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necROmantic Invite-only private server

What this server does, exactly

Specifications

Every statement is a decision we made, with its numbers and its small print. Click the one you care about to expand it.

390 specifications 32 sections

Companions

Homunculus, mercenary and pet all run one AI, rewritten from scratch — and the mercenary has its own hiring and loyalty system on top.

Homunculus, mercenary and pet run the same AI, rewritten from scratch One decision every half second, and none of them the original game's.

Companions on this server do not use Ragnarok's original AI. All three — homunculus, mercenary and pet — run the same intelligence, written from scratch inside the emulator itself, and it makes a decision every half second.

Having one instead of three is deliberate: a fix to target selection or to walking around an obstacle lands on all three the same day, and there are no three versions of the same behaviour drifting apart over time.

What it does each cycle

  • Checks whether there is ground damage to step out of.
  • Picks a target by priority.
  • Decides between a skill, a normal hit or repositioning.
  • And with nothing to kill, patrols the way you configured it.

What was thrown away

The previous approach relied on unreliable filters and on skill lists that did not match what the server actually had enabled. It went in the bin.

That is where the old mercenary type resolution and M_SkillList failures came from.

They will not play the game for you. What they do is stop getting in the way: they don't drag monsters you didn't want, they don't get lost across the map and they don't evaporate while you're looking at your inventory.

AI homunculus mercenary pet Link to this specification

See also The companion picks its target by a strict order of priorities Companions compute the whole route instead of pushing against corners Ten minutes without touching anything and your companions stop picking fights You decide how it behaves: @merai sets behaviour, patrol and four monster lists They see the spell coming: they step aside during the cast, clock in hand

The companion picks its target by a strict order of priorities Whatever is hitting YOU always comes first, and a priority jump overrides instantly.

The first thing a companion does each cycle is work out who to hit. The order is not negotiable:

  • Whatever is attacking you.
  • Whatever is attacking your pet, homunculus or elemental.
  • Whatever is attacking it.
  • The aggressive things nearby that are coming anyway.
  • And last, the passive ones.

A priority jump always wins: if it was killing something passive and something starts hitting you, it drops what it's doing instantly. Within the same tier it sorts by distance, favouring ranged attackers and things already wounded — finishing a kill beats starting a new fight.

And it doesn't dance between targets

Switching target costs something: a new candidate has to be clearly better before it drops the one it was already killing.

Without that margin, and with the owner walking, every monster's score moved at once and the companion ended up going left-right without killing anything.

AI targeting mercenary Link to this specification

See also Homunculus, mercenary and pet run the same AI, rewritten from scratch Before committing to a target it checks that it can actually reach it

Companions compute the whole route instead of pushing against corners Advanced pathfinding, and unwalkable destinations discarded instead of blocking.

Homunculus, mercenary and pet use the server's advanced pathfinder. They no longer get stuck on a corner or take the long way around a tree: they compute the full route and walk it right behind you.

Impossible destinations

If a destination is not walkable it is discarded and another is tried, instead of pushing against it until it jams.

Jams

If it goes ten seconds without making progress, it declares itself stuck and unsticks itself.

And it doesn't get lost

It fights at most 12 cells from you. If it somehow ends up more than 18 away, it teleports to your side.

Idle patrol walks around you at short range; the homunculus does it in a square pattern.

AI movement pathfinding Link to this specification

See also Homunculus, mercenary and pet run the same AI, rewritten from scratch Before committing to a target it checks that it can actually reach it

Before committing to a target it checks that it can actually reach it And if there is no path, it shelves it for ten seconds — unless it is what is killing you.

A companion staring at a monster on the other side of a wall is a useless companion. Before picking a target it checks that there is a path; if there isn't, it shelves that target for ten seconds and tries another.

And if it is next to something but with a corner in between, it repositions until it has line of fire instead of swinging at air.

One deliberate exception

Whatever is hitting you is never shelved. If a monster is killing you, it retries every cycle even when the path is bad.

Targets that can't be touched

If a target gets stuck or cannot be hit for 2 seconds, it abandons it. It used to stand there uselessly.

AI targeting walls Link to this specification

See also The companion picks its target by a strict order of priorities Companions compute the whole route instead of pushing against corners

An area effect is forbidden ground: they step out and do not step back in Leaving is a short, measured step rather than a blind run; and while the zone is there, those cells are not a valid destination.

Ground damage is not treated as a monster to run away from but as a set of cells you cannot stand on. That sounds like a nuance and it is not: you run away from a point as far as you can — overshooting, then coming back, then overshooting again — whereas you simply step out of a zone, and then you stay out.

Three rules follow, and every one of your units obeys them:

If you are inside

You leave through the nearest clean cell. The shortest way out, not the farthest.

If you are outside

You do not go in. Those cells stop being a valid destination for every decision: chasing, kiting, repositioning or walking back to your master.

If it catches you inside

Routes through the zone are allowed so you can get out. What is forbidden is entering, never leaving.

That last one is what prevents being trapped: anyone caught in the middle of a large area — knocked back, or with the spell dropped on them — has every neighbouring cell inside the zone, and a no-exceptions "never step on an area" rule would pin them there taking damage until the effect expired.

And because the boundary can only be crossed one way, the back-and-forth along the edge is not so much fixed as impossible.

AI area of effect survival Link to this specification

See also Homunculus, mercenary and pet run the same AI, rewritten from scratch They see the spell coming: they step aside during the cast, clock in hand Monster area attacks are circles, not squares

They see the spell coming: they step aside during the cast, clock in hand They know where it will land, how wide it will be and how many milliseconds are left — and they work out whether there is time to get out.

Waiting for the area to land before moving is moving too late. A ground spell announces itself with several seconds of casting, and during those seconds the server already knows where it will land and how long is left. Your units read both and do the sum anyone would do:

I need N cells to clear the circle, I walk at V milliseconds per cell, so I need N×V. And I have R milliseconds of casting left. If N×V fits inside R, I move now and it misses me.

The sum is deliberately conservative: the cell is charged diagonally, which costs 40 % more, and one reaction cycle is deducted. Falling short by that 40 % means taking the whole spell. And if there is not enough time, the unit moves anyway — an area effect spreads its hits over several seconds, so leaving late is fewer hits than not leaving.

Three details that change a lot of what you see on screen:

It stops attacking

It drops the swing, stands up if it was resting and cancels its own cast if that is what is pinning it. The moment it is out, it goes back to fighting on its own.

It does not flee from the caster

What bites is the zone, not the monster. If the spell lands away from whoever cast it, your unit can walk right up to it — as close as melee or ranged calls for.

Your settings do not matter

Dodging is not fighting. It works with attacks switched off, in defensive mode and while resting. All it needs is to be able to walk.

It runs for all five: your character under @autoplay, the @helpme companion, the mercenary, the homunculus and the pet. One piece of code for all of them, not five similar copies.

The radius is read from the skill itself rather than from a hand-maintained list, which is why it works just as well for Storm Gust as for the area attack of a custom monster added tomorrow.

AI area of effect survival autoplay mercenary homunculus pet Link to this specification

See also An area effect is forbidden ground: they step out and do not step back in Homunculus, mercenary and pet run the same AI, rewritten from scratch Autoplay kites, picks its spell to suit the enemy and never meditates surrounded Monster area attacks are circles, not squares

Ten minutes without touching anything and your companions stop picking fights They switch to defensive mode: they protect you from what attacks, but wake nothing up.

The underlying change is this: your companions read whether you are at the keyboard. After ten minutes without you touching anything, homunculus, mercenary and pet switch to defensive mode: they stop looking for fights and just protect you from whatever attacks.

The moment you move your character again they get your real configuration back, instantly.

Your configuration is never touched

It is only ignored while you are away. There is nothing to set again when you come back.

No more coming back from the bathroom to find the homunculus dying in the middle of a monster nest it woke up all by itself.

AI idle mercenary homunculus pet Link to this specification

See also Homunculus, mercenary and pet run the same AI, rewritten from scratch The mercenary contract lasts as long as your session does Automation pauses if you go idle

You decide how it behaves: @merai sets behaviour, patrol and four monster lists From chat or from your character page on the website, and without resummoning.

None of the default behaviour is fixed. Type @merai in chat and its configuration menu opens; it is also on the website, on your character page. Changes apply without resummoning.

Behaviour — what it attacks on its own

  • Smart (default): aggressives and whatever attacks you
  • Attack: anything that moves
  • Defend: only what is attacking you
  • Search: only what is on your list

Patrol — what it does with nothing to kill

  • Follow: follows you
  • Circles / Random: roams around you
  • Explore: walks the map along routes
  • Search & Destroy: hunts the whole map, no distance limit
  • Stay: glued to you, chases nothing beyond 3 cells

Welfare priority

Decides who it protects when it has to choose: balanced, its own skin (goes for what is hitting it) or yours (defends you even if it dies for it).

Four monster lists

  • Kill list: put anything on it and it attacks only that
  • Do-not-attack: blacklist, in any mode
  • Flee from: backs off, but defends itself while retreating
  • Teleport triggers: in Search & Destroy, it leaves on sight

Lists can be inherited from your other companions, so you don't have to type the same monsters four times. And in Search & Destroy, when it wanders off, it shows on your minimap: green while travelling, red while fighting.

@merai configuration mercenary AI Link to this specification

See also The companion picks its target by a strict order of priorities Homunculus, mercenary and pet run the same AI, rewritten from scratch

Three mercenary companies, each with its own guild in its own city Archers in Payon, spearmen in Prontera, swordsmen in Izlude. Sixty distinct mercenaries.

A mercenary is a soldier you hire, summon to your side and who fights on its own. It is not a pet and not a homunculus: it doesn't eat, doesn't evolve and doesn't need feeding.

There are three companies, each with its guild in its own city. Every manager is accompanied by a Mercenary Merchant selling the potions only mercenaries can drink.

The archers' Mercenary Manager in pay_arche at 99 167, next to the mercenary merchant
Archers
pay_arche 99, 167
Payon guild
The spearmen's Mercenary Manager in prontera at 41 337, next to a soldier with a spear
Spearmen
prontera 41, 337
Prontera guild
The swordsmen's Mercenary Manager in izlude at 47 170, next to the town portal
Swordsmen
izlude 47, 170
Izlude guild

Click any screenshot to see it full size.

Archers — pay_arche 99, 167

Range 10 cells. They hit from afar and step away on their own if something closes in. The most fragile.

From Mina (level 20, 256 HP) to Kaguya (level 172, 25,471 HP).

Spearmen — prontera 41, 337

Melee, range 2. The toughest by a distance: the grade 10 reaches 18,000 HP, and the grade 20 reaches 51,520.

From Rodin (level 22, 2,071 HP) to Ansgar (level 193, 51,520 HP).

Swordsmen — izlude 47, 170

Melee, range 2. The middle ground: less staying power than a spearman, more damage per second.

From David (level 20, 502 HP) to Sigmund (level 191, 45,385 HP).

Each of the sixty mercenaries has its own name, level and skill list: they are not twenty copies of the same one with bigger numbers.

Their looks are being reworked

We are redoing the mercenaries' appearance: the current sprites are the stock ones and we are not convinced. It is a purely visual change — none of their numbers or skills depend on it.

mercenary hiring NPC Link to this specification

See also The twenty grades ask for level and zeny; from the seventh on, loyalty too Each mercenary job has its own skill rotation Guild loyalty only goes up: dying never lowers it

The mercenary scroll is not consumed when you use it You buy it once. What each summon costs is SP and cast time.

This is the big departure from how this system works anywhere else. Hiring gets you a summoning scroll, and that scroll is not used up. You buy it once and you have it forever.

What you pay on every summon is SP and cast time, and both go up with the grade. The SP is not a flat number: you are charged a percentage of your max SP with a per-grade cap, and whichever of the two is cheaper is what you pay.

  • Grade 1: 5% of max SP (cap 30 SP) · 3 s
  • Grade 2: 15% of max SP (cap 70 SP) · 4 s
  • Grade 3: 25% of max SP (cap 110 SP) · 4 s
  • Grade 4: 35% of max SP (cap 160 SP) · 5 s
  • Grade 5: 45% of max SP (cap 220 SP) · 5 s
  • Grade 6: 55% of max SP (cap 280 SP) · 6 s
  • Grade 7: 65% of max SP (cap 350 SP) · 6 s
  • Grade 8: 75% of max SP (cap 420 SP) · 7 s
  • Grade 9: 85% of max SP (cap 500 SP) · 7 s
  • Grade 10: 95% of max SP (cap 600 SP) · 8 s

From grade 11 to 20

  • Grade 11: 95% of max SP (cap 700 SP) · 8 s
  • Grade 12: 95% of max SP (cap 800 SP) · 9 s
  • Grade 13: 95% of max SP (cap 900 SP) · 9 s
  • Grade 14: 95% of max SP (cap 1,000 SP) · 10 s
  • Grade 15: 95% of max SP (cap 1,100 SP) · 10 s
  • Grade 16: 95% of max SP (cap 1,200 SP) · 11 s
  • Grade 17: 95% of max SP (cap 1,300 SP) · 11 s
  • Grade 18: 95% of max SP (cap 1,400 SP) · 12 s
  • Grade 19: 95% of max SP (cap 1,500 SP) · 12 s
  • Grade 20: 95% of max SP (cap 1,600 SP) · 13 s

From grade 10 on the percentage stops at 95%. What keeps climbing is the cap and, above all, the cast time: a grade 20 is 13 seconds standing still, unmoved and untouched. That, not the SP, is its real price.

The point is that a character with little SP can still call a high-grade mercenary. With 300 max SP a grade 10 costs 285 SP instead of the 600 cap; with 900 max SP you pay the 600 and no more. The percentage uses your max SP at that moment, gear and buffs included.

The scroll cannot be sold, dropped, stored or passed to another character: it is yours and nobody else's. If you are short on SP the message tells you how much you need and nothing is spent.

mercenary scroll SP Link to this specification

See also The twenty grades ask for level and zeny; from the seventh on, loyalty too The mercenary contract lasts as long as your session does

The twenty grades ask for level and zeny; from the seventh on, loyalty too Grade 1 is free. From grade 11 on the level climbs ten at a time and loyalty stays fixed at 500.

The twenty grades cost the same across all three companies. The first ten:

  • Grade 1 — level 15 · free
  • Grade 2 — level 25 · 12,000z
  • Grade 3 — level 35 · 20,000z
  • Grade 4 — level 45 · 30,000z
  • Grade 5 — level 55 · 45,000z
  • Grade 6 — level 65 · 60,000z
  • Grade 7 — level 75 · 85,000z · 50 loyalty
  • Grade 8 — level 85 · 140,000z · 100 loyalty
  • Grade 9 — level 90 · 200,000z · 300 loyalty
  • Grade 10 — level 90 · 350,000z · 500 loyalty

From grade 11 to 20

  • Grade 11 — level 110 · 700,000z · 500 loyalty
  • Grade 12 — level 120 · 1,050,000z · 500 loyalty
  • Grade 13 — level 130 · 1,400,000z · 500 loyalty
  • Grade 14 — level 140 · 1,750,000z · 500 loyalty
  • Grade 15 — level 150 · 2,100,000z · 500 loyalty
  • Grade 16 — level 160 · 2,450,000z · 500 loyalty
  • Grade 17 — level 170 · 2,800,000z · 500 loyalty
  • Grade 18 — level 180 · 3,150,000z · 500 loyalty
  • Grade 19 — level 190 · 3,500,000z · 500 loyalty
  • Grade 20 — level 200 · 3,850,000z · 500 loyalty

From grade 11 on, loyalty stops climbing

The first ten grades raise loyalty step by step up to the 500 of grade 10. From grade 11 that number freezes there: the only thing that keeps growing is the level. Once you have earned a company’s trust you do not have to earn it again to hire higher.

The 1-10 stretch caps the level at 90

The first ten grades climb ten levels at a time, but they stop there: grade 9 and grade 10 both ask for level 90, and what really separates them is loyalty. From grade 11 on that cap is gone and level rules again, all the way to 200 at grade 20.

The manager only shows you the grades you can already hire. If a step is missing from the list you are short on level, on loyalty, or on both: scrolls you could not use are not sold to you.

Grade 1 scrolls are free: there is no excuse not to try a mercenary at level 15.

mercenary hiring zeny loyalty Link to this specification

See also Guild loyalty only goes up: dying never lowers it Three mercenary companies, each with its own guild in its own city The mercenary scroll is not consumed when you use it

The mercenary contract lasts as long as your session does The scroll's 30 minutes only apply once you go idle.

The scroll says 30 minutes, and that is how it used to work: a clock running no matter what. Now the clock depends on whether you are playing:

  • Playing: the contract renews itself as long as you give orders. In practice, your mercenary lasts the whole session.
  • Idle: after 10 minutes without you touching anything, the 30 minute cap kicks in and from there it does leave.

Those same 10 minutes are what switch it to defensive mode, so it doesn't wake a whole nest while you're away.

mercenary contract idle Link to this specification

See also Ten minutes without touching anything and your companions stop picking fights Guild loyalty only goes up: dying never lowers it

Guild loyalty only goes up: dying never lowers it Three paths that add up at once, stored per character and company, forever.

Loyalty does not belong to the mercenary: it is yours, with the guild. It is stored per character and per company, so archers, spearmen and swordsmen each keep their own count, and what you build with one you do not lose by dismissing it: it stays there forever.

It rises along three paths that add up at once:

  • +1 every 50 kills it finishes off (only monsters at or above half your level count). Every time it hits 50 it also gets a random 5-minute buff: attack, flee, hit, HP or SP.
  • +1 every 30 minutes at your side, killing or not. Keeping you company counts too.
  • +1 when the contract runs its course and ends on time. Dismissing it by hand from its window gives nothing — but takes nothing either.

And in a party, every member's mercenary records the kill even if someone else landed it. Farming together raises everyone's loyalty.

What does not exist is losing it

In the original game you lost a point every time your mercenary died. That is gone here: it can die as often as it needs to and you lose nothing.

The cap is 32,767 per guild, a number you will not reach by playing. At 500 you have already unlocked the most expensive thing you can hire.

mercenary loyalty party Link to this specification

See also The twenty grades ask for level and zeny; from the seventh on, loyalty too The mercenary contract lasts as long as your session does

Each mercenary job has its own skill rotation And when something is hitting you, it stops looking after itself and throws everything.

The AI does not cast at random: it looks at how many enemies are around, whether it has SP and whether the skill is off cooldown.

Swordsman

  • Puts up Parrying and Reflect Shield in the quiet moments
  • Bowling Bash with 2 or more enemies bunched up
  • Magnum Break and Bash on the target

Spearman

  • Puts up Auto Guard in the quiet moments
  • Brandish Spear with 2 or more enemies bunched up
  • Spiral Pierce and Pierce on the target

Archer

  • Arrow Shower with 2 or more enemies bunched up
  • Sharp Shooting only if the target is above 10,000 HP or there are 3 or more in radius
  • Double Strafe the rest of the time

When something is hitting you, the rotation changes: it stops spending turns on keeping buffs up and throws everything it has, including the Sharp Shooting it normally holds back. Defending you comes before looking after itself.

Out of SP it doesn't just stand there: it keeps swinging until it recovers. And the skills the AI never uses on its own — Provoke, Devotion, Defender, Lex Divina, the archer's traps, Berserk… — are still in the mercenary window for you to cast.

mercenary skills AI Link to this specification

See also Three mercenary companies, each with its own guild in its own city The companion picks its target by a strict order of priorities

One mercenary at a time, the experience is yours and the loot drops on the floor What is worth knowing before hiring your first one.
  • One mercenary at a time. To change company or grade, dismiss the current one from its own window first. With one already summoned, the other scroll does nothing.
  • The experience is yours. Whatever it kills counts towards your level.
  • Loot drops on the floor. What it kills alone is not autolooted for you: it stays on the ground, as it always has.
  • It has its own potions. Every guild's Mercenary Merchant sells red and blue mercenary potions, plus concentration, awakening and berserk. They only work on mercenaries.
  • If it dies, nothing happens. The contract ends, but you lose neither loyalty nor the scroll.
  • No combat zones. In PvP, GvG, WoE castles and battlegrounds it withdraws on entry and the scroll cannot be used — and is not spent by trying. Guild dungeons are allowed.

mercenary rules potions Link to this specification

See also The mercenary scroll is not consumed when you use it Pets, mercenaries, autoplay and helpme are out of the combat zones

Call Homunculus needs no Seed of Life or any other item Summoning your homunculus costs no materials.

Call Homunculus was changed so it never requires Seed of Life or any other item. Summoning your homunculus consumes no materials.

Same direction as the rest of the companion system: the cost of having one should be in playing with it, not in an inventory toll every time you bring it out.

homunculus skills Link to this specification

See also Homunculus, mercenary and pet run the same AI, rewritten from scratch

Feeding it can never backfire, and every meal pays twice the usual Overfeeding no longer costs intimacy, and raising one takes half the time.

What your homunculus gains in intimacy per ration, depending on how hungry it was when it ate:

  • Hunger 0–10 — starving · +100
  • Hunger 11–25+200, the sweet spot
  • Hunger 26–69+150
  • Hunger 70–100 — it eats and nothing happens

Feeding it can never leave you worse off than you were. In the original game feeding a full homunculus cost 50 intimacy, and there was a path where the server itself deleted the creature if that subtraction hit zero: caring for it at the wrong moment was how you lost it. Here the worst that happens is a wasted ration. It does not sulk about it either.

Hunger drops at a steady rate, and the doubling is a deliberate choice

The hunger clock is steady and countable: one point per minute. A meal restores 10 points, so ten minutes, and a full stomach holds for one hour and forty minutes.

On top of that, every ration pays twice what it would on a normal server, so raising a homunculus takes half the time.

From newborn (2,100) to ready to evolve (91,100) that is 445 meals given at the right moment, around 74 hours of raising. Intimacy caps at 100,000.

The auto-feed checkbox in the homunculus window feeds it as soon as hunger drops below 30, so it collects +150 instead of +200. Doing it by hand and waiting for the 11–25 window pays a third more; the automatic one, in exchange, never forgets. And from your character sheet you can feed it with the game closed, using the food you keep in Kafra storage.

homunculus intimacy loyalty hunger food Link to this specification

See also Call Homunculus needs no Seed of Life or any other item The Homunculus Daycare: leave homunculi, breed more, swap whenever you like Homunculus, mercenary and pet run the same AI, rewritten from scratch

The Homunculus Daycare: leave homunculi, breed more, swap whenever you like You stop having one forever and start having a collection.

Until now an alchemist had one homunculus and only one, forever: the only way to get a different one was to let the one you had starve to death. The Homunculus Daycare ends that.

Lif, standing Lif support and healing
Amistr, standing Amistr staying power
Filir, standing Filir speed and damage
Vanilmirth, standing Vanilmirth magic

The caretaker does four things:

Leave one

The one at your side stays on the shelf. Costs 3,500z.

Take one out

Any of the ones you have there comes back with you. Free.

Swap

Both at once, without being left with none in between.

Breed a new one

Like Call Homunculus, but over the counter. You need the skill and a free place.

What does NOT happen to them while they are there

A homunculus at the Daycare does not get hungry and does not lose intimacy. Not in game and not from the website: its hunger clock simply does not exist while it is on the shelf. Leave one for a month and you will find it exactly as you left it.

Feeding from your character page still works, but only for the one you have with you. The ones at the Daycare do not need it.

Where it is

In five cities, and it is the same shelf in all five — what you leave in Prontera you collect in Juno:

  • Prontera 219, 184
  • Aldebaran 182, 119
  • Alberta 90, 82
  • Lighthalzen 155, 130
  • Juno 186, 203

A homunculus you leave there does not change in any way: it keeps its level, its experience, its stats, the skills it has learned and its intimacy. The Daycare is not a warehouse that charges you in wear and tear, it is a place where they wait.

homunculus daycare Link to this specification

See also How many fit: as many as your player level, and the shelf belongs to the account The ten-level rule, and why it does not apply to what you bred yourself Call Homunculus needs no Seed of Life or any other item Homunculus, mercenary and pet run the same AI, rewritten from scratch

How many fit: as many as your player level, and the shelf belongs to the account Losing level never takes one away; it only stops you putting more in.

The Daycare has as many places as your player level: level 1, one place; level 8, eight. It is the same number you see on your account — the one referrals, participation streak and tags add up to.

The shelf belongs to the ACCOUNT, not to the character

All of your alchemists share the same places and see the same list. What one leaves, another can collect — and when it does, the creature becomes its own without losing intimacy or anything else: moving it between your own characters is not a hand-over, it is changing hands.

If you lose player level

None of them is taken from you. The limit is only checked when you put one in. If you have five stored and your level drops to three, they are still five: you can take them out, swap them and put them back, and the only thing you cannot do is add a sixth until you are back over the line.

Same rule as everywhere else on this server: a new limit is checked when you turn something on, never applied backwards to take away what you already had.

The caretaker tells you where you stand the moment you talk to her, including when you are over the limit — and in that case she says so in plain words, so it never looks like something went missing.

homunculus daycare player level Link to this specification

See also The Homunculus Daycare: leave homunculi, breed more, swap whenever you like The ten-level rule, and why it does not apply to what you bred yourself Player level runs from 1 to 24 and cannot be bought What levelling up gives you: more automation quota and a cheaper warper

The ten-level rule, and why it does not apply to what you bred yourself A freshly made alchemist does not walk off with what somebody else raised.

The caretaker does not hand just anything to just anyone. She only handles homunculi up to ten levels above your base level, both to leave them and to collect them. If you are level 71, up to 81.

With one exception, and it is a big one

If you bred that creature, the rule does not apply to you. Ever. It is yours and it stays yours, whatever your level.

What it is for, then

The shelf belongs to the account, so without this rule you could just make a brand-new alchemist and have it walk around with the level-99 Eira your main raised. With it, the shelf is genuinely shared but each character only handles what its own progress earns.

And rebirth does not take yours away

Transcending leaves you at base level 1, but what you bred yourself you get back all the same, without waiting to climb again. This server has never taken your homunculus away at rebirth, and the Daycare does not either.

The caretaker gives you the exact number as soon as you talk to her — "I can hand you anything up to level 81" — instead of making you do the subtraction every time. And in the list she marks which ones she cannot give you and why, rather than hiding them: a creature that does not appear looks lost.

homunculus daycare balance Link to this specification

See also The Homunculus Daycare: leave homunculi, breed more, swap whenever you like How many fit: as many as your player level, and the shelf belongs to the account

Talking to your companions

Your mercenary, your homunculus and your pet answer you in chat, with lines written for that moment. You write them a past if you want to; with nothing written they talk just the same.

An asterisk at the start of the line and they answer No command to learn: <code>*hello</code> and whoever has the most to say answers.

Type a line in normal chat that starts with an asterisk*it sure is hot around here— and they answer out loud, in public chat, in front of anyone walking by. No windows, no menus, no commands to memorise.

It is not a menu of canned lines or a dialogue tree: every answer is written right then, for that line, knowing who you are, what they are and what the two of you have talked about before.

Who hears you

  • All three of your companions at once, and also those of any other player within 12 cells.
  • If nobody is nearby, yours answer even if they lagged behind.
  • And failing that, the closest companion within 18 cells.

Who answers

Only one. If you call someone by name —or by a nickname you gave them— that one answers. Otherwise it is whoever has the most to say, going by what you said and by who they are.

They answer in the same language you speak to them in.

They do not stand still while they talk: they can pull a face, walk up to someone or back away from them when it fits, never straying more than 12 cells from their owner. There are twelve seconds between one answer and the next, so a conversation does not turn into a wall of text on top of everyone else's chat.

It can be turned off. The switch lives in Character preferences, inside your account, and takes effect the moment you save it even while you are playing. With it off, nothing leaves the server.

chat mercenary homunculus pet Link to this specification

See also Each one has their own way of being, and you write the mercenary&rsquo;s The lines they come out with on their own are theirs too, not the client&rsquo;s What talking to them costs, what they remember and what leaves the server

Each one has their own way of being, and you write the mercenary&rsquo;s Their species already gives them character; their past makes them yours. You need not write anything for them to talk.

An Amistr does not talk like a Filir, and a Poring does not talk like a Lunatic. The species already brings character, and whatever you write in their past —512 characters in Character preferences— is added to it: how you met, what they owe you, what they are afraid of, what their quirks are.

The mercenary is the exception

They come with no factory character: there you are fully in charge. What you write replaces rather than adds, so they can stop being a mercenary and become your partner, a childhood friend or someone who owes you a favour. The only things you cannot change are that they are a person and their gender, which comes from their company: archers are women, spearmen and swordsmen are men.

And you give them nicknames

"Also answers to…" takes as many as you like. Calling them by one of those makes them the one who answers, exactly as their name would.

What you write goes in as flavour, never as orders: a past that said "ignore the previous rules" stays what it is, a story you wrote for your own character.

You need not write anything. With the field blank they talk just the same: the pet and the homunculus from what they are —including the rarer species, which draw their voice from what they are in this world— and the mercenary from what the trade made of them: someone who lives off contracts, has seen it all and does not startle easily. Writing them a past does not switch them on, it makes them yours.

chat past mercenary homunculus pet Link to this specification

See also An asterisk at the start of the line and they answer The lines they come out with on their own are theirs too, not the client&rsquo;s What talking to them costs, what they remember and what leaves the server

The lines they come out with on their own are theirs too, not the client&rsquo;s On arriving, on fighting, when hungry, when fed, on performing a trick, on dying and on leaving.

By default, when a pet speaks the line does not come from the server: it comes from your client, out of its own table, and it is the same four lines for every pet of that species in every game in the world. Here each one writes their own, out of their species, their past and what they have been through with you.

The moments each one has

  • Mercenary: arriving, fighting, dying and leaving.
  • Homunculus: those, plus the three stages of hunger and the moment of being fed.
  • Pet: all of the above and, on top, performing a trick.

How they learn them

They write them when they actually need them, ten at a time, and repeat them free of charge from then on. Learning has its own daily allowance and does not eat into the one for talking.

You can rewrite any line you do not like, or delete it; delete one and they will learn another in its place next time they need it.

Until they have one for a given moment, they say the usual one. That beats standing there in silence; the moment they learn their first line for it, the canned one never comes back.

A pet must be loyal to speak for itself: before that it sticks to the usual lines. The mercenary keeps theirs between contracts: dismiss them and summon them again and they are still them, not starting over.

chat lines pet homunculus mercenary Link to this specification

See also An asterisk at the start of the line and they answer Each one has their own way of being, and you write the mercenary&rsquo;s What talking to them costs, what they remember and what leaves the server

What talking to them costs, what they remember and what leaves the server Units per account, memory off by default, and the exact list of what is sent out.

Writing each answer costs real money, so there is a cap — and it is in plain sight, with its two bars, in Character preferences.

The units

  • 20 a day, refilled on their own when the date rolls over.
  • 2,000 in total, never refilled.
  • They belong to the account, not the character, and whoever speaks pays: talk to someone else's companion and the unit is yours.
  • When few are left the memory parks itself to stretch what remains: you lose the recollection, but you keep talking.

The memory

It ships off: by default every line is a fresh encounter. Turn it on and it is a single memory shared by all three —they live together— keeping the last three exchanges word for word and summarising everything older, up to 8 KB per character.

Turning it off erases what was kept. You can read all of it and wipe it whenever you like.

What leaves the server. The line you type, your character's name, the companion's name and the map you are on. Nothing else: not your email, not your account, not your IP. What is said is erased after 48 hours and the record itself after 30 days. With the switch off, nothing is sent at all.

It is the only feature on the server that sends text to a third party, which is why it has its own section in the privacy policy. Never type passwords, emails or card numbers there: if you do, they are under orders not to repeat them out loud.

chat quota limits memory privacy Link to this specification

See also An asterisk at the start of the line and they answer The lines they come out with on their own are theirs too, not the client&rsquo;s A shared quota that only runs while the bot is actually working, and that refills itself

Automation

Most private servers ban bots and then look the other way. Here the server does it itself: with rules, with limits and in plain sight.

@autoplay moves your character from the server itself, with five switches you decide Walk, magic, attack, rest and consumables. Not a macro bolted on from outside.

With @autoplay your character fights on its own. It is not a macro bolted on from outside: it is the emulator itself moving your character, with five switches you decide.

  • Walk
  • Magic
  • Attack
  • Rest
  • Consumables (HP potions, SP potions and buff food)

Typing @autoplay turns it on, and typing it again turns it off.

Auto-storage is no longer one of these switches: since 11 August 2026 it is a list of specific items on your character sheet, and it works however you play.

The server moving it rather than an external program is exactly what makes limits, time accounting and logging possible. A third-party bot cannot be audited; this one can.

@autoplay automation Link to this specification

See also Autoplay kites, picks its spell to suit the enemy and never meditates surrounded A shared quota that only runs while the bot is actually working, and that refills itself @helpme summons another real character of yours to fight at your side

Autoplay kites, picks its spell to suit the enemy and never meditates surrounded And if you run out of healing potions, it switches itself off rather than get you killed.

There is more under the hood than it looks:

Kiting

Ranged or in magic mode, it backs off four cells instead of standing there taking hits.

Picks the hit

It follows no fixed rotation: it simulates what each skill would do against that particular enemy and keeps the one that lands the most real damage.

Resting with its eyes open

Before sitting down to recover SP it checks there are no hostiles nearby, instead of meditating in the middle of a pack.

And it knows when to give up

Out of healing potions, it shuts itself off. It would rather leave your character alive and idle than dead and busy.

@autoplay tactics magic Link to this specification

See also @autoplay moves your character from the server itself, with five switches you decide The AI picks by the damage that will actually land, not by the number on the table It will not spend on a dying monster what takes a good while to gather Which skills the AI knows how to use, and which are left out on purpose A shared quota that only runs while the bot is actually working, and that refills itself They see the spell coming: they step aside during the cast, clock in hand The bot keeps close to its leader under its own steam, and the rescue warp stops being routine

The AI picks by the damage that will actually land, not by the number on the table Whatever overshoots the enemy's remaining HP does not count, and whatever is near without being inside counts half.

When the bot has several skills to hand, the question is not which one hits hardest on paper but how much damage is actually going to land. Those are different things more often than you would think.

A 20,000 hit on a monster with 500 HP left is worth exactly 500, the same as a 600 hit. What separates the two is not power: it is waste. And the waste is paid for by whatever resource the big hit spends.

What fits

Anything above the target's remaining HP is discounted. Against something on its last legs, the huge skill and the small one are worth the same.

How many

An area skill adds up what it does to every body it reaches, and anything immune to that element adds zero: it is not a reason to cast.

And those not inside it yet

Anything six cells away or closer counts at half: bodies move while the spell is being cast and may well end up inside. Only if they can move at all — a plant is never going to walk over.

The example this came from

A Soul Reaper with Espa and Curse Explosion. Espa hits one target and takes a second and a half; the explosion hits everything within three cells and takes four, but only really pays off on cursed enemies. At level 10:

Situation Curse Explosion Espa Picks
One enemy, plenty of HP 4,200% 2,900% Espa, it takes a third of the time
Three enemies, none cursed 4,200% 2,900% Espa; uncursed, the explosion hits for a third
Three enemies, all three cursed 12,600% 2,900% Curse Explosion, by double
One target, already dying just enough just enough Curse Explosion, it costs no souls

Which is why the chain orders itself

With nothing cursed, the explosion loses the comparison and the bot casts Soul Curse first, which curses the whole cluster at once. Next turn the explosion is the right play. There is no list anywhere saying "curse first, then detonate": it falls out of the arithmetic.

It is also why you will sometimes see the bot use the "small" skill while a huge one sits unspent. It has not made a mistake: the big one did not fit.

@autoplay @helpme AI damage area Link to this specification

See also Autoplay kites, picks its spell to suit the enemy and never meditates surrounded It will not spend on a dying monster what takes a good while to gather Which skills the AI knows how to use, and which are left out on purpose @autoplay moves your character from the server itself, with five switches you decide Espa goes up to level 10, and at level 10 it stops spending a soul sphere

It will not spend on a dying monster what takes a good while to gather Souls, spheres and coins weigh more than SP, which comes back on its own.

Plenty of the strong skills are not paid for in SP but in something you have to gather first: souls, spirit spheres, coins, servants, charms. None of that comes back by itself, which is why the AI does not treat it like mana.

Before spending an expensive finisher it checks three things, and it needs all three:

1. That it really is being wasted

That less than a third of the hit is going to land. Finishing something off with a bit to spare is normal; what this targets is the blatant case.

2. That something else also kills it

And comes out cheaper. Spheres are compared first and SP only breaks ties: 95 mana and no souls costs less than 88 mana and one soul.

3. That it would genuinely cast it

The substitute has to be something the AI would use in that situation, not merely something the game allows. Saving a resource in exchange for a hit nobody throws is just standing still.

And the safeguard, which matters as much as the rule

If there is nothing cheaper that also kills it, it fires anyway. Leaving something alive to avoid waste is worse than the waste: the monster keeps hitting you.

The same idea governs ammunition, charms and crafting materials: what costs something to replace is kept for when it makes a difference.

@autoplay @helpme AI resources Link to this specification

See also The AI picks by the damage that will actually land, not by the number on the table Which skills the AI knows how to use, and which are left out on purpose @autoplay moves your character from the server itself, with five switches you decide

Songs and support skills reach as many characters as they can, and never work against you And when they cannot reach anyone else, they do what they can without getting in the way.

Support skills — songs, dances, chorus skills and party buffs — follow one simple rule: reach as many characters as possible, and when they cannot reach anyone else, do what they can as long as they harm nobody.

Who counts as a beneficiary

  • Party members within reach.
  • Your own summons: homunculus, mercenary and elemental, in a party or not.
  • And your party members' summons.

What it does not attempt

  • Skills that need a partner are not tried without one in front of you: the game would refuse them and the turn would be lost.
  • Support is not recast for sport: it is refreshed as it is about to run out, not every few seconds.

Harming an ally is not possible

This is not a promise of good behaviour: it is how this server's engine works. A buff only reaches your side and a debuff only reaches enemies, so a song cannot turn on your party even if the bot positions itself badly.

Singing does not stop it fighting either: in this version songs do not pin the performer in place, so the bot keeps attacking while they play.

@autoplay @helpme AI party songs Link to this specification

See also Which skills the AI knows how to use, and which are left out on purpose @autoplay moves your character from the server itself, with five switches you decide @helpme summons another real character of yours to fight at your side Soul Unity is a circle that heals and hands out SP for as long as you keep it on Renovatio is no longer a buff with a duration: it is an aura you switch on and off

Which skills the AI knows how to use, and which are left out on purpose 786 as of today, each with its own switch and level cap on the character sheet.

The AI has no fixed rotation per job. It has a repertoire: the list of skills it knows how to use, each with the condition that makes it worth using. As of 24 August 2026 that is 786, and the list keeps growing.

You are in charge

Every skill has its own switch on the character sheet, with a level cap and conditions. Lowering the level is sometimes worth more than raising it: it costs less and casts faster.

And if something is not integrated, it says so

The panel greys it out instead of offering you a switch that would do nothing. You will never turn on something that then fails to happen.

What is left out, and why

Kind Reason Example
They open a client menu Someone has to pick from a window. A bot cannot. Poisoning Weapon
Player-versus-player only Their condition is never met against a monster. Soul Explosion
They would work against you They function, but the result hurts you. Manhole: trapping your target makes it untouchable for up to 15 seconds
They undo their own setup They strip the state another skill in the same line has just applied. Akumukesu, which removes the nightmares the ninja needs

None of these exclusions is an oversight: each one is written down with its reason beside it, so that a year from now nobody "fixes" it without knowing why it was that way.

@autoplay @helpme AI skills Link to this specification

See also @autoplay moves your character from the server itself, with five switches you decide The AI picks by the damage that will actually land, not by the number on the table Songs and support skills reach as many characters as they can, and never work against you Autoplay kites, picks its spell to suit the enemy and never meditates surrounded

The bot keeps close to its leader under its own steam, and the rescue warp stops being routine Two cells of margin before it gets yanked; and with the leader dead or an MVP beside them, there is no yank at all.

An automated character following its leader has a rescue warp: stray too far and it gets teleported back. That was meant as a safety net and had turned into the everyday mechanism — the bot wandered off after a distant monster and the warp dragged it back.

Now it holds itself back. It sets a ceiling two cells below the distance that would rescue it, and that ceiling is checked against the cell it is heading for before the step, not against where it already stands. If it still overshoots — because the leader moved, or a knockback — it goes into panic: it drops whatever it was doing and does nothing but win those two cells back.

And the rescue is no longer unconditional. There are three situations:

Normal

Warp at the usual distance, with panic watching below it so it is almost never needed.

A boss is being hunted

There is a miniboss or MVP near the leader and your unit is not afraid of it. The rescue still works, but at twice the distance, so it is not yanked mid-fight.

Forbidden

The leader is dead, or has a boss your unit does fear within 30 cells. No warp, and no panic either: dragging it in there is exactly what nobody wants.

With the leader dead the unit carries on as if it had no leader: it fights and patrols where it is instead of standing over the body waiting. When the leader revives, the anchor comes back.

And if the leader is inside the area of a boss your unit fears, it is not left adrift: it watches from outside. It gets as close to the leader as it can without setting foot in the danger zone and paces along the edge, always far enough away that the boss cannot see it, until it blows over.

None of this changes what your allowance is charged or how the bot is configured: it is how it moves.

autoplay helpme party safety Link to this specification

See also @autoplay moves your character from the server itself, with five switches you decide @helpme summons another real character of yours to fight at your side Autoplay kites, picks its spell to suit the enemy and never meditates surrounded They see the spell coming: they step aside during the cast, clock in hand

@helpme summons another real character of yours to fight at your side It earns real experience, picks up real items and really dies. Not a clone.

With @helpme you summon another character of yours — a real one, from your account — and it fights beside you with its own autoplay profile, independent of yours.

It is not a clone or an illusion: it earns real experience, picks up real items and really dies.

Why this didn't exist

In Ragnarok the account id doubles as the session, as the object on the map and as the anti double-login guard all at once. That is why having two characters from the same account in the world had been impossible for years.

It was solved by virtualising the companion's session. It runs in production.

@helpme automation session Link to this specification

See also @autoplay moves your character from the server itself, with five switches you decide A shared quota that only runs while the bot is actually working, and that refills itself Pets, mercenaries, autoplay and helpme are out of the combat zones

A shared quota that only runs while the bot is actually working, and that refills itself Time in town, dead, trading or out of combat does not count. And every half hour you get a slice back.

Autoplay and helpme share a quota, and that quota only runs while the bot is actually working: time spent in town, dead, trading or walking between targets does not count.

How much you get

30 + (30 × your player level) minutes. At level 1 that is 60 minutes; at the very top, over five hours.

How it comes back

There is no midnight reset any more. Every 30 minutes you get 1/36 of the total back, so from empty it refills completely in 18 hours.

The clock runs while you are logged out too: time away counts just the same towards getting it back.

The bar with what you have left is on your account page, with the countdown until it is completely full again.

@autoplay @helpme quota limits Link to this specification

See also What levelling up gives you: more automation quota and a cheaper warper Automation pauses if you go idle Automation leaves an auditable log of what it does

Automation pauses if you go idle Ten minutes without touching anything and it stops walking and attacking, though it still looks after itself.

After ten minutes without touching anything, autoplay and helpme stop walking and attacking. They keep looking after themselves — healing, not dying — but they don't go out picking fights.

It is the same threshold that switches your companions to defensive mode, and for the same reason: automation is there so you can play comfortably, not so you can farm while you are away.

@autoplay idle limits Link to this specification

See also A shared quota that only runs while the bot is actually working, and that refills itself Ten minutes without touching anything and your companions stop picking fights

Automation leaves an auditable log of what it does Reset on every server start.

Everything automation does goes into an auditable log, reset on every server start.

Same line as the daily gift box log and the transparency section: if it can't be checked, it's worth nothing.

@autoplay transparency logging Link to this specification

See also A shared quota that only runs while the bot is actually working, and that refills itself

Your shop keeps selling with the game closed, and your account is freed instantly The stall stays on the map; you log back in on another character with no waiting.

With a shop open —selling or buying— type @autotrade. The game closes and your stall stays on the map, trading on its own.

What happens underneath is what makes the feature worth having: the vendor's session stops occupying your account and starts running under an identity of its own inside the server. The account is freed on the spot, so you can log straight back in on another character, with no waiting and no message telling you it still recognises your previous session.

What it takes along

  • The shop title, its exact spot and its pose.
  • Everything you had put up for sale.
  • The zeny it earns.

What stays behind

  • Your @mybot companions say goodbye and save their progress, and come back on their own when you next enter that character.
  • The vendor does not count as an online player in any count, on the server or on the website.

A stall sits and faces the same way whether you just left it there or a restart restored it: there is no telling them apart at a glance.

@autotrade shop automation Link to this specification

See also The shop survives server restarts, and every sale is saved the moment it happens Getting back the character that is selling involves no waiting @helpme summons another real character of yours to fight at your side

The shop survives server restarts, and every sale is saved the moment it happens Nothing expires and nothing is lost: not to a scheduled restart, not to a crash.

The shop does not live in the server's memory alone. It is written to the database the moment you open it, and it restores itself when the server starts with its title, its spot, its pose and its items. A restart —including the automatic one every night— does not force you to set it up again.

No shop expires. There is no time limit: the stall stays until everything sells, until you enter that character, or until you close it yourself.

Every sale dispatches the zeny, the cart and the inventory at that very instant. It does not wait for the periodic save, so what you sold is yours even if the server goes down a second later.

Prices

  • Maximum price per item: 1,000,000,000 z.
  • A 5% tax, and only on sales of 100,000,000 z or more. Below that figure nothing is charged.

When it runs out

If the last unit sells, the stall closes itself and the character leaves the map with everything it earned already saved.

Everything a stall does goes into an auditable log: when it opened, every sale with its amount and its buyer, every save, and why it ended.

@autotrade shop persistence Link to this specification

See also Your shop keeps selling with the game closed, and your account is freed instantly Getting back the character that is selling involves no waiting Automation leaves an auditable log of what it does

Getting back the character that is selling involves no waiting You enter it from character select and the shop closes itself, saving first.

To get it back, just enter that character from the character selection screen. The server closes the shop, saves everything and lets you through: there is nothing to wait out and nobody to ask.

And if you are playing another character on the same account and only want to close the stall without switching, type @shopclose.

Either way nothing is lost: whatever did not sell is still in the cart, and the zeny it took is on the character.

While a shop is running, that character cannot be deleted from the panel. That is deliberate: deleting it would take the shop with it, along with whatever was left unsold and everything it had earned.

@autotrade shop Link to this specification

See also Your shop keeps selling with the game closed, and your account is freed instantly The shop survives server restarts, and every sale is saved the moment it happens

Player level

How you reward the people who hold up a small server: not whoever pays, nor whoever grinds longest in one sitting, but whoever shows up, stays, and brings people who also stay.

Player level runs from 1 to 24 and cannot be bought You raise it by showing up, by inviting, and by having been here from the start.

Player level runs from 1 to 24 and is earned three ways, which add up:

  • Showing up: your streak of days played.
  • Inviting: valid referrals, direct and second level.
  • Having been here from the start: the tester tag.

There is no way to buy it

No shortcut, no bundle, no shop. It only goes up by showing up and bringing people.

Where you see all of it: on your account page. The day-by-day stamp card, the level targets marked out, your current streak and the previous ones, your invitations with each guest's progress, and the exact breakdown of your level.

level progression Link to this specification

See also Fifteen active minutes a day fill in that day's stamp Every account hands out up to 64 invitation codes The tester tag adds starting levels, in three grades What levelling up gives you: more automation quota and a cheaper warper

Fifteen active minutes a day fill in that day's stamp Fifteen, not four hours. And autoplay time does not count: the stamp is filled by the person.

Every day you play fifteen minutes without idling you fill in a stamp on the card.

Autoplay time does not count

The stamp is filled by the person, not the bot.

Fifteen minutes and not four hours: the point is not to punish people with a life outside, it is to reward people who come back.

level streak stamp card Link to this specification

See also The streak levels up in eleven steps, from one week to 36 months A streak protector saves the day you miss, capped at seven a month A shared quota that only runs while the bot is actually working, and that refills itself

The streak levels up in eleven steps, from one week to 36 months A week, a month, and then 2, 4, 6, 8, 10, 12, 18, 24 and 36 months.

Stamps chain into a streak, and the streak levels up in eleven steps:

  • 1 week
  • 1 month
  • 2 months
  • 4 months
  • 6 months
  • 8 months
  • 10 months
  • 12 months
  • 18 months
  • 24 months
  • 36 months

If a streak breaks, how many days you had and which day you missed are recorded: past streaks are not erased, they are kept.

level streak Link to this specification

See also Fifteen active minutes a day fill in that day's stamp A streak protector saves the day you miss, capped at seven a month

A streak protector saves the day you miss, capped at seven a month One free for every full month, and a couple more on sale in Prontera.

The streak breaks if you miss a day… unless you have a streak protector.

Where they come from

We give you one per full month in a row, and the Participation Assistant in Prontera sells you a couple more.

What they do

With a protector, your absence shows blue on the card and the streak stays alive. Without one it goes red and you start over.

You cannot spend more than seven protectors within the same month.

level streak protector NPC Link to this specification

See also The streak levels up in eleven steps, from one week to 36 months Fifteen active minutes a day fill in that day's stamp

Every account hands out up to 64 invitation codes Entry is invitation-only, and 52 valid referrals reach the top of that branch.

You get into the server by invitation only, and every account hands out up to 64 codes.

This branch's ladder runs from 1 valid referral (level 2) to 52 (level 10). With 64 invitations and 52 needed, there is room for some not to work out.

Your invitations and each guest's progress are on your account page.

referrals invitations level Link to this specification

See also A guest does not count for registering: they count for playing, and it recalculates Your guests' guests count too, at one third each

A guest does not count for registering: they count for playing, and it recalculates Level 60 during their first month; level 90 after that. Stop playing and they stop counting.

A guest does not count for registering:

  • During their first month, they count once they have a character at level 60.
  • After that month, to keep counting they need one at level 90 or above.

And the count recalculates, it does not freeze

If someone you invited stops playing, they stop counting, and your level goes down.

It sounds harsh, but it is the fair version: we reward bringing players, not collecting registrations.

referrals validity level Link to this specification

See also Every account hands out up to 64 invitation codes Your guests' guests count too, at one third each

Your guests' guests count too, at one third each Three valid second-level referrals are worth one direct referral.

The guests of your guests count for you too. Each one is worth one third of a direct referral, under exactly the same rule: level 60 in their first month, level 90 after that.

Three valid second-level referrals equal one direct. Bring people who bring people and the whole network works for you.

Your account page shows the separate counter: how many second-level you have, how many count as valid, and your weighted total.

referrals second level level Link to this specification

See also A guest does not count for registering: they count for playing, and it recalculates Every account hands out up to 64 invitation codes

One gift only for your invitees: either a percentage or an autocast, never both Choosing is optional, but it is a one-way door: afterwards you can change it, not withdraw it.

Every account picks one gift, and only one, out of the sixteen on the list, and all of its invitees receive it. In turn you receive whatever the person who invited you picked: that is why the panel shows two columns, what you give and what you are given.

The question everyone asks

They do not stack. The fourteen percentages and the two autocasts come from the same list, so holding a +1% ATK and an autocast at once is not possible. Picking another one replaces the previous one, with no warning and no cost.

Optional, but one-way

Someone who never picked gives nothing, and that is fine. But once you pick for the first time you can no longer leave your invitees with nothing: from then on you only swap one gift for another. The server checks this, not just the form.

And the receiver can say no

Some builds are hurt by an automatic spell going off, so whoever receives the gift has a switch to opt out of it without touching anything on the giver's side.

A change is not immediate for the invitee: the gift is applied on login and removed on logout, so whatever you change today reaches them at their next sign-in. In exchange, nothing from an old choice is ever left stuck or stored.

Only first-level invitees receive it — the ones who used your code. Second and third level count towards your player level, but get no gift. And there are no conditions: having used a code is enough, with neither validity nor activity switching it off.

The two autocasts differ from the rest in one way: besides the gift you also pick the spell and its level, and that is where the chance of it going off comes from. The others are a flat percentage.

referrals bonus account Link to this specification

See also Every account hands out up to 64 invitation codes A guest does not count for registering: they count for playing, and it recalculates Your guests' guests count too, at one third each Player level runs from 1 to 24 and cannot be bought

The tester tag adds starting levels, in three grades It is already applied: there is nothing to ask for or claim.

Those of you who were here from the first tests already have your tester tag, and it adds starting levels. There is nothing to ask for: it is already applied.

And it is not a single tag: there are three grades according to participation.

  • Grade 1 — adds 3 levels
  • Grade 2 — adds 2 levels
  • Grade 3 — adds 1 level

level tester Link to this specification

See also Player level runs from 1 to 24 and cannot be bought

What levelling up gives you: more automation quota and a cheaper warper And from level 11 on, travel is free.

autoPlay and helpme

30 + (30 × your level) minutes a day. At level 1 that is 60 minutes; at the very top, over five hours.

Warp agent

A 10% discount per level. From level 11 on, travel is free.

Whatever comes next

The level is already available to any NPC on the server. More perks will be hung off it.

level perks warper quota Link to this specification

See also A shared quota that only runs while the bot is actually working, and that refills itself Player level runs from 1 to 24 and cannot be bought The agent takes you to the gate of any WoE castle The agent tops up your travel kit before every trip

Daily gift

The Daily Gift Girl in Prontera, with no expiry date, four independently rolled slots and a button to claim it from the website.

The daily gift is not closing: there is no end date The Daily Gift Girl is still in Prontera 164, 172. What changed is who she works for.

The Daily Gift Girl was announced to hand out gifts for the last time on 30 September. That farewell was cancelled. Since 1 August 2026 she is still in Prontera 164, 172, same spot, same face.

This is no longer an event on a countdown: it does not close on any date.

And now you can ask her who she is

She has her own dialogue. She came from Lutie, she was the Santa Goblins' envoy, and there is a story behind why she still comes down every morning although the goblins no longer make anything.

Go and say hello. She likes being asked.

gift NPC Prontera Link to this specification

See also The gift is four slots, and each one rolls its prize separately The gift can be claimed from the website, with the character logged out One gift per account per day, and one per household per day

The gift is four slots, and each one rolls its prize separately With its own odds and its own quantity. A slot can also come up empty.

The package stops being the same fixed bundle. It is now four slots and each rolls its prize separately, with its own odds and its own quantity. You might get a stack of ten or a single piece.

Each slot can also come up empty: you will not always take home four things.

Verifiable

What can drop from the fourth slot is still published, player by player, in the box log in the transparency section.

As always: if it can't be checked, it's worth nothing.

The previous bundle was fixed: Elunium, Oridecon, a Myst Case, a Battle Manual and a Bubble Gum.

gift odds transparency Link to this specification

See also The daily gift is not closing: there is no end date The gift can be claimed from the website, with the character logged out

The gift can be claimed from the website, with the character logged out The box opens in front of you and the items appear next time you log in. It does not expire.

You don't need to log in to collect it. On your account page, under each logged-out character, there is the claim button.

The box opens in front of you and you see what you got right away. The items appear in your inventory the next time you log in with that character.

You can claim several days in a row without connecting: it stacks up and you get it all at once when you come back. It does not expire.

You still need free slots and free weight. Whatever doesn't fit waits for you, it is not lost.

gift website account Link to this specification

See also The daily gift is not closing: there is no end date One gift per account per day, and one per household per day

One gift per account per day, and one per household per day It doesn't matter where you take it: claim it in Prontera and the website button goes dark.

One gift per account per day, and one per household per day. It doesn't matter where you take it: claim it in Prontera and the website button goes dark, and the other way round.

If you really are two people under one roof

Tell the Staff and you get listed as an exception. Then there is a package for each of you.

gift limits household Link to this specification

See also The gift can be claimed from the website, with the character logged out The daily gift is not closing: there is no end date

Combat and balance

Rules the game measured two different ways, skills advertising bonuses they never gave, and a couple of things that had been broken forever.

Monsters measure their range as a circle, the same way you do None of them gains range: they lose the range they should never have had on the diagonals.
Drosera attacking Drosera range 7 · 225 → 201 cells
Raydric attacking Raydric range 1 · nothing changes
Kobold Archer attacking Kobold Archer range 9 · 361 → 313 cells

Your character measures range as a circle, the same way the client draws it. The server, on the other hand, measured monster range as a square: it only asked that neither the horizontal nor the vertical distance exceeded the range.

In a straight line both calculations agree. On a diagonal they don't: a square of side 9 reaches almost 13 cells of real distance at the corners. That is where the feeling that some monsters shot from outside your reach came from — they did.

The rule, and everything that follows from it

  • A monster can no longer reach you from a cell you could not answer from with that same range.
  • In a straight line nothing changes: a Kobold Archer still shoots you from nine cells.
  • On an exact diagonal, that same Kobold now reaches cell (7,7) instead of (9,9). A Drosera, (5,5).
  • No monster gains range.
  • Melee monsters are unchanged: at range 1 or 2 both calculations agree.
Range comparison for a range 9 monster: it used to cover a 361-cell square and now covers 313, without the diagonal corners

A range 9 monster, with every cell it can shoot you from. Before, corners included; now, only the ones genuinely nine cells away.

It affects 349 monsters out of the server's 2,675: the ones with range 3 or more. The other 2,326 behave exactly as before. It is a server setting, reversible with a single configuration value.

range monsters balance Link to this specification

See also All four range checks now share a single calculation Monster area attacks are circles, not squares

All four range checks now share a single calculation Without that, long-ranged monsters would have stopped where they could no longer shoot.

The change was not only about counting cells. A ranged monster walks towards you until it considers itself in range, and then plants itself and shoots. That "I've arrived" was computed with the old rule.

Had only the shot been fixed, long-ranged monsters would have stopped on a diagonal from which they could no longer fire, and would have ended up walking right up to you to attack — an absurd zigzag.

The four checks that decide when a monster is in range now share a single calculation, so they cannot contradict each other again.

range monsters chasing Link to this specification

See also Monsters measure their range as a circle, the same way you do

Monster area attacks are circles, not squares Range is untouched: what they lose are the corners, where they never should have reached.

The same problem as range was present in the area of effect of monster attacks: they blasted a square, so at the corners they caught you from further away than head-on. They are circles now.

The range itself was not touched: they still reach exactly as far in a straight line.

11x11 → 40 fewer cells 15x15 → 76 fewer 29x29 → 228 fewer

It affects 58 monster skills, among them Earthquake, Pulse Strike, Hell's Judgement, Frost Nova and every area status skill (Wide Silence, Wide Curse, Wide Stun…). Player skills are unchanged.

area of effect monsters skills Link to this specification

See also Monsters measure their range as a circle, the same way you do An area effect is forbidden ground: they step out and do not step back in

Endure takes 21 hits and the counter now works on every map It used to be 7 hits… which inside a castle never went down at all.

The Swordman's Endure was cancelled after 7 attacks. That cap has been tripled to 21 hits.

And now it actually counts

It had a catch almost nobody knew about: the counter only went down from monster hits and only outside war maps. Inside a castle it never went down at all, so Endure was effectively infinite there.

Not any more: the 21 hits count everyone's, on any map.

And since that makes it far stronger, the duration is now stepped, 5 more seconds per level:

  • Level 1: 10 s
  • Level 2: 15 s
  • Level 3: 20 s
  • Level 4: 25 s
  • Level 5: 30 s
  • Level 6: 35 s
  • Level 7: 40 s
  • Level 8: 45 s
  • Level 9: 50 s
  • Level 10: 55 s

Before, level 10 lasted 37 seconds but dropped after 7 hits, which in a serious fight is about two seconds. Now it is 55 seconds and 21 hits: it holds far longer, but it is still a window, not armour.

Endure Swordman WoE balance Link to this specification

See also Monsters measure their range as a circle, the same way you do

The Soul Reaper's four souls now scale with the skill level Almost every bonus used to be flat: level 1 gave exactly what level 5 gave.

Until now almost every soul bonus was flat. A level 1 Shadow's Soul gave exactly what a level 5 gave: the same +60 FLEE, the same +25 crit. Levelling the skill only extended the duration and cut the SP cost.

Every bonus now scales with the level, without exception. Level 5 is still strong, but you have to get there.

Golem's Soul — the wall

  • DEF +60 per level (up to 300)
  • MDEF +8 per level (up to 40) — new
  • VIT, MaxHP and melee damage: +1 per level

Shadow's Soul — the edge

  • Crit +5 per level (up to 25)
  • FLEE +8 per level, LUK +2 per level
  • ASPD up to +3, ATK up to +5%, crit damage up to +10%

Falcon's Soul — the aim

  • ATK and HIT +5 per level (up to 25 each)
  • DEX and AGI +2 per level (up to 10)
  • ASPD up to +3, ranged damage up to +10%, MaxSP up to +100

Fairy's Soul — the magic

  • MATK +12 per level (up to 60)
  • Variable cast time up to 12% lower
  • INT up to +10, MaxSP up to +250, SP regen up to +10%

Two gaps were closed along the way: Golem's Soul gave no MDEF and Falcon's Soul gave no ATK, even though the server already declared both. They were advertised and unimplemented.

All four cost 1 soul sphere, last 60 to 300 seconds depending on level, and are mutually exclusive: you cannot carry two souls, nor give a soul to someone who already has one.

Soul Reaper souls skills Link to this specification

See also Carrying a soul also paints a target on your back

Carrying a soul also paints a target on your back Soul Explosion only works on someone with a soul, tears off 30-70% of current HP and bypasses everything.

Souls exist to help a party. But they have a downside, and it is better learnt here than the hard way.

There is a skill called Soul Explosion, and it only works against someone carrying a soul. Against anyone else it fails.

  • It tears off between 30% and 70% of the HP you have at that moment, depending on the skill level.
  • It bypasses everything: it ignores your element, your flee and your defence cards. There is no way to reduce it.
  • And on impact it rips the soul off you as well. You lose the buff and half your health.

Two things that make it manageable

It only works on PvP, GvG and WoE maps — in the normal world nobody can detonate anything on you — and it cannot finish you off: below 10% of your maximum HP, the skill fails.

It also costs 10 soul spheres and has a one minute cooldown.

So in a war, handing out souls is a real decision: you buff your side a lot and at the same time hand the enemy a button that only works on them.

Soul Reaper PvP WoE souls Link to this specification

See also The Soul Reaper's four souls now scale with the skill level

Soul Unity is a circle that heals and hands out SP for as long as you keep it on It stopped being a one-shot hand-out: it is now an aura that lives on the Soul Reaper, pulses every 3 seconds and never expires.

By default, Soul Unity was a one-shot hand-out: casting it stuck the buff on whichever players happened to be in the area at that instant, up to a target cap. Anyone arriving late was left out, and keeping it up cost the caster nothing.

Here it is a toggle. Casting it switches it on and it never expires; casting it again switches it off. While it is on, the aura lives on the Soul Reaper and pulses every 3 seconds, sweeping whatever is around — so people who walk in are picked up and people who walk out are dropped, with no need to recast.

What each pulse gives

  • 150 HP per skill level to anyone wounded — 1050 at level 7.
  • +15 SP to everyone it reaches, wounded or not.
  • That SP comes out of nobody: it is created, not transferred.

Who it reaches

  • An area of 3x3 to 9x9 depending on level, 1 to 7.
  • Players, homunculi, mercenaries and elementals.
  • On normal maps, everyone; in PvP, GvG and WoE, your party only.

The blessing is three heals, and it travels with you

The first one comes from the pulse that reaches you. If you step out of the circle you still have two left, one every 3 seconds, so the blessing keeps working for 6.5 seconds after the Soul Reaper is out of sight. Coming back in sets it to three again.

The SP is paid by the Soul Reaper, once per pulse and only if there is someone to heal: twenty people healed cost the same as one, and a pulse with nobody wounded is free. It is 44 to 56 SP depending on level.

A higher-level Soul Reaper takes the blessing away from a lower-level one and replaces it with theirs; at equal or lower level, whatever you already carry is left alone.

Switching it off is completely free: no SP, no soul spheres, none of the 4-second fixed cast, and no cooldown — which is three minutes at level 7. And while you carry it, a green heart above your head says so.

Soul Reaper Soul Unity skills custom Link to this specification

See also Renovatio is no longer a buff with a duration: it is an aura you switch on and off Two hearts above the head tell you who is blessed and with what The Soul Reaper's four souls now scale with the skill level Espa goes up to level 10, and at level 10 it stops spending a soul sphere

Renovatio is no longer a buff with a duration: it is an aura you switch on and off Two different reaches depending on whether you are in the Arch Bishop party, and no pulse costs SP to anyone.

Renovatio used to be a targeted buff: you cast it on someone, it healed a percentage of their health every few seconds, and it ran out. It is now modelled on Soul Unity: a toggle with an area, with no duration, pulsing every 5 seconds for as long as you keep it on.

Two reaches, always centred on the Arch Bishop

  • 19x19 for members of their party.
  • 7x7 for anyone else.
  • In PvP, GvG and WoE it only reaches the party.

What each pulse heals

  • (level + 4)% of each target maximum health.
  • From 5% at level 1 to 8% at level 4.
  • Being a percentage, it heals a Novice just as fast as a Rune Knight.

No pulse costs SP. To anyone.

Not to the blessed, not to the Arch Bishop. The only thing you pay for is the cast that switches the aura on, 240 to 360 SP depending on level. From then on keeping it up is free — and so is switching it off.

The first pulse activates the blessing and it is yours. You can stay close or walk away: if you leave you still get 2 more pulses, one every 5 seconds, and then it fades. While you stay inside the area the counter refills on every pulse, so it never runs out.

A higher-level Arch Bishop takes the blessing away from a lower-level one, exactly as in Soul Unity.

About the 19x19: an area centred on a cell is always odd-sized, so an exact 18x18 does not exist. The next odd size up is used instead.

Anyone carrying it shows a white heart above their head.

Arch Bishop Renovatio skills custom Link to this specification

See also Soul Unity is a circle that heals and hands out SP for as long as you keep it on Two hearts above the head tell you who is blessed and with what

Two hearts above the head tell you who is blessed and with what Hollow green for Soul Unity, solid white for Renovatio; together they make one complete heart.

Both blessings come and go on their own — you pick them up by getting close and they fade a few seconds after you walk away — so there had to be a way to see who is carrying what without asking. They are drawn above the head, over the character, so they do not cover it.

Green heart, hollow

It is the outline. It means you are inside the circle of a Soul Reaper with Soul Unity switched on, or that you still have blessing left from one.

White heart, solid

It is exactly the fill of the green one, and it means Renovatio. If you carry both at once they nest into each other and you will see one complete heart.

The heart appears with the first pulse that reaches you and goes out at the exact moment the blessing ends, counting the bonus pulses you take with you when you walk away. While it lasts it holds steady: it does not blink or visibly restart, even though under the hood it is refreshed on every pulse.

They are artwork made for this server, not effects recycled from another skill. They are drawn in front of the character: the auras the client paints on the ground are hardwired to the game level system and no more of them can be made.

effects Soul Unity Renovatio client Link to this specification

See also Soul Unity is a circle that heals and hands out SP for as long as you keep it on Renovatio is no longer a buff with a duration: it is an aura you switch on and off

Espa goes up to level 10, and at level 10 it stops spending a soul sphere The skill was always like this; what lied was the in-game description, which announced level 5 and cut off mid-sentence.

The in-game description for Espa said max level 5, cut off mid-sentence and never mentioned the damage at all. None of that was true, and more than one person stopped levelling it believing it was already maxed.

  • It goes up to level 10.
  • From 1 to 9 it spends 1 soul sphere. At level 10 it spends none.
  • Magic damage: 500% base plus 250% per level — 750% at level 1, 3000% at level 10 — and the result also scales with your base level.
  • 52 to 88 SP depending on level, a range of 9 cells, and it lets you use Eswhoo within the next 5 seconds.

Neither the damage nor the cost was touched: this is exactly what the skill already did. What was fixed is the text describing it.

Soul Reaper Espa skills client Link to this specification

See also The Soul Reaper's four souls now scale with the skill level Soul Unity is a circle that heals and hands out SP for as long as you keep it on The AI picks by the damage that will actually land, not by the number on the table

Estin, Estun, Leap and the Taekwon Breaks, reviewed one by one Full damage to mediums, stun on large, landing behind obstacles and shared resting.
  • Estin does full damage to both small and medium targets, and applies a micro stop to non-boss monsters on hit.
  • Estun can stun large targets as well as medium ones, and also applies a micro stop to non-boss monsters on hit.
  • Leap (Taekwon Jump) was rebuilt as a ground-targeted cell skill, with range by level, and can now land behind obstacles as long as the destination cell is passable.
  • Happy Break and Peaceful Break extend the resting and regeneration bonus to any player sitting near a Taekwon who has them active, instead of limiting it to the Taekwon.

Taekwon skills custom Link to this specification

See also Kaahi charges SP based on the healing it actually applies

Kaahi charges SP based on the healing it actually applies It used to be a fixed value that matched nothing.

Kaahi was adjusted so the SP cost depends on the healing actually applied rather than on a fixed value inconsistent with what the skill did.

Kaahi Soul Linker skills Link to this specification

See also Estin, Estun, Leap and the Taekwon Breaks, reviewed one by one

Axe Boomerang adds the axe weight to the damage percentage The weight is not added to the damage: it is added to the %. A 700-weight axe is worth +700% on its own.

The Mechanic's Axe Boomerang is one of the few skills whose damage depends on the weight of the weapon. It is not a change made by this server: it is how the skill has always been written, and almost nobody knows about it.

What matters is where that weight goes. It is not added to the final damage: it is added to the percentage, right next to what the skill level gives.

The whole formula

(250 + 50 × skill level + axe weight) % of your attack, further multiplied by your base level ÷ 100 from base level 100 onwards.

The number added is exactly the weight shown on the item page of this site. A 700-weight axe adds +700%; level 5 of the skill adds 250. The weapon carries — quite literally — a lot more weight than the skill level does.

What each axe contributes

Axe Weight Added to % Weapon ATK
Axe 80 +80% 38
Battle Axe 150 +150% 80
Buster 220 +220% 155
Two-Handed Axe 250 +250% 185
Bloody Axe 400 +400% 170
Doom Slayer 600 +600% 10
Avenger 600 +600% 270
Avenger-LT 700 +700% 290
Vivatus Fides Axe 750 +750% 270
Booster Axe +0% 200

The Doom Slayer is the extreme case: 10 attack, and it still contributes +600% of percentage. The Booster Axe is the warning in the other direction: some axes have no weight defined, and on those the bonus is exactly zero. One glance is enough to tell: if the item page lists no weight for it, it adds nothing.

That percentage multiplies everything

It is not separate damage. It is the multiplier of the hit, so it scales every bit of attack you have put together: the weapon's, your gear's, your stats', your cards' and any attack buffs you are running.

Which is why a heavy axe pays off more the better the rest of your gear is, not less.

And what does NOT count

  • The weight is the item's own: refine and cards do not change it.
  • Only the right-hand weapon is checked, which is where the axe goes.
  • Power Swing, the Mechanic's other axe skill, does not use weight: that one runs on STR and DEX.

Other skills do look at weight — Spiral Pierce at the weapon's, Shield Boomerang at the shield's — but those add it to the attack. Axe Boomerang is one of the ones that add it to the percentage, which is why the gap between a light axe and a heavy one is not a few points, but multiplying the hit several times over.

Axe Boomerang Mechanic weapons damage Link to this specification

See also The 52 forgeable weapons, one by one

Monsters no longer ghost-walk when taking multihit A bug that breaks the visual reading of a fight, and that shows up even on official servers.

The bug where some monsters performed a ghost-walk on taking multihit — appearing displaced from where they really were — has been fixed.

It is a particularly dangerous bug because it breaks the visual reading of a fight and ends up killing a lot of people. It shows up even on official servers.

monsters multihit fix Link to this specification

See also Monsters measure their range as a circle, the same way you do

Monsters cast Orc Head again, and Healers clear the annoying debuffs Orc head, blind, confusion and curse, on top of healing HP and SP.

Restored

Monsters cast Orc Head again (Reverse Orcish), which had been doing nothing for a while. Twenty-one monsters know it, and they try it once in a blue moon.

The status only lands on characters that allow it: for everyone else the spell always bounces off. Characters created from now on allow it; older characters have to be granted it by hand. It lasts twenty minutes, it is only the looks —no change to your stats, your gear or what you can do— and it survives logging out, so leaving and coming back is not how you get rid of it.

Healer NPCs do more

On top of healing HP and SP, they clear orc head, blind, confusion, curse and other annoying debuffs.

monsters status NPC Link to this specification

See also Monsters no longer ghost-walk when taking multihit

How much experience a monster gives depends on its level gap with yours From 3 to 15 levels above you they pay extra; from 16 up, and also well below you, they pay less.

The experience a monster drops is multiplied by a rate that comes from subtracting your base level from its own. It is not a penalty that grows in a straight line: there is a band where you actually get more.

The monster is above your level

  • 1 or 2 above → 100%
  • 3 to 5 → 105% up to 115%
  • 6 to 10 → 120% up to 140%
  • 11 to 15 → 135% back down to 115%
  • 16 to 20 → 90%
  • 21 to 30 → 80%
  • 31 to 40 → 60%
  • 41 or more → 40%

The monster is below your level

  • Up to 5 below → 100%
  • 6 to 10 → 95%
  • 11 to 15 → 90%
  • 16 to 20 → 85%
  • 21 to 25 → 60%
  • 26 or more → 35%

The best place to farm is above you

The peak sits ten levels above you: 140% of the experience. Staying on things that outgrew you a long time ago costs you money.

It applies the same way to base and job experience, and always against your base level, never your job level.

The extra experience an MVP gives for being one is handled separately and carries no penalty: you get all of it. Item drops have their own table, similar to this one but not the same.

experience level monsters balance Link to this specification

See also In a party every member collects the monster's full experience How wide a level gap a party can share experience across

In a party every member collects the monster's full experience Playing together does not hand out smaller shares. The only thing that differs between members is their own level gap.

With experience share turned on, every member collects the monster's full experience. It is not a cake cut into slices: the server splits it among those eligible and then adds 100% per extra member, which is exactly what it takes for each of them to end up with the whole thing again.

And if several of you hit it, it pays off: every extra attacker adds another 25%, up to twelve.

What is yours alone is the level gap penalty, applied at the end and against your own level. The killer being on par with the monster does not protect the rest.

An example with numbers

Level 100 monster dropping 10,000 experience, party of two. The level 100 member takes the full 10,000. The level 65 one is 35 levels below, so they collect 60%: 6,000. What one fails to collect is not gained by the other — it is simply never created.

Who is in the split

  • Be on the same map as the monster.
  • Be alive at that moment.
  • Not have spent five minutes doing nothing.

Talking counts as activity

Walking, attacking, using items or skills and typing in chat all reset those five minutes. Coordinating with your party is playing.

Opening a vending shop, setting up a buying store or sitting in a chat room do drop you from the split right away, even if you just typed something.

Without share turned on everyone keeps the experience of what they kill, and the level gap penalty still applies to them all the same.

experience party level Link to this specification

See also How much experience a monster gives depends on its level gap with yours How wide a level gap a party can share experience across

How wide a level gap a party can share experience across Twenty levels of room, thirty if someone is past 100 and forty if someone is past 200. A married couple of two has no limit.

Experience share can only stay on while the party fits inside a level window. It is measured between the lowest and the highest online member: it is the width of the whole party, not each member compared against the leader.

The highest level sets the window

  • Nobody reaches 100 → 20 levels
  • Someone at 100 or above → 30 levels
  • Someone at 200 or above → 40 levels

Married couple: no limit

If the party is exactly two people married to each other, the window is gone. Whatever the gap, it works.

No baby needed, no same map, no minimum level. The moment a third member joins, the normal window is back.

Offline members do not count

The window only measures those who are online. A level 30 friend who is offline gets in nobody's way… until they log in: that is when it is recalculated and, if you no longer fit, share turns itself off.

The old family exception is still there: parents and adopted baby skip the window as long as all three are online on the same map and both parents are level 70 or above.

experience party level marriage Link to this specification

See also In a party every member collects the monster's full experience How much experience a monster gives depends on its level gap with yours

In a war zone you no longer pay the toll of uninterruptible-cast cards If uninterruptible cast does not work there, its speed penalty is not charged either.

The cards and gear that grant uninterruptible cast — so a hit does not cut your spell — charge for it with a slower cast: Phen, Bloody Butterfly, Orleans's Gown, All In One Ring, Home Cherry Blossom. That is their price, and it is fair that they have one.

But in GvG, in the castles and in battlegrounds the game ignores uninterruptible cast: you get cut there anyway. The toll, however, was still being paid in full. On those maps those pieces were pure punishment: all of the penalty and none of the benefit.

Not any more. On those same maps — not one more, not one less — the part of your gear that slows casting stops being charged.

What speeds you up is kept

Only what slows you down is dropped. If a piece reduces your cast time, that reduction keeps working inside the war zone.

And it works even when both come from the same item: the Caracas Ring and the RJC2012 Spell Necklace grant uninterruptible cast and faster casting. You keep the good half.

What does not change

The statuses your opponent throws at you to slow your casting still work exactly as before. Those are not the price of your own card, they are an attack.

Outside war zones nothing changes either: uninterruptible cast works and its toll is paid, as always.

The map condition is the very same one the game uses to switch uninterruptible cast off, so the two rules cannot drift apart: where the gift stops counting, its price stops being charged.

cast time cards WoE GvG battlegrounds Link to this specification

See also Cast time has two halves, and DEX only shortens one of them Castles are covered at all times, siege or no siege Each castle grounds takes classes up to a cap They see the spell coming: they step aside during the cast, clock in hand

Hundred Spear splits one single percentage across five hits The 2,600% at level 10 is not what each hit deals: it is the total, divided by five.

The Rune Knight's Hundred Spear shows five numbers on screen, and that is where the most common misunderstanding about this skill comes from: it looks as if every hit carries the full percentage. It does not. The skill computes one single blow with the whole percentage and then cuts it into five to draw it.

The whole formula

(600 + 200 × skill level) % of your attack, split evenly across 5 hits, and multiplied by your base level ÷ 100 from base level 100 onwards.

Five hits of split damage are not five chances at damage: it is one blow chopped up. Each piece goes through the target's defense separately, so against high-DEF enemies it performs slightly worse than a single blow of the same size.

What each level deals

Level Total Per hit Cast Area
1 800% 160% 1.0 s 3×3
2 1,000% 200% 0.9 s 3×3
3 1,200% 240% 0.8 s 3×3
4 1,400% 280% 0.7 s 3×3
5 1,600% 320% 0.6 s 5×5
6 1,800% 360% 0.5 s 5×5
7 2,000% 400% 0.4 s 5×5
8 2,200% 440% 0.3 s 5×5
9 2,400% 480% 0.2 s 7×7
10 2,600% 520% 0.1 s 7×7

What adds percentage to it

  • Spiral Pierce learned: +50% per level, up to +250% at level 5. You do not need to cast it or have it active; having the points spent is enough.
  • Dragonic Aura active (Dragon Knight): +160% per level of the buff, up to +1,600%.
  • Charging Pierce at 10 stacks: the total percentage is doubled, and that stack is spent on this blow.

At level 10, with Spiral Pierce 5 and Dragonic Aura 10 active, the total is 4,450%, or 890% per hit. If it also lands with all 10 Charging Pierce stacks, 8,900%.

Requirements and pacing

  • Requires a spear, one- or two-handed. It will not fire with any other weapon.
  • Range 7 cells, cost 60 SP at every level.
  • 3-second cooldown, plus half a second of after-cast delay.
  • Damage uses your weapon's element, and defense and cards apply exactly as on any normal physical blow.

It counts as a piercing skill alongside Pierce, Spiral Pierce and Madness Crusher: if you have Charging Pierce running, every use of any of the four adds one stack.

Hundred Spear Rune Knight spears damage formulas Link to this specification

See also Ignition Break bursts around you and its damage ignores distance Dragon Breath is computed from your current HP and max SP, not from your attack Axe Boomerang adds the axe weight to the damage percentage

Ignition Break bursts around you and its damage ignores distance 450% per level, one single hit over 9×9, and one of the very few skills that can crit.

Ignition Break is not cast on an enemy: it is cast on you. The target you have selected only serves to aim the skill; what decides who gets hit is a 9×9 cell square centred on your character, and everything hostile inside takes the same percentage.

The whole formula

450 × skill level % of your attack, in one single hit, multiplied by your base level ÷ 100 from base level 100 onwards.

There are no other terms. No extra stats, no bonus per enemy count, no hidden condition: it is the simplest percentage of the three skills in this family.

Level Damage SP Area Cooldown
1 450% 35 9×9 2 s
2 900% 40 9×9 2 s
3 1,350% 45 9×9 2 s
4 1,800% 50 9×9 2 s
5 2,250% 55 9×9 2 s

It can crit

That is this skill's oddity. The vast majority of skills can never land a critical, no matter what you do with LUK; Ignition Break can, and it uses your normal critical rate.

That turns a 2,250% percentage into a considerably larger one every time it happens, and it stops LUK and critical damage bonuses from being dead stats for an area-focused Rune Knight.

What to keep in mind

  • A single hit per enemy: the percentage is not split.
  • Damage uses your weapon's element. Endowing your weapon changes the element of the burst.
  • Allowed weapons: dagger, one- and two-handed sword, one- and two-handed spear.
  • 1 second of cast and a 2-second cooldown.
  • Since you are the centre, you have to get in there: against ranged enemies it is not an opener, it is a trade.

The distance to the target appears nowhere in the calculation. An enemy standing on top of you and one at the edge of the 9×9 take exactly the same blow.

Ignition Break Rune Knight area damage formulas Link to this specification

See also Hundred Spear splits one single percentage across five hits Dragon Breath is computed from your current HP and max SP, not from your attack Axe Boomerang adds the axe weight to the damage percentage

Dragon Breath is computed from your current HP and max SP, not from your attack HP ÷ 50 + max SP ÷ 4, times the level. The weapon barely matters, and being hurt lowers your damage.

Dragon Breath is the odd one out of the family: it is a physical attack, but it is not built from your attack. The skill manufactures an amount of damage out of your HP and SP, adds it to your attack, and the skill's own percentage is a flat 100%. With normal numbers that addition is so large that the weapon becomes almost irrelevant.

The whole formula

(current HP ÷ 50 + max SP ÷ 4) × skill level, multiplied by your base level ÷ 100 from base level 101 onwards, and then by (90 + 10 × Dragon Training level) %.

That number is added to your attack and the skill's own maths end there: there is no damage percentage multiplying it afterwards.

CURRENT HP, MAXIMUM SP

The half of the formula that looks at HP uses the HP you have right now: at half health you deal half of that half. The half that looks at SP uses the maximum, not the current value, so spending SP does not lower your damage.

Hence the advice that sounds contradictory: for this skill, VIT and HP gear are damage stats, and walking into a fight already hurt is losing damage.

Dragon Training multiplies

With no points at all in Dragon Training the skill hits at 90%. Each level adds 10%, and at level 5 —the maximum— it hits at 140%.

It is the only indirect requirement that matters: 5 points there are worth half a full level of the skill itself.

What each level contributes

Level Multiplier Area Cast SP
1 ×1 3×3 0.5 s 30
2 ×2 3×3 0.5 s 35
3 ×3 3×3 0.5 s 40
4 ×4 5×5 1.5 s 45
5 ×5 5×5 1.5 s 50
6 ×6 5×5 1.5 s 55
7 ×7 7×7 2.0 s 60
8 ×8 7×7 2.0 s 65
9 ×9 9×9 2.5 s 70
10 ×10 9×9 2.5 s 75

The cast times in the table already include the half second of fixed cast every level carries. After casting there are 2 seconds of after-cast delay, but the skill has no cooldown of its own: you can chain it as soon as the delay ends. And at every level you must be riding the dragon.

An example with real numbers

A Rune Knight with 30,000 HP, 2,000 max SP, base level 175, Dragon Training at 5 and the skill at 10:

(30,000 ÷ 50 + 2,000 ÷ 4) × 10 = 11,000  →  × 175 ÷ 100 = 19,250  →  × 140% = 26,950 of added attack.

At half health that same character drops to 19,600. The only difference is current HP.

The traps in the calculation

  • It does not get the refine bonus, nor weapon mastery bonuses, nor Star Crumbs. The weapon counts for its base attack and little else.
  • Race, size and element damage cards do not apply. The only one that does count is ranged damage, because the breath is treated as a ranged attack.
  • The target's defense is subtracted as a flat value, not through the usual percentage formula, and in exchange the skill ignores the target's RES.
  • It cannot miss through flee, and it ignores Fog Wall.

The two versions and their element

  • Dragon Breath is fire and applies Burning with a 15% chance for 18 seconds.
  • Dragon Breath - Water is water and applies Freezing with a 15% chance for 40 seconds. It shares formula, levels, area, cast time and cost with the fire one.
  • Two buffs change its element: Giant Growth turns the fire breath holy, Fighting Spirit turns the water one ghost, and Lux Anima overrides both (shadow and neutral respectively).

If you have reached Dragon Knight, an active Dragonic Aura adds 10% per level of the buff on top of the result, and merely having it learned changes the formula as well: it puts your POW inside the multiplier, adding POW ÷ 5 to the 90 + 10 × Dragon Training. Without that skill learned, P.ATK does not count for this blow either.

Dragon Breath Rune Knight dragon damage formulas Link to this specification

See also Hundred Spear splits one single percentage across five hits Ignition Break bursts around you and its damage ignores distance Axe Boomerang adds the axe weight to the damage percentage

Cast time has two halves, and DEX only shortens one of them The fixed half does not drop with DEX, INT or Bragi: only gear that explicitly reduces fixed cast touches it.

The time a skill takes to go off is really two separate times added together, and they are not reduced by the same things. Nearly every question about cast time comes from this: why someone with 150 DEX still takes just as long to cast Energy Coat, or why boots that promise half a second less make no difference at all.

Variable cast

The half that does drop with stats. It is shortened by the formula 1 − √((DEX × 2 + INT) ÷ 530), and also by Poem of Bragi, Suffragium, Foresight and gear with "cast time reduction".

Once DEX × 2 + INT reaches 530 it disappears entirely. Past that point, more DEX does not shave off a single millisecond.

Fixed cast

The half that ignores your stats. Not DEX, not INT, not Bragi, not Suffragium. Only gear and statuses that explicitly say they reduce fixed cast time touch it: the Temporal Boots, Sacrament, Swing Dance, Dance with Wug, Heat Barrel

There are 364 items in the server catalogue with a fixed cast reduction written into their description.

Whatever is left over is lost

The reduction in seconds is subtracted from that skill's fixed cast, and the result never drops below zero. If the skill has 0.3s of fixed cast and you carry −0.5s, you land on 0 and the remaining 0.2s are not taken off the variable half. There is no negative time to make up for it elsewhere.

What a −0.5s fixed cast reduction actually does

Skill Class Variable Fixed Fixed with −0.5s
Energy Coat Mage 0 5.0s 4.5s
Fire Bolt 10 Mage 3.2s 1.2s 0.7s
Thunderstorm 10 Mage 4.5s 1.5s 1.0s
Storm Gust 10 Wizard 6.3s 1.5s 1.0s
Magnus Exorcismus Priest 4.0s 1.0s 0.5s
Asura Strike 5 Champion / Sura 1.0s 1.0s 0.5s
Aimed Bolt Ranger 2.0s 1.0s 0.5s
Comet Warlock 10.0s 2.0s 1.5s
Chain Lightning 10 Warlock 5.5s 1.0s 0.5s
Adoramus · Judex Arch Bishop 2.0s 0.5s 0
Dragon Breath 10 Rune Knight 2.0s 0.5s 0
Severe Rainstorm 5 Minstrel / Wanderer 3.5s 0.5s 0
Ray of Genesis 10 Royal Guard 6.0s 0.5s 0
Arrow Storm Ranger 2.0s 0.3s 0 · 0.2s wasted
Psychic Wave 5 Sorcerer 12.0s 0.6s 0 · 0.4s wasted
Arms Cannon 5 Mechanic 2.0s 0.1s 0 · 0.4s wasted
Cart Cannon 5 Genetic 3.0s 0 0 · no change at all
Stone Hard Skin Rune Knight 0 2.0s 2.0s · ignores gear
Giant Growth · Refresh · Crush Strike Rune Knight 0 1.0s 1.0s · ignores gear

Energy Coat is the extreme case and the clearest one to learn from: all of its cast is fixed. Five seconds that will not drop with DEX, with INT or with Bragi no matter how much you stack. The only way to shorten them is a fixed cast reduction. Fire Bolt is the opposite: with high DEX the variable half evaporates and what is left on screen is almost entirely fixed cast.

There are skills where it does nothing at all

Many skills have zero fixed cast: all of their time is variable. A fixed cast reduction changes nothing there, however much of it you are wearing. Cart Cannon in the table above is the textbook case —three full seconds of variable cast and not a millisecond of fixed— and the same goes for Soul Expansion and Crazy Weed, Metallic Sound, Highness Heal, Hundred Spear, Ignition Break and Cluster Bomb. On those, DEX is what helps.

And a third case: skills that accept no gear reduction

46 skills do have fixed cast but ignore any reduction coming from a piece of gear. Four of the Rune Knight runes are the clearest example: Stone Hard Skin takes two seconds and Giant Growth, Refresh and Crush Strike take one, and neither the Temporal Boots, nor Sacrament, nor DEX shave a millisecond off them. That time is untouchable.

Dragon Breath, from the very same class, does accept the reduction: not every skill in a class behaves the same way.

On top of all that, 63 skills also ignore DEX and INT for their cast time —Mystical Amplification being the best known, and the four runes above are on the list too. On those, the time you see written is exactly the time you will be waiting.

cast time fixed cast DEX INT Temporal Boots formulas Link to this specification

See also "Base DEX 120" means the DEX you spent points on, not the one on your stat window In a war zone you no longer pay the toll of uninterruptible-cast cards

"Base DEX 120" means the DEX you spent points on, not the one on your stat window Job bonus, gear, cards and buffs do not count towards that requirement. Not even the +DEX from the item itself.

There are 463 items on the server whose description asks for something along the lines of "Base DEX at least 120". The Temporal Boots are the best known of the list, and also the most common source of disappointment: someone checks their stat window, sees 137 DEX, puts the boots on and nothing happens.

The requirement looks at the base stat: the points you spent raising it, and nothing else. It is the number shown to the left of the "+" in your character window.

What does NOT count towards the 120

  • The job stat bonus granted by your job levels.
  • DEX from gear, from cards and from enchantments.
  • Buffs: Blessing, food, Marionette Control, stat potions.
  • The +DEX from the boots themselves through refine. A +9 Temporal DEX Boots grants +9 DEX, and those 9 do not count towards its own requirement either.

How high you can push it

  • 130 on 3rd and 4th classes —Star Emperor, Soul Reaper and expanded Super Novice included— and on Kagerou/Oboro, Rebellion and Doram.
  • 99 on 1st and 2nd classes, on transcendent ones and on expanded jobs that have not stepped up yet.
  • 117 on baby 3rd classes and 80 on the rest of the babies.

With the cap at 99, a 2nd class cannot meet a 120 requirement by any means.

The whole Temporal Boots family works the same way

Boots Requirement What you get for meeting it
Temporal STR Boots Base STR ≥ 120 +50 ATK
Temporal INT Boots Base INT ≥ 120 +60 MATK
Temporal AGI Boots Base AGI ≥ 120 +1 ASPD
Temporal VIT Boots Base VIT ≥ 120 +8% max HP
Temporal DEX Boots Base DEX ≥ 120 −0.5s fixed cast and +5% ranged damage
Temporal LUK Boots Base LUK ≥ 120 +30% critical damage

All six also grant, requirement met or not, +300 HP and +30 SP, plus another step of HP, SP and their own stat for every 3 refine levels. That part you always get.

The level 70 version asks for less

The Temporal Boots ROC follow the same rule with the bar set at 99 base stat, and grant half as much: the DEX one gives −0.2s fixed cast and +3% ranged damage.

This is not a bug and it is not a decision of ours: it is how the original game works, and it makes sense. If gear counted, you could simply chain +DEX pieces to unlock requirements meant for characters who paid stat points for them.

stats base DEX Temporal Boots gear items cast time Link to this specification

See also Cast time has two halves, and DEX only shortens one of them

Combat zones

In PvP, GvG, WoE and battlegrounds you fight with what you are wearing and what you know how to do.

Pets, mercenaries, autoplay and helpme are out of the combat zones On entry: the pet returns to its egg, the mercenary withdraws and automation switches off.

In PvP, GvG, WoE and battlegrounds there are no pets, no mercenaries and no automation.

What happens on entry

The moment you step onto one of those maps: your pet returns to its egg, your mercenary withdraws and autoplay and helpme switch off. Each one tells you on screen.

Nothing is lost. The pet goes back to its egg, it does not disappear.

Trying to enable @autoplay or @helpme on those maps returns a warning in red. Turning them off does work from inside, in case you walked in with something running.

The goal is simple: when you face someone, let it be your gear and your play that decide it.

PvP GvG WoE battlegrounds mercenary @autoplay Link to this specification

See also Castles are covered at all times, siege or no siege Items blocked in a combat zone are not consumed when you try to use them Guild dungeons are left out of the restriction One mercenary at a time, the experience is yours and the loot drops on the floor

Castles are covered at all times, siege or no siege There used to be a gap: outside WoE hours nothing was enforced.

Where it applies, exactly:

PvP GvG WoE castles WoE: TE Battlegrounds

Castles are covered at all times, whether WoE is running or not. There used to be a gap where, outside siege hours, nothing was enforced.

WoE castles zones Link to this specification

See also Pets, mercenaries, autoplay and helpme are out of the combat zones Each castle grounds takes classes up to a cap The War of Emperium schedule is set from inside the game In a war zone you no longer pay the toll of uninterruptible-cast cards

Items blocked in a combat zone are not consumed when you try to use them Mercenary scrolls, pet eggs and the incubator: you get a warning and lose nothing.

Mercenary scrolls, pet eggs and the incubator cannot be used inside a combat zone.

If you try, you get a warning and the item is not consumed. You lose nothing by trying.

items zones mercenary pet Link to this specification

See also Pets, mercenaries, autoplay and helpme are out of the combat zones The mercenary scroll is not consumed when you use it

Guild dungeons are left out of the restriction That is where you go to farm, not to compete.

In guild dungeons you can still use everything: pet, mercenary, autoplay and helpme.

That is where you go to farm, not to compete, and restricting them made no sense.

guild dungeon zones Link to this specification

See also Pets, mercenaries, autoplay and helpme are out of the combat zones

The War of Emperium schedule is set from inside the game That is why there is no table of hours here: the good source is the Prontera NPC, which always tells the truth.

There are two editions of the war, each with its own castles:

  • First edition: the four realms — Valkyrie Realms (Prontera), Baldur (Payon), Britoniah (Geffen) and Luina (Aldebaran).
  • Second edition: Valfreyja (entered from Veins) and Nithafjoll (entered from Juno).

Every war session has its day, its time slot and its own list of castles: they do not all have to take part. The ones left out are closed for as long as it lasts, and if you are inside one of them when it starts, you are taken out.

The schedule is no longer written inside the server: it is an agenda edited from within the game. Slots can be added, removed or cut short, and you can pick which castles join each one.

That is a good thing — it can be tuned without stopping anything — but it has a consequence: a table of hours copied onto this page would go stale the day someone changes it, and it would say one thing while the server does another. So there is none.

Where to check the real schedule

At the WOE Information NPC in Prontera. It tells you whether the war is on right now, in which regions, what time it ends, when the next one starts and who holds each castle.

It is the only live source: it reads the very agenda that governs the war, so it cannot drift from it.

WoE castles schedule Link to this specification

See also Castles are covered at all times, siege or no siege The agent takes you to the gate of any WoE castle Each castle grounds takes classes up to a cap

Warp Agent

The town agent now takes you to the WoE castle grounds, and before every trip she checks your bag and tops up whatever is missing.

The agent takes you to the gate of any WoE castle You pick the grounds and then the castle, and she leaves you outside, at the gate. Never inside.

The agent's menu has a new entry, WoE castle grounds. It shows up on its own as soon as you have unlocked any of the six towns with castle grounds next door; with none of them, it does not appear at all.

You pick the grounds first and then which castle, and she leaves you on the outer map, on the very cell that castle's exit spits you out on. The agent never puts anyone inside a castle: she leaves you at the gate.

Town that unlocks it Grounds Map Fare
Payon Baldur pay_gld 100z
Prontera Valkyrie Realms prt_gld 200z
Geffen Britoniah gef_fild13 300z
Aldebaran Luina alde_gld 600z
Juno Nithafjoll sch_gld 600z
Veins Valfreyja aru_gld 1200z

Why Juno and Veins

They are not the capitals of those realms — that would be Lighthalzen and Rachel. They are the towns whose portal walks you into those two grounds.

It is the rule of the whole chart: the agent never opens a door to somewhere you could not reach on foot.

What you see before paying

The submenu lists the five castles with their name and the guild holding them, or free if empty. And it warns you if the war is on right now.

Names and owners are read from the server at that moment, not from a hand-written list.

The fare

It takes your player level discount like any other trip: from level 11 on, travel is free.

The Free Ticket for Kafra Transportation is not valid here. That ticket is for moving between towns.

The fare follows what you will find inside, not the distance: Payon costs 100z and Veins 1200z because one takes novices and the other takes anyone. See the class cap of each grounds.

WoE castles warper travel Link to this specification

See also Each castle grounds takes classes up to a cap There is a warp agent at every castle gate so you can leave The agent tops up your travel kit before every trip What levelling up gives you: more automation quota and a cheaper warper The War of Emperium schedule is set from inside the game

There is a warp agent at every castle gate so you can leave Thirty of them, one per castle, three steps from where the trip drops you.

Getting to a castle grounds and not being able to leave without walking half a map made no sense, so there is an agent at every gate: thirty in total, five per grounds, standing three cells from the exact cell the trip drops you on and facing it.

They are ordinary agents and do everything a town one does — travel, healing, storage, the guild menu and the travel kit — with a single difference: they unlock nothing. Town and dungeon stamps are still earned by going to the places.

They also help if you walked in through the field portal: they stand at the gates, which is where everybody passes.

WoE castles warper Link to this specification

See also The agent takes you to the gate of any WoE castle Each castle grounds takes classes up to a cap

Each castle grounds takes classes up to a cap Payon is for beginners and Veins has no cap. The outer map never has one: anyone gets in.

The castles are split into power brackets. Each grounds takes classes up to a cap, and anyone above it bounces off when crossing the gate.

Grounds Who may enter Travel fare
Payon — Baldur Novices and first classes 100z
Prontera — Valkyrie Realms Up to second class, not reborn 200z
Geffen — Britoniah Up to transcendent second class 300z
Aldebaran — Luina Up to third class 600z
Juno — Nithafjoll Up to third class 600z
Veins — Valfreyja Anyone, no cap 1200z

The outer map has no cap at all. The agent takes anyone to any grounds, and that is where whoever cannot pass the gate stays: you can watch the war from outside.

Where each class falls

The bracket is not decided by a hand-written list, it is decided by the classification the server already makes. That is why the expanded classes land where they belong on their own:

First class

Novice and the usual six, and with them Taekwon, Ninja, Gunslinger and Doram.

Second class

The usual twelve, and with them Super Novice, Star Gladiator, Soul Linker, Kagerou, Oboro and Rebellion.

Transcendent second

The reborn ones and the High Novice too.

Third class

The usual ones, and with them Star Emperor, Soul Reaper, Night Watch, Shinkiro, Shiranui and the Expanded Super Novice.

Babies count as their class: a Baby Knight is second class, like any other Knight. Fourth classes only get into Veins.

How it is checked

On entering the map, not at the portal. You reach a castle through the field portal, through the agent's trip, through the guild's Emergency Call, through the Kafra inside or through an admin jump, and loading the map is the one door they all go through.

If your class does not fit, you get a chat notice and you are put back at the gate, outside. Nothing is lost and nothing is charged for trying.

Whoever is already inside when something changes stays until they load the map again; this is an entry check, not a continuous eviction.

WoE castles classes zones Link to this specification

See also The agent takes you to the gate of any WoE castle Castles are covered at all times, siege or no siege The War of Emperium schedule is set from inside the game

The agent tops up your travel kit before every trip You say how many potions and wings you always want on you, and she buys whatever is missing at shop price.

The agent's menu has an Inventory section. There you state how many Red, Orange, Yellow and White Potions, how many Fly Wings and how many Butterfly Wings you want to carry at all times, from zero to a hundred of each.

From then on, before every teleport — towns, dungeons, recent places and castle grounds — she looks in your bag and buys what is missing. It is set per character: what a mage wants to carry is not what a novice wants.

What it costs

The shop price of each item, the same one as at any NPC in the world. The Merchant's Discount applies (and the Rogue's Compulsion), because that is what those skills are for.

The player level discount does not apply here: that one pays for trips, not for purchases.

If the money runs short

There is an order: first one Butterfly Wing if you asked for any, then the potions from cheapest to dearest and the Fly Wings, and the rest of the Butterfly Wings last.

