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=Apprentice=
{{ClassInfobox
The Apprentice is one of the 3 tier 1 classes you immediately have access to when you started playing. Apprentices are budding young spell casters who are able to heal their comrades and cast Arcane Bolt, making Apprentice a valuable party member. Arcane Bolt is a single-target spell, but due to the lack of mastery over the elements, the Apprentice has difficulty controlling the element associated with the spell. This means each time they cast Arcane Bolt, the element of the attack may be different, making it somewhat unreliable.
|name=Apprentice
|image=https://roidle.com/regular/assets/images/classes/2.png
|portrait=https://irowiki.org/w/images/2/20/Mage.png
|maxLevel=25
|baseHp=5
|varHp=0.2
|baseMp=3
|unlocksFrom=Starting Class
|unlocksTo=[[Mage]], [[Sorcerer]], [[Acolyte]]
|strBonus=0
|agiBonus=1
|vitBonus=1
|intBonus=3
|dexBonus=1
|wisBonus=3
}}


Despite the shortcomings as an offensive spell caster, the Apprentice has two passive abilities that improve MP regeneration while idling. This is further enhanced by the WIS stat, making the Apprentice a solid and reliable healer in many situations.  
==The Disciple of Magic==
''Born with a knack for all things magical, Apprentices are well versed on the introductory level spells of several magic schools: elemental; arcane; divine. Acts as both a magic damage dealer and a healer, adjusting on the fly for whatever the party currently needs.''


As one of the three starting classes, Apprentices are the first step in a journey of arcane mastery. These budding spellcasters have access to a diverse toolkit that allows them to fill multiple roles in a party. Whether raining elemental bolts on enemies, firing arcane darts at multiple targets, or healing wounded allies, Apprentices learn to adapt to the needs of their party. As they gain experience, Apprentices can choose to specialize further, becoming powerful elemental mages, versatile sorcerers, or devoted healers.


=Skills=
==Unlock==
'''Skills:'''
Apprentice is one of the three starting classes available to all new players. No requirements are needed to begin as an Apprentice.
* '''Heal''': a single healing spell that scales up based on the character's WIS stat and level.
 
{| class="wikitable" style="width: 80%;"
==Pros and Cons==
''Comparisons are made considering classes from the same tier''
 
Apprentices are the most versatile starting class, capable of dealing magic damage and healing allies. They have access to [[Apprentice#Elemental Bolt | Elemental Bolt]] for reliable ranged damage with random elemental effects, and [[Apprentice#Magic Darts | Magic Darts]] to hit multiple targets at once.
 
For support, they can rely on [[Apprentice#Healing Touch | Healing Touch]] to heal allies in melee range, making them a capable off-healer. The [[Apprentice#Arcane Knowledge | Arcane Knowledge]] passive increases their M.ATK as they cast spells, while [[Apprentice#Deep Spirituality | Deep Spirituality]] improves their healing and MP regeneration.
 
Additionally, [[Apprentice#Efficient Spellcasting | Efficient Spellcasting]] provides a chance to refund MP costs, helping with mana sustainability in longer fights.
 
However, they have the lowest HP and physical defenses of all starting classes, making them very fragile. They also lack any physical damage options and must rely entirely on magic, which can be resisted by certain enemies.
 
 
==Stats==
Apprentices benefit from magical stats. Their damage scales primarily from [[Stats & Attributes#Intelligence | INT]] for magic attacks, and their healing effectiveness is determined by [[Stats & Attributes#Wisdom | WIS]].
 
[[Stats & Attributes#Intelligence | INT]] is crucial for increasing their M.ATK, which powers both Elemental Bolt and Magic Darts. [[Stats & Attributes#Wisdom | WIS]] improves their healing from Healing Touch and MP regeneration. A bit of [[Stats & Attributes#Vitality | VIT]] can help with survivability.
 
