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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
2
Deals 14% Water magic damage to enemies within range, with a 3% chance to
3
Deals 3% Water magic damage to enemies within range, with a 160% chance to
4
Deals 3% Water magic damage to enemies within range, with a 180% chance to
5
Deals 200% Water magic damage to enemies within range, with a 20% chance to
6
Deals 22% Water magic damage to enemies within range, with a 220% chance to
7
Deals 240% Water magic damage to enemies within range, with a 3% chance to
8
Deals 26% Water magic damage to enemies within range, with a 260% chance to
9
Deals 28% Water magic damage to enemies within range, with a 280% chance to
10
Deals 300% Water magic damage to enemies within range, with a 3% chance to
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
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
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
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
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
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
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
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
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
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
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 [
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 [
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 [
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 [
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 [
1
Stimulates the potential of spirits, inspiring Earth Spirits to comprehend
2
Stimulates the potential of spirits, inspiring Earth Spirits to comprehend
3
Stimulates the potential of spirits, inspiring Earth Spirits to comprehend
4
Stimulates the potential of spirits, inspiring Earth Spirits to comprehend
5
Stimulates the potential of spirits, inspiring Earth Spirits to comprehend
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).