The idea is that nobody ends up stranded without the ride home.

Your fare is safe

The purchase happens before the trip is charged and with the fare set aside. Potions cannot eat your ticket.

And since nothing has been charged yet, cancelling leaves no payment half done.

If she could not fill the order — for money or for weight — she tells you exactly what is missing and lets you choose between travelling like that or calling the trip off. She does not decide for you.

It can be switched off without losing the numbers you set, and asking for zero of everything is the same as not having the service. While it is at zero, the agent does not touch your bag.

warper potions travel inventory Link to this specification

See also The agent takes you to the gate of any WoE castle What levelling up gives you: more automation quota and a cheaper warper

Guilds

A guild has a vault of automation time filled by its members and handed out by the master, plus its own NPC in Prontera for what does not fit in the guild menu.

A guild has a vault of automation time, and its members fill it You donate at any Warp Agent; the balance belongs to the guild and can never go below zero.

Any member can hand part of their automation time to the guild from the Guild → Donate Time menu at any Warp Agent. What is donated goes into a shared vault the master later draws from.

About the vault

  • The balance belongs to the whole guild, not to whoever donated it.
  • It can never go below zero: no credit, no gift.
  • Only the Guild Master hands it out.

About the bookkeeping

  • Who has donated and the Warp Agent history show what was given, what was taken back and each member's net.
  • The net blocks nothing: it is information, so the guild can police itself.

Three different levels, and they are easy to confuse

The money is the guild's (it comes out of the vault everyone fills), the bookkeeping is the character's (one line per character per guild, so someone with two characters inside has two separate contributions) and the benefit is the account's. That is why showing the net is not decoration: it is the only thing tying the three together.

A member can end up taking more than they ever donated. It is not forbidden: their contribution simply goes negative, and the master is warned before confirming the gift.

guild automation time Link to this specification

See also The Guild Link hands out guild time, and only already-spent time can be given back A shared quota that only runs while the bot is actually working, and that refills itself What levelling up gives you: more automation quota and a cheaper warper

Content

Official instances reviewed and enabled with the party restrictions lifted, and items that had been unequippable for years.

24 memorial dungeons live, with no minimum party size and no level cap You can go in alone: you only need a party created. The minimum level is kept.

All the official instance content this server had available was reviewed and enabled. None of them requires a minimum number of players in the party any more (you can go in alone, you just need a party created) and none imposes a maximum level. Each one's minimum level is kept: that is part of its difficulty.

The level colour marks the difficulty band: under 80 80-99 100-129 130-149 150+ no restriction

Orc's Memory Level 30
gef_fild10 242,202

Relive the orcs' past and face Shaman Cargalache. Orc Hero/Cargalache drops and 1x Ring of Fallen on your first visit.

Poring Village Level 30
prt_fild05 174,238

Ideal to start: you turn into a monster to face Emily and her poring gang.

Endless Tower Level 50
alberta 214,77

101 floors of increasing difficulty. Ashes of Darkness as you clear zones and the Violet Fear weapon on the final floor.

Weekend Dungeon Level 60
pay_arche 44,124

Classic memorial dungeon for mid-level characters.

Nidhoggur's Nest Level 70
nyd_dun02 100,201

Decide the fate of the Laphine and Manuk tribes. On completion you pick a side: 10x Splendide Coin or 10x Manuk Coin.

Sealed Shrine Level 75
monk_test 309,146

Reseal Baphomet's altar. Progress items and a chance at the Giant Magestic Goat headgear.

Edda: Half Moon in the Daylight Level 80
rachel 174,138

Episode 16.1: accompany High Priestess Niren through a tale of Edda's past.

Malangdo Culvert Level 90
mal_in01 172,28

Clear the sewers and face the Coelacanth. Daily and weekly errands with Albo, in normal and hard mode.

Sara's Memory Level 99
dali 130,107

Heroes' Trail Part 1: the story of Sara Irene, one of the 12 Valkyries.

Airship Assault Level 99
dali2 136,79

Heroes' Trail Part 3: relive the assault on an airship.

Infinite Space Level 100
cmd_fild07 58,278

Episode 16.1, with hard mode available.

Ghost Palace Level 120
dali2 43,129

A haunted palace guarded by a royal guard not at all pleased by your visit.

Nightmarish Jitterbug Level 120
moc_para01 26,95

A dancing nightmare in a dreamlike dungeon.

Buwaya Cave Level 130
ma_fild02 312,317

A giant monster is kidnapping villagers near the cave.

Devil Tower Level 130
dali2 134,119

A cursed tower hiding secrets tied to the Edda legends.

Friday Dungeon Level 130
gef_tower 57,170

Memorial dungeon with an extra harder mode for level 200+.

Old Glast Heim Level 130
glast_01 204,273

The story behind the fall of Glast Heim castle, alongside Hugin the raven.

Central Laboratory Level 135
verus01 153,155

Remains of an ancient civilisation with technology beyond ours.

Faceworm's Nest Level 140
payon 157,54

The nest of the Faceworms, giant worms infesting the outskirts of Payon.

Horror Toy Factory Level 140
xmas 237,303

A Christmas toy factory that hid something sinister among its gears.

Sarah and Fenrir Level 145
dali2 97,142

Professor Bernhard drags you into an investigation tied to Sarah and the wolf Fenrir.

Sky Fortress Level 145
prt_q 249,82

The invasion of a flying fortress threatens the skies of Prontera.

The Last Room Level 150
un_myst 163,38

The hardest room, for the most advanced parties.

Octopus Cave No restriction
mal_dun01 151,235

Hunt down the Octopus terrorising the Malangdo cave.

Wave Mode No restriction
prontera 146,75

Survive waves of enemies in Zonda's Forest or Sky, tower-defence style.

There are other official instances in the game code that depend on narrative quest lines this server does not implement yet (Bangungot Hospital or Hazy Forest, for instance); they were not enabled so as not to leave them with broken dialogue. If one interests you in particular, say so and we'll look into it.

instances memorial dungeon party Link to this specification

See also Geffen Magic Tournament: a daily instance designed for a single player Onward to the Other World: the quest that opens Midgard Expedition Camp, step by step

Geffen Magic Tournament: a daily instance designed for a single player Base level 90, a party of exactly one, one entry per calendar day.

The Geffen Magic Tournament is live: a daily instance designed for a single player (you must be in a party, but of exactly one member). You travel to the past to take part in a magic tournament against a run of rivals (Arhi, Dio Anemos, Ordre, Blut Hase, Kuro Akuma, Ifodes, Licheniyes, Odoric, Ju and others) up to the champion, Fenrir (2,500,000 HP).

The sixteen tournament rivals sit at 12.5% of official HP here (Fenrir has 2,500,000 instead of 20,000,000), but they still hand out the full experience. The rest of the instance — the two Alphonse of the secret fight and the thugs from the warm-up events — keeps its official values.

How to get in

Talk to Emmitt White, on the dali map (the Dimensional Gap). Requires base level 90 and being leader of a one-member party. You can enter once per calendar day: the slot frees at server midnight, not 23 hours after your last run.

The dali map is not connected on foot to the rest of the world, so /navi dali 98,141 finds no path. The town Warp Agent does offer "Midgard Camp", but only once you have it stamped, and you get that stamp by talking to the agent standing at mid_camp 212,244. So the first trip still has to go through Zonda.

  1. You need the "Onward to the Other World" quest active (or completed).
  2. With that quest active, find the Zonda Teleportation Services NPC in any major city and pick "Midgard Expedition Camp".
  3. You arrive at mid_camp. Walk north to the Transport Device NPC and accept entry to the Dimensional Gap.
  4. Once inside dali, /navi dali 98,141 does work to reach Emmitt White.
  5. For later visits: talk once to the Warp Agent at mid_camp 212,244 and "Midgard Camp" gets stamped, so the Warp Agent in any town can bring you straight here.

Rewards

You earn Geffen Magic Tournament Coins for every round cleared. Trade them with the NPC in charge for gear such as the Physical Enhancer Ring [1], the Magic Intensifier Ring [1], the Anti-Magic Suit [1], the Geffen Magic Robe [1], the Magic Reflect [1] and the Revised Encyclopedia [1].

Official rAthena content, reviewed and implemented on this server.

instances GMT solo Link to this specification

See also Onward to the Other World: the quest that opens Midgard Expedition Camp, step by step 24 memorial dungeons live, with no minimum party size and no level cap

Onward to the Other World: the quest that opens Midgard Expedition Camp, step by step Long but linear. Every step verified against the actual script, with /navi coordinates.

This is the official quest that unlocks travel to Midgard Expedition Camp (needed, for instance, to enter the Geffen Magic Tournament). It is long but linear.

Before you start

There is no level requirement to begin, but step 7 will ask for base level 70 or above. Level up first if you can and save yourself a round trip.

  1. Recruiter for the Brave/navi prt_cas 207,165. Pick "Yes, I am interested."
  2. Promotional Staff/navi aldebaran 127,138. Asks for 300 Jellopy (dropped by Poring, Drops, Lunatic and nearly any early-field mob; not sold by any NPC). Hand them over on a second visit.
  3. Promotional Staff/navi geffen 90,67. Asks for 1 Emerald (drops from Mantis and Roda Frog) and then 1 Ruby (drops from Zombie Master). Neither is sold in an NPC shop.
  4. Promotional Staff/navi izlude 102,171. At base level 70 or above you go straight through; below that, come back at 70.
  5. Recruiter for the Brave (again) — /navi prt_cas 207,165. Dialogue only. Gives experience and sends you to Lighthalzen.
  6. Guide (optional) — /navi lighthalzen 220,292. Explains how to get into the Rekenber building.
  7. Sikaiz/navi lhz_in01 132,259 (2nd floor). Talk to him three times: dialogue, "Sure." and "The three kingdoms…".
  8. Alliance Manager/navi prt_cas 19,98. Dialogue only.
  9. Back to Sikaiz/navi lhz_in01 132,259, two more visits.
  10. Alliance Manager (a different one) — /navi ra_temple 119,113. Dialogue only.
  11. Back to Sikaiz once more. Here he asks you to type your own character name in the text box. Get it wrong and you can just talk to him again.
  12. Officer A or Officer B/navi lhz_in01 32,22 or /navi lhz_in01 30,24. Talk twice.
  13. Rift Guard/navi moc_fild20 349,179. Pick "Yes, sure."
  14. Munkenro/navi moc_fild22b 230,197. First visit: dialogue. Second: "Ready!!" for the final test.
  15. Final test: 80 "Allied Soldier" spawn across the map. You have 15 minutes and need to defeat at least 40. If time runs out, talk to Munkenro again and retry with no penalty.
  16. Back to Munkenro to confirm. Quest complete.

What it unlocks

The Zonda Teleportation Services NPC (Alberta, Aldebaran, Einbroch, Geffen, Lighthalzen, Morocc, Payon, Prontera, Rachel, Veins and Juno) offers you "Midgard Expedition Camp" for 19,000 zeny or 950 Malang Sp Can.

On top of that, Munkenro warps you there for free any day you talk to him again.

From there to the tournament

From Midgard Expedition Camp, walk north to the Transport Device and enter the Dimensional Gap (map dali). Once inside, /navi dali 98,141 takes you to Emmitt White.

Official rAthena content (Episode 13.1), reviewed line by line against this server's actual script.

quest guide Midgard Link to this specification

See also Geffen Magic Tournament: a daily instance designed for a single player

Ring of the Ancient Wise King: how to get it, and why you do not have to wear it here Without it, nobody in Manuk or Splendide will say a word to you. On this server carrying it is enough.

The Ring of the Ancient Wise King (id 2782) is the New World translator. The Manuk and the Laphine of Splendide do not speak your language: without the ring every single one of them answers in growls and chirps, and there is no way to buy, sell or advance a single quest in either city.

This server's rule

The original game requires it to be equipped. Not here: it counts worn or simply sitting in your inventory. All 106 checks across Manuk, Splendide, the episode 13 quests, Nidhoggur's Nest, the coin merchants and the Dicastes documents go through the same rule, so there is no NPC left behind on the old behaviour.

The reason is practical: the ring takes one of your two accessory slots, and in the original game you had to choose between talking to the city and wearing your combat accessory. Here you do not have to choose.

Who gives it to you

Mechanic Engineer Dorance/navi mid_camp 197,237. He shows up on the map as Schwarzwald Mechanic.

He is building a portable translator and keeps sending you out for the parts. When the chain is done he hands you the ring and some experience, and maxes out your episode 13.2 progress.

What you need first

For Dorance to talk to you at all you must have reached at least the Expedition Report handed out by Commander Hibba Agip/navi mid_campin 90,121.

And to set foot in the camp you first need "Onward to the Other World", which has its own guide right next to this one.

What it unlocks

  • Talking to every Piom, Galtun, Benknee and soldier in Manuk.
  • Talking to the Laphine of Splendide.
  • The Merchant of Manuk and Merchant of Splendide, who trade Manuk Coin and Splendide Coin for consumables.
  • The Nidhoggur's Nest dialogues and the mysterious documents in Dicastes.

The item itself

Accessory for either hand, 10 weight, +50 max HP and +20 max SP.

It cannot be sold, dropped, traded, put in the cart, mailed or auctioned. It is yours and it stays with you.

The one way to lose track of it

"In your inventory" means exactly that: Kafra storage does not count. Leave it in there and you are back to growls. The cart does not count either, but the item already refuses to go in.

Server change of 23 August 2026. The quest, the dialogue and the rewards are the official episode 13.2 ones; the only thing changed is that the ring now counts while it is in your bag.

quest guide items Manuk Splendide Link to this specification

See also Onward to the Other World: the quest that opens Midgard Expedition Camp, step by step 24 memorial dungeons live, with no minimum party size and no level cap

Over 500 slotted accessories are equippable again They had no job assigned in the database at all: nobody could wear them.

Every slotted accessory on the server was reviewed, and over 500 of them (Clip, Belt, Necklace, Nile Rose and many others) turned out to have no job assigned in the database, which made them impossible to equip for any character even if you got hold of one.

Fixed: they are usable by every class now, as they should be.

There are still hundreds of documented job-specific accessories (Blacksmith, Hunter, Alchemist, Priest…) spread across bosses and late content. Check your inventory: you may already have one waiting.

items accessories fix Link to this specification

See also The slotted Morrigane and Morpheus sets drop from MVPs

The slotted Morrigane and Morpheus sets drop from MVPs 5% from Detardeurus and Kiel D-01, alongside the classic unslotted versions.
Morpheus set (slotted)
Morpheus's Ring / Morpheus's Armlet

Drops from the MVP Detardeurus at 5%, alongside the classic unslotted versions.

Morrigane set (slotted)
Morrigane's Belt / Morrigane's Pendant

Drops from the MVP Kiel D-01 at 5%, alongside the classic unslotted versions.

drops MVP items Link to this specification

See also Over 500 slotted accessories are equippable again Ur and Peuz sets: where each piece comes from, and why searching by name finds nothing

Ur and Peuz sets: where each piece comes from, and why searching by name finds nothing In game they read «Ur Plate»; on the panel and in the database, «Ur's Plate». Two pieces drop from monsters, the other two are bought with Mora Coins.

The four pieces of the Ur set and the four of the Peuz set do not come from the same place: two drop from monsters and the other two are bought with Mora Coins. Anyone hunting for all four will never find the shoes or the garment, because nothing drops them.

Slot Name in game Name on the panel and in the database Id Where it comes from
Armor Ur Plate Ur's Plate 15036 Khalitzburg, in Glast Heim — 5%
Shoes Ur Greaves Ur's Greaves 2475 Guardian of Power, in Mora — 10 Mora Coins
Garment Ur Manteau Ur's Manteau 2574 Guardian of Power, in Mora — 10 Mora Coins
Accessory Ur Seal Ur's Seal 2883 Vanberk and Isilla, in Rachel Sanctuary — 0.5%
Armor Peuz Plate Peuz's Plate 15037 Raydric, in Glast Heim — 0.5%
Shoes Peuz Greaves Peuz's Greaves 2476 Guardian of Power, in Mora — 10 Mora Coins
Garment Peuz Manteau Peuz's Manteau 2575 Guardian of Power, in Mora — 10 Mora Coins
Accessory Peuz Seal Peuz's Seal 2884 Skogul and Frus, in Odin Temple — 0.5%

The apostrophe that hides them

The client writes these names without an apostropheUr Plate, Ur Greaves— because it takes them from its own name file. The server and the panel use the official name, with the apostrophe: Ur's Plate, Ur's Greaves.

The panel's item search matches the panel name, so typing Ur Greaves exactly as it reads on your screen returns nothing. Search for Ur's, or simply Greaves.

The two pieces that drop

Ur set
  • Ur's Plate: Khalitzburg, at 5%. They live in gl_knt02 (50 at a time), gl_knt01 (14) and gl_cas02 (6). By far the easiest piece of the set.
  • Ur's Seal: Vanberk and Isilla, at 0.5%, in ra_san01, ra_san02 and ra_san05. Their champion versions —Swift Vanberk and Isilla Ringleader— drop it at 2.5%, five times as often.
Peuz set
  • Peuz's Plate: Raydric, at 0.5%, in gl_knt01 (126), gl_knt02 (101) and gl_cas02 (36). Swift Raydric and Solid Raydric drop it at 2.5%.
  • Peuz's Seal: Skogul and Frus, at 0.5%, in odin_tem01, odin_tem02 and odin_tem03. Solid Skogul drops it at 2.5%.

These are the server's rates, with the equipment multiplier already applied: gear here drops ten times as often as in the original game.

The two pieces you buy: shoes and garment

Guardian of Power, in Mora (152, 97). He trades 10 Mora Coins for one piece of your choice out of four: Ur's Greaves, Peuz's Greaves, Ur's Manteau and Peuz's Manteau. He asks which job you want it for —Rune Knight, Guillotine Cross or Ranger— but that only picks the batch: he checks neither your class nor any prior quest. Bring the coins and that's it.

The Warper takes you straight to Mora, and there is another Warper inside the village.

Mora Coins come from three places:

  • The Mora daily quests, which is the normal route: 1 to 5 coins each, and rather more from some of the longer ones.
  • Leria, at the Eden Market: 1,000,000 zeny each, but she only restocks one per day for the whole server. Not a plan you can lean on.
  • Dark Merchant K, in Malangdo (236, 179): 10 C Grade Coins per Mora Coin.

Before you go after them

They belong to the Knight branch, third job onwards. All eight pieces are equipped only by Rune Knight and Dragon Knight (and their trans and baby variants), at base level 99 for shoes and garment, and 100 for armor and accessory. A level 88 Knight can hold them, but not wear them.

They can be enchanted in Mora. The Artifact Researcher (148, 98) adds powers to the piece you are wearing for 100,000 zeny and 1 Mora Coin, and removes them too. It works on all eight pieces of both sets.

What the full set gives

Full Ur set

+14% max HP, −10% neutral element damage, +50% Hundred Spear and Auto Guard level 1. In exchange, you spend 10% more SP.

Full Peuz set

+10% physical damage against every race, +100% Wind Cutter and Sonic Wave, a 2% chance to cast Storm Blast when attacking, and +2 ASPD after using Concentration.

Short version: the armor and the accessory are hunted; the shoes and the garment are bought in Mora for 10 Mora Coins each. And in the panel's search box you have to type the apostrophe.

items drops sets Mora Rune Knight Link to this specification

See also The slotted Morrigane and Morpheus sets drop from MVPs Over 500 slotted accessories are equippable again

One more Eden Teleport Officer in Prontera, and adjusted return coordinates For Prontera and Payon.

An additional Eden Teleport Officer was added in Prontera, and the return coordinates from Eden were adjusted for Prontera and Payon.

NPC Eden Prontera Link to this specification

See also 24 memorial dungeons live, with no minimum party size and no level cap

Grave Warden: a level 100 set split across three tombs Three NPCs in three different dungeons. Each one asks for material from its own map plus a zeny fee. No donation currency.

The Grave Warden is a set of this server's own making: level 100, three pieces. It is not sold in any shop. Each piece is held by a different keeper, and all three live inside the dungeon whose material they are going to ask you for.

Paid with material and zeny, never with donation

Each of the three pieces costs 300,000z plus material that drops on the NPC's own map. None of them takes donation points: this set is earned by playing, full stop.

Sedjet — the armor

Grave Warden Shroud Level 100
/navi moc_pryd04 9,19

Pyramid B4. Asks for 30 Rotten Bandage and 20 Memento, both from the Ancient Mummy that walks that same floor.

Hrimla — the boots

Grave Warden Treads Level 100
/navi ice_dun02 148,139

Ice Cave 2. Asks for 30 Glacial Heart and 5 Mystic Frozen. The second one is the scarce half: it drops at 0.5%.

Mortlake — the garment

Grave Warden Veil Level 100
/navi gl_chyard 144,284

Glast Heim Churchyard. Asks for 30 Fabric and 20 Skull, from the Wraith and the Dark Priest.

What the pieces give

  • Shroud — armor, 85 defense, 1 slot, 250 weight. MaxHP +8% and 10% less damage from the Undead race.
  • Treads — shoes, 30 defense, 1 slot, 40 weight. MaxHP +300, MaxSP +80 and +5 flee.
  • Veil — garment, 34 defense, 1 slot, 60 weight. MDEF +5 and 10% less damage from the Shadow property.

All three are refineable and slotted, so the card you put in them weighs as much as the defense does.

Set bonus

With all three worn at once: MaxHP +5% and MDEF +5, on top of what each piece already gives on its own.

The three keepers serve any level: you can buy the pieces before 100 and store them. What you cannot do is equip them until you get there. Set added on 25 August 2026.

quest guide items set level 100 Link to this specification

See also 24 memorial dungeons live, with no minimum party size and no level cap Ring of the Ancient Wise King: how to get it, and why you do not have to wear it here The slotted Morrigane and Morpheus sets drop from MVPs

Appearance

The Prontera Seamstress and her broken option, and what happens to your colour when you put on a disguise.

"Clothes from my past" works, and for every class It wasn't that it covered only some: it worked for nobody. The class is computed now.

The Seamstress in Prontera (164, 169) had had a broken option forever: "Clothes from my past" worked for no class at all. It wasn't that it covered only some — it worked for nobody.

It recognises your class, whatever it is

There used to be a hand-written list of the classes it knew. Now it computes it, so it doesn't matter what you are: third class, fourth, Doram, Star Emperor, Soul Reaper, Kagerou, Rebellion… it offers you your full chain down to Novice.

A Soul Reaper, for instance, can dress as a Soul Linker, a Taekwon or a Novice.

A talk before the first time

The Seamstress explains what this is, warns you it is not for deceiving people in combat, and tells you something worth knowing: while you wear a disguise, the skill window can go haywire.

It is fixed in two steps, in this order: 1. take the disguise off 2. log out and back in. One alone is not enough.

At the end she asks you to sign by typing your character name. Once signed, she never gives you the talk again.

You can talk to her in Prontera or type @disguise from any map.

Seamstress disguise @disguise Link to this specification

See also Each disguise remembers its own colour, and yours stops getting lost Novices cannot use disguises; the Super Novice can Disguises are hidden in combat zones; equipment costumes are not

Each disguise remembers its own colour, and yours stops getting lost Changing colour with a disguise on used to overwrite your real colour for good.

Each disguise, its colour

Put on a disguise and talk to the Stylist (170, 180): the colour you pick stays with that disguise.

Take it off and you get your own colour back, intact. Put that disguise back on and its colour returns.

One for each

The Christmas one can be red, the summer one blue, and your character keeps its own. They are independent.

You can also pick the colour from the Seamstress herself, without going to the Stylist.

It did not work this way before: changing colour with the disguise on overwrote your real colour by accident, with no way to get it back.

Seamstress Stylist colour disguise Link to this specification

See also "Clothes from my past" works, and for every class Novices cannot use disguises; the Super Novice can

Novices cannot use disguises; the Super Novice can You need a chosen job. The Super Novice is a complete class.

Novices cannot use disguises. Not Novice, not High Novice, not Baby Novice. You need a chosen job.

The Super Novice can: it is a complete class.

Seamstress disguise Novice Link to this specification

See also "Clothes from my past" works, and for every class Disguises are hidden in combat zones; equipment costumes are not

Disguises are hidden in combat zones; equipment costumes are not In PvP, GvG, WoE and battlegrounds everyone fights with their own face.

In PvP, GvG, WoE and battlegrounds everyone fights with their own face. Seamstress disguises are not visible in there.

Your equipment costumes are: you earned those.

The disguise is not lost: on leaving the zone it comes back on its own, with whatever colour you gave it.

disguise PvP WoE costume Link to this specification

See also "Clothes from my past" works, and for every class Pets, mercenaries, autoplay and helpme are out of the combat zones

Client

Real full screen on big monitors, a setup tool that can no longer strand you, and an interface with no dead buttons.

The client stretches the picture to the whole screen on QHD and 4K, without distorting it dgVoodoo translates the 1999 Direct3D to Direct3D 11. It ships preconfigured.

The client uses a 1999 graphics technology that on Windows 10 and 11 no longer knows how to change the resolution. That is why, on a big monitor, the game drew itself at its own size in the top-left corner and left the rest black.

The client now ships with dgVoodoo already configured, translating that old technology into Direct3D 11 and stretching the picture to the whole screen while keeping the aspect ratio. No distortion, and nothing for you to configure.

Free extras

Instant Alt+Tab, no colour flicker on entering and leaving, and no crashes when changing resolution.

If you ever want to fine-tune it, dgVoodooCpl.exe is in the game folder.

How to get it

Open the updater and let it finish. Then run opensetup.exe once, pick your resolution and press OK even if you change nothing: that is needed for the fix to apply properly.

client 4K dgVoodoo full screen Link to this specification

See also On a 4K monitor the game plays better at 1920x1080 or 2560x1440 than at native 4K The new setup tool no longer offers DirectX 9, the option that generated the most tickets

On a 4K monitor the game plays better at 1920x1080 or 2560x1440 than at native 4K The game menus are fixed-size and at 4K they end up tiny.

On a 4K monitor the game plays better at 1920x1080 or 2560x1440 than at native 4K: the game menus are fixed-size and at 4K they end up tiny.

dgVoodoo takes care of scaling the picture up. You gain screen without losing legibility.

client 4K resolution Link to this specification

See also The client stretches the picture to the whole screen on QHD and 4K, without distorting it The new setup tool no longer offers DirectX 9, the option that generated the most tickets

The new setup tool no longer offers DirectX 9, the option that generated the most tickets The client has no DirectX 9 inside: picking it closed the game on launch with no error.

The setup tool moves to a far more modern version, and with it goes the trap that generated the most tickets: the DirectX 9 option.

Our client has no DirectX 9 inside, so picking it made the game close on launch without any error at all. That option no longer even appears, and there is no resolution cap in the list any more.

client opensetup DirectX Link to this specification

See also The client stretches the picture to the whole screen on QHD and 4K, without distorting it On a 4K monitor the game plays better at 1920x1080 or 2560x1440 than at native 4K

Interface buttons that led nowhere have been removed And the map name banner on entering a zone is gone.

Buttons removed for leading nowhere or being redundant:

Tipbox Cash Shop Attendance Adventurer's Agency Reputation Status

And on the minimap side, the Cash Shop and the roulette go too.

The map name banner that appeared every time you entered a zone is also gone.

client interface Link to this specification

See also New login artwork and a new main menu theme

New login artwork and a new main menu theme The first screen you see when you open the game.

The login screen has new artwork, and the main menu has a new musical theme.

client music art Link to this specification

See also Interface buttons that led nowhere have been removed

The updater delivers changes without reinstalling anything Including the companion AI changes.

Client changes are published through the updater, with no full reinstall. That is how, for example, all the companion AI changes reached players.

The updater's internal operation was also hardened to avoid hardlink errors, wrong baselines and empty diffs when publishing new patches.

client updater Link to this specification

See also The client stretches the picture to the whole screen on QHD and 4K, without distorting it Homunculus, mercenary and pet run the same AI, rewritten from scratch

Infrastructure

Work that, done right, you never notice: the server coming back on its own, us finding out instantly, and your progress still being there whatever happens.

If the server goes down, it brings itself back up within seconds And if the failure is one of the rare ones, a second system is watching and steps in.

Until now, an outage could sit there until somebody noticed. You could find the game not letting you in with nobody watching.

That's over. The server now brings itself back up within seconds, with nobody having to be at the keyboard. And if the failure is one of the rare ones, a second system is watching and steps in to fix it.

We won't promise this never goes down, because that would be a lie: every server in the world goes down sometimes. What we do promise is that when it happens it lasts as little as possible.

infrastructure availability Link to this specification

See also Every minute it is checked that the game is really playable, not just switched on When intervention is needed it always starts with the least disruptive option Any failure raises an immediate alert to the team, whatever the hour

Every minute it is checked that the game is really playable, not just switched on Those are two different things, and the second is the maddening one.

Every minute it is verified that the game actually responds, not just that the process is running. Those are two different things: a server can look up and still let nobody in.

That case, the maddening one because everything looks fine, is now detected too.

infrastructure monitoring Link to this specification

See also If the server goes down, it brings itself back up within seconds When intervention is needed it always starts with the least disruptive option

When intervention is needed it always starts with the least disruptive option If recovering one part is enough, the rest is left alone.

When intervention is needed, it always starts with the least disruptive option: if recovering one part is enough, the rest is left alone.

Only if that doesn't work does it escalate. The idea is that a failure costs you as little as possible.

infrastructure recovery Link to this specification

See also If the server goes down, it brings itself back up within seconds Every minute it is checked that the game is really playable, not just switched on

A full daily database backup, stored off the game machine Plus a second, lighter daily copy to cut down what could be lost.

Every day a full backup of the database is taken, and it is stored off the game machine. If the server burned down entirely, your characters, your inventory and your storage would still exist somewhere else.

There is also a second, lighter daily copy, to further reduce what could be lost in the worst case.

infrastructure backups Link to this specification

See also The daily restart does not run if that day's backup did not complete

The daily restart does not run if that day's backup did not complete We would rather have a slightly heavier server than a restart with no net underneath.

The server restarts once a day in the small hours to stay nimble. That restart does not run if the day's backup has not completed correctly: if something failed with the backup, the restart cancels itself and we wait.

We would rather have a slightly heavier server than a restart with no net underneath.

infrastructure restart backups Link to this specification

See also A full daily database backup, stored off the game machine If the server goes down, it brings itself back up within seconds

Any failure raises an immediate alert to the team, whatever the hour And when a problem fixes itself, the alert still arrives.

Any failure raises an immediate alert to the team, with everything needed to understand it. Whatever the hour.

And when a problem fixes itself, the alert still arrives: an automatic fix covers the symptom, but we still go and look at the cause.

infrastructure alerts Link to this specification

See also If the server goes down, it brings itself back up within seconds Every minute it is checked that the game is really playable, not just switched on

Evolutions

All 47 pet evolutions on the server, with their materials and what each one turns into.

A loyal pet, with no accessory and the materials in your bag, evolves from its own menu No NPC involved: the button is in the pet window.

Evolving swaps your pet for a different creature: a different egg, a different look and different stats. It is not an upgrade of the one you have, it is a replacement.

Three things are needed at once, and the server checks them in this order:

Requirements

  • Loyal intimacy. Below that, the button simply says no.
  • No accessory equipped. Take it off first.
  • The materials, in your inventory. They are consumed on confirmation.

What carries over

It keeps the name you gave it. It does not keep the look, the stats or the egg.

Intimacy and hunger start over, like any freshly hatched pet.

Of the 47 evolutions, 18 were switched off in the original emulator: the recipe was written but the target creature did not exist. Those 18 creatures were created, copying the matching monster's characteristics and stripping every MVP value.

mascota evolución intimidad Link to this specification

See also All 47 evolutions, one by one

Pets

All 127 pets on the server: what their stats are made of, what each one can do and what happens when they go down.

A pet hits and takes hits like the wild monster of its species, with 50% more attack and double the health No scaling to the owner: the reference is the monster in the field.

A pet's stats do not depend on your level. They come from its own species, at the natural level that monster has in the field, plus two flat bonuses:

What it inherits

Level, health, attack, defence and element of the wild monster. A Poring pet is a Poring; a Baphomet is a Baphomet.

What is added

+50% attack, physical and magic.

And health goes through a curve: it raises the weak creatures and lowers the huge ones. A Poring ends up at 100 and Blue Moon Loli Ruri, the biggest in the game, at 200,000. No pet goes above that.

The curve has a fixed point at 50,000 health: creatures around that figure keep exactly what they had. Below it they rise, above it they are compressed.

Without the curve the spread would run from 110 to 92 million, and the 1 HP rest would never trigger on the big ones.

They get attacked now. The monster your pet hits fights back against the pet, not against you. And buffs work: Blessing or Increase AGI cast on it actually apply.

But it cannot die. Its health never drops below 1. On reaching it the pet withdraws: for 2 minutes it does not attack, does not cast and cannot be touched. It comes back at full health when the time is up, or earlier if somebody heals it.

Since pets have no health bar in the client, the server shows their health percentage next to their name. Hover over them.

mascota estadísticas combate Link to this specification

See also All 127 pets, with their numbers and the skill each one knows A loyal pet, with no accessory and the materials in your bag, evolves from its own menu

Alchemy

Prepare Potion has 21 formulas, spends a Medicine Bowl on every cast whether it works or not, and only lists what you can make in full. How it works, what every recipe asks for, and where to buy all of it.

Prepare Potion spends the bowl before knowing whether you can make anything The window only lists recipes whose materials you hold in full. Miss one and it comes up empty — and the Medicine Bowl is already gone.

The Medicine Bowl is not a recipe material: it is the cost of the skill itself, same as the 5 SP. It is taken the moment you cast Prepare Potion, before the creation window shows up and before the server knows whether you can make anything at all.

The mistake that catches everybody

Potions ask for an Empty Potion Bottle, not an Empty Bottle. They are two different items: the second one is for grenades, acids and coats. Buy 200 of the wrong bottle and the window comes up empty every single time, one bowl per try.

What shows up in the window

Only the recipes whose materials you hold in full. Miss one out of three and that formula is simply not drawn: no greyed-out entry, no hint about what is missing.

Miss them all and the window is empty. The bowl is already gone.

What happens when the roll fails

The materials are spent anyway. They are taken before the dice is rolled, so a failure eats the herb, the bottle and the bowl, and hands nothing back.

A failure shows as the smoke effect and the window message.

How the success rate is worked out

These points are added up, and the total is divided by 100 to read it as a percentage:

  • Prepare Potion level × 300
  • Learning Potion level × 50
  • Job level × 20
  • INT halved (integer division) × 10
  • DEX × 10 and LUK × 10
  • A Vanilmirth with Instruct out adds +1% per level of that skill

On top of that comes the per-product modifier, noted on every formula. Baby classes keep 70% of the result.

A worked example

Alchemist at job level 50, INT 60, DEX 70, LUK 40, with Prepare Potion 10 and Learning Potion 10: 3,000 + 500 + 1,000 + 300 + 700 + 400 = 5,900, that is 59%. A Red Potion adds between +20.1 and +30 percentage points, so it lands between 79% and 89%. A Blue Potion adds nothing and stays at that 59%.

Two details almost nobody knows

Potions carry your name. Everything Prepare Potion produces is signed by the character that made it, and the name travels with the item even if you sell it.

Condensed potions grant fame. Three in a row without failing is worth 1 point, five is worth 3, seven is worth 10 and ten is worth 50, at which point the counter resets. Only the three condensed potions count, and any failure breaks the streak.

None of this is announced in game chat. If you suspect you are burning bowls without brewing anything, the quick check is the window itself: if it is empty, it is the materials, not your luck.

alchemy potions alchemist materials Link to this specification

See also The 21 Prepare Potion formulas, one by one The Prontera Alchemist Supplier now stocks every material

The 21 Prepare Potion formulas, one by one Which guide you must be carrying, which materials are spent, and how much each product shifts the odds.

There are 21 formulas. Every card shows what comes out on top and what goes in below: first the guide, which you only need to be carrying because it is never consumed, then the materials that are actually spent.

The names are the in-game ones and they open the item page in a new tab, so you can check where each material drops without losing your place. The "success modifier" only appears on the products that have one; the rest add and subtract nothing.

Healing potions

Red Potion

Success modifier +20.1% to +30%

Yellow Potion

Success modifier +20.1% to +30%

White Potion

Success modifier +20.1% to +30%

Condensed potions

Combat bottles

Bottle Grenade

Success modifier +0.1% to +10%

Acid Bottle

Success modifier +0.1% to +10%

Plant Bottle

Success modifier +0.1% to +10%

Marine Sphere Bottle

Success modifier +0.1% to +10%

Glistening Coat

Success modifier −0.1% to −10%

Elemental resist potions

Reagents and extras

Alcohol

Success modifier +10.1% to +20%

Homunculus

The Homunculus Nutritional Supplement is the only one on the list that also demands Bioethics — Prepare Potion alone is not enough. And the four elemental resist potions want their own book, the Elemental Potion Creation Guide, which is not the same one the ordinary potions use.

alchemy recipes materials potions Link to this specification

See also Prepare Potion spends the bowl before knowing whether you can make anything The Prontera Alchemist Supplier now stocks every material

The Prontera Alchemist Supplier now stocks every material prt_in 127 64. Fifty-six items by category, from the Empty Potion Bottle to the nine creation guides.

She stands at prt_in, 127 64, inside Prontera, and since 10 August 2026 she sells the 56 items any of the 21 formulas can ask for. Before that she only had bowls and ready-made bottles: you could buy the tool but not the material, and the Empty Potion Bottle meant a trip to Geffen.

The menu is split into categories because fifty-six entries in a row do not fit in a client menu list. Everything is bought through dialogue, up to 1,000 units per order, and the price is worked out on the server.

Creation guides

Bottles and containers

Herbs and base potions

Monster materials

Gemstones

Reagents and extras

Homunculus supplies

Ready-made bottles and syrups

How each price is set

Materials and guides keep their usual shop value. Anything Prepare Potion can craft is sold at three times what making it costs.

And "what making it costs" includes the failures: since a failure eats the materials and the bowl, the real cost of one finished unit is the recipe divided by the success rate.

What changed on 10 August

The five combat bottles sat at 200z, far below the 780 to 2,600z their own materials cost. Buying them finished was cheaper than crafting them, which made the whole branch pointless.

They now range from 3,700 to 15,000z, and the Embryo went from 100,000 to 440,000z.

The one exception

Red Potion, Yellow Potion and White Potion keep their town price: 10, 180 and 1,200z. Every Tool Dealer in the game sells them at that price, so charging more here would make nothing more expensive — it would only make this NPC look broken. They are stocked as material for the condensed potions, not as a shortcut.

Crafting pays off on all 21 formulas. Buying finished is a convenience you pay for, not a cheaper alternative.

alchemy NPC Prontera materials Link to this specification

See also The 21 Prepare Potion formulas, one by one Prepare Potion spends the bowl before knowing whether you can make anything

Smithing

Fifty-nine recipes across weapons and metals, three optional slots that improve the weapon and sink the odds, and a ranking won by refining what you forged yourself.

Forging costs nothing, but the three slots eat the success rate Each Star Crumb costs 15 points and the elemental stone 25. A level 3 weapon with all three filled fails more often than it works — which is why it grants fame.

First things first, because almost nobody has this straight: the seven forging skills are not cast. There is nothing to click. They are knowledge — they decide what you can make, not when.

What opens the window is an item, and it is spent on every attempt:

  • Iron Hammer, 1,000z → level 1 weapons
  • Golden Hammer, 3,000z → levels 1 and 2
  • Oridecon Hammer, 5,000z → levels 1, 2 and 3
  • Mini Furnace, 150z → the metals and the five stones

The hammer is the smith's Medicine Bowl

It vanishes the moment the list opens, whatever you forge and whether it works or not. It belongs in the cost of every attempt exactly like the bowl does in alchemy — and with an Oridecon Hammer that is 5,000z a roll, hit or miss.

The anvil is a different thing entirely: it is neither spent nor required. Carrying it in your bag is enough, and all it does is add to the success rate.

What shows up in the list

The hammer sets the maximum level, and everything below it comes too: an Oridecon Hammer brings all three levels at once.

And, as in alchemy, only what you can make in full is drawn: complete materials and enough skill level.

What happens on a failure

The materials are lost. They are taken before the roll, including any Star Crumb and elemental stone you put in the slots.

There is no consolation prize and no partial refund.

The three optional slots

Any weapon takes up to three extras at forging time. They are optional, they improve the weapon and they lower the success rate:

  • Star Crumb — up to three. Each one costs −15 points of success rate. One gives +5 ATK, two give +10 and three give +40, which is the jump that makes going for all three worth it.
  • Elemental stone — only one, and it costs −25 points. It leaves the weapon with that element: Flame Heart fire, Mystic Frozen water, Rough Wind wind, Great Nature earth.

Slots are filled while forging. They cannot be added later to a weapon that already exists.

How the success rate is worked out

These points are added up, and the total is divided by 100 to read it as a percentage:

  • Job level × 20
  • DEX × 10 and LUK × 10
  • A random +0.1 to +10 points, different on every attempt
  • For the weapon level: +40 if level 1, +20 if level 2, +10 if level 3
  • Forging skill level × 5  (+5 / +10 / +15)
  • Weaponry Research level × 1  (up to +10)
  • Anvil: Emperium Anvil +10, Golden Anvil +5, Oridecon Anvil +2.5, plain Anvil +0
  • −15 per Star Crumb and −25 if an elemental stone is used

Baby classes keep 70% of the result. Oridecon Research adds nothing here: its forging bonus is optional in the emulator and it is switched off on this server — the skill still does its actual job, which is refining.

A worked example

Blacksmith at job level 50, DEX 80 and LUK 50, with Smith Sword 3, Weaponry Research 10 and a Golden Anvil in the bag, forging a level 3 weapon:

1,000 + 800 + 500 + 505 average roll + 100 for the weapon level... which lands on 68% bare. With all three slots filled (three Star Crumbs, −45) it drops to 23%.

That is the price of +40 ATK: three out of four attempts go in the bin with their materials inside.

What the smith gets out of it

The weapon carries your name, and it carries it forever, even if you sell it or give it away.

Fame: forging a level 3 weapon with all three slots filled grants +10 points of blacksmith fame.

And there is a prize that never expires: a weapon forged by someone in the blacksmith top 10 gives +10 extra ATK to whoever wields it, whether they forged it or not.

It is checked when the weapon is equipped, so an old weapon starts hitting harder the day its maker enters the ranking.

Refining to +10 a weapon you forged yourself is the fast lane to the ranking: +1 point if it was level 1, +25 if it was level 2 and +1,000 if it was level 3. That is done with Upgrade Weapon, which is a Whitesmith skill.

smithing forging Blacksmith Star Crumb fame Link to this specification

See also The 52 forgeable weapons, one by one Iron, steel and the five stones: the seven metal recipes A Whitesmith forges the same things: what it gains is Upgrade Weapon and the ranking

The 52 forgeable weapons, one by one What level each weapon is, what skill level it wants and what it costs to make.

Fifty-two weapons across seven skills, one per family. Every card states the weapon level and the skill level it wants, because those two decide whether it shows up in your list at all.

The names are the in-game ones and they open the weapon page in a new tab. No recipe includes Star Crumbs or an elemental stone: those go in the optional slots and are picked while forging.

One-handed swords

Sword

Weapon level 1 · Smith Sword level 1

Falchion

Weapon level 1 · Smith Sword level 1

Blade

Weapon level 1 · Smith Sword level 1

Rapier

Weapon level 2 · Smith Sword level 2

Scimitar

Weapon level 2 · Smith Sword level 2

Ring Pommel Saber

Weapon level 2 · Smith Sword level 2

Saber

Weapon level 3 · Smith Sword level 3

Haedonggum

Weapon level 3 · Smith Sword level 3

Tsurugi

Weapon level 3 · Smith Sword level 3

Flamberge

Weapon level 3 · Smith Sword level 3

Daggers

Knife

Weapon level 1 · Smith Dagger level 1

Cutter

Weapon level 1 · Smith Dagger level 1

Main Gauche

Weapon level 1 · Smith Dagger level 1

Dirk

Weapon level 2 · Smith Dagger level 2

Dagger

Weapon level 2 · Smith Dagger level 2

Stiletto

Weapon level 2 · Smith Dagger level 2

Gladius

Weapon level 3 · Smith Dagger level 3

Damascus

Weapon level 3 · Smith Dagger level 3

Two-handed swords

Katana

Weapon level 1 · Smith Two-handed Sword level 1

Slayer

Weapon level 2 · Smith Two-handed Sword level 2

Bastard Sword

Weapon level 2 · Smith Two-handed Sword level 2

Two-Handed Sword

Weapon level 3 · Smith Two-handed Sword level 3

Broad Sword

Weapon level 3 · Smith Two-handed Sword level 3

Claymore

Weapon level 3 · Smith Two-handed Sword level 3

Axes

Axe

Weapon level 1 · Smith Axe level 1

Battle Axe

Weapon level 1 · Smith Axe level 1

Hammer

Weapon level 2 · Smith Axe level 2

Buster

Weapon level 3 · Smith Axe level 3

Two-Handed Axe

Weapon level 3 · Smith Axe level 3

Maces

Club

Weapon level 1 · Smith Mace level 1

Mace

Weapon level 1 · Smith Mace level 1

Smasher

Weapon level 2 · Smith Mace level 2

Flail

Weapon level 2 · Smith Mace level 2

Chain

Weapon level 2 · Smith Mace level 2

Morning Star

Weapon level 3 · Smith Mace level 3

Sword Mace

Weapon level 3 · Smith Mace level 3

Stunner

Weapon level 3 · Smith Mace level 3

Knuckles

Waghnak

Weapon level 1 · Smith Knuckle level 1

Knuckle Dusters

Weapon level 2 · Smith Knuckle level 2

Studded Knuckles

Weapon level 2 · Smith Knuckle level 2

Fist

Weapon level 3 · Smith Knuckle level 3

Claw

Weapon level 3 · Smith Knuckle level 3

Finger

Weapon level 3 · Smith Knuckle level 3

Spears

Javelin

Weapon level 1 · Smith Spear level 1

Spear

Weapon level 1 · Smith Spear level 1

Pike

Weapon level 1 · Smith Spear level 1

Guisarme

Weapon level 2 · Smith Spear level 2

Glaive

Weapon level 2 · Smith Spear level 2

Partizan

Weapon level 2 · Smith Spear level 2

Trident

Weapon level 3 · Smith Spear level 3

Halberd

Weapon level 3 · Smith Spear level 3

Lance

Weapon level 3 · Smith Spear level 3

Notice the pattern: level 1 weapons are plain iron, level 2 are steel, and level 3 want Oridecon plus a gem. And that the weapon-level bonus runs opposite to how hard the material is to get: the cheap stuff is what succeeds most often.

smithing recipes weapons materials Link to this specification

See also Forging costs nothing, but the three slots eat the success rate Iron, steel and the five stones: the seven metal recipes

Iron, steel and the five stones: the seven metal recipes What you have to make before you can forge at all, and what each stone is actually for.

Before forging anything you have to make the metal. Seven recipes across three skills, none of which takes slots or has a weapon level: it either works or it does not.

Iron Ore and the four coloured minerals come from mining and from monsters; Steel Tempering eats five Iron per Steel, so the full chain for one level 2 weapon starts at twenty-five raw ores.

Iron

Steel

Steel

Enchanted stones

What each stone is for

The four elemental stones and the Star Crumb are not a material in any weapon recipe: they are what goes into the three optional slots while forging. That is their only use, and that is where you pay for them in success rate.

The success rate for these seven comes from the same sum as the weapons, minus the weapon-level part: job level, DEX, LUK, the skill level and the random roll.

smithing ores Star Crumb elements Link to this specification

See also The 52 forgeable weapons, one by one Forging costs nothing, but the three slots eat the success rate

A Whitesmith forges the same things: what it gains is Upgrade Weapon and the ranking Not one recipe is reserved for the second job. What changes is job level, self-refining, and the 1,000 fame points.

The short answer: a Whitesmith forges exactly what a Blacksmith forges. The seven forging skills and the three metal ones are learned as a Blacksmith and kept on transcending; not one recipe is reserved for the second job.

Three other things do change.

1. It forges better by plain arithmetic

Job level adds 20 points per level, and the counter starts over on transcending. A Whitesmith at job 70 brings 1,400 points where a job 50 Blacksmith brought 1,000: fourteen percentage points for free, with nothing else changed.

2. Upgrade Weapon

Refines its own weapons without visiting the town blacksmith and without paying zeny, spending 30 SP and the matching ore: Phracon for level 1 weapons, Emveretarcon for level 2 and Oridecon from level 3 up.

The skill level is the ceiling it can reach: Upgrade Weapon 7 stops at +7.

3. And the only serious way up the ranking

Refining to +10 a weapon you forged yourself grants blacksmith fame, and the scale is not linear:

  • Level 1 weapon → +1 point
  • Level 2 weapon → +25 points
  • Level 3 weapon → +1,000 points

It has to be genuinely yours: the game compares the name engraved on the weapon with your own. Buying a forged level 3 weapon and refining it does not count.

Two crafting skills that show up in job listings, Create Coin and Create Nugget, are disabled in this server's skill tree: they cannot be learned and they do nothing. Do not go looking for them.

smithing Whitesmith refining fame ranking Link to this specification

See also Forging costs nothing, but the three slots eat the success rate The 52 forgeable weapons, one by one

Crafting

Two hundred and ninety-three recipes across eleven jobs. Who makes what, what opens each list, and why weapons belong to the smith alone.

Who makes what: the full map of all 293 recipes No job inherits the recipes of another. And the 52 forgeable weapons grow with neither the third job nor the fourth.

Every job makes its own things and nobody inherits another job's recipes. Here is the whole list, so nobody has to ask.

Job Skill What it makes No. How it opens
Blacksmith → Meister The 7 forging skills Weapons 52 A hammer (consumed)
Blacksmith → Meister Iron / Steel Tempering, Enchanted Stone Craft Iron, steel and the 5 stones 7 Mini Furnace (consumed)
Meister Manufacture Machine Device Capsule and Auto Battle Capsule 2 The skill
Alchemist → Biolo Prepare Potion Potions, bottles and the Embryo 21 The skill
Genetic Change Material Item conversions (one yields a weapon) 75 The skill
Genetic Special Pharmacy Advanced potions and bombs 19 The skill
Genetic Mix Cooking Battle food 6 The skill
Genetic Create Bomb Nothing: there are no recipes Cannot be learned
Biolo Bionic Pharmacy Fourth-job acids and potions 14 The skill
Archer onwards Arrow Crafting Arrows, from 136 different items 136 The skill
Acolyte onwards Aqua Benedicta Holy Water 1 The skill
Arch Bishop Ancilla Ancilla 1 The skill
Sage onwards Create Elemental Converter The 4 converters 4 The skill
Assassin Cross Create Deadly Poison Deadly Poison Bottle 1 The skill
Guillotine Cross Research New Poison The 9 new poisons 9 The skill
Rune Knight Rune Mastery The 10 runes 10 The skill
Novice, base < 20 Novice recipes (one yields a weapon) 11 Combination Kit
Anyone Cooking dishes 60 A cooking kit, which sets the level

What almost everybody asks

Weapons belong to the smith alone

The 52 forgeable weapons never grow. They are the same for Blacksmith, Whitesmith, Mechanic and Meister: the recipes hang off the seven forging skills, learned as a Blacksmith and kept to the end of the branch.

Neither the third job nor the fourth adds a single weapon. What they add is something else: capsules, acids and potions.

And the two exceptions that do exist

There are exactly two weapons craftable without forging, and neither belongs to the smith:

  • The Genetic, with Change Material, makes a Bone Wand out of 100 Clattering Skull and 100 Broken Farming Utensil.
  • A Novice under base level 20, with the Combination Kit, makes a Novice Cutter. No skill involved at all.

The numbers come from the server's own recipe database: 293 recipes in total, of which 53 yield a weapon — the smith's 52 and the Genetic's Bone Wand. The Novice Cutter sits apart because no skill opens it.

crafting jobs recipes weapons smithing alchemy Link to this specification

See also The 52 forgeable weapons, one by one A Whitesmith forges the same things: what it gains is Upgrade Weapon and the ranking The 21 Prepare Potion formulas, one by one Three skills nobody can learn, and the rung cooking was missing

Three skills nobody can learn, and the rung cooking was missing Create Bomb, Create Coin and Create Nugget are switched off on purpose. And the cooking kit now decides which dish level you can make, where before it decided nothing.

Taking the inventory of all 293 recipes turned up three crafting skills that lead nowhere, and one glaring cooking bug that is now fixed.

Three skills switched off on purpose

Create Coin and Create Nugget, from the Whitesmith, and Create Bomb, from the Genetic, cannot be learned: they are commented out of the emulator's skill tree.

And it is not an oversight: all three have neither recipes nor code behind them. They are switched off precisely so nobody spends points on something that would do nothing.

If they are ever implemented, they get implemented properly. Until then they do not show up, and that is the right call.

Cooking was missing a rung

There are 60 dishes across ten levels and six cooking kits, from 40z to 10,000z. Until now all six opened exactly the same list: the check deciding what appears only asked "is this food?", never what level it was.

And the list was lying to you

Because the success rate did depend on the kit — every kit rung adds, every dish level subtracts — so a cheap kit offered you level 10 dishes you were going to fail almost every time, burning the materials on each attempt. It showed you a door you could not walk through.

Each kit now covers two dish levels, cumulatively: the good one opens everything the cheap one does, plus its own.

Kit Price Dish levels
Combination Kit 40z 1 and 2
Outdoor Cooking Kit 500z 1 and 2
Home Cooking Kit 1,000z up to 4
Professional Cooking Kit 2,000z up to 6
Royal Cooking Kit 5,000z up to 8
Fantastic Cooking Kit 10,000z all ten

The Combination Kit counts as the outdoor one for anyone past base level 20; below that it still opens its own novice recipe list. And the Fantastic Cooking Kit keeps what it always had: a 100% success rate on everything it makes.

No dish has disappeared: all sixty can still be cooked. What changes is that the kit in your bag finally means something, and that the list no longer offers what you cannot make.

crafting cooking Genetic Whitesmith Link to this specification

See also Who makes what: the full map of all 293 recipes A Whitesmith forges the same things: what it gains is Upgrade Weapon and the ranking

Genetic

All eighteen skills of the Creator's third job, one by one: what each does, the exact formula behind it, and how it actually plays on this server.

The Genetic skill tree: eighteen skills, two of them passive and two you cannot learn What unlocks what, and why Sling Item and Create Bomb never show up in your skill window.

The Genetic is the third job of the Alchemist and Creator line, and the step before the Biolo, which is the fourth. It inherits everything Merchant and Alchemist have, and adds eighteen skills of its own: two passives, eight damage skills, five support and control skills, and three crafting skills.

Everything on this page comes from the emulator running right now, not from a wiki. When a formula here disagrees with what the client tooltip says, this page is the one that is right.

The two roots of the tree

Almost everything hangs off two skills that need no prerequisites: Cart Remodeling opens the three cart skills, and Special Pharmacy opens the whole plant, fire and poison branch.

If you are planning your points, those two decide which half of the class you can reach at all.

Two that do not exist

Sling Item and Create Bomb are commented out of the emulator's skill tree: it is not that they open an empty list — they cannot be learned at all.

Create Bomb would have nothing to make anyway: there is not a single recipe for it in the database.

The full tree

Skill Max. Requires What it is
Sword Training 5 Passive
Cart Remodeling 5 Passive
Cart Tornado 10 Cart Remodeling 1 Damage around you
Cart Cannon 5 Cart Remodeling 2 Ranged damage
Cart Boost 5 Cart Remodeling 3 Self buff
Special Pharmacy 10 Crafting
Illusion Doping 5 Special Pharmacy 1 Damage and blind
Mix Cooking 2 Special Pharmacy 1 Crafting
Thorn Trap 5 Special Pharmacy 2 Trap
Blood Sucker 5 Special Pharmacy 3 Self lifesteal
Spore Explosion 10 Special Pharmacy 4 Area damage
Wall of Thorns 5 Thorn Trap 3 Wall
Crazy Weed 10 Wall of Thorns 3 Area damage
Demonic Fire 5 Spore Explosion 3 Magic bonfire
Fire Expansion 5 Demonic Fire 3 Transforms the bonfire
Hell's Plant 5 Blood Sucker 3 Damage aura
Howling of Mandragora 5 Hell's Plant 3 Control (PvP only)
Change Material 1 Crafting

On top of those eighteen there is Full Throttle, which is not a Genetic skill: every third job has it.

The two passives, which almost nobody reads

Sword Training

Only counts with a one-handed sword or a dagger equipped. Each level gives +10 mastery attack and +3 hit; at level 5, +50 attack and +15 HIT.

It is mastery attack, so it carries no element and no size modifier: it goes into the damage raw. With a mace, an axe or a book it does absolutely nothing.

Cart Remodeling

Each level adds +500 cart capacity (from 8,000 to 10,500 at level 5) and +4 hit to Cart Revolution, Cart Tornado and Cart Cannon.

And it sits inside both damage formulas: Cart Tornado gains 50 % ratio per level, and in Cart Cannon it multiplies. This is not a convenience passive, it is half the class.

All three cart skills require the cart to be equipped. Take it off or store it and they simply stop casting: no SP error, no material error, they just do not come out.

Genetic skill tree skills Creator Alchemist Link to this specification

See also Where everything the Genetic burns actually comes from Cart Tornado hits with the weight of your cart and your STR, not your INT Special Pharmacy never fails: what varies is how many units come out Who makes what: the full map of all 293 recipes

Cart Tornado hits with the weight of your cart and your STR, not your INT Three hits around you, and a full cart is worth more than several skill levels.

Cart Tornado spins the cart around you: 3 physical hits in a 5×5 centred on yourself, using your weapon's element, knocking everything it touches back 2 cells. No cast time, a flat 30 SP at every level, and the cart must be equipped.

The whole formula

200 % × skill level + (cart weight ÷ (150 − STR)) + 50 % × Cart Remodeling level, and that percentage applies to each of the three hits.

STR is capped at 120, so the divisor never drops below 30. The weight is the one shown in your cart window.

A full cart is damage

With a maxed cart (10,500 with Cart Remodeling 5) and STR 120, the weight term is worth +350 %: almost two full skill levels, handed to you for carrying stuff.

At STR 50 that same cart only gives +105 %. STR here is not about hitting harder with the weapon: it is about dividing by less.

Cart Remodeling counts twice

It adds +50 % ratio per level (+250 % at level 5) and it is also what raises cart capacity, which feeds the other term.

It also gives +4 hit per level, which matters because this skill can miss: it does not ignore flee.

A worked example

Level 10, cart at 10,500, STR 120, Cart Remodeling 5:

2,000 % + (10,500 ÷ 30 = 350 %) + 250 % = 2,600 % per hit, three times.

Unlike almost every other third-job skill, it does not scale with your base level: those 2,600 % are the same at level 99 and at 200.

There is 1 second of after-cast delay and 2 seconds of cooldown before you can repeat it. It is the cheapest damage skill the class has in SP, and the only one that consumes no item at all.

Cart Tornado Genetic cart damage formulas Link to this specification

See also Cart Cannon never misses, and its element comes from the ammo Cart Boost doubles your speed, but it does not stack with Agility The Genetic skill tree: eighteen skills, two of them passive and two you cannot learn

Cart Cannon never misses, and its element comes from the ammo INT enters divided by (6 − Cart Remodeling), which makes the passive worth far more than it looks.

Cart Cannon fires the cart like a gun: ranged physical splash damage, 1 hit, which ignores the target's flee and applies defence in the simplified way. It burns 1 Cannon Ball per shot and needs the cart equipped.

The whole formula

[(250 + 20 × Cart Remodeling) × skill level + 2 × INT ÷ (6 − Cart Remodeling)] × base level ÷ 100

Look at that divisor: with Cart Remodeling at 5 it becomes 1, so INT enters whole and doubled. Without the passive it enters divided by 6.

Cart Remodeling multiplies two terms

Going from 0 to 5 in the passive takes the ratio per level from 250 % to 350 %, and multiplies the INT contribution sixfold.

At INT 120: from +40 % to +240 %. This is the only cart skill where INT does anything at all.

The element comes from the ammo

Load elemental ammo and the whole shot changes element, not just part of it. There is holy, shadow, ghost, water, wind, earth, fire and poison ammo.

Plain Cannon Ball and Iron Cannon Ball stay neutral. Swapping ammo is the fastest answer this class has to an awkward element.

What each level gives

Level Range Area Cast SP
1 7 3×3 1.0 s 40
2 8 3×3 1.5 s 42
3 9 5×5 2.0 s 46
4 10 5×5 2.5 s 48
5 11 7×7 3.0 s 50

It has no cooldown of its own: once the half-second after-cast delay passes you can fire again. All of the cast time is reducible with DEX and with cast reduction gear.

A worked example

Level 5, Cart Remodeling 5, INT 120, base level 175:

(350 × 5) + (2 × 120 ÷ 1) = 1,990 %  →  × 175 ÷ 100 = 3,482 % in a single hit with 7×7 splash.

One detail that only matters if you play with traps: a fire Cart Cannon does not free an enemy held by your Thorn Trap. It is the only exception hand-written into the engine, and it is there precisely so the combination works.

Cart Cannon Genetic cart ammo formulas Link to this specification

See also Cart Tornado hits with the weight of your cart and your STR, not your INT Cart Boost doubles your speed, but it does not stack with Agility Where everything the Genetic burns actually comes from

Cart Boost doubles your speed, but it does not stack with Agility From +50 % to +100 % depending on level, 90 seconds, and banned on the Turbo Track.

Cart Boost is a self buff lasting 90 seconds at every level, costing 20 to 36 SP, with 1.5 s of cast time and the cart equipped.

Level Speed SP
1 +50 % 20
2 +50 % 24
3 +75 % 28
4 +75 % 32
5 +100 % 36

What to understand before spending points

Movement speed bonuses do not add up: the highest one wins. Cart Boost, Increase Agility, Full Throttle and speed gear all compete for the same slot, and only one counts.

That is why levels 2 and 4 give nothing new: they are stepping stones. If you are investing, the levels that change something are 1, 3 and 5.

At level 5 you move at double speed, which is faster than any other movement buff in the game. For a class that plants traps, bonfires and walls on the ground, being able to position and then run is half the job.

It is banned on the Turbo Track in Aldebaran and its courses: those are racing maps and the game blocks anything that alters speed there. Everywhere else on the server, towns and castles included, it works normally.

Cart Boost Genetic speed buff Link to this specification

See also Cart Tornado hits with the weight of your cart and your STR, not your INT Cart Cannon never misses, and its element comes from the ammo

Spore Explosion hits twice and leaves the target marked The mark lasts 5 seconds and raises the ranged damage it takes by 10 %.

Spore Explosion bursts a spore on the target: 2 physical hits with splash, range 11, using your weapon's element. It costs 48 to 84 SP and 1 Bomb Mushroom Spore per cast.

The whole formula

(300 + 200 × level) % × base level ÷ 100, applied to each of the two hits.

At level 10 and base level 175 that is 2,300 % × 1.75 = 4,025 % per hit, so 8,050 % in total.

Area and cost per level

Level Ratio per hit Area SP
1 500 % 3×3 48
2 700 % 3×3 52
3 900 % 5×5 56
4 1,100 % 5×5 60
5 1,300 % 7×7 64
6 1,500 % 7×7 68
7 1,700 % 9×9 72
8 1,900 % 9×9 76
9 2,100 % 11×11 80
10 2,300 % 11×11 84

The ratios in the table are before multiplying by your base level. Cast 1.5 s, after-cast delay 0.5 s and a 5 second cooldown: it is the longest cooldown of any damage skill in the class.

The spore mark

Anything caught by the hit is marked for 5 seconds. While it lasts, that target takes 10 % more damage from any ranged attack — from anyone — and 5 % more if it is a boss.

It does not chain-explode and it does no damage when it expires, whatever the name and the animation suggest: all the power is in the opening hit.

How to use it

It is the natural opener for the class: you mark the pack, and whatever comes next — your own Cart Cannon, an archer in your party, anything ranged — hits 10 % harder.

With a 5 second mark and a 5 second cooldown, chaining it keeps the pack marked almost continuously.

For anyone who reaches Biolo, the fourth job: the Bionic Wooden Fairy summon doubles this skill's ratio while it is active.

Spore Explosion Genetic area damage formulas Link to this specification

See also Crazy Weed drops up to eight random smashes and sweeps the ground clean Demonic Fire is the only magic skill the Genetic has Where everything the Genetic burns actually comes from

Thorn Trap holds one enemy for 20 seconds and stabs it once a second The damage comes from raw INT: neither your weapon nor the target's defence enter the sum.

Thorn Trap plants a trap on the ground up to 9 cells away. It costs 22 to 38 SP and 1 Seed Of Thorny Plant. You can have up to 3 traps out at once.

The damage formula

100 + 200 × level + your INT damage, once per second for as long as the enemy stays caught.

This is "misc" damage: it does not come from your attack or your MATK, the target's defence does not reduce it, and the weapon does not scale it. At INT 120 and level 5 that is 1,220 per second, the same against anything.

How long it stays out

Untriggered, the trap waits 10, 12, 14, 16 or 18 seconds depending on level and then dissolves. The moment someone steps on it the clock resets: the trap now lasts exactly 20 seconds.

It catches one target only. The rest of the pack walks over it without consequence while someone is held.

FIRE breaks it

Any fire element attack on the trapped target frees it instantly. Hitting it with a neutral melee swing, or with ice, or with poison, does not release it.

Watch your own Demonic Fire: drop it on your trap and you are opening it yourself. The one exception is Cart Cannon, which does not break the trap even loaded with fire ammo.

Cost and duration per level

Level Damage per second Untriggered life SP
1 300 + INT 10 s 22
2 500 + INT 12 s 26
3 700 + INT 14 s 30
4 900 + INT 16 s 34
5 1,100 + INT 18 s 38

Cast 1.5 s and an after-cast delay of 0.5 s, with no cooldown: you can plant all three back to back. At level 3 it unlocks Wall of Thorns, which is the door to the whole plant branch.

Thorn Trap Genetic trap control formulas Link to this specification

See also Wall of Thorns raises 16 cells of thorns, and fire turns them into a wall of flame Crazy Weed drops up to eight random smashes and sweeps the ground clean Cart Cannon never misses, and its element comes from the ammo Where everything the Genetic burns actually comes from

Wall of Thorns raises 16 cells of thorns, and fire turns them into a wall of flame Each cell has HP and a 20-hit cap; bosses walk through it as if it were not there.

Wall of Thorns plants a ring of thorns up to 11 cells away: 16 cells forming the border of a 5×5 square, hollow in the middle. It costs 40 to 80 SP and 1 Seed Of Thorny Plant. You can only have one wall at a time.

What it does on contact

Any enemy touching a cell is knocked back 1 cell and takes a physical hit for (100 + 10 × level) % of your attack.

That hit does not get your attack card bonuses, so the damage is token: the wall is for blocking, not for killing.

How much it takes

Each of the 16 cells has 2,000 + 2,000 × level HP and a cap of 20 hits. They break one at a time: the wall opens up wherever it is being hit.

At level 5 that is 12,000 HP per cell. It lasts 10, 11, 12, 13 or 14 seconds by level, with a 5 second cooldown.

Two limits to know before you rely on it

Bosses ignore it. Anything with status immunity — MVPs and mini-bosses — walks straight through, no knockback and no damage.

Fire transforms it. Hit it with a fire element attack and the whole wall becomes a Fire Wall that lasts only 3 seconds and then disappears. It stops being a block and becomes a curtain of flame.

How it is actually used

  • To cage. Dropped on top of an enemy, the ring leaves it inside the hollow centre; every attempt to leave costs it a shove back in.
  • To cut a corridor. It is the cheapest way this class has to split a room or an entrance in two.
  • To open Crazy Weed. At level 3 it unlocks Crazy Weed, the Genetic's strongest area skill.

It is banned in all 30 towns on the server — Prontera, Geffen, Payon, Aldebaran, Morroc, Juno, Rachel, Veins, Niflheim and the rest — as every wall in the game is. Outside town, castles included, it works without restriction.

Wall of Thorns Genetic wall control formulas Link to this specification

See also Thorn Trap holds one enemy for 20 seconds and stabs it once a second Crazy Weed drops up to eight random smashes and sweeps the ground clean Where everything the Genetic burns actually comes from

Crazy Weed drops up to eight random smashes and sweeps the ground clean It ignores Land Protector and destroys traps and ground units, but the cast reaches 7.5 seconds.

Crazy Weed is the class's big area skill. It is cast on the ground up to 11 cells away, costs 24 to 60 SP and 1 Seed Of Thorny Plant.

How it works under the hood

It does not deal one big hit: it drops 3 + (level ÷ 2) smashes — from 3 to 8 — on random positions within ±2 cells of the point you marked, one every 0.15 seconds.

Each smash deals 2 physical hits in a 5×5 with your weapon's element and a ratio of (600 + 100 × level) % × base level ÷ 100 per hit.

Random positions have a practical consequence: against a single enemy some smashes land beside it and miss entirely. Against a tight pack, all eight overlap and everyone takes several. It is a crowd skill, not a single-target one.

What each level gives

Level Smashes Ratio per hit Cast SP
1 3 700 % 3.0 s 24
2 4 800 % 3.5 s 28
3 4 900 % 4.0 s 32
4 5 1,000 % 4.5 s 36
5 5 1,100 % 5.0 s 40
6 6 1,200 % 5.5 s 44
7 6 1,300 % 6.0 s 48
8 7 1,400 % 6.5 s 52
9 7 1,500 % 7.0 s 56
10 8 1,600 % 7.5 s 60

Ratios are before multiplying by your base level. At level 10, base level 175 and eight two-hit smashes, that is 2,800 % per hit spread across the area, with a 5 second cooldown before you can repeat it.

It ignores Land Protector

It is one of the very few skills in the game that can be cast inside a Land Protector and still works. In castle war that makes it the direct answer to the Sage sealing the entrance.

It sweeps the ground

The smashes destroy enemy traps and ground units. This is field clearing: Ankle Snare, mines, walls and the rest all go down in the same pass.

The cast time is the real price. At level 10 that is 7.5 seconds before the first smash lands: without heavy DEX or cast reduction, this is a skill to cast from behind while the party holds, not one to open a fight with.

Crazy Weed Genetic area damage formulas Link to this specification

See also Wall of Thorns raises 16 cells of thorns, and fire turns them into a wall of flame Spore Explosion hits twice and leaves the target marked Where everything the Genetic burns actually comes from

Blood Sucker is not a debuff: it is a lifesteal buff you put on yourself The name misleads. It is cast on you or a party member, and it costs five seeds.

Of every Genetic skill, Blood Sucker is the one most people read wrong. The name and the animation make it look like a debuff you put on an enemy to drain its life. It is not.

What it actually does

It is cast on yourself or on a party member (range 11, up to 3 targets at once), and while it lasts, every weapon hit the bearer lands has a (2 × level − 1) % chance to heal them (level) % of the damage dealt.

At level 5: 9 % of your hits return 5 % of the damage done. The engine reads it from the attacker's side, not the victim's.

Level Chance Heal Duration SP
1 1 % 1 % 40 s 50
2 3 % 2 % 1 min 40 s 55
3 5 % 3 % 2 min 40 s 60
4 7 % 4 % 3 min 40 s 65
5 9 % 5 % 4 min 40 s 70

Weapon damage only

The condition is that the damage be weapon damage: normal hits and physical skills. Magic and misc damage heal nothing, however hard they hit.

Which is why it fits a melee party member far better than the Genetic itself, whose best skills are magical or special-typed.

It costs five seeds

Every cast burns 5 Bloodsuck Plant Seed, not one. It is by far the most expensive consumable in the class.

With nearly 5 minutes of duration at level 5, the sensible play is to put it on your hardest hitter once at the start of a session, not to re-cast it constantly.

3 seconds of cast and 1 second of cooldown. At level 3 it unlocks Hell's Plant, which is the main reason anyone puts points here.

Blood Sucker Genetic lifesteal party formulas Link to this specification

See also Hell's Plant is an aura on you that attacks three times a second Where everything the Genetic burns actually comes from The Genetic skill tree: eighteen skills, two of them passive and two you cannot learn

Hell's Plant is an aura on you that attacks three times a second It is not a plant on the ground, and the INT multiplier is your Summon Flora level.

Hell's Plant is by far the best sustained damage the Genetic has. And it does not work the way it looks: it plants nothing on the ground. It is an aura that switches on around you.

How it works under the hood

A single cast lights a status that, every 333 milliseconds — three times a second — attacks every enemy in a 5×5 around you. Physical damage, using your weapon's element.

Ratio = (100 × level + INT × Summon Flora level) × base level ÷ 100

Summon Flora is mandatory

The multiplier on your INT is your Summon Flora level, the Alchemist skill. With no points there, your INT contributes absolutely nothing to this formula.

At Summon Flora 5 and INT 200 that term alone is worth 1,000 %. It is the best return per skill point in the entire class, and it is hidden inside a second-job skill.

It stuns and bleeds

Every hit carries a (20 + 10 × level) % chance to stun and a (5 + 5 × level) % chance to cause bleeding, both with a 20 second base duration.

At three hits a second, against anything that does not resist status well, the stun lands within a couple of seconds.

Duration and cost per level

Level Base ratio Duration Total hits Cast SP
1 100 % + INT×SF 1 min ~180 3.0 s 40
2 200 % + INT×SF 1 min 30 s ~270 3.5 s 45
3 300 % + INT×SF 2 min ~360 4.0 s 50
4 400 % + INT×SF 2 min 30 s ~450 4.5 s 55
5 500 % + INT×SF 3 min ~540 5.0 s 60

"INT×SF" is your intelligence multiplied by your Summon Flora level. All of that is then multiplied by your base level divided by 100. It costs 1 Plant Bottle per cast and has no cooldown: you can refresh it the moment the cast ends.

Because the aura travels with you, the way to use it is to walk into the middle and stay there. A single Plant Bottle at level 5 buys three minutes of automatic attacks: no other skill in the class comes close on cost versus output.

Hell's Plant Genetic aura damage formulas Link to this specification

See also Blood Sucker is not a debuff: it is a lifesteal buff you put on yourself Howling of Mandragora does absolutely nothing to a monster Where everything the Genetic burns actually comes from

Demonic Fire is the only magic skill the Genetic has A 5×5 bonfire that hits every 2 seconds and sets the enemy alight, and you can only have one.

Demonic Fire leaves a bonfire on the ground up to 9 cells away. It is the only magic damage skill in the class: it is calculated from your MATK, not your attack, and it is fire element. It costs 24 to 40 SP and 1 Bottle Grenade.

The whole formula

(110 + 20 × level) % of your MATK, applied to every enemy inside the 5×5 once every 2 seconds while the fire burns.

At level 5 that is 210 % per tick. It does not scale with base level: what makes it worth casting is the number of ticks, not the ratio.

What each level gives

Level Ratio per tick Duration Ticks Burning Cast SP
1 130 % 10 s 5 8 % / 8 s 3.0 s 24
2 150 % 12 s 6 12 % / 16 s 3.5 s 28
3 170 % 14 s 7 16 % / 24 s 4.0 s 32
4 190 % 16 s 8 20 % / 32 s 4.5 s 36
5 210 % 18 s 9 24 % / 40 s 5.0 s 40

The "burning" column is the chance to apply Burning on each tick and how long it lasts. At level 5 that is nine rolls at 24 %: it is rare for anything to leave the fire without catching alight.

One bonfire at a time

The skill allows a single active instance. Cast another and the first goes out on its own. You cannot carpet three or four spots.

It also has a 5 second cooldown, which with the level 5 cast time puts it on a roughly ten second cycle.

Careful with your own traps

It is a fire element attack, and fire frees whatever you have caught in a Thorn Trap.

Dropping the bonfire on the trap means opening it yourself. Place them apart.

At level 3 it unlocks Fire Expansion, which turns this bonfire into five different things. From then on Demonic Fire stops being just damage and becomes ammunition.

Demonic Fire Genetic fire magic formulas Link to this specification

See also Fire Expansion is five different skills, and every one of them eats a bonfire of yours Thorn Trap holds one enemy for 20 seconds and stabs it once a second Where everything the Genetic burns actually comes from

Fire Expansion is five different skills, and every one of them eats a bonfire of yours With no Demonic Fire within 4 cells it casts, charges you, and absolutely nothing happens.

Fire Expansion deals no damage by itself. What it does is find one of your own Demonic Fire bonfires within 4 cells of the marked point and transform it. And the skill level is not "more power": each level does something completely different and burns a different item.

The rule to memorise

If there is no bonfire of yours nearby, the skill casts in full, charges you the SP and the item, and nothing happens. There is no error message. Bonfire first, expansion second.

Since Demonic Fire only allows one instance, the cycle is always: bonfire → expansion → new bonfire.

What each level does

Level Burns Effect SP
1 Oil Bottle Moves the bonfire to the marked point and adds 10 seconds 30
2 Explosive Powder Detonates it: magic fire hit in a 5×5 35
3 Smoke Powder Turns it into a defensive smoke cloud 40
4 Tear Gas Turns it into tear gas 45
5 Acid Bottle Casts an Acid Demonstration in a 5×5 50

2 second cast, range 9, no cooldown. Since each level burns a different item, the level you stop at is a decision about what you want to be able to do, not about how much power you want.

Level by level, with the small print

Level 1 — Relocate

Puts out the bonfire and relights it wherever you mark, with its remaining duration plus 10 seconds.

The catch: it recreates it at level 1, whatever level you originally cast it at. You gain time and position, but the damage per tick drops to the minimum.

Level 2 — Detonate

An immediate magic fire hit in a 5×5 around the bonfire, ratio 150 % + 10 × your INT. At INT 120 that is 1,350 %.

It is the biggest single hit the class has for a high-INT Genetic, and it consumes the bonfire. INT enters multiplied by ten: here it really pays.

Level 3 — Smoke

A 5×5 cloud lasting 4 seconds × (Demonic Fire level + 1) — up to 24 seconds with Demonic Fire 5. Anyone inside gains +20 % flee, −15 % melee physical damage taken and −50 % ranged physical damage taken.

One of the best defensive bubbles in the game. It affects everyone, allies and enemies alike: drop it under an enemy archer and you have handed them the reduction.

Level 4 — Gas

A 5×5 cloud lasting 5 seconds × (Demonic Fire level + 1). Anyone inside suffers −50 % hit, −50 % flee and loses 5 % of their max HP every 2 seconds.

It only works on PvP, castle war or battleground maps. On a normal hunting map the gas is placed, the item is spent, and it does nothing to anyone.

Level 5 — Acid

Casts an Acid Demonstration in a 5×5 around the bonfire, at level 5 — or at your learned level if it is higher than 5. It also has a 1 % per level chance to break the target's weapon and armour.

Note: this version does NOT use this server's Acid Demonstration formula. It uses the official renewal one: 7 × ((ATK ÷ level + MATK ÷ level) × target VIT ÷ 100). It ignores defence and flee, and the final damage counts as neutral even if your weapon has an element.

In other words: two skills with the same name and two different formulas. The Creator's is the one that was changed here; this one kept rAthena's.

A note on ordering: since the expansion consumes the bonfire, in a real rotation it always goes before recasting Demonic Fire, never after.

Fire Expansion Genetic fire combos formulas Link to this specification

See also Demonic Fire is the only magic skill the Genetic has Where everything the Genetic burns actually comes from The Genetic skill tree: eighteen skills, two of them passive and two you cannot learn

Howling of Mandragora does absolutely nothing to a monster It is a pure PvP skill: its own code discards monsters before it even rolls the dice.

Howling of Mandragora lets out a scream around you reaching from 11×11 to 15×15 depending on level. It costs 40 to 60 SP and 1 Mandragora Flowerpot.

First things first, because it changes whether it is worth levelling

It does not affect monsters. The skill's code checks whether the target is a monster and, if it is, returns without doing anything — it does not even roll.

On a hunting map it is one flowerpot burnt every ten seconds for nothing at all. Against players it is a different skill.

The formula, against players

Chance = 25 + 10 × level − (target's VIT + LUK) ÷ 5, with a floor of 10 %: however tanky the target, it never drops below that.

On a hit: it drains (25 + 5 × level) % of their max SP instantly, and for the duration it removes 4 × level INT and adds 500 ms × level of fixed cast time.

Level Area Base chance SP drained INT − Cast + Duration SP
1 11×11 35 % 30 % 4 0.5 s 10 s 40
2 13×13 45 % 35 % 8 1.0 s 15 s 45
3 13×13 55 % 40 % 12 1.5 s 20 s 50
4 15×15 65 % 45 % 16 2.0 s 25 s 55
5 15×15 75 % 50 % 20 2.5 s 30 s 60

"Base chance" is before subtracting the target's VIT and LUK. Against someone with VIT 100 and LUK 50 that is 30 points off: level 5 lands at 45 %.

Who it is good against

Against casters. Half an SP bar and two and a half extra seconds of fixed cast time cannot be reduced with DEX: fixed cast is its own thing.

It is one of the few tools in the game that punishes a Wizard or a Sorcerer without ever having to touch them.

It does not stack

If the target already has it, the skill skips them: no second SP drain and no refreshed duration. Re-casting it on the same group every few seconds achieves nothing.

With a 10 second cooldown and 1 second cast, the sensible rhythm is to fire it on contact and come back to it once the first one has expired.

If your character hunts and never sets foot in PvP, this is the one skill in the class you can leave at 1 point without regret — the minimum to reach whatever comes after it.

Howling of Mandragora Genetic PvP control formulas Link to this specification

See also Hell's Plant is an aura on you that attacks three times a second Fire Expansion is five different skills, and every one of them eats a bonfire of yours Where everything the Genetic burns actually comes from

Illusion Doping hits for 100 % and its chance DROPS as you level it Level 5 buys area, instant cast and a 1 second cooldown; reliability goes the other way.

Illusion Doping is the strangest skill in the tree. It deals physical splash damage with your weapon's element up to 7 cells away, but it has no ratio of its own: it hits for 100 % of your attack, no more and no less. It is not a damage skill.

What it does do

With a chance of (100 − 10 × level) %, it applies −50 hit and hallucination for 10 seconds.

Yes, you read that right: at level 1 it lands 90 % of the time and at level 5 only 50 %. That is what the code says; it is not a typo.

What each level gives

Level Chance Area Fixed cast Cooldown SP
1 90 % 9×9 1.0 s 5 s 60
2 80 % 11×11 1.0 s 4 s 70
3 70 % 13×13 1.0 s 3 s 80
4 60 % 15×15 1.0 s 2 s 140
5 50 % whole screen instant 1 s 180

Level 5 is a different skill

It loses 40 points of chance, but gains full-screen area, instant cast and a 1 second cooldown. Cast once a second on a crowd, the 50 % stops mattering: it lands on nearly everyone anyway.

Low levels are for precision

With 9×9 and a 90 % chance, level 1 is what you want when you need to blind one specific target. And it costs 60 SP instead of 180.

There is no useful middle: levels 2, 3 and 4 lose reliability without yet gaining what level 5 has.

The −50 hit is a flat number, not a percentage: against something with low HIT it misses almost everything, and against something with enormous HIT it barely shows. This is crowd control, and its natural home is castle war.

Illusion Doping Genetic blind area formulas Link to this specification

See also Spore Explosion hits twice and leaves the target marked Howling of Mandragora does absolutely nothing to a monster The Genetic skill tree: eighteen skills, two of them passive and two you cannot learn

Special Pharmacy never fails: what varies is how many units come out 7 to 12 per batch, minus up to 6 if the maths does not add up. All nineteen formulas, one by one.

Special Pharmacy is the Genetic's big crafting skill: 19 formulas, 12 SP per use, and no chance of failure at all. What is at stake in each batch is the number of units.

The whole formula

Score = INT + (DEX ÷ 2) + LUK + job level + base level + a random number between 31 and 150 + 5 × (Potion Research − 20) + Full Chemical Protection × a random number between 7 and 10

Difficulty = 620 − 20 × Special Pharmacy level + the product's adjustment

Difficulty is subtracted from the score, and the result decides how much the batch is trimmed.

Base batch, by level

Level Units
1 and 2 7 and 8
3 and 4 8 and 9
5 and 6 9 and 10
7 and 8 10 and 11
9 and 10 11 and 12

The trim, by the maths

Score − difficulty Subtract
400 or more nothing
300 to 399 −3
100 to 299 −4
1 to 99 −5
0 or less −6

Two surprises in the maths

Potion Research subtracts. The term is 5 × (level − 20) and that skill caps at 10, so it is always negative: at level 10 it costs you a flat 50 points, and without it, 100. Levelling it removes a penalty, it does not add a bonus.

Full Chemical Protection adds, and nothing tells you. Each level contributes a random 6 to 10 points; at level 5 that is 35 to 50 free points per batch. It is a hidden crafting requirement.

How much each product raises the difficulty

Adjustment Products
+10 HP Increase Potion (Small), SP Increase Potion (Small), Concentrated White Potion Z
+15 Bomb Mushroom Spore, SP Increase Potion (Medium)
+20 HP Increase Potion (Medium), SP Increase Potion (Large), Vitata 500
+30 Seed Of Thorny Plant, Bloodsuck Plant Seed, Concentrated Ceromain Soup
+40 HP Increase Potion (Large), Cure Free
0 Everything else

A worked example

A Genetic with INT 120, DEX 100, LUK 50, job level 70, base level 175, Potion Research 10 and Full Chemical Protection 5, making Seed Of Thorny Plant with the skill at 10:

120 + 50 + 50 + 70 + 175 + 90 (average roll) − 50 + 42 = 547  →  difficulty 620 − 200 + 30 = 450  →  547 − 450 = 97

Between 1 and 99 → subtract 5: the batch of 12 comes out as 7 seeds.

With the roll at its best (150 instead of 90) the sum reaches 157 and you get 8. That is the deal: you never fail, but the count moves.

The nineteen formulas

Each card shows what comes out on top and what it takes below: first the guide, which you only need to carry because it is never consumed, then the materials that are. The names open the item page in a new tab.

Combat seeds and spores

HP potions

SP potions

High-quality potions

No guide needed: just test tubes

The five guides are sold by the Craft Book Merchant in the Aldebaran alchemist guild for 100,000z each — they are listed in the materials page. Without the guide in your bag those formulas do not even appear in the window.

Special Pharmacy Genetic crafting potions formulas Link to this specification

See also Mix Cooking does fail, and level 1 takes everything with it Change Material turns junk into materials, and the amounts have to be exact Where everything the Genetic burns actually comes from The 21 Prepare Potion formulas, one by one

Mix Cooking does fail, and level 1 takes everything with it Level 1: one unit or nothing. Level 2: a batch of up to eleven, or zero.

Mix Cooking prepares six combat dishes that no other skill can make. It only has two levels, and they are two very different skills.

Level 1 — 5 SP

Makes one unit. If the maths do not work out, you get nothing and the materials are gone anyway.

Level 2 — 40 SP

Makes a batch of up to 11. If the maths go badly enough, the batch can still come out as zero.

The whole formula

Score = (job level ÷ 4) + (LUK ÷ 2) + (DEX ÷ 3)

Difficulty = a random number between 31 and 150, plus 15 — all six dishes carry that +15.

Notice what is not there: no INT, no base level, no skill level. What matters here is LUK, and then DEX.

What comes out, by the maths (level 2)

Score − difficulty Units
30 or more 10 or 11
10 to 29 10
−10 to 9 8
−30 to −11 5
below −30 none

At level 1 the rule is simpler: if the score does not reach the difficulty, the dish does not happen. With job level 70, LUK 50 and DEX 100 the score is 75, and the difficulty runs from 46 to 165: the dice decide more than your stats do.

The six dishes

All six need the Mix Cook Book in your bag, which is never consumed, and one Melange Pot per unit, which is.

The practical conclusion: do not cook at level 1 if you can avoid it. At level 2 the worst case leaves you five units and the best eleven, while at level 1 the worst case is losing the materials and seeing nothing.

Mix Cooking Genetic cooking crafting formulas Link to this specification

See also Special Pharmacy never fails: what varies is how many units come out Change Material turns junk into materials, and the amounts have to be exact Three skills nobody can learn, and the rung cooking was missing

Change Material turns junk into materials, and the amounts have to be exact 75 conversions, and the only weapon a Genetic can craft anywhere in the game.

Change Material has a single level and costs 5 SP. It opens a window where you put materials in and the server swaps them for others, following 75 fixed conversions. No guide is needed.

The three rules that make it fail

  • Materials must be identified. A single unidentified item aborts the whole operation with a warning.
  • The amount must be an exact multiple. If the recipe asks for 45 and you put in 45 or 90, it works; put in 50 and nothing converts. It will not take 45 and give you 5 back.
  • It has to be an exact recipe. What you put in is compared against the 75 conversions; if nothing matches you get "recipe does not exist".

How the amounts come out

Each conversion has one or two output lots, each with its own chance, and they are rolled separately. With two lots you can walk away with both, one, or neither.

Example: Ancient Tooth has 6 at 80 % and 9 at 20 %. Usually you get 6, sometimes 15, sometimes 9 and sometimes nothing.

In batches

Put in double the material and the server counts two batches and doubles whatever lots come out. Feeding it a lot at once is faster than going one at a time.

It is the only Genetic skill that crafts a weapon: the Evil Bone Wand, from 100 Clattering Skull and 100 Broken Farming Utensil.

The 75 conversions

The "batch" column says how many units come out and with what chance; where there are two numbers, those are two independent rolls. The "you hand in" column is the exact amount per batch.

You get Batch You hand in
Acorn 4 (100 %) Cactus Needle ×30 + Snail's Shell ×10
Alcohol 9 (100 %) Orcish Voucher ×50 + Skel-Bone ×40
Ancient Tooth 6 (80 %) + 9 (20 %) Bill of Birds ×35 + Fabric ×30
Ant Jaw 4 (80 %) + 6 (20 %) Spore Doll ×20 + Witherless Rose ×20
Black Hair 4 (80 %) + 6 (20 %) Pencil Case ×40 + Tiger Skin ×5
Blue Hair 6 (80 %) + 9 (20 %) Jellopy ×45 + Wedding Bouquet ×20
Bug Leg 6 (100 %) Wolf Claw ×20 + Scell ×45
Cigarette 1 (100 %) Orcish Axe ×1
Cigarette 1 (100 %) Orcish Axe ×1 + Orcish Voucher ×100
Coal 1 (100 %) Guard ×1
Cobweb 8 (100 %) Fin ×50 + Horrendous Hair ×35
Conch 3 (100 %) Gill ×5 + Immortal Heart ×25
Counteragent 4 (100 %) Evil Horn ×15 + Memento ×30
Crab Shell 8 (100 %) Baphomet Doll ×50 + Fish Tail ×30
Crystal Blue 1 (50 %) + 1 (50 %) Wolf Claw ×100
Cultish Masque 8 (100 %) Grasshopper's Leg ×45 + Yoyo Tail ×35
Detonator 7 (100 %) Nose Ring ×45 + Feather of Birds ×25
Detrimindexta 5 (100 %) Chrysalis ×40 + Clam Flesh ×10
Dokebi Horn 4 (100 %) Shining Scale ×15 + Ancient Lips ×25
Dragon Canine 8 (80 %) + 12 (20 %) Osiris Doll ×50 + Sticky Webfoot ×35
Dragon Tail 6 (100 %) Tooth of Bat ×25 + Fang ×35
Elder Pixie's Moustache 8 (80 %) + 12 (20 %) Bee Sting ×35 + Little Evil Wing ×45
Emveretarcon 4 (100 %) Heart of Mermaid ×5 + Rocker Doll ×40
Evil Bone Wand 1 (100 %) Clattering Skull ×100 + Broken Farming Utensil ×100
Fabric 5 (100 %) Soft Silk ×2
Frill 3 (100 %) Snake Scale ×20 + Karvodailnirol ×15
Grit 8 (100 %) Crystal Mirror ×35 + Mantis Scythe ×50
Hand of God 4 (100 %) Scorpion Tail ×10 + Jack o' Pumpkin ×30
Heroic Emblem 5 (100 %) Tree Root ×5 + Mole Claw ×45
Hinalle 4 (80 %) + 2 (20 %) Bouquet ×45 + Mole Whiskers ×40
Horrendous Mouth 9 (100 %) Stem ×45 + Dragon Scale ×45
Lantern 3 (100 %) Solid Shell ×10 + Maneater Blossom ×20
Little Evil Horn 1 (100 %) Stone Heart ×5 + Resin ×10
Maneater Root 4 (80 %) + 6 (20 %) Talon ×25 + Zenorc's Fang ×20
Mixture 4 (80 %) + 6 (20 %) Venom Canine ×15 + Powder of Butterfly ×30
Moth Wings 5 (100 %) Frozen Rose ×20 + Reptile Tongue ×30
Necklace of Oblivion 6 (100 %) Raccoon Doll ×25 + Moth Dust ×35
Nine Tails 2 (80 %) + 3 (20 %) Animal Skin ×10 + Rouge ×15
Nipper 6 (80 %) + 9 (20 %) Sticky Mucus ×25 + Earthworm Peeling ×40
Orc Claw 6 (100 %) Raccoon Leaf ×50 + Garlet ×10
Phracon 8 (100 %) Spawn ×45 + Glass Bead ×40
Rainbow Shell 9 (80 %) + 13 (20 %) Horn ×50 + Zargon ×45
Rat Tail 7 (80 %) + 10 (20 %) Mushroom Spore ×35 + Golden Hair ×40
Reins 8 (100 %) Chonchon Doll ×30 + Puppet ×50
Scorpion Nipper 4 (100 %) Worm Peeling ×40 + Yoyo Doll ×5
Sharp Scale 3 (100 %) Horseshoe ×10 + Clam Shell ×20
Skirt of Virgin 6 (100 %) Scale Shell ×30 + Dead Medusa ×35
Soft Feather 1 (20 %) + 1 (20 %) + 1 (10 %) Feather ×30 + Feather of Birds ×30
Soft Silk 2 (100 %) Fabric ×10
Squid Ink 4 (100 %) Bear's Footskin ×20 + Black Ladle ×25
Steel 10 (100 %) Tsurugi ×1
Stinky Scale 7 (100 %) Shell ×20 + Tongue ×50
Tendon 3 (100 %) Orc's Fang ×25 + Feather ×5
Tentacle 4 (80 %) + 6 (20 %) Decayed Nail ×40 + Mane ×5
Throwing Boost 500 5 (50 %) + 2 (25 %) + 1 (10 %) Empty Potion Bottle ×10 + Boost500 ×10 + Elastic Band ×10
Throwing Ceromain Soup 10 (100 %) Throwing Bottle ×10 + Concentrated Ceromain Soup ×10
Throwing Concentrated White Potion Z 10 (100 %) Throwing Bottle ×10 + Concentrated White Potion Z ×10
Throwing Cure Free 5 (50 %) + 2 (25 %) + 1 (10 %) Empty Potion Bottle ×10 + Cure Free ×10 + Elastic Band ×10
Throwing Falmons F 5 (50 %) + 2 (25 %) + 1 (10 %) Empty Potion Bottle ×10 + Falmons F ×10 + Elastic Band ×10
Throwing Full Swing K 5 (50 %) + 2 (25 %) + 1 (10 %) Empty Potion Bottle ×10 + Full SwingK ×10 + Elastic Band ×10
Throwing Increase HP Potion (Large) 10 (100 %) Throwing Bottle ×10 + HP Increase Potion (Large) ×10
Throwing Increase HP Potion (Medium) 10 (100 %) Throwing Bottle ×10 + HP Increase Potion (Medium) ×10
Throwing Increase HP Potion (Small) 10 (100 %) Throwing Bottle ×10 + HP Increase Potion (Small) ×10
Throwing Increase SP Potion (Large) 10 (100 %) Throwing Bottle ×10 + SP Increase Potion (Large) ×10
Throwing Increase SP Potion (Medium) 10 (100 %) Throwing Bottle ×10 + SP Increase Potion (Medium) ×10
Throwing Increase SP Potion (Small) 10 (100 %) Throwing Bottle ×10 + SP Increase Potion (Small) ×10
Throwing Mana Plus 5 (50 %) + 2 (25 %) + 1 (10 %) Empty Potion Bottle ×10 + Mana Plus ×10 + Elastic Band ×10
Throwing Muramura M 5 (50 %) + 2 (25 %) + 1 (10 %) Empty Potion Bottle ×10 + Stamina Up M ×10 + Elastic Band ×10
Throwing Vitata 500 10 (100 %) Throwing Bottle ×10 + Vitata 500 ×10
Tiger's Footskin 2 (100 %) Pointed Scale ×5 + China ×20
Trunk 2 (100 %) Rotten Bandage ×10 + Single Cell ×10
Turtle Shell 4 (100 %) Fluff ×5 + Poring Doll ×40
Wind of Verdure 1 (50 %) + 1 (50 %) Ice Cubic ×100
Witched Starsand 1 (100 %) Insect Feeler ×10 + Chung Jah ×15
Witched Starsand 1 (100 %) Moth Dust ×100 + Scell ×100

Two products have two different recipes — Cigarette and Witched Starsand — so the list has 75 rows for 73 distinct items. Both recipes work; one is cheaper than the other.

Change Material Genetic crafting materials Link to this specification

See also Special Pharmacy never fails: what varies is how many units come out Mix Cooking does fail, and level 1 takes everything with it Who makes what: the full map of all 293 recipes

Where everything the Genetic burns actually comes from Five guides at 100,000z in Aldebaran, four bottles at the Alchemist Supplier, and the rest is hunted or crafted.

Almost every Genetic skill burns an item on top of the SP. This is the full list of what each one takes and where to get it on this server.

What each skill consumes

Skill Consumes Per cast
Cart Tornado Nothing
Cart Boost Nothing
Cart Cannon Cannon Ball (or elemental) 1
Thorn Trap Seed Of Thorny Plant 1
Wall of Thorns Seed Of Thorny Plant 1
Crazy Weed Seed Of Thorny Plant 1
Blood Sucker Bloodsuck Plant Seed 5
Spore Explosion Bomb Mushroom Spore 1
Demonic Fire Bottle Grenade 1
Hell's Plant Plant Bottle 1
Howling of Mandragora Mandragora Flowerpot 1
Fire Expansion 1 Oil Bottle 1
Fire Expansion 2 Explosive Powder 1
Fire Expansion 3 Smoke Powder 1
Fire Expansion 4 Tear Gas 1
Fire Expansion 5 Acid Bottle 1
Illusion Doping Nothing

Where to get it

Bought

  • Bottle Grenade, Acid Bottle and Plant Bottle — from the Alchemist Supplier inside Prontera, at 12,000z, 3,700z and 3,800z. Any Alchemist can also make them with Prepare Potion.
  • Bomb Mushroom Spore — same Alchemist Supplier, 2,000z.
  • Cannon Ball and its elemental versions — from ammunition shops.

Crafted

  • Seed Of Thorny Plant, Bloodsuck Plant Seed and Bomb Mushroom Spore — with Special Pharmacy, carrying the How To Grow Plant Genes guide.
  • The thorn seed is sold by nobody and dropped by nothing: if you want traps, walls or Crazy Weed, you make them yourself or buy them from another player.

The five guides: Craft Book Merchant, Aldebaran alchemist guild

The five guides that open the crafting lists are sold by a single NPC at 100,000z each. You carry them and they are never consumed: buy once and you are done.

Guide Opens
How To Grow Plant Genes The three combat seeds and spores
Increase Stamina Study The three HP Increase Potions
Vital Drink CB The three SP Increase Potions
Manual: How To Make High Quality Potion Concentrated White Potion Z, Vitata 500, Concentrated Ceromain Soup and Cure Free
Mix Cook Book The six Mix Cooking dishes

The remaining six Special Pharmacy formulas — Golden X, the two herb activators and the three concentrated potions — need no guide: test tubes are enough.

Hunted

The four Fire Expansion consumables and the Mandragora flowerpot are sold in no shop: they drop from monsters.

Item Best sources
Explosive Powder Sweety, Elusive Sting, Furious Noxious, Venomous Ringleader, Sting, Step
Smoke Powder Furious Shinobi, Assaulter Ringleader, Furious Alicel, Shinobi, Gaster
Tear Gas Venomous Ringleader, Furious Noxious, Venomous, Gaster, Old Stove
Oil Bottle Phendark, Furious Venatu, Swift Dimik, Rybio, Venatu, Dimik
Mandragora Flowerpot Elusive Muscipular, Solid Drosera, Hermit Plant, Muscipular, Drosera
Bloodsuck Plant Seed Bomi (the only monster that drops it)

Each item's page — the link on its name — carries the full monster list with exact rates.

The short version for anyone building the character: 100,000z for one guide plus levels in Special Pharmacy makes you self-sufficient in seeds and spores, which feed six of the eight combat skills. The rest is alchemist bottles and hunting.

Genetic materials shops guides consumables Link to this specification

See also Special Pharmacy never fails: what varies is how many units come out The Genetic skill tree: eighteen skills, two of them passive and two you cannot learn The Prontera Alchemist Supplier now stocks every material Thorn Trap holds one enemy for 20 seconds and stabs it once a second

Biolo

All seventeen skills of the Alchemist line's fourth job: the four acidified zones, the four bionics, and the report that rewrites half the class at once.