=== Class Bonuses===
The Levels in which one receives a certain bonus
{|class="wikitable"
!Stat\Amount||+1||+2||+3||+4||+5||+6||+7||+8||+9||+10
|-
!STR
| || || || || || || || || || 
|-
|-
! Skill level !! Damage !! MP Cost !! Other Effects/durations
!AGI
|16|| || || || || || || || || 
|-
|-
| style="width: 10%"| Level 0
!VIT
| style="width: 15%"| N/A
|13|| || || || || || || || || 
| style="width: 10%"| 3 MP
| style="width: 65%"| N/A
|-
|-
|| Level 10
!INT
|| N/A
|4||19||23|| || || || || || || 
|| 6 MP
|| N/A
|-
|-
|| Level 20
!DEX
|| N/A
|10|| || || || || || || || || 
|| 9 MP
|| N/A
|-
|-
|| Level 30
!WIS
|| N/A
|1||7||21|| || || || || || || 
|| 12 MP
|}
|| N/A
 
===Recommended Builds===
*For a balanced Apprentice:
Distribute points between INT and WIS, with a secondary focus on VIT. This provides good damage output while maintaining solid healing and survivability.
 
*For a damage-focused Apprentice:
Focus primarily on INT, with enough WIS for MP regeneration. This build maximizes the effectiveness of Elemental Bolt and Magic Darts for raw damage output.
 
*For a healer-focused Apprentice:
Prioritize WIS and VIT, with just enough INT for some damage. This build takes advantage of Healing Touch and Deep Spirituality to keep the party alive.
 
==Gear==
'''Recommended gear for Apprentices'''
 
* Weapons
**'''Staves:''' Provide M.ATK bonuses for increased spell damage
**'''Wands:''' Offer a balance of M.ATK and other magical stats
**'''Tomes:''' Can provide M.ATK and other utility bonuses
 
* Armor
**'''Light Armor:''' Provides MP regeneration and M.DEF, essential for spellcasters
**'''Medium Armor:''' Can be used for a bit more survivability at the cost of MP
 
* Accessories
**Focus on accessories that boost INT, WIS, and MP Regen
**M.ATK accessories can significantly increase your damage output
 
==Scripts==
 
===Default===
<pre>{"script":[{"conditions":[{"key":"selfHpLowerThan","not":false,"number":30}],"action":{"key":"useItem","itemIds":[18000,16020,529]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"allyHpLowerThan","not":false,"number":50}],"action":{"key":"skillHealingTouch","itemIds":[]},"target":{"key":"ally"},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"foeMultiplePresent","not":false,"number":2}],"action":{"key":"skillMagicDarts","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null}],"action":{"key":"skillElementalBolt","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"selfMpLowerThan","not":false,"number":20}],"action":{"key":"idle","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"true"}],"action":{"key":"attack","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0}],"position":"backline"}</pre>
 
===Ideas and suggestions===
''These are all suggestions, you can't have 1 script which is perfect for every hunt, gear or playstyle''
 
*Use [[Apprentice#Healing Touch | Healing Touch]] to keep your tank or allies alive when they drop below 50% HP.
*Use [[Apprentice#Magic Darts | Magic Darts]] when facing multiple enemies to maximize damage across targets.
*Use [[Apprentice#Elemental Bolt | Elemental Bolt]] as your primary single-target damage ability.
*Position in the backline to stay safe from melee attacks while casting spells.
*Idle when MP is low to regenerate, as Deep Spirituality levels up from idling in battle.
 
==Skills==
===Elemental Bolt===
''active | attack | single target''
*Max level: 50
*Range: 3
*Available on: [[Apprentice]], [[Mage]], [[Sorcerer]], [[Acolyte]], [[Wizard]], [[Sage]], [[Priest]]
 
Ranged single target spell, that fires a bolt of a random element. That means each attack has a 25% chance one of the four elements: Fire, Water, Air or Earth. Damage ranges from 100% to 130% M.Atk.
 
'''Element:''' Random (Fire/Water/Air/Earth) | '''AoE:''' No
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
|| Level 40
! Skill level !! MP Cost !! Damage
|| N/A
|| 15 MP
|| N/A
|-
|-
|| Level 50
| style="width: 25%;" | 0
|| N/A
| style="width: 20%"| 3 MP
|| 18 MP
| style="width: 55%"| 100% M.ATK
|| N/A
|-
|-
|| Level 60
|| 10
|| N/A
|| 4.8 MP
|| 21 MP
|| 106% M.ATK
|| N/A
|-
|-
|| Level 70
|| 20
|| N/A
|| 6.6 MP
|| 24 MP
|| 112% M.ATK
|| N/A
|-
|-
|| Level 80
|| 30
|| N/A
|| 8.4 MP
|| 27 MP
|| 118% M.ATK
|| N/A
|-
|-
|| Level 90
|| 40
|| N/A
|| 10.2 MP
|| 30 MP
|| 124% M.ATK
|| N/A
|-
|-
|| Level 100
|| 50
|| N/A
|| 12 MP
|| 33 MP
|| 130% M.ATK
|| N/A
|}
|}
<br>


