Chaotic Archmage

Job Class

Chaotic Archmage

Skills

Alight

Alight

All fire skills have a 50% chance to inflict Alight status on enemy units hit for 1 second(s), dealing fire M. DMG equal to 100% of M. ATK of the caster every 8 Second(s). Stacks up to 10 layers.

Lvl: 10Passive
Dark Magic Proficiency

Dark Magic Proficiency

The wizard is good at all offensive magic spells. For every 1,000 points of base M.ATK, increase his M.Pen. by 2%

Lvl: 10Passive
Aesir

• Dark Magic Proficiency - Multi-effect In the Dark Magic Proficiency, for every 1,000 base M.ATK, increase 0.2% extra M.DEF ignoring

Demona Crystal

Demona Crystal

Form rays with cold air and fire at the enemy, immobiling the target with a 83% chance of freezing nearby enemy units for 15 seconds. Unfrozen enemy targets will receive Water DMG of M.ATK *250%.

Lvl: 15BuffSkill Delay: 1 secSP: 34
Aesir

• Ice Breaking When the frozen statues triggered by Spiritual Ice Array breaks, immediately deal Water Magic Attribute DMG of (M.ATK40% *Spiritual lce Array Skill Lv) to the frozen target

• Ice Breaking -Damage M.Dmg dealt by breaking ice +15%

Dig Vault

Dig Vault

Concentrated stripes of thunderbolt. Touch it and you'll feel an electric shock. Inflict Wind Magic DMG of M.ATK *660% on one enemy unit. If there are other enemy units around the target, Lightning Bolt Smash will automatically seek targets and deal damage. Each hop increases damage by 10% for up to 6 hops. The skill also has all Chain Lightning related bonuses

Lvl: 10AttackMagicCD: 1.5 secSkill Delay: 1.5 secSP: 119Range: 7.5Cast Time: 4
Aesir

• Lightning Bolt Smash - Jump Damage caused by each bounce of Lightning Bolt Smash +3%

• Lightning Bolt Smash - Concussion [Lightning Bolt Smash] has a 20% chance of stunning its target for 1 second

Fast Reading Spell

Fast Reading Spell

Shorten all skills' Fixed Cast Time by 15% and increase the caster's Gear ASPD by 5%

Lvl: 5Passive
Flow Break

Flow Break

A spell that removes all but the white magic effect. All enemy units within range are unable to perform Magic DMG type of skills or Auto ATK for 15 seconds. The skill also has all Stasis-related bonuses

Lvl: 5BuffCD: 5 secSkill Delay: 2 secSP: 120Range: 6Cast Time: 6Fixed Cast Time: 0.6
Ragna Blade

Ragna Blade

A powerful spell cast by the Gold Demon King Strength. Convert the magic into a black blade of light that seems strong enough to sever everything. Inflict 4 times of powerful Magic DMG of M.ATK *1380% of different Attributes on a single enemy unit and 100% cause one Abnormal Status of burn, frozen, stunned, or bleeding. The CD is fixed and can't be shortened. The skill also has all [Tetra Vortex] related bonuses

Lvl: 10AttackMagicCD: 10 secSkill Delay: 2.1 secSP: 300Range: 6Cast Time: 8
Aesir

• Divine Destruction Slash - Fusion Divine Destruction Slash DMG +4%

Recognized Spell

Recognized Spell

Considerably improve the spellcaster's comprehending of magic, increasing M.Pen. by 20% at an extra SP Consumption of 30% for 120 seconds.

Lvl: 10BuffSP: 30Fixed Cast Time: 0.2
Aesir

• Recognized Spell -Proficiency During [Recognized Spell] effect SP Cost - 5%

Status Vulnerability

Status Vulnerability

Deals 25% more damage to burning, freezing, stunned and bleeding enemy units

Lvl: 5Passive
Aesir

• Status Vulnerability - Enhance [Status Vulnerability]’s effect +3%. Auto Attack has a 3%% chance to inflict Burn, Freezing, Stun or Bleeding on the enemy

White Barrier

White Barrier

Cover the caster with thin and transparent ghost power, protecting the caster from all damage except ghost damage. Speed is reduced by 50% while in this stauts. Lasts 5 sec.

Lvl: 6BuffCD: 12 secSP: 80Range: 6Cast Time: 4
White Imprison

White Imprison

Use a thin layer of transparent Ghost power to cover 1 enemy unit, with a 70% chance to immobilize them. In this state, they won't take any DMG other than Ghost DMG. White Prison lasts 5s, after which the target loses 16% HP. When used against an MVP or Mini monster, the DMG is reduced to a fixed amount of HP loss, and it has no DMG negation effect.

Lvl: 5BuffCD: 6 secSP: 80Range: 6Cast Time: 4
Aesir

• White Imprison - Torment Targets inside [White Imprison] loses 2% of Max HP every second

• White Prison - Enhance Divine Destruction Slash and Dragon Slash can deal 20% DMG to enemy units in the White Imprison state

Amplify Magic Power

Amplify Magic Power

In the next 30 seconds, Magic skill damage will increases by 50%. When using this skill, one of your wind/earth/water/fire damage will increases by 20%, the effect lasts 30 seconds.