The Biolo tree revolves around two skills that on their own do nothing Bionics Mastery and Research Report are never cast at anyone, and without them half the class runs at half power.

The Biolo is the fourth job of the Alchemist line: it comes from the Genetic and inherits everything it has. On top it adds seventeen skills of its own, and unlike the previous jobs they do not split into independent branches: almost everything runs through two skills that are never cast at anyone.

Bionics Mastery

A 10-level passive whose only effect anywhere in the emulator is computing the stats of the four bionics. With none summoned, it does absolutely nothing.

And it is the root of nine of the seventeen: the four acidified zones, the four bionics and Explosive Powder all hang off it.

Research Report

A 150-second buff that rewrites five skills at once: it raises their ratios, adds hits, and halves the bottle cost of the acidified zones.

It costs 100 AP. This is the skill that decides whether the Biolo runs at half power or at full.

The full tree

Skill Max. Requires What it is
Bionics Mastery 10 Bionic passive
Bionic Pharmacy 5 Special Pharmacy 5 Crafting
The Whole Protection 5 Bionic Pharmacy 5 Party protection
Advance Protection 4 Bionic Pharmacy 5 Shadow gear protection
Acidified Zone Ground 5 Bionics Mastery 3 + Bionic Pharmacy 5 Earth damage
Acidified Zone Wind 5 Bionics Mastery 3 + Bionic Pharmacy 5 Wind damage
Acidified Zone Fire 5 Acidified Zone Ground 1 Fire damage
Acidified Zone Water 5 Acidified Zone Wind 1 Water damage
Research Report 1 Acidified Zone Fire 3 + Acidified Zone Water 3 Self buff
Creeper 5 Bionics Mastery 5 Summon
Wooden Warrior 5 Creeper 3 Summon
Wooden Fairy 5 Creeper 3 Summon
Hell Tree 5 Wooden Warrior 3 + Wooden Fairy 3 Summon
Explosive Powder 5 Bionics Mastery 3 Damage around you
Mayhemic Thorns 10 Bionics Mastery 5 + Explosive Powder 3 Ranged damage
Mystery Powder 5 Explosive Powder 5 Damage and key
Dust Explosion 5 Mystery Powder 3 Follow-up damage

What changes from the earlier jobs

Damage no longer comes from INT. Every offensive Biolo skill carries a POW (Power) term, the fourth-job stat, and every one of them is multiplied by your base level over 100. INT still rules only over what you inherit from the Genetic.

AP appears. It is a third resource alongside HP and SP. Most Biolo skills give it to you when used (2 to 20 per cast), and only two spend it: Research Report (100) and Hell Tree (100 down to 60 by level).

No BO_ skill is modified on this server: they are rAthena's as they come. What has been touched is The Whole Protection, and that is covered in its own page.

Biolo skill tree skills Genetic fourth job Link to this specification

See also Bionics Mastery is a ten-level passive that does nothing until you summon Research Report rewrites five skills for 150 seconds The Genetic skill tree: eighteen skills, two of them passive and two you cannot learn Where everything the Biolo burns actually comes from

Bionics Mastery is a ten-level passive that does nothing until you summon Its only effect anywhere in the emulator is the stat formula for the four bionics — but there, it is everything.

Bionics Mastery is a 10-level passive and the root of nine skills in the tree. If you go looking for what it does, the short answer is awkward: it appears in exactly one place in the whole server codebase, and that is the formula computing bionic stats.

What it does NOT do

It does not raise your attack, your MATK, your HP, or the damage of any of your skills. It does not improve the acidified zones or the powders. With no bionic summoned, having it at level 10 or at level 0 is exactly the same thing.

What it does do: every level, applied to the summon

Bionic stat Formula What level 10 adds
Max HP (5,000 + 40,000 × level) × your VIT ÷ 100 +400,000 before VIT
Max attack 2 × your base attack + 600 × level +6,000
Min attack 70 % of the max +4,200
Defence your DEF + 20 × level +200
Magic defence your MDEF + 4 × level +40
Hit your HIT + 2.5 × level +25
Flee your FLEE + 10 × level +100
Speed yours, with no bonus

The practical consequence: VIT is a summoning stat

The bionic's HP is multiplied by your VIT divided by 100. At Bionics Mastery 10 and VIT 100, the bionic comes out with 405,000 HP. At VIT 50, half that. At VIT 20, 81,000.

No other stat of yours multiplies like this. A Biolo who plans to summon has a solid reason not to leave VIT at the minimum, however little it does for them personally.

The passive being written as "stats similar to an elemental's" is literal: it is commented that way in the emulator source, pending word on how the official server does it. If the real formula ever surfaces, this is what changes.

Bionics Mastery Biolo passive summons formulas Link to this specification

See also The four bionics come out carrying YOUR HP, YOUR attack and YOUR defence The Biolo tree revolves around two skills that on their own do nothing

The four acidified zones are one skill with four elements, and they only leave a pool on a player Seven hits against anything; against a player, ten more seconds of zone on the ground.

Acidified Zone Water, Ground, Wind and Fire are four exact copies of the same skill. They share formula, area, range, cast time, cooldown, SP cost and hit count. The only things that differ are the element and which bottle they burn.

The whole formula

(400 % × level + 5 × POW) × base level ÷ 100, applied to each of the 7 hits.

It is physical damage, and the element is fixed by the version: neither your weapon nor an endow changes it.

The difference nobody mentions: against players they leave a zone, against monsters they do not

Everyone takes the seven hits. But the lingering zone — 10 seconds hitting every half second at the same ratio — is only placed if the target of the shot is a player. The code checks for it explicitly before planting it.

Against a monster it is 7 hits and done. Against a player it is 7 hits plus twenty more for as long as they stay put. In PvE it is a burst skill; in PvP it is one of the most brutal things in the game.

The four versions

Skill Element Burns (×2) Requires
Acidified Zone Ground Earth Earth Acid Bottle Bionics Mastery 3 + Bionic Pharmacy 5
Acidified Zone Wind Wind Gale Acid Bottle Bionics Mastery 3 + Bionic Pharmacy 5
Acidified Zone Fire Fire Flame Acid Bottle Acidified Zone Ground 1
Acidified Zone Water Water Icicle Acid Bottle Acidified Zone Wind 1

Having all four means having an answer to every element in the game without swapping weapons or cards: that is the whole point of the branch.

What each level gives (identical across all four)

Level Ratio per hit Area Cast SP AP gained
1 400 % + 5·POW 3×3 2.0 s 51 4
2 800 % + 5·POW 3×3 2.0 s 54 4
3 1,200 % + 5·POW 5×5 1.0 s 57 4
4 1,600 % + 5·POW 5×5 1.0 s 60 5
5 2,000 % + 5·POW 7×7 1.0 s 63 5

Ratios are before multiplying by your base level. Add half a second of fixed cast to the cast column, which DEX does not reduce. After that there is 0.15 s of after-cast delay and half a second of cooldown: these are among the fastest skills to chain in the game.

A worked example

Level 5, POW 110, base level 200, no Research Report:

2,000 + (5 × 110) = 2,550 %  →  × 200 ÷ 100 = 5,100 % per hit  ×  7 hits = 35,700 % per cast.

With Research Report running that becomes 7,650 % per hit, and 11,475 % if the target is Formless or Plant race.

Each cast burns 2 bottles of the matching element — just 1 with Research Report active. The bottles are made only by the class itself with Bionic Pharmacy.

Acidified Zone Biolo damage elements formulas Link to this specification

See also Research Report rewrites five skills for 150 seconds Where everything the Biolo burns actually comes from Bionic Pharmacy never fails and yields 11 to 15 units, but right now it cannot make anything

Research Report rewrites five skills for 150 seconds It raises ratios, adds hits and halves your bottle spend. It costs 100 AP.

Research Report is a self buff lasting 150 seconds with a 60 second cooldown. It costs 60 SP and 100 AP, with 2 seconds of cast plus half a second of fixed cast.

It deals no damage and raises none of your stats. What it does is change how five different skills are calculated while it lasts — and not all of them the same way.

Skill To the ratio To the hits To the cost
All four acidified zones ×1.5 — and ×2.25 against Formless or Plant From 2 bottles to 1
Explosive Powder +100 % × level 3 to 5
Mayhemic Thorns +200 % flat 3 to 4
Dust Explosion +(50 + 210 % × level)
Mystery Powder nothing

The hidden bonus: Formless and Plant

Against Formless or Plant race targets, the acidified zones' 50 % is applied twice: a general 50 % first, then another 50 % on top of the result. ×2.25 in total.

No client description mentions it. It is why a Biolo with Research Report clears certain maps at twice the speed of others.

Adding hits beats raising ratio

Explosive Powder goes from 3 hits to 5, and the ratio applies to each hit. That alone is +67 % damage, before counting the ratio increase.

Mayhemic Thorns goes from 3 to 4: +33 %.

How to use it

150 seconds of duration against a 60 second cooldown means it can be up permanently: recast whenever you like and you will never be without it. The only reason not to have it running is not having the 100 AP.

And that is the class loop: almost every other Biolo skill gives AP on use (2 to 20), so you fight to pay for the report, and the report makes fighting pay more.

The bottle saving is half its real value. The acidified zones burn 2 bottles a cast and you are the only source of bottles: with Research Report running, every Bionic Pharmacy batch lasts twice as long.

Research Report Biolo buff AP formulas Link to this specification

See also The four acidified zones are one skill with four elements, and they only leave a pool on a player Explosive Powder is the only Biolo skill that burns no item at all Mayhemic Thorns always lands as a critical, from nine cells away Dust Explosion does multiply its five hits, but will not cast without Mystery Powder

Explosive Powder is the only Biolo skill that burns no item at all Three hits in a 7×7 around you, no cast time and a 0.7 second cooldown.

Explosive Powder detonates around you: 3 physical hits in a 7×7 centred on yourself, using your weapon's element. No cast time, no item consumed, and it hands you back 2 AP per use.

The whole formula

(500 % + 650 % × level + 5 × POW) × base level ÷ 100, applied to each of the 3 hits.

With Research Report: +100 % × level to the ratio, and the hits go from 3 to 5.

Level Ratio per hit With Research Report SP
1 1,150 % + 5·POW 1,250 % × 5 hits 69
2 1,800 % + 5·POW 2,000 % × 5 hits 76
3 2,450 % + 5·POW 2,750 % × 5 hits 83
4 3,100 % + 5·POW 3,500 % × 5 hits 90
5 3,750 % + 5·POW 4,250 % × 5 hits 97

Ratios are before the POW term and before multiplying by your base level. The Research Report column already includes the ratio bonus, but not POW or base level either.

No cast, almost no cooldown

0.25 s after-cast delay and a 0.7 s cooldown. This is the skill that chains itself while you move, and the one that keeps the AP flowing to pay for Research Report.

You have to be inside

The 7×7 is centred on you, not on a target. For all three hits to land you have to be standing in the pack, with everything that implies.

If you would rather hit from outside, the one in this branch that reaches 9 cells is Mayhemic Thorns.

At level 3 it unlocks Mayhemic Thorns and at level 5 Mystery Powder: whether or not you use it, you are levelling it.

Explosive Powder Biolo area damage formulas Link to this specification

See also Mayhemic Thorns always lands as a critical, from nine cells away Research Report rewrites five skills for 150 seconds Mystery Powder splits its damage across five hits, and its real effect is unlocking Dust Explosion

Mayhemic Thorns always lands as a critical, from nine cells away Ten levels, three hits (four with the report), and the only one in the branch cast from range.

Mayhemic Thorns is the Biolo's ranged damage skill: range 9, splash, 3 physical hits with your weapon's element, and the important part — it carries the critical flag in the database, so it resolves as a critical hit and cannot be dodged or blunted by ordinary defence.

The whole formula

(200 % + 340 % × level + 5 × POW) × base level ÷ 100, applied to each of the 3 hits.

With Research Report: +200 % flat, and the hits go from 3 to 4.

Level Ratio per hit Area SP
1 540 % + 5·POW 7×7 68
2 880 % + 5·POW 7×7 70
3 1,220 % + 5·POW 7×7 72
4 1,560 % + 5·POW 7×7 74
5 1,900 % + 5·POW 7×7 76
6 2,240 % + 5·POW 9×9 78
7 2,580 % + 5·POW 9×9 80
8 2,920 % + 5·POW 9×9 82
9 3,260 % + 5·POW 9×9 84
10 3,600 % + 5·POW 9×9 86

1 second of cast plus half a second of fixed cast, 0.15 s after-cast delay and a 0.7 s cooldown. It gives 2 AP per use and consumes no item. The area jump is at level 6.

A worked example

Level 10, POW 110, base level 200, with Research Report:

3,600 + 200 + (5 × 110) = 4,350 %  →  × 200 ÷ 100 = 8,700 % per hit  ×  4 hits = 34,800 %, from nine cells and across a 9×9.

It is the only one in the powder branch you can cast without walking into the pack. Paired with the acidified zones the split is natural: the zones for whichever element is called for, Mayhemic Thorns for everything else.

Mayhemic Thorns Biolo critical damage formulas Link to this specification

See also Explosive Powder is the only Biolo skill that burns no item at all Research Report rewrites five skills for 150 seconds The four acidified zones are one skill with four elements, and they only leave a pool on a player

Mystery Powder splits its damage across five hits, and its real effect is unlocking Dust Explosion The status it leaves raises nothing and lowers nothing: it is a 60-second key.

Mystery Powder has by far the highest ratio in the class, and it has to be read carefully because its five hits SPLIT the total, they do not multiply it. The hit count is written as a negative number in the database, and in this engine that means exactly that: it divides.

The whole formula

(1,400 % + 4,000 % × level + 5 × POW) × base level ÷ 100 — and that total is split across the 5 hits.

So at level 5 it is 21,400 % in total, not 21,400 % five times. It is still the Biolo's biggest single strike, but not by the margin the figure suggests.

Level TOTAL ratio Area Range SP
1 5,400 % + 5·POW 5×5 3 82
2 9,400 % + 5·POW 5×5 3 82
3 13,400 % + 5·POW 5×5 3 82
4 17,400 % + 5·POW 7×7 3 82
5 21,400 % + 5·POW 7×7 3 82

SP is flat: 82 at every level. No cast time, half a second of after-cast delay and a 1.5 second cooldown, the longest in the powder branch. Research Report does not touch it: it is the only one of the five that the report leaves alone.

The status it leaves does nothing… except the one thing that matters

Casting it puts a 60 second status on yourself. That status raises none of your stats and lowers none; it appears in no damage or defence formula anywhere.

Its job is to be a requirement: Dust Explosion cannot be cast without it, and fails silently if you try.

The rotation is fixed and has no alternative: Mystery Powder first, then Dust Explosion as many times as you like over the next 60 seconds. With a 1.5 s cooldown and a 60 second window, one comfortably feeds the other.

Mystery Powder Biolo damage combos formulas Link to this specification

See also Dust Explosion does multiply its five hits, but will not cast without Mystery Powder Explosive Powder is the only Biolo skill that burns no item at all Research Report rewrites five skills for 150 seconds

Dust Explosion does multiply its five hits, but will not cast without Mystery Powder Half a second of cooldown and the highest ratio per second in the class.

Dust Explosion is the other half of the powder combo, and it is the half that does the damage. Range 3, splash, 5 hits that multiply — here the hit count is positive, the opposite of Mystery Powder — using your weapon's element.

The whole formula

(400 % + 620 % × level + 5 × POW) × base level ÷ 100, applied to each of the 5 hits.

With Research Report: +(50 + 210 % × level) to the ratio.

Level Ratio per hit With Research Report Area SP
1 1,020 % + 5·POW 1,280 % 5×5 64
2 1,640 % + 5·POW 2,110 % 5×5 67
3 2,260 % + 5·POW 2,940 % 5×5 70
4 2,880 % + 5·POW 3,770 % 7×7 73
5 3,500 % + 5·POW 4,600 % 7×7 76

No cast time, half a second of after-cast delay and half a second of cooldown. It gives 2 AP per use and consumes no item. Ratios are before the POW term and the base-level multiplier.

A worked example

Level 5, POW 110, base level 200, with Research Report:

4,600 + (5 × 110) = 5,150 %  →  × 200 ÷ 100 = 10,300 % per hit  ×  5 hits = 51,500 % every half second.

It is by a wide margin the most damage per second the class can produce — for as long as the 60 second window Mystery Powder opens.

The catch

The status requirement is checked by the engine before it charges you, so trying to cast it without the powder up costs you no SP — but you get no clear warning either: the skill simply does not come out. If it feels like it "sometimes does not work", check your status bar: the powder has run out.

Range 3 means long melee, not ranged. Like Explosive Powder, this is a skill for standing inside the pack.

Dust Explosion Biolo damage combos formulas Link to this specification

See also Mystery Powder splits its damage across five hits, and its real effect is unlocking Dust Explosion Research Report rewrites five skills for 150 seconds Mayhemic Thorns always lands as a critical, from nine cells away

The four bionics come out carrying YOUR HP, YOUR attack and YOUR defence And they have not a single skill assigned: they punch, and that is it.

The Biolo can have all four bionics out at once — one of each, not several of the same — and they all work the same way: cast on yourself, lasting 2 to 6 minutes by level, computed from Bionics Mastery and your own stats.

Bionic SP AP Bottles Cooldown Duration Range Element
Creeper 80–144 gives 10 1 15 s 2–6 min 5 Earth 4
Wooden Warrior 100–180 gives 20 2 30 s 2–6 min 3 Earth 4
Wooden Fairy 120–230 gives 20 2 30 s 2–6 min 5 Earth 4
Hell Tree 100 costs 100–60 3 60 s 1–3 min 5 Neutral 4

All of them burn High Plant Bottle, with 1 second of cast plus 1 of fixed cast. The Hell Tree is the only one that costs AP instead of giving it, and the only one whose AP cost drops as you level it: 100 at level 1 and 60 at level 5.

The stats they come out with

Writing BM for your Bionics Mastery level:

  • HP = (5,000 + 40,000 × BM) × your VIT ÷ 100
  • Max attack = 2 × your base attack + 600 × BM  ·  min = 70 % of that
  • DEF = your DEF + 20 × BM  ·  MDEF = your MDEF + 4 × BM
  • Hit = your HIT + 2.5 × BM  ·  Flee = your FLEE + 10 × BM
  • Speed = yours, with no bonus

The Hell Tree carries +20,000 HP and +2,000 max attack on top of all that: it is the only one that is not a copy of the other three.

Two of them change your Genetic skills

  • Wooden Warrior: Cart Tornado doubles its ratio, and Cart Cannon goes from 1 hit to 2.
  • Wooden Fairy: Spore Explosion doubles its ratio.
  • Creeper and Hell Tree: they touch none of your skills. All their value is in what they hit for.

If you come from a cart build, the Wooden Warrior is not a summon: it is a damage buff that also fights.

They know nothing but hitting

The server's monster skill database has not a single line for any of the four bionics. The skills bearing their names — Wooden Attack, Wooden Throw Rock, Hell Howling, Hell Dusty, Fairy Dusty — exist in the emulator but are not assigned to any bionic.

So: they punch, using the attack from the formula above, and nothing else. What decides their output is your base attack and your Bionics Mastery, not any special skill.

A worked example

A Biolo with Bionics Mastery 10, VIT 100 and 1,500 base attack, summoning a Hell Tree:

HP = (5,000 + 400,000) × 100 ÷ 100 = 405,000, and with the tree's own bonus 425,000.

Max attack = (2 × 1,500) + 6,000 = 9,000, plus the tree's 2,000 = 11,000; minimum 8,300.

At VIT 30 instead of 100, that same tree comes out with 141,500 HP. VIT is literally triple or a third of your summon.

Bionics teleport to you if you get more than 19 cells away, so they never get lost on the map. (The emulator's comment says 15, but the number comes from this server's configuration and here it is 19.) And since each allows a single instance, recasting one does not stack: it replaces the one you had.

bionics Biolo summons Wooden Warrior Hell Tree Link to this specification

See also Bionics Mastery is a ten-level passive that does nothing until you summon Where everything the Biolo burns actually comes from Cart Tornado hits with the weight of your cart and your STR, not your INT Spore Explosion hits twice and leaves the target marked

The two Biolo protections: one covers the whole party, the other only shadow gear Advance Protection fails without shadow equipment, but at least it does not charge you the bottle.

Both hang off Bionic Pharmacy at level 5 and both burn High Coating Bottle. The similarities end there.

The Whole Protection

Cast on yourself, it covers your whole party inside the area, applying all four chemical protections at once — weapon, shield, armour and helm — which until now had to be cast one at a time.

Level Area Duration SP
1 15×15 1 min 220
2 15×15 1 min 30 s 260
3 15×15 2 min 300
4 31×31 2 min 30 s 340
5 31×31 3 min 380

1 second of cast plus 1 of fixed cast, a 10 second cooldown, 3 High Coating Bottle per cast, and it gives you 20 AP. The area jump at level 4 is deliberately steep: from there on it covers practically the whole screen.

It only protects what is actually worn

For each of the four pieces, the skill checks that the target has it equipped. If a party member fights without a shield, they get no shield protection — and there is no warning.

It is a detail that matters when counting: "I covered all six" does not mean all six have all four.

Advance Protection

Cast on a single ally, and you have to be right next to them: range 1. It protects shadow gear from being broken or stripped, which is the one thing the four classic chemical protections do not cover.

Level Duration SP AP gained
1 1 min 30 s 120 2
2 2 min 130 2
3 2 min 30 s 140 3
4 3 min 150 3

If the target wears no shadow gear it fails — and that is good news

The skill first checks that the ally has something equipped in the shadow slots. If not, it fails with a message and does not consume the bottle: the code explicitly marks the requirements as not to be charged.

It is one of the very few skills in the game that gives the material back when it cannot do anything. Use that: there is no cost to trying.

With only 4 levels and 1 cell of range, Advance Protection is a castle-war and coordinated-instance skill, not a hunting one. Out hunting, the one worth keeping handy is The Whole Protection.

The Whole Protection Advance Protection Biolo support party Link to this specification

See also Bionic Pharmacy never fails and yields 11 to 15 units, but right now it cannot make anything Where everything the Biolo burns actually comes from The Biolo tree revolves around two skills that on their own do nothing

Bionic Pharmacy never fails and yields 11 to 15 units, but right now it cannot make anything All fourteen formulas need a Beaker, and nobody sells, drops or hands out a Beaker.

Bionic Pharmacy is the fourth job's crafting skill: 5 levels, 30 SP per use, 14 formulas and no chance of failure.

The formula, which here is the simplest of the lot

Units per batch = 10 + skill level, so 11 to 15. That is all.

Unlike Special Pharmacy, INT, DEX, LUK, job level and random rolls play no part. The emulator leaves it at a 100 % success rate because the official difficulty is not known.

The problem: the Beaker

All fourteen formulas require a Beaker, and it is consumed. And the Beaker is sold by no NPC, dropped by no monster, found in no box and given by no quest on this server.

While that stands, the skill opens its window normally but there is nothing you can actually make. It is noted for review.

What it makes, once it can

The four acid bottles are what feed the acidified zones; the High Plant Bottle is for the bionics and the High Coating Bottle for the protections. The remaining eight are support consumables.

The four crystals, at 200z

The acid bottles each take 2 units of a coloured crystal: Scarlet Point (fire), Indigo Point (water), Yellow Wish Point (wind) and Lime Green Point (earth).

The Point Merchants sell them at 200z each, and they are spread across almost every town: inside Prontera, Geffen, Aldebaran, Alberta, Comodo, Izlude and Geffen Tower, among others.

The rest comes from the branch below

The High Plant Bottle is made from Genetic material: 2 Seed Of Thorny Plant, 2 Bloodsuck Plant Seed, 5 Mandragora Flowerpot and 10 Plant Bottle.

And each of the four acid bottles needs a Bottle Grenade and an Acid Bottle, which come from Prepare Potion. The Biolo does not outgrow the Alchemist: it leans on it.

The batch of 11 to 15 units refers to the product: a single acid-bottle craft gives you 11 to 15, so 5 to 7 acidified zone casts — twice that with Research Report running.

Bionic Pharmacy Biolo crafting bottles Beaker Link to this specification

See also The four acidified zones are one skill with four elements, and they only leave a pool on a player The four bionics come out carrying YOUR HP, YOUR attack and YOUR defence Where everything the Biolo burns actually comes from Special Pharmacy never fails: what varies is how many units come out

Where everything the Biolo burns actually comes from The class makes all of it itself, which is why one missing piece stops half the class dead.

The Biolo is the most self-sufficient class in the game and, for that same reason, the most fragile: everything it burns it makes itself with Bionic Pharmacy. No shop sells it a finished bottle.

What each skill consumes

Skill Consumes Per cast
Acidified Zone Fire Flame Acid Bottle 2 — 1 with Research Report
Acidified Zone Ground Earth Acid Bottle 2 — 1 with Research Report
Acidified Zone Wind Gale Acid Bottle 2 — 1 with Research Report
Acidified Zone Water Icicle Acid Bottle 2 — 1 with Research Report
The Whole Protection High Coating Bottle 3
Advance Protection High Coating Bottle 1
Creeper High Plant Bottle 1
Wooden Warrior High Plant Bottle 2
Wooden Fairy High Plant Bottle 2
Hell Tree High Plant Bottle 3
Explosive Powder Nothing
Mayhemic Thorns Nothing
Mystery Powder Nothing
Dust Explosion Nothing
Research Report Nothing — but 100 AP

The entire powder branch — Explosive Powder, Mayhemic Thorns, Mystery Powder and Dust Explosion — is free. It is what you fall back on when the bottles run out, and it is not a small fallback.

The supply chain, top to bottom

Piece Where it comes from
Beaker No known source — nobody sells, drops or gives it
Scarlet Point, Indigo Point, Yellow Wish Point, Lime Green Point Point Merchant, 200z, in almost every town
Glistening Coat Alchemist Supplier, inside Prontera
Bottle Grenade, Acid Bottle, Plant Bottle Alchemist Supplier, or Prepare Potion
Seed Of Thorny Plant, Bloodsuck Plant Seed The Genetic's Special Pharmacy — see its materials
Mandragora Flowerpot Hunted: Muscipular, Drosera, Hermit Plant

Look at the shape of that chain: one High Plant Bottle takes 10 Plant Bottle, 5 Mandragora Flowerpot and four Genetic seeds. A Biolo who wants to live off summons needs a Genetic behind them first — or to be one, with Special Pharmacy at 10.

Biolo materials bottles consumables Link to this specification

See also Bionic Pharmacy never fails and yields 11 to 15 units, but right now it cannot make anything The four acidified zones are one skill with four elements, and they only leave a pool on a player Where everything the Genetic burns actually comes from

Merchant

The twelve skills of the first trading class, one by one: the exact formula the server uses, what each level really gives you, and the engine traps no tooltip mentions.

The Merchant tree: twelve skills, five of which no amount of skill points will buy What unlocks what, why they do not all fit before you change class, and what every class above inherits.

Merchant is the first class of a very long branch: Blacksmith and Alchemist come out of it, then Whitesmith and Creator, then Mechanic and Genetic, and finally Meister and Biolo. All twelve skills of this tree are inherited whole all the way to fourth class, so what you decide here follows you to the end.

Everything on this page comes from the emulator that is running right now, not from a wiki. When a formula disagrees with what the client says, the one here wins.

The complete tree

Skill Max Requires How you learn it What it is
Enlarge Weight Limit 10 Skill points Weight passive
Discount 10 Enlarge Weight Limit 3 Skill points Buying passive
Overcharge 10 Discount 3 Skill points Selling passive
Pushcart 10 Enlarge Weight Limit 5 Skill points Cart passive
Item Appraisal 1 Skill points Identify
Vending 10 Pushcart 3 Skill points Selling shop
Mammonite 10 Skill points Damage for zeny
Cart Revolution 1 NPC Splash damage
Change Cart 1 NPC Cart design
Crazy Uproar 1 NPC Party buff
Pushcart Decoration 1 NPC Cart design
Open Buying Store 1 Vending 1 NPC Buying shop

Five of them cannot be bought with points, and that is not a bug

Cart Revolution, Change Cart, Crazy Uproar, Pushcart Decoration and Open Buying Store are flagged as quest skills in the database, and this server has point-learning for that kind of skill switched off. They show up in the tree, but the level-up button does nothing.

You learn them by talking to an NPC. And the first four are handed over in one go, with no materials and no job level required, by the Platinum Skill NPC in Prontera (158, 193).

Where each quest skill is taught

Skill NPC Where What it asks for
Crazy Uproar Necko Alberta 83, 96 Job level 15, 7 Pearl, 1 Banana Juice, 50 Mushroom Spore
Change Cart Charlron Alberta 119, 221 Job level 30, 50 Trunk, 10 Iron, 20 Animal Skin
Cart Revolution Gershaun Alberta Job level 35, 2 Grape Juice, 20 Iron, 30 Sticky Mucus, 20 Fly Wing, 5 Tentacle
Pushcart Decoration Jason Alberta 47, 37 1 Cute Cart Remodel Coupon
Open Buying Store Mr. Hugh alberta_in 58, 52 Vending 1 and a 10,000 z registration fee

The first three also accept «already being a Blacksmith or an Alchemist» instead of the job level. The buying shop is the one the Platinum NPC does not hand out: for that one you have to go through Mr. Hugh.

They do not all fit

The seven skills you actually buy with points add up to 61 levels. A Merchant reaches job level 50 at most, which is 49 points.

Twelve short. The books balance when you change class: second-class points can be spent downwards, in the Merchant tree, with no penalty at all.

What hangs off this tree higher up

  • Cart Boost (Whitesmith) requires Pushcart 5, Cart Revolution 1 and Change Cart 1.
  • Cart Termination (Whitesmith) requires Mammonite 10.
  • Open Buying Store requires Vending 1.

In other words: if you plan to reach Whitesmith, Mammonite at 10 and the two cart quest skills are not optional.

The Super Novice gets eight of the twelve: the four passives, Item Appraisal, Vending, Mammonite, Pushcart Decoration and the buying shop. Cart Revolution, Change Cart and Crazy Uproar are the ones it misses.

Merchant skill tree skills Blacksmith Alchemist Link to this specification

See also Enlarge Weight Limit gives +200 weight per level, and the number you see is a tenth of the one the engine uses Discount 10 takes off 24&nbsp;%, not 25, and on cheap items it takes off far more Vending opens 2 + level shop slots, and at twelve you have hit the server ceiling Crazy Uproar gives +4 STR and +30 attack to the whole party, and here to their homunculi and mercenaries too The Genetic skill tree: eighteen skills, two of them passive and two you cannot learn

Enlarge Weight Limit gives +200 weight per level, and the number you see is a tenth of the one the engine uses The dullest passive in the game is the one that unlocks the other two branches of the tree.

Enlarge Weight Limit is the root of the tree: without it there is no Discount (which wants level 3) and no Pushcart (which wants level 5). It has no prerequisites of its own, so it is the first point every Merchant spends.

The whole formula

max weight = class base + STR × 300 + 2,000 × level, all in internal units.

The engine counts weight multiplied by ten. The game window divides by ten to show it to you, so what you read is +200 per level and +30 per point of STR. Items work the same way: a Red Potion weighs 70 inside and 7 on screen.

What each level adds

Level Extra weight (internal) Extra weight (what you see) Total for a Merchant with STR 1
0 2,830
1 2,000 200 3,030
2 4,000 400 3,230
3 6,000 600 3,430
4 8,000 800 3,630
5 10,000 1,000 3,830
6 12,000 1,200 4,030
7 14,000 1,400 4,230
8 16,000 1,600 4,430
9 18,000 1,800 4,630
10 20,000 2,000 4,830

The Merchant class base is 28,000 internal, which is 2,800 on screen, and it is the same for Merchant High and Baby Merchant. It carries over untouched to fourth class.

A worked example

A Merchant with STR 40 and the passive at 10: 28,000 + 12,000 + 20,000 = 60,000 internal, or 6,000 on screen.

That is exactly 857 Red Potions. Without the passive it would be 571.

What it stacks with

  • Madogear (Mechanic): +15,000 internal, so +1,500 on screen.
  • Knight peco: +10,000 internal (+1,000).
  • Rune Knight dragon: +5,000 plus 2,000 per level of Dragon Training.
  • Knowledge (Sage): a percentage of the total, not a flat amount.

All of that is added after the passive, on top of the same total.

The two thresholds that matter

Past 50 % of your weight limit, natural HP and SP regeneration stops. Past 90 % you enter major overweight: you cannot attack, use skills or regenerate.

That 90 % is also what decides whether you are allowed to open a buying shop: if what you want to buy would push you past it, the shop refuses to open.

Cart weight is a separate count and never enters this formula. Walking around with a full cart does not slow you down or stop you attacking; all it does is stop more going in.

Enlarge Weight Limit Merchant weight passives Link to this specification

See also The Merchant tree: twelve skills, five of which no amount of skill points will buy Pushcart removes 5&nbsp;% of the movement penalty per level, and at 10 there is none left Discount 10 takes off 24&nbsp;%, not 25, and on cheap items it takes off far more

Discount 10 takes off 24&nbsp;%, not 25, and on cheap items it takes off far more The price is rounded down per unit, so some levels are worth nothing at all and others are worth double.

Discount is a passive: you never cast it, it costs nothing, and it works on its own the moment you open an NPC buying window. It requires Enlarge Weight Limit 3 and unlocks Overcharge from its own level 3.

The whole formula

discount = 5 + 2 × level, and at level 10 one is subtracted. The final price is the integer part of (price × (100 − discount) ÷ 100), with a floor of 1 zeny.

That «minus one» at level 10 is not a typo on our side: it is written that way in the engine. The maximum discount is 24 %.

Level by level, and what you actually pay

Level Discount Red Potion (10 z) White Potion (1,200 z) 1,000 Red Potions
0 10 z 1,200 z 10,000 z
1 7 % 9 z 1,116 z 9,000 z
2 9 % 9 z 1,092 z 9,000 z
3 11 % 8 z 1,068 z 8,000 z
4 13 % 8 z 1,044 z 8,000 z
5 15 % 8 z 1,020 z 8,000 z
6 17 % 8 z 996 z 8,000 z
7 19 % 8 z 972 z 8,000 z
8 21 % 7 z 948 z 7,000 z
9 23 % 7 z 924 z 7,000 z
10 24 % 7 z 912 z 7,000 z

A thousand red potions: you save 30 %, not 24

The discount is applied to the price of one unit, and the decimals are cut off there, before multiplying by the quantity. With Discount 10 a 10 z Red Potion comes to 7.6 and the engine charges 7.

A thousand potions: 7,000 z instead of 10,000. You save 3,000, which is 30 %.

And on expensive items, not one zeny extra

With the 1,200 z White Potion the cut lands on a round number: 912 z. A thousand of them cost 912,000 instead of 1,200,000, exactly 24 %.

The cheaper the item, the more the rounding gives you for free. The dearer it is, the closer you get to the clean percentage.

Levels 4, 5, 6 and 7 do nothing at all if you buy red potions

Look at the table: from Discount 3 to Discount 7 a Red Potion costs 8 z throughout. Four whole levels, four skill points, and not one zeny of difference.

On expensive goods it does not happen: there every level shows. If you are spending points with one particular consumable in mind, work out its real price before you commit.

Where it works

  • In ordinary NPC shops, which is the overwhelming majority of the world.
  • In the warp agent minimum travel kit, using the very same formula.
  • In what the server buys for your companion when it restocks its ammunition: the owner pays, so the owner discount counts.

Where it does NOT work

  • In limited-stock market shops, the ones with a countdown of units. There are 43 of them on the server, and the Eden market is one.
  • In shops that charge in items or in points, unless that particular shop allows it.
  • In other players shops. There the seller sets the price.

If you are also a Rogue, Compulsion Discount takes off 5 + 4 × level, up to 25 %. The engine keeps the larger of the two and never adds them together. And one surprise: using Discount gives no job experience here; that emulator option is switched off.

Discount Merchant shops formulas zeny Link to this specification

See also Overcharge 10 raises what you are paid by 24&nbsp;%, but on cheap items it raises nothing until level 8 The Merchant tree: twelve skills, five of which no amount of skill points will buy The agent tops up your travel kit before every trip

Overcharge 10 raises what you are paid by 24&nbsp;%, but on cheap items it raises nothing until level 8 And here, what you sell to an NPC is not destroyed: it goes into your custody at the exact price Overcharge just set.

Overcharge is the twin passive of Discount: same arithmetic, same rounding, opposite sign. It requires Discount 3 and unlocks nothing further.

The whole formula

markup = 5 + 2 × level, and at level 10 one is subtracted. What you are paid is the integer part of (sell price × (100 + markup) ÷ 100).

The «sell price» is a property of the item itself. When the database does not spell it out, the engine derives it as half the buying price.

Level by level, with two items that behave in opposite ways

Level Markup Red Potion (base 5 z) Real gain White Potion (base 600 z) Real gain
0 5 z 600 z
1 7 % 5 z 0 % 642 z 7 %
2 9 % 5 z 0 % 654 z 9 %
3 11 % 5 z 0 % 666 z 11 %
4 13 % 5 z 0 % 678 z 13 %
5 15 % 5 z 0 % 690 z 15 %
6 17 % 5 z 0 % 702 z 17 %
7 19 % 5 z 0 % 714 z 19 %
8 21 % 6 z 20 % 726 z 21 %
9 23 % 6 z 20 % 738 z 23 %
10 24 % 6 z 20 % 744 z 24 %

Seven levels that pay you nothing

With the Red Potion, whose sell price is 5 z, Overcharge changes nothing until level 8. From 1 to 7 the arithmetic lands between 5.35 and 5.95, and the engine keeps 5.

The general rule: the cheaper the item, the more levels the rounding eats whole. From three-figure prices upwards every level shows.

A worked example

Selling 1,000 White Potions to an NPC: 600,000 z without the passive. With Overcharge 10, 744,000 z. A difference of 144,000.

With 1,000 Red Potions: 5,000 without it, and 6,000 with it from level 8 onwards. One thousand zeny.

Selling to an NPC destroys nothing here

What you sell to an NPC goes into your custody, and the unit price recorded is exactly what Overcharge just paid you. The same goes for whatever you send to the incinerator.

So a Merchant not only earns more for selling: they also earn more for incinerating, and it costs them more to buy back later what they sold.

The engine has an anti-fraud guard almost nobody has seen

While loading the item database, the emulator checks whether buying price ÷ 124 is smaller than selling price ÷ 75. If it is, it forces that item selling price down to 1 zeny and logs a warning.

The numbers are not arbitrary: 124 is the Overcharge ceiling and 75 is the Discount margin. It is the lock that stops you buying cheap with one passive and reselling dear with the other. Today, out of the 29,364 items on the server, not one trips it.

Overcharge does not touch other players buying shops or your own selling shop: it only applies when the payer is an NPC. And, like Discount, using it gives no job experience on this server.

Overcharge Merchant shops formulas zeny Link to this specification

See also Discount 10 takes off 24&nbsp;%, not 25, and on cheap items it takes off far more The Merchant tree: twelve skills, five of which no amount of skill points will buy Vending opens 2 + level shop slots, and at twelve you have hit the server ceiling

Pushcart removes 5&nbsp;% of the movement penalty per level, and at 10 there is none left The cart holds 8,000 weight across 100 slots, and the number you see is a tenth of the one that really rules.

Pushcart requires Enlarge Weight Limit 5 and is the key to half the class: without it there is no cart, and without a cart there is no Vending, no Cart Revolution, and none of the Whitesmith, Genetic or Mechanic cart skills.

The whole formula

While the cart is out, your time per cell is stretched like this: time += time × (50 − 5 × level) ÷ 100.

At level 10 the bracket is zero and there is no penalty at all. The sum is worked out before Increase Agility and speed potions are applied, so the penalty multiplies with them instead of adding to them.

What walking with the cart costs

Level Penalty Time per cell Compared with no cart
1 45 % 217 ms 31 % slower
2 40 % 210 ms 29 % slower
3 35 % 202 ms 26 % slower
4 30 % 195 ms 23 % slower
5 25 % 187 ms 20 % slower
6 20 % 180 ms 17 % slower
7 15 % 172 ms 13 % slower
8 10 % 165 ms 9 % slower
9 5 % 157 ms 4 % slower
10 0 % 150 ms the same

150 ms per cell is the base walking speed of any character. The right-hand column is what you actually feel: the penalty is counted on time, not on speed, which is why 45 % more time is 31 % fewer cells per second.

Cart capacity, and why 8,000 is not what it looks like

The configuration file says 8,000, but the engine multiplies it by ten at start-up: internally it is 80,000. Since the cart window also divides by ten to draw it, the number you end up seeing is 8,000 again.

This matters when you read the code or add up bonuses: the Genetic Cart Remodeling adds 5,000 internal per level, which on screen is +500. At level 5 the cart goes from 8,000 to 10,500, not to 33,000.

How you get the cart

Once you know the skill, any Kafra employee will rent you one. The base fee is 800 z and your player-level discount applies to it; if you carry a Free Ticket for the Cart Service it is spent instead.

And if the discount has already brought the rental down to zero, the ticket is not consumed.

What the cart really is

  • 100 slots of distinct items, and 8,000 of weight.
  • It is a status, not an item: it survives logging out and back in.
  • Its weight is counted separately from yours: a full cart never makes you overweight.

The traps

  • Lose the skill and you lose the cart. A skill reset that leaves Pushcart at 0 makes the cart vanish on the spot, with whatever it was carrying kept in storage.
  • Skills that need the cart fail without a word if you are not carrying it: no SP error, no message. They simply do not go off.
  • You cannot have the cart out together with a peco, a dragon or a falcon; the engine removes whatever is in the way before handing you the cart.

Level 10 is not just about comfort: Pushcart 5 is a prerequisite of Cart Boost in Whitesmith, and level 10 is what decides whether you can move around a castle without being the last one there.

Pushcart Merchant cart movement speed weight Link to this specification

See also Enlarge Weight Limit gives +200 weight per level, and the number you see is a tenth of the one the engine uses Vending opens 2 + level shop slots, and at twelve you have hit the server ceiling Cart Revolution hits for between 150 and 250&nbsp;%, and cart weight is what makes the difference Cart Tornado hits with the weight of your cart and your STR, not your INT What levelling up gives you: more automation quota and a cheaper warper

Vending opens 2 + level shop slots, and at twelve you have hit the server ceiling One single unsellable item in the list and the whole shop refuses to open.

Vending requires Pushcart 3, costs 30 SP and demands that you have the cart out. What goes on sale comes from the cart, not from your inventory.

The whole formula

slots = 2 + level, with a hard ceiling of 12 written into the server. Since the maximum level is 10, formula and ceiling meet exactly at the top.

Each slot is one distinct item, not one unit. A slot holds as many units as you have of that item in the cart.

Level by level

Level Slots SP Requirements
1 3 30 Cart out
2 4 30 Cart out
3 5 30 Cart out
4 6 30 Cart out
5 7 30 Cart out
6 8 30 Cart out
7 9 30 Cart out
8 10 30 Cart out
9 11 30 Cart out
10 12 30 Cart out

The price ceilings

  • 1,000,000,000 z per unit at most. Type more and the server trims it silently.
  • You may list goods whose total value, added to your zeny, goes past the currency maximum. The shop opens, but nobody will be able to buy those slots.
  • A 5 % tax on the seller, and only on purchases of 100,000,000 z or more. The buyer pays the full price; what gets trimmed is what you receive.

What cannot be put on sale

  • Unidentified items.
  • Broken equipment.
  • Rental items, the ones with an expiry date.
  • Items bound to your account or character.
  • Anything flagged as untradeable.

The big trap: it is all or nothing

If a single one of the items you listed fails a check, the server does not open the shop. It does not open it without that item: it does not open it at all. You get a «some of your items cannot be vended» message and are left exactly where you were.

By far the commonest cause is a piece of unidentified equipment that found its way into the cart. Identify it first, or take it out.

And a pause that is not a fault

If the cart holds anything that has not been written to the database yet, the server saves the cart first and opens the shop window afterwards. It feels like half a second of nothing between pressing the skill and seeing the dialog.

It is deliberate: without that save, a crash at exactly that instant could leave the cart and the shop counting different things.

When it refuses to cast

  • While dead, or in the middle of a trade.
  • With another shop already open, selling or buying.
  • Inside WoE:TE castles, where the skill is forbidden by list.
  • If your account group is not allowed to give items away.

What is handled elsewhere

Where you may plant the stall has rules of its own, and they are ours: see where you can set up a shop.

And leaving the shop trading with the game closed is @autotrade, which has its own section.

The @autoplay intelligence can set up a shop too, and it goes through exactly the same gates: cart, skill, location and slots. The one thing it will not do is set its own prices: it uses the item shop price, which sits above what people normally ask, so it cannot undercut the market while you sleep.

Vending Merchant shop zeny cart Link to this specification

See also Here you can set up a shop on any map and any cell, as long as you leave room Pushcart removes 5&nbsp;% of the movement penalty per level, and at 10 there is none left Open Buying Store is five fixed slots, one permit per opening and a licence you have to buy Your shop keeps selling with the game closed, and your account is freed instantly The shop survives server restarts, and every sale is saved the moment it happens

Here you can set up a shop on any map and any cell, as long as you leave room Three cells from any NPC, four from any portal, three from any other stall. And &laquo;three&raquo; means three is already fine.

In stock Ragnarok there are maps where you cannot vend, hand-painted cells where you cannot either, and an NPC distance rule nobody understands. All of that has been thrown out here and replaced with a single gate, the same one for the selling shop and the buying shop.

The four rules, and there are no others

  • Any map and any cell. No map bans and no forbidden cells: there are none left on the server.
  • 3 cells or more from any NPC.
  • 4 cells or more from any portal.
  • 3 cells or more from any other player shop, selling or buying, @autotrade stalls included.

Distance is measured in whole cells and a diagonal counts as 1, which is how you count it yourself looking at the tiles.

«Three cells» means three IS allowed

You are refused at 0, 1 and 2. From 3 onwards, go ahead. The original emulator rule used the same number as a rejection radius, so a 3 there demanded 4.

With the same number written down, this is one cell more permissive than the usual game.

Portals are measured from the edge

A portal is not a point: it is a trigger rectangle, sometimes a fairly large one. The four cells are counted from the edge of that area, not from its centre.

Which is the fair way round, because what a player steps on when passing is the whole area, not the centre.

Three details that save arguments

  • The location is only judged when the shop is set up. Nobody has their shop closed because somebody else planted one next to it afterwards.
  • @autotrade stalls restored by the server at boot do not come through here again, on purpose: if they were judged again, whichever one was restored a second later would vanish through no fault of its owner.
  • Hidden NPCs and somebody else temporary NPCs do not get in the way: they are not there for you.

Chat rooms still use the old rule with their own setting, also 3 cells. They are the only thing this rework left alone.

Vending shop maps rules Link to this specification

See also Vending opens 2 + level shop slots, and at twelve you have hit the server ceiling Open Buying Store is five fixed slots, one permit per opening and a licence you have to buy Your shop keeps selling with the game closed, and your account is freed instantly

Mammonite hits 50&nbsp;% harder per level, and level 1 gives two and a half times more damage per zeny than level 10 It is the one skill in the game whose cost is not SP: it is 100 zeny per level, every single time.

Mammonite is an ordinary physical hit with your weapon element, at your weapon range, with no cast time, no cooldown and no delay afterwards. The only strange thing about it is how you pay for it.

The whole formula

(100 + 50 × level) % of your attack, in a single hit.

Cost: a flat 5 SP at every level, plus 100 zeny per level. The zeny is charged on every use, hit or miss.

What each level hits for and what it costs

Level Damage Zeny per hit SP Percent per 100 z
1 150 % 100 z 5 150 %
2 200 % 200 z 5 100 %
3 250 % 300 z 5 83 %
4 300 % 400 z 5 75 %
5 350 % 500 z 5 70 %
6 400 % 600 z 5 67 %
7 450 % 700 z 5 64 %
8 500 % 800 z 5 63 %
9 550 % 900 z 5 61 %
10 600 % 1,000 z 5 60 %

Low levels are cheaper per point of damage

Look at the last column: level 1 gives 150 % per 100 zeny and level 10 gives 60 %. Two and a half times more efficient.

What high levels buy is not efficiency: it is damage per swing. And since every swing is capped by your attack speed, if what you have to spare is zeny and what you lack is time, level 10 wins anyway.

A worked example

A hundred swings of Mammonite 10 cost 100,000 zeny and add up to 60,000 % of attack. The same 100,000 zeny spent at level 1 buy a thousand swings and 150,000 %.

But those thousand swings take ten times as long to land. Pick according to what you have to spare.

The traps

  • No zeny, no skill. The cost is a requirement like any other: if you are not carrying the exact amount, the skill fails.
  • It is copyable by Plagiarism and by Reproduce. And the Rogue who copies it pays the zeny all the same: the copy is not free.
  • It can be used while riding a Madogear, which is not true of almost any other old skill.
  • No cast time, no cooldown, no after-cast delay. It is literally a normal attack that is dearer and stronger.

Mammonite 10 is a prerequisite of Cart Termination in Whitesmith, the direct heir to this idea of hitting people with your wallet. If that is where you are heading, those ten points are decided in advance.

Mammonite Merchant damage zeny formulas Link to this specification

See also Cart Revolution hits for between 150 and 250&nbsp;%, and cart weight is what makes the difference The Merchant tree: twelve skills, five of which no amount of skill points will buy Overcharge 10 raises what you are paid by 24&nbsp;%, but on cheap items it raises nothing until level 8

Cart Revolution hits for between 150 and 250&nbsp;%, and cart weight is what makes the difference A full cart is worth exactly one hundred percentage points.

Cart Revolution throws the cart at an enemy: one physical hit in a 3×3 area with your weapon element, which knocks back 2 cells everything it touches. Range 1, 12 SP, and you need the cart out.

The whole formula

150 % + (100 × cart weight ÷ cart capacity).

In other words: 1 % more damage for every 1 % of cart filled. Empty it hits for 150 %; packed to the brim, 250 %. The fill percentage is the one you can read in the cart window.

What it hits for depending on how full the cart is

Cart Weight (what you see) Damage Against going empty
Empty 0 150 %
25 % full 2,000 175 % +17 %
50 % full 4,000 200 % +33 %
75 % full 6,000 225 % +50 %
Full 8,000 250 % +67 %

With the Genetic Cart Remodeling the capacity goes up, and what counts is the percentage filled, not the absolute weight: a full 10,500 cart hits exactly as hard as a full 8,000 one. What that passive does give this skill is +4 hit rate per level, up to +20.

A worked example

With 2,000 effective attack: empty cart, a 3,000 base hit. Full cart, 5,000. Same points, same weapon, two thousand of difference for remembering to load the cart before setting out.

Details of the hit

  • 3×3 centred on the target, not on you.
  • 2 cells of knockback, away from you.
  • It can target traps laid on the ground.
  • Usable while riding a Madogear.

The traps

  • No cart, no skill, and it will not tell you why. This is silent failure number one for this skill.
  • It is not bought with points: it is one of the quest skills. Gershaun teaches it in Alberta, or the Platinum NPC in Prontera hands it over.
  • The knockback can push the enemy out of your normal attack range. In a party it can also push it out of somebody else area.
  • The fill calculation is an integer division: below 1 % of load it adds nothing.

Together with Change Cart and Pushcart 5, it is a prerequisite of Cart Boost in Whitesmith, and the whole cart branch up to fourth class grows out of that.

Cart Revolution Merchant cart damage formulas Link to this specification

See also Pushcart removes 5&nbsp;% of the movement penalty per level, and at 10 there is none left Mammonite hits 50&nbsp;% harder per level, and level 1 gives two and a half times more damage per zeny than level 10 Cart Tornado hits with the weight of your cart and your STR, not your INT The Merchant tree: twelve skills, five of which no amount of skill points will buy

Item Appraisal identifies one item at a time, and if you have nothing to identify it fails without telling you It is the free version of the Magnifier, which literally casts this very skill.

Item Appraisal has no prerequisites in the tree, has a single level, and costs 10 SP. It opens the list of unidentified items you are carrying and lets you pick one.

What really happens

When you cast it, the server walks your inventory and builds the list. If there is not one single unidentified item, the list is never sent, the window never appears and the skill is cancelled without spending the SP.

No error message is shown. From the outside it looks as if the skill did not respond; what actually happened is that there was nothing to do.

One per cast

The window shows everything unidentified you own, but you pick one and the window closes. For the second one you cast it again, for another 10 SP.

If you hit cancel, or pick something that was already identified, the window simply closes.

While the window is open you are frozen

The server marks you as busy: you cannot use items or other skills until you pick or cancel.

It is the same marker used by the crafting window and the shop window.

Against the Magnifier

The Magnifier costs 40 zeny, weighs 5 and takes an inventory slot. And internally it does nothing special: its effect is, literally, to cast this very skill at level 1.

So a Merchant does not identify «better»: they identify in exactly the same way, for free and without carrying weight. One skill point, and you never buy a magnifier again.

It is also a practical prerequisite of setting up a shop: one unidentified item in the cart kills the opening of the entire shop.

Item Appraisal Merchant identify Link to this specification

See also The Merchant tree: twelve skills, five of which no amount of skill points will buy Vending opens 2 + level shop slots, and at twelve you have hit the server ceiling

Crazy Uproar gives +4 STR and +30 attack to the whole party, and here to their homunculi and mercenaries too Five minutes, 8 SP and an 18-cell radius: the cheapest party buff in the game.

Crazy Uproar is one of the Merchant quest skills, has a single level and costs 8 SP. It is by a wide margin the best cost-to-value ratio in the whole first class.

Exactly what it gives

+4 STR and +30 base attack, for 5 minutes.

The +30 attack is a renewal figure and it is flat: it is added to base attack before any percentages, so it is worth the same to a small character as to a big one, and proportionally far more to the small one.

The numbers of the skill

Value Amount
SP 8
Cast time 1.0 s variable + 0.3 s fixed
After-cast delay 1.0 s
Cooldown 30 s
Duration 5 min
Radius 18 cells

That 1.0 s of cast is the part DEX and INT can shorten; the final 0.3 s cannot be cut by anything. The 30-second cooldown is the only thing stopping you spamming it, and since it lasts 5 minutes there is time to spare.

Here it reaches the companions too

In the stock game the buff is shared with the party members on your map and within 18 cells. On this server it is also shared with the homunculus and the mercenary of each of them.

It is not a special case built for this skill: it is the same distribution every party skill on the server uses. A mercenary with +4 STR and +30 attack for five minutes at a cost of 8 SP is a hard bargain to beat.

Without a party, only you

If you are not in a party the skill applies to you alone. There is no error and no warning: the distribution simply has nobody to distribute to.

With a party the radius is counted from you, and anyone on another map does not receive it.

When it drops

  • When you board a Madogear. The engine cuts it there and then.
  • With Hermode.
  • It survives logging out: if three minutes were left, three minutes are left when you come back.

How you learn it

From Necko, in Alberta 83, 96: job level 15 —or already being a Blacksmith or an Alchemist—, 7 Pearl, 1 Banana Juice and 50 Mushroom Spore.

Or free and with no materials from the Platinum Skill NPC in Prontera (158, 193), which hands over all four Merchant quest skills at once.

The @autoplay intelligence keeps it up on its own: it is on the list of self-buffs that are recast without you configuring anything, which is why it shows up in the panel even though it has no row in the skill catalogue.

Crazy Uproar Merchant buff party formulas Link to this specification

See also The Merchant tree: twelve skills, five of which no amount of skill points will buy Which skills the AI knows how to use, and which are left out on purpose Mammonite hits 50&nbsp;% harder per level, and level 1 gives two and a half times more damage per zeny than level 10

Change Cart unlocks nine designs by base level, and the server only ever checks that you know the skill The 40 SP are for pressing the icon; the actual change is requested by the client on its own.

Change Cart is a single-level quest skill that costs 40 SP and requires the cart to be out. It changes how the cart looks and nothing else: not capacity, not speed, not the damage of anything.

What the server does when you cast it

The animation, and only the animation. The design change arrives in a separate message sent by the client, and that message is checked against exactly one thing: that you have learned the skill.

Which is why the client own cart menu works without spending the 40 SP. The NPC who teaches the skill already says so: it explains how to open that menu, not how to press the icon.

The designs and the base level they need

Design Base level needed
1 any
2 41
3 66
4 81
5 91
6 101
7 111
8 121
9 131
13 101

Watch out for the round numbers

The check is strictly greater than, not «greater or equal». The emulator says «base level > 40», so design 2 appears at level 41, not at level 40. The same goes for all the rest.

If you have just reached the round number and the new cart does not show up, nothing is broken: you are one level short.

Design 13 exists because the client is new

The thirteenth is only available on clients from November 2019 onwards. Ours is from November 2021, so it is there, and with the same bar as design 6: base level 101.

Designs 10, 11 and 12 do not belong here

This skill never offers them. They are the three from Pushcart Decoration, which is a different skill taught by a different NPC.

When it will not let you

  • While you are talking to an NPC.
  • While you have a work window open: crafting, setting up a shop, identifying.
  • Without the skill learned, obviously.

It is taught by Charlron, in Alberta 119, 221: job level 30 —or already being a Blacksmith or an Alchemist—, 50 Trunk, 10 Iron and 20 Animal Skin. The Platinum Skill NPC in Prontera hands it over too. And it is a prerequisite of Cart Boost in Whitesmith, so it is not purely cosmetic.

Change Cart Merchant cart appearance Link to this specification

See also Pushcart Decoration is exactly three designs, with no level requirement whatsoever Pushcart removes 5&nbsp;% of the movement penalty per level, and at 10 there is none left The Merchant tree: twelve skills, five of which no amount of skill points will buy

Pushcart Decoration is exactly three designs, with no level requirement whatsoever The server offers 10, 11 and 12, and rejects any other number.

Pushcart Decoration is the other cart appearance skill. One level, 40 SP, and you need the cart out.

Three designs, not one more

When you cast it, the server sends you a list containing designs 10, 11 and 12. And when you choose, it checks that the number is between 10 and 12: anything else is discarded silently.

There is no base level requirement at all. Unlike Change Cart, all three are available from the very first moment.

How you learn it

From Jason, the cart remodelling expert, in Alberta 47, 37. He asks for exactly one thing: a Cute Cart Remodel Coupon. No job level, no base level.

The Platinum Skill NPC in Prontera hands it over too, along with the other three quest skills.

It needs a modern client

The message that opens the selector only exists on clients from August 2015 onwards. Ours is from November 2021, so it works.

On an old client the skill would fire, spend the SP and do nothing.

The two skills do not compete: they add up

Between Change Cart (designs 1 to 9, plus 13) and Pushcart Decoration (10, 11 and 12) you have thirteen distinct cart looks. Neither skill ever offers the other designs.

And neither of them changes anything but the picture: capacity, speed and cart skill damage are identical with any design.

It is the only one of the four quest skills that the Super Novice also has in its tree.

Pushcart Decoration Merchant cart appearance Link to this specification

See also Change Cart unlocks nine designs by base level, and the server only ever checks that you know the skill Pushcart removes 5&nbsp;% of the movement penalty per level, and at 10 there is none left The Merchant tree: twelve skills, five of which no amount of skill points will buy

Open Buying Store is five fixed slots, one permit per opening and a licence you have to buy And the requirement that catches most people: you must be carrying at least one unit of whatever you want to buy.

The buying shop is the opposite of the selling one: you put up a sign saying what you want to buy and at what price, and people sell it to you without you being there. It is the only skill in the Merchant tree that is neither bought with points nor handed out by the Platinum NPC.

What each opening costs

30 SP and one Buy Market Permit, which is consumed. Without the licence in your inventory the skill does not go off.

The licences are sold by the same NPC who teaches the skill, at 200 zeny each and up to 50 at a time.

How you get it

From Mr. Hugh, of the purchasing team, in alberta_in 58, 52. He asks that you be a Merchant, that you have Vending at level 1 or better, and a 10,000 zeny registration fee paid once.

On registering he gives you the skill and five licences to get started.

And there is a route without the skill

The Black Marketeer, in que_job01 68, 84, sells the Shabby Purchase Street Stall License for 500 zeny, and it opens a two-slot buying shop with no skill and no Merchant class needed.

Five slots against two, and 200 zeny against 500. For anyone who buys seriously, the skill pays for itself.

The shop ceilings

Value Amount
Slots 5, fixed
Maximum price per unit 99,990,000 z
Maximum units per slot 9,999
Items buyable this way on the server 3,551 of 29,364
Weight ceiling on opening 90 % of yours

The five slots do not depend on the level of anything: the skill has one level and the number is fixed in the server. And those 9,999 units count the ones you are already carrying of that item.

The five traps

  • You must carry at least one unit of every item you want to buy. The NPC explains it as «you have to show a sample», but it is a real server check: without it, that item does not make it onto the list.
  • Only 3,551 items out of the 29,364 on the server are flagged as buyable this way. The rest will not appear no matter how you type them.
  • Nothing with cards in it, no rental items, and nothing bound to the character.
  • The zeny limit you set must be greater than zero and cannot exceed what you are carrying at that moment.
  • If buying everything would leave you above 90 % of your weight limit, the shop does not open and it tells you by how much you went over.

The location is judged by exactly the same rules as the selling shop, and it accepts @autotrade too: you can leave the stall buying with the game closed.

Open Buying Store Merchant shop zeny Link to this specification

See also Vending opens 2 + level shop slots, and at twelve you have hit the server ceiling Here you can set up a shop on any map and any cell, as long as you leave room Your shop keeps selling with the game closed, and your account is freed instantly The Merchant tree: twelve skills, five of which no amount of skill points will buy

Creator and Alchemist

The nineteen skills that belong to the Alchemist and the Creator, one by one: what each one really does, the exact formula behind it, and the engine traps nobody tells you about. Acid Demonstration on this server runs a custom formula built around the target VIT.

The Creator tree: nineteen skills, four that only show up with the Soul Link and three that do not exist The Creator only adds three skills on top of the Alchemist. Cultivation, Alchemy and Synthesis Potion are outside this server tree and you will never be able to learn them.

The Alchemist brings sixteen skills and the Creator adds three on top. That is all: everything after that belongs to the Genetic and lives in its own section.

The first thing to know

Almost the whole tree hangs off Prepare Potion. Without points there you unlock no acid, no bombs, no plants and no chemical protections. And Prepare Potion itself requires Potion Research level 5.

What unlocks what

Skill Levels Requirement
Axe Mastery 10 none
Potion Research 10 none
Prepare Potion 10 Potion Research 5
Bomb 5 Prepare Potion 4
Acid Terror 5 Prepare Potion 5
Aid Potion 5 Prepare Potion 3
Summon Flora 5 Prepare Potion 6
Summon Marine Sphere 5 Prepare Potion 2
Biochemical Helm 5 Prepare Potion 2
Synthesized Shield 5 Biochemical Helm 3
Synthetic Armor 5 Synthesized Shield 3
Alchemical Weapon 5 Synthetic Armor 3
Bioethics 1 quest skill
Vaporize 1 Bioethics 1
Call Homunculus 1 Vaporize 1
Homunculus Resurrection 5 Call Homunculus 1
Aid Condensed Potion 10 Aid Potion 5 (Creator)
Full Chemical Protection 5 all four protections at 5 (Creator)
Acid Demonstration 10 Bomb 5 + Acid Terror 5 (Creator)

The four chemical protections chain in an order that catches people out: the helm comes first, not the weapon. Helm 3 opens the shield, shield 3 opens the armor and armor 3 opens the weapon.

The four that never appear in the skill list

Twilight Alchemy 1, 2 and 3 and Aid Berserk Potion are flagged as spirit skills. The engine will not let you spend points on them: they appear on their own, already at level 1, while you carry the Alchemist Spirit from a Soul Linker, and they vanish when the link ends.

They are never saved on your character. Log out with the link up and they are gone when you come back.

The three that do not exist here

Cultivation, Alchemy and Synthesis Potion sit outside this server tree. The Cultivation code is still compiled, and it does plant mushrooms and herbs, but no job owns it, so there is no way to learn it. Twilight Alchemy 4 does not exist either.

Bioethics is not bought with points

Bioethics is flagged as a quest skill. You do not learn it by spending skill points: the matching quest script grants it. Without it you cannot create a homunculus, and it is also the hidden requirement for crafting the Homunculus Nutritional Supplement: Prepare Potion silently skips that recipe if you do not have it.

Prepare Potion, its 21 formulas and where to buy every material have their own section: how it works, the formulas and the Prontera supplier.

Creator Alchemist skill tree requirements Link to this specification

See also Acid Demonstration runs a custom formula on this server: the target VIT is what matters Full Chemical Protection shields all four slots at once, and quietly improves the Genetic pharmacy The Genetic skill tree: eighteen skills, two of them passive and two you cannot learn Prepare Potion spends the bowl before knowing whether you can make anything

Axe Mastery also raises the damage of one-handed swords And Potion Research heals you 5% more per level every time you drink, not only when you craft.

The two Alchemist passives do considerably more than the client tooltip claims, and each one has an effect that appears in no tooltip at all.

Axe Mastery

+3 mastery attack per level (up to +30) with one-handed and two-handed axes and, in renewal, with one-handed swords too. On a one-handed sword it stacks on top of the Swordman Sword Mastery: both count.

Mastery attack is part of the base damage, so the skill percentage multiplies it just like everything else: +30 of mastery becomes +5,520 inside an 18,400% Acid Demonstration. The one thing it does not receive is the element modifier, which is applied to the other components.

Weapon Axe Mastery Stacks with
One-handed axe +3 / level Mechanic Training Axe
Two-handed axe +3 / level Mechanic Training Axe
One-handed sword +3 / level Sword Mastery, Training Sword
Dagger nothing
Two-handed sword nothing

Potion Research

Three effects at once, all per level:

  • +5% healing per level on any potion you drink, both HP and SP. It adds to the base 100% alongside VIT×2, it does not multiply.
  • +50 success points per level in Prepare Potion, which is +0.5% per level on the crafting roll.
  • +5% per level on whatever the potions you throw heal, through Aid Potion, Aid Condensed Potion and Aid Berserk Potion.

And a fourth effect that is documented nowhere

Having Potion Research learned at any level, one single point is enough, grants a flat +100% ratio to Acid Terror. It does not scale: one point does exactly the same as ten.

A worked example

You drink a White Potion (325 – 405 base healing) with VIT 80 and Potion Research 10: the multiplier is 100 + 160 + 50 = 310%, so you heal between 1,007 and 1,255. Without the passive it would be between 845 and 1,053.

If the potion was also brewed by a Fame Top 10 alchemist, another 50% is added on top of that total.

Neither passive shows up in the status window. The quick way to check the mastery is to compare a normal hit with the axe equipped and without it.

Axe Mastery Potion Research passives damage Link to this specification

See also The Creator tree: nineteen skills, four that only show up with the Soul Link and three that do not exist Acid Terror always strikes as neutral, even with an enchanted weapon Prepare Potion spends the bowl before knowing whether you can make anything

Acid Demonstration runs a custom formula on this server: the target VIT is what matters The more VIT whatever stands in front of you has, the more damage it takes. Neither defense nor dodge stops it, and it ignores the monster damage reduction.

The Acid Demonstration on this server is not the rAthena one. It was rewritten on 12 August 2026 and carries three further changes in the skill database. Any guide you find out there is describing a different skill.

The formula in force

total ratio = level × (14 × INTcaster + 20 × VITtarget) ÷ 2

Damage is your ATK multiplied by that ratio divided by 100. Since there are as many hits as the skill level and the split is a division, every hit is always worth the same:

ratio per hit = 7 × INTcaster + 10 × VITtarget

Against players the total is halved. That is the long-standing PvP modifier and it was kept on purpose.

Why the sign of the hit count matters so much

In the database the hit count is written negative (−1 to −10). To the engine that means "split the damage across those hits", not "multiply it". The ten numbers you see on screen at level 10 are one single hit sliced into ten, not ten hits. With a positive sign the level was charged twice and the skill dealt ten times the intended damage.

Level by level

With a caster at INT 120 and ATK 3,000 against a target with VIT 100. The ratio per hit is always 1,840%; the only thing the level changes is how many slices it is cut into and how many times it is charged.

Level Hits Total ratio Total damage Equipment break SP
1 1 1,840% 55,200 1% 50
2 2 3,680% 110,400 2% 50
3 3 5,520% 165,600 3% 50
4 4 7,360% 220,800 4% 50
5 5 9,200% 276,000 5% 50
6 6 11,040% 331,200 6% 50
7 7 12,880% 386,400 7% 50
8 8 14,720% 441,600 8% 50
9 9 16,560% 496,800 9% 50
10 10 18,400% 552,000 10% 50

Range 9 cells, 1 second of fixed cast (DEX does not shorten it), 1 second of after-cast delay and a 0.15 s cooldown. It consumes Bottle Grenade ×1 and Acid Bottle ×1 on every cast, at any level.

The same Creator against three different targets

INT 120, ATK 3,000, level 10:

  • Baphomet (VIT 30): 1,140% per hit → 342,000 total damage.
  • Ifrit (VIT 156): 2,400% per hit → 720,000.
  • Taffy (VIT 1,001, an ordinary field monster): 10,850% per hit → 3,255,000.

Yes: a field mob takes almost five times what Ifrit takes. That follows directly from the formula and it is known. A VIT 100 cap was tried for a few hours on 14 August and then removed: it flattened every big boss to the exact same number and erased the differences between them, which were worth keeping.

The three gates that were removed by hand

Defense does not reduce it. The formula rewards the target VIT, and VIT is exactly the stat that provides soft defense: without this change, every point added on one side and subtracted on the other.

It cannot be dodged. It is a weapon skill, so until 12 August it went through the hit check and a high-AGI target avoided it entirely. Perfect dodge does not save you either: the engine only checks it on normal attacks, never on skills.

And a fourth one, the strangest of them all

Acid Demonstration ignores the monster damage_taken field. That field cuts the damage a specific monster receives, and the practice dummies sit at 1%. It applies to everything else in the game exactly as before. This skill, and only this skill, was excluded on purpose: against a dummy at 1% it deals full damage while anything else deals a hundredth.

What does affect it

The damage carries your weapon element, so endows, spirit charms and arrows change it, and the full element table applies. Attack cards count as well. On hit it tries to break the weapon and the armor of the target at 1% per skill level, but that part only works against players: the server has monster equipment breaking disabled, so against a mob it does nothing.

Watch out for a common mix-up: the Genetic Fire Expansion level 5 fires an area acid that does not use this formula. It is a separate skill running the official rAthena maths, even though its level scales off your Acid Demonstration. It is explained in its own section.

Acid Demonstration Creator damage formulas modified Link to this specification

See also Acid Terror always strikes as neutral, even with an enchanted weapon The five combat bottles are sold ready-made in Prontera, and they cost more than crafting them The Creator tree: nineteen skills, four that only show up with the Soul Link and three that do not exist Fire Expansion is five different skills, and every one of them eats a bonfire of yours

Acid Terror always strikes as neutral, even with an enchanted weapon It cannot be dodged, and the bleeding it inflicts lasts 108 seconds. The armor break, on the other hand, does not exist against monsters.

Acid Terror is the attack skill that opens the acid branch: a single ranged hit that consumes an Acid Bottle, cannot be dodged and leaves the target bleeding.

The formula

ratio = 200% × level, plus a flat +100% if you have Potion Research learned at any level.

Bleeding chance: 3% × level, lasting 108 seconds.

Armor break chance: (1,000 × level − 500) out of 10,000, that is 5% to 45%.

Level Ratio With Potion Research Bleeding Armor break SP
1 200% 300% 3% 5% 15
2 400% 500% 6% 15% 15
3 600% 700% 9% 25% 15
4 800% 900% 12% 35% 15
5 1,000% 1,100% 15% 45% 15

Range 9 cells. Cast time of 0.5 s variable plus 0.5 s fixed, and half a second of after-cast delay. One Acid Bottle per cast.

Always neutral

Even though it is a weapon skill, its element is pinned to neutral in the database. Your weapon element, an endow or an element card change nothing: against an enemy that resists neutral, Acid Terror performs just as poorly whatever you are carrying.

That is the exact opposite of its bigger sibling, Acid Demonstration, which does use the weapon element.

Armor break: players only

That 5 – 45% is real, but the server has monster equipment breaking disabled. Against a mob the function returns before the roll is even made. Against a player it works, and you get the sour face emote on screen.

A worked example

A Creator with ATK 3,000, Acid Terror 5 and Potion Research 10: ratio 1,100% → 33,000 neutral base damage before defense, element and cards. Without the passive it would be 30,000. Bleeding would land 15% of the time.

Bleeding is one of the statuses big bosses resist by design: against an MVP it will never land, no matter how high you push the skill level.

Acid Terror Alchemist damage bleeding Link to this specification

See also Acid Demonstration runs a custom formula on this server: the target VIT is what matters Axe Mastery also raises the damage of one-handed swords The five combat bottles are sold ready-made in Prontera, and they cost more than crafting them

Bomb is not a hit: it is a fire patch that strikes twice a second A bottle set on the ground that lasts up to a full minute and hits everything standing in its 3x3 square.

Bomb, named Demonstration internally, is cast on the ground, not on a target. It leaves a 3×3 fire trap that hits any enemy inside every half second until the timer runs out.

The formula

ratio per hit = 100% + 20% × level of your ATK, always in fire element.

It is charged every 500 ms while the target remains inside the square, for the whole life of the fire.

Level Ratio per hit Duration Maximum hits Weapon break SP
1 120% 40 s 80 3% 10
2 140% 45 s 90 6% 10
3 160% 50 s 100 9% 10
4 180% 55 s 110 12% 10
5 200% 60 s 120 15% 10

The "maximum hits" column is the theoretical ceiling: duration divided by the half-second tick. Nobody stands still that long, but against something immobile the count is exact.

How it is placed

Range 9 cells, cast time of 0.8 s variable plus 0.2 s fixed, half a second of after-cast delay. It consumes one Bottle Grenade per cast and 10 SP.

There is no cap on how many bombs you can have out. The only restriction is that two cannot overlap on the same cell, so you can carpet the floor with them.

The traps

  • The element is fixed fire. Against a fire-armor enemy it does nothing, whatever weapon you carry.
  • The 3% per level weapon break only applies to players: monster equipment breaking is disabled on this server.
  • The fire cannot be planted on top of another of your bombs, nor on a cell already occupied by its own effect.

A worked example

With ATK 3,000 and Bomb 5, every tick is 6,000 fire damage before defense and element. A target that sits through the full 60 seconds inside the square eats 720,000 in total, spread over 120 hits.

It is the cheap half of the pair that unlocks Acid Demonstration: Bomb 5 and Acid Terror 5 are its two requirements.

Bomb Demonstration Alchemist ground fire Link to this specification

See also Acid Terror always strikes as neutral, even with an enchanted weapon The five combat bottles are sold ready-made in Prontera, and they cost more than crafting them Demonic Fire is the only magic skill the Genetic has

Summon Flora no longer fails for having too many: it kills the oldest and plants the new one There is a 60-point budget and every plant takes its share. And here they last five minutes at every level, instead of less as you level up.

Summon Flora plants a creature on the ground that attacks anything coming near on its own. In stock rAthena, casting when you are already at the cap fails. Not here: the engine removes the oldest one and places the new one. You will never see a rejection for being over the cap.

How the budget works

You have 60 budget points. Each plant takes a different amount, so the maximum depends on what you summon:

Mandragora 12 · Hydra 15 · Flora 20 · Parasite 30 · Geographer 60

On cast, the engine checks whether the points the new plant needs are free. If they are not, it deletes yours in order of age until they fit.

Level Plant Budget Maximum Level / HP / ATK Range Element
1 Mandragora 12 5 13 / 140 / 4 4 Earth 3
2 Hydra 15 4 34 / 661 / 31 7 Water 2
3 Flora 20 3 59 / 2,065 / 174 3 Earth 1
4 Parasite 30 2 76 / 3,155 / 253 8 Wind 2
5 Geographer 60 1 73 / 3,408 / 278 3 Earth 3

All of them last 5 minutes, at every level. In stock rAthena the duration drops as you level up (300, 240, 180, 120 and 60 seconds); here it was flattened to 300 on purpose, so that level 5 would not be a punishment. Cost: 20 SP and one Plant Bottle, range 4 cells, cast time of 1.6 s variable plus 0.4 s fixed.

The budget in action

You have two Parasites out (30 + 30 = 60 points, budget full). You summon a Mandragora, which needs 12: the engine deletes the older Parasite, 30 points come free, and the Mandragora is planted. You end up with one Parasite and one Mandragora, 42 points in use.

If instead you summon a Geographer, which needs all 60 at once, both Parasites are gone: a Geographer shares the field with nothing.

What they actually do

They attack on their own and they do not move. All five are aggressive and can strike, but none of them can walk: they stay nailed where you put them and hit whatever enters their reach. That is why the Hydra (range 7) and the Parasite (range 8) are worth far more than their stats suggest.

The Mandragora is level 13 with 140 hit points: past mid-game it is purely decorative.

They give no experience and no drops. Whatever they kill is credited to you in the damage log, but the plants themselves drop nothing when they die and give experience to nobody. Another player cannot kill them either outside versus maps.

Where it cannot be used

It is banned in the thirty towns of the game: Prontera, Geffen, Payon, Morocc, Aldebaran, Izlude, Alberta, Comodo, Juno, Amatsu, Gonryun, Louyang, Ayothaya, Einbroch, Einbech, Lighthalzen, Hugel, Rachel, Veins, Umbala, Niflheim, Moscovia, Brasilis, Manuk, Splendide, Jawaii, Xmas, the Morocc ruins, the Payon archive and the Midgard camp. The same applies to Summon Marine Sphere.

The rejection is silent: the skill simply does not go off.

The budget belongs to you and travels with you: plants left behind when you change maps keep occupying their slots until their five minutes run out.

Summon Flora Cannibalize summons modified Link to this specification

See also Summon Marine Sphere explodes for whatever HP it has left, and levels 2 to 5 change nothing The five combat bottles are sold ready-made in Prontera, and they cost more than crafting them The Creator tree: nineteen skills, four that only show up with the Soul Link and three that do not exist

Summon Marine Sphere explodes for whatever HP it has left, and levels 2 to 5 change nothing The sphere does not move, does not attack and does nothing until somebody touches it. Then it blows up in 11x11 with no defense and no dodge possible.

Summon Marine Sphere places a Marine Sphere right next to you. The sphere is a complete non-entity while nobody touches it: it cannot move, it cannot attack and it is not aggressive. The only thing it knows how to do is explode.

The formula, if you can call it that

When the sphere takes any amount of damage, the self-destruct condition fires and it detonates immediately, at 100%.

damage = the HP the sphere has left at that moment, up to 1,831 if it was untouched.

Area of 11×11 cells (radius 5), fire element, ignores defense and dodge, and knocks back 3 cells.

Level Spheres at once Duration Explosion damage Area SP
1 3 30 s up to 1,831 11×11 10
2 3 30 s up to 1,831 11×11 10
3 3 30 s up to 1,831 11×11 10
4 3 30 s up to 1,831 11×11 10
5 3 30 s up to 1,831 11×11 10

The table is not a copy-paste mistake

The skill level changes absolutely nothing. The code always summons the same creature, with the same HP, and the lifetime is written flat at 30 seconds. The four points from level 2 to level 5 buy nothing: they are wasted points unless you need them as a prerequisite for something else, and they are a prerequisite for nothing.

How it is actually used

Range 1 cell: the sphere can only be planted right beside you, never at a distance. Cast time of 1.6 s variable plus 0.4 s fixed, 10 SP and one Marine Sphere Bottle.

Since nothing attacks it on its own, the way to use it is to hit it yourself, or leave it in the path of something that strikes in an area.

One sphere chains into the next

An explosion counts as damage for the other spheres, so three spheres together blow up in a chain. That is the only way to get serious numbers out of it: up to 5,493 fire damage in an 11×11 square.

The trap that kills your own homunculus

Outside versus maps, the explosion is configured to reach enemies and your own minions. Your homunculus, your mercenary, your floras and your other spheres take the full blast, and that is 1,831 fire damage with no defense to speak of. You are safe; everything of yours is not.

And one piece of good news

The Marine Sphere does drop items when it dies, the only alchemist summon that does, floras do not. It still gives experience to nobody.

Just like Summon Flora, it is banned in the thirty towns of the game. The rejection says nothing: the skill simply does not go off.

Summon Marine Sphere Sphere Mine summons fire Link to this specification

See also Summon Flora no longer fails for having too many: it kills the oldest and plants the new one The five combat bottles are sold ready-made in Prontera, and they cost more than crafting them The Creator tree: nineteen skills, four that only show up with the Soul Link and three that do not exist

Aid Potion does not let you pick the potion: the cast level picks it for you Level 1 is red, level 5 is blue. And you can only throw it at yourself, your party or your guild.

Aid Potion throws a potion from your inventory at someone else. What almost nobody knows is that the potion is not chosen: the engine derives it from the level you cast at, and if you are not carrying that exact one, the cast fails.

Level Potion consumed Base healing SP
1 Red Potion 45 – 65 1
2 Orange Potion 105 – 145 1
3 Yellow Potion 175 – 235 1
4 White Potion 325 – 405 1
5 Blue Potion 40 – 60 SP 1

Level 5 does not heal HP: the Blue Potion restores SP, and only on players. If what you want is healing, the good level is 4, not the maximum.

The full formula

healing = base × (100 + Aid Potion×10 + Potion Research×5) ÷ 100 × bonus ÷ 100 × (100 + VITtarget × 2) ÷ 100

where base is what the potion heals on its own and bonus is 100 normally, or 100 + your base level while you carry the Alchemist Spirit from a Soul Linker.

If the target is a player, their own Increase HP Recovery (+10% per level) or Increase SP Recovery is added on top, as appropriate.

A worked example

Aid Potion 4 (White Potion, 365 on average), with Aid Potion 5 and Potion Research 10 learned, on a party member with VIT 80:

365 × 2.00 × 2.60 = 1,898 HP. On a homunculus it is multiplied by three on top of that: 5,694.

With the Alchemist Spirit up at base level 150, that same cast rises to 4,745.

The traps

  • Your own people only. The skill is flagged party-only and guild-only: you can only target yourself, your party or your guild. You cannot throw a potion at a stranger even if you want to.
  • Not on the Emperium. Rejected without spending anything.
  • If you are not carrying the exact potion for that level, you get a skill failure and nothing is consumed. It does not fall back to "the next one you have".
  • Homunculi heal three times as much. It is written into the engine and appears nowhere: if the target is a homunculus, the final healing is multiplied by three.
  • Statuses that cut healing cut this too. Critical Wound and Death Hurt subtract a percentage, and under the no-recovery status the figure drops to zero after the potion has already been spent.
  • Range 9 cells, no cast time, half a second of after-cast delay. It costs 1 SP at any level.

The orange and blue potions are not sold by the Prontera alchemy supplier. The orange one is in any tool dealer; the blue one only comes out of Prepare Potion.

Aid Potion Potion Pitcher healing support Link to this specification

See also Aid Condensed Potion heals the whole party in 7x7, and the level decides which condensed potion it burns Aid Berserk Potion only appears with the Soul Link, and fails if the target is below level 85 Axe Mastery also raises the damage of one-handed swords The 21 Prepare Potion formulas, one by one

Aid Condensed Potion heals the whole party in 7x7, and the level decides which condensed potion it burns Levels 1 to 5 throw red ones, 6 to 9 yellow ones and level 10 white ones. It is the only area healing the Creator has.

Aid Condensed Potion is cast on the ground, not on a person, and heals every member of your party or guild, yourself included, standing inside a 7×7 square centred there.

The formula

healing = base × (100 + Aid Condensed×10 + Aid Potion×10 + Potion Research×5) ÷ 100 × (100 + VITtarget × 2) ÷ 100

The first part is computed once from your skills; the second is applied per recipient using their own VIT.

The Alchemist Spirit bonus does not apply here, unlike in Aid Potion. Neither does the triple healing on homunculi.

Level Potion consumed Base healing Area SP
1 – 5 Condensed Red Potion 45 – 65 7×7 30
6 – 9 Condensed Yellow Potion 175 – 235 7×7 30
10 Condensed White Potion 325 – 405 7×7 30

The area and the SP cost never change. All that levelling up does is switch potion and add 10% to the multiplier per point. Placement range: 3 cells. Cast time of 1 s variable plus 1 s fixed, and 1 second of after-cast delay, the longest pause in the whole branch.

A worked example

A Creator with Aid Condensed 10, Aid Potion 5 and Potion Research 10. The personal multiplier is 100 + 100 + 50 + 50 = 300%. With a Condensed White Potion averaging 365, that is 1,095 before the recipient VIT.

On a party member with VIT 90: 1,095 × 2.80 = 3,066 HP. And everyone in the party inside the square gets it, from a single potion.

The traps

  • One potion, the whole party. Exactly one condensed potion is consumed per cast, whether it heals two people or ten. By a wide margin it is the cheapest healing in the game per hit point delivered.
  • It does not heal strangers. Party and guild only.
  • Not on the Emperium or barricades. Besides the Emperium, it is rejected on any battlefield-class target: barricades and guardian stones included.
  • If you are not carrying the potion for that exact level, skill failure and nothing is spent. With level 10 learned and no condensed white potions, you have to drop the cast level by hand.

The three condensed potions are sold nowhere: they come only from Prepare Potion, and they are the three that award fame points when brewed in a streak.

Aid Condensed Potion Slim Pitcher Creator healing area Link to this specification

See also Aid Potion does not let you pick the potion: the cast level picks it for you Aid Berserk Potion only appears with the Soul Link, and fails if the target is below level 85 The 21 Prepare Potion formulas, one by one The five combat bottles are sold ready-made in Prontera, and they cost more than crafting them

Aid Berserk Potion only appears with the Soul Link, and fails if the target is below level 85 Half an hour of attack speed for two potions and a bite of 8% of your current SP.

Aid Berserk Potion throws a Berserk Potion at a party member and leaves them with the attack speed bonus for 30 minutes. It heals nothing: the potion has no healing, only the status.

First things first: it cannot be learned

It is flagged as a spirit skill. It accepts no skill points. It appears on its own in your tree, at level 1, while you carry the Alchemist Spirit from a Soul Linker, and it leaves with it.

The cost

2 × Berserk Potion + 10 SP + 8% of your current SP

The percentage is taken from the SP you have at that moment, not from your maximum. The fuller you are, the more it costs.

Level Effect on the target Duration Items SP Cast time
1 Attack speed bonus 30 min 2 potions 10 + 8% current 1 s fixed

A worked example

A Creator with a full 1,200 SP casts the skill: they pay 10 + 96 = 106 SP plus two potions worth 4,500z each. The party member gets half an hour of attack speed. With 300 SP at that moment, the very same cast costs 34.

The traps

  • The target must be base level 85 or higher. The Berserk Potion requires level 85 to be used, and the check is repeated on the throw: below that, silent failure and nothing is spent.
  • Yourself, your party or your guild only. Same as Aid Potion.
  • Not on the Emperium. Rejected without consuming anything.
  • Range 9 cells, one second of fixed cast that DEX does not shorten.

Berserk Potions are sold by the extended tool dealers, at 4,500z. The Prontera one is at prt_in 126 76, ten steps from the alchemy supplier.

Aid Berserk Potion Soul Link support ASPD Link to this specification

See also Aid Potion does not let you pick the potion: the cast level picks it for you The three Twilight Alchemy skills craft 200 units in one go, and the roll happens 200 times The Creator tree: nineteen skills, four that only show up with the Soul Link and three that do not exist

The four chemical protections give no defense: they only stop the piece being broken or stripped And they can only be cast on players who have that piece equipped. Not on a homunculus, not on a mercenary, not on a bare party member.

The four chemical protections, Alchemical Weapon, Synthesized Shield, Synthetic Armor and Biochemical Helm, do exactly one thing, and it is not what people expect.

What they actually do

They shield one equipment slot against two things and nothing else:

  • Breaking (Acid Terror, Acid Demonstration, Meltdown, critical-hit breakage and so on).
  • Stripping (Rogue and Stalker strips, Weapon Crush, Full Strip and so on).

They add no defense, no resistance, nothing at all. With the protection up, the attempt is discarded before the dice are rolled: the chance is not lowered, there is simply no roll.

Skill Slot protected SP Item Cast time
Alchemical Weapon Weapon 30 1 coat 2 s fixed
Synthesized Shield Shield 25 1 coat 2 s fixed
Synthetic Armor Armor 25 1 coat 2 s fixed
Biochemical Helm Upper headgear 20 1 coat 2 s fixed

The duration, identical across all four

Level 1 2 3 4 5
Duration 2 min 4 min 6 min 8 min 10 min

The item is always one Glistening Coat, one per cast, at any level. Range 1 cell: you have to be adjacent.

The two silent rejections

The skill fails, without spending the coat, if:

  • The target is not a player. No homunculus, no mercenary, no elemental, no pet: people only.
  • The target is not wearing that piece. With no shield equipped there is no Synthesized Shield to be had, and with no upper headgear there is no Biochemical Helm.

When it really matters

In the field it is of little use: the server has monster equipment breaking disabled, and very few mobs strip. Where it earns its weight in gold is in PvP and guild war, where an enemy Creator lands 1 – 10% breakage per Acid Demonstration and a Stalker undresses you in two skills.

What removes them

These are among the few buffs that Dispell, Clearance and Banishing Buster cannot clear. Two things remove them: the dedicated remove-chemical-protection skill, and Hermode, which wipes them as you enter its area.

They are learned in a chain and starting from the helm: Prepare Potion 2 opens Biochemical Helm, level 3 of that opens the shield, level 3 of the shield opens the armor and level 3 of the armor opens the weapon.

chemical protection Alchemist support PvP Link to this specification

See also Full Chemical Protection shields all four slots at once, and quietly improves the Genetic pharmacy Acid Terror always strikes as neutral, even with an enchanted weapon The Creator tree: nineteen skills, four that only show up with the Soul Link and three that do not exist

Full Chemical Protection shields all four slots at once, and quietly improves the Genetic pharmacy One coat instead of four, and half the cast time. The side effect on Special Pharmacy is documented nowhere.

Full Chemical Protection is the Creator version of the four chemical protections: it applies all four at once with a single cast, a single coat and half the cast time.

What it does exactly

It walks the four slots, weapon, shield, armor and upper headgear, and applies the matching protection to each one the target has equipped. Slots that are empty are simply skipped.

It only fails if not a single one could be applied. With one slot equipped the cast counts as a success and the coat is spent anyway.

Level Duration Slots SP Item Cast time
1 2 min all 4 40 1 coat 1 s fixed
2 4 min all 4 40 1 coat 1 s fixed
3 6 min all 4 40 1 coat 1 s fixed
4 8 min all 4 40 1 coat 1 s fixed
5 10 min all 4 40 1 coat 1 s fixed

How much it saves

Shielding a party member with the four separate skills costs 100 SP, four Glistening Coat and 8 seconds of casting. With Full Chemical Protection: 40 SP, one coat and 1 second. Shielding a party of six goes from 24 coats to 6.

The side effect that appears in no tooltip

The level of Full Chemical Protection feeds into the success formula of the Genetic Special Pharmacy, which is what decides how many units come out of each batch:

+ Full Chemical Protection level × (a random number between 7 and 10)

At level 5 that is between 35 and 50 points of difficulty cleared, free and without casting anything. A Genetic who left this skill at zero is crafting fewer units without knowing it.

The traps, the same as the four separate ones

  • Players only. It cannot be cast on a homunculus, a mercenary or an elemental.
  • If the target is completely bare, it fails and the coat is not spent.
  • It grants no defense. Just like the four separate ones: it blocks breaking and stripping, nothing more.
  • Range 1 cell, half a second of after-cast delay.

It is the most expensive skill to unlock in the whole branch: it demands the four protections at level 5, which is 20 points, plus the 2 in Prepare Potion that open the chain.

Full Chemical Protection Creator support PvP Link to this specification

See also The four chemical protections give no defense: they only stop the piece being broken or stripped Special Pharmacy never fails: what varies is how many units come out The Creator tree: nineteen skills, four that only show up with the Soul Link and three that do not exist

Vaporize fails silently if your homunculus is below 80% HP The four Alchemist homunculus skills and their hidden gates: the quest one, the 80% one, the corpse one and the resting one.

The Alchemist has four skills devoted to the homunculus, and all four carry a hidden condition that makes them fail without telling you why.

Skill Levels SP Cooldown Hidden gate
Bioethics 1 Not bought with points: it is a quest skill
Call Homunculus 1 10 Fails if it is already out
Vaporize 1 50 20 s Requires 80% HP or more
Homunculus Resurrection 5 74 → 50 140 → 20 s Only on a homunculus that is dead and out

Vaporize: the 80% gate

Putting the homunculus away requires it to be at 80% HP or above. Below that, the skill burns your turn, throws a generic failure and the creature stays out. A dead homunculus cannot be put away either.

It is precisely the opposite of what you would want: exactly when you most need to pull it out of the fight is when the engine refuses.

Homunculus Resurrection: the formula

HP on revival = 20% × level of the homunculus maximum.

And it has to be cast on a ground cell: that is where it comes back.

Level HP on revival SP Cooldown Cast time
1 20% 74 140 s 2 s + 1 s fixed
2 40% 68 110 s 2 s + 1 s fixed
3 60% 62 80 s 2 s + 1 s fixed
4 80% 56 50 s 2 s + 1 s fixed
5 100% 50 20 s 2 s + 1 s fixed

Levelling it is one of the best investments in the tree: level 5 costs less SP than level 1, revives at 100% instead of 20% and cuts the cooldown from 140 seconds to 20.

Call Homunculus: the item

Creating your first homunculus consumes an Embryo and gives you one of the four types at random: you do not choose. Bringing back the one you already have resting costs no item at all on this server; stock rAthena asks for a Seed of Life and that was removed here.

The three rejections

  • With the homunculus already out and alive, Call Homunculus fails.
  • With the homunculus morphed (Homunculus S in their alternate form), it cannot be called either.
  • Resurrection does not work on one that is stored away: you have to call it first, and only a homunculus lying on the ground can be revived.

Feeding, growth and how the daycare works have their own sections: feeding and daycare.

homunculus Bioethics Vaporize Call Homunculus Link to this specification

See also Call Homunculus needs no Seed of Life or any other item Feeding it can never backfire, and every meal pays twice the usual The Homunculus Daycare: leave homunculi, breed more, swap whenever you like The Creator tree: nineteen skills, four that only show up with the Soul Link and three that do not exist

The three Twilight Alchemy skills craft 200 units in one go, and the roll happens 200 times It is not all-or-nothing: each unit rolls its own dice. What does get spent in full, whatever happens, is the 200 bowls and the 200 sets of materials.

The three Twilight Alchemy skills are the alchemist industrial line: a single cast attempts to produce 200 units. Like Aid Berserk Potion, they are not learned with points: they appear while you carry the Alchemist Spirit from a Soul Linker.

Skill What it produces Materials per unit Guide required
Twilight Alchemy 1 200 × White Potion White Herb ×1 + Empty Potion Bottle ×1 Potion Creation Guide
Twilight Alchemy 2 200 × Condensed White Potion White Potion ×1 + Empty Test Tube ×1 + Witched Starsand ×1 Condensed Potion Creation Guide
Twilight Alchemy 3 100 Alcohol + 50 Acid Bottle + 50 Bottle Grenade the materials of all three recipes, plus 200 Empty Bottle in total the three matching guides

The fixed cost, identical in all three

200 SP + 200 × Medicine Bowl, and 3 seconds of cast time that DEX does not shorten. The bowls and the SP go on cast, before anyone knows whether anything will come out.

The roll: 200 dice, not one

The success chance is exactly the Prepare Potion one, and it is rolled once per unit. At 59% you get around 118 out of the 200, never all 200 and never zero. The materials, on the other hand, are consumed all 200 at once whether they succeed or not.

A worked example

An alchemist with job level 50, INT 60, DEX 70, LUK 40, Prepare Potion 10 and Potion Research 10: base chance 59%. They cast Twilight Alchemy 1 with 200 White Herb, 200 Empty Potion Bottle and 200 Medicine Bowl.

Expected result: about 118 White Potions. Everything is gone: 200 herbs, 200 bottles, 200 bowls and 200 SP.

Twilight Alchemy 2 is a fame machine

The condensed-potion fame streak counts each unit separately, and here there are 200 consecutive rolls in one cast. Every ten successes in a row is 50 fame points and the counter resets; the milestones at three, five and seven award 1, 3 and 10. A failure resets the streak, so the higher your success chance, the vastly more fame per batch.

The traps

  • The guides have to be carried. They are never consumed, but without them the recipe does not exist as far as the engine is concerned and the cast is wasted.
  • Twilight Alchemy 3 checks all three recipes before it starts. If material is missing for any one of them, or you are short of the 200 empty bottles, it crafts none of them and throws a failure.
  • Mind the weight. 200 White Potions weigh 30,000. If they do not fit, the crafting is rejected.
  • Everything that comes out carries your name engraved, exactly as with Prepare Potion, and the name travels with the item even if you sell it.

Twilight Alchemy 4 does not exist on this server: it is outside the tree and there is no way for it to appear, link or no link.

Twilight Alchemy Soul Link crafting potions Link to this specification

See also Aid Berserk Potion only appears with the Soul Link, and fails if the target is below level 85 Prepare Potion spends the bowl before knowing whether you can make anything The 21 Prepare Potion formulas, one by one The five combat bottles are sold ready-made in Prontera, and they cost more than crafting them

The five combat bottles are sold ready-made in Prontera, and they cost more than crafting them prt_in 127 64 stocks all of them. What each one costs, what it takes if you would rather craft it, and what is sold nowhere at all.

Every combat and support skill the Creator has consumes one of five bottles. All five come out of Prepare Potion, and all five are sold ready-made by the Alchemist Supplier in Prontera, at prt_in 127 64.

What each skill consumes

Bottle Used by Prontera price
Bottle Grenade Bomb, Acid Demonstration 12,000z
Acid Bottle Acid Terror, Acid Demonstration 3,700z
Plant Bottle Summon Flora 3,800z
Marine Sphere Bottle Summon Marine Sphere 5,100z
Glistening Coat the four protections and Full Chemical Protection 15,000z

A single Acid Demonstration burns one Bottle Grenade and one Acid Bottle: 15,700z per cast if you buy them ready-made. Crafting them is far cheaper, and that is exactly the point: the shop price is set at three times their real crafting cost, failures and wasted bowls included.

If you would rather craft them

The monster materials for all five recipes, Fabric, Immortal Heart, Maneater Blossom, Tendon, Detonator, Heart of Mermaid and Zenorc's Fang, are sold by the same supplier at shop price. They are listed in its own section.

Everything else these skills consume

What is sold nowhere

  • Blue Potion, the one Aid Potion level 5 uses.
  • The three condensed potions that Aid Condensed Potion needs: red, yellow and white.

All four come only from Prepare Potion. A Creator who wants to use their area healing has to brew the ammunition themselves; there is no shortcut.

The Berserk Potion is stocked by the extended tool dealers, not by the alchemy supplier. The Prontera one is at prt_in 126 76, ten steps away.

materials bottles Prontera NPC prices Link to this specification

See also The Prontera Alchemist Supplier now stocks every material The 21 Prepare Potion formulas, one by one Acid Demonstration runs a custom formula on this server: the target VIT is what matters Summon Flora no longer fails for having too many: it kills the oldest and plants the new one

Blacksmith and Whitesmith

Twenty-four Blacksmith skills and five Whitesmith ones: which cannot be learned, which weapon each one demands, which cost zeny, and the exact formulas the server uses to work out the hit.

Three of the job's skills cannot be learned with points, and one only exists while you are soul-linked The tree holds 24 Blacksmith entries and 5 Whitesmith ones. Create Coin and Create Nugget are switched off, Greed and Unfair Trick come from an NPC, and Advanced Adrenaline Rush appears and vanishes with the Soul Link.

The Blacksmith tree holds 24 entries and the Whitesmith one another 5. Eleven of the Blacksmith entries are pure forging and live in Forging; everything else is here — the things you cast, and the things that change your numbers.

First things first, because this is what makes people waste points: three of those entries cannot be learned by spending skill points, and a fourth does not even exist.

What cannot be learned

  • Create Coin and Create Nugget (WS_CREATECOIN, WS_CREATENUGGET) are commented out of the tree on this server. They cannot be learned, they never show up and they do nothing. Auto Attack System (WS_SYSTEMCREATE) does not exist either.
  • Unfair Trick and Greed are quest skills, and learning quest skills with points is switched off in the configuration. The platinum skill NPC hands them over for free, at Prontera 158,193.
  • Advanced Adrenaline Rush carries the Soul Link skill flag: it is never learned. It is granted to you on its own, at level 1 and without being saved, while a Soul Linker keeps Blacksmith Spirit on you.