* '''Arcane Bolt''': A single target ranged magic attack that has a chance to be of fire, water, wind, or earth element. 175% M.ATK at skill level 100.
===Magic Darts===
{| class="wikitable" style="width: 80%;"
''active | attack | multi-target''
*Max level: 50
*Range: 3
*Available on: [[Apprentice]], [[Mage]], [[Sorcerer]], [[Acolyte]], [[Wizard]], [[Sage]], [[Priest]]
 
A neutral ranged spell that fires 2 arcane darts. They will prioritize hitting multiple targets, but can hit the same if only 1 remains. Each dart deals from 60% to 75% M.Atk damage. If it hits the same target multiple times, it only does 75% damage on the consecutive hits. Has a small progressive HIT bonus, from 0 to 10 at max level.
 
'''Element:''' Neutral | '''AoE:''' No (2 projectiles)
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! Damage !! MP Cost !! Other Effects/durations
! Skill level !! MP Cost !! Damage per Dart !! Other Effects
|-
|-
| style="width: 10%"| Level 0
| style="width: 20%;" | 0
| style="width: 15%"| 125% M.ATK
| style="width: 15%"| 5 MP
| style="width: 10%"| 3 MP
| style="width: 30%"| 60% M.ATK
| style="width: 65%"| N/A
| style="width: 35%"| +0 HIT
|-
|-
|| Level 10
|| 10
|| 130% M.ATK
|| 6 MP
|| 5 MP
|| 63% M.ATK
|| N/A
|| +2 HIT
|-
|-
|| Level 20
|| 20
|| 135% M.ATK
|| 7 MP
|| 7 MP
|| N/A
|| 66% M.ATK
|| +4 HIT
|-
|-
|| Level 30
|| 30
|| 140% M.ATK
|| 8 MP
|| 69% M.ATK
|| +6 HIT
|-
|| 40
|| 9 MP
|| 9 MP
|| N/A
|| 72% M.ATK
|| +8 HIT
|-
|| 50
|| 10 MP
|| 75% M.ATK
|| +10 HIT
|}
<br>
 
===Healing Touch===
''active | heal | single target''
*Max level: 50
*Range: 1
*Available on: [[Apprentice]], [[Mage]], [[Sorcerer]], [[Acolyte]], [[Wizard]], [[Sage]], [[Priest]]
 
A melee single target healing spell that can heal moderate wounds. Healing amount formula is the following: 20 + (1~4 depending on skill level) * (1.0 WIShealing).
 
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
|| Level 40
! Skill level !! MP Cost !! Healing
|| 145% M.ATK
|| 11 MP
|| N/A
|-
|-
|| Level 50
| style="width: 25%;" | 0
|| 150% M.ATK
| style="width: 20%"| 3 MP
|| 13 MP
| style="width: 55%"| 20 + 1 * WIShealing
|| N/A
|-
|-
|| Level 60
|| 10
|| 155% M.ATK
|| 6 MP
|| 15 MP
|| 20 + 1.6 * WIShealing
|| N/A
|-
|-
|| Level 70
|| 20
|| 160% M.ATK
|| 9 MP
|| 17 MP
|| 20 + 2.2 * WIShealing
|| N/A
|-
|-
|| Level 80
|| 30
|| 165% M.ATK
|| 12 MP
|| 19 MP
|| 20 + 2.8 * WIShealing
|| N/A
|-
|-
|| Level 90
|| 40
|| 170% M.ATK
|| 15 MP
|| 21 MP
|| 20 + 3.4 * WIShealing
|| N/A
|-
|-
|| Level 100
|| 50
|| 175% M.ATK
|| 18 MP
|| 23 MP
|| 20 + 4 * WIShealing
|| N/A
|}
|}
<br>
===Arcane Knowledge===
''passive''
*Max level: 50
*Available on: [[Apprentice]], [[Mage]], [[Sorcerer]], [[Acolyte]], [[Wizard]], [[Sage]], [[Priest]]


