a spirit and will be removed after the possession ends.

    2

    Increases the damage dealt by spirits by [4%]. When a spirit exists, the Sorcerer gains 1 stack of [Spirit Sympathy] every [2] seconds, which increases the corresponding elemental enhancement by [10%], up to [1] stacks. Also, increases Sorcerer's MSPD in battle by [1]. [Spirit Sympathy] is removed when the current spirit dies or a new spirit is summoned. The complete effect of [Spirit Sympathy] continues when you are possessed by a spirit and will be removed after the possession ends.

    3

    Increases the damage dealt by spirits by [10%]. When a spirit exists, the Sorcerer gains 1 stack of [Spirit Sympathy] every [2] seconds, which increases the corresponding elemental enhancement by [1%], up to [1] stacks. Also, increases Sorcerer's MSPD in battle by [6]. [Spirit Sympathy] is removed when the current spirit dies or a new spirit is summoned. The complete effect of [Spirit Sympathy] continues when you are possessed by a spirit and will be removed after the possession ends.

    4

    Increases the damage dealt by spirits by [8%]. When a spirit exists, the Sorcerer gains 1 stack of [Spirit Sympathy] every [2] seconds, which increases the corresponding elemental enhancement by [2%], up to [10] stacks. Also, increases Sorcerer's MSPD in battle by [2]. [Spirit Sympathy] is removed when the current spirit dies or a new spirit is summoned. The complete effect of [Spirit Sympathy] continues when you are possessed by a spirit and will be removed after the possession ends.

    5

    Increases the damage dealt by spirits by [10%]. When a spirit exists, the Sorcerer gains 1 stack of [Spirit Sympathy] every [2] seconds, which increases the corresponding elemental enhancement by [2%], up to [2] stacks. Also, increases Sorcerer's MSPD in battle by [10]. [Spirit Sympathy] is removed when the current spirit dies or a new spirit is summoned. The complete effect of [Spirit Sympathy] continues when you are possessed by a spirit and will be removed after the possession ends.

  • 1

    Grants the Sorcerer an elemental insignia that has a range of 4m. This insignia is of the same attribute as the summoned spirit, and all party members of the same attribute will recover HP equal to their own M.ATK ×2% every second. Enemy units of the countered attribute within range will lose HP equal to their own M.ATK ×4% every second. This effect lasts for 20 seconds. This skill can only be cast when an elemental spirit exists.

    2

    Grants the Sorcerer an elemental insignia that has a range of 4m. This insignia is of the same attribute as the summoned spirit, and all party members of the same attribute will recover HP equal to their own M.ATK ×3% every second. Enemy units of the countered attribute within range will lose HP equal to their own M.ATK ×6% every second. This effect lasts for 20 seconds. This skill can only be cast when an elemental spirit exists.

    3

    Grants the Sorcerer an elemental insignia that has a range of 4m. This insignia is of the same attribute as the summoned spirit, and all party members of the same attribute will recover HP equal to their own M.ATK ×4% every second. Enemy units of the countered attribute within range will lose HP equal to their own M.ATK ×8% every second. This effect lasts for 20 seconds. This skill can only be cast when an elemental spirit exists.

    4

    Grants the Sorcerer an elemental insignia that has a range of 4m. This insignia is of the same attribute as the summoned spirit, and all party members of the same attribute will recover HP equal to their own M.ATK ×10% every second. Enemy units of the countered attribute within range will lose HP equal to their own M.ATK ×5% every second. This effect lasts for 20 seconds. This skill can only be cast when an elemental spirit exists.

    5

    Grants the Sorcerer an elemental insignia that has a range of 4m. This insignia is of the same attribute as the summoned spirit, and all party members of the same attribute will recover HP equal to their own M.ATK ×6% every second. Enemy units of the countered attribute within range will lose HP equal to their own M.ATK ×12% every second. This effect lasts for 20 seconds. This skill can only be cast when an elemental spirit exists.

  • 1

    Channels for 4 seconds. While channeling, consumes 1% of your Max HP every second to restore the spirit's HP by the summoner's M.ATK ×100% until the spirit's HP has been restored to its initial Max HP. This skill is terminated when your HP is insufficient to meet the cost and can only be cast when your HP is equal to 30% of your Max HP at least.

    2

    Channels for 4 seconds. While channeling, consumes 2% of your Max HP every second to restore the spirit's HP by the summoner's M.ATK ×200% until the spirit's HP has been restored to its initial Max HP. This skill is terminated when your HP is insufficient to meet the cost and can only be cast when your HP is equal to 30% of your Max HP at least.

