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Enchanter

Enchanters are versatile mages that can support the team while doing damage of their own. They can bring the best damage out of autoskills due to their skills and innate Autoskill%. Enchanters can also change other's and their own attacks to specific elements (Fire, Water, Wind, Earth) that can produce special effects on enemies.

Obtainable from King Elbano in Capital City Elban

- Must be Apprentice Enchanter
- Must be Lv140

Draw

Draw

Active

Boosts the target's autoskill usage rate.

- Increases autoskill +20%
- Gives buff from Magic Barrier, Enchant Weapon, and Stone Skin if not targeted or in boss map

Lv. 2
140
Enchant

Enchant

Passive

Adds a bonus to your ATK based on your INT.
Lv. 2
140
Enchant Weapon

Enchant Weapon

Active

Put magic on a weapon. A target can cast magic by normal attack at a fixed rate.

Magic autoskill effects added to auto attack
- Fire Lance: Fire Magic, Ignore 50% your enemies Def/Mdef
- Ice Spear: Water Magic, Adds ATK part on Damage Calculation
- Thunderbolt: Wind Magic, Chance to Paralyze enemies
- Earth Pike: Earth Magic, Chance to Stun enemies
- Stardust Cannon: Neutral Magic, effect currently unknown
- Qadal: Netural Magic, Adds Special Status Buff

Lv. 1
140
Magic Barrier

Magic Barrier

Active

Raises target's defense depending on their INT.

- MaxHp + 4000
- Def = (Def + (INT * 84%~86%))
- Mdef = (Mdef + (INT * 78%~82%))

Lv. 2
140
Absorb

Absorb

Passive

Converts some of the damage you take into MP.
Lv. 2
140
Mana Burn

Mana Burn

Active

Attack with melee and magic. KO rate is based on distance. Will KO you as well if successful. Will be weakened if unsuccessful.

- If skill succeeds, the user and target are stunned
- If skill fails, 1 dmg is dealt to enemy

Stone Skin

Stone Skin

Active

Nullify certain damage taken. Reduce piercing damage taken by half when the skill finishes.

- Cost 160 MP + MaxMp / 20
- Duration lasts 30sec + MaxMp/200, if cast on others, only lasts 30sec

Origin

Origin

Active

Increase element attack and defense. Lv1(Fire), Lv2(Water), Lv3(Wind), Lv4(Earth).

- Earth-element: Magic Blade = Magna Blade, higher chance to proc Earth Pike

Illness Hit

Illness Hit

Active

Transmit ailments to the target and cure you of the ailments.

- Transfers poison, paralysis, blind, freeze, or burn to enemy, gives 30sec buff that resists the debuff that was transfered for 1 time

Power Enhancer

Power Enhancer

Active

Enhance Melee combat. Increase STR and CRT costing half of DEX. Cannot quit until it ends.

- Lasts 15 minutes

Magic Blade

Magic Blade

Active

Attack enemies with a magic blade. Deal Melee and Magic damage. Cast time can become 0.

- Element damage is based on origin element
- If Dex > 234, cast time = 0sec

Qadal

Qadal

Active

Attack with amplified magic power. Also, it strengthens yourself.

- Does neutral magic attack damage
- 15 second "Special Status" buff
- Special Status increases MATK&ATK, DEF&MDEF, and autoskill rate based on Overheat gauge
- Reduces attack interval if Magic Overheat is >90%
- If you cast the skill and Magic Overheat goes over 100% limit, removes all buff and reduces gauge to around 30%

Limit Break

Limit Break

Active

Prevent Magic Overheat by removing the limit for a while. A lot of MP is required.

- Can only be cast when Magic Overheat +30%
- After a few seconds gives "Intelligence" buff that increases autoskill rate
- Duration is based on Magic Overheat guage, 2 minutes being at 100%

Job Master (Enchanter)

Job Master (Enchanter)

Passive

Proof of mastering Enchanter. Job bonus increases.
Excess Magic

Excess Magic

Active

Run wild with excess magic. Draw out more power by wielding excessive magic.

- Grants the "Out of Control" buff. Overheat limit is increased to 150%, instantly increases overheat by 30% when cast.
- If Limit Break is used after Excess Magic, the "limit break" effect's time is increased.
-When "Out of Control" ends, overheat is lowered by 70% and grants the "Overflow" status effect.
- You can activate the skill again, as long as "Out of Control" does not end before "Overflow". If this happens, MP will be reduced to 0.
- Greatly increases spell burst rate when overheat is above 100%.

Mana Conversion

Mana Conversion

Active

Enhance Fire/Water/Wind/Earth elements consuming MP at a fixed interval. Lv1(Fire), Lv2(Water), Lv3(Wind), Lv4(Earth).

- Party buff that increase physical and magic elemental damage
- If cast with same Origin level, more chance to do spell burst damage
- Cost 10% MP for every 5 second of buff duration
- Lasts for 60 seconds
- If MP < 10%, buff end

Attri Boost

Attri Boost

Active

Boosts magic dmg of chosen element. Activate element to fix the Enchant Weapon element and raise the power.
Elemental Rise

Elemental Rise

Passive

Stir up elements with magic. Boosts elemental magic and defense of 4 elements activated by Enchant Weapon.