What each skill requires

Skill Max Requirements
Hilt Binding 1
Skin Tempering 5
Hammer Fall 5
Ore Discovery 1 Steel Tempering 1 + Hilt Binding 1
Weaponry Research 10 Hilt Binding 1
Weapon Repair 1 Weaponry Research 1
Adrenaline Rush 5 Hammer Fall 2
Weapon Perfection 5 Weaponry Research 2 + Adrenaline Rush 2
Power-Thrust 5 Adrenaline Rush 3
Maximize Power 5 Weapon Perfection 3 + Power-Thrust 2
Advanced Adrenaline Rush 1 Adrenaline Rush 5 (and an active Soul Link)
Unfair Trick / Greed 1 platinum NPC
Shattering Strike 10 Skin Tempering 3 + Hilt Binding 1 + Weaponry Research 5 + Power-Thrust 3
Cart Boost 1 Pushcart 5 + Cart Revolution 1 + Change Cart 1 + Hilt Binding 1
Upgrade Weapon 10 Weaponry Research 10
Cart Termination 10 Mammonite 10 + Hammer Fall 5 + Cart Boost 1
Maximum Power Thrust 5 Power-Thrust 5

The last five are Whitesmith skills. Note the long chain: reaching Cart Termination means going through Mammonite 10 and Hammer Fall 5 — two skills almost nobody maxes for fun — and having Cart Boost on top.

What the third job inherits

A Mechanic who came from Whitesmith keeps the five Whitesmith skills and all the Blacksmith ones. So does the Meister.

A Mechanic who did not go through rebirth never had the Whitesmith skills, simply because Whitesmith is a transcendent job. Nothing is lost: nothing was ever gained.

What it inherits downwards

Blacksmith inherits the whole Merchant tree and the Novice one; Whitesmith inherits the entire Blacksmith tree as well.

That is why Cart Termination can ask for Mammonite and Cart Revolution, which are Merchant skills.

Six of these skills are handled by @autoplay: Adrenaline Rush, Advanced Adrenaline Rush, Power-Thrust, Weapon Perfection, Cart Boost and Shattering Strike are kept up automatically, Hammer Fall joins the area rotation, and Cart Termination is the only one that never turns itself on — it costs zeny per cast, so you have to build its card in the control panel.

Blacksmith Whitesmith skill tree platinum Soul Link Link to this specification

See also Unfair Trick takes 20 % off the zeny bill of Mammonite and Cart Termination Adrenaline Rush gives ASPD based on your AGI, and the "advanced" version gives less Forging costs nothing, but the three slots eat the success rate The Merchant tree: twelve skills, five of which no amount of skill points will buy

Weaponry Research raises your accuracy by 2 % per level, and that percentage never shows in the status window The three passives add +1 STR, +24 attack, 20 % accuracy and 25 % fire resistance. None of them is cast.

Three skills in the tree are never cast and open no window: Hilt Binding, Weaponry Research and Skin Tempering. They are among the best value per point in the job, and all three come with fine print.

The three formulas

Hilt Binding+1 STR and +4 attack, plus +10 % duration on the job's four party buffs when you are the one casting them.

Weaponry Research+2 attack per level, accuracy × (1 + 0.02 × level) and +1 percentage point per level to your forging odds.

Skin Tempering+1 % neutral resistance per level and +5 % fire resistance per level.

Level Weaponry Research
attack
Weaponry Research
accuracy
Skin Tempering
neutral
Skin Tempering
fire
1 +2 +2 % +1 % +5 %
2 +4 +4 % +2 % +10 %
3 +6 +6 % +3 % +15 %
4 +8 +8 % +4 % +20 %
5 +10 +10 % +5 % +25 %
6 +12 +12 %
7 +14 +14 %
8 +16 +16 %
9 +18 +18 %
10 +20 +20 %

The accuracy bonus is multiplicative, not additive

This is the part that misleads people. The Weaponry Research accuracy bonus is not added to your HIT: it is applied on top of the already computed chance to hit, after the target's flee has been subtracted.

A worked example

A swing that, with your HIT and the flee of the monster in front of you, lands at a 60 % chance to hit. With Weaponry Research 10 that becomes 60 × 1.20 = 72 %.

And the other way round: against something you were already missing a lot, a 20 % chance becomes 24 %. The bonus scales what you already have, so it pays off far more against targets you almost hit than against hopeless ones.

That is why you will never see it in the status window: only HIT points are drawn there, and this bonus is not HIT. In renewal the +2 HIT per level that old guides mention does not exist; what exists is this multiplier.

The +4 attack from Hilt Binding has one hand-written exception in the engine: it is not applied to Cart Revolution. Everything else gets it, skills and normal attacks alike. The +1 STR is a real stat point and counts towards anything that scales with STR. The forging bonus from Weaponry Research is detailed in Forging.

Blacksmith passives Weaponry Research Hilt Binding Skin Tempering Link to this specification

See also Three of the job's skills cannot be learned with points, and one only exists while you are soul-linked The job's four buffs reach 18 cells, and here the party's homunculi and mercenaries get them too Forging costs nothing, but the three slots eat the success rate

Ore Discovery drops an ore 0.13 % of the time, and that number depends on nothing It has no levels, it ignores your luck and you do not need the killing blow. It rolls two dice: one to pick the ore and one to see whether it drops.

Ore Discovery (BS_FINDINGORE) is a single-level skill and is never cast. It is checked every time a monster dies and adds one extra ore roll to its loot.

How the engine decides

1. It picks one of the 20 ores on the list, at random and with equal odds for all of them (5 % each). Rarity does not matter at this step.

2. It rolls that specific ore against its own rate. If the roll fails, nothing drops — and there is no second attempt.

Final chance for a given ore = rate ÷ 20 ÷ 10,000.

Adding all twenty up, the chance of getting anything per monster killed is 0.1325 %: roughly one monster in 755.

Ore Rate Real chance 1 in
Iron Ore 30 0.0150 % 6,667
Iron 28 0.0140 % 7,143
Green Live 26 0.0130 % 7,692
Coal 24 0.0120 % 8,333
Wind of Verdure 22 0.0110 % 9,091
Phracon 20 0.0100 % 10,000
Crystal Blue 18 0.0090 % 11,111
Red Blood 16 0.0080 % 12,500
Steel 14 0.0070 % 14,286
Emveretarcon 12 0.0060 % 16,667
Rough Elunium 10 0.0050 % 20,000
Rough Oridecon 9 0.0045 % 22,222
Great Nature 8 0.0040 % 25,000
Rough Wind 7 0.0035 % 28,571
Mystic Frozen 6 0.0030 % 33,333
Flame Heart 5 0.0025 % 40,000
Elunium 4 0.0020 % 50,000
Oridecon 3 0.0015 % 66,667
Gold 2 0.0010 % 100,000
Emperium 1 0.0005 % 200,000

No killing blow needed

The check runs on whoever holds loot priority, not on whoever landed the last hit. If the monster is yours by damage, the roll is yours even if somebody else finishes it.

It works the same for anything your homunculus or mercenary kills.

What does NOT change the number

  • Your LUK, your level and the monster's level: nothing.
  • The kind of monster: a Poring and an MVP are identical here.
  • The server's drop multipliers do not touch this table.

Yes, Emperium is on the list. One monster in 200,000. This is not a way to get one: it is a statistical curiosity worth knowing before you start counting.

Blacksmith Ore Discovery ores drops Link to this specification

See also Three of the job's skills cannot be learned with points, and one only exists while you are soul-linked Weaponry Research raises your accuracy by 2 % per level, and that percentage never shows in the status window Iron, steel and the five stones: the seven metal recipes

Unfair Trick takes 20 % off the zeny bill of Mammonite and Cart Termination The job's two platinum skills are free and come from an NPC. One cuts the bill, the other picks up the whole floor in one go.

Both are platinum skills: they cost no points and cannot be learned with them. You ask the platinum skill NPC for them free of charge, and on this server that NPC stands at Prontera 158,193.

Unfair Trick — the one that pays for the trip

The formula

zeny cost × 0.80, applied to Mammonite and to Cart Termination.

It is passive and single-level. There is nothing to switch on.

Skill Level Without Unfair Trick With Unfair Trick Saved
Mammonite 10 1,000z 800z 200z
Cart Termination 1 600z 480z 120z
Cart Termination 5 1,000z 800z 200z
Cart Termination 10 1,500z 1,200z 300z

The 20 % is the renewal value, which is the one running here; older guides say 10 % because they describe classic mode. And watch out: Maximum Power Thrust also costs zeny and Unfair Trick does not touch it. Only those two.

Greed — picking up a 5×5 area at once

What it actually does

It picks up every item on the ground inside a 5×5 cell box centred on you. It costs 10 SP, has no cast time and is single-level.

What it does respect

Items are taken one by one under the normal rules: the loot protection of whoever dropped them, your weight limit, a full inventory and any item filters you have configured. Greed is not an exploit for stealing other people's floor.

Where it works

It can be used while riding a warg and while in Madogear, which is exactly where it is most welcome: those are the two states in which picking things up by hand is most awkward.

If your inventory is full, whatever does not fit simply stays on the ground. No warning is shown.

Greed is a Blacksmith skill, so it carries over to Whitesmith, Mechanic and Meister. So does Unfair Trick — and it keeps taking 20 % off Cart Termination once you are a Mechanic.

Blacksmith Unfair Trick Greed platinum zeny Link to this specification

See also Three of the job's skills cannot be learned with points, and one only exists while you are soul-linked Cart Termination is your cart weight divided by 16 minus the skill level

Hammer Fall stuns one second after you cast it, and you have to stand almost on top of the spot The range is 1 cell but the area is 5×5. It deals no damage, it never works on bosses, and it demands a dagger, one-handed sword, axe or mace.

Hammer Fall (BS_HAMMERFALL) is the Blacksmith's only area skill and it deals not a single point of damage: all it does is try to stun.

The stun formula

Chance = 20 + 10 × level percent, capped at 50 + 5 × level.

Up to level 5 the first half wins, so in practice it is 30 / 40 / 50 / 60 / 70 %. The stun lasts 4.5 seconds at every level.

Level Stun Duration Area Range SP
1 30 % 4.5 s 5×5 1 10
2 40 % 4.5 s 5×5 1 10
3 50 % 4.5 s 5×5 1 10
4 60 % 4.5 s 5×5 1 10
5 70 % 4.5 s 5×5 1 10

No cast time, no cooldown and a flat 10 SP at any level. Levelling it is cheap and the only thing that changes is the percentage.

The one-second delay

The engine does not apply the stun on cast: it schedules the effect for one second later. What you see on screen is the hammer blow; the stun arrives with the target list captured at that moment.

Practical consequence: anything that walks away during that second escapes, and anything that walks in also escapes, because targets are locked at cast time.

Range 1, area 5×5

You aim at a cell, but that cell has to be right next to you: the range is 1. The area is generous, 2 cells in every direction around the chosen point.

In other words: it is a melee skill with an area, not a ranged area skill.

Three ways for nothing to happen

  • Wrong weapon. It only accepts a dagger, one-handed sword, one- or two-handed axe and one-handed mace. With a two-handed sword, a spear, a two-handed mace, a bow or bare hands, the cast fails outright.
  • Bosses. The stun carries boss resistance: against an MVP it never lands. It is not a matter of luck.
  • Already stunned, or immune. On something already stunned, or under Inspiration, Refresh and the other stun-blocking states, the roll is discarded with no message.

Maxing it is not optional if you want Cart Termination: that skill requires Hammer Fall 5. And @autoplay uses it as an area skill with one extra gate — it will not cast it if the target is already stunned.

Blacksmith Hammer Fall stun area Link to this specification

See also Three of the job's skills cannot be learned with points, and one only exists while you are soul-linked Cart Termination is your cart weight divided by 16 minus the skill level

The job's four buffs reach 18 cells, and here the party's homunculi and mercenaries get them too Adrenaline Rush, Advanced Adrenaline Rush, Power-Thrust and Weapon Perfection are shared with the whole party. On this server companions are included, and each one counts by its own position.

Four of the job's skills are party buffs even though the client draws them as self-targeted: Adrenaline Rush, Advanced Adrenaline Rush, Power-Thrust and Weapon Perfection. All four are distributed in exactly the same way, so it is worth explaining once.

How the sharing works

No party → only you.

In a party → every member who is on your map and inside a box of 18 cells radius around you — which is essentially the whole screen.

There is no cap on the number of recipients and no extra SP per person.

What this server adds

In the stock engine the sharing only looks at the players in the party. That was changed here: each member's active homunculus and mercenary are part of the distribution, just like another member.

Each one by its own spot

The companion is measured by its own position, not its master's. A homunculus that lagged behind and fell outside the 18 cells does not get the buff, exactly as would happen to a party member who lagged behind.

And no weapon filter

The weapon check is only run on players. Homunculi and mercenaries receive all four buffs always, Adrenaline Rush included — the one that would demand an axe or a mace from a player.

You get more than they do

This is the trap no guide mentions: a single cast does not give the caster and the others the same thing. The engine records whether the buff was self-cast or received and works out the effect from that flag.

Buff On you (self-cast) On the rest of the party
Power-Thrust 5 +25 % damage +15 % damage
Power-Thrust 3 +15 % damage +10 % damage
Power-Thrust 1 +5 % damage +5 % damage
Adrenaline Rush Same effect for players. It only differs for companions.

And there is an overwrite rule that works in your favour: a self-cast buff is never overwritten by someone else's. If you cast Power-Thrust 5 on yourself (+25 %), a party member casting theirs will not drop you to 15 %. The reverse does work: if you had the received version and then cast your own, it improves.

What removes all four

  • Boarding a Madogear wipes all four at once.
  • Hermode (the Emperium sanctuary) wipes all four.
  • Adrenaline Rush and Advanced Adrenaline Rush also fall off the moment you switch to a weapon that does not qualify.

If you have Hilt Binding, all four last 10 % longer — but only when you are the one casting. What counts is the caster's Hilt Binding, not the recipient's.

Blacksmith buffs party homunculus mercenary Link to this specification

See also Adrenaline Rush gives ASPD based on your AGI, and the "advanced" version gives less Power-Thrust does NOT break your weapon on this server Weapon Perfection doubles an axe's attack against small monsters Weaponry Research raises your accuracy by 2 % per level, and that percentage never shows in the status window

Adrenaline Rush gives ASPD based on your AGI, and the "advanced" version gives less Advanced Adrenaline Rush adds 6 where the normal one adds 7, and it gives no accuracy at all. What it buys is working with almost any weapon, bare hands included.

Both Adrenaline skills raise attack speed, but not by a fixed percentage: the bonus is multiplied by your AGI before it is applied.

The ASPD formula

ASPD points = buff value × AGI ÷ 200

The buff value is 7 for Adrenaline Rush and 6 for Advanced Adrenaline Rush, at any level.

At AGI 100 that is +3.5 and +3 ASPD points. At AGI 200, +7 and +6. At AGI 50, +1.75 and +1.5. The skill is worth twice as much on a character with twice the AGI.

They do not stack with each other or with the other "quicken" buffs: Two-Hand Quicken, One-Hand Quicken, Spear Quicken and both Adrenaline skills share one slot and the highest value wins. Having both Adrenaline buffs up at once gives exactly the same as having only the normal one.

Level Duration SP Accuracy ASPD (AGI 120)
1 30 s 20 +8 +4.2
2 60 s 23 +11 +4.2
3 90 s 26 +14 +4.2
4 120 s 29 +17 +4.2
5 150 s 32 +20 +4.2
Advanced 150 s 64 +3.6

Look at the ASPD column: levelling up gives no extra speed. The only things that grow with level are the duration and the accuracy, +3 HIT per level plus a base of 5.

The uncomfortable conclusion

For a player, Advanced Adrenaline Rush is worse than Adrenaline Rush 5 on every measurable count: less ASPD (6 against 7), no accuracy at all (+0 against +20) and twice the SP (64 against 32). The duration is identical, 150 seconds.

The only thing it wins on is which weapons it accepts. And for a mixed party, that changes everything.

Which weapon each one demands

Adrenaline Rush

One-handed axes, two-handed axes and one-handed maces only.

The two-handed mace does not qualify. No swords, no spears, no katars, nothing else. And in the party distribution, only members carrying one of those three receive it.

Advanced Adrenaline Rush

Bare hands, daggers, one- and two-handed swords, one- and two-handed spears, one- and two-handed axes, one- and two-handed maces, rods, knuckles, instruments, whips, books and katars.

What is not included: bows, the five firearms, huuma shuriken and two-handed rods.

How you get the advanced version

You do not learn it. It carries the Soul Link skill flag: it shows up in your window at level 1 and without being saved while a Soul Linker keeps Blacksmith Spirit on you, and it disappears when the link ends. The Adrenaline Rush 5 requirement still stands: without it you are not granted the skill even while linked.

Both fail while you are under Quagmire or Decrease AGI: the engine rejects the buff silently, it does not apply a reduced version. And both fall off the instant you switch to a weapon outside their list. The party and companion sharing is covered in the four party buffs.

Blacksmith Adrenaline Rush ASPD Soul Link buffs Link to this specification

See also The job's four buffs reach 18 cells, and here the party's homunculi and mercenaries get them too Three of the job's skills cannot be learned with points, and one only exists while you are soul-linked Weaponry Research raises your accuracy by 2 % per level, and that percentage never shows in the status window

Weapon Perfection doubles an axe's attack against small monsters It removes the size penalty, and the axe is the most punished weapon in the game: 50 % against small targets. Here is the whole table.

Weapon Perfection (BS_WEAPONPERFECT) does exactly one thing, and it does it completely: it cancels your weapon's size penalty. While it lasts, your weapon hits every size as if the modifier were 100 %.

The formula

Weapon attack normally = ATK × size modifier ÷ 100.

With Weapon Perfection = just ATK. The modifier is skipped entirely.

It only affects the weapon attack portion of the hit, which in renewal is the part the size modifier multiplies. It does not touch stat attack or mastery attack.

The penalty table it removes

Weapon Small Medium Large
Axe, 1H and 2H 50 % 75 % 100 %
Dagger 100 % 75 % 50 %
Book 100 % 100 % 50 %
Sword, 1H 75 % 100 % 75 %
Sword, 2H 75 % 75 % 100 %
Spear, 1H and 2H 75 % 75 % 100 %
Mace, 1H 75 % 100 % 100 %
Katar 75 % 100 % 75 %
Instrument and whip 75 % 100 % 75 %
Bow 100 % 100 % 75 %
Knuckles 100 % 100 % 75 %
Mace 2H, rods, firearms, huuma, bare hands 100 % 100 % 100 %

A worked example

A Whitesmith with a 200 attack axe hitting a Poring (small size): the weapon portion of the hit is worth 200 × 50 ÷ 100 = 100.

With Weapon Perfection up, that same portion is worth 200. Double.

Against a large target, that same axe was already at 100 %: Weapon Perfection gives it nothing. That is why this buff is worth a fortune or worth zero depending on what stands in front of you.

Level Duration SP
1 10 s 18
2 20 s 16
3 30 s 14
4 40 s 12
5 50 s 10

It is one of the few skills in the game where the SP cost drops as the level rises: level 5 lasts five times longer and costs almost half. There is no reason to leave it at an intermediate level.

No weapon requirement

Unlike Adrenaline Rush or Power-Thrust, Weapon Perfection demands no particular weapon to cast, and in the party distribution everyone receives it, no filter.

Fifty seconds is short

It is the shortest of the four buffs. With Hilt Binding it reaches 55 s, which is still short: it has to be recast often, and that is why @autoplay puts it ahead of the other self-buffs.

Be careful who you cast it on: a party member with a two-handed mace, a rod, a firearm or a huuma shuriken gets absolutely nothing, because those weapons have no penalty to remove. And the sharing follows the rules in the four party buffs.

Blacksmith Weapon Perfection size buffs Link to this specification

See also The job's four buffs reach 18 cells, and here the party's homunculi and mercenaries get them too Maximize Power costs 1 SP every few seconds and leaves you with no regeneration Three of the job's skills cannot be learned with points, and one only exists while you are soul-linked

Power-Thrust does NOT break your weapon on this server Its bad reputation comes from classic mode. Here self equipment breaking is disabled twice over: by version and by configuration.

Power-Thrust (BS_OVERTHRUST, "Over Thrust" in many guides) raises the damage ratio of all your hits. First things first, because this is what keeps people from using it:

The breaking legend

On this server Power-Thrust does not break your weapon. Ever.

Self weapon breaking from Over Thrust only exists in the emulator's classic mode, and this server runs renewal. And even if it ran classic, the base natural equipment breaking rate is set to 0 in the configuration: the engine never even rolls the die.

What it actually does

The formula

It adds a flat percentage to the damage ratio of all your attacks, normal hits and skills alike.

If you cast it on yourself: +5 × level percent. If somebody else casts it on you: +5 % at levels 1-2, +10 % at levels 3-4 and +15 % at level 5.

Level Duration SP Damage (self) Damage (received)
1 20 s 18 +5 % +5 %
2 40 s 16 +10 % +5 %
3 60 s 14 +15 % +10 %
4 80 s 12 +20 % +10 %
5 100 s 10 +25 % +15 %

A worked example

A Cart Termination hit that was going to deal 40,000 damage. With Power-Thrust 5 cast by you, the ratio rises 25 percentage points over whatever it already had. If the ratio was 1,333 %, it becomes 1,358 % — that is, roughly 40,750.

That is the detail that disappoints a lot of people: the +25 % is added to the ratio, it does not multiply your damage by 1.25. On a normal attack (ratio 100 %) it really is a +25 % increase; on a skill with a huge ratio, the relative contribution is small.

Which weapon it requires

Any weapon except bare hands. Bows and two-handed rods qualify. If you are unarmed, the cast fails.

In the party distribution, a member with empty hands does not receive it; everybody else does, whatever they carry.

It clashes with Maximum Power Thrust

You cannot cast Power-Thrust while Maximum Power Thrust is active: the engine rejects it. And casting Maximum Power Thrust switches off whatever Power-Thrust you had.

They are mutually exclusive in both directions, and the Whitesmith one wins.

With Hilt Binding, level 5 lasts 110 seconds instead of 100. And @autoplay keeps it up on its own, precisely because it was verified that nothing gets broken.

Blacksmith Power-Thrust Over Thrust buffs breaking Link to this specification

See also Maximum Power Thrust costs up to 5,000z per cast and it does not break your weapon either The job's four buffs reach 18 cells, and here the party's homunculi and mercenaries get them too Three of the job's skills cannot be learned with points, and one only exists while you are soul-linked

Maximize Power costs 1 SP every few seconds and leaves you with no regeneration It is a toggle, not a timed buff. What it buys is removing the randomness from your weapon attack: always the maximum.

Maximize Power (BS_MAXIMIZE) is a toggle: you switch it on, it stays on indefinitely, and you switch it off by pressing it again. The client shows infinite duration on purpose.

What it does exactly

A weapon's attack is not a fixed number: every hit is rolled between a minimum and a maximum. The spread is ± 5 % × weapon level of the weapon's ATK.

Maximize Power forces the maximum every time.

Average gain = the width of that spread, i.e. weapon ATK × 5 % × weapon level.

A worked example

A level 4 weapon with 200 ATK: the spread is ±40, so every hit rolls between 160 and 240 weapon attack.

With Maximize Power it is always 240: +40 on average compared to going without.

On a level 1 weapon with 50 ATK, the spread is ±2.5. The gain is two and a half points. The skill pays off in proportion to the weapon's ATK and level, not to yours.

What it costs

Level SP to switch on Drain SP per minute
1 10 1 SP every 1 s 60
2 10 1 SP every 2 s 30
3 10 1 SP every 3 s 20
4 10 1 SP every 4 s 15
5 10 1 SP every 5 s 12

Here the level does not improve the effect: the effect is identical at level 1 and at level 5. All that levelling buys is spending five times less SP. At level 1 it is practically unusable; at level 5, sustainable.

And the part almost nobody sees coming

While Maximize Power is on, your natural SP regeneration is switched off. It is not that you spend 12 SP per minute: you spend 12 and on top of that you recover none on your own.

When you run out of SP, the toggle switches itself off.

It does nothing on criticals

A critical hit already uses the weapon's maximum attack by definition. If your character lives off criticals, Maximize Power adds nothing on those hits.

No weapon and no map requirement

It demands no weapon type, has no cast time, no cooldown and is not banned on any map. It does switch off when you board a Madogear.

It pairs well with Weapon Perfection because both act on the same part of the hit — the weapon attack — and neither overrides the other: one removes the randomness, the other removes the size penalty.

Blacksmith Maximize Power SP damage Link to this specification

See also Weapon Perfection doubles an axe's attack against small monsters Three of the job's skills cannot be learned with points, and one only exists while you are soul-linked

Weapon Repair cannot fix level 5 weapons or level 2 armour, even though it lists them The window shows everything broken on the target. Pick something the engine has no material assigned for and it fails without telling you why.

Weapon Repair (BS_REPAIRWEAPON) fixes broken equipment — the kind that shows up crossed out and cannot be worn. It is single-level, costs 30 SP, has a 2.5 second fixed cast and reaches 2 cells.

It can be cast on another player or on yourself. On yourself the distance is not checked; on somebody else, it is.

Which material each item consumes

The material is decided by the level of the broken item, not by yours, and the repairer supplies it, not the owner.

Broken item Material Amount
Level 1 weapon Iron Ore 1
Level 2 weapon Iron 1
Level 3 weapon Steel 1
Level 4 weapon Rough Oridecon 1
Level 5 weapon cannot be repaired
Level 1 armour Steel 1
Level 2 armour cannot be repaired

The silent failure

The repair window lists everything the target has broken, unfiltered. Level 5 weapons and level 2 armour are in there too.

Pick one of those and the engine looks for its material, finds none assigned and returns a generic "it failed". Nothing is consumed, nothing is repaired and no reason is given. It looks like bad luck and it is not: it is impossible.

It never fails (when it can work)

If the item is repairable and you have the material, the repair is 100 %. There is no roll. The material is consumed and the item comes back as new, with its refine level and cards intact.

What it does not repair

Already hatched pet eggs are explicitly excluded. And it only acts on items flagged as broken: intact gear never appears on the list.

If the target has nothing broken, the skill fails on opening instead of opening an empty window. That is the quickest way to check whether somebody's gear broke without having to ask them.

Blacksmith Weapon Repair repair materials Link to this specification

See also Upgrade Weapon refines for free, but destroys the weapon when it fails Three of the job's skills cannot be learned with points, and one only exists while you are soul-linked Iron, steel and the five stones: the seven metal recipes

Cart Boost survives your own death, but it is banned inside the Turbo Track One minute of +20 movement speed that neither Dispell nor Clearance can strip. It needs a cart, and Decrease AGI switches it off instead of landing.

Cart Boost (WS_CARTBOOST) is single-level and does one thing only: move faster with the cart out. But it is the mandatory gateway to Cart Termination, so every combat Whitesmith carries it.

The numbers

+20 movement speed for 60 seconds, for 20 SP.

No cast time, no cooldown and no item cost. It requires the cart to be out.

The +20 does not stack with other speed bonuses: it competes with Increase AGI (+25), Wind Walk and the rest, and the highest wins. With Increase AGI up, Cart Boost contributes no speed at all — only the status, which is what Cart Termination asks for.

It is one of the sticky ones

Cart Boost is flagged to survive your own death, and on top of that it is immune to Dispell, Clearance and Banishing Buster.

What does remove it: boarding a Madogear.

Decrease AGI switches it off

If somebody casts Decrease AGI on you while Cart Boost is up, the engine ends your Cart Boost and the Decrease AGI never lands. You lose the buff, but you avoid the debuff.

And under Quagmire it cannot be cast at all: it fails silently.

Banned in the Turbo Track

Cart Boost is on the list of skills forbidden on restricted zone 1 maps: the Turbo Track courses (turbo_n_1, turbo_n_4, turbo_n_8, turbo_n_16, turbo_e_4, turbo_e_8, turbo_e_16) and alde_tt02.

It is the only map ban in the whole Blacksmith and Whitesmith tree. Everything else can be used anywhere, PvP, GvG and battlegrounds included.

Without Cart Boost up Cart Termination cannot be cast, and the status it demands is this one specifically: the Genetic's Cart Boost is a different status and does not count. The details are in Cart Termination.

Whitesmith Cart Boost speed cart Link to this specification

See also Cart Termination is your cart weight divided by 16 minus the skill level Three of the job's skills cannot be learned with points, and one only exists while you are soul-linked The Merchant tree: twelve skills, five of which no amount of skill points will buy

Cart Termination is your cart weight divided by 16 minus the skill level With a cart loaded to 8,000 and level 10 that is a 1,333 % ratio. With an empty cart it is 100 %, and the engine never warns you.

Cart Termination (WS_CARTTERMINATION) is the job's big hit, and its damage does not depend on your stats beyond what your normal attack already provides: the ratio comes from the weight of your cart.

The exact formula

ratio % = internal cart weight ÷ (10 × (16 − level))

The internal weight is the figure you see in the cart window multiplied by 10. With the cart cap at 8,000, the internal maximum is 80,000.

Put in the units you actually see, it gets much simpler: ratio % = displayed cart weight ÷ (16 − level).

Level Divisor Ratio with a full cart (8,000) Ratio at 4,000 Zeny Stun
1 15 533 % 266 % 600z 5 %
2 14 571 % 285 % 700z 10 %
3 13 615 % 307 % 800z 15 %
4 12 666 % 333 % 900z 20 %
5 11 727 % 363 % 1,000z 25 %
6 10 800 % 400 % 1,100z 30 %
7 9 888 % 444 % 1,200z 35 %
8 8 1,000 % 500 % 1,300z 40 %
9 7 1,142 % 571 % 1,400z 45 %
10 6 1,333 % 666 % 1,500z 50 %

It costs 15 SP at any level, reaches 2 cells and its stun lasts 4.5 seconds. The zeny is deducted on cast, and with Unfair Trick you pay 80 %: from 480z to 1,200z.

A worked example

A Whitesmith with level 10 in the skill and a cart at 6,500 weight: ratio = 6,500 ÷ 6 = 1,083 %. If his normal attack against that target would deal 3,000 damage, the hit lands for about 32,500.

Filling the cart to 8,000 raises the ratio to 1,333 % and the same hit becomes roughly 40,000. 1,500 units of weight are worth 7,500 damage.

That is why Whitesmiths carry a cart full of cheap stones: what is inside makes no difference, only what it weighs.

The five traps

  • With no cart, or an empty cart, the ratio is 100 %. The engine only applies the formula if the weight is above zero; otherwise it leaves the base ratio. There is no error message: the hit goes out, the zeny is spent and it deals normal-attack damage.
  • It requires the Cart Boost status, and it requires that one specifically. The Genetic's Cart Boost is a different status and does not count.
  • The weapon matters. It works bare-handed and with daggers, swords, spears, axes, maces, rods, knuckles, instruments, whips, books, katars, the five firearms and huuma shuriken. It does not work with a bow or a two-handed rod.
  • It bypasses counter-defences. This is the most privileged skill in the game on that front: Parrying does not block it, Reflect Shield does not bounce it, Death Bound does not bounce it and Energy Coat does not reduce it. Four hand-written exceptions in the engine, each naming this skill.
  • And it breaks no gear and triggers none of your on-hit effects. Autocasts and statuses you have configured "when attacking" do not fire with Cart Termination, and it will not break the target's gear even if you have Shattering Strike up.

@autoplay treats it as an expensive finisher: it is the only skill in the catalogue that never turns itself on. You have to build its card in the control panel, and even then it is reserved for high-HP targets. Rightly so: at 1,500z per hit, an afternoon of automated farming eats the profit.

Whitesmith Cart Termination damage cart zeny Link to this specification

See also Cart Boost survives your own death, but it is banned inside the Turbo Track Unfair Trick takes 20 % off the zeny bill of Mammonite and Cart Termination Power-Thrust does NOT break your weapon on this server Three of the job's skills cannot be learned with points, and one only exists while you are soul-linked

Shattering Strike is the only way in the game to break a monster's equipment The server configuration forbids breaking monster gear, and this skill has an exception written with its own name on it. Against bosses it is useless.

Shattering Strike (WS_MELTDOWN, "Meltdown" in older guides) is a self-buff that gives your weapon hits a chance to break the equipment of whoever takes them.

The two formulas

Breaking the target's weapon: 1 % × level per hit.

Breaking the target's armour: 0.7 % × level per hit.

The two rolls are independent and happen on every hit: both can break at once.

Level Duration SP Break weapon Break armour
1 15 s 50 1.0 % 0.7 %
2 20 s 50 2.0 % 1.4 %
3 25 s 60 3.0 % 2.1 %
4 30 s 60 4.0 % 2.8 %
5 35 s 70 5.0 % 3.5 %
6 40 s 70 6.0 % 4.2 %
7 45 s 80 7.0 % 4.9 %
8 50 s 80 8.0 % 5.6 %
9 55 s 90 9.0 % 6.3 %
10 60 s 90 10.0 % 7.0 %

It is a self-buff: it is not shared with the party and it demands no weapon. The cast time is so short it is instant for all practical purposes.

The exception that makes it special

On this server breaking monster equipment is disabled in the configuration. And the engine carries one exception written with a name on it: Shattering Strike ignores that ban.

It is the only skill in the game that does.

What happens when a monster's equipment "breaks"

A monster has no inventory, so the engine translates the break into a status:

Broken weapon

−25 % attack for 75 seconds.

Broken armour

−40 VIT for 75 seconds, with everything that drags along in defence and status resistance.

A worked example

Level 10, attacking at 150 hits per minute: 15 weapon rolls and 10.5 armour rolls per minute. In a long fight against an ordinary monster, dropping it to −25 % attack is a matter of seconds.

Against players it is a different story: there the equipment really breaks and has to be repaired. With Weapon Repair, for instance.

What it does not work on

  • Bosses and MVPs. Both break statuses carry boss resistance: they never land.
  • Axes, maces, rods, books, huuma shuriken and bare hands are unbreakable by engine design. Against a player wielding an axe, the weapon roll simply cannot succeed.
  • Cart Termination does not trigger the break. Even with Shattering Strike up, the engine excludes Cart Termination explicitly. You have to hit with something else.

It is one of the few buffs that survives your own death, and it is also immune to Dispell, Clearance and Banishing Buster. @autoplay keeps it up on its own and it is adjustable from the control panel.

Whitesmith Shattering Strike Meltdown equipment breaking Link to this specification

See also Cart Termination is your cart weight divided by 16 minus the skill level Three of the job's skills cannot be learned with points, and one only exists while you are soul-linked

Maximum Power Thrust costs up to 5,000z per cast and it does not break your weapon either Three minutes of +100 % to your ratio at level 5. It switches Power-Thrust off when it lands, and it falls off if you unequip your weapon.

Maximum Power Thrust (WS_OVERTHRUSTMAX) is the Whitesmith version of Power-Thrust: more damage, far more expensive and for you alone — unlike the Blacksmith one, this is not shared with the party.

The formula

+20 × level percent to the damage ratio of all your attacks.

The duration is 180 seconds at every level. Only the percentage and the bill change.

Level Damage Duration SP Zeny Zeny per minute
1 +20 % 180 s 15 3,000z 1,000z
2 +40 % 180 s 15 3,500z 1,167z
3 +60 % 180 s 15 4,000z 1,333z
4 +80 % 180 s 15 4,500z 1,500z
5 +100 % 180 s 15 5,000z 1,667z

The breaking does not exist here either

Same as Power-Thrust: Maximum Power Thrust does not break your weapon on this server. The code that broke it is exclusive to classic mode, and on top of that the base self-equipment breaking rate is set to 0 in the configuration. The die is never rolled.

This is the most important correction on this page: for years the skill has been left unlevelled over a risk that this engine does not carry.

A worked example

A level 10 Cart Termination with a full cart has a ratio of 1,333 %. With Maximum Power Thrust 5 it becomes 1,433 % — 7.5 % more damage.

On a normal attack (ratio 100 %), however, the same buff takes it to 200 %: double.

The conclusion is counter-intuitive and worth repeating: this buff pays off far more while swinging normally than while finishing with Cart Termination. The percentages are added to the ratio, and adding 100 to a ratio of 100 is not the same as adding it to a ratio of 1,333.

The three clashes

  • It switches Power-Thrust off when it lands. If you had the Blacksmith buff active, it ends the moment this one starts.
  • And it blocks Power-Thrust while it lasts. Trying to cast Power-Thrust with Maximum Power Thrust up simply fails. They do not stack.
  • It falls off if you unequip your weapon. It is flagged to end on unequip: taking your weapon off mid-fight throws 5,000z away. Swapping from one valid weapon to another does keep it.

Which weapons qualify

The same list as Cart Termination: everything except bows and two-handed rods. Bare hands do qualify.

Exactly the reverse of Power-Thrust, which accepts bows and refuses bare hands.

Unfair Trick does not discount it

The 20 % discount from Unfair Trick only applies to Mammonite and Cart Termination. Here you pay the full 5,000z.

@autoplay does not use it, and that is a decision, not an oversight: 5,000z every three minutes is far above the automatic spending cap the AI works with. If you want the buff, you put it up by hand.

Whitesmith Maximum Power Thrust zeny buffs damage Link to this specification

See also Power-Thrust does NOT break your weapon on this server Cart Termination is your cart weight divided by 16 minus the skill level Three of the job's skills cannot be learned with points, and one only exists while you are soul-linked

Upgrade Weapon refines for free, but destroys the weapon when it fails It charges no zeny at all, only the ore. In exchange there is no safety net: a failed +9 on a level 4 weapon vanishes 81 % of the time.

Upgrade Weapon (WS_WEAPONREFINE) opens your own refining window. It costs 30 SP, has no cast time and charges no zeny: only the ore. Against the 20,000z per attempt the town refiner asks for a level 4 weapon, the difference is enormous.

The success formula

chance = weapon base chance + job bonus

The job bonus is (job level − 50) ÷ 2 for a Whitesmith, and a flat +10 for a Mechanic or a Meister.

In other words: a Whitesmith at job level 50 adds nothing, one at job 60 adds +5, and one at job 70 adds +10 — the same as a third job.

The base odds, refine by refine

Reaching Level 1 weapon Level 2 weapon Level 3 weapon Level 4 weapon
+1 to +4 100 % 100 % 100 % 100 %
+5 100 % 100 % 100 % 60 %
+6 100 % 100 % 60 % 40 %
+7 100 % 60 % 50 % 40 %
+8 60 % 40 % 20 % 20 %
+9 40 % 20 % 20 % 20 %
+10 19 % 19 % 19 % 9 %

The job bonus has to be added to those numbers. A job 70 Whitesmith refining a level 4 weapon to +10 has 9 + 10 = 19 %, not 9 %.

If it fails, the weapon is gone

There is no downgrade and no broken item: on failure the weapon is deleted from your inventory. The ore is consumed either way.

That is exactly what the town refiner does in these brackets; what changes is that here you do not pay the 20,000z on top.

Which ore each weapon level needs

Weapon level Ore Possible?
1 Phracon Yes
2 Emveretarcon Yes
3 Oridecon Yes
4 Oridecon Yes
5 No

Four reasons a weapon will not show up on the list

  • You are wearing it. The window excludes whatever weapon is in your hand. You have to unequip it before opening the skill.
  • It is a level 5 weapon. Level 5 weapons are outside this skill's system entirely; you have to visit the town refiner.
  • Its refine already reaches your skill level. The cap is your skill level minus one... as a starting point: with Upgrade Weapon 10 you can take a +9 up to +10, but you cannot touch a +10. With Upgrade Weapon 7, the highest you will see is a +6 and the ceiling is +7.
  • You are not carrying its ore. With no Phracon on you, level 1 weapons are not even drawn. The same goes for each level and its ore.

A worked example

Job 70 Whitesmith, Upgrade Weapon 10, a level 3 weapon he wants to take from +7 to +10:

  • +8 → 20 + 10 = 30 %
  • +9 → 20 + 10 = 30 %
  • +10 → 19 + 10 = 29 %

Chaining all three works out to 0.30 × 0.30 × 0.29 = 2.6 %. One attempt in 38, and every failure takes the whole weapon with it.

If you forged the weapon yourself and manage to take it to +10, there is blacksmith fame waiting: +1 point if it was level 1, +25 if it was level 2 and +1,000 if it was level 3. The ranking details are in Whitesmith and the ranking.

Whitesmith Upgrade Weapon refining odds Link to this specification

See also Weapon Repair cannot fix level 5 weapons or level 2 armour, even though it lists them A Whitesmith forges the same things: what it gains is Upgrade Weapon and the ranking Three of the job's skills cannot be learned with points, and one only exists while you are soul-linked

Mechanic

All twenty-nine skills of the Blacksmith's third job, one by one: the half that rides the Magic Gear and the half that builds things, with the exact formula for each and the engine traps no guide mentions.

The Mechanic is two classes in one, and only seven skills work on foot Twenty-two of the twenty-nine need the Magic Gear mounted. The other seven are the axe skills and the inventions.

The Mechanic is the third job of the Blacksmith and Whitesmith line, and the step before the Meister, which is the fourth. It inherits everything Merchant and Blacksmith have, and adds twenty-nine skills of its own: four passives and twenty-five active skills.

The first thing to understand is not what each one does, but where you can use it. The class is split into two halves that barely touch:

The Magic Gear half — 22 skills

They carry Requires: State: Mado in the emulator's table. Without the Magic Gear mounted they simply will not cast: the engine refuses them with the "can only be used while riding the Magic Gear" message.

And nearly all of them also burn Magic Gear Fuel, while several demand a specific device in your bag.

The inventor half — 7 skills

Axe Boomerang, Power Swing, Axe Tornado, Magma Eruption, Silver Sniper, Magic Decoy and FAW Removal. These work on foot, and mounted too.

They are the only ones a Mechanic can use without ever spending a single point on Mado License.

The full tree

Skill Max. Requires Magic Gear What it is
Mado License 5 Passive
Axe Training 10 Passive
Research Fire/Earth 5 Passive
Mainframe Restructure 4 Mado License 4 Passive
Boost Knuckle 5 Mado License 1 Yes Ranged damage
Pile Bunker 3 Boost Knuckle 2 Yes Damage and buff strip
Vulcan Arm 3 Boost Knuckle 2 Yes Splash damage
Flame Launcher 3 Vulcan Arm 1 Yes Fire cone
Cold Slower 3 Vulcan Arm 3 Yes Water area
Arm Cannon 5 Flame Launcher 2 + Cold Slower 2 Yes Splash damage
Acceleration 3 Mado License 1 Yes Movement speed
Hovering 1 Acceleration 1 Yes Ground immunity
Front-Side Slide 1 Hovering 1 Yes Displacement
Back-Side Slide 1 Hovering 1 Yes Displacement
Self Destruction 3 Mainframe Restructure 2 Yes Explosion
Shape Shift 4 Mainframe Restructure 2 Yes Element change
Emergency Cool 1 Self Destruction 2 Yes Cooling
Infrared Scan 1 Shape Shift 2 Yes Detection
Analyze 3 Infrared Scan 1 Yes Defense debuff
Magnetic Field 3 Emergency Cool 1 Yes Root
Neutral Barrier 3 Magnetic Field 2 Yes Barrier
Stealth Field 3 Analyze 3 + Neutral Barrier 2 Yes Concealment
Repair 5 Mado License 2 Yes Healing
Axe Boomerang 5 Axe Training 1 No Ranged damage
Power Swing 10 Axe Boomerang 3 No Melee damage
Axe Tornado 5 Axe Training 1 No Damage around you
Magma Eruption 5 Research Fire/Earth 1 No Fire zone
FAW — Silver Sniper 5 Research Fire/Earth 2 No Turret
FAW — Magic Decoy 5 Silver Sniper 2 No Caster turret
FAW Removal 1 Silver Sniper 1 No Destroys turrets

On top of those twenty-nine there is Full Throttle, which is not a Mechanic skill: every third job has it equally.

Only 62 skills in the entire game work while mounted

The engine keeps a per-skill flag, AllowOnMado, and checks it once for the whole catalogue: while riding the Magic Gear, any skill without that flag is refused. In the entire database there are 62 skills carrying it.

They are the Mechanic's 25 active skills, the Meister's 13, and a short list from Merchant, Blacksmith and Whitesmith: Mammonite, Vending, Identify, Greed, Cart Revolution, Change Cart, Loud Exclamation, Weapon Repair, Hammerfall, Adrenaline Rush, Weapon Perfection, Over Thrust, Maximize Power, Melt Down, Cart Boost, Cart Termination, Weapon Refine, Maximum Over Thrust, Adrenaline Rush 2 and Teleport. Nothing else.

The inherited skills are not on this page: the merchant ones are in the Merchant tree; the BS_ and WS_ ones in the Blacksmith tree; and forging in Forging weapons and the smith's recipes. For what the AI does with this class, see the @autoplay repertoire.

Mechanic skill tree skills Blacksmith Madogear Link to this specification

See also The Magic Gear wipes your smith buffs when you mount, and at License 1 you move slower than on foot The Magic Gear heats up when you GET HIT, not when you shoot The four passives: two work always and two only while mounted Three of the job's skills cannot be learned with points, and one only exists while you are soul-linked The Merchant tree: twelve skills, five of which no amount of skill points will buy

The Magic Gear wipes your smith buffs when you mount, and at License 1 you move slower than on foot How to mount it, what fuel it burns, what it takes away when you get on and what it takes away when you get off.

The Magic Gear — the Madogear — is neither an item nor a rental mount: it is a state that toggles on and off and is saved with your character. It survives logging out and it survives dying.

How to mount it

The Mado Gear Armorer

He stands in ten towns: Prontera (163,178), Geffen (103,55), Payon (166,106), Aldebaran (133,112), Juno (167,187), Rachel (106,134), El Dicastes (187,207), Manuk (273,212), Splendide (180,174) and the Midgard camp (242,243).

He mounts it for free. He also rents the cart and sells the Emergency Mado Gear for 1,000,000 z.

The three conditions

  • Be a Mechanic or a transcendent Mechanic. The function that mounts it checks your class and, if it is not yours, it returns doing nothing and saying nothing.
  • Have Mado License at level 1 or higher.
  • Not be wearing a cash mount.

Movement speed: the whole formula

While the Magic Gear is on, the engine ignores every other speed modifier and uses only these two:

penalty = 50 − 10 × Mado License level, and if the license is at 5, penalty = −25.
With Acceleration active, another 25 points are subtracted.

A positive value slows you down and a negative one speeds you up: speed = speed + speed × penalty ÷ 100, applied to the 150 ms per cell a character walks on foot.

Mado License Penalty ms per cell Versus walking With Acceleration
1 +40 210 40% slower 172 ms
2 +30 195 30% slower 157 ms
3 +20 180 20% slower 142 ms
4 +10 165 10% slower 127 ms
5 −25 112 25% faster 75 ms

The jump sits between 4 and 5, and it is not gradual: level 4 is still a penalty, and level 5 is twice as fast as walking once you pair it with Acceleration. Mounting with License 1 is worse than not mounting at all if all you want is to get somewhere.

What it wipes when you get on

The instant the Magic Gear appears, the engine walks the list of statuses flagged MadoCancel and ends every one of them. There are exactly nine, and they are the Blacksmith and Whitesmith buffs:

Adrenaline Rush, Adrenaline Rush 2, Weapon Perfection, Over Thrust, Maximum Over Thrust, Maximize Power, Melt Down, Loud Exclamation and Cart Boost.

The good news is that you can cast them again once mounted: all nine carry the AllowOnMado flag. What you cannot do is get on with them already up. The correct order is mount first, buff second — never the other way round.

What it wipes when you get off

Dismounting ends the statuses flagged MadoEndCancel: Acceleration, Hovering, Shape Shift, Magnetic Field and both halves of overheating. On top of that, the master status of Neutral Barrier and Stealth Field falls with it, and when it falls it deletes the field you had planted.

What it gives you while you wear it

Weight and regeneration

  • +15,000 carrying capacity, at any license level.
  • You regenerate HP while walking, exactly like Moving HP Recovery. The two do not stack: it is one or the other.
  • With Mainframe Restructure, +20 DEF per level plus another 20. That bonus only counts while mounted.

Cannon ammunition

A Mechanic cannot equip a Cannon Ball while not mounted. The client answers "this item can only be used with the Magic Gear mounted" and the equip is rejected.

It is the only equipment restriction the Magic Gear imposes, and it only affects Arm Cannon.

The fuel

Magic Gear Fuel (id 6146) is sold by the Black Marketeer at 375 z a unit, in Einbroch (122,250), Lighthalzen (lhz_in03 181,17), Prontera (prt_in 175,137), Rachel (ra_in01 257,266) and the Midgard camp (184,263). It weighs 1 per unit.

Skill Fuel Cost per cast
Self Destruction 3 1,125 z
Shape Shift 2 750 z + 3 points
Magnetic Field 2 750 z
Stealth Field 2 750 z
Flame Launcher 1 375 z
Cold Slower 1 375 z + 1 bullet
Arm Cannon 1 375 z + 1 cannon ball
Acceleration 1 375 z
Hovering 1 375 z
Front-Side Slide 1 375 z
Back-Side Slide 1 375 z
Analyze 1 375 z
Neutral Barrier 1 375 z
Emergency Cool 1 375 z
Boost Knuckle SP only
Pile Bunker SP only
Vulcan Arm 1 Vulcan Bullet
Infrared Scan SP only
Repair 1 repair ampoule

The device trap: you do not have to equip them

Seven skills declare "required equipment" and the client shows you a message saying you need that item equipped. That is a lie: the engine checks them with pc_search_inventory(), which only looks at whether the item is in your bag.

They are Acceleration, Self Destruction, Shape Shift, Emergency Cool, Magnetic Field, Neutral Barrier and Stealth Field. The one genuine exception is Pile Bunker, which really does require the weapon worn, because the weapon is the requirement.

The devices, one by one

Item id Price Used by
Accelerator 2800 100,000 z Acceleration
Hovering Booster 2801 100,000 z Hovering
Suicidal Device 2802 500,000 z Self Destruction
Shape Shifter 2803 100,000 z Shape Shift
Cooling Device 2804 100,000 z Emergency Cool (−45)
High Quality Cooler 2809 upgrade, 2,000,000 z Emergency Cool (−75)
Special Cooler 2810 upgrade, 4,000,000 z Emergency Cool (−105)
Magnetic Field Generator 2805 100,000 z Magnetic Field
Barrier Builder 2806 150,000 z Neutral Barrier
Camouflage Generator 2808 250,000 z Stealth Field
Repair Kit 2807 200,000 z Repair
Flame Thrower 2139 20,000 z Flame Launcher

The two good coolers are not for sale: they are traded up at the Mado Gear Armorer, "Upgrade Cooling Device", handing over the previous one. All these devices weigh a lot: the Barrier Builder alone is 800 weight.

Two places take it off you by force: the Turbo Track in Aldebaran shuts it down on entry — it warns you and sends you back outside if you insist — and any job change deletes it. Everything else — dying, changing maps, logging out — leaves it alone.

Magic Gear Madogear Mechanic fuel movement speed Link to this specification

See also The Mechanic is two classes in one, and only seven skills work on foot The Magic Gear heats up when you GET HIT, not when you shoot The four passives: two work always and two only while mounted Acceleration, Hovering and the two slides: seven cells that work even inside a castle Adrenaline Rush gives ASPD based on your AGI, and the "advanced" version gives less

The Magic Gear heats up when you GET HIT, not when you shoot No Mechanic skill generates heat. Every blow you take does, and fire triples it.

Every guide says the same thing: that using Magic Gear skills heats the engine and that is why you need to cool it. On this emulator that is false. There are exactly two places in the whole codebase that touch the heat counter, and neither of them is an attack skill.

The whole formula

Every time you take a hit that deals damage while wearing the Magic Gear:

heat += 3 if the attacker's weapon element is fire, heat += 1 in every other case.

It is checked after all reductions are applied: if the blow ends up at 0 damage, it does not heat. And it is one point per blow taken, not per hit: a seven-hit skill adds 1, exactly like a normal attack.

The counter drains on its own at 1 point per second, and it is hard-capped at 1,000. While it stays below the threshold nothing at all happens: no penalty, no warning, no danger icon.

Mainframe Restructure sets the threshold

Mainframe Restructure Heat threshold Blows until it burns Extra DEF mounted
Not learned 150 151
1 200 201 +40
2 280 281 +60
3 360 361 +80
4 450 451 +100

The "blows until it burns" column is the worst case: no pauses and no fire involved. Against fire enemies the threshold arrives three times sooner.

What happens when it trips

It burns 1% of your HP per second

The overheat status subtracts max HP ÷ 100 every 975 milliseconds. It is not damage you can reduce: it is a direct subtraction from your HP.

The one good part: it cannot kill you. If the subtraction would take your last HP, the engine trims it to leave you at exactly 1 HP. It leaves you dying, not dead.

And it does not stop below the threshold

Here is the big trap. When you cross the threshold the engine sets a flag, and that flag is never cleared again. Dropping back below the threshold turns nothing off.

It keeps burning until the counter reaches zero, which at one point per second is as many seconds as you have heat stored. With 451 points that is seven and a half minutes of burning 1% per second.

A worked example

A Mechanic with Mainframe Restructure 4 (threshold 450) and 60,000 HP. A long dungeon stretch: 500 blows taken over four minutes, 60 of them fire.

Heat generated: 440 × 1 + 60 × 3 = 620. Cooled over those 240 seconds: 240. Net heat: 380. No burn.

The same 500 blows in two minutes: 620 − 120 = 500, crosses the 450 threshold and starts burning. And it keeps burning for 500 seconds: 8 minutes 20 seconds, roughly 500 ticks of 600 HP. Reaching 1 HP is a two-minute affair.

The two ways to put it out

Emergency Cool

Subtracts 45, 75 or 105 heat points in one go, depending on which cooler you carry in your bag. It costs 20 SP, 1 Magic Gear Fuel, half a second of after-cast delay and a 5 second cooldown.

And it only puts the fire out if it leaves the counter at exactly zero. Subtracting 105 from a counter of 400 leaves you at 295 and still burning. Once past the threshold you need four casts in a row to get from 400 to 0, with 5 seconds of cooldown between each.

Dismounting and mounting again

Mounting the Magic Gear ends both overheat statuses at once, flag included. The counter goes back to zero, free and instantly.

It is objectively better than Emergency Cool for putting out a big fire. The price is everything else that ends when you dismount: Acceleration, Hovering, Shape Shift, Magnetic Field, and whatever Neutral Barrier or Stealth Field you had planted.

The cheap-cooler trap

The engine walks the three coolers in order — Cooling Device, High Quality Cooler, Special Cooler — and keeps the first one it finds in your bag. Not the best one.

If you carry a Special Cooler worth 105 and also, for whatever reason, a 100,000 z Cooling Device in your pocket, your Emergency Cool subtracts 45. The Mado Gear Armorer's upgrade consumes the old one, so it normally never happens; it happens the day you buy a "spare".

Overheat cannot be dispelled by anyone: it is flagged as non-dispellable, Clearance and Banishing Buster do not touch it, and it is not saved on logout. And since it is triggered by taking hits, the build that suffers it most is not the one that shoots most but the one that tanks most — which, in a mounted Mechanic with Mainframe Restructure 4 and +100 DEF, is usually the same person.

overheat Overheat Emergency Cool Mainframe Restructure Magic Gear Link to this specification

See also The Magic Gear wipes your smith buffs when you mount, and at License 1 you move slower than on foot The four passives: two work always and two only while mounted Shape Shift changes your armour element and drops it to level 1

The four passives: two work always and two only while mounted Mado License gives attack even on foot, and Axe Training also works with maces.

The Mechanic has four passives and none of the four behaves the way its description says. Two give things the skill window never mentions, and the other two gate half the tree.

Mado License — max 5

It is the key to the Magic Gear: without it you cannot mount, and its level decides how fast you move.

+15 ATK per level, and that attack applies whether you are mounted or not.

It is written into the mastery function, the same one where Axe Mastery and Weapon Research live, and it never checks the Magic Gear. At level 5 that is +75 permanent ATK for any Mechanic, even one who never plans to mount.

It is mastery attack: it goes in raw, with no element and no size or race modifier.

Mainframe Restructure — max 4

It does three different things and all three matter:

  • +20 DEF per level, plus a base 20 — from +40 to +100. Mounted only; on foot it gives nothing.
  • It raises the overheat threshold from 150 to 450.
  • It multiplies inside the Self Destruction formula.

+100 DEF at level 4 is more than almost any armour in the game gives. This is the passive that turns a mounted Mechanic into a tank.

Axe Training — max 10

With an axe, one-handed or two-handed: +5 ATK and +3 HIT per level.
With a mace, one-handed or two-handed: +4 ATK and +2 HIT per level.

The mace half is nowhere in the client description, and it is what makes the Pile Bunker playable, since that is a mace-type weapon: at level 10 it is +40 ATK and +20 HIT that a Magic Gear Mechanic was throwing away for not reading the code.

Axe Training Axe: ATK Axe: HIT Mace: ATK Mace: HIT
1 +5 +3 +4 +2
3 +15 +9 +12 +6
5 +25 +15 +20 +10
7 +35 +21 +28 +14
10 +50 +30 +40 +20

It stacks with the Alchemist's Axe Mastery if you inherited it, which adds another +3 per level with axes only. With any other weapon — sword, book, bow — Axe Training does nothing.

Research Fire/Earth — max 5

Against fire or earth element targets, and only against them:

+10 ATK per level when you hit them, and +10 VIT-based DEF per level when they hit you.

The defensive half only counts against monsters: against players the engine never even looks at it. The offensive half works against everything, players included.

At level 5 that is +50 ATK and +50 VIT-based DEF against half of Thanatos Tower, all of Magma Dungeon, the golems and a good chunk of Einbroch. It is a niche passive that is worth a lot inside its niche.

Research Fire/Earth is also the prerequisite for both turrets and for Magma Eruption, so half the inventor branch goes through it whether or not the elemental bonus interests you.

Mado License Axe Training Research Fire/Earth Mainframe Restructure passives Link to this specification

See also The Magic Gear wipes your smith buffs when you mount, and at License 1 you move slower than on foot The Magic Gear heats up when you GET HIT, not when you shoot Axe Boomerang: the table the weight formula was missing Weaponry Research raises your accuracy by 2 % per level, and that percentage never shows in the status window

Boost Knuckle is the only Magic Gear skill that costs nothing but SP Range 11, 200 ms cast, no cooldown and no fuel. And it adds your DEX to the ratio.

Boost Knuckle fires the Magic Gear's fist at range: 1 physical hit with your weapon's element, range 11, no splash and no side effect. It is the first skill Mado License unlocks and the most used one, because it is the only skill in the mounted half that consumes no item at all.

The whole formula

(260% × level + DEX) × base level ÷ 100

DEX goes in as percentage points, one for one: 120 DEX is +120% ratio. The base level multiplier only applies from level 100 up; below that, the ratio stays as it is.

Level Base ratio At DEX 120 Cast SP Fuel
1 260% 380% 0.2 s 5
2 520% 640% 0.2 s 10
3 780% 900% 0.2 s 15
4 1,040% 1,160% 0.2 s 20
5 1,300% 1,420% 0.2 s 25

The 200 ms cast is variable: it shrinks with DEX and with cast reduction, and there is no fixed cast component. It has no cooldown and no after-cast delay: the only limit is your attack speed. And the cast is not interrupted by taking damage.

A worked example

Level 5, DEX 120, base level 175:

(260 × 5) + 120 = 1,420%  →  × 175 ÷ 100 = 2,485% in one hit, at eleven cells, for 25 SP.

How you use it

It is the filler shot. No cooldown, no items and range 11 — longer than any bow — so it is what you fire between one Arm Cannon and the next while that one's cooldown runs.

Since it hits with your weapon's element, an elemental card in the weapon changes the whole shot's element.

The traps

  • It requires the Magic Gear. On foot it will not cast.
  • It can miss: it does not ignore flee.
  • With the Meister's ABR Dual Cannon status active, the engine gives it 2 hits instead of 1 — and the damage doubles, it is not split.

The code's own comment next to the DEX term says "we do not know where this bonus comes from". It comes from there, it works, and at DEX 120 it is worth more than half a skill level for free to any Mechanic with DEX — which is all of them.

Boost Knuckle Mechanic damage formulas Magic Gear Link to this specification

See also Vulcan Arm hits a 5×5 at thirteen cells and burns a 12 z bullet Arm Cannon never misses and the cannon ball sets its element The Magic Gear wipes your smith buffs when you mount, and at License 1 you move slower than on foot

Pile Bunker strips eleven defensive buffs, and that is its entire reason to exist The damage is modest; what it does is take down Kyrie, Assumptio, Auto Guard, Steel Body and eight more in one blow.

Pile Bunker is a melee blow at range 3, one hit, with your weapon's element. Its damage per second is the lowest in the class — two seconds of after-cast delay and five of cooldown — and its value is not there: it is in what it takes away from the target.

The whole formula

(300% + 100% × level + STR) × base level ÷ 100

STR goes in as percentage points, one for one, exactly like DEX in Boost Knuckle.

And the formula that matters

Chance to strip the buffs: 25% + 15% × level.

Level 1: 40%. Level 2: 55%. Level 3: 70%. The roll happens once, and if it lands, all eleven fall at once: you do not pick one.

The eleven buffs it strips

  • Kyrie Eleison
  • Assumptio
  • Steel Body
  • Guard Change (Sura)
  • Guard Revitalize (Sura)
  • Auto Guard
  • Reflect Damage
  • Defender
  • Prestige (Royal Guard)
  • Banding (Royal Guard)
  • Millennium Shield

That is the complete defensive kit of the Royal Guard, the Sura and the priest. No other skill in the game strips all eleven in one blow, and it is not a dispel: nothing that protects against dispel stops it, because the engine ends each status directly.

Level Base ratio At STR 120 Strip Delay Cooldown SP
1 400% 520% 40% 2.0 s 5 s 50
2 500% 620% 55% 2.0 s 5 s 50
3 600% 720% 70% 2.0 s 5 s 50

It has no cast time: it fires instantly. SP is fixed across all three levels.

The trap: you must have the weapon equipped, and it is a mace

This is the only Mechanic skill whose equipment requirement is genuinely checked as equipment. The engine demands you have one of these four worn:

Pile Bunker (1549), Pile Bunker S (16030), Pile Bunker P (16031) or Pile Bunker T (16032).

All four are maces, not axes. That means Axe Boomerang and Axe Tornado stop being castable while you wear one — both require an axe — and that your Axe Training gives you the mace column: +4 ATK and +2 HIT per level instead of +5 and +3.

A worked example

Level 3, STR 120, base level 175, against a Royal Guard with Prestige, Banding and Auto Guard up:

Damage: (300 + 300 + 120) = 720%  →  × 175 ÷ 100 = 1,260%.

And a 70% chance he loses all three at once. Every five seconds.

The strip is applied after the blow and only if the blow connects: this is an ordinary weapon skill, so flee and anything that nullifies the damage nullify the whole thing, strip included. At range 3 it counts as melee — the engine marks anything beyond 3 cells as ranged — so neither Pneuma nor Neutral Barrier stops it, while Safety Wall does.

Pile Bunker Mechanic PvP dispel formulas Link to this specification

See also Boost Knuckle is the only Magic Gear skill that costs nothing but SP The four passives: two work always and two only while mounted The Magic Gear wipes your smith buffs when you mount, and at License 1 you move slower than on foot

Vulcan Arm hits a 5×5 at thirteen cells and burns a 12 z bullet It is the longest range in the game, and it shoots the traps on the ground too.

Vulcan Arm is the Magic Gear's machine gun: 1 physical hit in a 5×5 centred on the target, with your weapon's element and range 13. Nothing in the game shoots further.

The whole formula

(230% × level + DEX) × base level ÷ 100

That ratio applies to each target inside the 5×5; it is not divided among them.

Level Base ratio At DEX 120 Area Cast Delay SP Ammo
1 230% 350% 5×5 0.2 s 0.1 s 9 1 bullet
2 460% 580% 5×5 0.2 s 0.1 s 12 1 bullet
3 690% 810% 5×5 0.2 s 0.1 s 15 1 bullet

The ammunition does not go in the arrow slot

It burns 1 Vulcan Bullet (id 6145) per shot, and the bullet is taken from your inventory: it is not equipped in the ammunition slot and it does not change the shot's element.

It costs 12 z at the Black Marketeer and weighs 1. It is by far the cheapest area attack in the game: three bullets cost less than one Fly Wing.

It shoots traps

It carries the TargetTrap flag: Hunter traps, Ranger traps and anyone else's are valid targets for the splash.

At range 13 with a 5×5 splash, it is the cleanest way a Mechanic has of clearing a minefield without walking into it.

A worked example

Level 3, DEX 120, base level 175, four enemies bunched together:

(230 × 3) + 120 = 810%  →  × 175 ÷ 100 = 1,417% to each of the four.

Cost of the shot: 15 SP and 12 z. With 0.2 s cast and 0.1 s delay, it is the area skill this class can fire most times per minute.

The traps

  • It requires the Magic Gear. On foot it will not cast.
  • It can miss: it does not ignore flee, and it rolls per target.
  • It is ranged damage, so an enemy Pneuma or Neutral Barrier nullifies it entirely.
  • With the Meister's ABR Dual Cannon active it becomes 2 hits, doubling the damage.

Just as in Boost Knuckle, the DEX term is marked in the code with a "we do not know where this comes from". It is there, it works, and at DEX 120 it is worth more than half a skill level.

Vulcan Arm Mechanic splash ammunition formulas Link to this specification

See also Boost Knuckle is the only Magic Gear skill that costs nothing but SP Arm Cannon never misses and the cannon ball sets its element The Magic Gear wipes your smith buffs when you mount, and at License 1 you move slower than on foot

Arm Cannon never misses and the cannon ball sets its element 400% + 350% per level, splash up to 7×7, and the ammunition has to be equipped.

Arm Cannon is the Magic Gear's big gun: 1 physical hit with splash, range 9, which ignores flee and applies defense in the simplified way. It is the highest damage skill in the class and the only one whose element you choose shot by shot.

The whole formula

(400% + 350% × level) × base level ÷ 100

No stat enters the ratio: not STR, not DEX, nothing. Everything your stats contribute enters through your attack, which is what that ratio multiplies.

Level Ratio Area Variable cast Fixed cast Delay Cooldown SP
1 750% 3×3 1.2 s 0.50 s 0.5 s 0.35 s 40
2 1,100% 3×3 1.4 s 0.40 s 0.5 s 0.30 s 45
3 1,450% 5×5 1.6 s 0.30 s 0.5 s 0.25 s 50
4 1,800% 5×5 1.8 s 0.20 s 0.5 s 0.20 s 55
5 2,150% 7×7 2.0 s 0.10 s 0.5 s 0.15 s 60

Watch the variable cast column: it grows with level, it does not shrink. The fixed cast drops from 0.5 to 0.1 s, but the variable part goes from 1.2 to 2.0 s. In exchange, the cooldown drops from 0.35 to 0.15 s, which is practically nothing. Variable cast is reduced by DEX; fixed cast only by fixed-cast reduction.

Each shot also burns 1 Magic Gear Fuel and 1 cannon ball. The cast is not interrupted by taking damage.

The element comes from the ball, and the ball is equipped

Unlike the Vulcan Bullet, the cannon ball is carried in the ammunition slot, like an arrow. And if that ball has an element, the whole shot changes element.

And there is a gate that appears in no description: a Mechanic cannot equip a cannon ball while not wearing the Magic Gear. The client answers "can only be used with the Magic Gear" and the equip is rejected.

Ball id ATK Element Price
Cannon Ball 18000 100 Neutral 30 z
Iron Cannon Ball 18004 250 Neutral 80 z
Holy Cannon Ball 18001 120 Holy 50 z
Dark Cannon Ball 18002 120 Shadow 50 z
Soul Cannon Ball 18003 120 Ghost 50 z
Ice Cannon Ball 18005 120 Water 50 z
Lightning Cannon Ball 18006 120 Wind 50 z
Stone Cannon Ball 18007 120 Earth 50 z
Fire Cannon Ball 18008 120 Fire 50 z

All nine are in the Mechanic ammunition market; the first five are also at the Black Marketeer. The Iron Cannon Ball has the most raw attack but stays neutral: against an awkward element, a 120-attack ball with the right element hits far harder than a neutral 250.

A worked example

Level 5, base level 175, five enemies inside the 7×7:

400 + (350 × 5) = 2,150%  →  × 175 ÷ 100 = 3,762% to each of them, with no chance of missing.

Cost: 60 SP, 375 z of fuel and one ball. The full cycle — 2.1 s of cast, 0.5 of delay, 0.15 of cooldown — comes out to one shot every two and three quarter seconds with no cast reduction.

It is ranged weapon damage, so an enemy Neutral Barrier or Pneuma nullifies it completely despite it ignoring flee. Ignoring flee is not the same as ignoring blocks.

Arm Cannon Mechanic splash ammunition formulas Link to this specification

See also Vulcan Arm hits a 5×5 at thirteen cells and burns a 12 z bullet Boost Knuckle is the only Magic Gear skill that costs nothing but SP The Magic Gear wipes your smith buffs when you mount, and at License 1 you move slower than on foot

Flame Launcher hits in a straight line, and below base level 150 it hits for LESS Its divisor is 150, not 100: between 100 and 149 your base level is a penalty, not a bonus.

Flame Launcher spits a jet of flame in a straight line towards the target: it is not an area centred on anyone, it is a 3-cell-wide path running from you to wherever you aim, at range 5. It is physical damage of fire element, always, even if your weapon is a different element.

The whole formula

(300% + 300% × level) × base level ÷ 150

Note the divisor: it is 150, not 100 as in the rest of the class. And it only applies from base level 100 up.

The divisor-150 trap

At base level 99 or below, the multiplier does not apply and you keep the full ratio.
At base level 100, it applies and leaves you at ×0.67: you lose a third of your damage by levelling up.
You do not get back to your level-99 numbers until base level 150.

At skill level 3 and base level 99 the ratio is 1,200%. At base level 100 it drops to 800%. At 150 it is 1,200% again. At 175 it is 1,400%. It is a fifty-level hole and it hits Cold Slower exactly the same way.

Level Ratio At base level 175 Burning Duration Cast Delay SP
1 600% 700% 30% 7 s 0.5 + 0.5 s 1.5 s 20
2 900% 1,050% 40% 14 s 1.0 + 0.5 s 1.0 s 20
3 1,200% 1,400% 50% 21 s 1.5 + 0.5 s 0.5 s 20

The first cast number is variable (reduced by DEX) and the second is fixed. SP is 20 at all three levels. Each burst burns 1 Magic Gear Fuel. The cast is not interrupted by taking damage.

The burn

Every target hit gets a 30, 40 or 50% chance of Burning, and the burn lasts as long as the skill's own duration: 7, 14 or 21 seconds.

That is the longest Burning any class can apply, and it stacks with the fire damage bonus from Research Fire/Earth if the target was already fire or earth.

Five targets maximum

The skill declares 5 instances, and that number is not a cap on planted fires: it is the cap on how many targets the line can touch.

If eight enemies stand in the path, only five take damage, and they are the first five the trace finds going from you towards the target. Aim at the one behind, not at the one on top of you.

A worked example

Level 3, base level 175, three enemies lined up four cells away:

(300 + 900) = 1,200%  →  × 175 ÷ 150 = 1,400% to each, with a 50% chance of leaving them burning for 21 seconds.

Cost: 20 SP and 375 z. The cycle is 2 s of cast and 0.5 of delay.

The traps

  • It requires the Magic Gear, 1 fuel and having the Flame Thrower (id 2139, 20,000 z) in your bag. You do not need to equip it: the check only looks for it in your inventory, and it is not consumed.
  • It is locked to fire: against a fire enemy, or with an Ancient Mimic in front of you, it does laughably little no matter how big the ratio is.
  • It is ranged damage at range 5: Pneuma and Neutral Barrier stop it.
  • The trace starts from you, not from the target. Moving completely changes who it touches.

It can be traced with the official eight-direction area algorithm or with the classic straight path, depending on server configuration; either way, what decides who gets hit is the line between your cell and the target's.

Flame Launcher Mechanic fire Burning formulas Link to this specification

See also Cold Slower tries to freeze you and, if it fails, leaves you Freezing for 40 seconds Arm Cannon never misses and the cannon ball sets its element The Magic Gear wipes your smith buffs when you mount, and at License 1 you move slower than on foot

Cold Slower tries to freeze you and, if it fails, leaves you Freezing for 40 seconds Two chained rolls, a splash up to 9×9, and the same divisor 150 that penalises you between 100 and 149.

Cold Slower is Flame Launcher's twin on the other side of the tree: physical damage of water element, but aimed at the ground instead of along a line, with range 7 and an area that grows to 9×9.

The whole formula

(300% + 300% × level) × base level ÷ 150

Same divisor 150 as Flame Launcher, with the same consequence: between base level 100 and 149 the ratio sits below what you had at level 99. At 175 it is 1,400% at skill level 3.

The control: two rolls, not one

On every target hit, the engine rolls in this order:

1. Freeze at 10% × level, lasting 7, 14 or 21 seconds.
2. Only if the freeze did not land, Freezing at 20% + 10% × level, lasting a flat 40 seconds at any level.

So at level 3: a 30% chance to freeze and, out of the remaining 70%, a 50% chance of Freezing. Total chance of applying something: 65%.

Level Ratio At base level 175 Area Freeze Freezing Cast Delay SP
1 600% 700% 5×5 10% / 7 s 30% / 40 s 1.0 s 1.0 s 20
2 900% 1,050% 7×7 20% / 14 s 40% / 40 s 1.0 s 2.0 s 20
3 1,200% 1,400% 9×9 30% / 21 s 50% / 40 s 1.0 s 3.0 s 20

Careful: the after-cast delay grows with level, from 1 to 3 seconds. Taking it to 3 gives you a 9×9 and twice the control, but nails you for three seconds of doing nothing after every cast. The cast is 1 variable second at all three levels and it is not interrupted by taking damage.

A worked example

Level 3, base level 175, six enemies inside the 9×9:

Damage: 1,400% to each.

Expected control: roughly two frozen and another two with Freezing for 40 seconds. Freezing lowers movement and attack speed and raises the water damage they take; frozen targets stop moving but turn into water element level 1.

Cost: 20 SP, 1 Magic Gear Fuel and 1 Liquid Condensed Bullet (id 6147, 125 z). Total: 500 z per cast, the most expensive attack in the class short of Self Destruction.

The traps

  • It requires the Magic Gear. And both consumables come from your bag, not from the ammunition slot.
  • Freezing an enemy makes them immune to the next freeze and cancels the rest of your water control: if you plan to chain, Freezing is the better outcome of the two.
  • It carries the TargetTrap flag: the splash also destroys traps on the ground.
  • It is locked to water, so against water enemies it does nothing no matter what the ratio column says.

Being a ground skill, the area is centred on the cell you marked, not on the enemy. If the target moves while you cast, the ice lands where they were, not where they are.

Cold Slower Mechanic water Freezing formulas Link to this specification

See also Flame Launcher hits in a straight line, and below base level 150 it hits for LESS Arm Cannon never misses and the cannon ball sets its element The Magic Gear wipes your smith buffs when you mount, and at License 1 you move slower than on foot

Axe Boomerang: the table the weight formula was missing Range, knockback, cooldown and SP level by level. And why level 5 only buys you cooldown.

The Axe Boomerang formula — and why the axe's weight matters more than the skill level — is covered in full in its own page. This one covers the rest: what changes from level to level, and what the tooltip does not say.

The formula, in short

(250% + 50% × level + axe weight) × base level ÷ 100, in a single physical hit with your weapon's element.

The weight is the one shown on the item page of this site. An axe of weight 700 contributes +700 percentage points on its own; skill level 5 contributes 250.

Level Ratio (no weight) Range Knockback Cooldown SP
1 300% 5 2 cells 5.0 s 25
2 350% 6 3 cells 4.5 s 30
3 400% 7 4 cells 4.0 s 35
4 450% 8 5 cells 3.5 s 40
5 500% 9 6 cells 3.0 s 45

It has no cast time and no after-cast delay: it fires instantly and the only thing holding it back is the cooldown. With a heavy axe, the 200 percentage points separating level 1 from level 5 are noise next to the weapon's 700; what you actually buy by levelling it is four cells of range and two seconds off the cooldown.

A worked example

Level 5, Doom Slayer (weight 600), base level 175:

250 + 250 + 600 = 1,100%  →  × 175 ÷ 100 = 1,925% in one hit, at nine cells, every three seconds.

The traps

  • It requires an axe, one-handed or two-handed. With a Pile Bunker equipped — which is a mace — it will not cast.
  • It does not require the Magic Gear: it works the same mounted or on foot. It is one of the seven that do.
  • It knocks back 2 to 6 cells, and that breaks your own melee if you were fighting up close. On war maps the knockback does not apply.
  • It is ranged damage from range 4 upward, so Pneuma stops it at level 1 and 2 just as it does at level 5.

The cooldown difference between levels 3 and 4 is negligible in practice: 4.0 s versus 3.5 s. If you are short on points, level 3 already gives you range 7 and the bulk of the discount.

Axe Boomerang Mechanic axe damage formulas Link to this specification

See also Axe Boomerang adds the axe weight to the damage percentage Power Swing does not require an axe: it is the only skill in the branch that works with any weapon Axe Tornado splits its damage across six hits: the ratio is the total, not the per-hit figure The four passives: two work always and two only while mounted

Power Swing does not require an axe: it is the only skill in the branch that works with any weapon It adds the average of your STR and DEX to the ratio, and stuns 10% of the time.

Power Swing is a melee blow at range 1, one hit, with your weapon's element. It hangs off Axe Boomerang in the tree, but it does not inherit its weapon requirement: there is no Weapon line at all in the emulator's table for it.

The whole formula

(300% + 100% × level + (STR + DEX) ÷ 2) × base level ÷ 100

The sum of STR and DEX is halved and enters as percentage points. With STR 120 and DEX 120 that is +120; with STR 120 and DEX 60, +90.

Level Base ratio At STR 120 / DEX 120 Delay SP
1 400% 520% 1.0 s 20
2 500% 620% 1.0 s 22
3 600% 720% 1.0 s 24
4 700% 820% 1.0 s 26
5 800% 920% 1.0 s 28
6 900% 1,020% 0.5 s 30
7 1,000% 1,120% 0.5 s 32
8 1,100% 1,220% 0.5 s 34
9 1,200% 1,320% 0.5 s 36
10 1,300% 1,420% 0.5 s 38

No cast time and no cooldown: the only thing between one blow and the next is the after-cast delay, and that halves at level 6. That step, not the damage, is the real reason to go past 5.

The stun

A flat 10% chance of Stun for 2 seconds, and that chance does not scale with level: it is 10 at level 1 and 10 at level 10.

What does scale is the stun's strength for resistance purposes, since the skill level is passed as the status level.

With the Meister's ABR Battle Warrior

If you have the ABR Battle Warrior status up, the engine gives it 2 hits that split the damage and then multiplies the ratio by two.

Net: the same total damage split across two impacts... and then doubled. It is the only Mechanic skill the Meister improves this much.

A worked example

Level 10, STR 120, DEX 120, base level 175:

300 + 1,000 + 120 = 1,420%  →  × 175 ÷ 100 = 2,485% per blow, every half second, for 38 SP.

That is exactly the same ratio as Boost Knuckle level 5 at DEX 120, but at one cell of range and with no Magic Gear needed.

The traps

  • It requires neither the Magic Gear nor any particular weapon, but it does require getting there: range 1, pure melee.
  • Being melee, Pneuma does not stop it and neither does Neutral Barrier. Safety Wall does.
  • It can miss: it does not ignore flee.
  • Its Axe Training gives you the column of whatever weapon you carry: axe (+5 ATK and +3 HIT per level), mace (+4 and +2) or nothing at all if it is something else.

On many servers this skill occasionally casts an Axe Boomerang by itself. Here it does not: there is not one line in the emulator doing that, and its whole implementation is twelve lines of formula and a stun.

Power Swing Mechanic axe stun formulas Link to this specification

See also Axe Boomerang: the table the weight formula was missing Axe Tornado splits its damage across six hits: the ratio is the total, not the per-hit figure The four passives: two work always and two only while mounted

Axe Tornado splits its damage across six hits: the ratio is the total, not the per-hit figure It adds twice your VIT, and the Meister's Axe Stomp is worth 380 points on top.

Axe Tornado spins your axe around you: 6 impacts in an area centred on yourself, with your weapon's element. It is the area skill of the Mechanic's on-foot half, and the only skill in the class whose damage depends on VIT.

The whole formula

(200% + 180% × level + 2 × VIT) × base level ÷ 100, and with the Meister's Axe Stomp status active, +380 points before the level multiplier.

That ratio is the total for the blow. The engine divides it by 6 and then multiplies it back by 6: the six impacts you see on screen share one damage packet, they do not multiply it.

Why that matters so much

Splitting into six impacts means the target's flat defense is subtracted six times, once per impact. Against high-defense enemies Axe Tornado performs far worse than its ratio suggests; against soft, numerous enemies it performs exactly as advertised.

It is the same mechanic Triple Attack and Finger Offensive use, and it is why a split 1,500% can hit for less than a single-hit 900%.

Level Total ratio At VIT 100 Area Cooldown Delay SP
1 380% 580% 5×5 4.0 s 0.5 s 45
2 560% 760% 5×5 3.5 s 0.5 s 45
3 740% 940% 7×7 3.0 s 0.5 s 45
4 920% 1,120% 7×7 2.5 s 0.5 s 45
5 1,100% 1,300% 7×7 2.0 s 0.5 s 45

SP is 45 at all five levels and there is no cast time. The area stops growing at 7×7 from level 3 on: from 3 to 5 all you buy is one second off the cooldown and 360 percentage points.

A worked example

Level 5, VIT 100, base level 175, with Axe Stomp active:

200 + 900 + 200 + 380 = 1,680%  →  × 175 ÷ 100 = 2,940% split across six impacts, to everything in the 7×7, every two seconds.

Without Axe Stomp, 2,275%. The 380 points the Meister contributes are worth more than two skill levels.

The traps

  • It requires an axe, one-handed or two-handed. It is the other skill that switches off while the Pile Bunker is equipped.
  • It does not require the Magic Gear.
  • It carries TargetTrap: the spin also destroys any ground traps around you.
  • The VIT counted is your final VIT, gear and buffs included. A high-VIT Mechanic — which is what the Magic Gear build wants anyway — already has it without trying.
  • It centres on you and only on you: if the enemy is four cells away, it does not reach even at level 5.

When the spin touches nobody, the engine still draws the effect on your own cell. That is purely visual: you do not damage yourself.

Axe Tornado Mechanic axe splash formulas Link to this specification

See also Axe Boomerang: the table the weight formula was missing Power Swing does not require an axe: it is the only skill in the branch that works with any weapon Magma Eruption hits 20 times with FIXED damage: 36,000 points that depend on nothing you own

Magma Eruption hits 20 times with FIXED damage: 36,000 points that depend on nothing you own The opening slam stuns 90% of the time, and the eruption lands two hits every half second.

Magma Eruption is two skills in one: an immediate physical slam in a 7×7 around the marked cell, and a lava zone that lands there half a second later and burns for five seconds. The two halves are calculated in completely different ways.

Half one: the slam

450% + 50% × level physical damage with your weapon's element, in a 7×7.

And here is the odd part: it carries no base level multiplier. It is the only damage skill in the class that does not scale with your level: 700% at level 5 is 700% at base level 99 and at base level 275.

On top of that, a 90% stun for 4.5 seconds on everything it touches. It does not rise or fall with level: it is 90 from level 1.

Half two: the eruption

Fixed damage, of the miscellaneous type, which ignores flee and defense cards:

800 + 200 × level points of damage per hit.

And the engine applies it twice per tick: there is one line that fires it and another right below that fires it again when the caster is a player. With one tick every 500 ms for 5 seconds, that comes to 20 hits per target.

Level Slam Stun Per hit Eruption total Burning Cooldown SP
1 500% 90% / 4.5 s 1,000 20,000 10% / 18 s 10 s 60
2 550% 90% / 4.5 s 1,200 24,000 20% / 18 s 9 s 70
3 600% 90% / 4.5 s 1,400 28,000 30% / 18 s 8 s 80
4 650% 90% / 4.5 s 1,600 32,000 40% / 18 s 7 s 90
5 700% 90% / 4.5 s 1,800 36,000 50% / 18 s 6 s 100

The "eruption total" column is what a target standing in the lava for the full five seconds takes. The burn chance is rolled on each of the 20 hits, so at level 5 catching fire is practically guaranteed. Cast is 1 variable second, delay 0.5 s, and it is not interrupted by taking damage.

A worked example

Level 5, base level 175, against a monster with 40,000 HP and 300 defense:

The slam does a 700% that the defense cuts down heavily. The eruption does 36,000 clean points, because card defense does not count and neither does flee.

Against that monster, the "small" half of the skill does more damage than the big half, and it depends on not a single one of your stats.

The traps

The range is 1

It is a ground skill, yes, but you can only mark a cell adjacent to your own. In practice it is a melee skill with a big area, not a ranged bomb.

And since the 7×7 is centred on the marked cell and you are standing next to it, you are always inside the area. It does not matter: the lava only affects enemies.

Three eruptions maximum

The skill declares 3 instances and the server has the per-player ground-skill limit enabled. The fourth is refused.

With a 5-second duration and a 6-second cooldown at level 5, you could not have three up at once if you tried. The cap never gets in the way.

  • It requires no Magic Gear, no fuel and no particular weapon. Just 100 SP.
  • The 90% stun is the most brutal thing this class has in player-versus-player combat, and it can be resisted with VIT and the usual stun protections.
  • The lava lands half a second after the slam: if the enemy runs when the stun fails to land, they can step out before it appears.
  • The skill can be copied with the Shadow Chaser's Reproduce, and when a monster uses it the eruption lands a single hit per tick instead of two.

The 36,000 fixed points of a level 5 eruption do not grow with gear, base level or STR. It is the only Mechanic damage source that performs exactly the same on the day it is learned and a thousand hours later — and it is why a freshly promoted Mechanic can already kill things it should not.

Magma Eruption Mechanic fire stun formulas Link to this specification

See also The four passives: two work always and two only while mounted Axe Tornado splits its damage across six hits: the ratio is the total, not the per-hit figure The turrets: Magic Decoy charges you TWO elemental points for one

The turrets: Magic Decoy charges you TWO elemental points for one Silver Sniper, Magic Decoy and FAW Removal — two per map, and anyone can shoot them.

FAWFixed Assault Weapons — are the Mechanic's three engineering skills: two that plant a machine on the ground and one that takes them apart. None of the three needs the Magic Gear, and all three hang off Research Fire/Earth.

What all three share

Two tools in your bag

Both Silver Sniper and Magic Decoy require carrying a Mini Furnace (id 612, 150 z) and an Oridecon Hammer (id 615, 5,000 z).

They are not consumed. They are declared with quantity zero: the engine only checks they are in your inventory. Buy them once and forget them.

Two per map, per Mechanic

The cap is counted per map, per owner and per family. Two Silver Snipers, and separately, two Magic Decoys.

The decoy's four elements share the same cap of two: you cannot keep one of each. And the engine refuses the third after you have already started casting it.

FAW — Silver Sniper

Plants an auto-firing turret with range 9. It is a level 100 monster with no intelligence beyond shooting whatever comes near, and with fixed stats: the skill level does not change a single point of its damage.

The turret, in numbers

4,500 HP, 390 attack, 80 defense, 10 magic defense, range 9, neutral level 1 element, formless race, medium size.

It attacks every 504 ms. With 80 defense it holds up well against weak physical hits, and with 10 magic defense it melts to any mage. It also has one scripted response: when its owner gets attacked, it retaliates.

Level Duration Fixed cast SP Materials
1 20 s 1.8 s 25 1 Iron + 2 Steel
2 30 s 1.6 s 30 1 Iron + 2 Steel
3 40 s 1.4 s 35 1 Iron + 2 Steel
4 50 s 1.2 s 40 1 Iron + 2 Steel
5 60 s 1.0 s 45 1 Iron + 2 Steel

All the level buys is duration and cast time. The cast is fixed: DEX does not shorten it, only fixed-cast reduction does. The materials are Iron (100 z) and Steel (1,000 z): 2,100 z per turret, and it must be planted at most two cells from you.

FAW — Magic Decoy

The magic decoy is the same idea with a spellcaster inside. When you cast it, the client opens a list of the elemental points you are carrying, and the one you pick sets the decoy's element.

Elemental point id Decoy Spell it casts
Scarlet Point 6360 Fire Fire Bolt level 10
Indigo Point 6361 Water Cold Bolt level 10
Yellow Wish Point 6362 Wind Lightning Bolt level 10
Lime Green Point 6363 Earth Earth Spike level 10

The trap: the elemental point is charged TWICE

The function that plants the decoy deletes the elemental point from your bag twice: once inside the check that you have it, and again on the very next line, with the decoy already going up.

The result is that every Magic Decoy costs you 2 elemental points, not 1, whatever the description says and however much the inventory window makes it look like only one goes. This is a base emulator bug, not a change made on this server, and it bites hardest when you are running short on points.

The decoy, in numbers

2,500 HP, 195 attack, 16 defense, 60 magic defense, range 7, medium size, formless race, whatever element you gave it, at level 1.

It casts its level 10 bolt at a random nearby target, with 0.8 s of cast and 3.5 seconds between casts. It is the Silver Sniper's mirror image: less HP and less physical defense, but 60 magic defense against the turret's 10.

Level Duration Fixed cast SP Materials
1 20 s 1.8 s 40 2 Iron + 1 Brigan + 2 points
2 30 s 1.6 s 45 2 Iron + 1 Brigan + 2 points
3 40 s 1.4 s 50 2 Iron + 1 Brigan + 2 points
4 50 s 1.2 s 55 2 Iron + 1 Brigan + 2 points
5 60 s 1.0 s 60 2 Iron + 1 Brigan + 2 points

Brigan (id 7054) costs 746 z. With the 2 Iron and the two elemental points, each decoy comes to about 1,150 z.

FAW Removal

What it actually does

It instantly kills any machine whose monster id falls between the Silver Sniper's and the wind Magic Decoy's. No roll, no damage, no saving throw.

And it does not check whose it is: it kills yours exactly as readily as the enemy's. It costs 15 SP, 1 Monkey Wrench (id 6186, 500 z), 2 seconds of cast, and has range 5.

The traps, for all three

  • The turrets are valid targets for other players. The engine marks them attackable by anyone who is not their owner, so in player-versus-player zones they last exactly as long as it takes the other side to aim at them.
  • The cap of two is not announced in advance: you spend the turn and the engine refuses it at the end. The materials are not lost, but the time is.
  • Both casts are fixed: DEX does not shorten them, only items and skills that reduce fixed cast do. In exchange, both carry the flag that prevents cast cancelling, so taking damage while planting them does not interrupt you. FAW Removal does get interrupted: its 2 seconds are a normal cast.
  • They are planted at most two cells from you. This is not long-range artillery: you have to walk to where you want them.
  • When their time runs out they vanish leaving nothing. They give no experience and no drops to anyone.

The @autoplay AI runs these two behind a dedicated gate that counts the planted turrets before deciding: without it, the bot tried to plant a third one every tick for the sixty seconds the second one lasted, burning the player's iron and steel. FAW Removal, by contrast, is deliberately outside the AI catalogue: aimed at our own, it deletes them.

Silver Sniper Magic Decoy FAW Removal Mechanic turrets Link to this specification

See also The four passives: two work always and two only while mounted Magma Eruption hits 20 times with FIXED damage: 36,000 points that depend on nothing you own The Mechanic is two classes in one, and only seven skills work on foot

Repair only heals someone wearing the Magic Gear, and it is calculated on HP WITHOUT buffs From 4% to 23% of base max HP. And the repair kit is not consumed: something else is.

Repair is the Mechanic's only healing skill, and it has one condition that puts it out of play 95% of the time: the target must be a player wearing the Magic Gear. Anything else — a party member on foot, a homunculus, a mercenary, a monster — returns "you cannot use that on that target" and heals nothing.

The whole formula

target's base max HP × percentage ÷ 100, with the percentage taken from a hand-written table.

And the HP it uses is the stored base value, not the one on the bar. That is the number produced by level, VIT, passive skills and equipment HP bonuses — but without any increase coming from temporary statuses: no VIT food, no Steel Body, no percentage HP buffs.

Level Heals Range Cast Delay SP Consumes
1 4% 5 0.2 s 1.0 s 25 1 Repair A
2 7% 6 0.3 s 1.0 s 30 1 Repair A
3 13% 7 0.4 s 1.0 s 35 1 Repair B
4 17% 8 0.5 s 1.0 s 40 1 Repair B
5 23% 9 0.6 s 1.0 s 45 1 Repair C

The big jump sits between level 2 and 3: from 7% to 13%, almost double for one point. And from 4 to 5, from 17 to 23. The curve is not linear anywhere.

The two-item trap

The skill asks for two things at once and only consumes one:

1. The Repair Kit (id 2807, 200,000 z) must be in your bag, and it is never consumed: it is declared with quantity zero. Buy it once.
2. The real consumable is the level's ampoule: Repair A (200 z) for levels 1 and 2, Repair B (500 z) for 3 and 4, and Repair C (1,375 z) for 5.

If either is missing, the message names whichever is missing, and since the kit is never consumed, the one that usually runs out is the ampoule. All three are sold by the Black Marketeer.

A worked example

Level 5 on a fellow Mechanic with 80,000 base max HP:

80,000 × 23 ÷ 100 = 18,400 HP, for 45 SP and 1,375 z.

If that ally has a buff raising their HP by 25%, their bar will read 100,000 but Repair will still heal 18,400: the percentage applies to the 80,000 base, not to the 100,000 you can see.

The traps

  • It only heals mounted players, yourself included. It is a party skill that in practice only works between Mechanics.
  • It requires the Magic Gear on the caster too. Both of you have to be mounted.
  • It is a magic type skill but it scales with neither INT nor anything else of yours: only the target's HP counts.
  • The cast does get interrupted by taking damage: it is one of the few Mechanic skills without the flag that prevents it.
  • The 1-second after-cast delay is fixed at all five levels.

At level 5 it heals 23% every second or so for 1,375 z. On a Mechanic who is burning from overheat — losing 1% per second — a single Repair buys twenty-three seconds of fire.

Repair Mechanic healing Magic Gear formulas Link to this specification

See also The Magic Gear wipes your smith buffs when you mount, and at License 1 you move slower than on foot The Magic Gear heats up when you GET HIT, not when you shoot The four passives: two work always and two only while mounted

Analyze strips up to 42% of all four defenses, and it only lands two times out of three It hits DEF, VIT-based DEF, MDEF and INT-based MDEF at once. Twenty seconds.

Analyze is the only defense debuff the class has. You aim it at an enemy 9 cells away, it deals no damage, and if it lands it cuts all four defenses at once for twenty seconds.

The two formulas

Chance to land: 30% + 12% × level.

Reduction, if it lands: 14% × level off each of these four: DEF, VIT-based DEF, MDEF and INT-based MDEF.

It is a percentage reduction, not a flat one: it removes 42% of whatever they have, be it 100 or 500. The better armoured the target, the more it takes in absolute terms.

Level Chance Reduction Duration Fixed cast Delay SP Fuel
1 42% −14% 20 s 1.0 s 1.0 s 30 1
2 54% −28% 20 s 1.0 s 1.0 s 30 1
3 66% −42% 20 s 1.0 s 1.0 s 30 1

SP, duration and fuel do not change: all three levels cost 30 SP and 1 Magic Gear Fuel. The cast is fixed and DEX does not shorten it: it is flagged to ignore dexterity, statuses and item bonuses.

A worked example

Level 3 against a boss with 350 defense and 200 magic defense:

If it lands — two attempts out of three — it drops to 203 defense and 116 magic defense for twenty seconds, and the same for both of its stat-derived defenses.

Real cost: 30 SP and 375 z per attempt, and at 66% you need 1.5 attempts on average. About 560 z per application.

The traps

  • It requires the Magic Gear and fuel.
  • Recasting it while it is up adds nothing: it does not stack, it does not refresh any better, and every attempt burns a unit of fuel. The server's AI has a gate in place for exactly that.
  • One time in three it does not land and does not tell you: the visual effect plays regardless. The only way to know is to check the target's status icons.
  • It cannot be dispelled, nor removed by Clearance or Banishing Buster: once applied, it is a full twenty seconds.
  • The cast does get interrupted by taking damage.

Because it is a percentage reduction on all four defenses, its value rises with the target's toughness: against something with 50 defense you barely notice, and against a 400-defense boss it is worth more than anything else a Mechanic can do with 30 SP.

Analyze Mechanic debuff defense formulas Link to this specification

See also Infrared Scan uncovers everything hidden in a 15×15 and strips 30% flee Arm Cannon never misses and the cannon ball sets its element The Magic Gear wipes your smith buffs when you mount, and at License 1 you move slower than on foot

Infrared Scan uncovers everything hidden in a 15×15 and strips 30% flee Five forms of concealment fall at once, Shadow Form included — and it always lands.

Infrared Scan sweeps an area of 15×15 centred on you — seven cells in every direction — and does two things to every enemy it finds inside: it tears off their concealment and leaves them with a flee debuff.

What it does exactly

1. It ends, with no roll involved, these five statuses: Hiding, Cloaking, Cloaking Exceed, Camouflage and New Moon.

2. Against Shadow Form there is a roll: 100% − (10% × the Shadow Form's level). Against a level 5 Shadow Form it breaks it 50% of the time; against a level 1, 90%.

3. It applies the debuff at 100% chance: −30% flee for 3 seconds.

Level Area Flee Duration Cooldown Delay SP Fuel
1 (only) 15×15 −30% 3 s 3 s 0.5 s 45

It has a single level, fires instantly — no cast time — and burns no fuel: together with Boost Knuckle and Pile Bunker, it is one of the three skills in the mounted half that cost SP and nothing else.

A worked example

A Guillotine Cross is circling you under Cloaking Exceed, and a level 3 Shadow Chaser has Shadow Form up on one of his allies.

One Infrared Scan: the assassin appears guaranteed, and the Shadow Form breaks at 70%. Both are also left with 30% less flee for three seconds, which is exactly how long it takes to set up an Arm Cannon.

Cost: 45 SP, repeatable every three seconds.

The traps

  • It requires the Magic Gear. A Mechanic on foot has no way at all of uncovering hidden targets.
  • The 3-second duration is absurdly short for a flee debuff, but it is long enough for the real purpose: someone who has just been uncovered takes more than three seconds to hide again.
  • The cooldown is 3 seconds, the same as the duration: it can be kept up permanently at a cost of 15 SP per second.
  • It only affects enemies: it does not uncover your own side, and it does not break your own Stealth Field.
  • The debuff cannot be dispelled, but at 3 seconds that makes no difference whatsoever.

It is the least glamorous skill in the tree and the one that decides the most war fights: during a castle assault, a Mechanic parked at the gate casting Infrared Scan every three seconds means there is not a single hidden assassin within fifteen cells.

Infrared Scan Mechanic detection PvP flee Link to this specification

See also Analyze strips up to 42% of all four defenses, and it only lands two times out of three Stealth Field hides everyone except you — and costs you 3% of your SP every few seconds The Magic Gear wipes your smith buffs when you mount, and at License 1 you move slower than on foot

Magnetic Field nails enemies in place and drains 50 SP per second from them In combat zones you get the status too — you can still move, but you pay the SP all the same.

Magnetic Field generates a magnetic field in a 5×5 centred on you that does two things at once to every enemy inside: it stops them moving and it drains their SP. It deals no damage.

The whole formula

Root: lasts 4, 6 or 8 seconds by level, applied at 100% chance.

Drain: 50 SP per second, flat, at any level. And if the victim does not have 50 SP to pay, the engine sets their SP to zero outright.

The root is applied at cast time to whoever is inside the 5×5: it is not a persistent zone. Running out does not remove it — precisely because you cannot — but walking in afterwards does not apply it either.

Level Area Root Drain Cooldown SP Fuel
1 5×5 4 s 50/s 20 s 60 2
2 5×5 6 s 50/s 15 s 70 2
3 5×5 8 s 50/s 10 s 80 2

The area does not grow with level. What you buy is double the root and half the cooldown: at level 3 that is 8 seconds of root every 10, so it is up 80% of the time. No cast time: it fires instantly.

The trap: in combat zones you apply it to yourself

The engine has a line written specifically for this: on player-versus-player maps — PvP, castle sieges, battlegrounds — the caster receives the status too. On a normal map, they do not.

The good news is that it does not root you: the movement restriction checks who cast it and lets you through. The bad news is that the drain does charge you: 50 SP per second for the 4, 6 or 8 seconds it lasts. At level 3 that is 80 SP to cast plus 400 of drain: 480 SP every 10 seconds.

Another trap: wind breaks it

Any wind element hit taken by a rooted target ends their Magnetic Field instantly. And the comment sitting next to that line in the code says "freed if it receives earth damage", which is exactly the wrong element.

In other words: if your party has someone with wind skills, they are the one setting free everyone you just rooted.

The other four gates

  • It does not work on bosses. It is flagged with boss resistance: MVPs and status-immune monsters ignore it entirely.
  • It does not work on anyone under Hovering. It is declared incompatible: another Mechanic hovering is immune to your magnetic field.
  • It blocks the Shadow Chaser's Manhole and Dimension Door: a rooted target cannot cast them.
  • It falls on its own if the caster dies or changes maps. The field depends on you still being there.
  • Dismounting the Magic Gear switches it off.