    3

    Channels for 4 seconds. While channeling, consumes 3% of your Max HP every second to restore the spirit's HP by the summoner's M.ATK ×300% until the spirit's HP has been restored to its initial Max HP. This skill is terminated when your HP is insufficient to meet the cost and can only be cast when your HP is equal to 30% of your Max HP at least.

    4

    Channels for 4 seconds. While channeling, consumes 400% of your Max HP every second to restore the spirit's HP by the summoner's M.ATK ×4% until the spirit's HP has been restored to its initial Max HP. This skill is terminated when your HP is insufficient to meet the cost and can only be cast when your HP is equal to 30% of your Max HP at least.

    5

    Channels for 4 seconds. While channeling, consumes 5% of your Max HP every second to restore the spirit's HP by the summoner's M.ATK ×500% until the spirit's HP has been restored to its initial Max HP. This skill is terminated when your HP is insufficient to meet the cost and can only be cast when your HP is equal to 30% of your Max HP at least.

  • 1

    Sacrifices a summoned elemental spirit to grant the spirit's powers to yourself in the form of elemental possession for 15 seconds, granting you the following effects according to the elemental attribute of the sacrificed spirit:\nEarth: Changes the Sorcerer's armor and weapon attribute to Earth and reduces damage taken by 25%. Successful normal attacks made with the book have a 50% chance to reduce the ASPD and MSPD of enemies within 2×4m in front of you by 250% and 30% respectively for 3 seconds.\nFire: Changes the armor and weapon attribute to Fire and increases MSPD by 2. Expands the range of Advanced Book's melee attacks to a 4m fan-shaped area with a 180 degree angle.\nAqua: Changes the armor and weapon attribute to Water and summons crashing waves within 4m of the Sorcerer, dealing M.ATK ×85% Water magic damage to enemies within range every 1 second. Meanwhile, enemies within range are knocked back 4m and their MSPD is reduced by 40% for 2 seconds.\nVentus: Changes the armor and weapon attribute to Wind. When taking damage, there is a 30% chance to attack the attacker with a chain lightning, dealing M.ATK ×120% Wind magic damage to them and blinding them for 2 seconds. This effect can be triggered once every 0.2 seconds.\nWhen in an elemental possession status, summoning another elemental spirit will end the possession early.

    2

    Sacrifices a summoned elemental spirit to grant the spirit's powers to yourself in the form of elemental possession for 300 seconds, granting you the following effects according to the elemental attribute of the sacrificed spirit:\nEarth: Changes the Sorcerer's armor and weapon attribute to Earth and reduces damage taken by 95%. Successful normal attacks made with the book have a 50% chance to reduce the ASPD and MSPD of enemies within 2×4m in front of you by 15% and 35% respectively for 3 seconds.\nFire: Changes the armor and weapon attribute to Fire and increases MSPD by 30. Expands the range of Advanced Book's melee attacks to a 4m fan-shaped area with a 180 degree angle.\nAqua: Changes the armor and weapon attribute to Water and summons crashing waves within 4m of the Sorcerer, dealing M.ATK ×140% Water magic damage to enemies within range every 1 second. Meanwhile, enemies within range are knocked back 4m and their MSPD is reduced by 40% for 2 seconds.\nVentus: Changes the armor and weapon attribute to Wind. When taking damage, there is a 2% chance to attack the attacker with a chain lightning, dealing M.ATK ×35% Wind magic damage to them and blinding them for 2 seconds. This effect can be triggered once every 0.2 seconds.\nWhen in an elemental possession status, summoning another elemental spirit will end the possession early.

    3

    Sacrifices a summoned elemental spirit to grant the spirit's powers to yourself in the form of elemental possession for 40 seconds, granting you the following effects according to the elemental attribute of the sacrificed spirit:\nEarth: Changes the Sorcerer's armor and weapon attribute to Earth and reduces damage taken by 160%. Successful normal attacks made with the book have a 50% chance to reduce the ASPD and MSPD of enemies within 2×4m in front of you by 40% and 105% respectively for 3 seconds.\nFire: Changes the armor and weapon attribute to Fire and increases MSPD by 350. Expands the range of Advanced Book's melee attacks to a 4m fan-shaped area with a 180 degree angle.\nAqua: Changes the armor and weapon attribute to Water and summons crashing waves within 4m of the Sorcerer, dealing M.ATK ×35% Water magic damage to enemies within range every 1 second. Meanwhile, enemies within range are knocked back 4m and their MSPD is reduced by 40% for 2 seconds.\nVentus: Changes the armor and weapon attribute to Wind. When taking damage, there is a 15% chance to attack the attacker with a chain lightning, dealing M.ATK ×2% Wind magic damage to them and blinding them for 2 seconds. This effect can be triggered once every 0.2 seconds.\nWhen in an elemental possession status, summoning another elemental spirit will end the possession early.