* '''Arcane Mastery''' ''(passive)'': Gives +40 M.ATK and +50 MP regeneration to Apprentice/Mage when idling at skill level 100. This skill gains skill EXP when the Apprentice/Mage casts a spell.
Increases M.ATK by +0.4 per level, for a total of 20 M.Atk at max level. Levels up on casting magic abilities.
{| class="wikitable" style="width: 80%;"
 
{| class="wikitable skill-table" style="width: 80%;"
|-
! Skill level !! Increase
|-
| style="width: 30%;" | 0
| style="width: 70%"| +0 M.ATK
|-
|-
! Skill level !! Damage !! MP Cost !! Other Effects/durations
|| 10
|| +4 M.ATK
|-
|-
| style="width: 10%"| Level 0
|| 20
| style="width: 15%"| N/A
|| +8 M.ATK
| style="width: 10%"| N/A
| style="width: 65%"| +0 M.ATK. +0 MP generation
|-
|-
|| Level 10
|| 30
|| N/A
|| +12 M.ATK
|| N/A
|| +4 M.ATK. +5 MP generation
|-
|-
|| Level 20
|| 40
|| N/A
|| +16 M.ATK
|| N/A
|| +8 M.ATK. +10 MP generation
|-
|-
|| Level 30
|| 50
|| N/A
|| +20 M.ATK
|| N/A
|}
|| +12 M.ATK. +15 MP generation
<br>
 
===Efficient Spellcasting===
''passive''
*Max level: 50
*Available on: [[Apprentice]], [[Mage]], [[Sorcerer]], [[Acolyte]], [[Wizard]], [[Sage]], [[Priest]]
 
Every spell cast has a chance to have its MP cost refunded. Increases the chance by +0.2% per level, for a total of 10% at max level. Levels up on spending MP.
 
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
|| Level 40
! Skill level !! MP Refund Chance
|| N/A
|| N/A
|| +16 M.ATK. +20 MP generation
|-
|-
|| Level 50
| style="width: 30%;" | 0
|| N/A
| style="width: 70%"| 0%
|| N/A
|| +20 M.ATK. +25 MP generation
|-
|-
|| Level 60
|| 10
|| N/A
|| 2%
|| N/A
|| +24 M.ATK. +30 MP generation
|-
|-
|| Level 70
|| 20
|| N/A
|| 4%
|| N/A
|| +28 M.ATK. +35 MP generation
|-
|-
|| Level 80
|| 30
|| N/A
|| 6%
|| N/A
|| +32 M.ATK. +40 MP generation
|-
|-
|| Level 90
|| 40
|| N/A
|| 8%
|| N/A
|| +36 M.ATK. +45 MP generation
|-
|-
|| Level 100
|| 50
|| N/A
|| 10%
|| N/A
|| +40 M.ATK. +50 MP generation
|}
|}
<br>


* '''Improved Spirituality''' ''(passive)'': Gives +10 WIS and +50 MP regeneration to Apprentice/Priest when idling at skill level 100. This skill also improves the effectiveness of MP regenerating items. This skill gains skill EXP each time the Apprentice/Priest idles.
===Deep Spirituality===
{| class="wikitable" style="width: 80%;"
''passive''
*Max level: 50
*Available on: [[Apprentice]], [[Mage]], [[Sorcerer]], [[Acolyte]], [[Wizard]], [[Sage]], [[Priest]]
 
Increases WIS Healing by +0.1 and MP regeneration by +0.1 per level, for a total of 5 WIS Healing and 5 MP Regen at max level. Levels up on idle action in battle.
 
