Home/Classes/Arcane Master

Final job

Arcane Master

Unrestricted forbidden magic. Spellcasting, autospells, elements.

Plays as
Magic damage
Difficulty
Hard
Skills
12
Weapons
Dagger, Sword

At a glance

Changes from
Mystic

What it is good and bad at

Strengths

Large AoE coverage, multiple ways to deal damage, high damage potential.

Weaknesses

Few defensive options, too many build variations to optimize, few constant DPS choices.

How it plays

Control of the elements

The Arcane Master is a powerful magic user that can cast multiple spells at once in a variety of ways, overwhelming oponents in a barrage of power magic power.

The core of the Arcane master is on the multiple ways it can cast spells, be it with autospells, hard casts, quick casts and any other method.

Gameplay Identity

The Arcane Master has no fixed rotation, since it's a spellcaster, It uses spells in a multitude of ways and can use autospell along with hard cast, which means:

It's a master of spells that can fight an enemy with full force and benefits, building small spells into larger, highly destructive spells.

As masters of the elements, they can take full advantage of the Elemental Focus system, most of their spells are boosted by focus generated from thief level magic, a good Arcane Master will know to keep its focus stacks always maxed in order to deal the highest damage possible with it's powerful magic.

With the situational use of Dual Cast , An Arcane Master can boost it's overall damage in short bursts by managing it's SP pool.

If the Arcane Master knows its limits, it can even hardcast very long spells while auto-attacking and causing spells to rain from both ways at once, since Dual Cast also affects autospell skills.

A good Arcane Master will have full use of the spells according to each situation, rotating them all while attacking to rain down autospell destruction... or standing far from enemies (thanks to Free Cast) and using its core spells to build the perfect Tetragrammaton for massive damage.

Core Gameplay Loop

The Arcane Master has access to all Natural elements and a few others, which means it needs to adapt constantly to make full use of them:

With access to Mystic skills like Regenerate and Unholy Light, the Arcane Master can take more risks in small bursts, this ensures any player has a backup in case something goes wrong, as long as they correctly predicted it.

Managing skill costs and cast times is essential to any good Arcane Master, as casting a long spell at the wrong time can have terrible consequences or lead to loss of elemental focus stacks.

  • Comet changes elements according to the current weapon. It can also be affected by Double Cast.
  • The use of the 3 Thief spells (Flaming Petals, Freezing Spear, Wind Blade) and the Mystic spell Eruption is essential to properly manage elemental focus.
  • Unlimited Power can provide a boost to all damage needs, as long as SP is managed.
  • Magic Pierce from Assassin/Rogue can help decrease the issues of high MDEF targets.
  • Final Skill: Tetragrammaton. A targeted AoE that can be modulated into any combination of 4 hits with any element, according to the preparation.

The job change quest

Start
Mystic Grandmaster's Scout, Geffen Field gef_fild12 246,179
Required
Mystic Job Level 70
What you do
  • Ask the scout to take you to Fenris Fenrir's sanctum.
  • Pass the four elemental trials inside the hut.
  • Beat Fenris Fenrir in the last duel.
What you get
The Arcane Master job

Skills

All 12 of them, in the order the game lets you learn them, with the words and the pictures the game itself uses. Damage, cost and cooldown move when the game is balanced, so they are not printed here: every card links to the database, which is rebuilt when they change.

ActiveSupportivePassive

Active6

  • Burning Spiral ActiveSeveral enemies Lv 10

    Summons a flaming spiral that will inflict 3 hits of Fire elemental damage on all enemies in a 5x5 cell area around the targeted enemy by this skill.

    Grants a Fire Domination Mark

    Dominations slowly consumes SP

    Consumes all Focus when Cast

    The numbers (opens the database, another site)
  • Comet ActiveSeveral enemies Lv 5

    Summons destructive comets to attack all targets within

    13x13 AoE that inflicts

    Weapon-Based elemental damage and Magical Intoxication status, which decreases the resistances against all elemental attacks by 20% for 20 seconds.

    The numbers (opens the database, another site)
  • Frozen Crash ActiveSeveral enemies Lv 10

    Summons a meteor of ice that will damage enemies with Water elemental magic damage in a 7x7 cell area around the caster and can inflict Freezing status..

    Grants a Water Domination Mark

    Dominations slowly consumes SP

    Consumes all Focus when Cast

    The numbers (opens the database, another site)
  • Land Fissure ActiveSeveral enemies Lv 10

    Commands the ground in a targeted area to rise into spikes in order to deal Earth elemental magic damage to enemies within a 5x5 area. If there is a target hidden in the ground within that range, it also deals damage to that target and reveals it.

    Grants a Earth Domination Mark

    Dominations slowly consumes SP

    Consumes all Focus when Cast

    The numbers (opens the database, another site)
  • Lightning Bolt ActiveSeveral enemies Lv 10

    Summons lightning bolts around a targeted area inflicting Wind elemental magic damage to enemies within the skill's range.

    Grants a Wind Domination Mark

    Dominations slowly consumes SP

    Consumes all Focus when Cast

    The numbers (opens the database, another site)
  • Tetragrammaton ActiveSeveral enemies Lv 10

    Summons 4 elements as a small storm, to deal 4 hits of magic damage.

    The damage is based on the current Dominations

    That are summoned around the caster, in any

    Mix and variation, each hit has its own element and a slight chance to cause a negative status.

    Fire: Burning chance.

    Water: Freezing chance.

    Wind: Stun chance.

    Earth: Bleeding chance.

    Elements can be mixed in any order.

    Requires at least 4 Dominations around.

    Learn firstLightning Bolt Lv 1Burning Spiral Lv 1Land Fissure Lv 1Frozen Crash Lv 1

    The numbers (opens the database, another site)

Supportive5

  • Arcane Rewind SupportiveYourself Lv 5

    Only usable while casting a magic spell. Immediately cancels a spell and grants cast ready for 3 seconds. another action without any delay. The higher the skill level, the lower the SP consumption of the casting skill.

    Canceled skill still costs reduced SP

    The numbers (opens the database, another site)
  • Phoenix SupportiveYourself Lv 5

    Instantly revives self

    If killed for skill duration.

    Cast Time is irreductible 3s

    Requires a Shadow Orb

    The numbers (opens the database, another site)
  • Regenerate SupportiveYourself Lv 10

    Consumes a certain amount of SP to recover HP every time an enemy attacks with normal physical damage.

    High level healing can quickly drain SP.

    The numbers (opens the database, another site)
  • Summon Yggdrasil SupportiveSeveral enemies Lv 5

    Summons the Tree of Life that rises any KO'ed characters within

    5x5 cell range of the tree, while increasing MaxHP and recovering HP and SP every 3 seconds.

    Requires a Blue Gemstone to cast.

    Healing amount increases every level.

    The numbers (opens the database, another site)
  • Unlimited Power SupportiveYourself Lv 10

    Boosts Power for all spells cast for 30 seconds.

    The numbers (opens the database, another site)

Passive1

  • Magic Overload Passive Lv 5

    Every 10 successful Auto Spell procs, gain Magic Overload for 10 seconds.

    During this time, your next Tetragrammaton cannot be interrupted and deals increased final damage.

    The effect is consumed when Tetragrammaton is cast.

    The numbers (opens the database, another site)
In the database Every number for every one of these Damage formulas, SP per level, cooldowns, cast times, weapon requirements and what each skill ignores. (opens the database, another site)

What this job is and how it plays is transcribed from the original server's own wiki. Every skill, with the text the game itself shows, lives in the database. Where the Refuge changed something, it is called out above.