A worked example

Level 3 in a castle, four enemies inside the 5×5:

All four are nailed down for 8 seconds and lose 400 SP each. You lose 80 casting it and another 400 to the drain that also hits you.

Eight seconds are two full Arm Cannon shots on targets that cannot move. And 400 SP gone is, for a mage, one missing big spell.

This is a skill designed for war and only for war: in a dungeon the monsters already come to you, they have no SP worth draining, and half the interesting ones are bosses that ignore it.

Magnetic Field Mechanic control PvP SP Link to this specification

See also Neutral Barrier nullifies ALL ranged damage — including for the people standing in it with you Acceleration, Hovering and the two slides: seven cells that work even inside a castle The Magic Gear wipes your smith buffs when you mount, and at License 1 you move slower than on foot

Neutral Barrier nullifies ALL ranged damage — including for the people standing in it with you And it protects enemies who step inside just as well as your own side: the zone has no team.

Neutral Barrier plants a 5×5 zone where you stand that does two things to everyone inside: it raises their defense and it completely nullifies ranged physical damage.

The whole formula

Defensive bonus: +(10 + 5 × level)% to defense and magic defense. That is +15%, +20% or +25%.

Block: any attack flagged as ranged and non-magical is turned into a miss. It is not a reduction: it is an absolute zero.

The engine flags as "ranged" any skill whose range exceeds 3 cells, plus all ranged weapon attacks. Magic passes through the barrier without noticing it.

What it stops and what it does not

Nullified

Not nullified

Level Area Defense Duration Cooldown SP Fuel
1 5×5 +15% 30 s 20 s 80 1
2 5×5 +20% 45 s 15 s 90 1
3 5×5 +25% 60 s 10 s 100 1

At level 3 it lasts 60 seconds with a 10-second cooldown: it can be kept up permanently for 100 SP and 375 z a minute. It fires instantly, with no cast time.

The big trap: the barrier has no team

The zone does not declare who it affects, and when that happens the engine uses its default value, which is everyone. Allies, strangers and enemies.

An enemy who walks into your Neutral Barrier gets the same immunity to ranged damage and the same +25% defense you do. Defending a gate, planting it in the wrong spot protects whoever is coming through.

The second trap: recasting switches it off

If you cast it while it is already active, the engine deletes the field and charges you nothing: no SP, no fuel. It is a toggle, not a refresh.

That is exactly what you want when you realise you have been protecting the enemy, and exactly what you do not want when you meant to renew it. To move it: switch it off, walk, switch it on again — two presses.

A worked example

Level 3, defending an emperium against a group of Rangers:

Every Arrow Storm landing inside the 5×5 does zero. Not reduced: zero. The other side's mages still do full damage, and so does anyone who walks in to melee you.

And that Rune Knight who has come in to kill you is, while he stands on top of you, immune to your allies' arrows.

Everything else worth knowing

  • It requires the Magic Gear, 1 fuel and the Barrier Builder (id 2806, 150,000 z) in your bag — not equipped.
  • It is planted where you stand, not where you aim, and it does not follow you. If you walk, the barrier stays.
  • Planting it makes the engine delete any other field of yours: you cannot have Neutral Barrier and Stealth Field up at the same time.
  • It falls if you dismount, if you die or if you change maps.
  • The status the people inside receive shows no icon: it is declared to be applied silently.

It is by a wide margin the strongest defensive skill in existence against a team of shooters, and the easiest one to hand to the enemy. The practical rule is to always plant it behind the line, never on it.

Neutral Barrier Mechanic defense PvP zone Link to this specification

See also Stealth Field hides everyone except you — and costs you 3% of your SP every few seconds Magnetic Field nails enemies in place and drains 50 SP per second from them The Magic Gear wipes your smith buffs when you mount, and at License 1 you move slower than on foot

Stealth Field hides everyone except you — and costs you 3% of your SP every few seconds The code says it in as many words: "doesn't work on self".

Stealth Field plants a 5×5 zone where you stand that hides whoever is inside it. And it has one hand-written exception in the engine that flips the whole skill on its head:

The exception

When applying the effect, the engine checks whether the character on that cell is the caster and, if so, skips the concealment. The comment right beside it reads, literally, "doesn't work on self".

You pay for the skill, you pay the drain, you have to stay put so the field does not fall… and you are the only one who stays visible. It is a support skill dressed up as an escape skill.

The two formulas

Ongoing cost: 3% of the caster's max SP every 3, 4 or 5 seconds by level (2 seconds plus 1 per level). If at any point you cannot pay, the field collapses.

Effect on those inside: concealment, and −20% movement speed.

That −20% speed does not affect anyone riding a Magic Gear: for mounted characters the engine computes speed through a separate branch that ignores every other modifier.

Level Area Duration Drain Max SP spent Cooldown SP Fuel
1 5×5 15 s 3% every 3 s 15% 20 s 80 2
2 5×5 20 s 3% every 4 s 15% 15 s 100 2
3 5×5 25 s 3% every 5 s 15% 10 s 120 2

The "max SP spent" column is what the drain takes if you hold the field to the end: at all three levels it comes to 15% of max SP, because the number of ticks is always five. What the level buys is ten more seconds of field and half the cooldown: from 20 s down to 10 s. It fires instantly.

A worked example

Level 3 with 4,000 max SP, hiding four allies:

Cost to cast: 120 SP and 750 z of fuel. Drain across the 25 seconds: 5 ticks × 120 = 600 SP. Total: 720 SP for 25 seconds of invisibility for four people.

And you, meanwhile, in plain sight, at the exact centre of the invisible huddle.

The traps

  • The zone has no team. Just like Neutral Barrier, it does not declare who it affects, so the engine uses its default: everyone. An enemy who steps inside gets hidden too.
  • Recasting switches it off, and in that case it charges neither SP nor fuel. It is a toggle.
  • Planting it deletes any other field of yours: you cannot have Stealth Field and Neutral Barrier up at once.
  • It hides from the eye, not from the area: area skills still catch hidden targets if the caster guesses the cell right, and any Infrared Scan, Sight or detector uncovers them.
  • It requires the Magic Gear, 2 fuel and the Camouflage Generator (id 2808, 250,000 z) in your bag.
  • It falls if you die, if you dismount, if you change maps or if you run out of SP for the next tick.

Understood for what it is — hiding the party, not hiding you — it is one of the best ambush tools in the game: five invisible people in a 5×5, with the visible bait in the middle being you. Understood as the tooltip describes it, it is an expensive disappointment.

Stealth Field Mechanic concealment PvP zone Link to this specification

See also Neutral Barrier nullifies ALL ranged damage — including for the people standing in it with you Infrared Scan uncovers everything hidden in a 15×15 and strips 30% flee The Magic Gear wipes your smith buffs when you mount, and at License 1 you move slower than on foot

Shape Shift changes your armour element and drops it to level 1 Five minutes, four elements, and your elemental level falls to 1 even if your armour was level 4.

Shape Shift reconfigures the Magic Gear's plating: for five minutes, your defensive element becomes whichever one matches the skill level you cast. It is not an optional per-level buff: each level is a different element.

Level Turns you Material id Good against
1 Fire Scarlet Point ×3 6360 Earth, ice, poison
2 Earth Lime Green Point ×3 6363 Wind
3 Wind Yellow Wish Point ×3 6362 Water
4 Water Indigo Point ×3 6361 Fire

All four elemental points cost 100 z each, so the conversion comes to 300 z of materials plus the fuel.

The trap: your elemental level drops to 1

The engine does not only change your element: it also pins your elemental level at 1, no matter what.

If you were wearing an elemental armour at level 3 or 4 — which is exactly what you buy one for — Shape Shift downgrades it. The game's resistance table is graded by level: an element at level 1 resists considerably less than the same element at level 4. Putting Shape Shift on top of a good elemental armour is almost always a step backwards.

Item Value
Duration 300 s (5 min), at all four levels
Cast 2 s fixed
After-cast delay 2 s
SP 100, at all four levels
Fuel 2 units (750 z)
Materials 3 points of the element (300 z)
Equipment Shape Shifter in your bag

The cast is fixed and flagged to ignore DEX, statuses and item bonuses: it is always 2 seconds, and it does get interrupted by taking damage. With the 2 seconds of after-cast delay, changing element costs a full four seconds of being able to do nothing.

A worked example

You are about to enter Thanatos Tower, full of fire enemies, wearing neutral armour:

Shape Shift level 4 turns you water level 1 for five minutes. Against fire, that is meaningful resistance where you had none. Cost: 100 SP, 750 z of fuel, 300 z of points.

With a water armour at level 4 on, however, casting Shape Shift level 4 would drop you from level 4 to level 1 and you would lose resistance. Same element, worse result.

The traps

  • It requires the Magic Gear, the Shape Shifter (id 2803, 100,000 z) in your bag, 2 fuel and 3 points of the element.
  • The point it asks for is the one matching the level you cast: if you have the skill at 4 but want to be fire, you cast level 1 and spend Scarlet Points. Lowering the level is not a penalty here, it is how you choose.
  • Dismounting the Magic Gear switches it off and returns you to your normal element.
  • It cannot be dispelled or removed with Clearance: five minutes are five minutes.
  • It overwrites itself: casting a different level replaces the previous one with no penalty.

This is the skill the @autoplay AI keeps deliberately switched off: it costs three units of four different items to change element, and the bot has no basis for deciding which element it should switch to. That is a player's decision, not a machine's.

Shape Shift Mechanic element defense Magic Gear Link to this specification

See also The Magic Gear wipes your smith buffs when you mount, and at License 1 you move slower than on foot The four passives: two work always and two only while mounted The turrets: Magic Decoy charges you TWO elemental points for one

Acceleration, Hovering and the two slides: seven cells that work even inside a castle Hovering makes you immune to ground traps, and its speed bonus is dead code.

Four skills for getting around, all hanging off Mado License and all requiring the Magic Gear. Two are statuses and two are instant shoves.

Acceleration

The whole formula

−25 points of speed penalty, subtracted from whatever you already have from your Mado License level.

With the license at 5 (already worth −25), the total is −50: your movement speed drops to half the milliseconds per cell, that is, twice as fast as walking. With the license at 1 (+40), Acceleration leaves you at +15: still slower than on foot.

Level Duration SP Fuel SP per minute
1 60 s 20 1 20
2 90 s 40 1 27
3 120 s 60 1 30

The effect does not change with level: all three give exactly the same −25 points. All that grows is duration… and cost, faster than duration. Level 1 is the most SP-efficient per minute; level 3 is the most convenient on fuel: 375 z every two minutes instead of every minute. It requires the Accelerator (id 2800) in your bag.

Hovering

What it actually does

It lifts the Magic Gear off the ground for 90 seconds, which makes you completely immune to the ground skills and traps flagged for it. Those are:

The ten Hunter traps (Skid Trap, Land Mine, Ankle Snare, Shockwave Trap, Sandman, Flasher, Freezing Trap, Blast Mine, Claymore Trap and the monster versions), plus Quagmire, Volcano, Deluge, Violent Gale, Gravitation Field, Suiton, Fire Walk, Electric Walk, Vacuum Extreme, Moon Slasher and Windmill.

And one more, which is not on that list but is declared separately: Hovering makes you immune to another Mechanic's Magnetic Field.

The trap: its speed bonus does not exist

In the speed table, Hovering is listed with a +10% movement speed. That number is never applied.

The reason: the engine computes speed for Magic Gear riders through a separate branch that ignores every other modifier and only looks at Mado License and Acceleration. And since Hovering requires the Magic Gear, there is no situation in which that +10% can ever count. It is dead code.

Single level. 90 seconds, 25 SP, 1 fuel, and the Hovering Booster (id 2801, 100,000 z) in your bag. It fires instantly.

Front-Side Slide and Back-Side Slide

The whole formula

7 cells of instant displacement. Front-Side Slide towards where you are facing, Back-Side Slide backwards.

They are implemented as a knockback applied to yourself carrying the "ignore no-knockback" flag. That means they work on maps where knockback is forbidden: siege castles, battlegrounds, everywhere. It is one of the very few ways to cover seven cells at once inside a castle.

Skill Direction Distance Delay SP Fuel
Front-Side Slide Forward 7 cells 0.5 s 5 1
Back-Side Slide Backward 7 cells 0.5 s 5 1

Five SP, half a second of delay and no special device at all: they are the only two skills in the mounted half that ask for no gadget. The only real cost is the fuel: 375 z per slide, which is expensive for something used every few seconds.

A worked example

Mado License 5 + Acceleration, charging down a castle corridor:

You walk at 75 ms per cell — twice as fast as anyone on foot — and on top of that you can jump 7 cells every half second for 5 SP. Seven cells at once, on a map where nobody else gets knocked anywhere.

Cost of a four-slide charge: 20 SP and 1,500 z of fuel.

The traps

  • All four require the Magic Gear.
  • All four switch off when you dismount: Acceleration and Hovering are flagged to end the moment the Magic Gear disappears.
  • The slide runs in a straight line relative to your facing, and a wall cuts the trip short: it does not go through obstacles, it stops where it can.
  • Neither can be dispelled, but Acceleration and Hovering also cannot be given to anyone else: they are self-only.
  • Each slide burns one fuel. It is the least visible money leak in the class.

If you had to pick one of the four, it is Hovering: 25 SP and 375 z buy ninety seconds of total immunity to twenty-one ground skills, the ten Hunter traps and another Mechanic's root included.

Acceleration Hovering Side Slide Mechanic mobility Link to this specification

See also The Magic Gear wipes your smith buffs when you mount, and at License 1 you move slower than on foot Magnetic Field nails enemies in place and drains 50 SP per second from them The Mechanic is two classes in one, and only seven skills work on foot

Self Destruction turns your SP into damage, leaves you at zero and throws you off the Magic Gear It adds your current HP to the blow, has a five-minute cooldown, and you have to remount afterwards.

Self Destruction blows up the Magic Gear around you. It is the only skill in the class whose damage is not a percentage of your attack: it is an absolute number built from your SP, your VIT and your current HP, added on top of the blow.

The whole formula

(level + 1) × (Mainframe Restructure + 8) × (current SP + VIT)

Then, if your base level is above 100: × base level ÷ 100.

And finally: + your current HP.

The result is added as weapon damage, so it also flows through the skill's ordinary attack. It ignores flee, attack cards and defense cards, Auto Guard and Cicada Skin Shed.

The SP trap: the 200 are paid FIRST

The skill costs 200 SP, and the engine charges them before computing the damage. So the "current SP" in the formula is your max SP minus 200, not your max SP.

And as soon as the calculation is done, the engine sets your SP to zero. It is not a cost: it is an emptying.

Level Multiplier Area Knockback Cast Cooldown SP Fuel
1 ×2 5×5 5 cells 2.0 + 0.5 s 5 min 200 3
2 ×3 7×7 5 cells 1.5 + 0.5 s 5 min 200 3
3 ×4 9×9 5 cells 1.0 + 0.5 s 5 min 200 3

The cast shortens with level and the area grows from 5×5 to 9×9. The cooldown is 300 seconds at all three levels: five minutes between explosions. The cast is not interrupted by taking damage.

A worked example

Level 3, Mainframe Restructure 4, VIT 100, max SP 4,000, current HP 60,000, base level 175:

(3 + 1) × (4 + 8) × (3,800 + 100) = 4 × 12 × 3,900 = 187,200
× 175 ÷ 100 = 327,600
+ 60,000 current HP = 387,600 added damage, to everything in the 9×9.

With Mainframe Restructure not learned, the same calculation gives 4 × 8 × 3,900 = 124,800 → 218,400 + 60,000 = 278,400. That passive alone is worth over a hundred thousand points of damage.

The price

What it costs you

  • You get thrown off the Magic Gear. The engine switches it off before computing anything, so you lose Acceleration, Hovering, Shape Shift, your accumulated heat and any planted field.
  • You are left at 0 SP.
  • All your ground fields are deleted.
  • Five minutes until the next one.

What does not happen: you take no damage yourself. Your HP goes into the formula, it is not spent.

How to use it

As a finisher, with SP and HP full, knowing you will be defenceless for a few seconds afterwards: you have to remount and recast every status.

And since SP enters multiplied by up to 48, a Mechanic who wants to use this seriously builds max SP, not attack.

The traps

  • It requires the Magic Gear, 3 Magic Gear Fuel (1,125 z) and the Suicidal Device (id 2802, 500,000 z) in your bag.
  • The 5-cell knockback pushes survivors away: if you do not kill them, you send them out of your reach.
  • It is weapon damage, so the element is your weapon's and elemental resistances apply.
  • It is deliberately outside the @autoplay AI catalogue: it dismounts the Magic Gear and empties your SP. A bot cannot judge when that pays off.

The number it produces is enormous because it was never meant for hitting a monster: it is the last resort of a Mechanic who is going to die anyway. A five-minute cooldown is exactly the figure that says "use this once a fight, or never".

Self Destruction Mechanic damage SP formulas Link to this specification

See also The four passives: two work always and two only while mounted The Magic Gear wipes your smith buffs when you mount, and at License 1 you move slower than on foot Arm Cannon never misses and the cannon ball sets its element

Meister

All seventeen skills of the blacksmith's fourth job, one by one: what each one really does, the exact formula this server uses for it, and the engine traps no tooltip mentions.

The Meister skill tree: seventeen skills, two different axes and a Madogear that locks out half of them What unlocks what, what carries over from the Mechanic, and how AP and the fourth-job trait stats actually work.

The Meister is the fourth job of the Blacksmith → Whitesmith → Mechanic branch. It inherits everything that came before it —Merchant, Blacksmith, Whitesmith, Mechanic and transcendent Mechanic— and adds seventeen skills of its own: two passives, eight damage skills, one crafting skill, two party buffs and four summons.

Everything on this page comes from the emulator running right now. Whenever a formula disagrees with the client or with a wiki, the one here is the one that applies.

The class is split down the middle

Five skills need an axe equipped and three need you riding the Madogear. And they are mutually exclusive: while mounted, the engine rejects any skill that does not carry an explicit permission flag, and two of the axe skills do not carry it.

This is not a style choice, it is a choice of which half of the tree you can use at any moment. The full picture is on the Madogear page.

And a third half, the robots

The four ABR summons need neither an axe nor the Madogear: they need capsules, which only the Meister can craft. They are creatures with a mind of their own that fight, heal and soak hits for you.

They get their own page: the ABR system.

The full tree

Skill Max. Requires What it is
Two Hand Axe Defense 10 Passive
Manufacture Machine 5 Crafting
Axe Stomp 5 Two Hand Axe Defense 5 Damage around you, plus a mark
Mighty Smash 10 Axe Stomp 3 Damage around you
Rush Quake 10 Axe Stomp 5 Leap, damage and two marks
Rush Strike 5 Rush Quake 5 Leap and seven hits
Powerful Swing 5 Rush Strike 3 Five hits in an area
Defense Machine 5 Manufacture Machine 1 Party buff
Attack Machine 5 Axe Stomp 3, Manufacture Machine 3 Party buff that attacks on its own
ABR Mastery 10 Manufacture Machine 1 Passive
Summon ABR Battle Warrior 4 ABR Mastery 1 Melee summon
Summon ABR Dual Cannon 4 ABR Mastery 3, Battle Warrior 2 Ranged summon
Summon ABR Mother Net 4 ABR Mastery 5, Battle Warrior 3, Dual Cannon 3 Support summon
Summon ABR Infinity 4 ABR Mastery 10 and the other three at 4 Heavy summon
Spark Blaster 10 Manufacture Machine 1 Area damage (Madogear)
Triple Laser 5 Spark Blaster 5 Single-target damage (Madogear)
Energy Cannonade 5 Triple Laser 3 Area damage (Madogear)

There are exactly two roots with no prerequisites: Two Hand Axe Defense and Manufacture Machine. All of the robot branch and all of the Madogear branch hang off Manufacture Machine, and the entire axe branch hangs off the passive.

What the Mechanic gains once you get here

Axe Tornado, a Mechanic skill, gains +380 %

The mark left by Axe Stomp does not only feed two Meister skills: it also adds +380 % ratio to the Mechanic's Axe Tornado, hard-coded in the engine.

It is the only direct bridge between the two jobs, and no description mentions it.

Rush Quake improves everything you already knew

The mark Rush Quake leaves on you adds +5 % per level to weapon damage at both short AND long range for up to five minutes. That reaches every weapon skill you inherited, not just the Meister ones.

And the mark it leaves on the target raises the weapon damage it takes by 50 % from anyone, not just from you.

The fourth-job trait stats

From base level 201 onwards the character starts earning 3 trait points per level, up to 285 in total by level 275. They are a separate budget: ordinary status points stop at 4,099 when you hit level 200 and never grow again.

Trait What it does Exact conversion
POW Physical damage POW ÷ 3 P.Atk, and it also sits inside nearly every Meister formula
CON Hit, flee and P.Atk +2 HIT and +2 FLEE per point, plus CON ÷ 5 P.Atk
CRT Critical +1 H.Plus per point and CRT ÷ 3 C.Rate
STA Physical resistance STA + (STA ÷ 3) × 5 Res
WIS Magical resistance WIS + (WIS ÷ 3) × 5 M.Res
SPL Magical damage SPL ÷ 3 S.Matk — the Meister never uses it

Two numbers on this server that are not rAthena's defaults

The per-trait cap here is 110, not 100. And P.Atk multiplies final damage: the already-computed hit is multiplied by (100 + P.Atk) ÷ 100, so POW counts twice — once inside the skill formula and again at the end.

Job levels also hand you, for free, +10 POW, +10 STA, +7 CON, +7 CRT and +6 WIS. SPL: zero. The class never touches it.

AP: a 200-point tank that never refills by itself

AP (Activity Points) is the third bar. On this server the maximum is a flat 200 for every fourth job, it does not grow with level or stats, and —this is the important part— it does not regenerate over time. Not while walking, not while sitting, not while resting: the engine has no natural AP recovery routine at all.

The only way to have AP is to generate it with skills that grant it. These are all of the Meister's:

Skill AP Note
Summon ABR Battle Warrior +20 Once every 30 s cooldown
Summon ABR Dual Cannon +20 Once every 30 s cooldown
Summon ABR Mother Net +20 Once every 30 s cooldown
Axe Stomp +3 0.7 s cooldown
Energy Cannonade +3 Madogear only
Spark Blaster +2 Madogear only
Rush Strike +2 Two-handed axe only
Powerful Swing +2 Two-handed axe only
Rush Quake −150 Three quarters of the tank
Summon ABR Infinity −200 The entire tank

The consequence, worth seeing before you spend a point

Summoning the three cheap ABR grants +60 AP in one go for three capsules. It is by far the fastest way to fill the bar: doing the same with Axe Stomp would take twenty casts.

And since the tank is exactly 200, Rush Quake and ABR Infinity do not both fit. Picking one means the other never comes out.

AP survives death: whatever you had is still there when you get up. What does not exist is a way to recover it standing still, so a long fight is planned backwards compared to mana: generate first, spend later.

Meister skill tree skills AP POW fourth job Link to this specification

See also Climbing onto the Madogear costs you your two best axe skills, and without it three others do not exist The ABR are creatures with a mind of their own: they pick their own targets and teleport to you Axe Stomp hits three times as hard with a two-handed axe, and its mark is worth more than its damage The Mechanic is two classes in one, and only seven skills work on foot

Climbing onto the Madogear costs you your two best axe skills, and without it three others do not exist Three skills require it, twelve tolerate it and two are incompatible with it, and the permission is written in none of their descriptions.

The Madogear is not just another mount. The engine has one rule written once for the whole game: while riding the Madogear, any skill that does not carry an explicit permission flag is rejected. It is not a per-class exception list, it is a per-skill flag.

Applied to the Meister, the tally looks like this.

Skill On foot On Madogear
Spark Blaster Unavailable Required
Triple Laser Unavailable Required
Energy Cannonade Unavailable Required
Rush Strike Yes Forbidden
Powerful Swing Yes Forbidden
Axe Stomp, Mighty Smash, Rush Quake Yes Yes
Manufacture / Attack / Defense Machine Yes Yes
All four ABR summons Yes Yes

The trap: the two rejections look nothing alike

Trying Spark Blaster on foot gives a "you need the Madogear" error, which makes sense. Trying Rush Strike while mounted gives a different error, "you cannot use that on the Madogear", and the real reason is written nowhere on the skill: it comes from an internal flag that neither the client nor the tree ever shows you.

Neither one spends mana or items when it fails. They fail before charging you.

What this means in practice

A two-handed-axe Meister who climbs onto the Madogear loses their two strongest skills: Rush Strike and Powerful Swing. Axe Stomp, Mighty Smash and Rush Quake stay, because those do carry the flag.

And getting off costs what getting off costs: it is not a swap you make mid-fight.

And the part almost nobody knows

The whole inherited catalogue —Merchant, Blacksmith, Whitesmith— goes through the same gate. While mounted, the vast majority of what you used to know simply stops existing, classic weapon buffs included.

That is why the three Madogear skills are pure damage: up there, damage is all you have left.

The @autoplay artificial intelligence never mounts the Madogear, so it discards those three on its own and writes the reason in its log. It does use the five axe skills and the four ABR summons.

Meister Madogear requirements traps Link to this specification

See also The Meister skill tree: seventeen skills, two different axes and a Madogear that locks out half of them Spark Blaster ignores defence and sweeps 9×9: the best cleaner on the Madogear Rush Strike is the job's biggest hit: seven impacts of 3,500 % per level The Mechanic is two classes in one, and only seven skills work on foot

Two Hand Axe Defense grants no attack: it removes up to 18 % of the damage you take It only counts with a two-handed axe, and how much it removes depends on the size of whoever is hitting you.

Two Hand Axe Defense is the root passive of the whole axe branch and the only defensive skill the class has. It gives no attack, no hit and no mastery: it reduces the physical damage you take, and the amount depends on the size of whoever is hitting you.

The condition, which is the whole trap

It only applies with a two-handed axe equipped. With a one-handed axe, a mace, a sword or bare hands it is worth exactly zero, even at level 10.

And it is recomputed on every weapon change, so swapping axes mid-fight removes the reduction that very instant, with no warning.

What it reduces, level by level

Level Small attacker Medium attacker Large attacker
1 1 % 2 % 3 %
2 2 % 3 % 5 %
3 3 % 5 % 7 %
4 4 % 6 % 9 %
5 5 % 8 % 10 %
6 6 % 9 % 12 %
7 7 % 11 % 13 %
8 8 % 12 % 15 %
9 9 % 14 % 16 %
10 10 % 15 % 18 %

It travels through the same channel as size-reduction cards, so it is added to them before the division: with a Thara Frog (−30 % versus large) and this passive at 10, a large attacker deals 52 % of its damage, not 30 % of 82 %.

It only reaches WEAPON damage

It reduces physical attacks. It does not touch magic, it does not touch the "misc" damage of traps and poisons, and it does not touch reflected damage. Against a boss that hits with spells the passive does nothing at all.

The axe branch having a defensive root rather than an offensive one is no accident: Axe Stomp requires all ten levels of this passive to unlock, so anyone who reaches the axe branch is carrying the maximum reduction whether they wanted it or not.

Two Hand Axe Defense Meister passive axe damage reduction Link to this specification

See also The Meister skill tree: seventeen skills, two different axes and a Madogear that locks out half of them Axe Stomp hits three times as hard with a two-handed axe, and its mark is worth more than its damage Rush Strike is the job's biggest hit: seven impacts of 3,500 % per level

Axe Stomp hits three times as hard with a two-handed axe, and its mark is worth more than its damage One hit with a one-handed axe, three with a two-handed one, and a mark that changes three other skills.

Axe Stomp slams the ground around you —it is self-centred, you never aim it— and leaves a mark on yourself lasting 10 to 30 seconds. It grants +3 AP on cast. It needs a one- or two-handed axe.

The whole formula

Ratio per hit = (450 + 1,150 × level + 5 × POW) × base level ÷ 100

And the number of hits is decided by the weapon: 1 with a one-handed axe, 3 with a two-handed axe. Every hit charges the full ratio, so the big axe does not add a little: it triples.

What each level gives

Level Base ratio Area Mark Delay Cooldown SP AP
1 1,600 % 3×3 10 s 0.7 s 0.7 s 45 +3
2 2,750 % 3×3 15 s 0.7 s 0.7 s 55 +3
3 3,900 % 5×5 20 s 0.7 s 0.7 s 65 +3
4 5,050 % 5×5 25 s 0.7 s 0.7 s 75 +3
5 6,200 % 7×7 30 s 0.7 s 0.7 s 85 +3

"Base ratio" excludes POW and the base-level multiplier. There is no cast time: it fires instantly.

A worked example

Level 5, POW 110, base level 200, two-handed axe:

450 + 5,750 + 550 = 6,750 %  →  × 200 ÷ 100 = 13,500 % per hit, three hits, 40,500 % total on everything inside 7×7.

With a one-handed axe the same cast is 13,500 % and that is that.

The mark, which is half the skill

The status Axe Stomp leaves does absolutely nothing on its own: no attack, no defence, no healing. It has not one line of effect in the engine. It exists purely as a key to three other skills:

Skill What it gains while the mark is up
Mighty Smash Goes from 5 to 7 hits, +20 ratio, and POW counts twice
Powerful Swing +100 + 100 × level ratio
Axe Tornado (Mechanic) +380 ratio

The trap: refreshing it while it is up wastes your turn

The mark does not stack and recasting does not extend it beyond its duration. Since the status contributes nothing by itself, recasting Axe Stomp while you already carry it only burns 0.7 s of delay, the mana and the rotation slot.

The correct order is always: Axe Stomp first, then Mighty Smash or Powerful Swing while it lasts.

Being self-centred, it needs no target: it casts even with nothing in front of you. That makes it the most reliable AP generator the class has on foot — three points every 0.7 seconds — when there is nobody to hit.

Axe Stomp Meister axe damage formulas AP Link to this specification

See also Mighty Smash with the Axe Stomp mark deals 66 % more damage, not 20 % more Powerful Swing is the only axe hit with range 2, and the mark adds 12 % to it Two Hand Axe Defense grants no attack: it removes up to 18 % of the damage you take The Meister skill tree: seventeen skills, two different axes and a Madogear that locks out half of them

Mighty Smash with the Axe Stomp mark deals 66 % more damage, not 20 % more It goes from five hits to seven and POW counts twice. It is the biggest swing in the whole tree.

Mighty Smash is the Meister's cheap, repeatable axe skill: multiple self-centred hits, no cast time, half a second of cooldown. It works with a one- or two-handed axe. It grants no AP.

The whole formula, in both versions

Without the Axe Stomp mark: ratio per hit = (80 + 240 × level + 5 × POW) × base level ÷ 100, over 5 hits.

With the mark up: ratio per hit = (100 + 240 × level + 10 × POW) × base level ÷ 100, over 7 hits.

Look at the POW term: it does not simply rise, it is added a second time. It is the only skill in the game that does that with a trait stat.

What each level gives

Level Base ratio Area Hits Delay Cooldown SP
1 320 % 3×3 5 / 7 0.7 s 0.5 s 68
2 560 % 3×3 5 / 7 0.7 s 0.5 s 71
3 800 % 3×3 5 / 7 0.7 s 0.5 s 74
4 1,040 % 3×3 5 / 7 0.7 s 0.5 s 77
5 1,280 % 5×5 5 / 7 0.7 s 0.5 s 80
6 1,520 % 5×5 5 / 7 0.7 s 0.5 s 83
7 1,760 % 5×5 5 / 7 0.7 s 0.5 s 86
8 2,000 % 5×5 5 / 7 0.7 s 0.5 s 89
9 2,240 % 7×7 5 / 7 0.7 s 0.5 s 92
10 2,480 % 7×7 5 / 7 0.7 s 0.5 s 95

The hits column reads "5 / 7": five without the Axe Stomp mark, seven with it. Base ratios exclude POW and the base-level multiplier.

A worked example

Level 10, POW 110, base level 200:

No mark: (80 + 2,400 + 550) = 3,030 % × 2 = 6,060 % per hit × 5 = 30,300 %.

With mark: (100 + 2,400 + 1,100) = 3,600 % × 2 = 7,200 % per hit × 7 = 50,400 %.

That is 66 % more damage for having cast Axe Stomp first. The more POW you carry, the wider the gap.

How you use it

It is the filler skill: the one you repeat between big hits. With no cast time and half a second of cooldown, it is the most frequently castable skill in the class.

Since Axe Stomp lasts up to 30 s and Mighty Smash cycles in 1.2 s, a single mark covers roughly twenty casts.

The traps

It is self-centred and has range 1: you must be glued to the target. Against anything that knocks you back or runs away, the whole turn is wasted with no warning.

And it ignores neither defence nor evasion: all seven hits can be dodged individually.

The maths hardly anyone runs: per second, Mighty Smash with the mark up outperforms Powerful Swing, because its cycle is half as long. Powerful Swing wins on the single burst; Mighty Smash wins the long fight.

Mighty Smash Meister axe damage formulas Link to this specification

See also Axe Stomp hits three times as hard with a two-handed axe, and its mark is worth more than its damage Powerful Swing is the only axe hit with range 2, and the mark adds 12 % to it The Meister skill tree: seventeen skills, two different axes and a Madogear that locks out half of them

Rush Quake is the worst damage-per-second in the class, and it is still cast first It does not hit to kill: it hits to leave two marks worth five minutes of extra damage.

Rush Quake leaps you onto the target from 9 cells away, hits in an area and leaves two different marks: one on the victim and one on you. It costs 150 SP and 150 AP and has a 60-second cooldown.

Measured in damage per second it is by far the worst in the class. It still gets cast first, because its value is not in the hit.

The whole formula

Ratio = (3,600 × level + 10 × POW) × base level ÷ 100, in a single hit.

And against targets of the Formless or Insect race: an extra +150 × level ratio.

The POW term here is ×10, twice what almost every other skill uses. It is the class skill that rewards the trait most.

What each level gives

Level Base ratio Formless / Insect bonus Area Your mark lasts SP AP
1 3,600 % +150 % 3×3 30 s 150 −150
2 7,200 % +300 % 3×3 60 s 150 −150
3 10,800 % +450 % 3×3 90 s 150 −150
4 14,400 % +600 % 3×3 120 s 150 −150
5 18,000 % +750 % 5×5 150 s 150 −150
6 21,600 % +900 % 5×5 180 s 150 −150
7 25,200 % +1,050 % 5×5 210 s 150 −150
8 28,800 % +1,200 % 5×5 240 s 150 −150
9 32,400 % +1,350 % 7×7 270 s 150 −150
10 36,000 % +1,500 % 7×7 300 s 150 −150

Range 9, no cast time, 60 s cooldown at every level. The target's mark always lasts 30 seconds and never grows with level; the one that grows is yours.

The two marks

On the target — a flat 30 s

All weapon damage it receives is multiplied by 1.5. Not just yours: anyone's, including your ABR and your entire party.

It is the only skill in the class that makes other people hit harder.

On you — up to five minutes

It adds +5 % per level to weapon damage at short range and at long range. At level 10 that is +50 % to everything, for 300 seconds.

It reaches every weapon skill you know, Meister or inherited. It is the biggest buff the class has.

A worked example

Level 10, POW 110, base level 200, against an insect:

36,000 + 1,100 + 1,500 = 38,600 %  →  × 200 ÷ 100 = 77,200 % in one hit over 7×7.

And from there, five minutes of +50 % on everything else, plus thirty seconds of +50 % taken on whatever you just hit.

The traps

The leap may not happen. If the target's cell is unreachable —a wall, a gap, a unit in the way— the engine casts the skill anyway from where you stand, and if the target ends up outside the area, the hit is lost.

It costs 150 AP, which never comes back on its own. With a 200-point tank and no natural regeneration, casting it leaves you with almost no room for anything else. See how AP works.

It requires no weapon. It is the only skill in the axe branch that casts with anything, and it works while riding the Madogear.

The artificial intelligence places it first in the class and only against targets it considers "tough": spending five minutes of mark on a passing monster throws it away. And if the character knows Rush Quake, the AI gives up ABR Infinity, because the two together do not fit inside 200 AP.

Rush Quake Meister AP marks formulas Link to this specification

See also Rush Strike is the job's biggest hit: seven impacts of 3,500 % per level The Meister skill tree: seventeen skills, two different axes and a Madogear that locks out half of them The ABR are creatures with a mind of their own: they pick their own targets and teleport to you Axe Stomp hits three times as hard with a two-handed axe, and its mark is worth more than its damage

Rush Strike is the job's biggest hit: seven impacts of 3,500 % per level It leaps onto the target, demands a TWO-handed axe, and at level 5 it is cheaper than at level 1.

Rush Strike leaps you onto the target from 7 cells away and unloads seven hits in an area. It is, by a wide margin, the Meister's biggest damage spike. It grants +2 AP.

The whole formula

Ratio per hit = (3,500 × level + 5 × POW) × base level ÷ 100, over 7 hits.

All seven charge the full ratio. Nothing is divided: it is straight multiplication.

What each level gives

Level Ratio per hit Hits Area Delay Cooldown SP AP
1 3,500 % 7 3×3 1.0 s 2.00 s 85 +2
2 7,000 % 7 5×5 1.0 s 1.75 s 80 +2
3 10,500 % 7 5×5 1.0 s 1.50 s 75 +2
4 14,000 % 7 7×7 1.0 s 1.25 s 70 +2
5 17,500 % 7 7×7 1.0 s 1.00 s 65 +2

It is the only skill in the job where levelling up makes it cheaper: from 85 down to 65 SP, with the cooldown halved. Leaving it half-levelled saves you nothing.

A worked example

Level 5, POW 110, base level 200:

17,500 + 550 = 18,050 %  →  × 200 ÷ 100 = 36,100 % per hit × 7 = 252,700 % on everything inside 7×7.

That is more than three times what Rush Quake does at level 10, every second instead of every minute, and without spending AP.

Two conditions, and both are strict

A TWO-handed axe, mandatory. A one-handed axe does not count. With any other weapon the engine rejects the cast before charging you anything.

Forbidden on the Madogear. It does not carry the permission flag, so mounted it disappears. See the Madogear page.

How you use it

It closes the rotation: Rush Quake first to plant the two marks, then Rush Strike every second for as long as the +50 % taken lasts.

Both marks together raise it by 125 % compared to casting it cold.

The leap trap

Like Rush Quake, the leap may not happen if the destination is unreachable, and then you hit from where you stand. The 7×7 area usually saves it; at level 1, with 3×3, it does not.

And seven hits are seven accuracy rolls: it does not ignore evasion.

Seven hits are also seven chances for anything that triggers on attack —card autospells, life leech, on-hit status effects— which makes this the best skill in the class for gear built around those triggers.

Rush Strike Meister axe damage formulas Link to this specification

See also Rush Quake is the worst damage-per-second in the class, and it is still cast first Powerful Swing is the only axe hit with range 2, and the mark adds 12 % to it Climbing onto the Madogear costs you your two best axe skills, and without it three others do not exist Two Hand Axe Defense grants no attack: it removes up to 18 % of the damage you take

Powerful Swing is the only axe hit with range 2, and the mark adds 12 % to it Five hits, two-handed axe, and it does not work on the Madogear either.

Powerful Swing unloads five hits in an area onto a target you aim at, from two cells away. That range of 2 is its defining trait: it is the only Meister axe attack that neither needs you glued to the target nor makes you leap. It grants +2 AP.

The whole formula

Ratio per hit = (300 + 850 × level + 5 × POW) × base level ÷ 100, over 5 hits.

With the Axe Stomp mark up, 100 + 100 × level is added to the ratio before the base-level multiplier.

What each level gives

Level Base ratio With mark Area Delay Cooldown SP AP
1 1,150 % 1,350 % 3×3 1.0 s 0.5 s 62 +2
2 2,000 % 2,300 % 3×3 1.0 s 0.5 s 64 +2
3 2,850 % 3,250 % 5×5 1.0 s 0.5 s 66 +2
4 3,700 % 4,200 % 5×5 1.0 s 0.5 s 68 +2
5 4,550 % 5,150 % 7×7 1.0 s 0.5 s 70 +2

The ratios in the table exclude POW and the base-level multiplier. No cast time, range 2.

A worked example

Level 5, POW 110, base level 200, with the Axe Stomp mark up:

300 + 4,250 + 550 + 600 = 5,700 %  →  × 2 = 11,400 % per hit × 5 = 57,000 %.

Without the mark it would be 51,000 %. The mark is worth 12 % here, far less than the 66 % it gives Mighty Smash.

What it is actually for

For what Mighty Smash cannot do: hitting without standing on top. Two cells sounds like nothing, but it is the difference between being inside and outside the area of almost anything a boss does.

And unlike Rush Strike, it does not move you: there is no leap that can go wrong.

The conditions

Two-handed axe mandatory and forbidden on the Madogear, exactly like Rush Strike. The two final skills of the axe branch share both limitations.

It requires Rush Strike 3, so in practice you never have one without the other.

Compared per full cycle —delay plus cooldown— Rush Strike at level 5 takes 2 s and deals 252,700 %; Powerful Swing takes 1.5 s and deals 57,000 %. They are not competing: Powerful Swing is what you cast when Rush Strike is on cooldown or when you cannot afford to leap.

Powerful Swing Meister axe damage formulas Link to this specification

See also Rush Strike is the job's biggest hit: seven impacts of 3,500 % per level Axe Stomp hits three times as hard with a two-handed axe, and its mark is worth more than its damage Mighty Smash with the Axe Stomp mark deals 66 % more damage, not 20 % more Climbing onto the Madogear costs you your two best axe skills, and without it three others do not exist

Spark Blaster ignores defence and sweeps 9×9: the best cleaner on the Madogear Two hits of 1,400 % per level that defence cannot reduce, over the largest area in the class.

Spark Blaster unloads two hits that ignore defence over a huge area, from 9 cells away. It requires riding the Madogear. It grants +2 AP.

The whole formula

Ratio per hit = (600 + 1,400 × level + 5 × POW) × base level ÷ 100, over 2 hits.

And both ignore the target's physical defence: hard DEF subtracts nothing. Against armoured monsters it is the most noticeable skill in the tree.

What each level gives

Level Ratio per hit Area Cast Delay Cooldown SP AP
1 2,000 % 7×7 1.5 + 0.5 s 0.25 s 0.5 s 48 +2
2 3,400 % 7×7 1.5 + 0.5 s 0.25 s 0.5 s 52 +2
3 4,800 % 7×7 1.5 + 0.5 s 0.25 s 0.5 s 56 +2
4 6,200 % 7×7 1.5 + 0.5 s 0.25 s 0.5 s 60 +2
5 7,600 % 7×7 1.5 + 0.5 s 0.25 s 0.5 s 64 +2
6 9,000 % 9×9 1.5 + 0.5 s 0.25 s 0.5 s 68 +2
7 10,400 % 9×9 1.5 + 0.5 s 0.25 s 0.5 s 72 +2
8 11,800 % 9×9 1.5 + 0.5 s 0.25 s 0.5 s 76 +2
9 13,200 % 9×9 1.5 + 0.5 s 0.25 s 0.5 s 80 +2
10 14,600 % 9×9 1.5 + 0.5 s 0.25 s 0.5 s 84 +2

The cast is written "1.5 + 0.5 s": 1.5 s reducible by DEX and INT, plus 0.5 s fixed that nothing lowers. With DEX 130 and INT 130 the real total lands around 0.7 s.

A worked example

Level 10, POW 110, base level 200:

600 + 14,000 + 550 = 15,150 %  →  × 2 = 30,300 % per hit × 2 hits = 60,600 % on each enemy inside a 9×9, with DEF subtracting nothing.

Against eight monsters that is 484,800 % spread across them. No other skill in the job covers that much ground.

How you use it

It is the clearing skill. The area jump from level 5 to level 6 —7×7 to 9×9— is the best value step in the whole tree: nearly twice the cells for four points of mana.

And it unlocks Triple Laser at level 5, so you have to climb past that step anyway.

The traps

"Ignores defence" means DEF, not evasion: both hits can miss. And the cast is interrupted if you get hit.

Off the Madogear it does not appear, and the artificial intelligence never uses it because it never mounts.

One detail about splitting: since the ratio is applied per target and is never divided between them, Spark Blaster loses nothing by hitting many. It is the skill that makes the Madogear worth using for farming.

Spark Blaster Meister Madogear damage area formulas Link to this specification

See also Triple Laser is the only Meister skill that can land a critical hit Energy Cannonade is seven area hits that defence cannot reduce either Climbing onto the Madogear costs you your two best axe skills, and without it three others do not exist The Meister skill tree: seventeen skills, two different axes and a Madogear that locks out half of them

Triple Laser is the only Meister skill that can land a critical hit Three hits on a single target from 11 cells, and the highest POW term in the class.

Triple Laser fires three beams at a single target from 11 cells away, the longest range in the class. It requires riding the Madogear. It grants no AP.

The whole formula

Ratio per hit = (650 + 1,150 × level + 12 × POW) × base level ÷ 100, over 3 hits.

The POW term is ×12: more than double any other skill in the job, Rush Quake included. With POW 110 that is 1,320 % handed to you before the base-level multiplier.

And what no description says: it can crit

It is the only Meister skill flagged as critical-capable in the engine. The three hits roll for critical separately; the ones that crit ignore the target's defence and multiply the damage.

That turns the CRT trait —dead money everywhere else in the tree— into a legitimate stat for a Madogear Meister: every 3 CRT is +1 C.Rate, and C.Rate raises the damage of every critical.

What each level gives

Level Ratio per hit Hits Range Cast Delay Cooldown SP
1 1,800 % 3 11 1.0 + 0.5 s 0.25 s 0.35 s 40
2 2,950 % 3 11 1.0 + 0.5 s 0.25 s 0.35 s 45
3 4,100 % 3 11 1.0 + 0.5 s 0.25 s 0.35 s 50
4 5,250 % 3 11 1.0 + 0.5 s 0.25 s 0.35 s 55
5 6,400 % 3 11 1.0 + 0.5 s 0.25 s 0.35 s 60

Ratios exclude POW and the base-level multiplier. It has no area: it is the only one of the three Madogear skills that hits a single target.

A worked example

Level 5, POW 110, base level 200:

650 + 5,750 + 1,320 = 7,720 %  →  × 2 = 15,440 % per hit × 3 = 46,320 % on one target, and that is before any critical lands.

With 0.6 s of delay plus cooldown, it is the most repeatable of the three Madogear skills.

How you use it

It is the Madogear's single-target attack. Eleven cells let you hit from outside the reach of almost anything, and the short cycle makes it the steadiest.

With Spark Blaster for packs and this for the big target, the Madogear half of the class is covered with two buttons.

The traps

It does not ignore defence, unlike its two siblings. Against high-DEF targets it performs worse than the ratio suggests, unless a critical solves it.

And like everything Madogear: off the machine it does not exist, and the variable cast is interrupted when you get hit.

The stat-allocation conclusion: a Meister who plays mounted wants POW above everything —worth twelve times here and five everywhere else— and, if leaning on Triple Laser, CRT second. An axe Meister has no reason to touch CRT at all.

Triple Laser Meister Madogear critical CRT formulas Link to this specification

See also Spark Blaster ignores defence and sweeps 9×9: the best cleaner on the Madogear Energy Cannonade is seven area hits that defence cannot reduce either Climbing onto the Madogear costs you your two best axe skills, and without it three others do not exist The Meister skill tree: seventeen skills, two different axes and a Madogear that locks out half of them

Energy Cannonade is seven area hits that defence cannot reduce either The highest total damage on the Madogear, built on the lowest per-hit ratio in the job.

Energy Cannonade is the last skill of the Madogear branch: seven area hits that ignore defence, from 9 cells. It grants +3 AP, the largest generation in the class alongside Axe Stomp.

The whole formula

Ratio per hit = (250 + 750 × level + 5 × POW) × base level ÷ 100, over 7 hits.

The per-hit ratio is the lowest in the job. The skill does not live off that: it lives off multiplying it by seven and off DEF not subtracting.

What each level gives

Level Ratio per hit Total (7 hits) Area Cast Delay Cooldown SP AP
1 1,000 % 7,000 % 5×5 1.5 + 0.5 s 0.5 s 1.25 s 58 +3
2 1,750 % 12,250 % 5×5 1.5 + 0.5 s 0.5 s 1.25 s 64 +3
3 2,500 % 17,500 % 7×7 1.5 + 0.5 s 0.5 s 1.25 s 70 +3
4 3,250 % 22,750 % 7×7 1.5 + 0.5 s 0.5 s 1.25 s 76 +3
5 4,000 % 28,000 % 9×9 1.5 + 0.5 s 0.5 s 1.25 s 82 +3

Ratios exclude POW and the base-level multiplier. As with Spark Blaster, the cast is 1.5 s reducible plus 0.5 s fixed.

A worked example

Level 5, POW 110, base level 200:

250 + 3,750 + 550 = 4,550 %  →  × 2 = 9,100 % per hit × 7 = 63,700 % on every enemy inside 9×9, with DEF subtracting nothing.

That is 5 % more than Spark Blaster at level 10 over the same footprint, but with a cycle more than twice as long.

When this one and when Spark Blaster

Cycle for cycle, Spark Blaster is clearly ahead: same area at max level, almost the same total, and 0.75 s of cycle against 1.75 s.

Energy Cannonade wins on two other counts: it grants +3 AP instead of +2, and its seven hits fire everything that triggers on attack seven times.

The traps

It requires Triple Laser at 3, which in turn requires Spark Blaster at 5: reaching it means eight points already invested in the branch.

And like the other two: Madogear only, interruptible cast, and evasion still works against all seven hits.

This is how a mounted Meister refills AP while farming: three points every second or so, without dismounting and without stopping area damage.

Energy Cannonade Meister Madogear area damage formulas Link to this specification

See also Spark Blaster ignores defence and sweeps 9×9: the best cleaner on the Madogear Triple Laser is the only Meister skill that can land a critical hit Climbing onto the Madogear costs you your two best axe skills, and without it three others do not exist The Meister skill tree: seventeen skills, two different axes and a Madogear that locks out half of them

Manufacture Machine yields twelve capsules per batch, and does not work without a manual that does not exist yet Two recipes, 100 % success, and a silent requirement nobody can currently meet.

Manufacture Machine is the Meister's only crafting skill and the one holding up the entire mechanical half of the class: both party machines and all four summons consume capsules, and capsules only come from here.

There are two recipes, with 100 % success: a batch cannot fail.

For the two party machines

For the four ABR summons

The quantity formula, which appears in no description

Each batch consumes a single set of materials and delivers 7 + skill level units.

Eight at level 1 and twelve at level 5. The amount is neither asked for nor chosen: it always comes out at that.

What each level gives

Level Capsules per batch Success SP Materials
1 8 100 % 30 1 set
2 9 100 % 40 1 set
3 10 100 % 50 1 set
4 11 100 % 60 1 set
5 12 100 % 70 1 set

A worked example

Level 5, one batch of Auto Battle Capsule: 5 Mini Furnace + 5 Oridecon Hammer + 75 Magic Gear Fuel → 12 capsules.

Twelve capsules are three complete rounds of all four ABR, or twelve single summons. At 6.25 units of fuel per capsule, fuel is the real bottleneck of the class, not the hammers.

The big trap: the manual

Both recipes require you to carry a Device Creation Guide. It is not consumed —simply holding it is enough— but without it the skill cannot even be cast: the engine rejects it before charging mana, with a message asking for "0" units of the item that explains nothing.

And as of today that manual has no source on the server: no NPC sells it, no monster drops it, no quest hands it out and no other recipe produces it. It exists in the item database and nowhere else.

While that holds, the skill is switched off in practice, and with it the capsules, both party machines and all four ABR.

A detail hardly anyone catches: if you try to open the list without the manual —or with a full inventory— the client does not show an empty list, it shows an inventory warning that has nothing to do with the real problem. See also the empty lists in the other jobs.

Manufacture Machine Meister crafting capsules traps Link to this specification

See also Attack Machine hits with the stats of whoever carries it, not with yours Defense Machine grants +450 flat defence and +100 Res, with no level requirement The ABR are creatures with a mind of their own: they pick their own targets and teleport to you Who makes what: the full map of all 293 recipes

Attack Machine hits with the stats of whoever carries it, not with yours One area hit every second for four minutes, and it drags the carrier back to their feet if they try to sit.

Attack Machine straps a machine onto an ally. While it lasts, every second the machine unloads an area hit around whoever is carrying it. You cast it on yourself or on a party member one cell away, and it consumes one Device Capsule.

The whole formula — and whose numbers go into it

Hit ratio = (200 × level + 5 × POW) × base level ÷ 100, one hit per second.

And here is the part nobody mentions: the POW, the base level and the weapon attack are the CARRIER's, not yours. You provide the skill and the capsule; the damage is provided by whoever wears it.

Placed on a hard-hitting companion it outperforms placing it on yourself. Placed on a mage, it barely does anything.

What each level gives

Level Ratio per hit Area Duration Total hits SP Item
1 200 % 3×3 80 s 80 43 1 Device Capsule
2 400 % 3×3 120 s 120 46 1 Device Capsule
3 600 % 5×5 160 s 160 49 1 Device Capsule
4 800 % 5×5 200 s 200 52 1 Device Capsule
5 1,000 % 7×7 240 s 240 55 1 Device Capsule

Ratios exclude POW and the base-level multiplier. No cast time and no cooldown: you place it and that is it.

A worked example

Level 5, on a companion with POW 110 and base level 200:

1,000 + 550 = 1,550 %  →  × 2 = 3,100 % per second, in 7×7, for 240 seconds.

That is 744,000 % accumulated from a single capsule, spread over 240 hits on anything that comes near that person.

Three engine traps

1. The level gap. On another player it can only be placed if the base-level difference between you is 15 or less. Sixteen levels apart and the cast fails; it does not consume the capsule, but it does not explain itself either.

2. It pulls the carrier off the ground. On every tick, before hitting, the machine stands the carrier up if they are sitting. There is no resting with it on: you have to remove it first.

3. It attacks on its own and does not care what you want. It strikes every enemy in range every second, no questions asked. With it on you cannot walk past anything aggressive, hide, or negotiate a retreat.

The artificial intelligence keeps it up only on the character itself, and drops it when sitting down to rest. It never places it on a companion: another player's resting is not something it manages, and the machine would break it once per second.

Attack Machine Meister party buff traps formulas Link to this specification

See also Defense Machine grants +450 flat defence and +100 Res, with no level requirement Manufacture Machine yields twelve capsules per batch, and does not work without a manual that does not exist yet The Meister skill tree: seventeen skills, two different axes and a Madogear that locks out half of them Songs and support skills reach as many characters as they can, and never work against you

Defense Machine grants +450 flat defence and +100 Res, with no level requirement The largest defensive buff you can hand a companion, for one capsule.

Defense Machine is the quiet sister of Attack Machine: placed the same way —on yourself or a party member, one cell away, for one Device Capsule— but it does nothing on its own. It only adds two numbers, and both are very large.

The two effects, exactly

DEF = +200 + 50 × level  —  flat defence, the kind that subtracts physical damage directly.

Res = +20 × level  —  resistance, the fourth-job stat that trims physical damage from everything, including skills that ignore defence.

What each level gives

Level DEF Res Duration SP Item
1 +250 +20 80 s 43 1 Device Capsule
2 +300 +40 120 s 46 1 Device Capsule
3 +350 +60 160 s 49 1 Device Capsule
4 +400 +80 200 s 52 1 Device Capsule
5 +450 +100 240 s 55 1 Device Capsule

No cast time, no cooldown and range 1: you stand next to the companion and there is nothing to wait for.

A worked example

Level 5 on a companion with 300 DEF and 50 Res of their own: they go to 750 DEF and 150 Res for four minutes.

Those +100 Res are half of what a maxed STA trait provides, handed over for one capsule. And they are the only defence that exists against skills which ignore DEF.

The difference from Attack Machine

It does not check the level gap. It can be placed on any party member, whatever their level. Attack Machine does check, and refuses past 15 levels of difference.

And it has no tick: it lifts nobody off the ground and attacks nothing. You can rest with it on.

The traps

You have to be adjacent to the companion: range 1. And it does not work on someone outside your party, even a guild ally.

The duration does not stack: recasting before it expires resets the clock, it does not extend it.

Four minutes per capsule and a party of five works out to five capsules every four minutes to keep everyone covered. That is the consumption to plan before entering an instance, and the reason Manufacture Machine is worth having at level 5 rather than 1.

Defense Machine Meister party buff defence Res Link to this specification

See also Attack Machine hits with the stats of whoever carries it, not with yours Manufacture Machine yields twelve capsules per batch, and does not work without a manual that does not exist yet The Meister skill tree: seventeen skills, two different axes and a Madogear that locks out half of them

The ABR are creatures with a mind of their own: they pick their own targets and teleport to you Four summons of up to five minutes, one of each at a time, and six engine behaviours nobody documents.

The ABR are the heart of the Meister: four robots summoned one at a time, appearing on your own cell, and from then on deciding for themselves what to do. They are not pets or ordinary companions: they are creatures with an intelligence of their own written into the engine, and that intelligence has rules worth knowing before you spend the first capsule.

What each one costs and how long it lasts

Level Duration SP AP Capsules Cooldown
1 120 s 30 +20 1 30 s
2 180 s 40 +20 1 30 s
3 240 s 50 +20 1 30 s
4 300 s 60 +20 1 30 s

This covers Battle Warrior, Dual Cannon and Mother Net. ABR Infinity is the exception: same durations and same mana, but 5 capsules, 200 AP and a 60 s cooldown, and it grants no AP at all.

The economics, in one line

The three cheap ones grant +20 AP each. Summoning them is the fastest way the class has to fill the bar: +60 AP for three capsules. The fourth, Infinity, takes the entire tank —all 200— and returns nothing.

With a 200 AP ceiling and no natural regeneration, Infinity and Rush Quake do not both fit. See how AP works.

The cast is 1 reducible second plus 1 fixed second. They can be summoned while riding the Madogear.

The six engine rules

1. One of each type, and all four at once

The cap is one unit per model. You can have all four deployed simultaneously, but never two Battle Warriors.

Attempting the second one fails and does not consume the capsule.

2. They teleport to you

If an ABR strays more than 19 cells from you, or if you change maps, it appears at your side instantly. It does not run: it teleports.

That means they follow you through portals and are never lost. The 19 cells come from the area size configured on this server, which is 18.

3. Three of the four are aggressive

Battle Warrior, Dual Cannon and Infinity choose targets on their own and attack anything that comes close, without waiting for you to strike first. Mother Net never attacks: it does not even have the capability.

None of the four "assists" your target: they do not go after what you are hitting. They go after what they see.

4. Monsters treat them as enemies

To an ordinary monster an ABR is a legitimate enemy: it attacks it, chases it and hits it. That makes them a real shield, and at the same time something that can die before its timer runs out.

It also makes them a magnet: an aggressive ABR can start a fight you did not want.

5. They do not trigger your cards

Unlike nearly every other summon in the game, an ABR's hits are not credited to the master. Your card autospells, your on-attack effects and your on-hit status procs never fire from what they hit.

It is written that way on purpose in the engine, with the ABR and the Bionic named one by one as the exception.

6. They give nothing when they die

Killing an ABR grants no experience and no items to anyone. They have their own visible health bar, and the client is told they are a separate kind of creature, not a monster.

They also cannot be transformed, stolen or converted by anything.

The most misleading trap: the icon is not the robot

Summoning gives you a status icon lasting exactly as long as the summon. But they are two separate things: if the ABR dies, the icon stays until its timer expires, and it summons nothing back.

You can resummon as soon as the 30 s cooldown is over —the cap counts live robots, not icons— but the artificial intelligence goes by the icon: while it is still lit, it will not replace a dead ABR.

They move at exactly your speed —the engine copies yours onto them— so they never fall behind while you walk. What loses them is leaps and teleports, and that is what the 19-cell rule is for. What each one does, with its numbers, is in the catalogue of the four.

ABR Meister summons AP AI traps Link to this specification

See also The four ABR and their numbers: 405,000 health and a cannon at 50,000 % Manufacture Machine yields twelve capsules per batch, and does not work without a manual that does not exist yet The Meister skill tree: seventeen skills, two different axes and a Madogear that locks out half of them Songs and support skills reach as many characters as they can, and never work against you

Mage

Fourteen skills, three bolts that hold up half the magic branch, and two walls that are measured in hits rather than seconds. This is also where the two calculations that govern every mage on the server live: how magic damage is worked out, and how cast time is worked out.

Fourteen skills, and one of them cannot be bought with skill points The full tree with its prerequisites, where each branch leads, and why Energy Coat shows up in the list but cannot be levelled.

The Mage is the first job of the magic branch and its tree has fourteen entries. Thirteen are learned by spending skill points; the fourteenth, Energy Coat, is not.

Energy Coat is not bought with points

It carries the quest skill flag in the database, and learning quest skills with points is switched off in the server configuration. It is handed out for free by the Platinum Skill NPC (Prontera 158,193), and the Job Master gives it to you automatically when you change job — at Prontera 153,193, in Niflheim (nif_in 150,14) and in Lasagna (322,231).

If you have an old Mage without Energy Coat, go and see the platinum NPC: there is no quest to do.

The whole tree

Skill Max Prerequisites What it is
Increase SP Recovery 10 Passive
Sight 1 Detection
Napalm Beat 10 Damage, 3×3 area
Soul Strike 10 Napalm Beat 4 Damage, single target
Safety Wall 10 Napalm Beat 7 + Soul Strike 5 Ground unit
Cold Bolt 10 Damage, water
Frost Diver 10 Cold Bolt 5 Damage + freeze
Stone Curse 10 Petrify
Fire Bolt 10 Damage, fire
Fire Ball 10 Fire Bolt 4 Damage, 5×5 area
Fire Wall 10 Fire Ball 5 + Sight 1 Ground unit
Lightning Bolt 10 Damage, wind
Thunder Storm 10 Lightning Bolt 4 5×5 ground damage
Energy Coat 1 Platinum NPC Defence

Look at the odd link in that chain: Fire Wall requires Sight 1. It is the only place in the tree where a detection skill acts as a key, and plenty of people end up one point short of the wall because they never picked it up.

The three bolts are the backbone, and not because of their damage

Cold Bolt, Fire Bolt and Lightning Bolt require nothing and unlock almost nothing, yet they are the most reused skills in the entire branch:

  • The Sage fires them automatically through Hindsight (Auto Spell) on weapon hits.
  • The Sorcerer's elemental buffs cast them on their own.
  • The Sorcerer's Spell Fist turns a loaded bolt into melee strikes.
  • @autoplay picks between the three by the target's element: they are the skills an automated mage casts most.

Where the Mage leads

Two second jobs branch off the Mage:

  • WizardHigh Wizard after rebirth. This is the pure damage branch: Storm Gust, Meteor Storm, Lord of Vermilion.
  • SageProfessor after rebirth. This is the utility branch: the four Endows, Land Protector, Dispell, Free Cast.

And from there, third and fourth

  • High Wizard → WarlockArch Mage.
  • Professor → SorcererElemental Master.

All four inherit the entire Mage tree. Cold Bolt is still sitting there at level 200.

Before you level anything, read these two

The two calculations that decide whether a mage hits or not do not belong to any single skill:

How magic damage is calculated — where MATK comes from, in what order MDEF and the elemental table apply, and what skips what.

How cast time is calculated — the half that DEX and INT cut down, the half that they do not, and what interrupts you.

Downward inheritance: the Mage inherits the Novice tree. Upward, Wizard and Sage inherit the complete Novice and Mage trees, which is why a Wizard can require Cold Bolt 1 for Water Ball or Stone Curse 1 for Ice Wall.

Mage skill tree Wizard Sage platinum skills Link to this specification

See also The elemental table is applied AFTER MDEF, which is why a 0 % match leaves everything at 1 damage Half your cast time is untouched by DEX and INT, and Energy Coat is all of that half A bolt does not hit harder when you level it: it hits more times Energy Coat reduces more the more SP you have left, and it is paid for with that same SP The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here The mage who studies instead of shouting: what a Sage is and what Professor adds

The elemental table is applied AFTER MDEF, which is why a 0 % match leaves everything at 1 damage The full path of a spell: where MATK comes from, where the skill percentage enters, what MDEF subtracts, and exactly when the element multiplies.

Every spell in the magic branch runs through the same chain. It is worth understanding once, because it explains things that look like bugs: why you sometimes deal 1 damage, why flat MATK gear does not benefit from Mystical Amplification, and why your Soul Strike does nothing at all to a ghost-property monster.

Step 1 — MATK

A player's MATK is built from three pieces, added in this order:

Status MATK = INT + (INT ÷ 2) + (DEX ÷ 5) + (LUK ÷ 3) + (base level ÷ 4)

All divisions are integer: the decimals are thrown away. Fourth jobs also add 5 × SPL, but SPL is 0 until you get there.

Weapon MATK = weapon MATK ± (weapon MATK × weapon level ÷ 10)

That ± is all the variance a spell has. Status MATK does not vary: its minimum and maximum come out of the same formula. Without a MATK weapon, your spells always hit for the same number.

Extra MATK = flat MATK from gear + consumables + buffs that grant flat MATK.

And pay attention to the internal order, because that is where the big trap is:

Order What is applied
1 Status MATK + 3 per soul sphere
2 + weapon MATK (with its variance)
3 × Mystical Amplification
4 + flat MATK from gear, consumables and buffs
5 × the MATK percentages from gear

Mystical Amplification does not amplify your gear

It applies at step 3, before flat gear MATK is added. So a staff with a flat "+120 MATK" is not multiplied by Mystical Amplification. What does get multiplied is your INT, your level and the weapon's base MATK.

Practical consequence: the more flat MATK you carry, the smaller the percentage gain Mystical Amplification gives you on your final damage.

Step 2 — from MATK to damage

Order Operation Note
1 A random number between minimum and maximum MATK No randomness without a MATK weapon
2 ÷ number of targets Only for split skills (Napalm Beat)
3 + race / element / size cards The magic damage ones
4 × S.MATK Fourth jobs and modern gear only
5 × the skill percentage Cold Bolt 100 %, Fire Ball level 10 340 %…
6 − MRes Modern magic resistance
7 − MDEF damage × (1000 + MDEF) ÷ (1000 + 10 × MDEF) − soft MDEF
8 × the elemental table From 0 % to 200 %
9 × number of hits Cold Bolt level 10 = 10 hits
10 Target's reductions Energy Coat, Safety Wall, Pneuma…
11 × 60 % in castles and battlegrounds Player-versus-player magic damage only

The element comes AFTER MDEF, and that matters

If your spell lands on 0 % in the elemental table, it does not matter how much MATK you carry or whether the monster has 0 MDEF: the multiplier is applied at the end and the result settles at 1 damage (the engine never lets damage drop below 1).

And the other way round: against a weak element, the ×2 applies to damage that has already been cut by MDEF, so a high MDEF takes its share before the elemental advantage does anything.

MDEF in renewal does not subtract points, it divides

A target's MDEF has two halves: hard MDEF (from gear and the creature's own stats) and soft MDEF (from INT). The hard half goes into a division and the soft half is subtracted at the end:

damage = damage × (1000 + hard MDEF) ÷ (1000 + 10 × hard MDEF) − soft MDEF

With 30 hard MDEF the damage drops to 79 %; with 100, to half; with 200, to a third. Negative MDEF is treated as 0 — pushing an enemy's MDEF below zero gains you nothing.

Gear that "ignores MDEF" by race, class or element skips that division entirely, soft MDEF included. It is not a percentage: either the subtraction happens or it does not.

And where does base level come in?

In two places, and neither is a global multiplier:

  • Inside Status MATK, through the base level ÷ 4 term. At level 200 that is 50 free points of MATK.
  • Inside the percentage of some skills, through the renewal modifier ratio × base level ÷ 100. None of the fourteen Mage skills uses it: it shows up from Wizard onwards and above all in third and fourth job skills.

That is why a level 99 Mage and a level 200 Arch Mage casting the same Cold Bolt 10 differ in MATK, not in the skill's percentage.

Against plants and other "infinite defence" targets the engine does not even do the maths: every hit deals exactly 1. A Cold Bolt 10 deals 10, because that is ten hits of 1. The complete table of elemental multipliers is in the elemental table.

magic damage MATK MDEF elements INT formulas Link to this specification

See also Fourteen skills, and one of them cannot be bought with skill points A level 4 ghost target takes 0 % from ghost damage, and your Soul Strike deals 1 Half your cast time is untouched by DEX and INT, and Energy Coat is all of that half A bolt does not hit harder when you level it: it hits more times

A level 4 ghost target takes 0 % from ghost damage, and your Soul Strike deals 1 The real table the server uses, covering the five elements a Mage deals in and all four elemental levels.

Every creature has a defensive element and an elemental level from 1 to 4. The level is not decorative: it changes the multiplier completely. The same Fire Bolt against two "water" monsters can deal 90 % or 60 %, depending on each one's elemental level.

The three bolts, against all four levels

Attacks as Defends as Lv 1 Lv 2 Lv 3 Lv 4
Water
Cold Bolt, Frost Diver
Fire 150 % 175 % 200 % 200 %
Poison 150 % 150 % 125 % 125 %
Neutral 100 % 100 % 100 % 100 %
Wind 90 % 80 % 70 % 60 %
Water 25 % 0 % 0 % 0 %
Fire
Fire Bolt, Fire Ball, Fire Wall
Earth 150 % 175 % 200 % 200 %
Undead 125 % 150 % 175 % 200 %
Poison 150 % 150 % 125 % 125 %
Neutral 100 % 100 % 100 % 100 %
Water 90 % 80 % 70 % 60 %
Fire 25 % 0 % 0 % 0 %
Wind
Lightning Bolt, Thunder Storm
Water 150 % 175 % 200 % 200 %
Poison 150 % 150 % 125 % 125 %
Neutral 100 % 100 % 100 % 100 %
Earth 90 % 80 % 70 % 60 %
Wind 25 % 0 % 0 % 0 %

Against Holy, Shadow and Ghost the three bolts always deal 100 %, at any elemental level. Those are the "neutral" elements for the bolt branch: neither good nor bad.

The Ghost element is a different story

Napalm Beat and Soul Strike are Ghost property, and that row of the table looks like nothing else:

Ghost against… Lv 1 Lv 2 Lv 3 Lv 4
Ghost 125 % 150 % 175 % 200 %
Undead 100 % 125 % 150 % 175 %
Water / Earth / Fire / Wind 100 % 100 % 100 % 100 %
Holy / Shadow 90 % 80 % 70 % 60 %
Poison 75 % 75 % 50 % 50 %
Neutral 90 % 70 % 50 % 0 %

That 0 % in the corner is the costliest mistake in the job

Neutral level 4 is completely immune to the Ghost element. And neutral is by far the most common defensive element in the game. A Soul Strike 10 against a level 4 neutral target deals 1 damage per hit, no matter what you do.

Even at level 3 you are losing half your damage. Soul Strike and Napalm Beat shine against ghosts and against high-level undead, and are mediocre against almost everything else.

Changing the target's element counts too

Two of your own skills change the enemy's defensive element while they last, and that can be exploited:

Frozen (Frost Diver) → the target becomes Water level 1.

Against Water 1, Wind deals 150 %. Freeze and finish with Lightning Bolt is the classic combination of the job.

And that same hit breaks the freeze, so you only get the bonus once.

Petrified (Stone Curse) → the target becomes Earth level 1.

Against Earth 1, Fire deals 150 %. Petrify and burn is the other half of the same idea.

Both states also halve DEF and raise MDEF by 25 %.

Your weapon's element can be changed (converters, the Sage's Endows, Frost Weapon…), but that does not touch spells: a magic skill's element is fixed in the database and the engine never looks at your weapon to work it out. A fire-enchanted staff does not turn your Cold Bolt into fire.

elements elemental table ghost water fire wind Link to this specification

See also The elemental table is applied AFTER MDEF, which is why a 0 % match leaves everything at 1 damage A bolt does not hit harder when you level it: it hits more times Soul Strike gains a hit every two levels, and only the Undead element grants the bonus Frost Diver misses more than a third of the time even at level 10, and the target MDEF makes it worse

Half your cast time is untouched by DEX and INT, and Energy Coat is all of that half Variable and fixed cast time, the square root that separates them, what actually reduces them, and what breaks your cast.

The time it takes to cast a spell is two numbers added together, and they behave completely differently:

Total cast = variable cast + fixed cast

Variable: this is what DEX and INT cut down. It can reach zero.

Fixed: no stat touches it. Only bonuses that specifically say "fixed cast" reduce it.

The variable cast formula

final variable = base variable × ( 1 − √( (DEX × 2 + INT) ÷ 530 ) )

When DEX × 2 + INT reaches 530, the root equals 1 and the variable cast drops to zero. That is "instant cast" — but only of the variable half.

Because it is a square root, the first points are worth far more than the last ones. And since DEX counts double, one point of DEX is worth exactly two of INT here:

DEX×2 + INT Example Variable cut
100 DEX 30 / INT 40 −43 %
200 DEX 60 / INT 80 −61 %
300 DEX 90 / INT 120 −75 %
400 DEX 130 / INT 140 −87 %
530 DEX 165 / INT 200 −100 %

An example with Cold Bolt 10

Cold Bolt level 10 has 3200 ms variable + 1200 ms fixed. With DEX 90 and INT 99 (DEX×2+INT = 279, a 72.6 % cut):

3200 × 0.274 = 877 ms of variable, plus 1200 ms of fixed → 2077 ms in total.

Even if you reached 530 points, that Cold Bolt would still take 1200 ms. The fixed half is the half you cannot negotiate with stats.

Fixed cast for every Mage skill

Skill Variable Fixed After-cast delay
Sight
Napalm Beat 400 100 500
Soul Strike 400 100 1400
The three bolts (lv 1 → 10) 500 → 3200 300 → 1200 1400
Frost Diver 640 160 500
Stone Curse 800 200
Fire Ball 800 200 700
Fire Wall (lv 1 → 10) 1600 → 560 400 → 140
Thunder Storm (lv 1 → 10) 2700 → 4500 1500 2000
Safety Wall (lv 1 → 10) 3200 → 320 800 → 80
Energy Coat 5000

Energy Coat is five seconds, full stop

It is the only skill in the job whose cast is entirely fixed. Not even DEX 200 and INT 200 bring it below 5 seconds. You put it on before the fight, never during it.

What actually reduces cast time

Reduce the VARIABLE half

  • Suffragium (Acolyte).
  • Poem of Bragi.
  • The Sage's Foresight: −50 %, and only on skills you learned yourself. It spends one charge per cast.
  • Water Insignia level 3: −30 %, but only on water spells.
  • Gear with "variable cast −x %".

Reduce the FIXED half

  • Sacrament (Arch Bishop).
  • The Warlock's Radius, but only on Warlock skills.
  • The Sorcerer's wind buffs cut a flat 1000 ms.
  • Gear with "fixed cast −x %" or "−x ms".

Fixed-cast percentages do not stack: the largest one wins.

What breaks your cast

  • Any damage taken. There is no threshold: a 1-damage hit interrupts exactly like a 10,000-damage one.
  • Moving. It is not that moving interrupts you: it is that you cannot move while casting. The only exception is Free Cast, which is a Sage skill.
  • The target leaving range before you finish. The spell fails — but it is not charged: SP and items are deducted when the cast ends, not when it starts.

What the tooltip does not tell you about uninterruptible casting

Cards and gear that grant uninterruptible cast (Phen, Bloody Butterfly, Orleans's Gown, All In One Ring…) do not work in GvG, in castles or in battlegrounds. There you get interrupted like everybody else.

What this server does do is waive the toll on those maps: the cast-speed penalty those pieces carry is refunded, because paying the price of a gift that does not apply would be a double punishment. It is covered in full in Cast penalty in war zones.

Server extra: if the target dies mid-cast, the spell is not wasted

By default, killing your target halfway through your cast throws the spell away. Here the engine looks for another valid target and casts at it instead: same range (with some slack, which grows with your player level), same line of sight, and respecting kill-steal protection.

Among all candidates, one that is already wounded or already fighting always wins, and only between equals does distance decide. This only affects offensive spells aimed at a unit: support never switches target.

The after-cast delay (the right-hand column of the table) is the window in which you cannot cast another skill. On this server it is not reduced by DEX or AGI, and it does not block normal attacks. Spells that fire on their own — cards, Hindsight, the bolts from elemental buffs — are exempt from after-cast delay for players, so a proc never stalls your rotation.

cast time DEX INT interruption Phen after-cast delay Link to this specification

See also Fourteen skills, and one of them cannot be bought with skill points The elemental table is applied AFTER MDEF, which is why a 0 % match leaves everything at 1 damage Energy Coat reduces more the more SP you have left, and it is paid for with that same SP In a war zone you no longer pay the toll of uninterruptible-cast cards

A bolt does not hit harder when you level it: it hits more times Cold Bolt, Fire Bolt and Lightning Bolt are the same skill with three elements. The 100 % of MATK never changes; the number of hits does.

The three are identical apart from their element. What you need to know about them fits in one line: each hit deals 100 % of your MATK, and the skill level is the number of hits.

Cold Bolt Fire Bolt Lightning Bolt
Element Water Fire Wind
Max level 10 10 10
Range 9 9 9
Hits = level = level = level
% per hit 100 % 100 % 100 %

Cost, cast and delay by level

Level SP Hits Total damage Variable cast Fixed cast
1 12 1 100 % 500 300
2 14 2 200 % 800 400
3 16 3 300 % 1100 500
4 18 4 400 % 1400 600
5 20 5 500 % 1700 700
6 22 6 600 % 2000 800
7 24 7 700 % 2300 900
8 26 8 800 % 2600 1000
9 28 9 900 % 2900 1100
10 30 10 1000 % 3200 1200

After-cast delay: 1400 ms at every level. No cooldown.

Levelling up is not always worth it

From level 1 to level 10 the damage is multiplied by ten, but the total cast goes from 800 ms to 4400 ms — a little over five times. In damage per second it does pay off… as long as you get to finish the cast.

Against something that is hitting you, a low-level bolt that actually goes off is infinitely better than a level 10 one that gets cut in half. Plenty of mages take their main bolt to 10 and leave a secondary element at 5 for exactly this reason.

MDEF applies to each hit, not to the total

The engine works out the damage of one hit (with its MDEF, its MRes and its elemental multiplier) and then multiplies by the number of hits. Since soft MDEF is a subtraction, it is subtracted ten times in a level 10 bolt.

In practice: against targets with high soft MDEF a low-level bolt loses proportionally the same as a high-level one — but against a target where your hit already lands near 1, all ten hits end up as 10 damage and the spell is useless.

Where the bolts show up again

Hindsight (Auto Spell, Sage)

When you cast Hindsight you pick one of your spells, and your character casts it on its own when you hit with your weapon. In renewal the level it fires at is half your Hindsight level, and never more than what you actually know.

With the Sage Soul Link that cap disappears for the three bolts: they fire at whatever level you have them, up to 10.

If the bot is driving, it picks for itself: it takes the bolt it knows best, and if Hindsight is below level 2 it settles for Napalm Beat. The area spells are excluded on purpose, so it does not freeze the person standing next to it.

Spell Fist (Sorcerer)

Spell Fist "loads" a bolt and turns it into melee strikes. While it is active the bolt changes nature entirely: it counts as a short-range weapon attack, with a single hit, and its percentage is recalculated from the loaded bolt level and the Spell Fist level.

It is the only situation in which a bolt is not magic.

The Sorcerer's elemental buffs fire them for free

Each of the Sorcerer's four elemental spirit buffs occasionally fires "its" bolt with the percentage multiplied by 5:

  • Cold Force → Cold Bolt
  • Flame Technic → Fire Bolt
  • Grace Breeze → Lightning Bolt

A second group of buffs (Gust, Pyrotechnic, Aqua Play) adds a small flat amount instead of multiplying: 6 + INT÷4 + (DEX−10)÷30. Not much, but it is free.

@autoplay chooses between the three bolts by the target's element, using the server's own elemental table and demanding a strict advantage. All three are configurable from the panel. And since spells that fire on their own pay no after-cast delay, an automated mage chains bolts without the 1400 ms penalty between procs.

Cold Bolt Fire Bolt Lightning Bolt bolts Hindsight Spell Fist Link to this specification

See also Fourteen skills, and one of them cannot be bought with skill points The elemental table is applied AFTER MDEF, which is why a 0 % match leaves everything at 1 damage A level 4 ghost target takes 0 % from ghost damage, and your Soul Strike deals 1 Half your cast time is untouched by DEX and INT, and Energy Coat is all of that half Frost Diver misses more than a third of the time even at level 10, and the target MDEF makes it worse

Napalm Beat splits its damage among everyone nearby: the more targets, the less each one takes The only skill in the job that divides instead of multiplying. And its Ghost element decides whether it is great or worthless.

Napalm Beat hits the target and every enemy in the 3×3 around it. What almost nobody knows is that the damage is split between all of them.

The formula

damage per target = (MATK ÷ number of targets) × (70 + 10 × level) %

The division happens on MATK, before the skill percentage is applied. If nobody else is in the area, the engine counts 1 target.

Level SP Percentage With 1 target With 3 With 5
1 9 80 % 80 % 27 % 16 %
4 12 110 % 110 % 37 % 22 %
7 15 140 % 140 % 47 % 28 %
10 18 170 % 170 % 57 % 34 %

Ghost property. Range 9. One hit. Cast 400 variable + 100 fixed. After-cast delay 500 ms. No cooldown.

The mistake everybody makes

Napalm Beat is not an area skill for clearing packs. Against five monsters each one takes a fifth. The total damage dealt is always the same; the only thing that changes is how many ways it is split.

Its real niche is the opposite: a single isolated target, where the level 10 figure of 170 % lands in full for 18 SP and half a second of casting. It is the cheapest and fastest spell in the job.

The element matters more than the formula

It is Ghost property, which turns it into two different skills depending on what you are fighting:

  • Against ghosts and high-level undead: 175–200 %. It is among the best things the job has.
  • Against neutral level 4: 0 %. A single point of damage, whatever you do.

The full numbers are in the elemental table. If you are going to take Napalm Beat past level 4 (which is what Soul Strike requires), check what you are fighting first.

Napalm Beat also hits ground units — hunter traps and the like — not just creatures. And it is one of the Hindsight candidates: when the bot is driving and knows no bolt at all, this is the one it picks. It is configurable from the @autoplay panel.

Napalm Beat area ghost split damage Link to this specification

See also Fourteen skills, and one of them cannot be bought with skill points A level 4 ghost target takes 0 % from ghost damage, and your Soul Strike deals 1 Soul Strike gains a hit every two levels, and only the Undead element grants the bonus Fire Ball deals 25 % less right at the edge of its area, and only when you are the caster

Soul Strike gains a hit every two levels, and only the Undead element grants the bonus Level 10 is five hits at 100 %. The +5 % per level against undead checks the ELEMENT, not the race.

Soul Strike is the Mage's single-target spell that does not depend on the four classic elements. It hits several times, gains a hit every two levels, and raises its percentage against undead.

The formula

damage per hit = MATK × 100 %, plus 5 % per level if the target counts as undead.

hits = integer part of ((level + 1) ÷ 2) — one more every two levels.

Level SP Hits % per hit % vs undead Normal total
1 18 1 100 % 105 % 100 %
2 14 1 100 % 110 % 100 %
3 24 2 100 % 115 % 200 %
4 20 2 100 % 120 % 200 %
5 30 3 100 % 125 % 300 %
6 26 3 100 % 130 % 300 %
7 36 4 100 % 135 % 400 %
8 32 4 100 % 140 % 400 %
9 42 5 100 % 145 % 500 %
10 38 5 100 % 150 % 500 %

Even levels cost LESS SP than odd ones

This is not a typo in the table: level 9 costs 42 and level 10 costs 38. The odd levels are the ones that add a hit, which is why they are priced so steeply. If you are going to leave Soul Strike unfinished, always stop on an even level: same number of hits as the odd level below it, and cheaper.

Ghost property. Range 9. Cast 400 variable + 100 fixed. After-cast delay 1400 ms. No cooldown.

The undead bonus checks the element, not the race

Here is the trap: the engine checks "undead" with a function that, in this server's configuration, only looks at the Undead defensive element. A skeleton of the undead race but earth property gives no bonus.

And because the bonus is elemental, it stacks with what the table already says: Ghost against Undead level 4 is 175 %, and Soul Strike 10 puts the skill percentage at 150 %. Against an Undead-property monster, Soul Strike is one of the strongest things the job owns.

And the other side of it

Against neutral level 4 it deals 0 % — five hits of 1 damage. Soul Strike is not a general-purpose spell; it is a spell against ghosts and undead that also happens to be a stepping stone towards Safety Wall.

It is required for Safety Wall (Soul Strike 5) and needs Napalm Beat 4. It sits in the @autoplay catalogue as a single-target skill used at spell range.

Soul Strike ghost undead single target Link to this specification

See also Fourteen skills, and one of them cannot be bought with skill points A level 4 ghost target takes 0 % from ghost damage, and your Soul Strike deals 1 Napalm Beat splits its damage among everyone nearby: the more targets, the less each one takes The elemental table is applied AFTER MDEF, which is why a 0 % match leaves everything at 1 damage

Fire Ball deals 25 % less right at the edge of its area, and only when you are the caster 340 % at level 10 over a 5×5, with no splitting. But the distance to the original target decides how much each enemy takes.

Fire Ball is the Mage's real area skill: it hits a 5×5 centred on the target and, unlike Napalm Beat, splits nothing. Every enemy inside takes the full hit.

The formula

percentage = 140 + 20 × level

And there is a distance cut: enemies standing exactly 2 cells from the original target — the outer ring of the 5×5 — take only three quarters of the damage.

That cut only applies when the caster is a player. A monster or a companion casting Fire Ball deals full damage across the whole area.

Level Percentage At the edge (−25 %)
1 160 % 120 %
3 200 % 150 %
5 240 % 180 %
7 280 % 210 %
10 340 % 255 %

Fire property. Range 9. 5×5 area. 25 SP at every level. Cast 800 variable + 200 fixed. After-cast delay 700 ms. No cooldown. One hit.

The cost never rises: 25 SP always

It is the only damage skill in the job with a flat cost. Fire Ball 1 and Fire Ball 10 cost the same, and the cast time does not change with level either. Levelling it is pure profit; there is no reason to leave it half-done other than running out of points.

How to aim it properly

The area is centred on the target, not on where you stand. And since the 25 % cut depends on distance from the original target, placing the centre on the monster in the middle of a pack keeps everyone within 1 cell and nobody loses damage.

The reverse is true too: aiming at the monster on the edge leaves half the pack in the 2-cell ring, taking 75 %.

The trap: it does nothing against fire

It is fire property. Against fire creatures of level 2 or higher the multiplier is 0 %, and against water creatures it sits between 90 % and 60 %. In fire zones — and Ragnarok has plenty — Fire Ball is literally useless, no matter how high you have it.

Fire Ball, like Napalm Beat, also reaches ground units (traps, walls of thorns…). It is required for Fire Wall (Fire Ball 5) and needs Fire Bolt 4. It is configurable from the @autoplay panel, which uses it as an area skill against packs.

Fire Ball area fire splash Link to this specification

See also Fourteen skills, and one of them cannot be bought with skill points A level 4 ghost target takes 0 % from ghost damage, and your Soul Strike deals 1 Napalm Beat splits its damage among everyone nearby: the more targets, the less each one takes Fire Wall is not measured in seconds: every cell carries its own hit counter

Fire Wall is not measured in seconds: every cell carries its own hit counter Three cells, 4 + level hits each, and on this server you can keep SIX walls up at once instead of three.

Fire Wall raises a wall of fire perpendicular to the direction you cast it in. It is not a zone that lasts X seconds and that is that: every cell of the wall carries its own hit count and vanishes once it runs out, even with time to spare.

The two limits

Hits per cell = 4 + level — from 5 to 14. Each cell is spent separately.

Duration = 5 to 14 seconds by level… × 2 on this server, so 10 to 28 seconds in practice.

The wall dies to whichever runs out first. Against a lone enemy it usually dies to hits; against nobody, to time.

Shape and number of cells

The wall is laid perpendicular to the line from you to the spot you marked:

  • Cast in a straight line (north, south, east, west): 3 cells.
  • Cast diagonally: 5 cells.

Diagonals give you almost twice the wall for the same SP. It is not a hidden trick: it is the geometry of the engine.

Level Hits/cell Base duration Real duration (×2) Variable cast Fixed cast
1 5 5 s 10 s 1600 400
3 7 7 s 14 s 1280 320
5 9 9 s 18 s 960 240
7 11 11 s 22 s 800 200
10 14 14 s 28 s 560 140

Fire property. Range 9. 40 SP at every level. No after-cast delay, no cooldown. Every hit deals 50 % of your MATK.

This server lets you keep SIX walls up

By default the engine allows 3 simultaneous Fire Walls per caster. Here that cap is multiplied by the same factor as the durations (×2), so the real limit is 6.

Once you go over the cap, the oldest one is deleted automatically. There is no error message.

The knockback is half the point

Every hit from the wall knocks the victim back 2 cells — in the direction it is facing, not the direction you are in. That knockback is what makes Fire Wall the best control tool the job has: an enemy trying to cross it spends its life bouncing.

Against fire and undead it behaves differently

If the target is fire property or counts as undead, the wall does not knock it back. On top of that the engine grants it 2 seconds of "cannot be stopped", so it walks straight through.

In other words: against something immune to your fire, Fire Wall does not just deal 0 damage, it does not slow it either. Against fire elementals and undead, forget about it.

It burns out fast if the enemy stands still

The interval between wall hits is 20 ms, but the engine only sweeps ground units every 100 ms. In practice an enemy standing still on a cell can take up to 5 hits at once, and a level 10 cell (14 hits) is gone in under a second.

This is why Fire Wall performs far better when the enemy is walking: it steps in, takes a hit or two, gets pushed out, comes back in. If you have it immobilised on top of the wall, the wall evaporates.

The wall is placed with a path check (you cannot put it on the other side of a map wall) and it is one of the things Fire Rain removes. It requires Fire Ball 5 + Sight 1. It is listed in the @autoplay panel but is not configurable: the AI uses it with its own placement logic.

Fire Wall ground unit knockback fire multiplier Link to this specification

See also Fourteen skills, and one of them cannot be bought with skill points Safety Wall has two counters, and whichever empties first takes the wall down A level 4 ghost target takes 0 % from ghost damage, and your Soul Strike deals 1 Fire Ball deals 25 % less right at the edge of its area, and only when you are the caster

Safety Wall has two counters, and whichever empties first takes the wall down Level + 1 blocked hits plus a health pool of its own. Melee physical only, and it costs a Blue Gemstone per cast.

Safety Wall creates a cell where melee hits do nothing to you. It is the best defensive skill in the job and it has three pieces of small print you should know before spending points on it.

The two counters

Hits blocked = level + 1 — from 2 to 11.

Health pool = 300 × level + 65 × (INT + base level) + max SP

Every blocked hit spends one of each: it takes 1 off the hit counter and subtracts the damage it would have dealt from the health pool. The wall falls when either one runs out.

With INT 99, base level 99 and 1500 max SP, a Safety Wall 10 has a pool of 17,370 points and 11 hits. Against small hits the hit counter runs out first; against an MVP, the pool does.

Level SP Hits Base duration Real duration (×2) Variable cast Fixed cast
1 30 2 5 s 10 s 3200 800
3 30 4 15 s 30 s 2560 640
5 35 6 25 s 50 s 1920 480
7 40 8 35 s 70 s 1280 320
10 40 11 50 s 100 s 320 80

It is the only skill in the job that casts FASTER the higher it is

From 4000 ms total at level 1 to 400 ms at level 10. And the duration multiplies by ten. A half-levelled Safety Wall is nearly useless: four seconds of casting for two blocked hits. At level 10 it is four tenths of a second for eleven hits and a hundred seconds of wall.

What exactly it blocks

It only stops things that are short-ranged and non-magical. Specifically:

It does block

  • Normal melee attacks.
  • Short-range physical skills.

It does not block

  • Anything magical. Not even a spell cast from right beside you.
  • Anything ranged: arrows, bullets, long-range skills.
  • Status ailments, poison, bleeding…

Pneuma, the Acolyte skill, is the exact opposite: it blocks long-ranged non-magical attacks. Together they cover nearly everything physical.

It costs a Blue Gemstone, with one exception

Every cast consumes 1 Blue Gemstone. This server has no VIP exemption for gemstones, so you always pay… unless you cast it on Land Protector: there the wall never comes into existence and the engine does not charge you the gem.

Blue Gemstones weigh 1 and cost 450z. A support mage carries a stack of them.

Two more ground rules

  • It does not stack. You cannot place two overlapping Safety Walls; the engine refuses.
  • It does not protect your enemies. The unit carries the "does not affect enemies" flag: if a rival stands on your wall in PvP, it does nothing for them.

It requires Napalm Beat 7 + Soul Strike 5, the most expensive chain in the tree. It is configurable from the @autoplay panel, which keeps it up on its own for characters that know how to use it.

Safety Wall ground unit Blue Gemstone defence Link to this specification

See also Fourteen skills, and one of them cannot be bought with skill points Fire Wall is not measured in seconds: every cell carries its own hit counter Energy Coat reduces more the more SP you have left, and it is paid for with that same SP Soul Strike gains a hit every two levels, and only the Undead element grants the bonus

Frost Diver misses more than a third of the time even at level 10, and the target MDEF makes it worse A 65 % hit rate at best, an extremely long freeze on this server, and any hit at all breaks it.

Frost Diver deals water damage and tries to freeze. The damage always lands; the freeze is a roll, and that roll is much worse than people assume.

The two formulas

Damage = MATK × (100 + 10 × level) % → from 110 % to 200 %.

Base chance = the smaller of (level × 3 + 35) and (level + 60)

Up to level 12 the first term wins. At level 10 that is 65 %, and that is the ceiling: the second term only kicks in at levels that do not exist here.

Level SP Damage Base chance Base freeze Real freeze
1 25 110 % 38 % 3 s 12 s
3 23 130 % 44 % 9 s 24 s
5 21 150 % 50 % 15 s 36 s
7 19 170 % 56 % 21 s 48 s
10 16 200 % 65 % 30 s 66 s

The "real freeze" column is this server's arithmetic against a target with no MDEF: the renewal engine adds a flat 3 seconds, and then the server's global status multiplier doubles the result. Water property. Range 9. One hit. Cast 640 variable + 160 fixed. After-cast delay 500 ms.

The SP cost goes DOWN with level

Frost Diver 1 costs 25 SP and Frost Diver 10 costs 16. More damage, more chance, longer freeze and less SP. There is no reason to leave it below 10 if you plan to use it.

The target's MDEF hurts you twice

The target's hard MDEF subtracts from both the chance and the duration, by the same percentage:

  • Against 30 MDEF: 65 % becomes 45.5 % and the freeze loses 30 % of its duration.
  • Against 50 MDEF: 32.5 % chance and half the duration.
  • Against 100 MDEF: it never freezes.

Working in your favour is your level difference: if you out-level the target, the engine discounts effective MDEF on a quadratic curve, so freezing monsters well below you is far more reliable.

The five things that make it fail silently

  • Bosses. Anything with status immunity refuses the freeze without a message.
  • Undead. Anything of Undead property or of the undead race is immune. And there are a lot of them.
  • It is already frozen. Freezing on top of a freeze does nothing.
  • It is petrified, stunned, asleep or burning. The freeze fails against any of those four.
  • Warmer has just touched it, or it has Refresh, Inspiration or one of the anti-status protections up.

When it fails and the caster is a player, you get the "skill has failed" message. The damage has already been dealt: you do not lose the spell, only the status.

What happens to a frozen target

Good for you

  • It cannot move, attack or cast.
  • Its DEF is halved.
  • It becomes Water level 1, so Wind deals 150 % to it.

Bad for you

  • Its MDEF rises by 25 %.
  • Any damage breaks the freeze, even 0 damage. Including yours.
  • And being Water 1 means your own Cold Bolt deals it 25 %.

The combination that works

Frost Diver → Lightning Bolt. The target turns Water 1, wind deals 150 %, and the first hit of the bolt breaks the freeze — but all ten hits of a Lightning Bolt 10 are calculated at once, so every one of them lands with the bonus.

What does not work is freezing and following up with Cold Bolt: you have just turned your own element into the worst possible one.

It requires Cold Bolt 5 and is required for Ice Wall and Storm Gust in the Wizard tree. @autoplay keeps it in the catalogue behind a dedicated gate that checks the target can be frozen before spending it.

Frost Diver freeze water MDEF status Link to this specification

See also Fourteen skills, and one of them cannot be bought with skill points A level 4 ghost target takes 0 % from ghost damage, and your Soul Strike deals 1 Stone Curse eats your gemstone even when it fails, if you keep it below level 6 A bolt does not hit harder when you level it: it hits more times Monsters cast Orc Head again, and Healers clear the annoying debuffs

Stone Curse eats your gemstone even when it fails, if you keep it below level 6 Range 2 —it is a melee spell—, one Red Gemstone per attempt, and a 60 % hit rate at best.

Stone Curse deals no damage: it only petrifies. And it is probably the skill in the job with the most small print, starting with one detail that surprises everybody.

Its range is 2

Every other offensive Mage skill reaches 9 cells. Stone Curse reaches 2. For all practical purposes it is a melee spell: you have to be right next to whatever you want to petrify.

The formula

Chance = 20 + 4 × level → from 24 % to 60 %.

Petrology Option, the Sorcerer's earth buff, adds its own percentage on top.

Level SP Chance Gem spent on failure?
1 25 24 % Yes
2 24 28 % Yes
3 23 32 % Yes
4 22 36 % Yes
5 21 40 % Yes
6 20 44 % No
7 19 48 % No
8 18 52 % No
9 17 56 % No
10 16 60 % No

That right-hand column is why you should not stop halfway

Every attempt consumes 1 Red Gemstone. From level 1 to 5 the gem is spent even when the spell fails. From 6 to 10 it is not.

With Stone Curse 5 (40 % chance) you are throwing away six gems out of every ten at 450z each. With Stone Curse 6, none. That jump from level 5 to 6 saves you more zeny than any other point in the tree.

Petrifying has two phases

Phase 1: turning to stone

5 seconds base, which this server doubles to 10. During this phase the target cannot attack or cast, but it can still move.

Phase 2: petrified

12 seconds. It cannot move, attack or cast. It loses 1 % of its health every 5 seconds, but never below 25 % of its maximum health.

A petrified target has its DEF halved, its MDEF 25 % higher, and becomes Earth level 1: Fire deals 150 % to it. Those 12 seconds are what it lasts against a monster; against another player it stretches to 17, because of how the server multiplier treats statuses with a heartbeat.

And any hit breaks it

Just like the freeze, petrification falls to any damage taken. Petrifying in order to then attack is self-defeating: the first hit undoes the status. It is for taking an enemy out of the picture while you deal with another one, not for setting it up.

When it fails without telling you

  • Bosses and status-immune targets: always fails, and a player gets the failure message.
  • Full target immunity: the spell is cut off with no animation and no message.
  • Undead: immune, both Undead property and undead race.
  • Already frozen, stunned, asleep or burning: the petrification fails.
  • Already petrified or in the turning-to-stone phase: it does not refresh.

When it fails against a monster, the monster still plays the animation. Only players get the failure notice. That is deliberate.

Earth property, nothing special about its cast (800 variable + 200 fixed) and no after-cast delay. It has no prerequisites and is required for Ice Wall and Earth Spike (Wizard) and for Seismic Weapon (Sage). In @autoplay it has a dedicated gate: it checks that you own the gem and that the target is not already petrified before trying.

Stone Curse petrify Red Gemstone earth status Link to this specification

See also Fourteen skills, and one of them cannot be bought with skill points Frost Diver misses more than a third of the time even at level 10, and the target MDEF makes it worse A level 4 ghost target takes 0 % from ghost damage, and your Soul Strike deals 1 Monsters cast Orc Head again, and Healers clear the annoying debuffs

Thunder Storm is the only area skill that does not split, but it casts for six seconds A 5×5 on the ground with as many hits as its level, at a high SP cost and the longest cast in the job.

Thunder Storm is cast on the ground, not on a target, and hits a 5×5. Every enemy inside takes the full package: as many hits of 100 % of your MATK as the skill's level, split among nobody.

The formula

damage per enemy = MATK × 100 % × level

In renewal the percentage is a clean 100 % (in the old version it was 80 %). Wind property.

Level SP Hits Total damage Variable cast Fixed cast Base total
1 29 1 100 % 2700 1500 4.2 s
3 39 3 300 % 3100 1500 4.6 s
5 49 5 500 % 3500 1500 5.0 s
7 59 7 700 % 3900 1500 5.4 s
10 74 10 1000 % 4500 1500 6.0 s

Range 9. After-cast delay 2000 ms, the longest in the job. No cooldown.

Those 1500 ms of fixed cast are the problem

Not even DEX 200 and INT 200 bring Thunder Storm below a second and a half, plus the 2 seconds of after-cast delay afterwards. That is 3.5 seconds of your life in the best case, against the 1200 + 1400 of a Lightning Bolt 10 — which deals the same total damage to a single target.

Rule of thumb: Thunder Storm only pays off from two enemies upwards. Against one, Lightning Bolt always wins.