Lvl: 20BuffSP: 165Cast Time: 1
Aesir

• Amplify Magic Power - Duration [Amplify Magic Power] Duration Time +15 sec

Befisu Bring

Befisu Bring

Summon an earth spirit to dig a hole to teleport you to another location within 8 meters

Lvl: 5SpaceLeapCD: 8 secSP: 300Range: 8
Compound Magic

Compound Magic

Combine the strength of devil spells and god spells to form a chaotic power. The wizard may choose two magic spells to combine and release. The skills must be learned first to use the corresponding Compound Magic. Selected skills can't be replaced during CD

Lvl: 1Attack
Compound Magic - Cooldown

Compound Magic - Cooldown

All Compound Magic's CD time is shortened by 2 seconds

Lvl: 4Passive
Dam Brass

Dam Brass

Explode after hitting the target, causing damage via high speed vibration. Inflict Neutral Physical DMG of M.ATK *500% on a single enemy unit

Lvl: 5AttackPhysicalSP: 16Range: 6Cast Time: 0.3
Aesir

• Vibrating Bomb - Enhance Make Vibrating Bomb's DMG Up +10%

Dim Wind

Dim Wind

Summon a tornado in the designated area, dealing Wind M. DMG of M. ATK * 1680% to all enemy units within range. This skill can be released in the Earth Realm or Fire Rain.

Lvl: 10AttackMagicCD: 4 secSkill Delay: 1 secSP: 188Range: 6Cast Time: 8
Drag Slave

Drag Slave

A spell cast by the Red-eyed Devil Sabrenic's power. Inflict Fire Magic DMG of M.ATK *3400% on all enemy units within a long range

Lvl: 10DelayDamageMagicCD: 4 secSkill Delay: 3 secSP: 100Range: 6Cast Time: 15
Aesir

• Dragon Slash - Enhance Make Dragon Slash's DMG +5%

• Fire Pillar Attack When Dragon Slash hits the enemy, Summon 1 Fire Pillar under 1random target's feet. The Fire Pillar deals50%Magic DMG every time to all enemy units within the area over time

Dynast Brass

Dynast Brass

A spell cast by the Overlord Strength. Draw a pentacle to summon thunder strikes within a designated area, inflicting Wind Magic DMG of M.ATK *2400% on all enemy units within range.

Lvl: 10AttackMagicCD: 1.5 secSkill Delay: 1 secSP: 170Range: 7Cast Time: 15
Earth Spirit Path - Quick

Earth Spirit Path - Quick

After using Earth Spirit Path, your Move SPD +30% for 3 seconds

Lvl: 5Passive
Element Balance

Element Balance

For wind, earth, water, fire, and ghost attacks, exclude the elemental attribute with the highest value and increase other elemental attributes by their attribute value difference *100% for 15 seconds

Lvl: 10BuffCD: 40 secSkill Delay: 1 secSP: 400Cast Time: 5
Element Balance - CD

Element Balance - CD

[Element Balance] Skill CD -10 seconds

Lvl: 5Passive
Energy Coat

Energy Coat

Cover your whole body with spiritual energy. Receive 70% Dmg Reduc., Increase M.Dmg by 10%, ignore 5% M.Def; the effect lasts 25 seconds.

Lvl: 10BuffSP: 160
Fire Ball

Fire Ball

Summon a fire ball to attack a single enemy target and all enemy units around it, inflicting Fire Magic DMG of M.ATK *400%. The skill also has all Fire Ball related bonuses

Lvl: 10AttackMagicSkill Delay: 1 secSP: 70Range: 6Cast Time: 1Fixed Cast Time: 0.2
Aesir

• Flame Ball - Enhance Make Flame Ball’s M.Atk bonus that causes DMG +5% and SP Consumption +3%%

Flame Guardian

Flame Guardian

Standing in the range of [Fire Pillar], [Flame Guardian] will continuously be added on you. M.DMG as 5 of M.Atk can be absorbed. [Flame Guardian] lasts for 2 seconds

Lvl: 5Passive
Flame Guardian - Duration

Flame Guardian - Duration

After leaving [Fire Pillar], [Flame Guardian] can last for 6 seconds.

Lvl: 3Passive
Flame Guardian - Proficient

Flame Guardian - Proficient

The effect of [Fire Guardian] absorbing DMG increased by 50%

Lvl: 5Passive
Flame Route

Flame Route

After use, one [Fire Pillar] will be left at your location every other second. Lasts 13 seconds.