    4

    Sacrifices a summoned elemental spirit to grant the spirit's powers to yourself in the form of elemental possession for 40 seconds, granting you the following effects according to the elemental attribute of the sacrificed spirit:\nEarth: Changes the Sorcerer's armor and weapon attribute to Earth and reduces damage taken by 400%. Successful normal attacks made with the book have a 50% chance to reduce the ASPD and MSPD of enemies within 2×4m in front of you by 45% and 2% respectively for 3 seconds.\nFire: Changes the armor and weapon attribute to Fire and increases MSPD by 115. Expands the range of Advanced Book's melee attacks to a 4m fan-shaped area with a 180 degree angle.\nAqua: Changes the armor and weapon attribute to Water and summons crashing waves within 4m of the Sorcerer, dealing M.ATK ×180% Water magic damage to enemies within range every 1 second. Meanwhile, enemies within range are knocked back 4m and their MSPD is reduced by 40% for 2 seconds.\nVentus: Changes the armor and weapon attribute to Wind. When taking damage, there is a 15% chance to attack the attacker with a chain lightning, dealing M.ATK ×45% Wind magic damage to them and blinding them for 2 seconds. This effect can be triggered once every 0.2 seconds.\nWhen in an elemental possession status, summoning another elemental spirit will end the possession early.

    5

    Sacrifices a summoned elemental spirit to grant the spirit's powers to yourself in the form of elemental possession for 50 seconds, granting you the following effects according to the elemental attribute of the sacrificed spirit:\nEarth: Changes the Sorcerer's armor and weapon attribute to Earth and reduces damage taken by 200%. Successful normal attacks made with the book have a 50% chance to reduce the ASPD and MSPD of enemies within 2×4m in front of you by 450% and 50% respectively for 3 seconds.\nFire: Changes the armor and weapon attribute to Fire and increases MSPD by 15. Expands the range of Advanced Book's melee attacks to a 4m fan-shaped area with a 180 degree angle.\nAqua: Changes the armor and weapon attribute to Water and summons crashing waves within 4m of the Sorcerer, dealing M.ATK ×125% Water magic damage to enemies within range every 1 second. Meanwhile, enemies within range are knocked back 4m and their MSPD is reduced by 40% for 2 seconds.\nVentus: Changes the armor and weapon attribute to Wind. When taking damage, there is a 45% chance to attack the attacker with a chain lightning, dealing M.ATK ×2% Wind magic damage to them and blinding them for 2 seconds. This effect can be triggered once every 0.2 seconds.\nWhen in an elemental possession status, summoning another elemental spirit will end the possession early.

  • 1

    Give orders to the spirit, enabling the skill to put it in attack mode, or disabling the skill to put it in defense mode. In attack mode, the spirit assists the Sorcerer in attacking. In defense mode, the spirit does not actively attack and will recover ([1%] + [20%] × the depleted shield percentage) Max Shield every second. Meanwhile, [2%] of the damage taken by the spirit will be borne by the Sorcerer instead. This skill is set to attack mode by default.

    2

    Give orders to the spirit, enabling the skill to put it in attack mode, or disabling the skill to put it in defense mode. In attack mode, the spirit assists the Sorcerer in attacking. In defense mode, the spirit does not actively attack and will recover ([4%] + [2%] × the depleted shield percentage) Max Shield every second. Meanwhile, [20%] of the damage taken by the spirit will be borne by the Sorcerer instead. This skill is set to attack mode by default.

    3

    Give orders to the spirit, enabling the skill to put it in attack mode, or disabling the skill to put it in defense mode. In attack mode, the spirit assists the Sorcerer in attacking. In defense mode, the spirit does not actively attack and will recover ([6%] + [3%] × the depleted shield percentage) Max Shield every second. Meanwhile, [20%] of the damage taken by the spirit will be borne by the Sorcerer instead. This skill is set to attack mode by default.

    4

    Give orders to the spirit, enabling the skill to put it in attack mode, or disabling the skill to put it in defense mode. In attack mode, the spirit assists the Sorcerer in attacking. In defense mode, the spirit does not actively attack and will recover ([4%] + [20%] × the depleted shield percentage) Max Shield every second. Meanwhile, [8%] of the damage taken by the spirit will be borne by the Sorcerer instead. This skill is set to attack mode by default.

    5

    Give orders to the spirit, enabling the skill to put it in attack mode, or disabling the skill to put it in defense mode. In attack mode, the spirit assists the Sorcerer in attacking. In defense mode, the spirit does not actively attack and will recover ([10%] + [5%] × the depleted shield percentage) Max Shield every second. Meanwhile, [20%] of the damage taken by the spirit will be borne by the Sorcerer instead. This skill is set to attack mode by default.

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).