How the zone behaves

Technically it is a ground unit, but the zone lives for a tenth of a second: it strikes whoever is inside at that instant and disappears. It is not a cloud that keeps damaging people who walk under it.

  • If the enemy steps out of the 5×5 while you are casting, it does not get hit.
  • It needs line of sight: you cannot drop it on the other side of a map wall.
  • The target's soft MDEF is subtracted from every single hit, so against very resistant targets all ten hits sink together.

Its real niche

Packs of water monsters — where wind deals 150 % to 200 % — that are already standing still or coming at you in a line. Against wind creatures it deals 0 % and against earth ones between 90 % and 60 %.

It requires Lightning Bolt 4 and is required for Meteor Storm and Lord of Vermilion in the Wizard tree. In the AI it is catalogued as a ground-aimed area skill: @autoplay uses it when there are at least two enemies inside the box, and decides by total damage rather than by head count.

Thunder Storm area wind ground Link to this specification

See also Fourteen skills, and one of them cannot be bought with skill points A bolt does not hit harder when you level it: it hits more times A level 4 ghost target takes 0 % from ghost damage, and your Soul Strike deals 1 Half your cast time is untouched by DEX and INT, and Energy Coat is all of that half

Sight lasts 10 seconds, and it is one of the few things the server multiplier does NOT extend Reveals hidden units within 3 cells, and traps too. Its real value is being the key to Fire Wall.

Sight lights two fireballs around you that reveal anyone hiding within their radius for as long as they last.

The essentials

Single level. 10 SP. No cast time. No after-cast delay. No cooldown.

Duration: 10 seconds. Radius: 3 cells around you, and it follows you as you move.

What it reveals

  • Hiding (Thief), Cloaking and Cloaking Exceed, Camouflage and New Moon.
  • Traps on the ground, within the same radius.
  • The Shadow Chaser's Shadow Form: every 2 seconds it rolls 100 − (level × 10) % to break it.

It checks four times per tenth of a second, so there is no way to "run past" a Sight without being seen.

The curiosity: those 10 seconds really are 10 seconds

This server doubles the duration of nearly every status applied by a player. Sight is one of the exceptions, and not because of a special rule: it is a status with a heartbeat, and for those the multiplier changes the beat rate rather than the total. The result is that Sight lasts exactly what the database says.

The same happens to the petrified phase of Stone Curse. See Stone Curse.

Why you will take it anyway

Even if you never run into a hidden assassin, Sight 1 is a prerequisite for Fire Wall. It is a single skill point and it is the key to the best control tool in the job. Take it early.

The status cannot be dispelled (neither by Dispell nor by Banishing Buster) and is not saved when you log out. It is configurable from the @autoplay panel, which keeps it up on characters that know it.

Sight detection hiding traps Link to this specification

See also Fourteen skills, and one of them cannot be bought with skill points Fire Wall is not measured in seconds: every cell carries its own hit counter Half your cast time is untouched by DEX and INT, and Energy Coat is all of that half

Energy Coat reduces more the more SP you have left, and it is paid for with that same SP From 6 % to 30 % reduction, charging between 1 % and 3 % of your maximum SP per hit. In renewal it also stops magic.

Energy Coat wraps you in a layer that turns your SP into staying power. Every hit you take is reduced by a percentage, and that percentage is paid for with SP.

The two formulas, and they are the same ladder

The engine splits your SP into 20 % bands. Call t the band you are in (0 if you have less than 20 % left, 4 if you are nearly full):

Damage reduction = 6 % × (1 + t) → from 6 % to 30 %.

Cost per hit = (1 % + 0.5 % × t) of your maximum SP → from 1 % to 3 %.

SP remaining Reduction Cost per hit
80 – 100 % 30 % 3.0 % of max SP
60 – 79 % 24 % 2.5 %
40 – 59 % 18 % 2.0 %
20 – 39 % 12 % 1.5 %
0 – 19 % 6 % 1.0 %

It switches itself off when you cannot pay

If you do not have enough SP for the toll at the moment a hit lands, the coat falls. There is no warning beforehand.

In renewal it also stops magic

The old version of Energy Coat only reduced weapon damage. In renewal — which is what runs here — it reduces weapon damage and magic damage. It is by far the best defensive piece a mage can bring against another mage.

The one hand-written exception: Cart Termination goes straight through it. And Hell's Plant pierces it just like weapon damage.

Five seconds of casting, and they cannot be cut

Energy Coat has 0 variable cast and 5000 ms of fixed cast. Neither DEX nor INT touches fixed cast, so it is always 5 seconds. You put it on before the fight. Casting it mid-combat is five seconds of standing still handed to your enemy.

Duration

300 seconds base → 10 real minutes, because the server's buff multiplier doubles it. Casting it costs 30 SP.

Remember it is not learned with points

It is a quest skill and learning quest skills with points is switched off. It is handed out by the Platinum Skill NPC (Prontera 158,193), and the Job Master gives it to you automatically on job change.

Two incompatibilities: Psychic Stream (Elemental Master) cannot be cast while Energy Coat is up, and the coat falls to Hermode. It is configurable from the @autoplay panel, which maintains it as a self-buff.

Energy Coat defence SP platinum skills Link to this specification

See also Fourteen skills, and one of them cannot be bought with skill points Safety Wall has two counters, and whichever empties first takes the wall down Increase SP Recovery doubles what your SP potions restore, and that is worth more than the regeneration Half your cast time is untouched by DEX and INT, and Energy Coat is all of that half

Increase SP Recovery doubles what your SP potions restore, and that is worth more than the regeneration Two effects for the price of one: SP while you stand still, and +10 % per level to everything you drink.

It is the only passive in the job and the one that gives the most per point spent — but not for the reason the tooltip suggests.

Effect 1: SP regeneration while standing still

SP recovered = level × 3 + (level × max SP ÷ 500), every 10 seconds.

At level 10 with 1000 max SP that is 50 SP every 10 seconds, on top of your normal regeneration.

Effect 2: the one that actually matters

Anything that restores SP to you is boosted by +10 % per level. With Increase SP Recovery 10, an SP potion restores twice as much.

It adds to the INT bonus (+2 % per point of INT), so a mage with INT 99 and this passive at 10 gets nearly three times as much out of a blue potion as a character with neither.

Level SP every 10 s (at 1000 max SP) Potion bonus
1 5 +10 %
3 15 +30 %
5 25 +50 %
7 35 +70 %
10 50 +100 %

The catch: the regeneration only counts while you are NOT walking

The regeneration half is what the engine calls "skill recovery", and it switches off the moment you start walking. It also switches off if you are overweight or hidden, and it stops counting once your SP is full.

Standing still does count. Sitting counts too, and it also halves the interval of your normal regeneration.

The potion bonus, by contrast, always works: while walking, while fighting and in the middle of a castle siege.

How many points it deserves

It depends on how you play. If you lean on blue potions — which is normal in the magic branch — it is worth taking to 10: doubling the value of every potion is equivalent to carrying twice as many, and potions weigh.

If you play by sitting down and waiting, half the levels already give you the bulk of it: the regeneration grows linearly, with no thresholds.

No prerequisites, nothing to cast, cannot be dispelled and does not show up in the status window. It is almost always the first skill people level. In the @autoplay panel it is listed as a recognised passive, but it is not configurable: there is nothing to configure.

Increase SP Recovery SP regeneration potions Link to this specification

See also Fourteen skills, and one of them cannot be bought with skill points Energy Coat reduces more the more SP you have left, and it is paid for with that same SP Half your cast time is untouched by DEX and INT, and Energy Coat is all of that half

Wizard and High Wizard

All twenty skills of the mage's second job and its transcendent version, one by one: the exact formula this server uses, the real cost, and the engine traps no tooltip ever mentions.

The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here What unlocks what, what carries over from Mage, and where transcending actually shows.

The Wizard is the second job of the Mage branch. It inherits the Novice and Mage trees in full and adds fourteen skills of its own: nine damage spells, two terrain controls, one debuff, one information skill and one proximity mine.

The High Wizard is its transcendent version. It inherits Novice, Mage and Wizard complete and adds six more skills. None of them replaces anything below: all six lean on what you already have.

Everything on these pages comes from the emulator that is running right now. When a formula disagrees with the client or with a wiki, the one here wins.

The Wizard tree

Skill Max Requires What it is
Sense 1 Monster information
Sight Blaster 1 Proximity mine
Fire Pillar 10 Fire Wall 1 Ground trap, fire
Sightrasher 10 Lightning Bolt 1, Sight 1 Blast around you, fire
Meteor Storm 10 Sightrasher 2, Thunderstorm 1 Rain of impacts, fire
Jupitel Thunder 10 Napalm Beat 1, Lightning Bolt 1 Single-target damage, wind
Lord of Vermilion 10 Thunderstorm 1, Jupitel Thunder 5 Area carpet, wind
Water Ball 5 Cold Bolt 1, Lightning Bolt 1 Burst fed by water
Ice Wall 10 Stone Curse 1, Frost Diver 1 Wall that blocks movement
Frost Nova 10 Ice Wall 1 Freeze around you
Storm Gust 10 Frost Diver 1, Jupitel Thunder 3 Area blizzard, water
Earth Spike 5 Stone Curse 1 Single-target damage, earth
Heaven's Drive 5 Earth Spike 3 5×5 area, earth
Quagmire 5 Heaven's Drive 1 Bog that slows

Only four roots depend on nothing inside the Wizard tree: Sense, Sight Blaster, Fire Pillar and Earth Spike. Everything else hangs off those or off the Mage tree.

The High Wizard tree

Skill Max Requires What it is
Soul Drain 10 Increase SP Recovery 5, Soul Strike 7 SP passive
Stave Crasher (Magic Crasher) 1 Increase SP Recovery 1 Physical hit fed by your MATK
Mystical Amplification 10 Self MATK buff
Napalm Vulcan 5 Napalm Beat 5 Ghost damage in 3×3
Ganbantein 1 Sense 1, Ice Wall 1 Erases ground units
Gravitational Field 5 Stave Crasher 1, Mystical Amplification 10, Quagmire 1 Neutral burst in 5×5

Transcending changes none of the formulas below it. Storm Gust, Meteor Storm and the bolts do not hit any harder for being a High Wizard. What changes is everything around them: a MATK multiplier that lasts a full minute, an SP pool that refills itself on kills, and an element (ghost) that none of the four basic elemental armours resist.

What transcending really buys you

A Wizard's problem is SP, not damage

Soul Drain attacks it from both ends: it raises your maximum SP by 2 % per level (up to +20 %) and it gives SP back every time you land the killing blow with a targeted spell. At level 10 that is 2.45 × the monster's level in SP per kill.

The catch: no ground spell counts. Storm Gust, Meteor Storm and Lord of Vermilion never trigger it.

And the multiplier everyone gets wrong

Mystical Amplification gives +5 % MATK per level for 60 seconds. On this server (renewal) it is NOT consumed by your next spell: that behaviour is pre-renewal and is compiled out. It is an ordinary one-minute buff.

What is true is the other half, which almost nobody knows: the percentage only multiplies stat MATK and weapon MATK, never the flat MATK from your gear.

How to read a formula on these pages

Every magic damage skill is computed the same way: the engine starts from a ratio of 100 % and adds whatever that skill's code says. The ratio is then applied to your MATK. After that:

Concept What it means here
Positive hit count Damage is MULTIPLIED by the number of hits. Example: Jupitel Thunder 10 is twelve hits of 100 %.
Negative hit count Damage is SPLIT across the hits: the total is what the formula says. Example: Lord of Vermilion is twenty hits adding up to 1,400 %, not 20 × 1,400 %.
× base level / 100 Only applies above base level 99. At 99 or below it does nothing; at 175 it multiplies by 1.75.
Variable cast Reduced by 1 − √((DEX×2 + INT) / 530). At DEX×2+INT = 530 it disappears entirely.
Fixed cast DEX and INT do not touch it. Only specific gear and statuses shorten it (Sacrament, Poem of Bragi…).

Three server rules that matter a lot to a mage

If your target dies mid-cast, the spell is NOT lost

The engine looks for another valid target and fires at it. It has to be one that would have been legal from the start: same alignment, within range plus a margin, and with line of sight. A target that is already wounded or already fighting always wins.

The margin depends on your player level and on the spell's range: at range 9 (nearly everything a Wizard casts) it applies in full.

In war zones you do not pay the uninterruptible-cast toll

Gear that grants uninterruptible casting charges for it with slower casting. In GvG, castles and battlegrounds the engine ignores the gift — so here it also ignores the toll. The whole story is on that page.

What the @autoplay AI uses from this tree

Out of the twenty, the AI knows how to use twelve: Sightrasher, Frost Nova, Heaven's Drive, Fire Pillar, Quagmire, Earth Spike and Jupitel Thunder (as bolts in the element picker), Napalm Vulcan, Stave Crasher, and the three big area spells — Meteor Storm, Storm Gust and Lord of Vermilion.

The eight it does not use, and why: Water Ball demands water cells; Ice Wall can trap the character itself; Sense only gives information; Sight Blaster is a wait; Ganbantein burns two gemstones and there is nothing to erase; Gravitational Field and Mystical Amplification are excluded for reasons that no longer hold (see their pages); and Soul Drain is passive. Everything it does use can be tuned from the panel's repertoire, except the three big area spells, which go through a path of their own.

Wizard High Wizard skill tree skills magic Link to this specification

See also Storm Gust: the third-hit freeze is gone, and freezing stops the blizzard Mystical Amplification: here it is NOT spent on your next spell, and it does not multiply gear MATK Soul Drain: +20&nbsp;% maximum SP, and SP back on every kill&hellip; with TARGETED spells Fourteen skills, and one of them cannot be bought with skill points

Storm Gust: the third-hit freeze is gone, and freezing stops the blizzard Ten pulses of 570&nbsp;% over 9&times;9, a counter that does not exist in renewal, and why a frozen target stops taking damage.

Storm Gust lays down a 9×9 cell blizzard that strikes every 450 ms for 4.5 seconds: up to ten pulses per target. Each pulse knocks back 2 cells and can freeze.

The three-hit counter does NOT exist on this server. "The third hit freezes" is the pre-renewal rule, and the code says so itself: "the Storm Gust counter was dropped in renewal". Here every pulse rolls its own independent die, and the chance goes down as the skill level goes up.

The numbers

Item Value
Ratio per pulse 70 + 50 × level  %
… at level 1 / 5 / 10 120 % / 320 % / 570 %
Pulses per target up to 10 (4,500 ms ÷ 450 ms)
Area 9×9 cells
Element Water
Knockback 2 cells per pulse
Freeze chance 65 − 5 × level  %
… at level 1 / 5 / 10 60 % / 40 % / 15 %
Freeze duration 27 s base
Cost 78 SP at every level
Cast time 4,300 + 200 × level ms variable + 1,500 ms fixed
After-cast delay / cooldown 1,000 ms / 6,000 ms

Yes, you read that right: level 1 freezes four times as often as level 10. That is the literal formula in stormgust.cpp. If what you want is control rather than damage, a low-level Storm Gust freezes far better.

The big trap: freezing switches the blizzard off

The engine has a hand-written rule in status_check_skilluse(): Storm Gust and Frost Nova cannot reach a target that is already frozen. And the refusal is silent.

Here is the real sequence:

Pulse What happens
1…n Hits, knocks back 2 cells and rolls the freeze die.
n The die lands: the target freezes after taking that hit.
n+1 onwards No more hits. The skill is refused against that target while it stays frozen, so the freeze survives its full 27 seconds.

In other words: freezing early means less total damage but an enemy that stands still for nearly half a minute. Freezing late means more damage. Choosing the skill level is choosing between the two.

And the flip side: freeze breaks on any hit

The Frozen status carries the RemoveOnDamaged flag: it breaks on the first damage it takes, from anyone. A party member who fires an arrow at your frozen target thaws it for you — and then the blizzard starts hitting it again. In a party that is a communication problem, not a skill problem.

A frozen target turns into water

The good part

While frozen, its element becomes water level 1 and its DEF is halved. Wind deals 150 % to it: that is the whole reason to chain Storm Gust into Jupitel Thunder or Lord of Vermilion.

The bad part

Its MDEF goes up by 25 %, and fire against water only deals 90 %. Finishing a frozen target with Meteor Storm is throwing the spell away.

Everything else worth knowing

  • The target's MDEF subtracts directly from the freeze chance: 1 point of MDEF, 1 % less.
  • Undead (by race or by element) are immune to freeze. Against them Storm Gust is damage only.
  • The 2-cell knockback per pulse can push the target out of the carpet before it takes all ten hits. Cast it against a wall, not into open ground.
  • Cells that fall inside a Land Protector do not fire. The check looks at the blizzard's cell, not at the target's.
  • Warmer (Sorcerer) makes whoever carries it immune to freeze, as do Refresh and Inspiration.
  • With Water Insignia level 3 on you, the variable cast of every water spell drops by 30 %: Storm Gust is where you feel it most.

The @autoplay AI does cast Storm Gust, but through a path of its own that does not yet go through the panel's configuration: it cannot be switched off separately.

Storm Gust water area freeze Wizard Link to this specification

See also The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Frost Nova: 83&nbsp;% freeze chance over 7&times;7, and it skips anyone on your own tile Lord of Vermilion: 1,400&nbsp;% split across twenty sparks over 13&times;13 Jupitel Thunder: twelve hits of 100&nbsp;%, a seven-cell knockback and 150&nbsp;ms for free

Meteor Storm: seven meteors that land where they please, not where you aim How many impacts you really get, why the area is far bigger than it looks, and what each one carries.

Meteor Storm is not an area spell: it is a batch of independent impacts. Each meteor picks a cell at random inside a 7×7 square around the point you marked, and when it lands it strikes the 3×3 cells beneath it.

The number of meteors is not written down anywhere as such: the engine works it out by dividing the skill's duration by one second. The result is exactly the hit-count column the client shows.

Level Meteors Hits per impact SP Cooldown
1 2 2 20 2.5 s
2 3 3 24 3.0 s
3 3 3 30 3.5 s
4 4 4 34 4.0 s
5 4 4 40 4.5 s
6 5 5 44 5.0 s
7 5 5 50 5.5 s
8 6 6 54 6.0 s
9 6 6 60 6.5 s
10 7 7 64 7.0 s

The damage

The ratio is 125 % MATK per hit, and it does not scale with level. What scales is the number of hits: the engine applies as many hits per impact as the column says. One meteor at level 10 is 7 × 125 % = 875 %, and seven of them fall.

That is why levelling Meteor Storm pays so well: from level 1 to level 10 the theoretical damage multiplies by 12.25 (seven meteors instead of two, each carrying seven hits instead of two).

When it is worth it

Against stationary packs and against earth-element monsters (fire deals 150 % to them). With 6.3 seconds of variable cast plus 1.5 fixed, it is an opener, not a reaction.

The mistake everybody makes

Aiming at the exact centre of a pack. Meteors land at random across 7×7, so many are wasted on the edges. Against a single target Meteor Storm is the worst spell in the tree; against twelve bunched together, the best.

The traps

  • It stuns for 3 % per level (30 % at level 10) for 4.5 seconds, and every impact rolls its own die.
  • Meteors do not go through walls: each one runs a path check from its own cell.
  • An impact that lands inside a Land Protector does nothing.
  • Do not use it on something you just froze. A frozen target becomes water, and fire against water deals 90 %.
  • Those 6.3 seconds of variable cast are the first thing to be cut if you get hit. With the target on top of you, that is time thrown away.

If the original target dies during the cast, the spell is not lost: it is a ground spell, so it lands exactly where you aimed it.

Meteor Storm fire area stun Wizard Link to this specification

See also The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Lord of Vermilion: 1,400&nbsp;% split across twenty sparks over 13&times;13 Storm Gust: the third-hit freeze is gone, and freezing stops the blizzard Fire Pillar: a trap that waits thirty seconds, ignores MDEF and roots what steps on it

Lord of Vermilion: 1,400&nbsp;% split across twenty sparks over 13&times;13 One hit per target, the biggest carpet in the tree, and why monsters casting it deal a tenth as much.

Lord of Vermilion spreads a lightning carpet across 13×13 cells and unloads a single hit on every enemy inside it, made up of twenty sparks.

Those twenty hits SPLIT the damage, they do not multiply it. The hit count is written as a negative number (−20) on purpose. The total is what the formula says: you will see twenty small numbers, but together they add up to the ratio exactly once.

The numbers

Item Value
Total ratio (player) 400 + 100 × level  %
… at level 1 / 5 / 10 500 % / 900 % / 1,400 %
Hits on screen 20 (the total is split among them)
Area 13×13 cells
Element Wind
Blind 10 + 5 × level  % for 18 s
Cost 56 + 4 × level SP (60 to 96)
Cast time 6,500 − 200 × level ms variable + 1,500 ms fixed
After-cast delay / cooldown 1,000 ms / 5,000 ms

Note the cast time: it is the only big spell in the tree that casts faster at higher levels. From 6.3 seconds at level 1 down to 4.5 at level 10.

One hit per target, and that is all

The carpet lives for exactly one second and its internal interval is 1.25 seconds: mathematically, every enemy takes exactly one hit. It is not sustained damage like Storm Gust; it is a discharge.

That makes it the best damage-per-second area spell in the tree: 1,400 % against one enemy or against thirty costs the same.

Monsters use a DIFFERENT formula

When a monster casts it, the engine uses the old formula: 80 + 20 × level %, which is 280 % at level 10 instead of 1,400 %. If a mob's Lord of Vermilion has ever landed on you and felt weak, that was not your imagination.

How to use it

What it pairs with

With Storm Gust: a frozen target becomes water level 1, and wind against water deals 150 %. Freeze then finish with Vermilion is the classic Wizard chain, and it works here exactly as advertised.

The mistake everybody makes

Casting it before Storm Gust because "it is faster". Freeze first. And never aim it at wind-element monsters: 25 % damage.

The traps

  • The cells do not overlap and they run a path check: nothing gets through a wall.
  • Anything standing on a Land Protector takes nothing.
  • The blind is not reliable: 60 % at level 10, rolled only once, because there is only one hit.
  • The @autoplay AI uses it, but through a path that cannot be disabled from the panel.

Lord of Vermilion wind area blind Wizard Link to this specification

See also The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Storm Gust: the third-hit freeze is gone, and freezing stops the blizzard Meteor Storm: seven meteors that land where they please, not where you aim Jupitel Thunder: twelve hits of 100&nbsp;%, a seven-cell knockback and 150&nbsp;ms for free

Jupitel Thunder: twelve hits of 100&nbsp;%, a seven-cell knockback and 150&nbsp;ms for free The simplest targeted spell in the tree, and the delay trick that lets you start the next one.

Jupitel Thunder hurls a ball of wind at one target, lands a burst of hits on it and pushes it back. It is the least complicated skill a Wizard has: the engine applies no modifier at all, so the ratio stays at the starting 100 %.

Level Hits Total ratio Knockback SP Variable cast
1 3 300 % 2 20 2.0 s
3 5 500 % 3 26 2.4 s
5 7 700 % 4 32 2.8 s
7 9 900 % 5 38 3.2 s
10 12 1,200 % 7 47 3.8 s

The hit count is positive: here damage multiplies. Twelve hits of 100 % really are 1,200 %. Fixed cast: 500 ms at every level. Range 9. No cooldown and no after-cast delay.

The 150-millisecond trick

The hit does not happen when the cast finishes: it is scheduled for 150 ms later. The engine comment says it outright: "you can cast another spell before the knockback". Since Jupitel also has no after-cast delay and no cooldown, it is the spell you chain everything else off.

How to use it

This is your single-target spell

1,200 % with no cooldown and no delay is by far the best sustained damage a Wizard has against one enemy. And against something frozen it rises to 1,800 % (wind against water, 150 %).

The knockback is a weapon and a problem

Seven cells of knockback keep the melee away from you — but they also push it out of your Storm Gust, out of your Meteor Storm and out of your party's reach. Against a target inside a carpet, use a lower Jupitel level.

The traps

  • It is a targeted spell, so it does trigger Soul Drain on the killing blow. Storm Gust and Meteor Storm do not.
  • If the target dies during the cast, the engine picks another one and fires at it: neither the spell nor the SP is lost.
  • The hit requires line of sight at the moment of impact, not at the moment of casting. If the target slips behind a corner during those 150 ms, the bolt is wasted.
  • The knockback does not go through walls: against a wall the target stays put.

The @autoplay AI treats it as one of its "bolts": it joins the element picker alongside Fire Bolt, Cold Bolt, Lightning Bolt, Napalm Beat, Fire Ball and Earth Spike, and it can be tuned from the panel.

Jupitel Thunder wind knockback Wizard Link to this specification

See also The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Storm Gust: the third-hit freeze is gone, and freezing stops the blizzard Lord of Vermilion: 1,400&nbsp;% split across twenty sparks over 13&times;13 Soul Drain: +20&nbsp;% maximum SP, and SP back on every kill&hellip; with TARGETED spells

Water Ball: one ball per water cell, and it counts them at YOUR feet From 1 to 25 shots depending on where you are standing, Deluge as a portable source, and the Land Protector that switches it off without a word.

Water Ball fires one ball of water for every water cell around you. It counts them from the tile you are standing on, not from the target, and how many cells it looks at depends on the level.

Level Cells examined Balls at most Ratio per ball SP
1 1×1 (your cell only) 1 130 % 15
2 3×3 9 160 % 20
3 3×3 9 190 % 20
4 5×5 25 220 % 25
5 5×5 25 250 % 25

25 balls of 250 % is 6,250 % MATK. By far the highest single-target damage in the whole Wizard tree — which is exactly why it is chained to so many conditions.

What counts as a "water cell"

The three valid sources

  • Water on the map (shores, rivers, the inside of water caves).
  • A cell covered by the Sage's Deluge.
  • A cell covered by the Ninja's Suiton.

Deluge and Suiton are the practical way to use Water Ball on dry land.

And they get consumed

When the spell sets up, any Deluge or Suiton cells underneath are deleted: Water Ball eats them to turn them into balls. One Deluge is worth one Water Ball, not two.

Map water is not consumed, of course.

To cast it, YOU have to be in the water

Before anything else, the engine checks a separate condition on top of the cells: either you are under the effect of Deluge/Suiton, or the exact tile you are standing on is water and is not covered by a Land Protector. Otherwise the skill fails.

That is the silent failure that baffles everybody: a friendly (or hostile) Land Protector under your feet switches Water Ball off even when you are surrounded by water.

How it fires

  • Balls leave one every 150 ms. Twenty-five balls is almost four seconds of continuous fire.
  • Every ball pins you in place again: you do not move for the whole burst.
  • If the target dies, the burst stops. The remaining water cells sit there for 10 seconds and then vanish.
  • If line of sight breaks, the burst keeps consuming cells but those balls deal no damage. That is the worst way to waste a Water Ball.

The traps

  • It is a targeted spell: it triggers Soul Drain on the killing blow.
  • The cast is 640 ms per level variable plus 160 ms per level fixed: at level 5 that is 3.2 + 0.8 seconds. It is an opener.
  • With Water Insignia level 3 the variable cast drops by 30 %.
  • Level 1 is not "a small Water Ball": it is literally one ball, because it only looks at your own cell.
  • The @autoplay AI never uses it, precisely because of the water requirement.

Water Ball water Deluge Wizard Link to this specification

See also The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Storm Gust: the third-hit freeze is gone, and freezing stops the blizzard Soul Drain: +20&nbsp;% maximum SP, and SP back on every kill&hellip; with TARGETED spells The mage who studies instead of shouting: what a Sage is and what Professor adds

Frost Nova: 83&nbsp;% freeze chance over 7&times;7, and it skips anyone on your own tile The Wizard's area freeze, cheaper the higher you take it, and the three things that make it fail silently.

Frost Nova releases a wave of ice around you: 7×7 cells, one hit on each enemy, and one freeze roll per head. It is the only way a Wizard can freeze a whole pack at once.

Item Value
Ratio 100 + 10 × level  % (200 % at level 10)
Hits 1
Area 7×7 centred on you
Element Water
Freeze chance 33 + 5 × level  % (83 % at level 10)
Freeze duration 1.5 s × level (15 s at level 10)
Cost 47 − 2 × level SP — 45 at level 1, 27 at level 10
Cast time 640 → 384 ms variable + 160 → 96 ms fixed
After-cast delay 200 ms

It improves in every direction as it levels: more damage, higher chance, longer freeze, less SP and shorter cast. It is one of the very few skills in the game with no downside to maxing.

The damage is not the point. 200 % MATK in one hit is nothing for a Wizard. Frost Nova is taken for the freeze, and at level 10 it lands four times out of five — three times more reliable than a Storm Gust pulse at that same level.

The three things that make it fail silently

Situation What happens
The enemy is on your own tile It is not hit. This is hand-written in the engine: Frost Nova skips the caster's cell.
The enemy is on a Land Protector It is not hit, even at two cells away.
The enemy is already frozen It is not hit. The same rule that switches Storm Gust off against a frozen target applies here.

That third case is the one that confuses people most: Frost Nova cannot refresh a freeze. If you have just frozen half a pack with Storm Gust and cast Frost Nova "to be safe", you only reach the ones that were not frozen.

Everything else worth knowing

  • The target's MDEF subtracts 1 % of chance per point.
  • Undead (race or element) are immune to freeze. So is anyone carrying Refresh, Inspiration or Warmer.
  • A frozen target has half DEF, 25 % higher MDEF and water level 1 element: wind deals 150 % to it.
  • The freeze breaks on the first hit it takes. Frost Nova freezes and then never touches them again; you decide when to break it.
  • Because it is a self-cast skill, it does not trigger Soul Drain even when it lands the kill.

The @autoplay AI uses it, paired with Sightrasher: both are cast on yourself and both require at least three enemies nearby to be worth it. Tunable from the panel.

Frost Nova water freeze area Wizard Link to this specification

See also The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Storm Gust: the third-hit freeze is gone, and freezing stops the blizzard Ice Wall: five cells of wall, forty-four seconds as a ceiling, and six places where it does not work Sightrasher: 300&nbsp;% across fifteen cells, but it demands Sight and then eats it

Ice Wall: five cells of wall, forty-four seconds as a ceiling, and six places where it does not work The wall's life is measured in points, not seconds: any hit eats into it. And this server has its own rules by map and by zone.

Ice Wall plants five cells of wall in a line, perpendicular to the direction you cast it. It blocks players and monsters alike, and deals no damage whatsoever.

It costs almost nothing: 20 SP at every level, no cast time, range 9. What changes with the level is how long it holds.

The wall's life is measured in points

Every piece of wall is born with 200 + 200 × level points and loses 50 per second. That gives the maximum duration:

Level Points Duration if nobody touches it
1 400 8 s
3 800 16 s
5 1,200 24 s
7 1,600 32 s
10 2,200 44 s

And any damage it takes is subtracted point for point. A wall is not an indestructible object on a timer: it is a bag of hit points. A monster that hits for 1,200 removes a level 5 Ice Wall in one swing. The 44 seconds at level 10 are a theoretical ceiling, not a promise.

Where it does NOT work

Ice Wall is the only one of this tree's twenty skills with map restrictions. It is forbidden in:

Place What that covers
GvG maps The castles during War of Emperium.
Battlegrounds All of them.
WoE:TE castles All ten, and they also carry the map's noicewall flag, which is a second lock.
Memorial dungeons The 101 instance maps marked as restricted zone 6.
Restricted zone 9 The three defence maps 1@def01 to 1@def03.
While Volcano is on you If you are carrying the Sage's Volcano, the engine refuses Ice Wall silently. That one is not a map: it is a status.

The reason behind the bans is always the same: in a confined space, five cells of instant, cast-free wall decide the fight.

How to use it

What it is really for

For sealing a corridor while you spend six seconds casting Meteor Storm. With no cast time and for 20 SP, it is the cheapest way this class has to buy time.

Also for splitting a pack in two and fighting half of it.

The mistake everybody makes

Walling themselves in. The wall runs perpendicular to the casting direction, and if you drop it right next to yourself in a narrow corridor, the one who gets trapped is you. That is exactly why the @autoplay AI does not use it.

The traps

  • It cannot be placed on top of another Ice Wall: the duration does not refresh, the cast simply fails.
  • Players' area spells do not hit the wall (monsters' do). To break it you have to attack it directly.
  • Ganbantein erases it — yours and anyone else's.
  • The Rebellion's Fire Rain also erases it.
  • Nobody can be knocked back into it: Ice Wall cells carry the "no knockback" flag.

Ice Wall water terrain blocking Wizard Link to this specification

See also The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Frost Nova: 83&nbsp;% freeze chance over 7&times;7, and it skips anyone on your own tile Quagmire: &minus;25 AGI and DEX, half movement speed, and in war it slows your own side too Ganbantein: erases EVERY ground unit in the square, no exceptions &mdash; yours included

Fire Pillar: a trap that waits thirty seconds, ignores MDEF and roots what steps on it Five at a time, a Blue Gemstone from level 6, and damage that is SPLIT across the twelve hits.

Fire Pillar is not an area spell: it is a trap. You plant a dormant pillar on the ground, it sits there for 30 seconds, and it detonates when an enemy comes within one cell.

The pillar's two states

State What it does
Dormant Lives up to 30 seconds. Watches its own cell and the eight around it every 2 seconds. Deals no damage.
Active The moment it detects an enemy it becomes a lit pillar and detonates immediately, covering its splash area.

The numbers

Item Value
Total ratio 40 + 20 × level  % (240 % at level 10)
Hits on screen 2 + level (12 at level 10) — the total is split
Blast area 3×3 up to level 5, 5×5 from level 6 to 10
Element Fire
Cost 75 SP at every level, + 1 Blue Gemstone from level 6
Cast time 2,112 → 240 ms total; nearly instant at level 10
Simultaneous pillars 5
Roots the target for 0.6 s at level 1, up to 2.4 s at level 10

It ignores MDEF completely. Fire Pillar carries the "pierces defence" flag, and on a magic skill that means the target's MDEF simply does not count. Against high-MDEF monsters it is the hardest-hitting fire skill in the tree, however low its ratio looks.

The damage is SPLIT, not multiplied

When a player casts it, the engine flips the sign of the hit count: you will see twelve numbers, but they add up to 240 % in total, not 12 × 240 %. That is 20 % MATK per hit, exactly as the code itself says.

The split is deliberate, and it is the same one the engine uses on other multi-hit skills of this kind. It is not a bug.

How to use it

It is an anchor, not a cannon

The 240 % is not the point: the point is that it roots whoever steps on it for up to 2.4 seconds. Five pillars in a row across a corridor are ten seconds of a melee that never reaches you.

And the cast time collapses

From 2.1 seconds at level 1 down to 0.24 seconds at level 10. With a high Fire Pillar you can seed five pillars almost as fast as you walk.

The price is one Blue Gemstone per pillar from level 6.

The traps

  • It cannot be planted under anyone. The cell must be clear of characters, and there must not already be another ground unit there.
  • It cannot be planted on a Land Protector. And if someone drops a Land Protector on top of it, the Land Protector does erase the pillars: it is the one exception to the "traps survive" rule that spell otherwise honours.
  • The five-pillar limit is per caster: the sixth deletes the first.
  • It is a ground spell: it does not trigger Soul Drain.
  • The @autoplay AI uses it, with its own stock check: with no Blue Gemstones in the bag it does not even try.

Fire Pillar fire trap ground Wizard Link to this specification

See also The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Meteor Storm: seven meteors that land where they please, not where you aim Quagmire: &minus;25 AGI and DEX, half movement speed, and in war it slows your own side too Sightrasher: 300&nbsp;% across fifteen cells, but it demands Sight and then eats it

Sightrasher: 300&nbsp;% across fifteen cells, but it demands Sight and then eats it The largest area in the tree, a five-cell knockback, and the requirement that makes it fail silently.

Sightrasher turns the two Sight orbs circling you into a fire explosion. The area is the largest in the whole tree: 15×15 cells centred on you.

Without Sight active it will not cast. The requirement is written into the database, and the refusal is one of those that explains nothing. When Sightrasher "does nothing", this is almost always why: Sight ran out and you did not notice.

And casting it turns Sight off: you have to light it again for the next one.

The numbers

Item Value
Ratio 100 + 20 × level  % (300 % at level 10)
Hits 1
Area 15×15 centred on you
Element Fire
Knockback 5 cells
Cost 33 + 2 × level SP (35 to 53) + Sight active
Cast time 320 ms variable + 80 ms fixed
After-cast delay 2,000 ms

Almost no cast time and a huge area, but two full seconds of delay afterwards. Sightrasher does not chain: it is a button you press and then wait out.

How to use it

It is the answer to "I am surrounded"

0.4 seconds of cast and a fifteen-cell radius: it is the only thing in the tree you can cast after they reach you. And the five-cell knockback buys your space back.

Sight first, always

The routine is: Sight → let them close in → Sightrasher. If you plan to use it, keep Sight up permanently: it is cheap, and it is half the spell.

The traps

  • It also hits traps (Hunter traps and the like): it carries the flag that allows it. In PvP that may be exactly what you want.
  • The 5-cell knockback pushes enemies out of your carpets. Do not use it on a Storm Gust you just laid down.
  • It is a self-cast skill: it does not trigger Soul Drain.
  • Anyone on a Land Protector takes nothing.
  • Against a frozen target it deals 90 %: fire is at a disadvantage against water.

The @autoplay AI uses it the same way it uses Frost Nova: it wants at least three enemies nearby before spending it. Tunable from the panel.

Sightrasher fire area Sight Wizard Link to this specification

See also The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Frost Nova: 83&nbsp;% freeze chance over 7&times;7, and it skips anyone on your own tile Meteor Storm: seven meteors that land where they please, not where you aim Fourteen skills, and one of them cannot be bought with skill points

Earth Spike and Heaven's Drive: the earth branch, and the &times;9 multiplier almost nobody knows about Two sibling skills capped at five: one single-target, one 5&times;5, and the Sorcerer buff that sets the first one off.

These are the Wizard's two earth skills, and they work the same way: the hit count rises with the level and damage is multiplied by it. The difference is who they reach.

Earth Spike Heaven's Drive
Target One enemy The ground, 5×5 area
Ratio per hit 200 % 125 %
Hits = level (1 to 5) = level (1 to 5)
Total ratio at level 5 1,000 % 625 %
SP 10 + 4 × level (14 to 30) 24 + 4 × level (28 to 44)
Variable cast 800 → 3,200 ms 1,100 → 1,900 ms
Fixed cast 400 → 1,200 ms 800 ms
Delay / cooldown 1,400 ms / — 500 ms / 1,000 ms
Range 9 9

Both are earth: 150 % against wind enemies, 90 % against fire ones, 25 % against earth ones.

Earth Spike is multiplied by nine with Summon Earth Spirit Tera. If you are carrying the Sorcerer's earth elemental in its care stance, the engine adds a further 800 % on top of Earth Spike's own ratio: it goes from 1,000 % to 9,000 % at level 5. It is written in earthspike.cpp and no description mentions it.

Earth Spike: cheap and targeted

At level 5 it is 1,000 % for 30 SP, and it is a targeted spell: it triggers Soul Drain on the kill. For a farming High Wizard it is one of the most sustainable lines available: the SP it spends comes back on its own.

The price is the cast: 3.2 + 1.2 seconds at level 5, plus 1.4 seconds of delay afterwards. It is not a fast spell.

Heaven's Drive: 5×5 and a single wave

The spikes rise once and that is it: the ground unit lives one tenth of a second. It is not sustained damage, it is an area burst.

  • It reaches hidden targets. It carries the flag that lets it strike hidden and cloaked characters — it is the Wizard's revealer.
  • It frees the target from the Sorcerer's Root Twist when it lands.
  • It is a ground spell: it does not trigger Soul Drain.
  • Anything on a Land Protector takes nothing.

The @autoplay AI uses both: Earth Spike joins the element picker alongside the bolts, and Heaven's Drive is treated as a small area spell with a minimum of two enemies. Both tunable from the panel.

Earth Spike Heaven's Drive earth Wizard Link to this specification

See also The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Quagmire: &minus;25 AGI and DEX, half movement speed, and in war it slows your own side too Soul Drain: +20&nbsp;% maximum SP, and SP back on every kill&hellip; with TARGETED spells Twenty-eight skills, and the four summons are the backbone

Quagmire: &minus;25 AGI and DEX, half movement speed, and in war it slows your own side too The 5&times;5 bog that switches off attack-speed buffs, and the map rule almost nobody knows about.

Quagmire turns 5×5 cells into a bog. It deals no damage: what it does is strip AGI and DEX, halve movement speed, and switch off the attack-speed buffs of whoever is inside it.

The numbers

Item Against players Against monsters
AGI and DEX removed 5 × level (−25 at level 5) 10 × level (−50 at level 5)
Movement speed −50 % −50 %
Duration 5 s × level (25 s at level 5) same
Item Value
Area 5×5
Bog duration 5 s × level
Cost 5 × level SP (5 to 25)
Cast time none
After-cast delay 1,000 ms
Simultaneous bogs 3
Range 9

What actually hurts: it disables ASPD buffs

While Quagmire is on you, the engine ignores the attack-speed bonus from Two-Hand Quicken, One-Hand Quicken, Spear Quicken, Adrenaline Rush, Adrenaline Rush 2, Fleet Move and the mercenary's Quicken. It does not remove them: it leaves them inert for as long as it lasts.

On top of that it ends a long list of speed and agility buffs on the spot: Increase Agi, Adrenaline Rush, Wind Walk, True Sight, Cart Boost, Concentration, Loud Exclamation, Spear Quicken, Two-Hand Quicken, One-Hand Quicken, Acceleration, Magnetic Field…

For 5 SP at level 1. By a wide margin, it is the best debuff per point of SP in the game.

On versus maps, Quagmire slows your allies too. The server has the "traps hit everyone" rule enabled for players: in PvP, GvG and battlegrounds the bog switches its target to everybody, allies included. Outside those maps it only affects enemies.

The traps

  • It fails against anyone carrying a «Speed Up» type movement buff (the GM one, for instance).
  • It reaches hidden targets and targets that are hovering: it carries both flags.
  • You can only have three at once; the fourth deletes the first.
  • The Rebellion's Fire Rain erases it, and so does Ganbantein.
  • It is a damage-free ground spell: no experience, it does not break anyone's hiding, and it triggers nothing.

The @autoplay AI uses it without requiring a group: its value is slowing down whatever is chasing you, and that already pays off against a single enemy. Tunable from the panel.

Quagmire earth debuff GvG Wizard Link to this specification

See also The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Earth Spike and Heaven's Drive: the earth branch, and the &times;9 multiplier almost nobody knows about Ice Wall: five cells of wall, forty-four seconds as a ceiling, and six places where it does not work Monsters cast Orc Head again, and Healers clear the annoying debuffs

Sense: ten elemental resistances for 10 SP, and it shows them to your whole party Exactly what the server sends, what this configuration leaves out, and why it gates Ganbantein.

Sense opens a monster's data sheet. It costs 10 SP, has no cast time, no cooldown, and reaches 9 cells.

Exactly what the server sends

Field What it is
Level That individual's real level.
Size Small, medium or large.
HP What it has left right now, not its maximum.
DEF and MDEF On this server, hard values only. The "soft" DEF and MDEF (the ones that come from VIT and INT) are not sent.
Race Brute, demon, undead…
Element The element and its elemental level.
Ten resistances The exact percentage against water, earth, fire, wind, poison, holy, shadow, ghost, undead and neutral.

That DEF caveat matters: the number you see is lower than the reduction you will actually meet, because the soft part is missing. A monster showing DEF 20 may be reducing considerably more.

And your whole party sees it. If you are in a party, the packet goes to every member on your map. One Wizard with Sense solves the elemental table for the entire run.

What it is really for

Those ten resistances are the single most valuable piece of information a mage can have, because his entire rotation is an elemental decision. With the sheet in front of you, choosing between Storm Gust, Meteor Storm, Lord of Vermilion and Napalm Vulcan stops being guesswork.

The traps

  • It fails against players. Point it at a person and you get a failure message, nothing else.
  • The HP it shows is the current value. Against a regenerating monster that number ages in seconds.
  • It gates Ganbantein: without one point in Sense, a High Wizard cannot learn it.
  • The @autoplay AI does not use it: it only provides information, and the AI already reads the monster's data straight from the engine.

Sense information elements Wizard Link to this specification

See also The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Ganbantein: erases EVERY ground unit in the square, no exceptions &mdash; yours included Storm Gust: the third-hit freeze is gone, and freezing stops the blizzard Napalm Vulcan: the ghost element, which none of the four basic armours resist

Sight Blaster: 600&nbsp;% on the first thing that gets close, and then it goes out Fifteen minutes of waiting, one single discharge, and the trap exception almost nobody has noticed.

Sight Blaster is a proximity mine you wear. While it is active it watches the 3×3 cells around you; the first enemy that steps in takes 600 % fire MATK and a three-cell knockback — and the effect ends.

Item Value
Ratio 600 % (100 + 500)
Watched area 3×3 around you
Element Fire
Knockback 3 cells
Duration 15 minutes, or until the first discharge
Cost 80 SP
Cast time 1,280 ms variable + 320 ms fixed
Scan rate every 20 ms

It is spent by ONE enemy. This is not an aura that hits everything that comes near for fifteen minutes: it is a stored shot. The fifteen minutes are how long you may wait before using it, not how long it keeps firing.

The exception: traps do not spend it

Sight Blaster also blows up ground traps that enter its radius — and that hit does not count: the effect stays active waiting for a real enemy. It is written that way on purpose in the engine.

How to use it

It is insurance, not a rotation

You light it before walking into somewhere, and it removes the first thing that reaches you mid-cast. 600 % instantly plus three cells of knockback is exactly the time you need to start casting again.

The mistake everybody makes

Counting it as sustained damage. One skill point, 80 SP and a single shot: if you expect it to hit the five monsters around you, you are in for a surprise.

The traps

  • It is a platinum skill: the server grants it without any quest. If the client tooltip talks about finishing a quest, that is stale client text, not the server.
  • The status is not saved when you log out.
  • Being a self-cast skill, it does not trigger Soul Drain.
  • Against a frozen target it deals 90 %: fire against water.
  • The @autoplay AI does not use it: arming a wait does not fit a rotation that makes decisions every few hundred milliseconds.

Sight Blaster fire platinum Wizard Link to this specification

See also The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Sightrasher: 300&nbsp;% across fifteen cells, but it demands Sight and then eats it Fire Pillar: a trap that waits thirty seconds, ignores MDEF and roots what steps on it Sense: ten elemental resistances for 10 SP, and it shows them to your whole party

Mystical Amplification: here it is NOT spent on your next spell, and it does not multiply gear MATK A full minute of +50&nbsp;%, but only over half of your MATK. The two half-truths everybody repeats.

Mystical Amplification is the High Wizard's self buff: it raises your MATK by 5 % per level (up to +50 %) for 60 seconds.

First things first, because this is the part most often got wrong: on this server it is NOT consumed by your next spell. That behaviour — switch it on, cast one spell, watch it vanish — is pre-renewal, and it is compiled out here. It is an ordinary buff: switch it on and for a full minute everything you cast is amplified.

The numbers

Level MATK SP
1 +5 % 35
3 +15 % 45
5 +25 % 55
7 +35 % 65
10 +50 % 80

Duration: 60 seconds at every level. Recasting refreshes it from zero.

The second half-truth: which part of your MATK it multiplies

The engine builds your MATK in three stages and applies the percentage in the middle:

Order Stage Amplified?
1 Stat MATK (INT and base level) Yes
2 Weapon MATK (base damage, variance and refine) Yes
3 Flat MATK from gear and cards No
4 Flat MATK from consumables and other buffs No
5 Percentage MATK from gear Applied afterwards, over everything above

In other words: the more flat MATK you carry, the less Mystical Amplification is worth in absolute terms. A character who gets half his MATK from gear does not gain 50 %, he gains half of that.

This is not a bug or a server tweak: it is simply how the renewal MATK calculation is ordered.

The cast time really is fixed

700 ms of variable cast plus 700 ms of fixed cast, and the skill carries two exceptions: neither DEX/INT nor cast reduction from gear touch it. However many points you have, it is always 1.4 seconds.

The only things that do shorten it are statuses: Poem of Bragi, Suffragium and the Arch Bishop's Sacrament.

How to use it

A minute goes a long way

Sixty seconds is four or five complete Storm Gust casts, counting cast time and cooldown. Since it is not consumed, the correct routine is to light it before each pull and then forget about it.

And it is a hard requirement

You need it at level 10 to learn Gravitational Field. There is no shortcut.

The traps

  • It is not saved when you log out.
  • It drops under Hermode.
  • The @autoplay AI does not use it, and the reason recorded in its catalogue — that it is consumed by the first spell — describes pre-renewal behaviour, not this server's. If you want it up while @autoplay is running, you will have to cast it yourself.

Mystical Amplification MATK buff High Wizard Link to this specification

See also The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Gravitational Field: on this server it does NOT root you or drain your SP Soul Drain: +20&nbsp;% maximum SP, and SP back on every kill&hellip; with TARGETED spells Storm Gust: the third-hit freeze is gone, and freezing stops the blizzard

Soul Drain: +20&nbsp;% maximum SP, and SP back on every kill&hellip; with TARGETED spells The passive that keeps a whole High Wizard running, and the exact list of what does and does not trigger it.

Soul Drain does two things at once, and only one of them is in the tooltip.

1. It raises your maximum SP

+2 % maximum SP per level, up to +20 % at level 10. It is a percentage, so it stacks with gear and with Increase SP Recovery.

2. It gives SP back on kills

When you land the killing blow with a targeted spell you recover target level × (95 + 15 × level) / 100 SP.

Level Maximum SP SP per kill Example: killing a level 120 monster
1 +2 % 1.10 × level 132 SP
3 +6 % 1.40 × level 168 SP
5 +10 % 1.70 × level 204 SP
7 +14 % 2.00 × level 240 SP
10 +20 % 2.45 × level 294 SP

A Storm Gust costs 78 SP. One level 120 kill with Soul Drain 10 pays for nearly four. That is the entire skill.

The condition is "TARGETED spell", not "bolt". The engine checks it very specifically: it has to be a magic attack, with a skill id, that is neither a ground spell nor a self-cast. Anything meeting that qualifies.

What triggers it and what does not

Yes

No

  • Everything on the ground: Storm Gust, Meteor Storm, Lord of Vermilion, Heaven's Drive, Fire Pillar, Gravitational Field
  • Everything cast on yourself: Frost Nova, Sightrasher, Sight Blaster
  • Stave Crasher, which is a weapon attack, not magic
  • Autocast procs with no skill id

How to use it

Soul Drain changes how you farm on a High Wizard completely. The temptation is to spam nothing but big area spells; with Soul Drain at 10, the profitable routine is to open with an area spell and finish with a targeted one: the finisher is what pays for the next area spell.

The traps

  • It is the killing blow that counts, not the damage. If the area spell kills and you merely "helped", you get nothing.
  • If you were sitting, the engine stands you up when it pays out. That is deliberate: it avoids getting stuck in the animation.
  • It requires Increase SP Recovery 5 and Soul Strike 7. It is the most expensive skill to unlock in the transcendent tree.

Soul Drain SP passive High Wizard Link to this specification

See also The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Jupitel Thunder: twelve hits of 100&nbsp;%, a seven-cell knockback and 150&nbsp;ms for free Earth Spike and Heaven's Drive: the earth branch, and the &times;9 multiplier almost nobody knows about Mystical Amplification: here it is NOT spent on your next spell, and it does not multiply gear MATK

Napalm Vulcan: the ghost element, which none of the four basic armours resist Five hits in 3&times;3, it scales with your base level, and it deals ZERO against a level 4 neutral target.

Napalm Vulcan strikes a target and the 3×3 cells around it with the ghost element. It is the only source of ghost damage in the whole mage branch until the Warlock.

The numbers

Level Hits Ratio per hit Total ratio SP
1 1 70 % 70 % 30
2 2 140 % 280 % 40
3 3 210 % 630 % 50
4 4 280 % 1,120 % 60
5 5 350 % 1,750 % 70

And all of that is multiplied by your base level over 100, as long as you are past 99. At base level 175 the level 5 total is 3,062 %. Cast: 800 ms variable + 200 ms fixed. Delay 500 ms, cooldown 1 second. Range 9.

Why the ghost element is half the skill

Target element Level 1 Level 2 Level 3 Level 4
Water, earth, fire, wind 100 % 100 % 100 % 100 %
Ghost 125 % 150 % 175 % 200 %
Undead 100 % 125 % 150 % 175 %
Holy / shadow 90 % 80 % 70 % 60 %
Poison 75 % 75 % 50 % 50 %
Neutral 90 % 70 % 50 % 0 %

Against a level 4 neutral target, Napalm Vulcan deals literally ZERO. Not a little: zero. It is the ghost element's only weakness, and it is absolute. Before spending it on something you do not know, run Sense on it.

How to use it

It is your answer to elemental armour

The rest of the tree leans on water, fire, wind and earth — and against the wrong armour it collapses to 25 %. Napalm Vulcan deals 100 % against all four, always. It is the line that never gets resisted.

And it is targeted

It triggers Soul Drain on the kill, which none of the big area spells do. As a finisher after a Meteor Storm it pays twice over.

The traps

  • It curses for 5 % per level (25 % at level 5) for 18 seconds. Curse lowers the target's LUK, ATK and movement speed.
  • It hits traps: it carries the flag that allows it.
  • The base-level multiplier only kicks in above level 99. Up to there, the table above is literal.
  • The @autoplay AI uses it as a small area spell, with a minimum of two enemies. Tunable from the panel.

Napalm Vulcan ghost curse High Wizard Link to this specification

See also The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Sense: ten elemental resistances for 10 SP, and it shows them to your whole party Soul Drain: +20&nbsp;% maximum SP, and SP back on every kill&hellip; with TARGETED spells Stave Crasher: a weapon hit that adds your MATK, for 8 SP

Stave Crasher: a weapon hit that adds your MATK, for 8 SP The cheapest skill in the tree. And it is not magic: it can miss, DEF reduces it, and it comes out neutral no matter what.

Stave Crasher (the old Magic Crasher) is the oddity of the tree: a weapon attack cast by a mage. It costs 8 SP, reaches 9 cells and comes out almost instantly.

Item Value
Type Weapon (not magic)
Hits 1
Bonus Your MATK (rolled between minimum and maximum) is added to the weapon attack
Element Neutral, forced
Cost 8 SP
Cast time 240 ms variable + 60 ms fixed
After-cast delay 300 ms
Range 9
Maximum level 1

What "weapon type" means in practice

Consequence Detail
It can miss It goes through the hit check: against something with high flee, it whiffs.
DEF reduces it Not MDEF. Exactly the opposite of everything else in the tree.
It always comes out neutral The engine forces the element to neutral. Your endows and elemental arrows change nothing.
It uses your weapon Base damage comes from the equipped weapon, so a staff with decent ATK is worth more here than anywhere else.

And because it is neutral, the target's elemental level tears it apart: against a level 4 neutral it is left with very little, and against high elemental armour too. Stave Crasher is not a niche anti-armour spell: it is filler.

What it is really for

Eight SP

That is what it costs. When you are waiting out Storm Gust's cooldown and you are out of blue potions, Stave Crasher is what fills the gap without ruining you.

And it is a requirement

You need it to learn Gravitational Field. Even if you never plan to press it, that point is spent anyway.

The @autoplay AI keeps it last in the mage branch and requires no group for it: 8 flat SP, which makes it the filler for when nothing better is available. Tunable from the panel.

Stave Crasher Magic Crasher physical High Wizard Link to this specification

See also The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Mystical Amplification: here it is NOT spent on your next spell, and it does not multiply gear MATK Napalm Vulcan: the ghost element, which none of the four basic armours resist Gravitational Field: on this server it does NOT root you or drain your SP

Ganbantein: erases EVERY ground unit in the square, no exceptions &mdash; yours included Three seconds of cast that nobody can shorten, two gemstones, and a 20&nbsp;% failure rate that at least does not charge you.

Ganbantein targets a point on the ground up to 18 cells away and erases every ground unit within the surrounding 3×3 cells. Every one. With no filter of any kind.

When we say "no exceptions", we mean it literally. The code that runs it does not care whose the unit is or what type it is. It erases your own Storm Gust, your Ice Wall, your Fire Pillars, your priest's Pneuma and Safety Wall, your bard's songs, Hunter traps and, yes, the Sage's Land Protector.

The numbers

Item Value
Area cleared 3×3 around the point
Range 18 cells
Chance to work 80 %
Cost 40 SP + 1 Yellow Gemstone + 1 Blue Gemstone
Cast time 3,000 ms, all fixed
After-cast delay 5,000 ms
Maximum level 1

The 20 % failure costs you NOTHING

One time in five the skill goes off, you get the "failed" message and nothing else happens. But the engine explicitly marks that case as "do not consume requirements": you lose neither the SP nor the two gemstones. All you lose are the three seconds of casting and the five of delay.

Mind you: eight seconds per failed attempt, mid-fight, is an eternity.

The three seconds are untouchable

Ganbantein's entire cast is fixed. Not DEX, not INT, not Suffragium — nothing that reduces variable cast touches it. It is always exactly 3 seconds, for everyone, everywhere.

How to use it

Its reason to exist is Land Protector

Land Protector shuts down all ground magic inside its cells, your carpets included. Ganbantein is the only way a mage has to remove it. In war, that is the play.

The mistake everybody makes

Casting it on top of the fight. With a 3×3 radius and no filter, it takes out the Pneuma that was keeping your party alive. You aim it at the enemy Land Protector, not at the middle of the melee.

The traps

  • It requires Sense 1 and Ice Wall 1 to learn.
  • The gemstones must be on you: without them the refusal is silent.
  • It deals no damage at all and does not touch characters: it only clears ground.
  • The @autoplay AI does not use it: it burns two gemstones erasing other people's ground units, and there is nobody to use it on.

Ganbantein Land Protector ground High Wizard Link to this specification

See also The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Ice Wall: five cells of wall, forty-four seconds as a ceiling, and six places where it does not work Quagmire: &minus;25 AGI and DEX, half movement speed, and in war it slows your own side too Sense: ten elemental resistances for 10 SP, and it shows them to your whole party

Gravitational Field: on this server it does NOT root you or drain your SP The renewal version is a single 5&times;5 burst that scales with your base level &mdash; and it can hit the Emperium.

First things first: here Gravitational Field does not pin you to the ground. The version that leaves you immobile, unable to attack, draining SP and blocking all your other hits is the pre-renewal one, and it is compiled out of this server. In renewal it is an ordinary area spell: you cast it, it goes off, and you carry on.

Gravitational Field crushes a 5×5 cell square up to 18 cells away. It is a single burst: the ground unit lives one tenth of a second, deals its damage and disappears.

The numbers

Level Hits Ratio per hit Total ratio SP
1 2 100 % 200 % 60
2 4 200 % 800 % 70
3 6 300 % 1,800 % 80
4 8 400 % 3,200 % 90
5 10 500 % 5,000 % 100

And all of it × base level / 100 above level 99. At base level 175 the level 5 total is 8,750 %. By a very wide margin, the biggest area hit in the tree.

Item Value
Element Neutral (it declares no element)
Area 5×5
Range 18 cells
Cast time 5,000 ms variable + 1,000 ms fixed
Delay / cooldown 1,000 ms / 5,000 ms

It hits the Emperium

It carries the flag that explicitly allows it: it is one of the very few magic area skills that can damage a castle's Emperium. With 18 cells of range, that makes it a very specific siege tool.

How to use it

It is a hammer, not a rotation

Six seconds of cast, five of cooldown and 100 SP. You cast it once, on a pack that is already standing still, and preferably with Mystical Amplification up.

Being neutral is good and bad

Good: none of the four basic elemental armours reduces it. Bad: the target's elemental level does cut it down, and against ghost it drops to 90 %.

The traps

  • It reaches hidden targets and hovering ones.
  • Anything on a Land Protector takes nothing, and Fire Rain erases it.
  • It is a ground spell: it does not trigger Soul Drain, so its 100 SP do not come back on their own.
  • Learning it is expensive: Stave Crasher 1, Mystical Amplification 10 and Quagmire 1.
  • The @autoplay AI does not use it, and the reason recorded in its catalogue — that it roots you and drains SP — describes pre-renewal behaviour. On this server that objection no longer holds.

Gravitational Field neutral area WoE High Wizard Link to this specification

See also The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Mystical Amplification: here it is NOT spent on your next spell, and it does not multiply gear MATK Stave Crasher: a weapon hit that adds your MATK, for 8 SP Lord of Vermilion: 1,400&nbsp;% split across twenty sparks over 13&times;13

Sage and Professor

The mage branch that does not compete on raw damage: it decides the element, breaks the enemy's spells, and keeps the party's mana bar alive.

The mage who studies instead of shouting: what a Sage is and what Professor adds Twenty-five Sage skills and eight Professor skills, with the full tree and what unlocks what.

The Mage splits two ways. The Wizard pushes damage as high as it goes and accepts standing still while it casts. The Sage does the opposite: hardly any of its skills deal damage at all. What they do is change the conditions of the fight — the element of the weapons, the element of the ground, the element of the monster itself — and take away whatever the enemy was about to cast.

What only the Sage has

Free Cast: walking while you cast. Magic Rod and Spell Breaker: absorbing and breaking other people's spells. The four endows and the three elemental fields: handing out element. Magnetic Earth: wiping everyone's ground magic off the map.

What the Professor adds

Eight skills, only one of which deals damage. This is the mana job: giving it, stealing it, turning health into mana, and casting in half the time. Plus two ground anchors — fog and web — which are the best survival tools a caster gets.

Sage tree — 25 skills

Skill Lv. Requires
Study 10
Cast Cancel 5 Study 2
Magic Rod 5 Study 4
Free Cast 10 Cast Cancel 1
Spell Breaker 5 Magic Rod 1
Hindsight 10 Free Cast 4
Endow Blaze 5 Fire Bolt 1 + Study 5
Endow Tsunami 5 Cold Bolt 1 + Study 5
Endow Tornado 5 Lightning Bolt 1 + Study 5
Endow Quake 5 Stone Curse 1 + Study 5
Dragonology 5 Study 9
Volcano 5 Endow Blaze 2
Deluge 5 Endow Tsunami 2
Whirlwind 5 Endow Tornado 2
Magnetic Earth 5 Volcano 3 + Deluge 3 + Whirlwind 3
Dispell 5 Spell Breaker 3
Hocus-pocus 10 Hindsight 5 + Dispell 1 + Magnetic Earth 1
Earth Spike 5 Endow Quake 1
Heaven’s Drive 5 Earth Spike 1
Sense 1
Create Elemental Converter 1 quest skill
Elemental Change (water, earth, fire, wind) 1 quest skills

The five quest skills — the converter and the four Elemental Changes — are handed to you free by the Platinum Skill NPC in Prontera (158, 193), on top of Mishuna's official quest at the magic academy in Juno.

Professor tree — 8 skills

Skill Lv. Requires
Indulge 5 Increase SP Recovery 1 + Magic Rod 1
Soul Exhale 1 Magic Rod 3 + Spell Breaker 2
Soul Siphon 5 Cast Cancel 5 + Magic Rod 3 + Dispell 3
Mind Breaker 5 Increase SP Recovery 3 + Soul Siphon 2
Foresight 1 Study 5 + Free Cast 5 + Hindsight 1
Wall of Fog 1 Deluge 2 + Whirlwind 2
Fiber Lock 1 Dragonology 4
Double Casting 5 Hindsight 1

Study 5 is the real bottleneck. Without it there are no endows, without endows there are no elemental fields, and without all three fields there is no Magnetic Earth and no Hocus-pocus. Almost the whole tree runs through it. Study 9 also opens Dragonology, which in turn is the only requirement for Fiber Lock.

Wall of Fog shows up in the database with five levels, but the Professor tree only allows level 1. That is not a bug: its duration is fixed and does not change with level.

Sage Professor skill tree skills Link to this specification

See also Free Cast: the skill that defines the job The four endows: putting an element on the weapon of whoever swings it Soul Exhale rewritten: allies get REFILLED, everyone else gets a literal swap Fourteen skills, and one of them cannot be bought with skill points The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here

Study and Dragonology: the two passives almost nobody reads One makes you hit and swing faster with a book; the other is the biggest anti-dragon package in the game.

Both are passive: there is nothing to press. And both are a great deal more than a tree requirement.

Study — Advanced Book, 10 levels

It only works with a book equipped. With any other weapon both effects are worth zero.

Level ATK with a book ASPD
1 +3 +1
3 +9 +2
5 +15 +3
7 +21 +4
10 +30 +5

The exact formulas are ATK +3 × level and ASPD + (level−1)/2 + 1, rounding down.

Dragonology — 5 levels

Level INT Physical damage to dragons Magic damage to dragons Resistance to dragons
1 +1 +4% +2% +4%
2 +1 +8% +4% +8%
3 +2 +12% +6% +12%
4 +2 +16% +8% +16%
5 +3 +20% +10% +20%

The magic bonus is half the physical one. This is the detail everyone gets wrong: Dragonology 5 gives +20% weapon damage against the dragon race but only +10% magic damage. Even so, that 10% plus the 20% resistance is the best anti-dragon package available outside cards — and the INT it hands you is base INT, counting towards MATK and maximum mana exactly as if you had spent the points yourself.

Study Dragonology passives Link to this specification

See also The mage who studies instead of shouting: what a Sage is and what Professor adds Earth Spike: the Sage's only pure damage spell

Free Cast: the skill that defines the job Walk and swing while you cast. The price is paid in speed, and it shrinks with level.

An ordinary caster is a statue while casting: it cannot walk, cannot attack, and any hit drops the spell. With Free Cast you can do all three — walk, swing your weapon and keep casting — in exchange for moving and attacking more slowly while the cast bar is running.

What it costs, by level

Level Time per cell while casting Attack speed while casting
1 170% 55%
3 160% 65%
5 150% 75%
7 140% 85%
10 125% 100%

Walking costs 175 − 5 × level percent of the normal time per cell, and attack speed drops to 5 × (level + 10) percent. Both numbers apply only during the cast; the moment the spell goes off you are back to normal.

Why level 10 and not level 5

At level 10 the attack penalty disappears entirely: 100%. That turns Free Cast into more than mobility — it is what lets you keep hitting with your weapon while you prepare a long spell instead of choosing one or the other. And from level 1 onwards you can already attack during the spell's after-cast delay, which is dead air for every other mage.

Guild skills are excluded. Free Cast lets you walk while casting anything except a guild skill: those still root you in place. And mind the obvious: Free Cast does not protect you from interruption. If you get hit and the spell is flagged cancellable, it still drops; what you gain is the ability to walk out of the danger before that happens.

The server's AI knows about this advantage and uses it: a character with Free Cast does not stop to cast, and can reposition and fire in the same turn. See how the AI plays a Sage.

Free Cast movement casting Link to this specification

See also The mage who studies instead of shouting: what a Sage is and what Professor adds Hindsight: the autocast spell, and how an AI-driven character picks it How the AI plays Sage and Professor

Cast Cancel: aborting your own spell almost for free At level 5 it hands you back 90% of the mana you were about to spend. At level 1, 10%.

A spell's mana is not charged when you start casting, it is charged when you finish. So if you break the cast by hand — by walking, or because you notice the target is already dead — you normally pay nothing at all.

Cast Cancel is the opposite of what it looks like: it does not save you the spell, it charges you a fine for aborting it. What it really does is cancel the cast and bill you a percentage of the mana of the spell you threw away.

Level Fine, as a share of the aborted spell's mana
1 90%
2 70%
3 50%
4 30%
5 10%

It costs 2 mana, is instant, and has no cooldown.

So what is it for

For breaking a long cast without moving. A five-second Storm Gust you no longer need can be dropped by walking, but walking takes you out of position; Cast Cancel drops it from where you stand and frees you to cast something else that same instant. In a castle fight, where one bad step kills you, that difference is real.

It gates Free Cast and Soul Siphon. Free Cast only asks for Cast Cancel 1 — cheap. Soul Siphon asks for Cast Cancel 5, so any Professor who wants that skill maxes this one out of necessity, and at level 5 the fine is already token.

Cast Cancel casting mana Link to this specification

See also Free Cast: the skill that defines the job Spell Breaker: shattering someone's cast and pocketing their mana The mage who studies instead of shouting: what a Sage is and what Professor adds

Magic Rod: eating the spell that was coming for you Zero damage, and you keep part of the mana it cost. It lasts under a second and a half.

Magic Rod raises a very short shield around you. If a spell aimed at you lands during that window, the damage is zero, none of its side effects apply, and you gain mana on top.

Level Lasts Mana you keep
1 0.4 s 20%
2 0.6 s 40%
3 0.8 s 60%
4 1.0 s 80%
5 1.2 s 100%

The percentage is taken from the mana cost of the absorbed spell, not from your own bar. A 60-mana Meteor Storm absorbed at level 5 gives you 60 back. It costs 2 mana, is instant, and leaves a 1 second after-cast delay.

What it absorbs and what it does not

Yes No
Magic spells cast at you by a monster or a player Anything coming from a ground unit (Storm Gust, Meteor Storm, Lord of Vermilion, Heaven’s Drive…)
The spell's side effects: no freeze, no stun, no blind Physical attacks, even from a caster monster
The whole spell, even if it would have killed you Magic aimed at someone else that catches you in the splash

Two traps. First: the shield drops if you get knocked back. Any knockback ends it early. Second, and the one that ruins the most attempts: most of a rival mage's dangerous magic is ground-based, and it absorbs none of that. Magic Rod shines against targeted spells — the bolts, Soul Strike, Jupitel Thunder, Napalm Beat, monster caster magic — not against carpets.

Against another Sage there is one extra, very dirty use: if an enemy player casts Spell Breaker on you while Magic Rod is up, it breaks nothing — you steal 20% of their mana instead.

Magic Rod defence mana Link to this specification

See also Spell Breaker: shattering someone's cast and pocketing their mana How the AI plays Sage and Professor The mage who studies instead of shouting: what a Sage is and what Professor adds

Spell Breaker: shattering someone's cast and pocketing their mana It drains the full mana cost of the spell they were casting. At level 5 you recover all of it.

You break the cast of somebody who is casting. Not just break it: you drain every point of mana that spell was going to cost them, and part of it ends up in your bar.

Level Share of the drained mana you keep Health drain
1 0%
2 25%
3 50%
4 75%
5 100% 2% of their maximum health, and you heal half of it

10 mana, 9 cells of range, 0.56 s variable cast + 0.14 s fixed. No cooldown.

The four rules you need to know

Situation What happens
The target was not casting Nothing at all happens — and the mana has already been spent. No error message.
The target is a boss (status-immune) Only a 10% chance of working at all. And it never drains health.
The level 5 health drain Only against monsters, or against players on PvP/castle maps. Never against bosses. And never lethal: if the 2% would kill the target, it is skipped.
The target is a player with Magic Rod up It backfires: you hand them 20% of your own mana.

What actually wins fights is not the interrupt, it is the mana. A rival Wizard casting Storm Gust lv10 loses a Storm Gust's worth of mana and the spell. At level 5 you keep that exact mana. Two uses in, one bar is empty and the other is full, and that settles the duel long before damage does.

One quiet quirk: Spell Breaker does not interrupt your auto-attack. You can keep swinging while you cast it, which almost no targeted skill allows.

Spell Breaker interrupt PvP Link to this specification

See also Magic Rod: eating the spell that was coming for you Cast Cancel: aborting your own spell almost for free How the AI plays Sage and Professor

Hindsight: the autocast spell, and how an AI-driven character picks it The server changed the code here: a bot no longer freezes waiting for a window nobody is going to answer.

Hindsight (Auto Spell) has you pick one mage spell, and while it lasts every weapon hit has a chance to fire that spell on its own, for free… almost free.

Level Lasts Chance per hit Spell level
1 2 min 2%
2 2.5 min 4% 1
4 3.5 min 8% 2
6 4.5 min 12% 3
8 5.5 min 16% 4
10 6.5 min 20% 5

It costs 35 mana and 3 seconds of fixed cast. The spell level is half your Hindsight level, capped by the level you actually learned of that spell. Each autocast charges you 2/3 of the spell's normal mana; if you cannot pay, nothing fires.

Do not leave Hindsight at level 1. Since the spell level is half the Hindsight level, level 1 gives you half of 1, which is zero: the buff goes up, takes an icon slot, and the autocast produces nothing usable. The first level that genuinely works is 2. If you are going to spend a point on Hindsight, spend two.

And the level drops again when it fires

At the moment it triggers there is a second roll: 50% of the time the spell comes out at half level, 35% of the time one level lower, and only 15% of the time at full level. The only way to skip that reduction is the Sage Soul Link, which also raises the spell cap to level 10.

The new branch: when the AI is driving

Hindsight is the only skill in the whole branch that is not resolved on the server. For a player it opens a client window and waits for you to pick the spell. An AI-driven character has nobody to answer that window: the status never came into existence, the character sat there frozen and unable to act, and the AI — seeing the buff still missing — recast it over and over.

It now picks on its own, and these are the exact rules:

Rule What it does
Hindsight 2 or above Takes the best of the three bolts: Cold Bolt, Fire Bolt or Lightning Bolt, whichever is learned at the highest level.
Hindsight 1, or no bolt at all Takes Napalm Beat, which is the only thing the official ladder allows there.
Never Fire Ball or Frost Diver, even when the level would allow them.
Whatever happens The character is released. It never sits waiting on a window.

Why the area spells are excluded. Fire Ball and Frost Diver splash, and the autocast does not choose where it points: it fires at whatever you are hitting. A bot would end up freezing the neighbour's monster or breaking its own party's Storm Gust. The decision is deliberate, not an oversight.

When the AI puts it up

Only if the character fights in melee — the only build that benefits from a spell that fires on weapon hits — and never twice within a minute. It lasts between 2 and 6.5 minutes, so it fell outside the normal short-buff throttle and needed one of its own.

The Hindsight status cannot be removed by Dispell, Clearance or Banishing Buster, and it survives death. It is one of the very few buffs in the game nobody can strip off you. See also the AI repertoire.

Hindsight Auto Spell AI modified Link to this specification

See also Double Casting: bolts come out twice How the AI plays Sage and Professor Which skills the AI knows how to use, and which are left out on purpose Free Cast: the skill that defines the job

The four endows: putting an element on the weapon of whoever swings it Blaze, Tsunami, Tornado and Quake. Half an hour of element for one coloured point.

All four work the same and differ only in element and in the stone they consume. They change a party member's weapon element — or your own — for a good long while.

Skill Element Consumes
Endow Blaze Fire Scarlet Point
Endow Tsunami Water Indigo Point
Endow Tornado Wind Yellow Wish Point
Endow Quake Earth Lime Green Point
Level 1 2 3 4 5
Duration 10 min 15 min 20 min 25 min 30 min

40 mana, 1 s variable cast + 1 s fixed, 9 cells of range. On this server the success rate is 100% at every level: the level only changes the duration, and there is no risk of the target's weapon being unequipped on a failure. It can only be cast on yourself, your party or your guild.

It does not work bare-handed. If the target has empty fists the cast fails and the stone is consumed anyway. This is mistake number one with these skills: check that whoever gets the endow is actually holding something.

What it clashes with

The four are mutually exclusive and clash with almost any other weapon element: putting one up removes Aspersio, Enchant Poison, and any previous water, wind, earth, fire, shadow or ghost endow. And it drops on its own if the target unequips the weapon.

This matters far more than it looks in a party: a priest's Aspersio is worth more than any endow against undead. Overwriting it with an Endow Blaze makes your teammate worse while you think you are helping. The server's AI has that rule written down: if the weapon already carries an element — its own or someone else's — it is left alone.

How the AI picks which of the four: it measures all four elements against the reference enemy using the same table the engine will use for the actual hit, and only casts on a strict advantage. Tying with neutral does not pay for a stone. It hands them out in this order: yourself, the party, and last your mercenary or homunculus.

endow element support Link to this specification

See also Volcano, Deluge and Whirlwind: painting the ground with an element Create Elemental Converter: making your own weapon element How the AI plays Sage and Professor The mage who studies instead of shouting: what a Sage is and what Professor adds

Volcano, Deluge and Whirlwind: painting the ground with an element A 7&times;7 ring that boosts its element for everyone standing in it. Everyone.

All three plant a 7×7 cell ring at your feet. Anyone inside hits harder with the field's element, and also gets a different flat bonus in each case.

Field Element boosted Flat bonus
Volcano Fire +5 + 5×level ATK and MATK
Deluge Water +5/9/12/14/15% maximum health
Whirlwind Wind +3×level flee

The elemental boost, identical in all three

Level 1 2 3 4 5
Added to the elemental table +10 +14 +17 +19 +20
Duration 1 min 2 min 3 min 4 min 5 min
Cost 48 SP 46 SP 44 SP 42 SP 40 SP

All three: 4 s variable cast + 1 s fixed, 2 cells of range, and 1 Blue Gemstone. Yes, the mana cost drops with level: level 5 is the cheapest.

The number is added to the table, not to the damage

It is not "+20% damage". It is added to the percentage the elemental table was already giving you. Against something that resists your element at 50%, Volcano 5 makes it 70%; against something neutral, 100% becomes 120%; against something weak to fire already taking 175%, it becomes 195%. The better the matchup already was, the more it pays.

You can only have ONE field at a time, and switching fields does NOT reset the clock. Volcano, Deluge, Whirlwind and Magnetic Earth share the same slot: planting any of them deletes the previous one. And here is the bite: the new field inherits whatever time was left on the old one. If your Volcano had 12 seconds left and you plant a Deluge, your Deluge lasts 12 seconds. The good news is that switching between the three elemental fields while the old one is still alive does not consume the gemstone.

The other three traps

Trap Detail
It buffs enemies too The ring does not care about sides. A Volcano in a castle raises the ATK of whoever is coming to kill you.
Volcano forbids your Ice Wall While you stand inside a Volcano you cannot cast Ice Wall. The engine refuses it silently.
Deluge counts as water Standing in a Deluge satisfies the "on water" requirement: that is what lets you cast Water Ball on any map.

All three are wiped by Fire Rain, are not saved on logout, and cannot be removed with Clearance. The status only exists while you stand on the ring: two steps out and it drops.

Volcano Deluge Whirlwind element Link to this specification

See also Magnetic Earth: the zone where area magic stops existing The four endows: putting an element on the weapon of whoever swings it Wall of Fog: the mist that makes three out of four skills miss How the AI plays Sage and Professor

Magnetic Earth: the zone where area magic stops existing It wipes carpets off the ground and lets nobody plant new ones. With very specific exceptions.

Magnetic Earth (Land Protector) plants a zone that does two things at once: it instantly deletes the ground units already inside it, and it prevents new ones from being created for as long as it lasts.

Level Size Duration Mana
1 7×7 2 min 45 s 66
2 7×7 3 min 30 s 62
3 9×9 4 min 15 s 58
4 9×9 5 min 54
5 11×11 5 min 45 s 50

4 s variable cast + 1 s fixed, 2 cells of range. Consumes 1 Blue Gemstone and 1 Yellow Gemstone per cast.

What it kills and what it spares

Dies Survives
Storm Gust, Meteor Storm, Lord of Vermilion, Heaven’s Drive, Fire Wall, Sanctuary, Quagmire, Gravitation Field… Hunter traps, all of them
Fire Pillar, the one trap that does get wiped — it is written in separately on purpose Units flagged as "ignores Land Protector"
An enemy Magnetic Earth: if they overlap, both are destroyed Guild auras, which are never cancelled

What it blocks while it is up

  • Any damage from a magical ground unit amounts to nothing on its cells.
  • Safety Wall, Pneuma, Steinwand and Maelstrom cannot be planted on top of it. Pneuma fails even on a single overlapping cell.
  • Teleport and Odin’s Power fail if cast from inside it (unless cast from an item).
  • A water cell stops counting as water: no Water Ball on top of it.

What it does NOT block: targeted magic. A Fire Bolt, a Jupitel Thunder, a Soul Strike or an Asura hit you just the same inside a Magnetic Earth. It only shuts down what is planted on the ground. Anyone who puts down a Land Protector expecting immunity to mages is in for a very expensive surprise.

Second trap, and the one that ruins the most casts: it occupies the same slot as Volcano, Deluge and Whirlwind, and inherits whatever time was left on the previous field. Plant Magnetic Earth while one of your own Volcanoes is dying and your five-minute Land Protector may last ten seconds — with both gemstones spent all the same. Let the elemental field expire first, or plant it from scratch.

Land Protector Magnetic Earth WoE Link to this specification

See also Volcano, Deluge and Whirlwind: painting the ground with an element Wall of Fog: the mist that makes three out of four skills miss In a war zone you no longer pay the toll of uninterruptible-cast cards

Dispell: stripping everything somebody was wearing One mana, one yellow gemstone, and the buffs are gone. With a long list of exceptions.

Dispell tears every status off a target at once: good and bad, their own and whatever was put on them.

Level 1 2 3 4 5
Chance 60% 70% 80% 90% 100%

It costs 1 mana and 1 Yellow Gemstone. 1.6 s variable cast + 0.4 s fixed, 9 cells of range. It cannot be cast on yourself.

Who you can cast it on

Outside a hostile map, only your party or your guild — which is its friendly use: clearing a teammate of a curse or a status that will not come off any other way, accepting that their buffs go with it. In PvP, castles or duels, on anyone.

Who it does not work on

Immunity Detail
Soul Linker The whole class is immune to Dispell. There is no roll: it always fails.
Rogue Soul Link Anyone carrying it is protected.
Golden Thief Bug Blocks all targeted magic, this included.
Songs and dances On this server they cannot be dispelled, inside or outside their area.

A fair number of statuses are flagged "not removable by Dispell". From the Sage branch itself, Hindsight and Fiber Lock are on that list. Assumptio on a monster does not come off either. And on a player it also clears the temporary item effects that are marked to end on Dispell.

Against a monster it has an extra effect everyone forgets: besides clearing its statuses, it makes the monster drop its target. Useful for peeling a mob off a teammate who cannot take it.

Dispell PvP WoE Link to this specification

See also Spell Breaker: shattering someone's cast and pocketing their mana Mind Breaker: prying open an enemy's magic defence Monsters cast Orc Head again, and Healers clear the annoying debuffs

Hocus-pocus: 155 spells in a hat Two yellow gemstones for a random spell from the whole first and second class pool. And whatever comes out is free.

Hocus-pocus pulls a random spell out of a list of 155 and puts it in your hand so you can aim and cast it yourself. Whatever comes out is cast completely free: no mana, no gemstones, no arrows, no requirements of any kind.

It costs 50 mana and 2 Yellow Gemstone. Instant, no cooldown.

Where the 155 come from

Branch How many
Sage itself 23
Acolyte, Priest and Monk 36
Mage and Wizard 25
Archer and Hunter 17
Thief, Rogue and Assassin 21
Swordsman, Knight and Crusader 21
Merchant, Blacksmith, Bard and Dancer 12

What the level changes

Two things, and neither of them is "better spells come out":

  • The level it comes out at. The spell is cast at your Hocus-pocus level, capped by its own maximum. Hocus-pocus 10 pulls a level 10 Storm Gust.
  • The special prizes, which only appear at certain levels: Monocell and Grim Reaper get more likely with level; Class Change and Grampus Morph only exist from level 8 up; Questioning only appears below level 6.

The spells that come out still obey the map. This is the trap that catches people in dungeons: even though the spell is free, it still follows the local rules. A Teleport or a Warp Portal pulled from Hocus-pocus fails just the same on a map that forbids them. What is free is the cost, not the permission.

One of the prizes on the list, Grampus Morph — the one that turned you into an orc for twenty minutes — is disabled on this server: it comes out, you see the effect, and nothing transforms.

Hocus-pocus Abracadabra random Link to this specification

See also The mage who studies instead of shouting: what a Sage is and what Professor adds Dispell: stripping everything somebody was wearing

Create Elemental Converter: making your own weapon element A blank scroll and an elemental stone. 100% success, always.

It opens a crafting window with whichever of the four Elemental Converters you can make from what you are carrying. It costs 30 mana and never fails: the success rate is hard-set to 100%.

What the converter is for once made

Two different things, and it is worth not mixing them up:

  • Using it yourself: it puts its element on your weapon for 20 minutes. Anyone can use it; you do not have to be a Sage.
  • Spending it as ammunition for Elemental Change, which is what changes a monster's element.

It is the only cheap source of weapon element for the rest of the server. A converter costs one blank scroll and one merchant stone; an endow costs 40 mana, a coloured point and a Sage standing next to you. A Sage mass-producing converters is useful even when detached from the party.

This skill and the four Elemental Changes are quest skills: they cost no tree points. The Platinum Skill NPC in Prontera (158, 193) hands them over free, as does Mishuna's official quest at the magic academy in Juno.

converter crafting element Link to this specification

See also Elemental Change: rewriting a monster's element The four endows: putting an element on the weapon of whoever swings it The mage who studies instead of shouting: what a Sage is and what Professor adds

Elemental Change: rewriting a monster's element Half an hour. Monsters only, never a boss, and it cannot fail.

Four twin skills — water, earth, fire and wind — that change a monster's defensive element for 30 minutes. They do not change the element it attacks with: they change what hits it hardest.

30 mana, 2 s fixed cast, 1 s after-cast delay, 9 cells of range. Each one consumes 1 Elemental Converter of the matching element. The chance is 100%.

The three conditions, all of them hard

Condition What happens otherwise
The target must be a monster On a player it does nothing at all, with no message.
It cannot be a boss (status-immune) Same: nothing, silently. The converter is not consumed.
You must carry the matching converter The skill never leaves the ground.

On this server it does NOT fail based on level. The classic description says Elemental Change is less reliable against high-level monsters. Not here: the code was checked and there is no level test at all. The only things that block it are the target being a boss, not being a monster, or being protected by a Golden Thief Bug.

When it is worth it

Against a tough, tedious monster your magic struggles to get through. Turning it into water so the party melts it with lightning, or into wind in front of a storm Wizard, turns a two-minute fight into a twenty-second one. The half-hour duration is designed for exactly that: put it on the area boss and ride it for the whole session.

Note: the status survives the target's death and cannot be removed with Dispell or Clearance, but a respawn clears it like anything else.

Elemental Change element monsters Link to this specification

See also Create Elemental Converter: making your own weapon element The four endows: putting an element on the weapon of whoever swings it The mage who studies instead of shouting: what a Sage is and what Professor adds

Earth Spike: the Sage's only pure damage spell Single target, earth element, and one more hit for every level.

Earth Spike is the closest thing to a bolt the Sage gets: single target, earth element, and one extra hit per level.

Level Hits Total damage Cast Mana
1 1 200% MATK 0.8 + 0.4 s 14
2 2 400% MATK 1.4 + 0.6 s 18
3 3 600% MATK 2.0 + 0.8 s 22
4 4 800% MATK 2.6 + 1.0 s 26
5 5 1000% MATK 3.2 + 1.2 s 30

Every hit lands at 200% of MATK, and the hits multiply rather than splitting the total. 9 cells of range. 1.4 s after-cast delay. No cooldown. The two cast figures are variable + fixed: DEX and INT shorten the variable part, never the fixed one.

The hidden bonus

If you have an earth elemental in Care mode (Earth Care) out, Earth Spike deals nine times the damage. That is not a typo: the ratio is multiplied by nine. It is by far the best reason for a Sorcerer who came up through Sage to keep Earth Spike on the bar.

Double Casting does not repeat it. Double Casting only doubles the mage's three bolts — Cold, Fire and Lightning. Earth Spike is not on that list, however much it looks like one. See Double Casting.

The AI has it integrated and adjustable from the character sheet, inside the mage's element selector.

Earth Spike damage earth Link to this specification

See also Heaven&rsquo;s Drive: the earth carpet Double Casting: bolts come out twice The mage who studies instead of shouting: what a Sage is and what Professor adds

Heaven&rsquo;s Drive: the earth carpet A 5&times;5 that hits once per level and rips out anything that was rooted.

It is planted on the ground, covers 5×5 cells and hits every enemy inside. Earth element.

Level Hits Total damage Cast Mana
1 1 125% MATK 1.1 + 0.8 s 28
2 2 250% MATK 1.3 + 0.8 s 32
3 3 375% MATK 1.5 + 0.8 s 36
4 4 500% MATK 1.7 + 0.8 s 40
5 5 625% MATK 1.9 + 0.8 s 44

Every hit at 125% of MATK, and they multiply. 9 cells of range, 1 second cooldown, 0.5 s after-cast delay. It also reaches hidden targets.

The two uses the tooltip does not mention

  • It rips out Root Twist. Anyone rooted by the Sorcerer's skill breaks free when a Heaven’s Drive lands on them. Useful for freeing a teammate.
  • It reveals hidden targets. Being a ground area that reaches concealed units, it drags anything buried or invisible inside the square out of hiding.

It is ground magic, with everything that implies. A Magnetic Earth — yours or the enemy's — shuts it down completely, and Magic Rod does not absorb it. If the enemy is standing on a Land Protector, this spell is wasted mana.

The AI uses it as a group area — planting it on the target's cell — and requires at least two enemies nearby for it to be worth the turn. That minimum can be changed from the character sheet.

Heaven's Drive area earth Link to this specification

See also Earth Spike: the Sage's only pure damage spell Magnetic Earth: the zone where area magic stops existing How the AI plays Sage and Professor

Sense: the full data sheet of the monster in front of you Ten mana for its element, race, size and exact defences.

Sense opens a monster's analysis window: health, element and element level, race, size, physical and magical defence, and its elemental resistances.

10 mana, 9 cells of range, instant, no cooldown, a single level.

Why a sensible Sage learns it first

Because everything else the job does depends on knowing the enemy's element. With that window open you know, without guessing:

  • Which of the four endows to hand out, and whether the stone is worth spending.
  • Which of the three elemental fields to plant.
  • Whether the monster is worth an Elemental Change or is already fine as it is.
  • Whether its MDEF is high enough for Mind Breaker to pay off.

Two limits. It does not work on players: it simply errors out. And it cannot be cast on a castle Emperium — it is excluded by hand in the engine, alongside a handful of other skills.

The AI does not use it, and that is deliberate: it only provides information, and the AI already knows the monster's data internally without spending mana to ask.

Sense Estimation information Link to this specification

See also Elemental Change: rewriting a monster's element The four endows: putting an element on the weapon of whoever swings it The mage who studies instead of shouting: what a Sage is and what Professor adds

Soul Exhale rewritten: allies get REFILLED, everyone else gets a literal swap This server rewrote the skill. Two behaviours depending on the target's side, and no renewal halving.

Soul Exhale is the Professor's signature skill: it moves mana between two people. On this server it has been completely rewritten, and what it does is decided by the target's side.

On an ALLY — you refill them

Nothing is swapped. Their mana bar is filled to the top, and you pay only what was missing. If your priest is 200 mana short, you give 200 and keep the rest of yours.

On anyone else — literal swap

Your whole bar for their whole bar. No losses: the halving renewal used to apply is gone. What they had becomes yours and the other way round, point for point.

Why it was changed

Because the swap was a bad deal between teammates. An ally who was 200 mana short got all of yours from the swap and left you with all of theirs — which is exactly the mana they did not need. The result: two half-empty bars instead of one full and one nearly untouched.

Who counts as an ally

The side is decided by the engine using the same rule it uses to work out who you can heal: same party or same guild, and allied guilds count. The party number is not read by hand, precisely because in castle sieges and battlegrounds that is not where sides come from.

The four exact rules

Case Result
Ally with a full bar, or you at zero It fails and does nothing. It does not fall back to the swap: swapping bars with a full teammate would be taking mana away from them.
Ally who cannot receive mana — fresh out of Asura, or under a no-recovery status It fails before charging you anything. This is the important guard in the new version: this branch charges you before it delivers, so without it a teammate in Asura would empty your bar for nothing.
Enemy under Asura or no-recovery They get their own mana back instead of yours. You still take theirs.
On a monster You gain 3% of your maximum mana, and that monster is flagged: a second attempt fails. Once per creature.

It costs 5 mana and 3 seconds of fixed cast, 9 cells of range. It cannot be cast on yourself. It only reaches party, guild and enemies: never a neutral stranger.

Against an enemy player, the literal swap is brutal. Without the renewal halving, a Professor with an empty bar and a rival Wizard with a full one trade at 100%: they go dry and you go full, in a single three-second cast. In PvP and castle sieges that is no longer a support utility, it is a weapon.

How the AI uses it: only on party members from the Acolyte line (Priest, Monk, Arch Bishop…) or the Soul Linker line, only when they drop below 10% mana, and only if you are above 95% health and at least 50% mana. It always picks the one in the worst shape, not the first one it sees.

Soul Exhale Soul Change mana modified Link to this specification

See also Indulge: trading health for mana at an excellent rate How the AI plays Sage and Professor The mage who studies instead of shouting: what a Sage is and what Professor adds Songs and support skills reach as many characters as they can, and never work against you

Indulge: trading health for mana at an excellent rate You pay 10% of your maximum health. At level 5 you get five times that back as mana.

The cost is always the same — 10% of your maximum health — and what changes with level is how much mana that payment buys.

Level Health paid Mana received Mana cost
1 10% max HP 10% of your maximum health 1
2 10% max HP 20% of your maximum health 2
3 10% max HP 30% of your maximum health 3
4 10% max HP 40% of your maximum health 4
5 10% max HP 50% of your maximum health 5

The formulas are health paid = max health / 10 and mana gained = health paid × level. Note the unit: the mana you get is measured against your maximum health, not your maximum mana. Instant, 0.5 s after-cast delay.

Why it is so strong on a Professor

Because a caster usually has far more health than mana. With 12,000 health and 3,500 mana, an Indulge 5 costs 1,200 health and returns 6,000 mana — nearly two full bars. It is comfortably the most efficient mana recovery in the game outside consumables.

If you cannot afford the health, nothing happens. The engine checks first that you can pay the 10%: if not, the skill fails and takes neither health nor mana. It cannot kill you. But it can leave you in an uncomfortable spot, so the healthy habit is to use it with your health bar high, not as a last resort.

The AI uses it with two thresholds set by the server owner: health above 95% and mana below 30%. Health is the safety condition and mana the need condition; with both met, the trade is always a good deal.

Indulge mana Professor Link to this specification

See also Soul Exhale rewritten: allies get REFILLED, everyone else gets a literal swap How the AI plays Sage and Professor The mage who studies instead of shouting: what a Sage is and what Professor adds

Soul Siphon: emptying somebody's mana, or your own It is a coin flip. If it comes up tails, you are the one left at zero.

Soul Siphon (Soul Burn) sets the target's mana to zero. Literally: 100% of the bar, at once. And at level 5 it also deals magic damage.

Level Chance to land Mana Cooldown Damage
1 40% 80 10 s
2 50% 90 10 s
3 60% 100 10 s
4 70% 110 10 s
5 70% 120 15 s twice their current mana

Instant, 9 cells of range. It ignores attack cards, defence cards and element.

The level 5 damage does not come from MATK

This is the job's odd formula, and it appears in no description: the level 5 hit is worth twice the mana the target holds at that moment. Your magic power does not enter the calculation at all. It is measured before the bar is emptied, so against a full-mana target the hit is enormous and against a dry one it is zero. The target's magic defence and magic resistance still apply, as with any spell.

When it fails, you do it to yourself. It is not that "nothing happens": the entire effect turns on the caster. Your mana goes to zero, and at level 5 you take the hit — which, being twice your current mana, is worse the better your bar was doing. With a 30% failure rate at level 5, this is the most dangerous skill in the job for the person casting it.

When to use it

Against another caster in PvP or a castle siege, and virtually nowhere else. Emptying a Wizard's or an Arch Bishop's mana takes them out of the fight as effectively as killing them, and it outlasts the cooldown. Against an ordinary monster it is 120 mana thrown away: most of them do not depend on theirs at all.

It gates Mind Breaker at level 2, so every Professor carries it at least that far whether or not they ever intend to cast it. The AI does not use it, deliberately: a 30% roll that can leave the character bone dry is not something you can automate with any judgement.

Soul Siphon Soul Burn PvP Link to this specification

See also Mind Breaker: prying open an enemy's magic defence Soul Exhale rewritten: allies get REFILLED, everyone else gets a literal swap The mage who studies instead of shouting: what a Sage is and what Professor adds

Mind Breaker: prying open an enemy's magic defence It lowers their MDEF and raises their INT. That second half is what decides who you can use it on.

Mind Breaker leaves the target far softer against magic for 30 seconds. It also breaks whatever cast they had running at that moment, and makes the monster turn on you.

Level Chance Mana After-cast delay
1 60% 12 0.8 s
2 65% 15 0.9 s
3 70% 18 1.0 s
4 75% 21 1.1 s
5 80% 24 1.2 s

The exact chance is 55 + 5 × level percent. Instant, 9 cells of range, 30 seconds at every level.

Who it does NOT work on

  • Bosses and status-immune targets: it bails out before trying and consumes nothing.
  • Undead: same, it does not even attempt it.
  • Anyone already carrying it: silent failure, nothing consumed.

It also raises their INT. That is the half of the skill the tooltip does not highlight, and the one to keep in mind: cast it on something that casts spells and you are lowering its magic defence and raising the damage of its own spells. Against a caster monster it is shooting yourself in the foot. And when it lands it removes Freeze, Stone Curse and Sleep — you can wake up a monster you had put to sleep.

The AI has both vetoes written in: no casters — it scans the monster's skill list looking for magic — and only against targets with more than 40 MDEF. The reason for the second is that the effect strips a percentage of MDEF: on 10 the cut is symbolic; on 40 or more it is the difference between spells landing and spells bouncing.

Mind Breaker debuff magic Link to this specification

See also Soul Siphon: emptying somebody's mana, or your own How the AI plays Sage and Professor The mage who studies instead of shouting: what a Sage is and what Professor adds Monsters cast Orc Head again, and Healers clear the annoying debuffs

Foresight: five spells at half the cast time It does not last minutes, it lasts FIVE uses. And a charge burns even when the spell gains nothing.

Foresight (Memorize) has no duration: it has five charges. While you hold them, your variable cast time is halved. The status stays up indefinitely until you spend the fifth.

It costs 1 mana and 2.5 s of fixed cast. That fixed cast is reduced by neither DEX nor any status: it is always 2.5 seconds.

The two rules to internalise

Rule Consequence
It only counts for learned skills A spell granted by an item or a scroll is not accelerated and does not burn a charge. Only what is in your own tree.
The charge burns regardless Even if the spell you cast is instant or has only fixed cast time, the charge is consumed. Five Foresight uses, not five accelerated spells.

Do not stack Foresight with cheap spells. The classic mistake is putting it up and then casting three instant things "to get ready": you have eaten three of the five charges without saving a single millisecond. Foresight goes up immediately before the batch of long spells you want to accelerate.

What it combines with

Foresight's 50% reduction does not stack multiplicatively with the others: it adds to reductions from other sources such as Magic Strings. With Suffragium on top and decent DEX, a five-second Storm Gust can end up under one.

The AI keeps it up as a self-buff, adjustable from the character sheet. Being a counter rather than a clock, it avoids the usual short-buff problem: there is nothing to "refresh" until all five are gone.

Foresight Memorize casting Link to this specification

See also Free Cast: the skill that defines the job Double Casting: bolts come out twice In a war zone you no longer pay the toll of uninterruptible-cast cards

Wall of Fog: the mist that makes three out of four skills miss A 5&times;3 rectangle, twenty seconds, and the best defence a caster has against ranged attackers.

Wall of Fog plants a rectangle of mist 5 cells wide by 3 tall (15 cells) centred where you aim. Everyone inside suffers four things at once.

Effect How much
Offensive skills miss 75% failure rate for any targeted skill aimed at someone inside.
Skill damage taken −25%
Damage from ranged normal attacks −75%, plus −50 hit for the attacker
Blind On everyone who enters, except the caster

25 mana, 9 cells of range, instant. It lasts 20 seconds and the blind 10. You can have two mists up at once.

The ground interactions, which are the good part

What you plant it on What happens
On a Deluge or a Suiton The mist lasts twice as long: 40 seconds.
On a Volcano or a Whirlwind Those cells are not created. The mist comes out mutilated or not at all.
On someone carrying Deluge They are not blinded. The water protects their eyes.

Two traps and a trick. Trap one: bosses are immune to the mist — the status does not stick, so they neither miss nor go blind. Trap two: Dragon Breath ignores it completely, both the fire and the water versions. And the trick: while you are inside the mist the blind never expires; on leaving, a player loses it instantly and a monster keeps it for another 30 seconds.

The AI casts it on itself and only when it is being shot at from range — it checks that there are long-range monsters targeting it and already in reach. It does not repeat while the status is up: 20 seconds and a fixed zone, so insisting would pay the mana twice for the same thing.

Wall of Fog Blinding Mist defence Link to this specification

See also Fiber Lock: pinning down whatever is coming for you Volcano, Deluge and Whirlwind: painting the ground with an element How the AI plays Sage and Professor

Fiber Lock: pinning down whatever is coming for you Web, immobility and half the flee. And if you set it on fire, damage doubles.

Fiber Lock throws a web onto a cell. Whoever lands in it cannot move, loses half their flee, and is dragged onto the web's cell if they were next to it.