Lvl: 5BuffCD: 20 secSkill Delay: 1 secSP: 110Cast Time: 5Fixed Cast Time: 0.3
Flame Route - Flame

Flame Route - Flame

[Fire Pillar] DMG +30%

Lvl: 5Passive
Flare Arrow

Flare Arrow

Form a flame arrow with magic, inflicting Fire Magic DMG of M.ATK *1500% and a small amount of actual Magic DMG. The skill also has all Fire Bolt related bonuses

Lvl: 15AttackMagicSkill Delay: 2.8 secSP: 82Range: 6Cast Time: 3.52Fixed Cast Time: 0.88
Aesir

• Element Diffusion Make Flame Arrow to splash at 3 nearby targets. Splash DMG is equal to 5% of skill DMG. SP Consumption +25%%

• Flame Arrow - Mastery Flame Arrow skill Delay-0.1 seconds

Gold Demon King Strength - Resolute

Gold Demon King Strength - Resolute

While using the Power of Gold Demon King gain 1%%M.Pen. for every6%HP lost

Lvl: 5Passive
Heavy Slash

Heavy Slash

Lock the wizard and a single enemy unit up (unable to perform other operations) and chant for 5 seconds. While casting, the wizard is immune to all controls and interrupting effects. After the chant, deal actual Magic DMG of M.ATK *1500% to the enemy target. If the damage results in death, refresh the skill's CD at once. Otherwise, the wizard dies. The skill defies the Death Resist effect.

Lvl: 10SlayerMagicCD: 25 secSP: 500Range: 4
Increase Spiritual Recovery

Increase Spiritual Recovery

Every 10 sec recovers (30 +2% Max SP) SP and increases SP granted by items by 50%

Lvl: 10Passive
Jellyfish Summon

Jellyfish Summon

Summon a Jellyfish within the designated area, inflicting Water Magic DMG of M.ATK *1080% per second on all enemy units within range for 20 seconds. Up to 2 Jellyfishs can exist at the same time. The skill also has all Quicksand Vortex related bonuses

Lvl: 10AttackMagicCD: 4.5 secSkill Delay: 1.5 secSP: 140Range: 5Cast Time: 8
Jellyfish Summon - Struggle

Jellyfish Summon - Struggle

Enemy units within the Jellyfish Summoning range have a 100% chance of losing Max HP while moving (Invalid for monsters)

Lvl: 5Passive
Light Ball

Light Ball

Fire a light ball to light up the area, uncovering nearby Hiding enemy units for 20 seconds. The skill also has all Sight-related bonuses

Lvl: 1BuffSP: 10
Aesir

• Light Ball - Enhance [Lighting] effective time +20 seconds

Magic Wind - Earth element

Magic Wind - Earth element

Magic Wind deals extra 60% DMG to enemy units within the Earth Element Field or Jellyfish Summoning range

Lvl: 5Passive
Protagonist Halo

Protagonist Halo

Increase your Job EXP received by 50%.

Lvl: 1Passive
Soul Drain

Soul Drain

Increases 20% Max SP. For each enemy killed, recovers (Player Level*30%) SP. Only works on single target skill.

Lvl: 10Passive
Spell Casting Banned

Spell Casting Banned

Designates an enemy and the surrounding enemies within 4m to make their next skill invalid and enter CD automatically and additionally increases the Cooldown Time of this skill by 8 second(s). The skill effect lasts 12 second(s).

Lvl: 5BuffCD: 16 secSkill Delay: 1 secSP: 350Range: 7Cast Time: 8
Storm Gust

Storm Gust

Creates blizzard, dealing (M. ATK *750%) water M. DMG to all enemies in the target area and knocking them back. Has a 15% chance to freeze them for 7 sec

Lvl: 20AttackMagicSkill Delay: 4 secSP: 146Range: 6Cast Time: 6Fixed Cast Time: 2.4
Aesir

• Storm Gust -Mastery Cast Delay of [Storm Gust]-4%

• Storm Gust - Effect [Storm Gust] Dmg +7%

Storm Gust

Storm Gust

Deals (M.Atk100%) M.Dmg to the target

Lvl: 1AttackMagicRange: 6
Aesir

• Spell Crit auto attacks have a 5% chance to trigger Spell Crit, dealing +10%% damage (Luck increases Crit Rate)

• Auto Attack Igniting Using Flame Heart allows auto attacks to trigger [Alight] as well

Supreme Lightning Bolt Array - Combo

Supreme Lightning Bolt Array - Combo

Supreme Lightning Bolt Array has a 80% chance of triggering Lightning Bolt Smash after hitting the enemy

Lvl: 8Passive
The Power of Lord of Nightmare

The Power of Lord of Nightmare

The wizard temporarily receives the Gold Demon King Strength, becoming immune to death for 8 seconds and increasing M.Pen. by 30%. However, at the end of the effect, the wizard will be stunned for 5 seconds

Lvl: 10BuffCD: 45 secSP: 150
Unlimited

Unlimited

When a wizard releases an offensive skill, there's a 25% chance of skipping skill CD and delay

Lvl: 10Passive
Water Asphyxia

Water Asphyxia

Reduce a specified enemy unit's Max HP by 20%. If the target is within the Jellyfish Summoning range, reduce extra 20% of Max HP for 20 seconds. Invalid for MVP/Mini

Lvl: 5BuffCD: 5 secSkill Delay: 1 secSP: 100Range: 7Cast Time: 10
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