Situation 1st web 2nd 3rd
Against monsters 8 s 16 s immune
In PvP, castles or battlegrounds 4 s 8 s 12 s

30 mana and 1 Cobweb. 9 cells of range, instant. The web stays on the ground for 16 seconds even if the trapped target breaks free earlier, and you can have three out at once.

The fire combo

A fire element attack against someone caught in the web deals double damage, and burns the web away in the process — the target is freed. This is the classic combination: Fiber Lock plus Fire Bolt, or Fiber Lock plus a teammate carrying Endow Blaze.

On the third attempt they become immune (against monsters). Duration grows with the second web, but on the third the target stops being trappable and the web you just threw shuts itself down. It cannot be chained indefinitely. In PvP zones the ladder is different: three webs, with shorter but growing durations.

The status cannot be removed by Dispell, Clearance or Banishing Buster, and does not drop on death. It is one of the hardest control effects in the game to clean off.

How the AI uses it: only on something that can move — there is nothing to tie down on an immobile target — that already has you as its target, and is within range. It runs ahead of Stone Curse and Fire Wall in the decision chain: for a kiting caster, stopping whatever is closing in is the immediate problem.

Fiber Lock Spider Web control Link to this specification

See also Wall of Fog: the mist that makes three out of four skills miss How the AI plays Sage and Professor The mage who studies instead of shouting: what a Sage is and what Professor adds

Double Casting: bolts come out twice Up to 80% chance to repeat, free. But it only repeats three spells in the whole branch.

While it lasts, every time you cast Cold Bolt, Fire Bolt or Lightning Bolt there is a chance it goes off a second time, on its own, with no cast time and no mana cost.

Level Chance to repeat Mana
1 40% 40
2 50% 45
3 60% 50
4 70% 55
5 80% 60

The formula is 30 + 10 × level percent. It lasts 90 seconds at every level. 1.6 s variable cast + 0.4 s fixed, and the variable part is not reduced by DEX.

Only the three bolts. Not one more. It does not repeat Soul Strike, Fire Ball, Napalm Beat, Earth Spike, Jupitel Thunder or any Wizard spell. The list is hard-coded in the engine and it is exactly Cold Bolt, Fire Bolt and Lightning Bolt. Any guide that says otherwise is describing a different server.

What actually makes it good

That the repeat is free. At level 5, a mage who only casts bolts gets 80% more damage per point of mana. With 90 seconds of duration and a 60 mana cost, it pays for itself on the second bolt. Combined with Foresight to shorten the cast, a Professor with level 10 bolts out-sustains a Wizard waiting on a Storm Gust.

The second shot comes after the first one's animation delay, so it reads as two bursts in a row rather than a single double hit. The AI keeps it as a self-buff, in the same group as Energy Coat and Foresight: the three things a mage wants up before starting.

Double Casting bolts damage Link to this specification

See also Hindsight: the autocast spell, and how an AI-driven character picks it Earth Spike: the Sage's only pure damage spell Foresight: five spells at half the cast time How the AI plays Sage and Professor

How the AI plays Sage and Professor Twenty-three of the thirty-three skills are integrated. And the ones that are not have a written reason.

The Sage is one of the jobs with the most bespoke logic in the server's AI, because almost none of its skills fit into a "damage rotation". Most of them need questions no other class asks: which element suits this monster?, is something being cast at me right now?, who in the party has the least mana left?

What it does know how to use

Skill With what criterion
Magic Rod It spots an enemy spell being cast at you and waits: it raises the shield just before impact, not the moment it sees the cast. While waiting it starts no other spell, so it can get there in time.
Spell Breaker The only catalogue entry that picks its own victim: it sweeps its range looking for casters instead of watching the current target. It prioritises areas and ground units, then heals, then anything aimed at you. And it checks it has time to land the interrupt.
The four endows It picks the element using the engine's own table, demands a strict advantage, never overwrites an element the weapon already has, and hands them out in order: you, the party, your summons.
The three elemental fields Same element criterion, with a throttle of its own: since the status vanishes when you step off the ring, it records the cast and does not repeat until the previous unit would have expired. Without that, it would be a blue gemstone every two steps.
Hindsight It picks the spell on its own. Only if the character fights in melee, and at most once a minute.
Heaven’s Drive and Earth Spike Inside the mage's element selector; Heaven’s Drive requires two enemies nearby.
Fiber Lock and Mind Breaker Both targeted, running ahead of Stone Curse and Fire Wall. Each with its own vetoes.
Wall of Fog, Indulge, Soul Exhale The support chain, in order of urgency: cover from ranged fire, your own mana, and last the party's.
Double Casting and Foresight Self-buffs, in the same group as Energy Coat.
Free Cast Nothing to switch on or off: the AI respects it. A character with Free Cast does not stop to cast, and can reposition and fire in the same turn.

What is left out, and why

Skill Reason
Sense It only provides information, and the AI already knows that data internally.
Hocus-pocus It opens a client window with a random spell. There is no way to judge whether the result is useful.
Create Elemental Converter Crafting with a window, not combat.
Cast Cancel Its value is changing your mind mid-cast, which is exactly what a decision chain does not do.
Soul Siphon A 30% failure roll that leaves the character dry. Not automatable.
Dispell It strips good and bad alike. Judging whether that pays off means reading the enemy's status bar.
Magnetic Earth It also wipes your own and your party's areas, and inherits the previous field's clock.
Elemental Change It burns a converter per attempt and its value depends on what the whole party is about to cast, not one character.

None of these exclusions is an oversight. Each one is written in the code with its reason next to it, and the panel greys them out rather than offering you a switch that would do nothing. What it cannot use stays off at the source, never on and inert.

Everything that is integrated has its own switch, level cap and conditions on the character sheet. See the full AI repertoire.

AI autoplay Sage Professor Link to this specification

See also Hindsight: the autocast spell, and how an AI-driven character picks it Soul Exhale rewritten: allies get REFILLED, everyone else gets a literal swap Magic Rod: eating the spell that was coming for you Which skills the AI knows how to use, and which are left out on purpose Songs and support skills reach as many characters as they can, and never work against you

Warlock

The Wizard's third job: four elemental spheres carried around as ammunition, a spellbook that stores a spell so you can fire it without casting, and the biggest and most expensive spells in the whole Mage branch.

The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server All 25 entries, what unlocks what, and how it differs from a Wizard.

The Warlock inherits the entire Mage and Wizard tree and adds twenty-five entries of its own. If you are coming from Wizard, the change is not raw power: it is that for the first time you have resources you stock up before the fight — spheres and memorised spells — and spells with casts so long that when you start them becomes a decision.

The three things that set it apart

The spheres. Four skills summon an elemental sphere that floats beside you. Five fit at once. They are the ammunition for Tetra Vortex (needs four) and Release level 2 (needs one). Each one costs 1 SP per second while you hold it.

The spellbook. With a magic book you memorise a spell you already know, and Release fires it with no cast time at all. It is the only way to land an instant Comet or Storm Gust.

Radius. A three-level passive that does two things at once: it gives you range and it trims the fixed cast time of almost the whole tree. It is the first thing you level and hardly anyone notices why.

Careful: most of the tree is Magic type. That matters for Stasis, which shuts down all magic in a huge area — yours included.

The 25 entries and their prerequisites

Skill Lv. Requires What it is
Radius 3 Passive: range and fixed cast time
Release 2 Fires the stored spell (lv. 1) or the spheres (lv. 2)
Reading Spellbook 1 Lets you use magic books
Mastery of Spell 10 Passive: spellbook memory capacity
Full Throttle 5 Full heal and +20% to everything, paid in SP
Drain Life 5 Radius 1 Single-target damage that heals you
Soul Expansion 5 Drain Life 1 Ghost-element splash
Stasis 5 Drain Life 1 Shuts down magic in a huge area
White Imprison 5 Soul Expansion 3 Locks the target away; bursts on release
Intense Telekinesis 5 Soul Expansion 5 Variable cast −50% and Ghost +200%
Recognized Spell 5 White Imprison 1, Stasis 1, Release 2 MATK always maxed, SP +25%
Summon Fire Ball 2 Meteor Storm 1 Fire sphere
Summon Lightning Ball 2 Lord of Vermilion 1 Wind sphere
Summon Water Ball 2 Storm Gust 1 Water sphere
Summon Stone 2 Heaven's Drive 1 Earth sphere
Frost Misty 5 Summon Water Ball 1 Water mist; leaves Freezing
Jack Frost 5 Frost Misty 2 The finisher of the ice combo
Crimson Rock 5 Summon Fire Ball 1 Fire meteor with knockback
Hell Inferno 5 Crimson Rock 2 Fire and, 0.3 s later, Shadow
Comet 5 Hell Inferno 3 13×13 cells and Magic Poison
Chain Lightning 5 Summon Lightning Ball 1 A bolt that jumps from enemy to enemy
Sienna Execrate 5 Summon Stone 1 Petrifies; costs 2 red gemstones
Earth Strain 5 Sienna Execrate 2 An earth wave 15 cells wide
Marsh of Abyss 5 Quagmire 1 (Wizard) Bog: AGI, DEX and movement
Tetra Vortex 10 Jack Frost 5, Hell Inferno 5, Chain Lightning 5, Earth Strain 5 The finisher: four spheres, four hits

Tetra Vortex costs you four maxed skills. Jack Frost, Hell Inferno, Chain Lightning and Earth Strain, all four at level 5. That is 20 points in prerequisites alone, plus the 10 in Tetra Vortex, plus the four sphere summons. It is not a skill you pick up in passing: it is the entire build.

Elements the job brings

Element Spells
Fire Crimson Rock, Hell Inferno (first hit)
Water Frost Misty, Jack Frost
Wind Chain Lightning
Earth Earth Strain
Shadow Hell Inferno (second hit)
Ghost Soul Expansion
Neutral Drain Life, Comet
All four Tetra Vortex and Release level 2 (whichever spheres you carry)

Comet is neutral. Against a monster whose armour resists neutral it hits far less than its damage number suggests; what almost always pays off is the Magic Poison it leaves behind.

Warlock skill tree skills Link to this specification

See also Elemental spheres: five slots at 1 SP per second each The spellbook: memorise a spell so you can cast it without casting it Tetra Vortex: four spheres in, four hits out The Wizard skill tree: fourteen spells, six more when you transcend, and an amplification that is NOT spent here Fourteen skills, and one of them cannot be bought with skill points

Elemental spheres: five slots at 1 SP per second each How they stack, how long they last, and why summoning them "just in case" drains you dry.

The four summons — Summon Fire Ball, Summon Lightning Ball, Summon Water Ball and Summon Stone — deal no damage. They place a sphere of their element floating next to you. There are five slots, and one sphere takes one.

The two levels do different things

Level 1 finds the first free slot and puts a sphere in it. If there is none, it fails with the summon error and costs you nothing.

Duration: 120 seconds.

Level 2 does not look for a slot: it wipes all five and refills them with its own element. That is how you get five identical spheres in one cast — and also how you throw away the four you already had.

Duration: 160 seconds.

Figure Level 1 Level 2
SP per cast 10 12
Spheres placed 1 (first free slot) 5 (wipes and refills)
Duration of each sphere 120 s 160 s
Cast time 2 s variable 2 s variable

Every sphere charges you 1 SP per second while you hold it. Four spheres are 4 SP per second, constantly, whatever you are doing. And the moment you cannot pay that point, the sphere vanishes without warning. That is why summoning them "to have them ready" is a leak: you summon them when you are about to spend them.

What they are actually for

  • Tetra Vortex demands four spheres in place. It is checked before the cast starts, so if you are short you do not burn the cooldown: it fails on the spot.
  • Release level 2 demands at least one, and fires all of them.
  • There is nothing else. If you know neither skill, summoning spheres is pure SP loss.

The element does matter

Each sphere carries its element, and that element is what comes out the other end: Tetra Vortex hits with the elements of the spheres it finds, and Release level 2 fires one bolt of each sphere's element. Five water spheres mean five water hits; one of each gives you variety and opens all four possible final effects of Tetra Vortex.

The traps

  • Level 2 destroys what you had. If you are carrying four spheres of four elements and cast any summon at level 2, you end up with five of the same element. No confirmation, no warning.
  • The "no free slots" error only exists at level 1. Level 2 never fails because it never looks for a slot.
  • Holding spheres on half an SP bar is an expensive mistake. Between the drip and the cost of the big spell, you can end up with four spheres up and no SP for Tetra Vortex.
  • They only work on players. The sphere status is rejected on anything else.

With @autoplay running, the AI only summons spheres if you know Tetra Vortex or Release 2, only above half SP, and deliberately rotates the four elements instead of filling every slot with fire.

Warlock spheres resources Link to this specification

See also Release: the same key does two completely different things Tetra Vortex: four spheres in, four hits out The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server The SP economy: why a Warlock runs dry

Release: the same key does two completely different things Level 1 fires the stored spell. Level 2 fires the spheres. They have nothing in common.

Release is a two-level skill, and the level does not make it "stronger": it swaps it for a different skill. You can use level 1 even with level 2 learned, by picking it on the bar.

Level 1 — fire the stored spell

Takes the spell you memorised from a book and casts it instantly, with no cast time at all, at your current target. A Storm Gust or a Comet without its eight seconds of casting is the whole reason the spellbook exists.

  • It always fires the first spell you memorised, not the last. The memory is a queue.
  • It charges you for the released spell all over again: its SP, its items if any, and its cooldown. What you skip is the cast, not the price.
  • If the spell is a ground spell (Storm Gust, Meteor Storm, Lord of Vermilion, Comet, Earth Strain), it lands on your target's cell.
  • Afterwards you get the after-cast delay of the released spell, not Release's own.

Level 2 — fire the spheres

Turns every sphere you carry into a bolt aimed at the target. One per sphere, spaced by your own attack delay, each of its sphere's element. All of them are consumed.

  • Needs at least one sphere. Checked before the cast.
  • Each bolt hits for 300%, multiplied by your base level over 100 (at base level 175, 525%).
  • That ratio does not scale with the sphere's level. A sphere summoned at level 2 hits exactly as hard as one from level 1.
Figure Level 1 Level 2
Release SP 3 20
Cast time None None
Own cooldown None None
Range 11 cells +1 per Radius level 11 cells +1 per Radius level
Consumes One memorised spell All spheres

Release level 1 with nothing memorised does not throw an error. No message, no SP spent, nothing happens: you just lose the turn. Same if the stored spell has requirements you no longer meet (not enough SP for it, missing gemstones, whatever): it is dropped from memory and never fires.

Other traps

  • Release is a Magic-type skill. Under Stasis — including your own — it cannot be cast. The spellbook stops working exactly when you need it most.
  • Level 2 never touches the spellbook and level 1 never touches the spheres. Two separate economies sharing one key.
  • The released spell brings its own cooldown. Firing a memorised Comet leaves Comet on a 20-second cooldown just as if you had cast it.

Warlock Release spheres spellbook Link to this specification

See also Elemental spheres: five slots at 1 SP per second each The spellbook: memorise a spell so you can cast it without casting it The ten magic books: where to get them and what each one stores The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server

The spellbook: memorise a spell so you can cast it without casting it Reading Spellbook, Mastery of Spell, preservation points and the SP drip nobody sees coming.

The spellbook system has three parts: the books (items), Reading Spellbook (the skill that lets you read them) and Mastery of Spell (the passive that says how much fits in your head). It is fired with Release level 1.

How to memorise a spell

  1. Learn Reading Spellbook (level 1 is enough; that is all the skill does, you never cast it by hand).
  2. Get the book of the spell you want to store and use it like any other item.
  3. It casts for 5 variable seconds plus 1 fixed second. When it finishes, the spell is memorised.
  4. The book is not consumed. It lasts forever.

If you do not know the spell, the book puts you to sleep. Reading a book for a spell you have not learned does not throw an error: it inflicts Sleep for 30 seconds. You literally doze off reading. Check that you have the skill, not just the book.

How much each spell weighs and how much fits

Every spell has a weight in preservation points. Your memory capacity is:

8 × Mastery of Spell level + INT / 10 + base level / 10

With Mastery of Spell at 10, 120 INT and base level 175: 80 + 12 + 17 = 109 points. With Mastery at 1, base level 100 and 60 INT: 8 + 6 + 10 = 24 points, which means a single Comet does not fit.

Storable spell Points
Drain Life 8
Storm Gust 10
Lord of Vermilion 10
Meteor Storm 10
Jack Frost 10
Crimson Rock 12
Chain Lightning 12
Earth Strain 12
Comet 22
Tetra Vortex 22

On top of the points there is a hard cap: seven memorised spells at most, even if you have capacity to spare.

What you have memorised charges SP non-stop. Every 10 seconds you lose as many SP as the points your memory holds. A stored Comet is 22 SP every 10 seconds, forever, until you release it. And if you ever fail to pay, your whole memory is wiped, not just one spell. That is the real reason nobody walks around with a full spellbook.

How you cast it

With Release level 1, which costs 3 SP and is instant. Out comes the first spell you memorised (the memory is a queue) and you pay the spell's normal price again: its SP, its items and its cooldown. What the spellbook buys you is the cast time, nothing else — and that is a great deal: cast by hand, Comet is 10 variable seconds plus 2 fixed.

The traps

  • Reading also charges the sealed spell's SP. When the reading finishes, the SP cost of the spell you just stored is deducted. Memorising a Comet costs 150 SP up front.
  • A full memory only tells you once you try. If the book does not fit by points you get the preservation-point error, and the six-second cast is gone anyway.
  • The first one comes out, not the one you want. There is no choice. Store Comet and then Storm Gust, and the first Release fires the Comet.
  • Radius does not speed up the reading. Radius's fixed-cast cut covers the Warlock tree, but the spell that fires when you use a book falls outside that range.
  • Under Stasis you can read but you cannot release. The book is an item and item-cast spells bypass Stasis; Release, being Magic, does not.

Warlock spellbook Reading Spellbook Mastery of Spell Link to this specification

See also The ten magic books: where to get them and what each one stores Release: the same key does two completely different things The SP economy: why a Warlock runs dry The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server

The ten magic books: where to get them and what each one stores Lea lends out the first eight; the two heavy ones have to be crafted in El Dicastes.

There are exactly ten books and every one of them comes from an NPC quest. None drop from monsters and none are sold in shops. They are not consumed when used, so you get them once and you are done.

Book Spell Points Where
Spell Book (Storm Gust) Storm Gust 10 Lea — 100,000z
Spell Book (Lord of Vermilion) Lord of Vermilion 10 Lea — 100,000z
Spell Book (Meteor Storm) Meteor Storm 10 Lea — 100,000z
Spell Book (Drain Life) Drain Life 8 Lea — 500,000z
Spell Book (Jack Frost) Jack Frost 10 Lea — 500,000z
Spell Book (Earth Strain) Earth Strain 12 Lea — 500,000z
Spell Book (Crimson Rock) Crimson Rock 12 Lea — 500,000z
Spell Book (Chain Lightning) Chain Lightning 12 Lea — 500,000z
Spell Book (Comet) Comet 22 Galfos — long quest chain
Spell Book (Tetra Vortex) Tetra Vortex 22 Galfos — long quest chain

The first eight: Lea, in Geffen

First you must talk to Master Velofos (inside Geffen, in the mages' hall), who only deals with you if you are a Warlock — or something above it — and if you already have Release learned. After his lecture he sends you to Lea, a few tiles away.

  • The three "intermediate" books (Storm Gust, Lord of Vermilion, Meteor Storm) ask for a 100,000z deposit each.
  • The five "superior" books (Drain Life, Jack Frost, Earth Strain, Crimson Rock, Chain Lightning) ask for 500,000z each.
  • Lea will not hand you a second copy of the same book: if you are already carrying it, she refuses.

The two heavy ones: Comet and Tetra Vortex

These are not lent, they are crafted, and the chain is long. You need:

  • Base level 140 and the matching skill learned (Comet or Tetra Vortex, depending on which book you are after).
  • To ask Lea about the "ultimate magic book" and then talk to Galfos, at the Midgard expedition camp.
  • To get into the El Dicastes archive and read the Mysterious Documents. You need the El Dicastes invitation quest well advanced and the Ring of the Ancient Wise King — here it is enough to carry it, you do not have to wear it.
  • The documents hand out recipes at random and with a cooldown between reads, so it takes several visits. Comet needs one recipe; Tetra Vortex needs four.
  • To go back to Galfos with the recipes completed and 500,000z.

Galfos will repeat the job as many times as you like, so losing a book is not the end of the world — but the recipes have to be earned again.

Warlock spellbook books items Link to this specification

See also The spellbook: memorise a spell so you can cast it without casting it Release: the same key does two completely different things Ring of the Ancient Wise King: how to get it, and why you do not have to wear it here The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server

Tetra Vortex: four spheres in, four hits out What happens with spare spheres, how the element is decided and where the final status comes from.

Tetra Vortex consumes four spheres and turns them into four consecutive hits on your target, each of its sphere's element. It is the job's finisher and the most expensive spell in the branch.

How many spheres it needs

  • Fewer than four: it does not cast. It fails on the spot, before the cast begins, so you spend no SP and burn no cooldown.
  • Exactly four: all four are used.
  • Five: the engine throws the oldest one away and uses the other four. The fifth sphere contributes nothing: it is SP paid for nothing.

Never cast Tetra Vortex with five spheres up. The level 2 summon fills all five slots at once, so it is the easiest mistake there is: you summon at level 2 because it is quick, and you hand over a sphere and its SP drip for free.

Damage

Each of the four hits lands for 800% + 400% per level of Tetra Vortex. At level 10 that is 4,800% per hit, four times over. Unlike the rest of the tree, this damage is not multiplied by your base level: the number is the number.

Level % per hit SP Variable cast Area
1 1,200% 120 5 s Target only
2 1,600% 150 6 s Target only
3 2,000% 180 7 s Target only
4 2,400% 210 8 s Target only
5 2,800% 240 9 s Target only
6 3,200% 200 10 s 3×3
7 3,600% 240 11 s 3×3
8 4,000% 280 12 s 5×5
9 4,400% 320 13 s 5×5
10 4,800% 360 14 s 7×7

Plus 1 second of fixed cast, a 15-second cooldown and 11 cells of range (+1 per Radius level) at every level. Look at the jump from level 5 to level 6: level 6 costs 40 SP less than level 5 and splashes as well. If you are going to run short of points, stopping at 5 is the worst thing you can do.

Element and final status

Each hit uses its sphere's element: fire, water, wind or earth. There is no choice beyond which spheres you were carrying.

From level 1 to 5, the last of the four hits applies — if the target is still alive — one status picked at random among the elements that took part:

Sphere present Possible status Duration
Fire Burning 18 s
Water Freezing 27 s
Wind Bleeding 108 s
Earth Stun 4.5 s

With four different spheres you get 25% of each. With four spheres of the same element the status is guaranteed. If what you want is to pin Freezing on a boss, summon the water sphere four times at level 1 — or once at level 2 and accept that you are wasting the fifth.

From level 6 onwards the final status never lands. The splashing version — levels 6 to 10 — takes a different path inside the engine and never marks the fourth hit as "the last one", so the status roll is never made. This is an engine bug, it has been reported and nothing was changed to work around it. If what you wanted from Tetra Vortex was the Freezing or the Bleeding, you have to stay at level 5 or below.

The traps

  • The four hits are 200 milliseconds apart. If the target dies on the first one, the other three are lost. Against small targets it is pure waste.
  • It does not splash at all until level 6. Below that it is a single-target spell with a 15-second cooldown and up to 9 seconds of casting.
  • The spheres are consumed even if the target dies halfway through.
  • If your target dies while you are casting, the server picks another valid target nearby instead of losing the spell: that is a server-specific change, and on a 14-second cast it shows.

Warlock Tetra Vortex spheres Link to this specification

See also Elemental spheres: five slots at 1 SP per second each Release: the same key does two completely different things The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server The SP economy: why a Warlock runs dry

Comet: 13&times;13 cells, one single hit, and a debuff worth more than the damage The biggest area in the branch, and the Magic Poison that makes everything else hit 50% harder.

Comet marks a cell and drops a meteor that strikes 13×13 cells — six cells of radius, the biggest area in the entire Mage branch. It is a single strike, not a field that lingers.

Numbers

Level Damage SP Variable cast
1 3,200% 70 6 s
2 3,900% 90 7 s
3 4,600% 110 8 s
4 5,300% 130 9 s
5 6,000% 150 10 s

Formula: (2500 + 700 × level) × base level / 100. That total is split across the 10 hits you see on screen — those ten small numbers do not multiply anything, they are the same damage sliced up. Plus 2 seconds of fixed cast, 1.5 s after-cast delay and a 20-second cooldown. Knocks back 2 cells. Range 11 (+1 per Radius level).

Magic Poison: the real reason to cast Comet. Everything the meteor touches is left with Magic Poison for 20 seconds, at 100%, with no roll. While it lasts, that target takes 50% more damage — magic, weapon, anything. And bosses do not resist it. A Comet before the party engages an MVP is worth more than the meteor itself.

How to use it

  • It opens fights, it does not finish them. Ten seconds of casting and twenty of cooldown: you cast it before the fight starts, or you store it in the spellbook and fire it instantly.
  • Comet is the spell that gains the most from the spellbook: it skips the longest cast in the tree.
  • Against big packs, that 13×13 is wasted if the enemies are right on top of you: aim at the centre of the pack, not at your target.

The traps

  • Comet is neutral element. It has no elemental advantage against anything, and against armour that resists neutral it hits far below its number. The prize is the Magic Poison, not the damage.
  • Land Protector nullifies it. Anyone standing on a Land Protector cell takes nothing.
  • It is not a lasting field. The meteor strikes once and is gone; whoever walks in afterwards takes nothing.
  • Ten seconds of casting is ten seconds standing still. Without uninterruptible-cast gear, any hit cuts it. In war zones the gear's uninterruptible cast does not apply, so there Comet is only ever fired from the spellbook.

Warlock Comet area Link to this specification

See also Crimson Rock: the fire meteor that scatters the pack The spellbook: memorise a spell so you can cast it without casting it The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server Which spell against what: the Warlock element cheat sheet

Crimson Rock: the fire meteor that scatters the pack Big damage in 7&times;7, five seconds of casting and a knockback that can ruin your fight.

Crimson Rock drops a burning rock on your target. It strikes 7×7 cells around the impact point, it is fire, and it knocks everything back 3 cells outwards.

Level Damage SP Variable cast
1 1,300% 60 5 s
2 1,900% 70 5 s
3 2,500% 80 5 s
4 3,100% 90 5 s
5 3,700% 100 5 s

Formula: (700 + 600 × level) × base level / 100, split across 7 hits. Fixed cast 1 s, after-cast delay 0.5 s, cooldown 5 s, range 11 (+Radius).

How to use it

This is the everyday fire area spell: five seconds of cooldown is short, and its damage per SP is among the best in the tree. Against packs weak to fire (plants, undead, insects) it is the first thing you throw.

The knockback comes from where the rock lands, not from you. Everyone hit is pushed outwards, away from the centre of the impact. That scatters enemies across the map and sometimes drops them on top of you. If your plan was to keep them bunched for the next area spell, Crimson Rock is exactly the wrong tool.

The traps

  • The stun the tooltip promises does not exist here. The database has it written down but the engine never applies it: Crimson Rock stuns nobody. Do not plan around it.
  • Five seconds of casting for five of cooldown. Practically all your time is spent casting. With uninterruptible cast that is fine; without it, any monster reaching you cuts half your casts.
  • It is the prerequisite for Hell Inferno (level 2), and Hell Inferno is the prerequisite for Comet: you level it whether you like it or not.

Warlock Crimson Rock fire Link to this specification

See also Hell Inferno: it hits twice, with two different elements Comet: 13&times;13 cells, one single hit, and a debuff worth more than the damage The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server

Hell Inferno: it hits twice, with two different elements Fire first and Shadow 0.3 seconds later &mdash; and the shadow half is the bigger one.

Hell Inferno is cast on a target and splashes around it. Everyone hit takes two hits: a fire one immediately, and 0.3 seconds later a Shadow one that hits harder and arrives split into three impacts.

Level Fire hit Shadow hit SP Area
1 400% 600% 64 3×3
2 800% 1,200% 70 3×3
3 1,200% 1,800% 76 3×3
4 1,600% 2,400% 82 5×5
5 2,000% 3,000% 88 5×5

Both figures are further multiplied by your base level over 100. The shadow hit is split across 3 on-screen impacts. Cast 3 s variable + 1 s fixed, after-cast delay 0.5 s, cooldown 3 s, range 11 (+Radius).

Why the two elements matter

It is the only spell in the tree that delivers two elements in one cast, and the bulk of the damage sits in the shadow half. Against enemies that resist fire but not shadow it still performs; against those that resist shadow it drops to half.

The traps

  • The two hits are independent. If the enemy dies to the fire hit, the shadow hit is lost. Against low-health monsters you are throwing away 60% of the spell.
  • The area does not grow until level 4. From 1 to 3 it is 3×3, which is very little for the price.
  • It is a prerequisite for Comet (level 3) and for Tetra Vortex (level 5), so it gets maxed one way or another.

Warlock Hell Inferno fire shadow Link to this specification

See also Crimson Rock: the fire meteor that scatters the pack Comet: 13&times;13 cells, one single hit, and a debuff worth more than the damage The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server

Chain Lightning: a bolt that jumps and loses power on every jump From 5 to 9 hits, the first is the strongest, and after the fourth it must find someone new.

Chain Lightning throws a bolt at your target which then bounces to the nearest enemy, and from there to another, until it runs out of jumps. Each jump hits for less than the one before.

How many bounces and how hard each one lands

The total number of hits is 4 + the skill level: 5 at level 1 up to 9 at level 5. Each hit lands for:

(500 + 100 × level) × base level / 100, plus 100% for every bounce it still has left.

In practice: at level 5 and base level 175, the first hit is 2,550% and the last is 1,750%. The falloff is linear and always in the same order, so the hit you want landing on the important enemy is the first one.

Level Hits SP Variable cast
1 5 80 3.5 s
2 6 90 4 s
3 7 100 4.5 s
4 8 110 5 s
5 9 120 5.5 s

Plus 1 second of fixed cast. A 3-second after-cast delay — the longest in the tree — and no cooldown. Wind element. Range 11 (+Radius).

How the bounces work

  • There are 650 milliseconds between hits. With nine hits, the spell takes almost 6 seconds to resolve.
  • After each hit it looks for another enemy in a 7×7 box around the one it just hit, not around you.
  • For the first three bounces it can come back to the same enemy if there is nobody else. From the fourth onwards it cannot: with no new target, the chain stops there.

Against a single enemy, Chain Lightning stops at four hits. The remaining five need somebody new to jump to and there is nobody. It is a pack spell: against a lone boss you are paying 120 SP and 5.5 seconds of casting for less than half of what it advertises.

Other traps

  • The bolt can wander off to an enemy you did not want. It picks by proximity to the last one hit, without asking. On a map with idle monsters around, it wakes them up.
  • The 3-second after-cast delay also blocks your normal attack. It is not a cooldown: it is dead time, all of it.
  • Chain Lightning at 5 is a Tetra Vortex prerequisite.

Warlock Chain Lightning wind Link to this specification

See also The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server The spellbook: memorise a spell so you can cast it without casting it Which spell against what: the Warlock element cheat sheet

Earth Strain: a 15-cell-wide wall of earth that starts at your feet It does not land where you aim: it starts where you stand and rolls in the direction you face.

Earth Strain raises a series of earth waves that sweep the ground in a straight line. Each wave is a strip 15 cells wide (seven to each side), and you get level + 4 waves: from 5 to 9, one every 140 milliseconds.

The wave starts on YOUR cell, not the one you marked. All the marked spot does is set the direction: the engine works out which way you aimed and launches the wall from your feet that way. If you mark eight cells further out, the first wave still rises right in front of you. The tooltip does not say this and it is the mistake everybody makes.

Level Damage Waves SP Variable cast
1 1,600% 5 70 2 s
2 2,200% 6 78 3 s
3 2,800% 7 86 4 s
4 3,400% 8 94 5 s
5 4,000% 9 102 6 s

Formula: (1000 + 600 × level) × base level / 100, split across 6 to 10 hits depending on level. Fixed cast 1 s, after-cast delay 0.5 s, cooldown 7 s. Earth element. Range 6 cells.

How to use it

  • It is the widest area spell the job has: 15 cells of frontage cover more ground sideways than Comet's 13×13, though far less in depth.
  • It shines when enemies are coming at you in a line or a front: you plant yourself and drop the wall in their faces.
  • Each wave hits once and disappears; anything arriving late takes nothing.

The traps

  • It only sweeps along the cardinal directions. Even if you aim diagonally, the wall advances north, south, east or west. Aiming diagonally is aiming wrong.
  • Range is 6 cells and Radius does not extend it. Earth Strain is one of the very few in the tree without the extendable-range flag: levelling Radius will not buy you a single cell.
  • It does not strip anyone's equipment here. In the original, Earth Strain tore gear off the target; on this server that part never runs. It is earth damage and nothing else.
  • Earth Strain at 5 is a Tetra Vortex prerequisite.

Warlock Earth Strain earth Link to this specification

See also Sienna Execrate: petrify one and it spreads to the neighbours The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server Radius: the three-point passive that does two jobs and only advertises one

Frost Misty: the mist that multiplies its hits and sets up the combo Its damage multiplies with level, and it leaves two separate marks: Freezing and Frost.

Frost Misty is cast on a cell and raises a freezing mist in a square around it. It deals water damage, slows everything it catches and — crucially — leaves the Frost mark that powers up Jack Frost.

Level % per hit Hits Area Freezing SP Cast
1 300% 1 7×7 30% 40 2 s
2 400% 2 7×7 35% 48 2.5 s
3 500% 3 9×9 40% 56 3 s
4 600% 4 9×9 45% 64 3.5 s
5 700% 5 11×11 50% 72 4 s

Here the hits multiply, they do not split. Almost every area spell in the job slices one total across several impacts. Frost Misty does not: at level 5 it is five hits of 700% each, each of them further multiplied by your base level over 100. It is by a wide margin the best damage per SP in the tree, which is why taking it from 4 to 5 is worth more than nearly anything else.

Per-hit formula: (200 + 100 × level) × base level / 100. Fixed cast 0.5 s, after-cast delay 1 s, cooldown 8 s, range 11 (+1 per Radius level). Water element.

The two marks it leaves

Freezing (25% + 5% per level chance, up to 40 seconds):

  • DEF −30% on players, −10% on monsters.
  • Movement speed −30%.
  • Attack speed −30%.
  • Fixed cast time +50%.

Duration is cut by the target's VIT and DEX (50 ms per combined point), but never below 10 seconds.

Frost (100%, always, 10 seconds):

It does nothing on its own. It is the flag Jack Frost looks for in order to hit much harder. It is not consumed: for those 10 seconds every Jack Frost you throw is amplified.

The traps

  • The mist goes through walls, the damage does not. Freezing and Frost land even with a wall in between; the hit only connects with a clear line of fire. You can leave somebody frozen from behind a corner without taking a point of health off them.
  • It does not refresh on an already-frozen target. If the target already has Freezing, the roll fails silently. Recasting Frost Misty to "top it up" does not work; the Frost mark does refresh.
  • Refresh, Inspiration and Warmer block it outright, and bosses resist it.
  • The 8-second cooldown makes it an opener, not a filler.

Warlock Frost Misty water Link to this specification

See also Jack Frost: nearly double damage if the Frost mark is there The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server Monsters cast Orc Head again, and Healers clear the annoying debuffs

Jack Frost: nearly double damage if the Frost mark is there The only condition is that the target carries Frost Misty's mark, and it lasts 10 seconds.

Jack Frost hits your target and everything around it with a burst of ice. It is the other half of the water combo: on its own it is fine; on somebody carrying Frost from Frost Misty, it nearly doubles.

Level Normal damage With Frost Area SP Variable cast
1 1,300% 1,800% 7×7 50 2 s
2 1,600% 2,400% 7×7 60 2.5 s
3 1,900% 3,000% 9×9 70 3 s
4 2,200% 3,600% 9×9 80 3.5 s
5 2,500% 4,200% 11×11 90 4 s

Formulas: (1000 + 300 × level) normally and (1200 + 600 × level) with Frost, both multiplied by your base level over 100 and split across 5 hits. Fixed cast 1 s, after-cast delay 0.5 s, cooldown 4 s. Water element.

The check is per target, not global. Every enemy caught in the burst is looked at separately: those carrying Frost take the amplified version and those who do not take the normal one, all in the same cast. And since Frost is not consumed, two full Jack Frosts (4-second cooldown) fit inside its 10-second window.

The ice rotation

  1. Frost Misty on the pack — Frost at 100% and Freezing on about half of them.
  2. Jack Frost, twice if you can fit it, before the 10 seconds run out.
  3. Back to Frost Misty when its 8-second cooldown ends.

The traps

  • Jack Frost freezes nobody. On this server it applies no status of its own, on frozen targets or otherwise. All the control comes from Frost Misty.
  • Radius gives it no range. It is one of the three in the tree left out of Radius's range bonus: its 11 cells stay 11 no matter what.
  • What amplifies it is Frost, not Freezing. An enemy frozen by other means — a Frost Diver, say — gives you no advantage at all.
  • Jack Frost at 5 is a Tetra Vortex prerequisite.

Warlock Jack Frost water combo Link to this specification

See also Frost Misty: the mist that multiplies its hits and sets up the combo The spellbook: memorise a spell so you can cast it without casting it The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server

Drain Life: the cheap spell that gives health back The only one in the tree that scales with INT directly, and the only one that heals you.

Drain Life hits a single enemy and, with a good chance, returns part of that damage to you as health. It is the first skill in the tree you can learn (it only needs Radius 1) and the cheapest.

Level Damage Heals you Chance SP
1 200% + INT 10% of the damage 75% 20
2 400% + INT 15% of the damage 80% 24
3 600% + INT 20% of the damage 85% 28
4 800% + INT 25% of the damage 90% 32
5 1,000% + INT 30% of the damage 95% 36

Formula: (200 × level + INT) × base level / 100. That "+ INT" is your raw INT added to the percentage, not a percentage of INT. Cast 4 s variable + 1 s fixed, cooldown 2 s. One hit. Neutral element. Range 11 (+Radius).

How to use it

  • It is what you throw when there is a single enemy and nothing big is worth spending: 36 SP and a 2-second cooldown.
  • The healing is not trivial in long fights against big monsters: 30% of a large hit is a lot of health.
  • It is also the lightest spell in the spellbook at 8 points, though storing it makes little sense: its cast is already short.

The traps

  • Four seconds of variable cast for a single target. Without cast reduction it is painfully slow for what it hits.
  • It does not drain from ground units. Cast it at an Ice Wall or any other skill unit and the damage lands but the healing is zero.
  • It is neutral. Against armour that resists neutral it falls off, and the healing falls with it because it is a percentage of the damage dealt.

Warlock Drain Life healing Link to this specification

See also Soul Expansion: Ghost element, and double against anyone imprisoned The spellbook: memorise a spell so you can cast it without casting it The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server

Soul Expansion: Ghost element, and double against anyone imprisoned The job's only Ghost damage spell and White Imprison's natural partner.

Soul Expansion hits your target and whatever stands next to it with Ghost element damage, an element almost nothing resists. And it does something no other spell does: it goes through White Imprison.

Level Damage Area SP
1 1,200% + INT 3×3 30
2 1,400% + INT 3×3 35
3 1,600% + INT 3×3 40
4 1,800% + INT 5×5 45
5 2,000% + INT 5×5 50

Formula: (1000 + 200 × level + INT) × base level / 100, split across 2 hits. Cast time is 2 seconds, entirely variable, after-cast delay 0.5 s, no cooldown. Range 11 (+Radius).

No fixed cast and no cooldown. Soul Expansion is the only decent damage spell in the tree without a single millisecond of fixed cast: with enough DEX and INT (DEX×2 + INT reaching 530) it becomes instant and can be chained without pause. It is the filler spell of a well-built Warlock.

The White Imprison pairing

Against somebody locked in White Imprison, Soul Expansion is one of the very few things that damages them — and it hits twice as hard. The price is that the hit breaks the prison: you choose between the burst at the end of the prison or the doubled Soul Expansion, never both.

The traps

  • Ghost element is both its strength and its ceiling. Against Ghost or Undead property enemies it can do very little; against nearly everything else it is excellent.
  • Soul Expansion at 5 unlocks Intense Telekinesis, which raises Ghost damage by 40% per level: the two go together or not at all.
  • The area does not grow until level 4.

Warlock Soul Expansion ghost Link to this specification

See also White Imprison: it makes the target untouchable, then bursts Intense Telekinesis: half the cast time on everything, one minute in five The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server

White Imprison: it makes the target untouchable, then bursts On an enemy it is a lockdown; on yourself it is a five-second shield.

White Imprison seals the target inside a white sphere. While it lasts they cannot move or cast, and they take damage from almost nothing. When the prison runs out on its own, it bursts and hurts them.

Chance and duration

Target Chance Duration
Yourself 100% 5 seconds
Another player 20% + 10% per level, + job level / 4 6 / 8 / 10 / 12 / 14 s
Monster 40% + 10% per level, + job level / 4 18 seconds

Against players that chance is cut down by the target's STR, LUK and base level. SP 50/55/60/65/70. Instant cast — it has no cast time of any kind — and a 4-second cooldown. Range 11 (+1 per Radius level).

What gets through the prison

Only four things damage an imprisoned target, and all four break the prison when they land:

  • Napalm Beat and Soul Strike (from Mage).
  • Soul Expansion, which on top of that hits double against an imprisoned target.
  • Any skill or normal attack of Ghost element.

Everything else bounces off. The imprisoned target also reflects no damage of any kind.

The burst only happens if the prison runs out by itself. On natural expiry it deals 400 × level damage (2,000 at level 5). If somebody breaks it early with one of the four hits above, there is no burst. That is the tactical choice built into the skill: either the doubled Soul Expansion or the burst, never both.

On yourself it works differently

Cast on yourself it always lands and lasts a flat 5 seconds, not what the table says. For those five seconds you are immune to almost everything, and in exchange you cannot move or cast. It is a way to survive a blow that is already on its way — and when it ends you eat the burst yourself, because the damage is credited to the caster and the caster is you.

The traps

  • On somebody already imprisoned it does nothing, but it still costs. There is no error message: you lose the SP and the 4-second cooldown all the same.
  • It does not work on bosses or on targets immune to magic.
  • It clears Freezing on landing. Imprisoning someone you just hit with Frost Misty strips the debuff off them.
  • Imprisoning an enemy protects it. In a party, imprisoning the monster your team is beating on cuts everybody's damage. You use it on the one you do not want joining in.

Warlock White Imprison control Link to this specification

See also Soul Expansion: Ghost element, and double against anyone imprisoned Stasis: it shuts down all magic in a huge area &mdash; yours included The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server

Sienna Execrate: petrify one and it spreads to the neighbours Only the first target rolls the dice; the rest go down at 100%. Costs two red gemstones.

Sienna Execrate tries to petrify your target. If it succeeds, the petrification spreads to every enemy around them, and for those there is no roll at all: they all go down.

Level Chance Spread Petrify SP
1 50% + job level / 4 3×3 7 s 32
2 55% + job level / 4 5×5 9 s 34
3 60% + job level / 4 5×5 11 s 36
4 65% + job level / 4 7×7 13 s 38
5 70% + job level / 4 7×7 15 s 40

On top of SP, every cast burns 2 Red Gemstone. Cast 2 seconds variable (no fixed cast), after-cast delay 2 s, no cooldown. Range 7 cells (+1 per Radius level).

What petrification does to the target

  • They cannot move, attack or cast.
  • Their DEF is halved and their MDEF goes up by 25%.
  • Their element becomes Earth level 1, whatever it was before. That completely changes what you should be hitting them with: fire and wind now behave differently.
  • They bleed health slowly down to 25% (it never kills them).

Petrification breaks on the first hit. Any damage the petrified target takes pulls them out of the stone. As a way of "parking" an enemy while you kill another it is excellent; as a setup for your party to beat on them it is useless: the first archer who shoots frees them.

The traps

  • When the roll fails it says nothing if the target resisted: you lose the cast, the SP and the two gemstones in silence.
  • It does not work on undead (by race or by element), nor on bosses, nor on anyone under Refresh, Inspiration, Power of Gaia, White Imprison, frozen, stunned, asleep or burning.
  • The gemstones are a real cost. Two per cast, and levelling it does not make them cheaper. With a Mistress card equipped the requirement disappears; with the Wizard soul link they are checked but not consumed.
  • Petrifying changes the target's element to Earth. If the plan was to finish them with Earth Strain, you have just turned them into the worst possible target for your own earth spell.
  • Sienna Execrate at 2 is what unlocks Earth Strain.

Warlock Sienna Execrate petrify Link to this specification

See also Earth Strain: a 15-cell-wide wall of earth that starts at your feet White Imprison: it makes the target untouchable, then bursts The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server

Marsh of Abyss: the bog that eats AGI, DEX and speed Cheap, almost instant, and it strips Increase Agi and Wind Walk off the target on the way in.

Marsh of Abyss sinks an enemy into a bog. It deals no damage: it cuts their stats and leaves them wading.

Level AGI and DEX (player) AGI and DEX (monster) Speed SP Cooldown
1 −3% −6% −10% 40 2.5 s
2 −6% −12% −20% 42 3 s
3 −9% −18% −30% 44 3.5 s
4 −12% −24% −40% 46 4 s
5 −15% −30% −50% 48 4.5 s

Base duration 30 seconds, minus 50 milliseconds for every point of the target's INT + LUK, with a floor of 5 seconds. Cast: half a second fixed and nothing variable. After-cast delay 1 s. Range 11 (+1 per Radius level).

On landing it strips Increase Agi, Wind Walk and attack-speed potions. That is often worth more than the debuff itself: you knock off all three mobility buffs at once, and somebody has to recast them from scratch.

How to use it

  • It is the job's cheap control: half a second, forty-odd SP and a tiny cooldown. You can spread it across several enemies in a row.
  • On monsters the AGI and DEX cut is double what it is on players, which makes it surprisingly good for farming: it lowers the evasion and accuracy of whatever is hitting you.
  • It stacks well with Frost Misty: the two slow through different channels.

The traps

  • The slow has a ceiling. The engine caps how far the target's combined slows can go: chaining Marsh of Abyss with other slows does not add up indefinitely.
  • Bosses resist it and Refresh blocks it entirely.
  • It does not stack or refresh. On somebody who already has it, nothing happens.
  • Its prerequisite is Quagmire level 1, learned as a Wizard: if your Wizard never took it, you have to spend the point.

Warlock Marsh of Abyss control Link to this specification

See also Frost Misty: the mist that multiplies its hits and sets up the combo The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server Monsters cast Orc Head again, and Healers clear the annoying debuffs

Stasis: it shuts down all magic in a huge area &mdash; yours included Up to 27&times;27 cells of magic silence, and the caster is never exempt.

Stasis is cast on yourself and covers an enormous square around you. Everyone caught inside gets the status: while it lasts they cannot cast any Magic-type skill, nor any song, ensemble or chorus.

Level Area Duration Cooldown SP
1 19×19 20 s 180 s 50
2 21×21 30 s 190 s 60
3 23×23 40 s 200 s 70
4 25×25 50 s 210 s 80
5 27×27 60 s 220 s 90

Duration drops by 50 milliseconds per point of the target's VIT + DEX, with a floor of 10 seconds. Cast 3 seconds variable + 1 fixed, after-cast delay 2 s.

You lose your magic too. Stasis always applies to the caster, on any map. And since nearly the whole Warlock tree is Magic type — Release included — what you are doing is switching yourself off for up to a minute. It is a denial skill, not a way to win the exchange.

What is blocked and what is not

  • Blocked: everything flagged as Magic in the database, plus songs, ensembles and choruses. That includes Heal, Sanctuary, the bolts, the Sage and Sorcerer spells, and practically the entire Warlock tree.
  • Free: anything of Weapon or Misc type. Swordsmen, thieves, archers, monks and merchants keep working in full. Against a party of physical fighters, Stasis does nothing.
  • Spells cast from an item bypass Stasis completely. A scroll still works — and so do the magic books, because reading one is using an item. What you cannot do is fire what you stored, because Release is Magic.

Who it reaches

On PvP, guild war and battleground maps, Stasis affects everyone: enemies, allies and you. Off those maps, only enemies and you. In a castle siege, dropping Stasis in a corridor silences the attacking mages and the defending priests alike.

The traps

  • Three-plus minutes of cooldown. You get one per fight and you have to pick the moment.
  • The refusal is silent. Trying to cast magic under Stasis gives no clear message: nothing simply happens.
  • Stasis level 1 is a Recognized Spell prerequisite. Even if you never use it, a point has to sit there.

Warlock Stasis PvP Link to this specification

See also Recognized Spell: no more weak rolls The spellbook: memorise a spell so you can cast it without casting it The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server

Recognized Spell: no more weak rolls Your MATK stops rolling dice and always comes out maxed. In exchange, everything costs 25% more SP.

Every time you cast a spell, the game rolls a number between your minimum and maximum MATK. Recognized Spell makes them equal: while it lasts, every spell you cast uses your maximum MATK.

Level Duration Cooldown SP
1 60 s 50 s 100
2 90 s 80 s 120
3 120 s 110 s 140
4 150 s 140 s 160
5 180 s 170 s 180

Cast 1 second variable + 1 fixed, after-cast delay 1 s. Self-targeted.

At any level it can be kept up permanently. The cooldown is ten seconds shorter than the duration at all five levels. If you remember to recast it, it never drops — the only reason to level it is so you do not have to think about it.

The price

While you carry it, all your skills cost 25% more SP. All of them, not just damage spells. A 150 SP Comet becomes 187; a 360 SP Tetra Vortex becomes 450. On top of the sphere and spellbook drips, this is the number one reason a Warlock runs dry mid-fight.

What it is actually worth

It depends on how far apart your minimum and maximum MATK are, and that comes mostly from your weapon: the higher the weapon level, the wider the spread and the more Recognized Spell gives you. With a low-level weapon or one with no MATK of its own, the difference is small and the extra 25% SP is not worth paying.

The traps

  • Nobody can remove it: it resists Dispell, Banishing Buster and Clearance. That includes you, so the 25% stays with you until it expires.
  • Its prerequisites are expensive: White Imprison 1, Stasis 1 and Release 2. Three skills you might not have wanted.
  • It does not raise your maximum MATK by a single point: it only removes the low end.

Warlock Recognized Spell buff Link to this specification

See also The SP economy: why a Warlock runs dry Stasis: it shuts down all magic in a huge area &mdash; yours included The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server

Intense Telekinesis: half the cast time on everything, one minute in five The tooltip talks about Ghost damage; the real prize is the cast reduction, and that applies to EVERYTHING.

Intense Telekinesis is an instant self-buff that does three things at once. Two of them are about Ghost element. The third is not.

Level Ghost damage SP of Ghost spells Variable cast of EVERYTHING SP
1 +40% −10% −10% 100
2 +80% −20% −20% 150
3 +120% −30% −30% 200
4 +160% −40% −40% 250
5 +200% −50% −50% 300

Duration 60 seconds at every level. Cooldown 300 seconds. No cast time: it is instant.

The cast reduction is NOT limited to Ghost. The damage bonus and the SP saving apply only to Ghost element spells; the variable cast reduction applies to anything you cast. At level 5, during that minute, Comet drops from 10 variable seconds to 5, and Tetra Vortex from 14 to 7. That is the real reason to level it.

How to use it

  • One minute on, four minutes waiting. You use it to open a big fight: switch it on right before and pack that minute with the long-cast spells you normally cannot get away with.
  • The tree's only Ghost element spell is Soul Expansion (plus Napalm Beat and Soul Strike, inherited from Mage). If you are building around Soul Expansion, this triples it.

The traps

  • 300 SP at level 5. That is what it costs to switch on, before you cast anything at all.
  • The cut is to variable cast, not fixed. Comet's 2 fixed seconds are still there; that is Radius's job, not this one's.
  • Radius does not speed this skill up either. Warlock as it is, it falls outside the range Radius's cut covers — which does not matter, since it is instant.
  • It needs Soul Expansion at 5, which in turn needs Drain Life.

Warlock Intense Telekinesis buff Link to this specification

See also Soul Expansion: Ghost element, and double against anyone imprisoned The SP economy: why a Warlock runs dry Radius: the three-point passive that does two jobs and only advertises one The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server

Radius: the three-point passive that does two jobs and only advertises one Range for most of the tree, plus a fixed-cast cut the tooltip never mentions.

Radius costs three points, is the first thing you level, and does two completely different things.

1. Range: +1 cell per level

Spells flagged as extendable-range go from 11 cells to 14 with Radius at 3. The list is specific:

They do get it:

  • White Imprison, Soul Expansion, Frost Misty
  • Marsh of Abyss, Sienna Execrate, Drain Life
  • Crimson Rock, Hell Inferno, Comet
  • Chain Lightning, Tetra Vortex, Release

They do not:

  • Jack Frost — stuck at 11 cells forever.
  • Earth Strain — stuck at 6.
  • Stasis, which is self-targeted.
  • Nothing from the Mage or Wizard tree.

2. Fixed cast: the hidden effect

Radius also trims the fixed cast time of Warlock skills, by this formula:

(INT + base level) / 15 + 5 × Radius level, as a percentage.

With 120 INT, base level 175 and Radius 3: (120 + 175) / 15 = 19, plus 15, gives 34% less fixed cast. On Comet, with its 2 fixed seconds, that is 0.68 seconds saved on every cast.

This cut does not stack with others: the biggest one wins. If you also have Sacrament from an Arch Bishop or any other fixed-cast reduction, the engine keeps the largest and discards the rest. With a decent Sacrament on you, Radius stops contributing on this front — the range still counts.

The traps

  • The cast cut only covers the Warlock tree, and not even all of it: Intense Telekinesis and the spell fired when you read a book are left out. On the rest of your bar it does nothing.
  • It is a Drain Life prerequisite, so the first point is going in one way or another.
  • It scales with INT and base level: the same Radius 3 gives noticeably more at base level 175 than at 110.

Warlock Radius passive Link to this specification

See also The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server Comet: 13&times;13 cells, one single hit, and a debuff worth more than the damage The SP economy: why a Warlock runs dry

Full Throttle: full health and +20% to everything, paid in SP and a hangover Fifty minutes of cooldown. It is an emergency button, not a buff.

Full Throttle is the shared skill of every third job. Casting it heals you to full and raises all your stats by 20% and your movement speed by 25%. Then it leaves you flat on the floor.

Level Duration SP per second Total SP spent
1 10 s 6% of max SP 60%
2 15 s 4% of max SP 60%
3 20 s 3% of max SP 60%
4 25 s 2% of max SP 50%
5 30 s 1% of max SP 30%

Instant cast, 1 SP to switch on. Cooldown: 50 minutes.

Levelling it makes it cheaper and longer at the same time. At level 1 it lasts 10 seconds and eats 60% of your SP; at level 5 it lasts 30 seconds and eats 30%. There is no reason to leave it half-levelled: either 5 or nothing.

The hangover

When it ends, the Rebound status kicks in for 10 seconds: movement speed −25% and no natural regeneration of health or SP. Ten seconds is a long time if you are stuck in the middle of something.

When to use it

  • As an emergency heal: full health instantly, no items needed.
  • As a push for a finisher: +20% INT and DEX raises your MATK and trims your cast right when you need it.
  • Never out of habit. At fifty minutes of cooldown, it gets used once per session.

The traps

  • The drain is on maximum SP, not current. With a half-empty bar, a level 1 Full Throttle empties it before it ends — and hitting zero kills your spheres and wipes your spellbook.
  • It cannot be removed or cancelled. It resists Dispell, Banishing Buster and Clearance: once switched on, it is paid in full.
  • Fifty minutes of cooldown. That is not a typo.

Warlock Full Throttle buff Link to this specification

See also The SP economy: why a Warlock runs dry The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server

The SP economy: why a Warlock runs dry Four taps left running at once that nobody adds up until it is too late.

A Warlock does not run out of SP from casting expensive spells. A Warlock runs out because three things are dripping at once while doing nothing at all, and a fourth makes everything you do cast more expensive.

The four taps

Tap How much What happens if you hit zero
Each elemental sphere 1 SP per second The sphere vanishes
Spellbook (per stored point) As many SP as points, every 10 s The whole memory is wiped
Full Throttle active From 1% to 6% of max SP per second It ends and the hangover starts
Recognized Spell +25% to the cost of everything you cast

A real example

A Warlock ready to fire Tetra Vortex level 10, with Recognized Spell up and a Comet memorised:

  • Four spheres: 4 SP/s.
  • Comet in memory (22 points): 2.2 SP/s.
  • Tetra Vortex at level 10 is 360 SP, which with Recognized Spell becomes 450.

That is 6.2 SP per second standing still, doing nothing, plus 450 in one go. A minute of waiting before the fight is 372 points thrown away.

The rule: load spheres and spellbook right before you engage, not on the way out of town. And if you are going to be idle, release what you have stored: running out of SP with a loaded spellbook does not cost you one spell, it costs you all of them.

The savings

  • Intense Telekinesis cuts the cost of Ghost element spells by 10% per level — in practice, Soul Expansion.
  • Soul Expansion, with no fixed cast, is the most efficient spell you have: heavy damage per SP and fully chainable.
  • Frost Misty is the best damage per SP among the area spells, because its hits multiply instead of splitting.
  • Recognized Spell only pays off with a weapon that has high MATK of its own. If your MATK spread is narrow, the extra 25% is money burned.

Variable cast reduction depends on DEX×2 + INT: at 530 the variable cast disappears entirely. That is the number a Warlock chases, because it is what makes Soul Expansion instant and Comet something you can finish casting without dying.

Warlock SP economy Link to this specification

See also Elemental spheres: five slots at 1 SP per second each The spellbook: memorise a spell so you can cast it without casting it Recognized Spell: no more weak rolls Intense Telekinesis: half the cast time on everything, one minute in five

Which spell against what: the Warlock element cheat sheet Seven elements spread across the tree, and two cases that catch everybody out.

The Warlock has more distinct elements on its bar than any other job in the branch. Knowing which spell carries which is the difference between a Comet that does half damage and a Hell Inferno that does double.

Spell Element Note
Crimson Rock Fire 7×7 area, knocks outwards
Hell Inferno Fire and Shadow The shadow hit is bigger than the fire one
Frost Misty Water Its hits multiply
Jack Frost Water Nearly double on a target carrying Frost
Chain Lightning Wind Needs several enemies to pay off
Earth Strain Earth Starts at your feet, not where you aim
Soul Expansion Ghost Almost nothing resists it; no fixed cast
Drain Life Neutral Returns part of the damage as health
Comet Neutral The biggest area, but no elemental advantage
Tetra Vortex Whatever each sphere is Four hits, four possible elements
Release level 2 Whatever each sphere is One bolt per sphere
Sienna Execrate Earth Deals no damage; it petrifies

The two cases that catch people out

Comet is neutral. It has the biggest number in the tree and no advantage against anything; against armour that resists neutral it falls off badly. What always justifies it is the Magic Poison it leaves: 20 seconds of +50% damage taken, and bosses do not resist it. Comet is cast to open, not to finish.

Petrifying changes the target's element. An enemy under Sienna Execrate becomes Earth level 1, whatever they were before. If you were planning to finish them with Earth Strain, you have just made them the worst possible target.

Choosing spheres by element

Since Tetra Vortex and Release level 2 inherit their element from the spheres, you have real control over what you hit with:

  • Against an enemy with a clear weakness: four spheres of that element (level 1 summon, four times). All four hits are favourable and Tetra Vortex's final status is guaranteed.
  • Against an enemy you do not know: one of each. You never miss completely, and you open all four possible statuses.
  • Against players: if you are after Tetra Vortex's final status — and remember it only lands at levels 1 to 5 — four water spheres pin Freezing and four wind ones give nearly two minutes of Bleeding.

Remember that the level 2 summon fills all five slots with its element and wipes whatever was there. It is the fast way to get four matching spheres — at the price of a fifth that Tetra Vortex throws away.

Warlock elements tactics Link to this specification

See also Comet: 13&times;13 cells, one single hit, and a debuff worth more than the damage Tetra Vortex: four spheres in, four hits out Elemental spheres: five slots at 1 SP per second each The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server

Sorcerer

The Sage's third job: elemental ground magic, crowd control, and an elemental companion that on this server is raised like a homunculus.

Twenty-eight skills, and the four summons are the backbone What it inherits from the Sage, what unlocks what, and the four skills that cannot be cast today.

The Sorcerer is the Sage branch that keeps the element as its central theme. It inherits the whole Novice, Mage and Sage tree and adds three blocks of its own: ground magic that paints a square and punishes it for a few seconds, crowd control (sleep, root, area healing) and an elemental companion that works on this server in a way no guide on the internet describes.

First thing to know: on this server the four summons do not create an elemental, they create a homunculus. Read Summon Agni, Aqua, Ventus and Tera before you spend a single point on the bottom half of the tree.

The full tree

Skill Max Requires
Fire Walk 5 Volcano 1
Electric Walk 5 Violent Gale 1
Spell Fist 10 Auto Spell 4
Earth Grave 5 Earth Spike 5
Diamond Dust 5 Deluge 3
Cloud Kill 5 Heaven's Drive 5
Poison Buster 5 Cloud Kill 2
Psychic Wave 5 Dispell 2
Varetyr Spear 10 Seismic Weapon 1 + Violent Gale 4
Striking 5 Flame Launcher, Frost Weapon, Lightning Loader and Seismic Weapon at 1
Warmer 5 Volcano 1 + Violent Gale 1
Vacuum Extreme 5 Land Protector 2
Arrullo 5 Warmer 2
Four Spirit Analysis 2 Flame Launcher, Frost Weapon, Lightning Loader and Seismic Weapon at 1
Spirit Control 4 Four Spirit Analysis 1
Summon Agni 3 Warmer 3 + Spirit Control 1
Summon Aqua 3 Diamond Dust 3 + Spirit Control 1
Summon Ventus 3 Varetyr Spear 3 + Spirit Control 1
Summon Tera 3 Earth Grave 3 + Spirit Control 1
Elemental Status 1 Spirit Control 3
Spirit Sympathy 5 Spirit Control 3
Spirit Recovery 1 Spirit Sympathy 1
Fire Insignia 3 Summon Agni 3
Water Insignia 3 Summon Aqua 3
Wind Insignia 3 Summon Ventus 3
Earth Insignia 3 Summon Tera 3
Elemental Shield 5 Spirit Control 3
Full Throttle 5

The four you cannot cast today

Elemental Status, Spirit Control, Spirit Recovery and Elemental Shield all carry the requirement have an elemental spirit summoned. That spirit belonged to the old companion system, and nothing on this server creates one any more: the four summons now create a homunculus instead. Try to cast them and you get the "you need an elemental spirit" message and nothing else. Nobody loses anything by leaving them at zero.

Points that pay off

The four summons (they create the creature and gate its evolution), Spirit Sympathy (which is what brings it up to the level of a normal homunculus), the insignias, and the ground damage block: Psychic Wave, Cloud Kill, Diamond Dust, Earth Grave and Varetyr Spear.

Points to weigh

Spirit Control 1 is compulsory (all four summons ask for it) and Spirit Control 3 gates nothing that works. Four Spirit Analysis 1 is a toll. Same with Striking: its learned level feeds the Varetyr Spear formula even if you never use the buff itself.

Full Throttle is the skill every third job shares; here it has no prerequisite.

Sorcerer skill tree skills Link to this specification

See also Fourteen skills, and one of them cannot be bought with skill points The mage who studies instead of shouting: what a Sage is and what Professor adds Summon Agni, Aqua, Ventus and Tera do not summon an elemental: they create your elemental homunculus The four insignias: the level you cast decides which bonus you get The bonuses that depend on the elemental spirit are dormant, and there are eight of them

Summon Agni, Aqua, Ventus and Tera do not summon an elemental: they create your elemental homunculus One button that creates, calls, resurrects and sends to rest. One creature per character.

In stock Ragnarok, the Sorcerer's four summons pull out an elemental spirit that lasts a few minutes and vanishes. Not here. Since 2026-08-15 all four call the same part of the server that handles homunculi, and what comes out is a permanent creature: its own window, its own right-click menu, hunger, intimacy, level and skill tree. It is a homunculus wearing an elemental's face.

The summon is a toggle. If the creature is already out and alive, casting it again sends it to rest. It does not replace it and does not duplicate it: it puts it away. That also plugs a real hole, because the client menu's "Rest" button sends an Alchemist skill that a Sorcerer does not have.

The four cases, in order

If... the summon will
you have no creature create the first form of the element you cast
it is resting call it, and bring it up to date if you have raised Sympathy
it is dead resurrect it at 100 % HP
it is already out and alive send it to rest

One creature per character

A character stores one single creature. If you already have a Ventus raised and you cast Summon Agni, the summon is rejected with a red message («Only one at a time») instead of deleting your Ventus. That is deliberate: replacing it would throw away everything you raised. The old system allowed all four at once; losing that is the price of gaining the full homunculus interface. And if you own a regular homunculus the summon is rejected too: they share the same slot.

Cost and timings

Level SP Cast Cooldown
1 74 2 s variable + 1 s fixed 60 s
2 68 2 s variable + 1 s fixed 60 s
3 62 2 s variable + 1 s fixed 60 s

Note that the SP cost goes down with level, the opposite of stock rAthena (where it ran from 100 to 200). And they no longer require materials: the three elemental crystals the original version demanded were removed from the skill entry. Spirit Sympathy cuts that SP further by (5 + 5 × level) %, up to 30 % at level 5.

Traps

  • The duration printed in the skill entry (10, 15 and 20 minutes) is a leftover from the old system: nothing reads it. The creature does not expire.
  • The summon's level does not change what comes out when you create it; what it does is unlock the forms: level 2 for the second, level 3 for the third. See the three forms.
  • The 60-second cooldown is real. Put it away by mistake and you wait a full minute before you can bring it back.
  • Each element eats its own crystal: Agni Red Blood, Aqua Crystal Blue, Ventus Wind of Verdure and Tera Green Live.

Sorcerer summoning elemental homunculus Link to this specification

See also Twenty-eight skills, and the four summons are the backbone Three forms per element, and the third is a full Homunculus S Spirit Sympathy: the 25 growth points your elemental is missing Call Homunculus needs no Seed of Life or any other item Feeding it can never backfire, and every meal pays twice the usual

Three forms per element, and the third is a full Homunculus S Which homunculus each element copies, what changing form requires, and why evolution fires by itself.

Each element has three forms: the one that comes out when you summon, the evolved one, and a third that the server treats as a Homunculus S. And the growth tables are not made up: each elemental copies a classic homunculus's tables literally.

Elemental Copies Profile Attack floor
Agni (fire) Vanilmirth the caster 200 ms
Aqua (water) Lif the healer 300 ms
Ventus (wind) Filir the fast one 150 ms
Tera (earth) Amistr the tank 400 ms

The "attack floor" is the minimum number of milliseconds between two swings, and only forms 1 and 2 carry one. The third form has no floor, exactly like the five Homunculus S: it sits at the engine ceiling of 100 ms. That is the reward for getting there.

What changing form requires

Three gates, and all three must be open:

  • The summon at the right level: level 2 for the second form, level 3 for the third. No mutation stones here: the requirement is your own skill.
  • Intimacy 91,100, the same figure any homunculus needs to evolve. You earn it by feeding.
  • Level: for the jump to the third form the creature must be at 99, which is the ceiling of the first two.

Evolution fires by itself. A normal homunculus needs you to use a stone on it; these creatures have no such item, so the server checks the three gates at the three moments any of them can change: on level up, on feeding and on summoning. When they all line up it changes form and tells you in green.

Level caps

Forms 1 and 2: level 99. Form 3: level 275, the same as a Homunculus S. And like a real S, past 99 it grows on its own tables and below that on the previous form's.

All four creatures are Formless race and carry the element in their name. Their skill tree is the one of the homunculus they copy: Agni gets the Vanilmirth skills, Aqua the Lif ones, Ventus the Filir ones and Tera the Amistr ones.

Sorcerer elemental evolution Link to this specification

See also Summon Agni, Aqua, Ventus and Tera do not summon an elemental: they create your elemental homunculus Spirit Sympathy: the 25 growth points your elemental is missing Feeding it can never backfire, and every meal pays twice the usual Twenty-eight skills, and the four summons are the backbone

Spirit Sympathy: the 25 growth points your elemental is missing The most important passive in the job, and the only SO_EL_ skill besides Analysis that works on the new creature.

An elemental is born 25 percentage points below the homunculus whose tables it copies, and Spirit Sympathy exists precisely to close that gap. Each level gives back 5 points:

Sympathy Growth versus its homunculus SP discount on the summon
0 25 points below
1 20 below 10 %
2 15 below 15 %
3 10 below 20 %
4 5 below 25 %
5 exactly the same 30 %

The measure is relative, not a fixed number: Ventus is compared to the Filir, Tera to the Amistr, and so on. So the day a homunculus class has its growth retuned, the level-5 parity still holds by itself.

Raising Sympathy shows nothing until you put the creature away and call it back. A homunculus's stats are derived from its level and are rebuilt on load, on summon and on resurrection. With the creature already out, the new point does nothing; send it to rest and bring it out again (the same summon does both) and it updates on the spot.

Traps

  • It is a passive: no button, no cost.
  • The SP discount applies to the four summons only, not to other skills.
  • Together with Four Spirit Analysis it is one of the only two SO_EL_ skills still working. Spirit Control, Elemental Status and Spirit Recovery act on the old elemental spirit and cannot be cast today.

Sorcerer Spirit Sympathy elemental Link to this specification

See also Summon Agni, Aqua, Ventus and Tera do not summon an elemental: they create your elemental homunculus Three forms per element, and the third is a full Homunculus S Twenty-eight skills, and the four summons are the backbone Feeding it can never backfire, and every meal pays twice the usual

Four Spirit Analysis splits and merges crystals, and at level 2 it can eat them Level 1 breaks a big crystal into 5-9 small ones; level 2 merges 10 into 1 with a 25 % total failure.

This is a workshop skill, not a combat one: it opens an inventory window and converts elemental crystals from one grade to the other. It works perfectly on this server, because it never touches the companion.

Level Converts Result
1 1 big crystal 5 to 9 small ones (random)
2 10 small crystals 1 big one

The pairs are the usual ones: Red Blood ↔ Flame Heart, Crystal Blue ↔ Mystic Frozen, Wind of Verdure ↔ Rough Wind and Green Live ↔ Great Nature.

Level 2 has a 25 % failure chance, and failing leaves you with nothing. The materials are removed from your inventory BEFORE the roll. If it fails you have lost the ten crystals and you get no big one. One attempt in four, on average.

Traps

  • Level 2 rounds down to multiples of 10: mark 25 crystals and it processes 20, leaving 5 untouched.
  • Level 1 never fails, but the amount is random between 5 and 9. Do not budget for 9.
  • Cost: 10 SP at level 1, 20 at level 2, and a 2-second fixed cast that neither DEX nor gear reduces.
  • It only accepts those eight items. Mark anything else in the window and the whole skill fails.

Sorcerer Four Spirit Analysis materials Link to this specification

See also Twenty-eight skills, and the four summons are the backbone Spirit Sympathy: the 25 growth points your elemental is missing Summon Agni, Aqua, Ventus and Tera do not summon an elemental: they create your elemental homunculus

Elemental Status: the care panel that cannot be opened today It was rewritten to stop firing the elemental's attack and open its sheet instead; the requirement was left behind.

In stock Ragnarok, Elemental Action manually fires your elemental's aggressive skill and locks you out for 3 to 9 seconds. Here it was rebuilt on 2026-08-13 with a different purpose: it was renamed Elemental Status, lost its SP cost and cooldown, was retargeted on yourself (asking for a target just to read a sheet made no sense) and instead of attacking it opened a panel with level, intimacy, hunger and three actions: feed, clean and cuddle.

It cannot be cast today. The skill entry still demands an elemental spirit summoned, and two days after that rewrite the four summons stopped creating elemental spirits and started creating the elemental homunculus instead. The requirement was never updated: press the button and you get the "you need an elemental spirit" notice and nothing happens.

What you can do in the meantime

Nothing the panel offered has been lost, because the new creature is a real homunculus and comes with the client interface built in: right-click it to open its window, and feed it like any homunculus — with its crystal, the same item you already knew. It is all covered in feeding your homunculus.

And the panel's headline feature — asking for the form change by hand — is not needed either: the elemental's evolution fires by itself as soon as the requirements are met.

Do not spend points here. The only effect of learning it is that it shows up on your bar.

Sorcerer Elemental Status broken Link to this specification

See also Twenty-eight skills, and the four summons are the backbone Summon Agni, Aqua, Ventus and Tera do not summon an elemental: they create your elemental homunculus Spirit Control and Spirit Recovery: two skills tied to a spirit that no longer exists Three forms per element, and the third is a full Homunculus S

Spirit Control and Spirit Recovery: two skills tied to a spirit that no longer exists What they would do, why they cannot be cast, and why you still have to spend points on Spirit Control.

Both act on the elemental spirit of the old system, the one the summons no longer create. Both check for it twice over: the skill entry demands "an elemental spirit summoned" and, if that gate were ever bypassed, the code looks again and returns without doing anything.

Spirit Control — what it would do

Level Effect
1 puts the spirit in passive mode
2 assist mode
3 aggressive mode
4 dismisses it

Cost 10 SP, 2 seconds cast, 5 seconds cooldown.

You still have to learn Spirit Control at level 1, because all four summons require it. One point and no more: level 3 only unlocks Elemental Status, Spirit Sympathy and Elemental Shield, and of those three only Spirit Sympathy works… and it also asks for level 3. No way around it: three points of toll.

Spirit Recovery — what it would do

It takes 10 % of the HP and SP you currently have (not of your maximum) and hands it to the spirit. Cost 10 SP and 2 seconds of cast. If you cannot pay that HP and SP, it fails.

Since the elemental homunculus is not a spirit, this skill never reaches it. Healing it works the same as for any homunculus: feed it and let it regenerate, or use whatever healing skills its own branch knows.

A note for players coming from another server: the companion's mode (passive, assist, aggressive) is no longer set from here. The new creature behaves like a homunculus and follows the same companion rules as the rest.

Sorcerer Spirit Control Spirit Recovery broken Link to this specification

See also Twenty-eight skills, and the four summons are the backbone Elemental Status: the care panel that cannot be opened today Elemental Shield hands Safety Wall and Pneuma to the whole party, companions included Summon Agni, Aqua, Ventus and Tera do not summon an elemental: they create your elemental homunculus

Elemental Shield hands Safety Wall and Pneuma to the whole party, companions included The patch that adds homunculi and mercenaries does work; the skill requirement is what keeps it parked.

Elemental Shield plants, under the feet of every party member within 11 cells, a Safety Wall at (your level + 5) and a level 1 Pneuma. In other words it covers them against melee and against ranged attacks at the same time. Cost 120 SP and one Blue Gemstone; no cast time, no cooldown.

Here the shield reaches companions too. Stock rAthena walks only the players in the party; this server uses its own walk that also picks up each member's homunculus and mercenary. It has been verified that nothing goes inert along the way: the shield really is planted on the companion's cell.

The distance rule is the same for a companion as for its master: it counts its own position, not the owner's. A homunculus that lagged behind, outside the 11 cells, gets nothing — exactly what would happen to a human party member who wandered off.

The catch

The skill entry demands an elemental spirit summoned — the old-system one, not the elemental homunculus — and on this server nothing creates that spirit any more. Press the button and you get the "you need one" notice and nothing is planted. The distribution logic is fine; it is the front door that is stuck.

Details for when it is unblocked

  • Each Safety Wall's durability is computed from the stats of whoever receives it, not yours: 300 × level + 65 × (INT + base level) + the recipient's max SP.
  • With no party, the skill plants the shield on you alone.
  • Level 5 hands out level 10 Safety Walls.

Sorcerer Elemental Shield party Link to this specification

See also Twenty-eight skills, and the four summons are the backbone Spirit Control and Spirit Recovery: two skills tied to a spirit that no longer exists Summon Agni, Aqua, Ventus and Tera do not summon an elemental: they create your elemental homunculus

Psychic Wave: the job's heavy weapon, and with a staff or a book it hits twice as hard It pulses every half second, up to six times. The tooltip says one hit; it is twelve.

You paint a square on the ground and it pulses on its own. It is the Sorcerer's biggest damage dealer, and also the one whose tooltip reads worst: the entry says 1 hit because that is what one pulse does, not the whole spell.

With a staff (one or two handed) or a book equipped, every pulse hits TWICE. It is a check on the weapon you are wearing, not a card or status bonus. At level 5 that is 6 pulses × 2 hits = 12 impacts per cast.

Damage and size

Level Ratio Area Pulses SP
1 70 % + 3×INT 7×7 2 48
2 140 % + 3×INT 7×7 3 56
3 210 % + 3×INT 9×9 4 64
4 280 % + 3×INT 9×9 5 70
5 350 % + 3×INT 11×11 6 78

The exact formula is (70 × level + 3 × INT) × base level / 100, applied to every pulse. Base level multiplies: at base 175 the ratio comes out nearly double what it is at base 99.

Traps

  • It is Neutral element, always. The code knows how to change its element, but only while you carry one of the statuses the old elemental spirit used to grant, and those do not exist today. Against a Ghost monster or a boss with Neutral reduction, do not count on it.
  • The cast is brutal: 8 to 12 seconds of variable part plus 1 to 0.6 of fixed part. Any hit interrupts it. Cast it while the monster is busy, asleep or rooted, never face to face.
  • Pulses come every 0.5 s but the square does not move. Against something that runs, half the pulses land on empty ground.
  • Cooldown 5 s. Placement range, 9 cells.

Sorcerer Psychic Wave area Link to this specification

See also Twenty-eight skills, and the four summons are the backbone The bonuses that depend on the elemental spirit are dormant, and there are eight of them How to play it: pin them first, cast afterwards

Cloud Kill poisons the area and sets up the finisher Low damage per pulse, but the status it leaves is what multiplies Poison Buster.

A 7×7 cell poison cloud that pulses twice a second. Each pulse deals Poison element damage and refreshes the Cloud Poison status on whoever is inside, which lasts 5 seconds.

Numbers

Level Ratio per pulse Duration Pulses SP
1 40 % + 3×INT 1 s 2 48
2 80 % + 3×INT 2 s 4 56
3 120 % + 3×INT 3 s 6 64
4 160 % + 3×INT 4 s 8 70
5 200 % + 3×INT 5 s 10 78

Formula: (40 × level + 3 × INT) × base level / 100 per pulse. Cast 2.3 to 3.1 s variable plus 0.7 to 0 fixed, cooldown 5 s, range 9.

Traps

  • You can only have one cloud. Casting it again deletes the previous one wherever it is and however many seconds it had left.
  • The cloud lasts almost no time: 1 to 5 seconds. It is not a zone that holds ground, it is a quick pulse. On raw damage alone it rarely earns its 48-78 SP.
  • What justifies it is the status it leaves: it multiplies Poison Buster. Chain the two.
  • Fire Rain removes it, as it does every zone flagged for that.
  • Poison element: it does not touch Undead or the many monsters that resist poison.

Sorcerer Cloud Kill poison area Link to this specification

See also Twenty-eight skills, and the four summons are the backbone Poison Buster no longer requires a poisoned target How to play it: pin them first, cast afterwards

Poison Buster no longer requires a poisoned target The guide you read is out of date: there is no requirement here, only a very large bonus.

Every guide says the same thing: "Poison Buster can only be cast on a poisoned target". In this version that is not true. It was checked in the code: there is no poison check, neither when the cast starts nor when it lands. You can cast it on anything.

What does exist is a huge bonus if the target carries Cloud Poison, the status Cloud Kill leaves:

Level Base ratio With Cloud Poison SP
1 1,300 % + INT 1,500 % + INT 70
2 1,600 % + INT 2,000 % + INT 90
3 1,900 % + INT 2,500 % + INT 110
4 2,200 % + INT 3,000 % + INT 130
5 2,500 % + INT 3,500 % + INT 150

Formula: (1,000 + 300 × level + INT + 200 × level if the target has Cloud Poison) × base level / 100. By far the highest ratio in the job.

How to use it

You target a monster and it bursts in 7×7 cells around it. Range 9, cooldown only 2 seconds. The cast time climbs steeply with level — 2.2 to 6 seconds of variable part — but the fixed part drops from 0.8 to 0, so with enough cast reduction level 5 is not as slow as it looks.

Traps

  • Poison element. Against an Undead or a Poison monster it does nothing worth mentioning no matter how high the ratio. That is this skill's real limit, not the requirement that does not exist.
  • 150 SP at level 5 without the cloud down is throwing away half your bar. If you are going to spend it, spend on Cloud Kill first.
  • The 6-second cast at level 5 is interrupted by a hit like any other.

Sorcerer Poison Buster poison Link to this specification

See also Cloud Kill poisons the area and sets up the finisher Twenty-eight skills, and the four summons are the backbone How to play it: pin them first, cast afterwards

Varetyr Spear hits three times and gains 150 ratio points per level of Striking The only one of the big spells that targets a monster, and the one that rewards two skills you will never use.

A wind spear on a target, with splash around it. It is the job's direct damage skill: no ground zone, no waiting for pulses, it just goes and hits.

It lands three hits and each one deals full damage. This is not a split: the entry declares 3 hits as a positive number, and that multiplies. The number you see on screen is one hit; the total is three times that.

The formula, which is odd

[ 2 × INT + 150 × (Striking level + Lightning Loader level) + INT × level / 2 ] / 3 × base level / 100

What matters is inside the bracket: 150 ratio points for every level of Striking and every level of Lightning Loader, the Sage skill. With both at 5 that is 1,500 points before dividing by three, so 500 ratio for free. It counts the learned level; you do not need the buff active.

Numbers

Level Splash Cast SP
1-3 3×3 2.2-2.6 s + 1.8-1.6 fixed 65-75
4-6 5×5 2.8-3.2 s + 1.6-1.4 fixed 80-90
7-9 7×7 3.4-3.8 s + 1.2-1.0 fixed 95-105
10 9×9 4.0 s + 1.0 fixed 110

Wind element, range 9, cooldown 5 s. It stuns with a 5 % chance per level for 1.8 to 3.6 seconds.

Traps

  • The stun at level 10 is 50 %, but it lasts 3.6 s and cannot be chained: the cooldown is 5. This is not a control skill.
  • INT barely matters: it enters twice, but both times divided by three. What really raises it is your base level and the two skill levels in the bracket.
  • Wind element: it shines against Water and dies against Earth.

Sorcerer Varetyr Spear wind Link to this specification

See also Striking hands an ally attack power and charges them SP per second Twenty-eight skills, and the four summons are the backbone How to play it: pin them first, cast afterwards

Earth Grave and Diamond Dust: twin bursts that charge 300 ratio per level of a Sage Endow A single split hit, a big square, and a nasty status thrown in.

They are the same skill written twice with a different element. Both are planted on the ground, but they are not zones that linger: the unit lives half a second and hits once. One burst, done.

Earth Grave Diamond Dust
Element Earth Water
Hits 3 (split) 5 (split)
Area level 1-3 7×7 7×7
Area level 4-5 9×9 9×9
SP 62 to 94 50 to 74
Variable cast 2.2 to 3.0 s 5.0 to 7.0 s
Fixed cast 1.8 to 1.0 s 0.8 to 0 s
Side effect Bleeding 5 % per level, 8 to 20 s Crystalize 10 to 30 %, 12 to 20 s

The "hits" split the damage, they do not multiply it. Earth Grave declares 3 and Diamond Dust 5 as negative numbers: the total is divided between those hits and shown in slices. The total is the same as a single hit.

The formulas

Earth Grave: (2 × INT + 300 × Seismic Weapon level + INT × level) × base level / 100

Diamond Dust: (2 × INT + 300 × Frost Weapon level + INT × level) × base level / 100

That 300 per level of the matching Sage Endow is the biggest term in both: with Seismic Weapon at 5, Earth Grave collects 1,500 ratio points before it even looks at your INT. It is the same trick Varetyr Spear plays with Striking, and the reason a Sorcerer should not squander the points brought over from the Sage.

Crystalize, which does not do what it looks like

The status Diamond Dust leaves drains 2 % of max HP and 1 % of max SP per second and prevents attacking. But it only blocks movement and casting for players: a crystallized monster keeps walking and keeps casting. Against monsters it is worth it for the drain and because Wind magic hits them 50 % harder while it lasts. Any Fire damage removes it instantly, and Warmer stops it from applying at all. Resistance comes from the target's base VIT.

Traps

  • Diamond Dust's 5 to 7 seconds of variable cast are the skill's real problem. Earth Grave, at half that, is the one that actually gets used.
  • Earth Grave reaches hidden targets; Diamond Dust does not.
  • Both check line of sight: they do not go through walls.
  • Cooldown 5 seconds for both, range 9 cells for both.

Sorcerer Earth Grave Diamond Dust area Link to this specification

See also Twenty-eight skills, and the four summons are the backbone Warmer heals everyone standing in it and thaws them, but only players How to play it: pin them first, cast afterwards

Vacuum Extreme pins the enemy to the ground and drags it to the centre once The tool that makes everything else castable: without it, no long Sorcerer cast ever lands.

You plant a vortex and whoever stands inside cannot move. It deals no damage; its value is that a Sorcerer needs between 3 and 12 seconds of casting for almost everything, and that only pays off if the enemy stays put.

Level Area Duration Cast SP
1 3×3 4 s 1.0 s 34
2 3×3 6 s 1.5 s 42
3 5×5 8 s 2.0 s 50
4 5×5 10 s 2.5 s 58
5 7×7 12 s 3.0 s 66

No fixed cast, cooldown 5 s, range 9 cells.

The pull

Besides rooting, it drags the target toward the centre cell. But only once per victim, and only if it is standing still at that moment: someone already walking is not moved. It is a bonus repositioning, not a Gravitation.

Traps

  • The duration is cut by the target's STRENGTH: 50 milliseconds per point of STR. Against a big monster with 200 STR that is 10 seconds gone, and at level 5 there is nothing left.
  • Bosses are immune.
  • It does not affect anyone hovering, nor anyone under Hallucination Walk.
  • If the victim ends up on a Land Protector, the status drops off.
  • After leaving there are 2 seconds of grace in which that same vortex will not catch it again. A different vortex will.
  • It is lost on map change and is not saved on logout.

Sorcerer Vacuum Extreme control Link to this specification

See also Twenty-eight skills, and the four summons are the backbone Arrullo sleeps an area, but the first hit wakes them and lands 50 % harder How to play it: pin them first, cast afterwards

Warmer heals everyone standing in it and thaws them, but only players 1 % of max HP per skill level every three seconds, plus a vaccine against Crystalize and Freeze.

A carpet of heat 7×7 cells wide. Whoever steps on it gets a status that heals 1 % of their max HP per skill level, every 3 seconds. At level 5 that is 5 % every 3 seconds: for a party standing still, more than any area heal a Sorcerer has.

Level Heal per 3 s Lasts Cooldown SP
1 1 % 40 s 35 s 40
2 2 % 45 s 40 s 52
3 3 % 50 s 45 s 64
4 4 % 55 s 50 s 76
5 5 % 60 s 55 s 88

Cast 2.2 to 3.0 s variable plus 1.8 to 1.0 fixed. Range 9. Fire element.

The other half: it thaws

Stepping onto the carpet instantly removes Crystalize, Freezing and Freeze, and while you carry it Crystalize cannot be applied. In an ice dungeon that is worth more than the healing.

Traps

  • It only heals PLAYERS. Your homunculus, your mercenary and your pet just stand there, even inside it.
  • It does not heal Undead (by race or by element) nor the Demon race either. If you wear Undead armour, Warmer does nothing for you.
  • It heals anyone who steps in, enemies included. It does not check sides.
  • The icon shows an infinite duration: the client does not know how long is left. What actually expires is the carpet on the ground, 40 to 60 seconds.
  • Only one carpet at a time: casting it again deletes the previous one.
  • Dispell, Clearance and Banishing Buster cannot remove it.
  • Fire Rain does remove it.
  • If you are already at full HP the pulse does nothing; it neither wastes nor overheals.

Sorcerer Warmer healing Link to this specification

See also Twenty-eight skills, and the four summons are the backbone Earth Grave and Diamond Dust: twin bursts that charge 300 ratio per level of a Sage Endow How to play it: pin them first, cast afterwards

Arrullo sleeps an area, but the first hit wakes them and lands 50 % harder The chance depends on your INT and job level, and drops with the target's INT and LUK.

You sing a lullaby over an area and every enemy inside rolls to fall into Deep Sleep: they cannot move, attack, cast, chat or use items.

The chance, exactly

15 + 5 × level + your INT/5 + your job level/5 − target's INT/6 − target's LUK/10 per cent.

A Sorcerer with 120 INT and job level 60 casting at level 5 starts from 15 + 25 + 24 + 12 = 76 %, minus whatever the target subtracts.

Level Range Area Duration Cooldown SP
1 7 3×3 8 s 5 s 30
2 7 3×3 10 s 6 s 35
3 7 5×5 12 s 7 s 40
4 7 5×5 14 s 8 s 45
5 9 7×7 16 s 9 s 50

On top of the SP it consumes 1 Yellow Gemstone per cast. Cast 2.2 to 3.0 s variable plus 0.8 to 0 fixed.

Any damage wakes a sleeper, and that hit lands 50 % harder. It cuts both ways: if what you want is to keep a monster still while you cast Psychic Wave, one stray arrow from a party member ruins it. And if what you want is an opening, you have it: sleep, charge your biggest spell, and let the first impact collect the extra 50 %.

Traps

  • A sleeper heals 3 % of HP and SP every 2 seconds while asleep. Sleeping an enemy that was about to die is handing it health back.
  • Bosses are immune.
  • The duration is cut by the target's base INT and level (INT×25 + level×50 milliseconds), but never falls below 5 seconds.
  • It only reaches enemies, never your party.
  • Refresh and other status-cleansing skills remove it.

Sorcerer Arrullo control Link to this specification

See also Vacuum Extreme pins the enemy to the ground and drags it to the centre once Twenty-eight skills, and the four summons are the backbone How to play it: pin them first, cast afterwards

Striking hands an ally attack power and charges them SP per second The bonus depends on the WEAPON LEVEL of whoever receives it, not on yours.

A physical attack buff you place on a party member. It lasts 90 seconds, costs 50 to 70 SP, 1 second of cast and 2 of cooldown, and reaches 9 cells.

How much attack

20 × Striking level × the recipient's weapon level, as flat attack points.

Striking Weapon lv 1 Level 2 Level 3 Level 4
1 20 40 60 80
2 40 80 120 160
3 60 120 180 240
4 80 160 240 320
5 100 200 300 400

The status drains SP from whoever carries it, not from you: (6 − level) points per second. At level 1 that is 5 per second — 450 across the 90 seconds — and at level 5 only 1. The lower the level, the more expensive it is for your ally. And the moment they cannot pay, the buff falls off.

Traps

  • The bonus is only computed if the target is a player with a weapon in the right hand. On a homunculus, a mercenary or an unarmed ally the status still applies… with zero attack and the SP drain intact.
  • There is no profit in putting it on yourself: you are a caster, your weapon level is low and an SP drain is the last thing you need.
  • What does help you is the learned level: it feeds the Varetyr Spear formula with 150 ratio points per level, even if you never cast the buff.
  • It only reaches yourself or your party.

Sorcerer Striking support Link to this specification

See also Varetyr Spear hits three times and gains 150 ratio points per level of Striking Twenty-eight skills, and the four summons are the backbone How to play it: pin them first, cast afterwards

Spell Fist is cast IN THE MIDDLE of a bolt, and then every punch costs 20 SP It has no hit counter: it lasts until time runs out or until you cannot pay.

Spell Fist turns your melee attacks into the bolt you were casting. It has the strangest usage of any skill in the job, which is why most people never manage to cast it at all.

You must cast it while a bolt is still casting. The server demands two things at once: that the last spell you started is Fire Bolt, Cold Bolt or Lightning Bolt, and that the cast is still running at that moment. Casting Spell Fist cancels the bolt and keeps its energy in your fist. Wait for the bolt to finish and Spell Fist fails.

What happens next

While it lasts, every melee attack of yours:

  • charges you 20 SP,
  • replaces the weapon damage with the magic damage of the stored bolt, at the level you were casting it,
  • and multiplies it by your weapon's hit count.

There is no hit counter in this version: it is not spent in "so many punches". It ends when the duration runs out or when you cannot pay 20 SP for a swing.

Level Duration SP to cast
1 45 s 40
3 75 s 48
5 105 s 56
7 135 s 64
10 180 s 76

Traps

  • The Spell Fist level only extends the duration. The damage comes entirely from the level of the bolt you were casting: cast the bolt at 10 even if your Spell Fist is 1.
  • 20 SP per swing is brutally expensive. With high attack speed the bar empties in twenty seconds.
  • It is still a melee attack: you have to stand next to the target with a caster's defence.
  • If the target has infinite defence (Emperium and the like) the punch still does 1.

Sorcerer Spell Fist melee Link to this specification

See also Twenty-eight skills, and the four summons are the backbone How to play it: pin them first, cast afterwards

Fire Walk and Electric Walk do not last 30 seconds: they last 8 to 16 STEPS You leave a trail as you walk, and when the last cell drops the status ends by itself.

Both do the same thing with a different element: while you carry them, every step you take drops a trap on the cell you just left. Anyone who steps on it takes damage once per second.

The entry says 30 seconds, but what actually rules is the cell count: 8 at level 1, 10 at 2, 12 at 3, 14 at 4 and 16 at 5. The moment you drop the last one the status ends by itself. Cast it and stand still and you have thrown away 30-46 SP.

Level Cells Ratio per cell SP
1 8 60 % 30
2 10 120 % 34
3 12 180 % 38
4 14 240 % 42
5 16 300 % 46

Formula: 60 × level × base level / 100. Fire Walk is Fire, Electric Walk is Wind. Each trap lasts 12 seconds on the ground. One second of cast.

Traps

  • They share a status, so they are mutually exclusive. You cannot carry both trails at once: pick your element before you start running.
  • You cannot recast until every cell is spent. If four are left and you want to switch element, the server refuses.
  • No trap is dropped on a cell that already has one, yours or anyone else's. Walking small circles does not stack them.
  • It is lost on map change.
  • It is only worth it with someone chasing you. With nobody behind, the trail burns out on empty ground.

Sorcerer Fire Walk Electric Walk trail Link to this specification

See also Twenty-eight skills, and the four summons are the backbone The bonuses that depend on the elemental spirit are dormant, and there are eight of them How to play it: pin them first, cast afterwards

The four insignias: the level you cast decides which bonus you get Level 1 does nothing on this server, level 2 is for hitting and level 3 for casting. And all of them open a weakness.

An insignia is a 3×3 cell square that lasts 60 seconds and benefits anyone who steps on it, friend or foe. Cost 22, 30 or 38 SP and 1, 2 or 3 of its stone (Scarlet Point, Indigo Point, Yellow Wish Point or Lime Green Point). Cast 1 s variable + 1 s fixed, cooldown 60 seconds, range 9.

The level you cast does NOT make it stronger: it changes it completely. Each level grants a different set of bonuses, incompatible with the other two. Pick the level to match how you play, not to max the skill.

Level 1 — does nothing today

The only effect of level 1 is to double the HP regeneration of an elemental spirit of that element. On this server elemental spirits no longer exist (the summons create a homunculus), so level 1 is money thrown away.

Level 2 — for those who hit

Insignia What it grants
All of them your weapon takes on that element, and +10 % attack
Fire +50 flat attack on top
Water +10 % to heals received and to items that restore HP or SP
Wind raises attack speed
Earth +500 max HP and +50 DEF

Level 3 — for those who cast

Insignia What it grants
All of them +25 ratio points to your offensive magic of that element
Fire +50 MATK
Water −30 % variable cast on Water magic
Wind −50 % after-cast delay on Wind magic
Earth +50 max SP and +50 MDEF

The two traps, and they are big

It opens a weakness

While you carry the insignia you take 50 % more damage from its opposing element, and this happens at all three levels. Fire makes you weak to Water; Water to Wind; Wind to Earth; Earth to Fire. Standing in your own Fire insignia in front of a Water caster hands them half the fight.

It can drain your HP

Every 5 seconds the insignia checks your defensive element (your armour's). If it matches its own, it heals you 1 % of max HP; if it is the one it punishes, it takes 1 % of your max HP. Fire punishes Earth, Water punishes Fire, Wind punishes Water and Earth punishes Wind.

They cannot be planted on a Land Protector, Dispell and Clearance cannot remove them, and you can only have one of each type at a time. The 60-second cooldown matches the duration: chained properly, there is no gap.

Sorcerer insignias ground Link to this specification

See also Twenty-eight skills, and the four summons are the backbone Summon Agni, Aqua, Ventus and Tera do not summon an elemental: they create your elemental homunculus How to play it: pin them first, cast afterwards

Full Throttle: full HP, +20 % to everything, and a 10-second hangover Fifty minutes of cooldown for twenty seconds of party. And the higher the level, the less SP it burns.

The skill every third job shares. It costs 1 SP and gives you, all at once:

  • 100 % HP, instantly,
  • +20 % to all six stats for the duration,
  • and +25 % movement speed.
Level Duration SP burnt per second
1 10 s 6 % of max
2 15 s 4 %
3 20 s 3 %
4 25 s 2 %
5 30 s 1 %

Look at the right-hand column: levelling it up both extends the buff and makes the SP cheaper. Level 1, at 10 seconds and 6 %, eats 60 % of your bar; level 5, at 30 seconds and 1 %, takes 30 %. It is the only skill in the tree where levelling has no downside at all.

When it ends comes Rebound: 10 seconds with no natural HP or SP regeneration, and 25 % slower movement. It shows up as the Decrease Agi icon, which confuses a lot of people. Ten seconds stuck in the middle of a fight is a long time: keep a potion handy.

Traps

  • The cooldown is 50 minutes. This is not a routine buff, it is an emergency button: once per long session.
  • The drain is on maximum SP, so it does not care how full you are: start with half a bar and level 1 empties it.
  • Dispell, Clearance and Banishing Buster cannot remove it; you cannot cancel it either.
  • The heal is HP only. SP is untouched (and then burnt).

Sorcerer Full Throttle emergency Link to this specification

See also Twenty-eight skills, and the four summons are the backbone How to play it: pin them first, cast afterwards

The bonuses that depend on the elemental spirit are dormant, and there are eight of them Heater, Cooler, Blast and Cursed Soil show up in half a dozen formulas. None can be turned on today.

The old system's elemental spirit used to place statuses on its master called Heater Option (fire), Cooler Option (water), Blast Option (wind) and Cursed Soil Option (earth). Half a dozen Sorcerer skills read them and get stronger when they find them.

Nothing grants them today. The spirit itself cast them, and the four summons no longer create spirits but the elemental homunculus. That extra you see in the guides, and that you will find mentioned across several entries here, cannot be obtained.

What exactly you are missing

Skill Dormant bonus
Psychic Wave +20 ratio, the ability to change its element… and 50 % more SP
Fire Walk + half your job level, as ratio
Electric Walk + half your job level
Earth Grave + 5 × your job level
Diamond Dust + 5 × your job level, and a higher Crystalize chance
Cloud Kill + your job level (and ×16 with the fifth option's status)
Poison Buster + 5 × your job level
Varetyr Spear + 5 × your job level
Warmer would heal three times as much per pulse

Why we tell you anyway

Because it explains two things you can see while playing: why Psychic Wave is always Neutral element (the element switch hangs off these statuses) and why level 1 of the insignias does nothing (its only effect was on the spirit). And because if the chain is ever restored, all of these lines will light up by themselves: they are written and they work, what is missing is someone to switch them on.

There is an upside: without the options, Psychic Wave also spares you the 50 % extra SP it charges while they are active.

Sorcerer elemental formulas Link to this specification

See also Psychic Wave: the job's heavy weapon, and with a staff or a book it hits twice as hard Summon Agni, Aqua, Ventus and Tera do not summon an elemental: they create your elemental homunculus Twenty-eight skills, and the four summons are the backbone

How to play it: pin them first, cast afterwards Four chains that work, and the mistake everybody makes on day one.

The Sorcerer has the longest casts in the Mage branch: 3 to 13 seconds counting the fixed part. Any hit interrupts them. The whole job revolves around solving that, which is why the skills that deal no damage are worth more than the ones that do.

The day-one mistake: opening with Psychic Wave. That is 9 to 13 seconds of casting while the monster runs at you. It never lands. You open by pinning, not by casting.

The four chains

Situation Order Why
A pack of monsters Vacuum Extreme → Psychic Wave The vortex holds them 4-12 s, exactly the length of the cast. With a staff or a book the wave hits twice.
One big monster Cloud Kill → Poison Buster The cloud leaves Cloud Poison, which adds 200 ratio points per level to the finisher. Poison Buster only has a 2 s cooldown.
About to cast something long Arrullo → the big spell Sleepers do not hit back, and the first impact they take lands 50 % harder. Careful: if somebody else wakes them, you lose it.
Being chased Fire Walk or Electric Walk → run 8-16 cells of trail. Only worth it with someone behind you who will step on them.

Choosing the element

This is your job advantage: you carry Earth damage (Earth Grave), Water (Diamond Dust), Wind (Varetyr Spear), Poison (Cloud Kill and Poison Buster) and Neutral (Psychic Wave). Before spending the expensive spell, check what you are hitting. And remember that Diamond Dust leaves Crystalize, which makes Wind magic hit 50 % harder: Diamond Dust and then Varetyr Spear is a real chain.

Before you go in

  • Bring out your companion. It is the most annoying 60 s cooldown in the job; do not leave it for when the fight has started.
  • Plant the insignia of the element you will be hitting with, at level 3 if you are a caster. And step off it if you are facing its opposing element.
  • Save Warmer for the moment the party stops moving. Its cooldown is almost as long as its duration.

Sorcerer combos guide Link to this specification

See also Twenty-eight skills, and the four summons are the backbone Psychic Wave: the job's heavy weapon, and with a staff or a book it hits twice as hard Vacuum Extreme pins the enemy to the ground and drags it to the centre once Cloud Kill poisons the area and sets up the finisher

Your elemental fights like the homunculus it copies, with its tree and its rhythm Agni casts like a Vanilmirth, Aqua heals like a Lif, Ventus runs like a Filir and Tera holds like an Amistr.

Because the Sorcerer's companion is a homunculus, it does not inherit the old system's elemental skills: it inherits the full tree of the homunculus whose tables it copies, and behaves just like it.

Elemental Tree it learns What it does in a fight
Agni the Vanilmirth's magic damage and the expensive suicide hit
Aqua the Lif's heal its master, cure statuses, shield
Ventus the Filir's hit fast, dodge, raise its own speed
Tera the Amistr's soak hits, raise defence, hold the front line

Attack rhythm

Forms 1 and 2 carry a floor of milliseconds between swings — 150 for Ventus, 200 for Agni, 300 for Aqua and 400 for Tera — the same as the homunculus they copy. That cap is applied to the swing clock, not to AGI: the creature keeps its dodge, its accuracy and its defence intact, and the only thing limited is how often it can hit.

The third form has no floor. It sits at the engine ceiling of 100 ms, exactly like the five Homunculus S. It is the most visible difference between an evolved creature and a fully raised one.

How it learns its skills

Same as any homunculus: it levels up, earns points and spends them from its own window. The engine validates the tree by itself — level, intimacy, evolution and prerequisites — so there is nothing special to learn just because it is an elemental.

Traps

  • It grows below a normal homunculus until you raise Spirit Sympathy to 5. At Sympathy 0 it is 25 percentage points short: that shows up everywhere, not just in HP.
  • The creature's element (Fire, Water, Wind, Earth) is its defensive one: an Agni suffers against Water like anything else made of fire. Choose with your hunting grounds in mind.
  • All four are Formless race, so cards and skills that punish specific races do not hit them the way they would hit a player.
  • If it dies, the summon itself resurrects it — at 100 % HP — with no items and no NPC.

Sorcerer elemental homunculus combat Link to this specification

See also Three forms per element, and the third is a full Homunculus S Summon Agni, Aqua, Ventus and Tera do not summon an elemental: they create your elemental homunculus Spirit Sympathy: the 25 growth points your elemental is missing Feeding it can never backfire, and every meal pays twice the usual

Sorcerer cast times: variable part, fixed part, and why you always get interrupted The full timing table, what reduces each half, and which three skills are instant.

Every spell has two halves: the variable one, which drops with DEX and INT and with gear reductions, and the fixed one, which only drops with effects that explicitly say they reduce fixed cast. A Sorcerer needs to understand the difference, because their two halves move in opposite directions as the skill level rises.

Skill Variable (level 1 → max) Fixed Cooldown
Psychic Wave 8.0 → 12.0 s 1.0 → 0.6 s 5 s
Diamond Dust 5.0 → 7.0 s 0.8 → 0 s 5 s
Poison Buster 2.2 → 6.0 s 0.8 → 0 s 2 s
Varetyr Spear 2.2 → 4.0 s 1.8 → 1.0 s 5 s
Cloud Kill 2.3 → 3.1 s 0.7 → 0 s 5 s
Earth Grave 2.2 → 3.0 s 1.8 → 1.0 s 5 s
Warmer 2.2 → 3.0 s 1.8 → 1.0 s 35 → 55 s
Arrullo 2.2 → 3.0 s 0.8 → 0 s 5 → 9 s
Vacuum Extreme 1.0 → 3.0 s 5 s
All four insignias 1.0 s 1.0 s 60 s
All four summons 2.0 s 1.0 s 60 s
Striking 1.0 s 2 s
Fire Walk / Electric Walk 1.0 s
Spell Fist
Elemental Shield
Full Throttle 50 min

Look at Poison Buster and Diamond Dust: their fixed part drops to zero as the level rises, while the variable part climbs. With heavy cast reduction, maxing them can end up faster than leaving them half-levelled. With low DEX it is the other way round. There is no single answer: it depends on your gear.

The rule that decides fights

All of these skills are interrupted if you are hit while casting. There is no exception anywhere in the Sorcerer tree. That is why the job is not played by throwing the big spell first, but by rooting or sleeping first.

The instant ones

Three skills have no cast time at all: Spell Fist (which also has to be cast in the middle of another spell), Elemental Shield and Full Throttle. They are the only ones you can use with an enemy on top of you at no risk.

After-cast delay is 1 second across almost the whole tree, and 0.5 for Full Throttle. Wind Insignia at level 3 halves it, but only for Wind magic.

Sorcerer cast time timings Link to this specification

See also Twenty-eight skills, and the four summons are the backbone How to play it: pin them first, cast afterwards Psychic Wave: the job's heavy weapon, and with a staff or a book it hits twice as hard Vacuum Extreme pins the enemy to the ground and drags it to the centre once

Arch Mage

The Wizard line's fourth job: nineteen skills built on two new stats (SPL and S.Matk), a bar that never refills on its own (AP), and one status, Climax, that does not raise numbers but rewrites what eight of your spells actually do.

The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all What unlocks what, why the four elemental columns are identical, and the cast-interrupt trap that decides how the whole class is played.

The Arch Mage is the fourth job of the Mage → Wizard → High Wizard → Warlock line. It inherits everything that came before it —Mage, Wizard, High Wizard, Warlock and transcendent Warlock— and adds nineteen skills of its own: one passive, sixteen damage spells, one status that modifies the rest, and one that turns AP into SP.

Everything on this page comes from the emulator running right now. When a formula here disagrees with the client or with a wiki, this one wins.

The class is built as four identical columns

Water, earth, wind and fire. Each element gets exactly the same kit: a pulsing ground field, one heavy spell, and one cheap spell that grants AP. The numbers and the element change; the structure does not.

Picking an element is not picking a playstyle: it is picking which monsters you will deal a flat zero to. The details are in the element table.

And on top of that, Climax

Climax does not raise your damage: it changes what eight of your spells do, and the level you have it active at decides which of five behaviours you get. Four of those behaviours stop dealing damage entirely.

It is the single most important thing about the class and it has its own page: the full Climax table.

The full tree

Skill Max Requires What it is
Two-Handed Staff Mastery 10 Passive
Rain of Crystal 5 Frosty Misty 3 Water field at your feet
Strantum Tremor 5 Sienna Execrate 3 Earth field on the ground
Tornado Storm 5 Chain Lightning 3 Wind field on the ground
Floral Flare Road 5 Crimson Rock 3 Fire field on the ground
Soul Vulcan Strike 5 Two-Handed Staff Mastery 3, Soul Expansion 5 Up to 7 hits in an area
Mystery Illusion 5 Soul Vulcan Strike 3, Hell Inferno 3 Shadow field (+5 AP)
Deadly Projection 5 Mystery Illusion 3 Single hit plus an anti-magic mark
Destructive Hurricane 5 Tornado Storm 3 Wind burst centred on you
Violent Quake 5 Strantum Tremor 3 Rain of falling rocks
All Bloom 5 Floral Flare Road 3 Garden of exploding buds
Crystal Impact 5 Rain of Crystal 3 Water burst centred on you
Rock Down 5 Strantum Tremor 1 Five hits in an area (+2 AP)
Storm Cannon 5 Tornado Storm 1 Wind line (+2 AP)
Crimson Arrow 5 Floral Flare Road 1 Fire line plus a blast (+2 AP)
Frozen Slash 5 Rain of Crystal 1 Three hits around you (+2 AP)
Astral Strike 10 Deadly Projection 3, Mystery Illusion 3, Comet 5 Hit plus a neutral field (−15 AP)
Climax 5 Two-Handed Staff Mastery 3, Tetra Vortex 5 Status that rewrites eight spells (−125 AP)
Energy Conversion 5 Recognized Spell 2, Climax 1 Turns AP into SP

The only root that asks nothing of the Warlock is Two-Handed Staff Mastery, and the two defining pieces of the class hang off it: Soul Vulcan Strike and Climax. Each of the four elemental fields hangs off a different Warlock skill, so climbing the Arch Mage tree means having climbed half the Warlock tree first.

The trap that decides how this class is played

All sixteen damage skills cast for 4 to 5.5 seconds (3 or 4 s of variable cast plus 1 or 1.5 fixed) and not one of them declares CastCancel: false, whose engine default is true. In plain words: any hit you take while casting drops the spell, and with those cast times that happens against almost anything that can walk up to you.

This is not a stylistic opinion: it is why an Arch Mage without no cast cancel gear casts from far away, with the monster already busy with someone else, or does not cast at all. The only spells that escape it are the short-cast ones inherited from the Warlock.

The @autoplay AI hits the same wall: it discards a spell when it works out the monster will arrive before the cast ends, so an automated Arch Mage only fires these sixteen at immobile targets.

Read these two before you spend a single point

SPL and S.Matk — where they come from, what they are really worth, and why fourth-job formulas look so different from third-job ones.

The AP bar — 200 points that never refill on their own, five skills that generate them and three that spend them. Climax takes 125 in one go.

Nothing in this section has been changed from the reference emulator: the Arch Mage on necromantic.online behaves exactly like the rAthena one. What is specific to this server are the caps (trait stats up to 110) and the global element tables, and that is stated on every page where it matters.

Arch Mage skill tree skills fourth job Link to this specification

See also SPL and S.Matk: why fourth-job formulas look so strange The AP bar: 200 points that never refill on their own, and a Climax that eats 125 Climax does not raise damage: it changes what eight of your spells do Two-Handed Staff Mastery: half the class depends on carrying the right staff The Warlock skill tree: four spheres, a spellbook and the priciest spell on the server Fourteen skills, and one of them cannot be bought with skill points

SPL and S.Matk: why fourth-job formulas look so strange Where trait points come from, what each one is really worth, and the exact point in the damage chain where every piece enters.

Third-job skills read like this: «ratio × skill level, scaled by base level». Fourth-job skills add one more term: your SPL goes inside the ratio. That is why every Arch Mage formula has three pieces instead of two.

Trait points first

From base level 201 onwards a character gains 3 trait points per level, reaching 285 in total at level 275. They are a separate pool: ordinary stat points stop at 4,099 when you hit 200 and never grow again. Changing job to Arch Mage also grants 7 points up front.

Trait What it does Exact conversion
SPL Magic damage +5 M.Atk per point, SPL ÷ 3 of S.Matk, and it also sits inside almost every skill formula
CON Accuracy, evasion and S.Matk +2 HIT and +2 FLEE per point, and CON ÷ 5 of S.Matk
WIS Magic resistance WIS + (WIS ÷ 3) × 5 of M.Res
STA Physical resistance STA + (STA ÷ 3) × 5 of Res
POW Physical damage POW ÷ 3 of P.Atk — the Arch Mage never uses it
CRT Critical +1 H.Plus per point and CRT ÷ 3 of C.Rate — no use here either

This server's cap is not 100

The maximum per trait here is 110, not the reference emulator's 100. With 285 points and a cap of 110, an Arch Mage reaches SPL 110 comfortably and still has 175 points left for CON and WIS.

Job levels hand out more for free, up to job level 60: +15 INT, +14 SPL, +9 CON, +8 STA, +8 WIS, +8 VIT, +8 DEX, +7 AGI, +4 LUK. One point of POW. One point of CRT.

Where each piece enters, in order

This is the engine's real sequence for an Arch Mage spell. The order matters, because every step multiplies what the previous one handed it:

# Step What happens
1 Base M.Atk INT + INT ÷ 2 + DEX ÷ 5 + LUK ÷ 3 + level ÷ 4 + 5 × SPL
2 Gear M.Atk The staff's M.Atk and everything else you are wearing
3 Cards and element Race, size and element bonuses — and this is where the Climax marks on the target apply
4 Two-Handed Staff Mastery +1 % per level, two-handed staff only
5 S.Matk Multiplies by (100 + S.Matk) ÷ 100
6 Skill ratio This is where SPL shows up again, now inside the ratio
7 Base level × base level ÷ 100 — only above level 99
8 Target's M.Def Magic defence reduction
9 Per-skill bonuses The Climax adjustments that add or subtract a percentage land here, at the end
10 Hit count Splits or multiplies depending on the sign — see below

SPL counts TWICE, and not in the same way

At step 1 each point of SPL is worth +5 M.Atk, which is a small slice of an already large M.Atk. At step 6 each point is worth +5 ratio (or +3, or +10, depending on the skill) on a ratio that is then multiplied by your base level. At level 275 that second route is worth 2.75 times what the number says.

That is why SPL is by far the first trait to raise: it is the only stat that enters your damage through two different doors, and one of them scales with your level.

How much SPL each skill carries inside its formula

Coefficient Skills
10 × SPL Astral Strike and its field
5 × SPL Deadly Projection, Destructive Hurricane, Rain of Crystal, Mystery Illusion, Violent Quake, Strantum Tremor, All Bloom, Crystal Impact, Tornado Storm, Floral Flare Road, Rock Down, Storm Cannon, Frozen Slash and the Crimson Arrow blast
3 × SPL Soul Vulcan Strike and the Crimson Arrow line
0 The extra hit of Destructive Hurricane under Climax 1 and the final blast of All Bloom under Climax 5 — neither SPL nor base level, they are flat figures

The sign of the hit count

In the engine a negative hit count SPLITS the total damage across those hits; a positive one MULTIPLIES it. Almost the whole Arch Mage kit carries negatives —Rock Down −5, Frozen Slash −3, Rain of Crystal −2…— and they are pure showmanship: the total does not change.

The exception is Soul Vulcan Strike, which carries 3 to 7 as positives. There it is real: at level 5 the calculated damage is multiplied by seven. That is why it hits hardest despite having the lowest ratio in the class.

The three steps with names —S.Matk multiplying before the ratio, base level multiplying after it, and the sign of the hit count— are what make two skills with similar ratios hit for wildly different amounts. If a formula in this section does not match what you see on screen, it is almost always one of those three.

Arch Mage SPL S.Matk trait stats magic damage Link to this specification

See also The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all The AP bar: 200 points that never refill on their own, and a Climax that eats 125 Two-Handed Staff Mastery: half the class depends on carrying the right staff The Meister skill tree: seventeen skills, two different axes and a Madogear that locks out half of them

The AP bar: 200 points that never refill on their own, and a Climax that eats 125 Who generates AP, who spends it, and why the order you cast in decides whether you ever get to cast the expensive stuff.

AP (Activity Points) is the third bar every fourth job carries. On this server the maximum is a flat 200 for all of them: it does not grow with level, it does not grow with stats, and —this is the important part— it does not regenerate over time. Not walking, not sitting, not resting: the engine has no natural AP recovery routine at all.

The only way to have AP is to generate it with skills that grant it. These are all of the Arch Mage's:

Skill AP Cooldown Note
Mystery Illusion +5 4 s The best by far, and it deals area damage too
Rock Down +2 0.3 s Shortest cooldown in the class
Storm Cannon +2 0.3 s Line-shaped
Crimson Arrow +2 0.3 s Line-shaped, plus a blast
Frozen Slash +2 0.45 s Centred on you
Astral Strike −15 6 s Flat at every level
Energy Conversion −13 to −5 15 to 3 s Higher level, lower cost
Climax −125 60 s Almost two thirds of the tank in one press

The arithmetic to do before the fight starts

Climax's 125 AP are twenty-five casts of Mystery Illusion, or sixty-three of the +2 ones. And since the tank holds exactly 200, once Climax is up you have 75 AP left: five Astral Strikes, or four plus one Energy Conversion.

The right order is always the same: fill first, spend later. An Arch Mage who opens the fight with Climax has nothing left to do with the bar for the next minute.

AP survives death

When you are resurrected you find whatever AP you had: the engine does not touch it on a normal revive. What does not exist is any way to recover it standing still, so a long session is planned the opposite way round from mana.

And AP moves BEFORE the skill does anything

The cost is charged as the cast finishes, and the income is credited at the same moment. If the spell then fails on element, on range, or because the target has gone, the AP has already moved.

The loop that stops this class from ever running out of SP

Mystery Illusion costs 110 SP at level 5 and grants 5 AP. Energy Conversion at level 5 costs those same 5 AP and returns 1,200 SP. In other words: one Mystery Illusion pays for ten more of itself.

That loop is why the Arch Mage can carry the highest SP costs in its own tree —Destructive Hurricane and Crystal Impact reach 186— and still not depend on blue potions.

The AP bar is shared by all fourth jobs and works identically on all of them: if you have already read the Meister page, nothing here is new except who gives and who takes.

Arch Mage AP resources fourth job Link to this specification

See also The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all SPL and S.Matk: why fourth-job formulas look so strange Climax does not raise damage: it changes what eight of your spells do Energy Conversion: five points of AP turn into twelve hundred of SP The Meister skill tree: seventeen skills, two different axes and a Madogear that locks out half of them

Climax does not raise damage: it changes what eight of your spells do The complete table, level by level and skill by skill, of what stops happening and what starts happening.

Climax is the strangest skill in the game and the one to understand before anything else in this class. It is not a damage buff. It is a five-position switch: the level you cast it at is stored inside the status, and eight Arch Mage spells read that number to decide what they are going to do. Four of them, in the wrong position, stop dealing damage entirely.

Detail Value
Levels 5
Duration 300 s (5 min)
Cooldown 60 s
Cast 4 s fixed, 0 variable
Cost 60 SP + 125 AP

Those 4 seconds are fixed cast, so DEX and INT will not shorten them: only gear that reduces fixed cast does. And casting it cancels nothing you already have running.

The complete table

Each row is a skill; each column is the Climax level you have active. With no Climax they all behave as their own page describes.

Skill Climax 1 Climax 2 Climax 3 Climax 4 Climax 5
Destructive Hurricane Every target hit takes an extra 12,500 % hit Knocks back 2 cells +150 % damage No damage at all: instead you get a 15-minute buff (+100 M.Atk, +30 % wind magic damage) Area 19×19, but −20 % damage
Crystal Impact No damage at all: buffs you and your allies for 15 minutes (+300 DEF, +100 M.DEF, +30 % water resistance and water magic damage) Hits twice +50 % damage Main hit −50 %, but the aftershock +150 % Area 15×15 and the aftershock becomes 5×5
Violent Quake Twice the rocks, but each one at −50 % Each rock splashes 9×9 instead of 7×7 +200 % damage per rock No rocks fall: marks enemies in the area for 30 s with double earth damage taken Rocks fall inside a 7×7 box instead of spreading over the whole area
All Bloom Buds sprout at double speed (the garden lasts half as long) Twice the buds, no penalty +300 % damage per bud Nothing sprouts: marks enemies in the area for 30 s with double fire damage taken At the very end, one 85,000 % blast the size of the garden
Rock Down +300 % per level of ratio — with any Climax level
Storm Cannon +300 % per level of ratio — with any Climax level
Frozen Slash +150 % plus 350 % per level of ratio — with any Climax level
Crimson Arrow The blast stops splitting its damage across 2 hits and starts multiplying it by 2 — with any Climax level

Read that again: there are two columns where your attack stops attacking

Under Climax 1, Crystal Impact splits its area among allies instead of enemies. Under Climax 4, Destructive Hurricane, Violent Quake and All Bloom deal no damage whatsoever. There is no error message and no warning: the spell goes off, the animation plays, and none of what you expected happens.

It is the number one cause of «this skill is broken» in this class, and the answer is always the same: your Climax is at the wrong level.

The four ways to use it

Climax 3, the pure damage one

It is the only level that only adds and never changes behaviour: +150 % to Destructive Hurricane, +200 % per rock to Violent Quake, +300 % per bud to All Bloom, +50 % to Crystal Impact, and the flat bonuses to the four cheap ones.

If you do not know which to pick, pick this.

Climax 4, the setup one

It turns Violent Quake and All Bloom into 30-second area debuffs that make the target take double earth or fire damage. And not only from you: from anyone, and it applies to physical and trap damage as well.

In a party with a fire-damage dealer, marking with All Bloom is worth more than anything you could cast yourself.

Climax 1, the survival one

Crystal Impact stops hitting and hands out +300 DEF and +100 M.DEF for fifteen minutes to every ally nearby. It is by a distance the heaviest defensive buff any mage can produce.

And it has to be cast before you need it: fifteen minutes covers a whole instance.

Climax 5, the bomb

All Bloom leaves a final 85,000 % blast the size of the entire garden. It scales with neither SPL nor your base level: it is a flat figure, and it is still the biggest number in the class.

In exchange, Destructive Hurricane loses 20 % of its damage. Nothing is free.

The trap: recasting it at a lower level DOES downgrade you

Almost every status in the game ignores a lower-level recast. Climax does not: it carries the flag that tells the engine not to check the level. Casting Climax 1 over an active Climax 5 leaves you on Climax 1, and it cost you 125 AP to do it.

With a 60-second cooldown and 125 AP per attempt, picking the wrong level costs more than a minute of the fight.

The four cheap skills —Rock Down, Storm Cannon, Crimson Arrow and Frozen Slash— are the only ones that do not care which level you picked: from 1 to 5 they gain the same. Since they are also the ones that generate AP, any Climax level improves the way you refill the bar.

Arch Mage Climax status table Link to this specification

See also The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all The AP bar: 200 points that never refill on their own, and a Climax that eats 125 Destructive Hurricane: 14,850 % in a single hit, centred on you Crystal Impact hits twice without telling you, and under Climax 1 stops hitting at all Violent Quake: twenty rocks falling at random, or a debuff that doubles earth damage All Bloom: a garden of exploding buds, and under Climax 5 an 85,000 % bomb

Two-Handed Staff Mastery: half the class depends on carrying the right staff Exactly what it asks for, exactly what it gives, and why a one-handed staff makes it worth zero even at level 10.

Two-Handed Staff Mastery is the Arch Mage's only passive, the only root in the tree that asks nothing of the Warlock, and the prerequisite for the two central pieces of the class: Soul Vulcan Strike and Climax. It gives two things, and both of them only with a TWO-handed staff equipped.

Level S.Matk Magic damage
1 +2 +1 %
2 +4 +2 %
3 +6 +3 %
4 +8 +4 %
5 +10 +5 %
6 +12 +6 %
7 +14 +7 %
8 +16 +8 %
9 +18 +9 %
10 +20 +10 %

The condition, which is the whole trap

The engine literally checks that the equipped weapon is of the two-handed staff class. A one-handed staff —the ordinary kind you have carried since Mage— is worth exactly zero, even with the passive at 10. Books, whips and bare hands are worth zero too.

And it is recalculated on every weapon change: swapping the staff for a shield removes the passive that same instant, with no warning.

The two bonuses do not apply in the same place

The +20 S.Matk

It is added to your base S.Matk, which comes from SPL ÷ 3 + CON ÷ 5. And S.Matk multiplies your M.Atk before the skill ratio is applied, so it reaches everything you cast, including the Wizard and Warlock skills you inherited.

+20 S.Matk on top of an S.Matk of 40 is not «+20 %»: it is going from multiplying by 1.40 to multiplying by 1.60, which is 14 % more damage.

The +10 % damage

It is a separate multiplier, applied right after cards and right before S.Matk. It also reaches any spell of yours, not just Arch Mage ones.

Careful, though: magic damage only. If you hit things with the staff, the passive does nothing.

Where to start

Three levels already unlock Soul Vulcan Strike and Climax, which is what the class actually needs to get going. The remaining seven are pure damage and can be left for last without anything staying locked.

This server carries over a hundred two-handed staves, from the level-1 Upgrade Staff up to level 265 gear. If you have just reached the job and you are still holding a one-handed staff, swapping it is probably the cheapest damage increase available to you.

Arch Mage passive staff S.Matk Link to this specification

See also The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all SPL and S.Matk: why fourth-job formulas look so strange Climax does not raise damage: it changes what eight of your spells do

Energy Conversion: five points of AP turn into twelve hundred of SP The only skill in the job that levels up to cost LESS, and the reason an Arch Mage does not live on potions.

Energy Conversion does exactly one thing: it gives you SP back. But it holds up the entire economy of the class, because Arch Mage spells carry the highest SP costs in the whole branch and this pays for all of them.

Level SP returned Cost Cooldown Net SP per AP
1 80 10 SP + 13 AP 15 s 5.4
2 240 10 SP + 11 AP 12 s 20.9
3 480 10 SP + 9 AP 9 s 52.2
4 800 10 SP + 7 AP 6 s 112.9
5 1,200 10 SP + 5 AP 3 s 238.0

Cast: 1 s variable + 1.5 s fixed. After-cast delay: 0.5 s. The last column is net SP: the 10 SP the cast itself costs are already deducted.

It levels up to cost less, wait less and give more

It is the only skill in the job where all three improve at once. It costs less AP (13 down to 5), has a shorter cooldown (15 s down to 3 s) and returns fifteen times more SP. The last column says it all: taking it from 1 to 5 multiplies its efficiency by forty-four.

There is no reason to leave it half-raised. Either it is at 5, or it is not there.

The loop

Mystery Illusion costs 110 SP and grants 5 AP. Energy Conversion at 5 costs those same 5 AP and returns 1,200 SP. So every Mystery Illusion pays for itself ten times over.

With the +2 AP skills the maths is worse but still positive: two and a half Rock Downs pay for one Energy Conversion.

With full SP, it fails

The engine first checks whether your SP is at maximum; if it is, you get a skill-failed message and nothing is spent. That is the skill's only gate, and it works in your favour: you cannot throw AP away by accident.

One point below maximum, though, it does fire and does spend the whole AP cost to give you that one point.

The sum to keep in your head

The tank is 200 AP. If you are going to cast Climax (125 AP), 75 are left. Every Energy Conversion takes 5 of those 75. With a 3-second cooldown you could chain fifteen in a row —18,000 SP— but you would be giving up Astral Strike and any chance of recasting Climax.

In practice: two or three Energy Conversions per fight cover an Arch Mage's SP bill comfortably, and the rest of the AP is worth more in Astral Strike.

Prerequisites: Recognized Spell 2 (Warlock) and Climax 1. It is the only skill in the class that hangs off Climax, and that makes sense: you do not need a tap until you have a large drain.

Arch Mage SP AP resources Link to this specification

See also The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all The AP bar: 200 points that never refill on their own, and a Climax that eats 125 Climax does not raise damage: it changes what eight of your spells do

Deadly Projection: the spell that switches off the target's magic immunity One very large single hit, plus a four-to-eight-second mark that nullifies Ghostring, Maya and every kind of reflection.

Deadly Projection is one of the largest single hits in the class and, above all, it is the key: the mark it leaves on the target switches off all of its magic protection for a few seconds. And the mark is applied before its own damage, so it benefits from it too.

Level Ratio Mark lasts SP
1 2,800 % + 5×SPL 4 s 70
2 5,600 % + 5×SPL 5 s 75
3 8,400 % + 5×SPL 6 s 80
4 11,200 % + 5×SPL 7 s 85
5 14,000 % + 5×SPL 8 s 90

All of that is then multiplied by your base level ÷ 100. Range 9 cells, one hit, Undead element. Cast 3 s variable + 1.5 s fixed, 0.5 s after-cast delay, 2 s cooldown.

What the mark actually does

What it switches off Typical example
Total magic immunity A target with a Ghostring card or equivalent stops being immune
Every kind of magic reflection Magic Mirror, the Maya card, any reflect item… they all return zero

And the skill itself ignores immunity

Deadly Projection carries the ignore magic immunity flag on its own entry, separately from the status it applies. That means it lands even when the target does not have the mark yet. This is what makes the natural order possible: Deadly Projection first, and from then on everything else works.

How to use it

As an opener, always

Against anything that reflects magic —and for a class that only casts magic, reflection means death— Deadly Projection goes first. Eight seconds at level 5 is plenty of room for an Astral Strike or a Soul Vulcan Strike behind it.

The mistake everybody makes

It is Undead element, which means that against Shadow, Poison or Undead targets it deals ZERO. Not a little: nothing at all. And that covers half of Niflheim and nearly every undead monster, which is exactly where you would expect to use it.

The mark still lands, so it is still useful as an opener even when the hit does nothing. Details in the element table.

Learned with Mystery Illusion 3, and it is in turn one of the three prerequisites of Astral Strike. In practice nobody leaves it below 3.

Arch Mage Deadly Projection anti-magic reflection Link to this specification

See also The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all The Arch Mage's eight elements and the four walls where you deal exactly zero Astral Strike: one hit, a six-second field, and a bonus against dragons and undead SPL and S.Matk: why fourth-job formulas look so strange

Soul Vulcan Strike: the lowest ratio in the class and still the hardest hitter Seven hits that MULTIPLY instead of splitting, a growing area, and less than a second of cooldown.

Judged on ratio alone, Soul Vulcan Strike looks like the weakest Arch Mage spell: 300 % per level, when its siblings run from 700 to 2,800. Judged on hit count, it is the strongest by a wide margin. The reason is the sign.

The rule of the sign

In the engine a negative hit count SPLITS total damage across those hits: the total does not change. A positive one MULTIPLIES it. Almost the whole Arch Mage kit carries negatives. Soul Vulcan Strike carries positives, from 3 to 7.

Level Ratio per hit Hits Effective ratio Area SP
1 300 % + 3×SPL 3 900 % + 9×SPL 3×3 90
2 600 % + 3×SPL 4 2,400 % + 12×SPL 5×5 95
3 900 % + 3×SPL 5 4,500 % + 15×SPL 7×7 100
4 1,200 % + 3×SPL 6 7,200 % + 18×SPL 9×9 105
5 1,500 % + 3×SPL 7 10,500 % + 21×SPL 11×11 110

And on top of that, × base level ÷ 100. Range 9 cells, Ghost element. Cast 3 s variable + 1 s fixed —the shortest in the class— 0.5 s after-cast delay and a 0.7 s cooldown.

The area grows with level and follows the target

You aim at a monster and it splashes around it. At level 5 the area is 11×11, larger than most of the ground skills, and it leaves nothing on the floor for Land Protector to erase.

And every target in the area takes all seven hits

The multiplication is not shared out among victims: each one receives the full package. Against a pack of seven monsters at level 5, that is forty-nine hits.

The mistake everybody makes

It is Ghost element, and at the high element level —the one carried by fourth-job zone monsters— Ghost deals 0 % against Neutral targets. Against the most common element in the game, this skill does absolutely nothing.

It is the exact mirror of Astral Strike, which is Neutral and deals 0 % against Ghost. Carrying both covers both halves; carrying only one leaves half the screen immune.

Prerequisites: Two-Handed Staff Mastery 3 and the Warlock's Soul Expansion 5. It is the first offensive skill in the tree and the only one that can be cast every 0.7 seconds, so on top of hitting hard it is what fills the gaps between the long cooldowns.

Arch Mage Soul Vulcan Strike multi-hit area Link to this specification

See also The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all SPL and S.Matk: why fourth-job formulas look so strange The Arch Mage's eight elements and the four walls where you deal exactly zero Two-Handed Staff Mastery: half the class depends on carrying the right staff

Astral Strike: one hit, a six-second field, and a bonus against dragons and undead The only ten-level active skill, the only one that spends AP to deal damage, and the only one that hits twice off a single cast.

Astral Strike is the most expensive and most complete skill in the tree: you aim at a spot on the ground and it does two things at once. First an instant hit across the area, and on top of that a field that stays for six seconds, hitting everything inside it every 0.3 s.

Level Initial hit Per field tick Area
1 2,100 % + 10×SPL 650 % + 10×SPL 5×5
2 3,900 % + 10×SPL 1,300 % + 10×SPL 5×5
3 5,700 % + 10×SPL 1,950 % + 10×SPL 5×5
4 7,500 % + 10×SPL 2,600 % + 10×SPL 7×7
5 9,300 % + 10×SPL 3,250 % + 10×SPL 7×7
6 11,100 % + 10×SPL 3,900 % + 10×SPL 7×7
7 12,900 % + 10×SPL 4,550 % + 10×SPL 9×9
8 14,700 % + 10×SPL 5,200 % + 10×SPL 9×9
9 16,500 % + 10×SPL 5,850 % + 10×SPL 9×9
10 18,300 % + 10×SPL 6,500 % + 10×SPL 11×11

All of it, × base level ÷ 100. Flat cost at every level: 130 SP and 15 AP. Cast 4 s variable + 1.5 s fixed, 1 s after-cast delay, 6 s cooldown. Range 9 cells. Neutral element.

The SPL coefficient here is double the rest of the class

SPL enters at 10 per point —both in the initial hit and in every field tick— while almost everything else uses 5 and Soul Vulcan Strike uses 3. With SPL 110 that is 1,100 % extra on the hit and another 1,100 on each of the twenty ticks.

The dragon and undead bonus

If the target is of the Dragon or Undead race, the initial hit adds 100 % plus 300 % per level: at level 10 that is 3,100 % for free.

Watch the small print: it is race, not element. And the bonus only applies to the initial hit; the field ticks do not get it.

Twenty ticks, if the monster stands still

The field lasts 6 seconds and strikes every 0.3 s: up to twenty times per enemy. A monster that walks out after two ticks takes a tenth of what the table says.

Two traps in the Neutral element

Neutral has no strengths and no weaknesses against almost anything… with one exception: at the high element level it deals 0 % against Ghost-element targets. That is the exact mirror of Soul Vulcan Strike.

And the second: being Neutral, it gains nothing from the Climax 4 marks, which only double earth and fire damage.

Land Protector takes half the skill away

The initial hit is direct damage and goes straight through Land Protector. The six-second field does not: it is a ground unit and dies like all the others. On top of a Land Protector, Astral Strike is just an expensive single hit.

Full detail in which skills leave something on the ground.

Prerequisites: Deadly Projection 3, Mystery Illusion 3 and the Warlock's Comet 5. It is the last skill in the tree to open and the only damage skill that spends AP, so it competes head-on with Climax for the same tank.

Arch Mage Astral Strike AP field neutral Link to this specification

See also The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all The AP bar: 200 points that never refill on their own, and a Climax that eats 125 The Arch Mage's eight elements and the four walls where you deal exactly zero What leaves something on the ground and what does not: the Land Protector list Soul Vulcan Strike: the lowest ratio in the class and still the hardest hitter

Destructive Hurricane: 14,850 % in a single hit, centred on you One of the two most expensive spells in the tree, and five completely different behaviours depending on the Climax level you are carrying.

Destructive Hurricane is cast on yourself and tears through a square around you with a single wind hit. It has the highest per-hit ratio among the job's five-level skills, and also the highest SP cost in the whole tree.

Level Ratio Area SP
1 3,450 % + 5×SPL 7×7 170
2 6,300 % + 5×SPL 7×7 174
3 9,150 % + 5×SPL 9×9 178
4 12,000 % + 5×SPL 9×9 182
5 14,850 % + 5×SPL 11×11 186

And on top of that, × base level ÷ 100. Wind element, single hit. Cast 4 s variable + 1.5 s fixed, 0.5 s after-cast delay, 2.5 s cooldown.

The five Climax levels, one by one

Climax What happens
1 Every target hit also takes a flat extra hit of 12,500 %. That hit does not scale with SPL or base level: it is a closed figure, so it loses relative weight at high base level and is enormous at low level
2 Knocks targets back 2 cells. Handy for getting clear, counterproductive when you are trying to keep the pack together
3 +150 % damage. The best pure multiplier the skill has
4 No damage at all. Instead you receive a 15-minute buff: +100 M.Atk and +30 % wind magic damage
5 Area 19×19 —almost four times the surface of a normal level 5— but −20 % damage

The trap that costs 186 SP

With Climax 4 active this skill does not attack. The animation plays, the 186 SP are spent and nothing happens to anyone: the only outcome is that you get the buff. If you already had it, all you did was refresh it.

Since the buff lasts fifteen minutes and Climax lasts five, the sensible sequence is: Climax 4 → one Destructive Hurricane to collect the buff → Climax at the level you actually want to fight with.

The Climax 4 buff is better than it looks

+100 flat M.Atk and +30 % wind magic damage, fifteen minutes, and it survives your Climax running out. It is the only self-buff the class has.

The mistake everybody makes

It is Wind: excellent against Water, poor against Earth and zero against Wind-element targets at the high element level. And being centred on you, casting it means standing in the middle of the pack with a 5.5-second cast that any hit cancels.

Learned with Tornado Storm 3. Together with Crystal Impact it forms the class's pair of «heavy» skills: same 186 SP, same cast time, and almost opposite Climax behaviours.

Arch Mage Destructive Hurricane wind Climax Link to this specification

See also The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all Climax does not raise damage: it changes what eight of your spells do Crystal Impact hits twice without telling you, and under Climax 1 stops hitting at all The Arch Mage's eight elements and the four walls where you deal exactly zero

Crystal Impact hits twice without telling you, and under Climax 1 stops hitting at all An ice burst around you plus an automatic aftershock on every victim, and the best defensive buff a mage can produce.

Crystal Impact is cast on yourself and freezes a square around you. What no description tells you is that it always hits twice: the main burst, and then an aftershock on each victim with the same ratio.

Level Ratio (burst and aftershock) Area SP
1 1,550 % + 5×SPL 9×9 170
2 2,850 % + 5×SPL 9×9 174
3 4,150 % + 5×SPL 11×11 178
4 5,450 % + 5×SPL 11×11 182
5 6,750 % + 5×SPL 13×13 186

And on top of that, × base level ÷ 100, on each of the two hits. Water element. Cast 4 s variable + 1.5 s fixed, 0.5 s after-cast delay, 2 s cooldown.

The aftershock is single-cell

The main burst covers the area in the table. The aftershock lands on each victim individually and does not splash: it is a one-tile hit. The only way to make it splash is Climax 5, which gives it a 5×5 box.

The five Climax levels, one by one

Climax What happens
1 No damage at all. The area is shared out among allies instead of enemies, and they all receive a 15-minute buff: +300 DEF, +100 M.DEF, +30 % water resistance and +30 % water magic damage
2 The main burst hits twice instead of once. With the aftershock, that is three hits per victim
3 +50 % damage on the main burst
4 Main burst −50 %, but the aftershock +150 %. On balance, a net gain
5 Area 15×15 and the aftershock starts splashing 5×5

+300 DEF is an absurd number, and it lasts fifteen minutes

The Climax 1 buff is comfortably the best thing a mage can hand a party in this game. And since it lasts three times longer than Climax itself, the play is always the same: Climax 1, one Crystal Impact to hand it out, then move on.

It reaches every ally inside the area, so cast it with the party grouped up, not in the middle of a monster pack.

The pairing with Destructive Hurricane

The two cost the same, cast the same, and centre on you. But their Climax behaviours are crossed: where one stops hitting (Hurricane at 4), the other hits fine; where the other stops hitting (Impact at 1), the first hits fine.

Under Climax 3 neither breaks, and both gain.

The mistake everybody makes

It is Water: excellent against Fire, zero against Water-element targets from element level 2 upwards, and fairly weak against Wind.

Learned with Rain of Crystal 3. It is the only skill in the class that, depending on a number you are carrying, deals damage to enemies or hands buffs to friends off the same button.

Arch Mage Crystal Impact water Climax buff Link to this specification

See also The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all Climax does not raise damage: it changes what eight of your spells do Destructive Hurricane: 14,850 % in a single hit, centred on you The Arch Mage's eight elements and the four walls where you deal exactly zero

Violent Quake: twenty rocks falling at random, or a debuff that doubles earth damage How the rocks are really distributed, how many fall at each level, and why under Climax 4 none of them do.

Violent Quake is aimed at a spot on the ground and starts dropping rocks one at a time, at random positions inside the area, every 0.3 seconds. Each rock explodes exactly once and splashes 7×7.

Level Ratio per rock Rocks Landing area SP
1 1,400 % + 5×SPL 4 7×7 110
2 2,600 % + 5×SPL 8 7×7 114
3 3,800 % + 5×SPL 12 9×9 118
4 5,000 % + 5×SPL 16 9×9 122
5 6,200 % + 5×SPL 20 9×9 126

Each ratio, × base level ÷ 100. Earth element. Cast 4 s variable + 1.5 s fixed, 1 s after-cast delay, 6 s cooldown. Range 9 cells.

The rocks land AT RANDOM, and that decides everything

The engine picks a random tile inside the area for each rock. Against a lone monster, half the rocks land where it is not and never touch it. Against a tight pack, almost every rock catches several at once.

That is why this skill's real damage cannot be calculated, only estimated. It is one of those that yields twice as much on a pack as on a single target.

The five Climax levels, one by one

Climax What happens
1 Twice the rocks, but each at −50 %. Total damage is unchanged: what changes is that you cover twice as many tiles, so it wins against a pack and against a single target too
2 Each rock splashes 9×9 instead of 7×7
3 +200 % damage per rock. The best pure multiplier
4 Not one rock falls. Instead, every enemy inside the area takes 30 seconds of double earth damage received
5 Rocks are concentrated into a 7×7 box around the target point instead of spreading over the whole area. At levels 3, 4 and 5 that means less surface and far more density; at levels 1 and 2 the area was already 7×7, so nothing changes

The Climax 4 mark helps the WHOLE party

The debuff does not say «your earth damage»: it says earth damage. It applies to the party member swinging an earth-endowed weapon, to a Ranger's earth trap, to another mage's earth spell. And it covers magic, physical and miscellaneous damage alike.

Thirty seconds and a large area: if the party has earth damage, marking is worth more than anything you would have done with those 126 SP.

Learned with Strantum Tremor 3. It is the exact twin of All Bloom: same ratios, same mechanic, same debuff, with earth swapped for fire. What they do not share are Climax 1, 2 and 5, which do different things on each.

Arch Mage Violent Quake earth Climax ground Link to this specification

See also The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all Climax does not raise damage: it changes what eight of your spells do All Bloom: a garden of exploding buds, and under Climax 5 an 85,000 % bomb What leaves something on the ground and what does not: the Land Protector list

All Bloom: a garden of exploding buds, and under Climax 5 an 85,000 % bomb The fire twin of Violent Quake, with three differences that matter and the largest number in the whole class.

All Bloom plants a garden on the ground from which buds sprout and explode one at a time, at random spots, every 0.3 seconds. Each bud detonates exactly once and splashes 7×7. It is the fire twin of Violent Quake, with the same numbers.

Level Ratio per bud Buds Garden area SP
1 1,400 % + 5×SPL 4 7×7 94
2 2,600 % + 5×SPL 8 7×7 102
3 3,800 % + 5×SPL 12 9×9 110
4 5,000 % + 5×SPL 16 9×9 118
5 6,200 % + 5×SPL 20 9×9 126

Each ratio, × base level ÷ 100. Fire element. Cast 4 s variable + 1.5 s fixed, 1 s after-cast delay, 6 s cooldown. Range 9 cells. It costs 16 SP less than Violent Quake at level 1 and the same at level 5.

The five Climax levels, one by one

Climax What happens
1 Buds sprout at double speed: the same twenty, in half the time. The garden also lasts half as long. No damage penalty — this is the first difference from Violent Quake, where the equivalent costs −50 %
2 Twice the buds, also with no penalty
3 +300 % damage per bud. A hundred points more than Violent Quake's
4 Nothing sprouts. Every enemy inside the area takes 30 seconds of double fire damage received
5 Once the last bud has gone off, a final 85,000 % blast covering the whole garden

The Climax 5 blast is the biggest number in the class, and it does not scale

Eight hundred and fifty times your M.Atk, across the entire garden, in one go. But it carries neither SPL nor base level: it is a closed figure. At base level 275 the rest of the class is multiplied by 2.75 and this hit is not, so its relative weight falls as you level.

Even so, at any level, it remains the largest single figure an Arch Mage can produce. And it lands after the twenty buds, so you have to let the garden run all the way through.

Against Violent Quake, All Bloom wins nearly every time

Same ratios, but its Climax 1, 2 and 3 are better (no penalty and +300 instead of +200), its Climax 5 is a bomb rather than a dispersion tweak, and it costs less SP at low levels.

The one thing Violent Quake does better is Climax 2, which widens each rock's splash.

The mistake everybody makes

It is Fire: brutal against Earth and undead, zero against Fire-element targets from element level 2 upwards, and weak against Water. And like everything that leaves ground units, Land Protector erases it.

Learned with Floral Flare Road 3. The Climax 4 mark doubles the fire damage the target takes from anyone, not just from you: in a party with fire damage, that mark is worth more than the twenty buds.

Arch Mage All Bloom fire Climax ground Link to this specification

See also The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all Climax does not raise damage: it changes what eight of your spells do Violent Quake: twenty rocks falling at random, or a debuff that doubles earth damage What leaves something on the ground and what does not: the Land Protector list

The five pulsing fields: water, earth, wind, fire and shadow Rain of Crystal, Strantum Tremor, Tornado Storm, Floral Flare Road and Mystery Illusion are the same skill five times. These are the differences.

Five skills in the tree do exactly the same thing: they leave a square on the ground that strikes everything inside it every few tenths of a second, for a few seconds. The element, the size and the rhythm change, and little else. They deserve one page because they are used the same way.

Skill Element Ratio per tick Ticks Area (lv. 1–5) SP Cooldown
Rain of Crystal Water 940 to 3,980 % + 5×SPL 8 9×9 to 13×13 85–125 5 s
Mystery Illusion Shadow 950 to 4,750 % + 5×SPL 13 9×9 to 13×13 78–110 4 s
Strantum Tremor Earth 830 to 3,750 % + 5×SPL 10 5×5 to 9×9 74–94 4 s
Tornado Storm Wind 860 to 3,900 % + 5×SPL 10 5×5 to 9×9 78–94 5 s
Floral Flare Road Fire 790 to 3,750 % + 5×SPL 10 3×3 to 11×11 70–94 5 s

Every ratio, × base level ÷ 100. All five cast 3 s variable + 1.5 s fixed. «Ticks» is the maximum per enemy: anything that walks out early takes less.

Mystery Illusion is not just another one: it is the one that grants AP

It is the only one of the five that grants AP, and it grants +5, more than double what any other skill in the class gives. It also strikes the most times (thirteen ticks) and shares the shortest cooldown with Strantum Tremor. If you are only going to raise one of the five, raise this.

Its drawback is the element: Shadow deals zero against Shadow and Undead targets, and only 50 % against Poison.

Rain of Crystal is cast ON YOU, not on the ground

It is the only one of the five flagged as a self-targeting skill: it always lands at your feet, not where you aim. Trying to aim it at a distant monster makes the engine reject it silently, with no message.

It is the most common mistake with this skill, and it is hard to spot because there is no error: nothing simply happens.

Floral Flare Road grows the most

At level 1 it is a laughable 3×3 square. At level 5 it is 11×11, the largest of the five. No other skill multiplies its surface by thirteen as it levels.

Leaving it at level 1 purely to unlock Crimson Arrow is perfectly reasonable; leaving it at 3 is not, because there it is neither large nor strong.

All five die under Land Protector

They are ordinary ground units: not traps, not songs, and none of them carries the flag that ignores Land Protector. A Land Protector on top erases them, and while the square sits on protected tiles it does absolutely nothing.

The full picture is in which skills leave something on the ground.

Each hangs off a different Warlock skill —Frosty Misty, Sienna Execrate, Chain Lightning and Crimson Rock respectively, with Mystery Illusion off Hell Inferno— and each in turn unlocks its «heavy sibling» at level 3 and its «cheap sibling» at level 1. They are the whole skeleton of the tree.

Arch Mage fields ground Mystery Illusion AP Link to this specification

See also The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all The AP bar: 200 points that never refill on their own, and a Climax that eats 125 What leaves something on the ground and what does not: the Land Protector list The Arch Mage's eight elements and the four walls where you deal exactly zero

Rock Down: five hits, a third of a second of cooldown, and two points of AP The class filler: the fastest thing you can repeat, and one of the four skills that refill the bar.

Rock Down is aimed at a monster, drops stones on it and splashes onto whatever stands nearby. It has the shortest cooldown in the class —0.3 seconds— and is one of the four skills that generate AP.

Level Ratio With Climax Area SP
1 1,550 % + 5×SPL 1,850 % 5×5 72
2 3,100 % + 5×SPL 3,700 % 5×5 76
3 4,650 % + 5×SPL 5,550 % 5×5 80
4 6,200 % + 5×SPL 7,400 % 7×7 84
5 7,750 % + 5×SPL 9,250 % 7×7 88

And on top of that, × base level ÷ 100. Earth element, range 9 cells. Cast 4 s variable + 1.5 s fixed, 0.5 s after-cast delay, 0.3 s cooldown. Grants +2 AP per cast.

The five hits are decoration

The entry says five hits, and five numbers appear on screen. But the sign is negative, and in the engine that means the total damage is split across the five, not multiplied by them. Five small numbers add up to exactly the same as one big one.

It is the most common mistake when comparing skills in this class: only Soul Vulcan Strike genuinely multiplies.

With Climax, any level, it gains +300 % per level

Unlike the four heavy skills, Rock Down does not care which Climax level you have: from 1 to 5 the bonus is identical. Since the four cheap skills are the ones that refill the AP bar, any Climax improves the way you recharge.

How to use it

This is the gap filler. While the heavy skills sit on cooldown —2 to 6 seconds— Rock Down can be repeated endlessly, adding AP two at a time. With a 0.3 s cooldown, the only thing slowing you down is the cast itself.

And there lies its real drawback: 5.5 s of interruptible cast. You are not casting this on the move.

Learned with Strantum Tremor 1. Together with Storm Cannon, Crimson Arrow and Frozen Slash it forms the quartet of cheap skills, one per element, that exist mostly to grant AP.

Arch Mage Rock Down earth AP Link to this specification

See also The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all The AP bar: 200 points that never refill on their own, and a Climax that eats 125 Climax does not raise damage: it changes what eight of your spells do Frozen Slash: ice around you for 115 SP, and the best Climax bonus of the cheap four

Storm Cannon: a wind line that pierces up to fourteen enemies It is not a square: it is a bolt in the direction you aim, and that completely changes where you stand.

Storm Cannon does not splash around the target: it fires a line from you towards the target and keeps going in that direction, catching everything it crosses. The line is three cells wide and can touch up to fourteen enemies.

Level Ratio With Climax SP
1 1,550 % + 5×SPL 1,850 % 79
2 3,100 % + 5×SPL 3,700 % 79
3 4,650 % + 5×SPL 5,550 % 82
4 6,200 % + 5×SPL 7,400 % 85
5 7,750 % + 5×SPL 9,250 % 88

And on top of that, × base level ÷ 100. Wind element, range 9 cells, two hits that split the total. Cast 4 s variable + 1.5 s fixed, 0.5 s after-cast delay, 0.3 s cooldown. Grants +2 AP. Levels 1 and 2 cost the same, 79 SP.

How to position a line skill

The engine draws the line from your tile towards the target's and extends it. That means who you catch is not decided by where the monster is, but by where you are relative to it. Standing at the end of a row of monsters sweeps them all up; standing to the side catches one.

If the line ends up touching nobody, the engine has a safety net: it hits the target you aimed at anyway. The cast is never wasted entirely.

Fourteen, and that is not a theoretical figure

The per-line target cap is 14. In a corridor, against a row of monsters, this skill deals more total damage than any area skill in the class, and it costs 88 SP instead of 186.

The mistake everybody makes

Treating it as if it splashed. Against a lone monster in open ground, Storm Cannon is only a 7,750 % hit: less than Rock Down under Climax and with no advantage at all. Its value is in the geometry, not in the number.

Learned with Tornado Storm 1. It shares its exact ratio with Rock Down and its exact cooldown with Crimson Arrow: the only real differences are the shape of the area and the element.

Arch Mage Storm Cannon wind line AP Link to this specification

See also The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all The AP bar: 200 points that never refill on their own, and a Climax that eats 125 Crimson Arrow: a fire line that pierces, and a blast that doubles under Climax Climax does not raise damage: it changes what eight of your spells do

Crimson Arrow: a fire line that pierces, and a blast that doubles under Climax Two skills on one button: the line is the smaller half, the blast on the target is where the damage lives.

Crimson Arrow does two things off a single cast: it fires a fire line like Storm Cannon's, and it also sets off a blast on the target that splashes around it. The blast is the heavy half; the line is nearly decoration.

Level Line Blast Blast area SP
1 400 % + 3×SPL 750 % + 5×SPL 5×5 74
2 800 % + 3×SPL 1,500 % + 5×SPL 5×5 78
3 1,200 % + 3×SPL 2,250 % + 5×SPL 5×5 82
4 1,600 % + 3×SPL 3,000 % + 5×SPL 7×7 86
5 2,000 % + 3×SPL 3,750 % + 5×SPL 7×7 90

All of it, × base level ÷ 100. Fire element on both halves, range 9 cells, a 3-cell-wide line capped at 14 targets. Cast 4 s variable + 1.5 s fixed, 0.5 s after-cast delay, 0.3 s cooldown. Grants +2 AP.

Under Climax the blast literally hits twice as hard

Without Climax the blast splits its damage across two hits (the total does not change). With Climax active —at any level— the engine flips the sign of that number, and the damage is then multiplied by two instead of split.

It is not a «+100 %» written anywhere: it is the same figure with a different sign. And it is the largest damage jump Climax hands to any of the four cheap skills.

The line is deliberately weak

2,000 % at level 5 against Storm Cannon's 7,750 %. Crimson Arrow is not competing there: its point is that on top of the line it drops a 3,750 % blast that doubles under Climax.

Against a single target with Climax up, it is the best of the four cheap skills.

The mistake everybody makes

Aiming it as if it were a square. The line goes out in the direction you aim and continues; the blast lands on the target. Position badly and you lose the whole line and keep half the skill.

Learned with Floral Flare Road 1. It is the only skill in the class that combines a line shape and a square shape in one cast, which is why it is the hardest to compare against the rest in a table.

Arch Mage Crimson Arrow fire line AP Climax Link to this specification

See also The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all The AP bar: 200 points that never refill on their own, and a Climax that eats 125 Storm Cannon: a wind line that pierces up to fourteen enemies Climax does not raise damage: it changes what eight of your spells do

Frozen Slash: ice around you for 115 SP, and the best Climax bonus of the cheap four The only one of the four fast skills centred on yourself, and the one that gains most when Climax is up.

Frozen Slash shatters a square of ice around you. It is the most expensive of the four cheap skills, has the largest area, and gains the most from Climax.

Level Ratio With Climax Area SP
1 1,400 % + 5×SPL 1,900 % 9×9 103
2 2,350 % + 5×SPL 3,200 % 9×9 106
3 3,300 % + 5×SPL 4,500 % 11×11 109
4 4,250 % + 5×SPL 5,800 % 11×11 112
5 5,200 % + 5×SPL 7,100 % 13×13 115

And on top of that, × base level ÷ 100. Water element, three hits that split the total. Cast 4 s variable + 1.5 s fixed, 0.5 s after-cast delay, 0.45 s cooldown. Grants +2 AP.

In percentage terms, its Climax bonus is the largest of the cheap four

Rock Down and Storm Cannon gain +300 % per level, which on their 7,750 is 19 %. Frozen Slash gains +150 % plus 350 % per level, which on its 5,200 is 37 %. With Climax up, the gap between it and Rock Down narrows sharply.

13×13 is the largest area of the four

And by some distance: Rock Down tops out at 7×7 and the line skills are not squares at all. Against a tight pack, Frozen Slash deals more total damage than any of the other three.

The price of centring on yourself

For the area to matter you have to be inside the pack. With 5.5 seconds of cast that any hit cancels, that is exactly where an Arch Mage does not want to be.

It is the skill that works best with someone else soaking the hits, and the worst one solo.

Learned with Rain of Crystal 1. Like the other three of the quartet, it exists mainly to grant the +2 AP that feed Climax and Astral Strike: think of it as ammunition that happens to deal damage, not the other way round.

Arch Mage Frozen Slash water AP Climax Link to this specification

See also The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all The AP bar: 200 points that never refill on their own, and a Climax that eats 125 Climax does not raise damage: it changes what eight of your spells do Rock Down: five hits, a third of a second of cooldown, and two points of AP

What leaves something on the ground and what does not: the Land Protector list Eight skills in the tree plant units on the map. None of them survives a Land Protector, and one loses only half of itself.

The engine splits skills into two families: those that deal damage on the spot and those that leave a unit stuck to the map, acting on its own. The difference matters enormously, because Land Protector can only touch the second kind.

Skill Ground unit? What gets planted
Rain of Crystal Yes The pulsing square, 4 s
Mystery Illusion Yes The pulsing square, 4 s
Strantum Tremor Yes The pulsing square, 4 s
Tornado Storm Yes The pulsing square, 3 s
Floral Flare Road Yes The pulsing square, 5 s
Violent Quake Yes The quake itself (decoration only) and each rock, which does the damage
All Bloom Yes The garden (decoration only) and each bud, which does the damage
Astral Strike Half The initial hit is direct; the 6-second field is a ground unit
Deadly Projection No
Soul Vulcan Strike No
Destructive Hurricane No
Crystal Impact No
Rock Down No
Storm Cannon No
Crimson Arrow No
Frozen Slash No

None of the eight is exempt from Land Protector

The engine spares three families: traps, songs, and anything carrying an explicit ignore-Land-Protector flag. No Arch Mage skill belongs to any of the three. Everything on the list above falls.

Exactly what happens

If the Land Protector was already there

Your unit still gets planted, but while it sits on protected tiles it does nothing: the engine checks the tile the unit is on, not the monster's. Zero damage, no message.

If the Land Protector arrives afterwards

On creation, Land Protector deletes every non-trap unit it catches underneath. Your five-second field vanishes halfway through.

The check is on the UNIT's tile, not the target's

On this server the option is set to classic mode. In plain words: if your square lands outside the Land Protector and the monster is inside it, the hit does land. And the other way round, if your square lands inside and the monster is outside but in range, it does not.

It is counter-intuitive, and it is why it sometimes seems to «half work»: part of the square's tiles are outside the protected circle.

Rocks and buds fall too

The quake of Violent Quake and the garden of All Bloom are pure decoration: they deal no damage. The damage comes from the rocks and the buds, which are independent units, one per impact, each erasable on its own.

What to use under a Land Protector

Eight complete skills remain: Deadly Projection, Soul Vulcan Strike, Destructive Hurricane, Crystal Impact, Rock Down, Storm Cannon, Crimson Arrow and Frozen Slash. Plus the initial hit of Astral Strike.

That is half the class, and it is not a bad half: it contains both heavy skills and all four AP generators.

One technical detail you can feel while playing: each rock and each bud waits quietly for its turn, strikes once, and disappears. The five fields, by contrast, strike once per tick against every enemy standing in them. That is why a 4-second field on a stationary monster does far more than its ratio suggests.

Arch Mage Land Protector ground units traps Link to this specification

See also The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all The five pulsing fields: water, earth, wind, fire and shadow Astral Strike: one hit, a six-second field, and a bonus against dragons and undead Violent Quake: twenty rocks falling at random, or a debuff that doubles earth damage All Bloom: a garden of exploding buds, and under Climax 5 an 85,000 % bomb

The Arch Mage's eight elements and the four walls where you deal exactly zero Which element does what against what, and why Soul Vulcan Strike and Astral Strike are a compulsory pair.

The Arch Mage spreads its sixteen damage skills across eight different elements, more than any other class. That sounds excellent until you notice that four of those elements deal a literal zero against certain targets.

Which element each skill carries

Element Skills
Water Rain of Crystal, Crystal Impact, Frozen Slash
Earth Strantum Tremor, Violent Quake, Rock Down
Wind Tornado Storm, Destructive Hurricane, Storm Cannon
Fire Floral Flare Road, All Bloom, Crimson Arrow
Shadow Mystery Illusion
Ghost Soul Vulcan Strike
Undead Deadly Projection
Neutral Astral Strike

What each one deals zero against

These are the percentages at defence element level 4, which is what fourth-job zone monsters carry. At lower element levels the figures are less extreme, but the direction is the same.

Your element Deals ZERO against Excellent against
Water Water Fire (200 %), Poison (125 %)
Earth Earth Wind (200 %), Poison (125 %)
Wind Wind Water (200 %), Poison (125 %)
Fire Fire Earth (200 %), Undead (200 %)
Shadow Shadow, Undead Holy (200 %)
Ghost Neutral, and only 50 % against Poison Ghost (200 %), Undead (175 %)
Undead Shadow, Poison, Undead Holy (200 %), Ghost (175 %)
Neutral Ghost Nothing in particular: 100 % against almost everything

The two most expensive skills in the class are exact mirrors

Soul Vulcan Strike is Ghost and deals zero against Neutral. Astral Strike is Neutral and deals zero against Ghost. Each one covers exactly the other's blind spot.

Carrying both is what separates an Arch Mage who always has an answer from one who stares at the screen across half a zone. Carrying only one leaves half the game out.

Deadly Projection is the worst placed

It is Undead, and deals zero against Shadow, Poison and Undead: three of the most common elements in high-level zones. It is one of the largest single hits in the class and there are whole maps where it cannot be used for damage.

Its anti-magic mark still lands, though, so it keeps a job even when the hit does nothing.

The four classic elements cover each other

Water, earth, wind and fire form the usual circle, and the tree gives you three skills of each: a field, a heavy one and a cheap one. You are never short of the right option; what you are short of is cast time to switch between them.

And the Climax 4 marks only touch two elements

Violent Quake's debuff doubles earth damage and All Bloom's doubles fire. There is no water or wind equivalent, and certainly no neutral or ghost one.

So when the party is setting up a target, the winning pair is always All Bloom (mark) + anything that deals fire.

This table is this server's and it is the same for every class: it has not been altered from the reference emulator. What is specific to the Arch Mage is carrying so many different elements, and therefore having so many different ways to deal zero without noticing.

Arch Mage elements table damage Link to this specification

See also The Arch Mage tree: nineteen skills, four elements in parallel, and one button that rewrites them all Soul Vulcan Strike: the lowest ratio in the class and still the hardest hitter Astral Strike: one hit, a six-second field, and a bonus against dragons and undead Deadly Projection: the spell that switches off the target's magic immunity Climax does not raise damage: it changes what eight of your spells do

Elemental Master

The Sage line's fourth job. Five elemental fields that pulse on the ground, a brand-new resource called AP, and half a class hanging off an elemental system this server no longer uses: here is what works, what does not, and why.

The Elemental Master tree, and the seven skills that currently do nothing Eighteen entries, 85 points to fill them and only 59 job levels. On top of that, the elemental half of the class depends on a chain this server replaced.

The Elemental Master is the fourth job of the Mage → Sage → Sorcerer line. To change you need base level 200 and job level 70 as a Sorcerer, and it inherits the Novice, Mage, Sage, Professor and Sorcerer trees (normal and transcendent), so nothing you already learned is lost.

Read this before you spend a single point. This server replaced the elemental system on 15 August 2026: the Sorcerer summons (Summon Agni, Aqua, Ventus and Tera) no longer create an elemental, they create an elemental homunculus. And the Elemental Master's five greater summons, Elemental Buster, Elemental Veil and Elemental Spirit Mastery all require an elemental from the old system, which can no longer exist. That is eight points of the tree that produce no effect today. Full details in the five greater summons.

The full tree

Skill Max Requirements Status
Magic Book Mastery 10 Works
Spell Enchanting 5 Magic Book Mastery 5 Works
Activity Burn 5 Spell Enchanting 3 Players only
Increasing Activity 5 Activity Burn 5 Works
Diamond Storm 5 Magic Book Mastery 2 Works
Lightning Land 5 Magic Book Mastery 2 Works
Venom Swamp 5 Magic Book Mastery 2 Works
Conflagration 5 Magic Book Mastery 2 Works
Terra Drive 5 Magic Book Mastery 2 Works
Elemental Spirit Mastery 10 Spirit Sympathy 1 No effect today
Summon Elemental Ardor 1 Conflagration 1 · E. Spirit Mastery 1 · Summon Agni 3 No effect today
Summon Elemental Diluvio 1 Diamond Storm 1 · E. Spirit Mastery 1 · Summon Aqua 3 No effect today
Summon Elemental Procella 1 Lightning Land 1 · E. Spirit Mastery 1 · Summon Ventus 3 No effect today
Summon Elemental Terremotus 1 Terra Drive 1 · E. Spirit Mastery 1 · Summon Tera 3 No effect today
Summon Elemental Serpens 1 Venom Swamp 1 · E. Spirit Mastery 1 · all four Sorcerer summons at 3 No effect today
Elemental Buster 10 E. Spirit Mastery 5 · all five greater summons No effect today
Elemental Veil 5 Elemental Spirit Mastery 3 No effect today
Psychic Stream 5 Magic Book Mastery 5 · all five fields at 3 Works

It does not all fit

Filling the whole tree costs 85 points. The job caps at job level 60, which grants 59 points (one per level-up, from 1 to 60). Even at the very top you are 26 short, so this class is planned from the first point rather than improvised.

What makes it different

The weapon is the book. Magic Book Mastery is the root of almost the entire tree and only counts with a book equipped. An Elemental Master carrying a staff loses their main passive and the keys to half the tree.

Area damage, not single target. Five of its six offensive skills are cast on the ground. There is nothing resembling a bolt: the class revolves around planting fields and staying out of them.

An AP economy. The five fields each grant 5 AP when cast; Psychic Stream, Elemental Buster and Increasing Activity spend it. It is the only resource in the class that never refills on its own: see AP explained.

Five elements, one per field. Water, Wind, Poison, Fire and Earth, one skill each, plus Psychic Stream in Neutral for whatever resists them all.

The 18 entries come from db/re/skill_tree.yml and db/re/skill_db.yml; the status of each one from the .cpp files in src/map/skills/mage/.

Elemental Master skill tree skills fourth job Link to this specification

See also The five greater summons: why they currently summon nothing AP: 200 points, zero regeneration, and gone the moment you die Magic Book Mastery: +1% per level to five elements, and only with a book in hand Twenty-eight skills, and the four summons are the backbone

Magic Book Mastery: +1% per level to five elements, and only with a book in hand The root passive of the job. It boosts Water, Earth, Fire, Wind and Poison magic, and gives Psychic Stream absolutely nothing.

Magic Book Mastery is passive, goes up to level 10, and is the first gate of the tree: without it you cannot open the five ground fields (they need level 2), Spell Enchanting (level 5) or Psychic Stream (level 5).

What it actually does

With a book equipped, it adds +1% magic damage per level to five elements: Water, Earth, Fire, Wind and Poison. At level 10 that is +10% to each of them.

The bonus keys off the element of the spell you cast, not the element of the monster. If the attack is Fire, the +10% Fire bonus applies, whatever you are hitting.

Trap number one: Psychic Stream is Neutral. The strongest skill in the class is not on that list of five elements, so Magic Book Mastery adds nothing to it. Not one point. Everything else in the job does benefit.

Trap number two: the weapon

The check is literal: the engine tests that the equipped weapon is of the book type. With a staff, a two-handed staff, a dagger or bare hands, the passive is worth zero, even though the tree will happily let you take it to 10 and the tooltip says nothing. If you come from Sorcerer with a staff, switching weapons is the first decision of the job.

And it is not just the passive: the Arch Mage's two-handed staff bonus and the Elemental Master's book bonus are mutually exclusive by definition, because they are the same equipment slot.

Books you can carry

The classic Sage books (Book, Bible, Tablet, Principles of Magic, Ancient Magic) carry no class restriction, so an Elemental Master equips them without trouble. At the top end sit the fourth-job books, which do require a fourth job: Elemental Spirits, Frontier Elemental Book and Dimensions Elemental Magic Book, all with 260 magic attack and 2 slots.

Implemented in src/map/status.cpp (line 5042). The bonus goes into magic_atk_ele, which battle.cpp applies by the element of the attack, not of the defender.

Elemental Master Magic Book Mastery passive book Link to this specification

See also The Elemental Master tree, and the seven skills that currently do nothing Psychic Stream: five hits that multiply, and it teleports you next to the target Spell Enchanting: +20% magic damage for the party, and only for casters

Spell Enchanting: +20% magic damage for the party, and only for casters An S.MATK buff lasting up to four minutes. For a party member who swings a weapon it is worth exactly nothing.

Spell Enchanting puts the Spell Enchanting status on a party member, granting S.MATK = 4 × level.

Level S.MATK Duration SP
1 +4 80 s 43
2 +8 120 s 46
3 +12 160 s 49
4 +16 200 s 52
5 +20 240 s 55

What S.MATK is

It is not flat MATK: it is a percentage applied to magic damage that has already been calculated. The engine does damage += damage × S.MATK / 100 right before applying the skill ratio. With Spell Enchanting at 5, everything you cast hits 20% harder — and it stacks multiplicatively with the +10% from Magic Book Mastery, they are not added in the same bucket.

The numbers

Range 9 cells. No cast time, no cooldown. Party members only (the PartyOnly flag), though you can cast it on yourself.

The trap: it does nothing for weapon users. S.MATK only enters the magic damage path. Putting it on a Rune Knight or a mercenary spends your turn and 55 SP on a decorative icon. The @autoplay AI already knows this and only hands it out to casters; cast it by hand and the filtering is on you.

How to use it

This is a buff you apply before going in, not mid-fight: four minutes at level 5 covers a whole corridor comfortably. With two casters in the party, only one of you needs to carry it and hand it around.

Duration and cost from db/re/skill_db.yml; the 4 × level lives in src/map/status.cpp (line 13715) and the S.MATK application in src/map/battle.cpp (line 6087).

Elemental Master Spell Enchanting buff party Link to this specification

See also Magic Book Mastery: +1% per level to five elements, and only with a book in hand The Elemental Master tree, and the seven skills that currently do nothing AP: 200 points, zero regeneration, and gone the moment you die

AP: 200 points, zero regeneration, and gone the moment you die The fourth job's third bar. Nothing refills it on its own, no item touches it, and the class has exactly one way to earn it: planting fields.

Fourth jobs have one bar beyond health and mana: AP (Activity Points). On this server it works as follows, and it pays to understand the whole thing because it resembles nothing that came before.

How much you have

200, always. An Elemental Master's maximum is 200 from level 200 all the way to 275, without growing a single point per level, and no item on the server raises it: there is not one piece of gear with a maximum-AP bonus. The engine's global cap is 1000, but no class comes close.

How you earn it

Only by casting skills that grant it. For an Elemental Master those are exactly these five, and they all grant the same:

Skill AP granted
Diamond Storm +5
Lightning Land +5
Venom Swamp +5
Conflagration +5
Terra Drive +5

The AP is credited when the cast completes and the spell goes off, not when you start it. If your cast gets interrupted, you get nothing.

What you spend it on

Skill AP Fields you must cast to pay for it
Psychic Stream 5 1
Elemental Buster 15 3
Increasing Activity 50 10

The three rules that will ruin a fight if you do not know them:

1. It does not regenerate. Sitting does not raise it, waiting does not raise it, and no consumable restores it — the command potions use does not even have a slot for AP. Whatever you do not earn by casting fields, you simply do not have.

2. You respawn with 0. Dying wipes your AP, and you come back with none (this server's respawn return is set to 0%). One death puts you ten Psychic Streams behind.

3. Entering a war zone also empties it. Stepping onto a PvP, GvG, WoE or Battleground map sets AP to zero. Arriving at the castle gate with a full bar buys you nothing.

The one piece of good news: logging out does not cost you any. Log off with 120 AP and you log in tomorrow with 120.

How this shapes play

The job's natural rotation reads itself: the fields finance Psychic Stream. Every field you plant pays for one Psychic Stream with exact change, so alternating one and one is sustainable forever. Adding Elemental Buster or Increasing Activity to the mix means banking AP first.

Maximum AP from db/re/job_basepoints.yml; restart_ap_rate: 0, loose_ap_on_death: yes, loose_ap_on_map: yes and keep_ap_on_logout: yes in conf/battle/player.conf. The GiveAp credit happens in skill_castend_id() and skill_castend_pos().

Elemental Master AP resources fourth job Link to this specification

See also The Elemental Master tree, and the seven skills that currently do nothing Increasing Activity: you hand AP to an ally, and below level 5 you lose on the trade Activity Burn: it burns the target's AP, and only if the target is a player Psychic Stream: five hits that multiply, and it teleports you next to the target

Activity Burn: it burns the target's AP, and only if the target is a player Against monsters it fails every single time, and the failure still costs you the SP. It is a PvP skill dressed up as a normal one.

Activity Burn rips AP off an enemy. That is all it does: no damage, no status, and it does not give you any AP either.

Level Chance AP burned SP
1 30% 20 30
2 40% 30 40
3 50% 50 50
4 60% 60 60
5 70% 70 70

The chance is 20 + 10 × level percent. Range 9 cells, cast time 2 s variable + 2 s fixed, 1 s after-cast delay and an 8 s cooldown.

The big trap: it only works on PLAYERS. The code checks that the target is a character before it even rolls the dice. Against a monster — any monster, MVPs included — the skill fails 100% of the time, and the message you get is the generic "cannot use", so it looks like a range or status problem when it is not. Monsters have no AP.

The second trap: failures are charged

SP is deducted before the roll, and the skill does not ask for a refund. A failed Activity Burn at level 5 has cost you 70 SP, four seconds of casting and eight of cooldown, for nothing. With a 30% failure rate at max level, that happens one time in three.

When it is worth it

In PvP and WoE against other fourth jobs, and especially against classes whose big hit costs a lot of AP. Seventy points is fourteen field casts of your opponent's work thrown away, and they cannot get it back by sitting down. Outside war zones it is a stepping stone: you need it at 5 to unlock Increasing Activity, and that one is useful everywhere.

src/map/skills/mage/activityburn.cpp; the burned-AP table is hard-coded in the .cpp, not in the skill_db.

Elemental Master Activity Burn AP PvP Link to this specification

See also AP: 200 points, zero regeneration, and gone the moment you die Increasing Activity: you hand AP to an ally, and below level 5 you lose on the trade The Elemental Master tree, and the seven skills that currently do nothing

Increasing Activity: you hand AP to an ally, and below level 5 you lose on the trade It costs a flat 50 AP and returns 10 per level. Only at level 5 does it break even.

Increasing Activity gives AP to a party member. It is a transfer, not a creation: what they get comes out of your bar.

Level Costs you They get Net SP
1 50 AP 10 AP −40 30
2 50 AP 20 AP −30 40
3 50 AP 30 AP −20 50
4 50 AP 40 AP −10 60
5 50 AP 50 AP 0 70

The AP cost is 50 at every level. It does not scale up, it does not scale down: it is 50 from level 1 to level 5. What scales is what you hand over. Which means taking it halfway is literally burning AP: at level 1 you spend 50 of yours so your ally collects 10. This skill goes to 5 or it does not get taken.

The numbers

Range 9 cells. Cast time 3 s fixed (DEX does not reduce it), 0.5 s after-cast delay and a 2.5 s cooldown. Party only, and it cannot be cast on yourself: the NoTargetSelf flag forbids it.

When it is worth it

When your ally spends AP better than you do. You generate it almost for free — every field you were going to cast anyway hands you 5 — and they may have a 100-AP strike that decides a fight. In a party with a Dragon Knight, a Cardinal or an Imperial Guard, the Elemental Master is the party's AP tap.

The trap

The AP you hand over is capped at the recipient's maximum. If your ally sits at 180 of 200, 20 go in and the other 30 evaporate — and you paid for all 50. Check their bar before casting, or save it for when they are genuinely dry.

src/map/skills/mage/increasingactivity.cpp; the flat ApCost: 50 is in db/re/skill_db.yml.

Elemental Master Increasing Activity AP party Link to this specification

See also AP: 200 points, zero regeneration, and gone the moment you die Activity Burn: it burns the target's AP, and only if the target is a player The Elemental Master tree, and the seven skills that currently do nothing

Diamond Storm: the Water burst, five split hits, nine by nine Not a field that lingers: a single detonation over 9&times;9 cells. And its greater-elemental bonus cannot be triggered on this server.

Diamond Storm is cast on the ground and detonates an area of 9×9 cells with Water damage.

The formula

ratio = 500 + 2400 × level + 5 × SPL, and the result is multiplied by base level / 100.

Level Ratio (no SPL) SP
1 2,900% 80
2 5,300% 84
3 7,700% 88
4 10,100% 92
5 12,500% 96

SPL is the fourth-job Spell stat. Each point adds 5% to the ratio, so 200 SPL is +1,000% — at level 1 that nearly doubles the damage.

Hits: five, and they split

The skill_db declares −5 hits, and the sign matters: in this engine a negative number means the total damage is divided across five impacts, not multiplied by five. The total is what the table says; all that changes is that it arrives in five pieces, which does help against defences that subtract per hit.

Timings

Cast time 5 s variable + 1.5 s fixed, 0.5 s after-cast delay, 1 s cooldown, range 9 cells. Grants +5 AP.

It is not a lingering field. Even though it paints an area on the ground, the group lasts 0.1 seconds: it strikes once and vanishes. Lightning Land, Venom Swamp and Conflagration do linger; this one and Terra Drive do not. Planting it "for the monster to walk into" does not work: you have to drop it on top of the monster.

The bonus you cannot have

The code carries a second, enormous term — +7,300 + 200 × level + 5 × SPL, which at level 5 nearly triples the skill — conditioned on carrying the Summon Elemental Diluvio status. On this server that status cannot be obtained: see the five greater summons.

The status it applies

A 5% chance of Frostbite for 10 s on whatever it hits. What that status really does, and why it lasts far less than advertised, in the five field statuses.

src/map/skills/mage/diamondstorm.cpp and db/re/skill_db.yml (id 5369).

Elemental Master Diamond Storm water area Link to this specification

See also Terra Drive: Diamond Storm's Earth twin, number for number The five field statuses: what the tooltip promises and what the server does AP: 200 points, zero regeneration, and gone the moment you die The Elemental Master tree, and the seven skills that currently do nothing

Terra Drive: Diamond Storm's Earth twin, number for number Same formula, same hits, same timings and same cost. All that changes is the element and the status it leaves behind.

Terra Drive is, number for number, the same spell as Diamond Storm with the element swapped: it detonates over 9×9 cells with Earth damage.

The formula

ratio = 500 + 2400 × level + 5 × SPL, multiplied by base level / 100. Identical.

Level Ratio (no SPL) SP
1 2,900% 80
2 5,300% 84
3 7,700% 88
4 10,100% 92
5 12,500% 96

−5 hits (the total is split across five impacts), cast time 5 s + 1.5 s fixed, 0.5 s delay, 1 s cooldown, range 9. Grants +5 AP. And like Diamond Storm it lasts 0.1 s: a burst, not a field.

The only difference

Earth element. Which is the entire reason to own both: whatever resists Water gets this one, whatever resists Earth gets the other. Since they cost and cast identically, the choice is purely the elemental table.

Crystallization status, 5% for 10 s, instead of Frostbite. In practice they do the same thing: see the five statuses.

The bonus you cannot have

Just like its twin, it carries a +7,300 + 200 × level + 5 × SPL term tied to the Summon Elemental Terremotus status, which cannot be obtained today. Full explanation in the five greater summons.

src/map/skills/mage/terradrive.cpp and db/re/skill_db.yml (id 5373).

Elemental Master Terra Drive earth area Link to this specification

See also Diamond Storm: the Water burst, five split hits, nine by nine The five field statuses: what the tooltip promises and what the server does AP: 200 points, zero regeneration, and gone the moment you die The Elemental Master tree, and the seven skills that currently do nothing

Lightning Land: a Wind field that pulses ten times in three seconds Lower ratio per hit than Diamond Storm, but it strikes over and over for as long as the target stays inside.

Lightning Land plants a 9×9 cell field that strikes every enemy inside it with Wind damage every 0.3 seconds for 3 seconds — up to ten pulses.

The formula, per pulse

ratio = 700 + 1100 × level + 5 × SPL, multiplied by base level / 100. One hit per pulse.

Level Ratio per pulse Total if it takes all 10 SP
1 1,800% 18,000% 94
2 2,900% 29,000% 98
3 4,000% 40,000% 102
4 5,100% 51,000% 106
5 6,200% 62,000% 110

That last column is the theoretical ceiling, not what you will see. Ten pulses require the enemy to stay three full seconds inside the square, and almost nothing does: the moment it walks toward you, it leaves. Against something immobile or trapped, Lightning Land is by far the most efficient skill in the class; against something that chases you, count on two or three pulses and compare it to Diamond Storm on that basis.

Timings and rules

Cast time 5 s variable + 1.5 s fixed, 0.7 s after-cast delay, 2 s cooldown, range 9 cells. Grants +5 AP. The field is flagged NoOverlap: two Lightning Lands do not stack, the second replaces the first, so recasting on top only resets the clock. And it does a path check: it will not reach through walls.

The status

A 3% chance of Lightning Strike per hit, 10 s. What it really does in the five field statuses.

The bonus you cannot have

+200 × level + 2 × SPL while carrying the Summon Elemental Procella status, unreachable today. See the five greater summons.

src/map/skills/mage/lightningland.cpp and db/re/skill_db.yml (id 5370).

Elemental Master Lightning Land wind field Link to this specification

See also Venom Swamp: the same field in Poison, with the longest-lasting status Conflagration: the Fire field, and the priciest of the three that linger The five field statuses: what the tooltip promises and what the server does AP: 200 points, zero regeneration, and gone the moment you die

Venom Swamp: the same field in Poison, with the longest-lasting status Identical to Lightning Land except for the element. Its value is everything that resists Wind but not Poison.

Venom Swamp is Lightning Land's sibling in Poison: a 9×9 field, one hit every 0.3 s for 3 s.

The formula, per pulse

ratio = 700 + 1100 × level + 5 × SPL, times base level / 100. The very same.

Level Ratio per pulse SP
1 1,800% 92
2 2,900% 97
3 4,000% 102
4 5,100% 107
5 6,200% 112

Cast time 5 s + 1.5 s fixed, 0.7 s delay, 2 s cooldown, range 9, NoOverlap and a path check. Grants +5 AP.

What sets it apart

Poison. It is the odd element of the class and that is exactly why it earns its slot: plenty of things that laugh off Wind and Water do take Poison damage. Watch the reverse too — undead and poison-element monsters absorb or ignore it.

Its status lasts 20 s, twice as long as Lightning Land's, Diamond Storm's and Terra Drive's. The catch is that the status currently does nothing at all: see the five statuses.

The bonus you cannot have

+200 × level + 2 × SPL with the Summon Elemental Serpens status, which cannot be obtained on this server. See the five greater summons.

src/map/skills/mage/venomswamp.cpp and db/re/skill_db.yml (id 5371).

Elemental Master Venom Swamp poison field Link to this specification

See also Lightning Land: a Wind field that pulses ten times in three seconds Conflagration: the Fire field, and the priciest of the three that linger The five field statuses: what the tooltip promises and what the server does AP: 200 points, zero regeneration, and gone the moment you die

Conflagration: the Fire field, and the priciest of the three that linger Same damage as Lightning Land and Venom Swamp, slightly more SP, and the most useless status of the five.

Conflagration completes the trio of lingering fields with the Fire element: 9×9 cells, one hit every 0.3 s for 3 s.

The formula, per pulse

ratio = 700 + 1100 × level + 5 × SPL, times base level / 100.

Level Ratio per pulse SP
1 1,800% 97
2 2,900% 101
3 4,000% 105
4 5,100% 109
5 6,200% 113

It is the most SP-hungry of the five fields, and in exchange it does not deal a single point more than Venom Swamp or Lightning Land. You are paying for the element alone.

Cast time 5 s + 1.5 s fixed, 0.7 s delay, 2 s cooldown, range 9, NoOverlap and a path check. Grants +5 AP.

Its status is the only one of the five with no declared effect whatsoever. The other four at least block item use; Conflagration's, on this server, is purely an icon. A 3% chance of nothing.

The bonus you cannot have

+200 × level + 2 × SPL with the Summon Elemental Ardor status, unreachable today. See the five greater summons.

How to split the five fields

If you are only taking two, the sensible pair is one burst and one field: Diamond Storm or Terra Drive for things that move, and one of these three for things that stand still. You only need all five at 3 if you want Psychic Stream, which demands the lot.

src/map/skills/mage/conflagration.cpp and db/re/skill_db.yml (id 5372).

Elemental Master Conflagration fire field Link to this specification

See also Lightning Land: a Wind field that pulses ten times in three seconds Venom Swamp: the same field in Poison, with the longest-lasting status The five field statuses: what the tooltip promises and what the server does AP: 200 points, zero regeneration, and gone the moment you die

The five field statuses: what the tooltip promises and what the server does They do not freeze, they do not root, they do not silence. Four of the five block item use, three strip themselves off on the first hit, and one does nothing at all.

Each of the Elemental Master's five area spells leaves its own status on what it hits. The names sound like hard control — frostbite, lightning strike, crystallization — and they are not. Here is what they really do.

Status Applied by Chance Lasts Real effect
Frostbite Diamond Storm 5% 10 s Cannot use items · removed on taking damage
Crystallization Terra Drive 5% 10 s Cannot use items · removed on taking damage
Lightning Strike Lightning Land 3% 10 s Cannot use items · removed on taking damage
Deadly Poison Venom Swamp 3% 20 s Icon only
Conflagration Conflagration 3% 20 s Icon only

They do not root and they do not silence. In this server's status database, the lines that would take away movement and casting from Frostbite, Lightning Strike and Crystallization are commented out: written, but switched off. The only thing left running on those three is the ban on using items.

The trap that reduces them to nothing

Frostbite, Lightning Strike and Crystallization all carry the removed when damaged flag. And all three are applied by a skill that is dealing damage at that exact moment: Diamond Storm lands five hits, and the fields pulse every 0.3 s. The very spell that plants the status is the one that strips it. In practice those ten seconds are a fraction of a second.

And the other two

Deadly Poison asks the engine to recalculate the target's defence, but there is no line of code that modifies it: the recalculation returns exactly what was there before. Conflagration's status does not even ask for that. Both last a clean 20 seconds — they do not fall off when damaged — and do absolutely nothing.

What to do with this

Do not count on the control. All five spells are chosen for damage, element and area shape, never for their status. And if you were levelling Diamond Storm hoping to freeze someone in WoE, change your reason: what it does is hit.

Statuses in db/re/status.yml (the Handicapstate_* blocks). Chances and durations in each .cpp's applyAdditionalEffects() and in the skill_db's Duration2. The damage sweep lives in status_fix_damage(), src/map/status.cpp line 1606.

Elemental Master statuses debuffs traps Link to this specification

See also Diamond Storm: the Water burst, five split hits, nine by nine Terra Drive: Diamond Storm's Earth twin, number for number Lightning Land: a Wind field that pulses ten times in three seconds Venom Swamp: the same field in Poison, with the longest-lasting status Conflagration: the Fire field, and the priciest of the three that linger

Psychic Stream: five hits that multiply, and it teleports you next to the target The strongest skill in the job. It drops you right beside your target, it is Neutral, and with Energy Coat up it never fires.

Psychic Stream is the last skill in the tree and the one that decides whether the job hits or not. It requires Magic Book Mastery 5 and all five area spells at level 3 — 20 points in prerequisites alone.

The formula

ratio = 1000 + 3500 × level + 5 × SPL, multiplied by base level / 100.

Level Ratio per hit Hits Area SP Cooldown
1 4,500% 5 5×5 77 10 s
2 8,000% 5 5×5 84 8 s
3 11,500% 5 5×5 91 6 s
4 15,000% 5 7×7 98 4 s
5 18,500% 5 7×7 105 2 s

Here the five hits MULTIPLY, they do not split. The skill_db declares HitCount: 5 as a positive number, and the sign changes everything: unlike Diamond Storm or Terra Drive, the ratio in the table is applied five times over. At level 5 that is 92,000% total ratio per cast, plus 25 × SPL. Nothing else in the job comes close, and that is why the whole tree ends here.

It moves you

On cast, the engine teleports you to the cell adjacent to your target before dealing damage. This is not decoration: you end up in melee range, in the middle of whatever you were keeping away from. If that cell is occupied or unwalkable, the skill fails entirely — and that is the single most common silent reason it "does not go off".

The primary target eats both the direct hit and the splash, so in practice it takes more than the enemies around it.

The two engine traps

Energy Coat blocks it. With Energy Coat up — the mana shield you learn as a Mage and that almost every caster keeps running permanently — the engine refuses Psychic Stream. It is an explicit check, not a side effect. If you play Elemental Master, Energy Coat stays off; there is no middle ground. (The @autoplay AI already accounts for this: anyone who knows Psychic Stream stops having Energy Coat maintained.)

Fog Wall eats it 75% of the time. Psychic Stream is on the explicit list of skills affected by fog, alongside ordinary offensive skills and Jump Kick. Against a target standing inside a Fog Wall, three casts in four are lost.

And a third, subtler one

It is Neutral, so Magic Book Mastery adds nothing to it — the passive only covers Water, Earth, Fire, Wind and Poison. In exchange, being Neutral is exactly what makes it universal: no elemental resistance shuts it down completely.

How to use it

Cast time 2 s variable + 1.5 s fixed, and it gets interrupted if you are hit. With a 2 s cooldown at level 5, the rotation is: field (which grants 5 AP), Psychic Stream (which spends 5), field, Psychic Stream. That nets out to zero AP indefinitely. Always cast it from behind the field you just planted, so the teleport drops you inside your own zone rather than outside it.

src/map/skills/mage/psychicstream.cpp; the Energy Coat block is in src/map/skill.cpp line 9780, and the Fog Wall case on line 5088.

Elemental Master Psychic Stream damage neutral Link to this specification

See also AP: 200 points, zero regeneration, and gone the moment you die Magic Book Mastery: +1% per level to five elements, and only with a book in hand The Elemental Master tree, and the seven skills that currently do nothing The five field statuses: what the tooltip promises and what the server does

The five greater summons: why they currently summon nothing Ardor, Diluvio, Procella, Terremotus and Serpens all require an elemental this server no longer creates. Both paths, told in full.

This is the part of the job to read in full before spending a point, because nothing in the game will warn you.

How it used to work

In the original design, a Sorcerer used Summon Agni / Aqua / Ventus / Tera to call an elemental, a creature with three sizes (small, medium and large) depending on the summon's level. The Elemental Master came later and, on top of a large elemental, cast one of the five greater summons to turn it into its definitive form: Ardor, Diluvio, Procella, Terremotus or Serpens.

What changed here

On 15 August 2026 this server replaced the entire system. The Sorcerer's four summons no longer create an elemental: they create an elemental homunculus, with a proper client window, right-click menu, hunger and evolution. It is a change for the better, and it is documented in how to summon your companion and how evolution works.

But the Elemental Master's five greater summons were not changed. They still require, literally, an elemental from the old system — and nothing creates one any more. Both paths coexist in the code, but only one of them has a way in.

The circle, step by step

Skill What it requires Can it be met?
Summon Elemental Ardor Owning a large Agni elemental No
Summon Elemental Diluvio Owning a large Aqua elemental No
Summon Elemental Procella Owning a large Ventus elemental No
Summon Elemental Terremotus Owning a large Tera elemental No
Summon Elemental Serpens Owning any of the four, large No

The only places on the server that still know how to create an elemental are those same five skills, and all five require having one already. It is a closed circle with no entrance.

And there is one more lock

When you cast a Sorcerer summon, the first thing it does is delete your old elemental, if you had one, before creating the homunculus. So not even an elemental inherited from before the change would survive your first summon. As of today there is not a single elemental left in the server's entire database: the table is empty.

What happens if you cast them anyway

You get the client's failure message and nothing happens. The stone is not consumed — the engine never reaches the point of charging the requirement, because the check comes first — but you do lose the 5 seconds of casting and the minute of cooldown.

What it drags down with it

This is not five skills: it is eight points of the tree. Because you cannot own any of the five greater elementals, the following are inert too:

  • Elemental Buster, which needs one of the five to pick its element.
  • Elemental Veil, which is cast on the elemental.
  • Elemental Spirit Mastery, which only adds stats at the moment one is created.
  • The damage bonuses on all five area spells, which depend on the status each greater summon would leave — and which nearly tripled the ratio on Diamond Storm and Terra Drive.

An honest recommendation

Do not spend points on that half of the tree. With 59 points available and 85 needed, the part that works — Magic Book Mastery, Spell Enchanting, the five area spells and Psychic Stream — adds up to 45, leaving fourteen for Increasing Activity and whatever else you fancy. The elemental half will switch itself on the day the chain is restored; until then, every point you put there is a point thrown away.

The five .cpp files live in src/map/skills/mage/summonelemental*.cpp and still call elemental_create(). The new path is hom_elemental_summon(), src/map/homunculus.cpp line 2246. The server's own comments spell it out in src/map/pc.cpp (line 37670) and src/map/ai_skills.cpp (line 3789).

Elemental Master elementals summoning traps Link to this specification

See also Elemental Buster: the job's biggest strike, in whatever element your elemental lends you Elemental Veil: it makes your elemental untargetable by anything that is not a boss Elemental Spirit Mastery: +40,000 HP for an elemental that does not exist Call Homunculus needs no Seed of Life or any other item Twenty-eight skills, and the four summons are the backbone

The five fourth-job stones: where to buy them and what they cost One per greater summon, a thousand zeny each, from the Point Merchants scattered around the world.

Each greater summon requires one fourth-job elemental stone per cast, on top of 100 SP.

Summon Stone Price
Summon Elemental Ardor Flame Stone 4th 1,000 z
Summon Elemental Diluvio Ice Stone 4th 1,000 z
Summon Elemental Procella Wind Stone 4th 1,000 z
Summon Elemental Terremotus Earth Stone 4th 1,000 z
Summon Elemental Serpens Poison Stone 4th 1,000 z

Where to buy them

From the Point Merchants, the same shopkeepers who sell shards to Sorcerers. They are spread across half the world:

  • Prontera (indoors) — prt_in 131,66
  • Geffen — geffen 129,49
  • Geffen Tower — gef_tower 105,172
  • Aldebaran — aldebaran 133,114
  • Alberta — alberta 105,52
  • Izlude — izlude 138,163
  • Comodo — comodo 193,159
  • Rachel — ra_in01 256,273
  • Veins — veins 202,128
  • Mora — mora 115,118
  • Malangdo — malangdo 214,163
  • Manuk — manuk 261,206
  • Splendide — splendide 207,160
  • El Dicastes — dicastes01 207,200
  • Midgard Camp — mid_camp 224,237

Before you spend the 5,000 zeny: the five summons these stones serve produce no effect on this server. Read the five greater summons before buying. The good news is that the rejection happens before the requirement is charged, so the stone is not lost if you try.

Prices and items from item_db_re in the database. The shop is Shard_Seller in npc/re/merchants/3rd_trader.txt, priced at -1, meaning the catalogue price.

Elemental Master items stones materials Link to this specification

See also The five greater summons: why they currently summon nothing The Elemental Master tree, and the seven skills that currently do nothing

Elemental Spirit Mastery: +40,000 HP for an elemental that does not exist The biggest passive in the tree on paper. It only applies at the instant a greater elemental is created, and none is created today.

Elemental Spirit Mastery is passive, reaches level 10, requires Spirit Sympathy 1 from the Sorcerer tree, and is the key to the five greater summons, to Elemental Buster (level 5) and to Elemental Veil (level 3).

What it would do

On the five greater elementals — Ardor, Diluvio, Procella, Terremotus and Serpens; not on the Sorcerer's own — it adds:

Stat Bonus At level 10
Maximum HP 10,000 + 3,000 × level +40,000
Maximum SP 100 × level +1,000
Attack 100 + 20 × level +300
Magic attack 20 × level +200
Defence 20 × level +200
Magic defence 4 × level +40
Flee 10 × level +100

It is comfortably the largest bonus in the whole tree: forty thousand hit points turn a greater elemental into a genuine tank.

The two reasons it does nothing today.

1. It only applies to the five greater elementals, and on this server you cannot own any of them.

2. Even if you could, the bonus is calculated exactly once, at the moment the creature is created. It is a snapshot: levelling the passive afterwards adds nothing to an elemental already out. You would have to resummon it.

And what it does not do, however much it looks like it should

It does not touch the elemental homunculus. The Agni, Aqua, Ventus and Tera you actually can own on this server are homunculi, not elementals, and this passive never looks at them. Their growth runs through a different path: evolution and feeding.

src/map/elemental.cpp, line 998, inside elemental_create(). That is the skill's only appearance in the entire engine.

Elemental Master Elemental Spirit Mastery passive elementals Link to this specification

See also The five greater summons: why they currently summon nothing Elemental Buster: the job's biggest strike, in whatever element your elemental lends you Elemental Veil: it makes your elemental untargetable by anything that is not a boss The Elemental Master tree, and the seven skills that currently do nothing

Elemental Buster: the job's biggest strike, in whatever element your elemental lends you Thirteen thousand per cent at radius 6 around yourself. And no, it does not eat your elemental: that is a myth.

Elemental Buster is an explosion centred on you covering radius 6 — 13×13 cells, by far the largest area in the job. It is the tree's only level-10 offensive skill.

Your elemental picks the element

Elemental you carry Element of the strike
Ardor Fire
Diluvio Water
Procella Wind
Terremotus Earth
Serpens Poison

And only those five: with one of the smaller elementals, or with none, the skill does not go off.

The formula (identical across all five elements)

ratio = 550 + 2650 × level + 10 × SPL, and if the target is of the Formless or Dragon race, a further +150 × level. All of it multiplied by base level / 100.

Level Ratio vs Formless / Dragon
1 3,200% 3,350%
2 5,850% 6,150%
3 8,500% 8,950%
4 11,150% 11,750%
5 13,800% 14,550%
6 16,450% 17,350%
7 19,100% 20,150%
8 21,750% 22,950%
9 24,400% 25,750%
10 27,050% 28,550%

SPL weighs twice as much here as in any other spell in the job: 10% per point, or +2,000% with 200 SPL.

Hits: ten, and they split

It declares −10 hits. Negative, meaning the table total is divided across ten impacts. It does not multiply — that is the difference with Psychic Stream, which does multiply and therefore beats it comfortably on total damage.

Cost and timings

140 SP and 15 AP, cast time 4 s variable + 1.5 s fixed, 0.5 s after-cast delay, 2 s cooldown. Those 15 AP are three area spells' worth of work: see AP explained.

Two corrections to what gets repeated around.

It does not consume the elemental. People say it does; the code does not. There is not one line that deletes it. Your elemental stays with you afterwards, unchanged.

If it fails, you are not charged. When you have no greater elemental, the skill explicitly marks the requirement as not consumed: you lose neither the SP nor the 15 AP. Only the time.

And the trap that sidelines it

Elemental Buster needs one of the five greater elementals, and on this server you cannot own any. Its prerequisites are also the most expensive in the tree: Elemental Spirit Mastery 5 plus all five greater summons. That is 10 points of keys and 10 more in the skill itself, for something that currently cannot be cast.

src/map/skills/mage/elementalbuster.cpp; the radius of 6 is hard-coded in the .cpp and matches the SplashArea: 6 of the five sub-skills in the skill_db.

Elemental Master Elemental Buster damage elementals Link to this specification

See also The five greater summons: why they currently summon nothing Elemental Spirit Mastery: +40,000 HP for an elemental that does not exist AP: 200 points, zero regeneration, and gone the moment you die Psychic Stream: five hits that multiply, and it teleports you next to the target

Elemental Veil: it makes your elemental untargetable by anything that is not a boss Four minutes during which nobody can aim at it. Except MVPs and anything that detects the hidden.

Elemental Veil is the job's defensive skill, and it protects the elemental, not you.

What it does

It places a veil on your greater elemental that makes it impossible to select as a target. This is not damage reduction or evasion: nothing can aim at it at all, neither with normal attacks nor with skills. While it lasts, the elemental is untouchable and keeps fighting.

Level Duration SP
1 120 s 70
2 150 s 75
3 180 s 80
4 210 s 85
5 240 s 90

Cast time 4 s variable + 2 s fixed, 1 s after-cast delay, 10 s cooldown. Requires Elemental Spirit Mastery 3.

The two exceptions

Bosses see through it. Any MVP-class creature ignores the veil entirely. In a boss fight, the skill that looks designed for exactly that is the one that does not help.

Detectors too. Monsters with the ability to see the hidden — the same ones that spot a cloaked Assassin — will target it regardless.

And the trap that undoes all of it: it only works on the five greater elementals, and this server cannot create any of them. It does nothing to an elemental homunculus: the veil is cast on a creature that no longer exists in the game. With anything else, or with nothing, the skill simply fails.

src/map/skills/mage/elementalveil.cpp; the boss and detector exemptions are in src/map/status.cpp, lines 2387 and 2452.

Elemental Master Elemental Veil protection elementals Link to this specification

See also The five greater summons: why they currently summon nothing Elemental Spirit Mastery: +40,000 HP for an elemental that does not exist The Elemental Master tree, and the seven skills that currently do nothing