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! Damage !! MP Cost !! Other Effects/durations
! Skill level !! WIS Healing Increase !! MP Regen Increase
|-
|-
| style="width: 10%"| Level 0
| style="width: 30%;" | 0
| style="width: 15%"| N/A
| style="width: 35%"| +0 WIS Healing
| style="width: 10%"| N/A
| style="width: 35%"| +0 MP Regen
| style="width: 65%"| +0 WIS. +0 MP regeneration
|-
|-
|| Level 10
|| 10
|| N/A
|| +1 WIS Healing
|| N/A
|| +1 MP Regen
|| +1 WIS. +5 MP regeneration
|-
|-
|| Level 20
|| 20
|| N/A
|| +2 WIS Healing
|| N/A
|| +2 MP Regen
|| +2 WIS. +10 MP regeneration
|-
|-
|| Level 30
|| 30
|| N/A
|| +3 WIS Healing
|| N/A
|| +3 MP Regen
|| +3 WIS. +15 MP regeneration
|-
|-
|| Level 40
|| 40
|| N/A
|| +4 WIS Healing
|| N/A
|| +4 MP Regen
|| +4 WIS. +20 MP regeneration
|-
|-
|| Level 50
|| 50
|| N/A
|| +5 WIS Healing
|| N/A
|| +5 MP Regen
|| +5 WIS. +25 MP regeneration
|-
|| Level 60
|| N/A
|| N/A
|| +6 WIS. +30 MP regeneration
|-
|| Level 70
|| N/A
|| N/A
|| +7 WIS. +35 MP regeneration
|-
|| Level 80
|| N/A
|| N/A
|| +8 WIS. +40 MP regeneration
|-
|| Level 90
|| N/A
|| N/A
|| +9 WIS. +45 MP regeneration
|-
|| Level 100
|| N/A
|| N/A
|| +10 WIS. +50 MP regeneration
|}
|}
<br>


=Titles=
==Titles==
{| class="wikitable" style="width: 80%;"
{| class="wikitable" style="width: 80%;"
|-
|-
Line 265: Line 342:
|| Intermediate Apprentice
|| Intermediate Apprentice
|-
|-
|| Level 20
|| Level 15
|| Advanced Apprentice
|| Advanced Apprentice
|-
|-
|| Level 30
|| Level 20
|| Book Worm
|| Book Worm
|-
|-
|| Level 40
|| Level 25
|| Master Apprentice
|| Master Apprentice
|-
|| Level 50
|| Professor
|}
|}


[[Category:Apprentice]]
[[Category:Apprentice]]

Revision as of 19:26, 1 January 2026

Apprentice 2.png
Mage.png
Max Level: 25
Base HP/Level:
Variable HP/Level:
Base MP/Level:
5
0.2
3
Unlocks from: Starting Class
Unlocks: Mage, Sorcerer, Acolyte

Class Bonuses

STR AGI VIT INT DEX WIS
+0 +1 +1 +3 +1 +3

The Disciple of Magic

Born with a knack for all things magical, Apprentices are well versed on the introductory level spells of several magic schools: elemental; arcane; divine. Acts as both a magic damage dealer and a healer, adjusting on the fly for whatever the party currently needs.

As one of the three starting classes, Apprentices are the first step in a journey of arcane mastery. These budding spellcasters have access to a diverse toolkit that allows them to fill multiple roles in a party. Whether raining elemental bolts on enemies, firing arcane darts at multiple targets, or healing wounded allies, Apprentices learn to adapt to the needs of their party. As they gain experience, Apprentices can choose to specialize further, becoming powerful elemental mages, versatile sorcerers, or devoted healers.

Unlock

Apprentice is one of the three starting classes available to all new players. No requirements are needed to begin as an Apprentice.

Pros and Cons

Comparisons are made considering classes from the same tier

Apprentices are the most versatile starting class, capable of dealing magic damage and healing allies. They have access to Elemental Bolt for reliable ranged damage with random elemental effects, and Magic Darts to hit multiple targets at once.

For support, they can rely on Healing Touch to heal allies in melee range, making them a capable off-healer. The Arcane Knowledge passive increases their M.ATK as they cast spells, while Deep Spirituality improves their healing and MP regeneration.

Additionally, Efficient Spellcasting provides a chance to refund MP costs, helping with mana sustainability in longer fights.

However, they have the lowest HP and physical defenses of all starting classes, making them very fragile. They also lack any physical damage options and must rely entirely on magic, which can be resisted by certain enemies.


Stats

Apprentices benefit from magical stats. Their damage scales primarily from INT for magic attacks, and their healing effectiveness is determined by WIS.

INT is crucial for increasing their M.ATK, which powers both Elemental Bolt and Magic Darts. WIS improves their healing from Healing Touch and MP regeneration. A bit of VIT can help with survivability.

Class Bonuses

The Levels in which one receives a certain bonus

Stat\Amount +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
STR                    
AGI 16                  
VIT 13                  
INT 4 19 23              
DEX 10                  
WIS 1 7 21              
  • For a balanced Apprentice:
Distribute points between INT and WIS, with a secondary focus on VIT. This provides good damage output while maintaining solid healing and survivability.
  • For a damage-focused Apprentice:
Focus primarily on INT, with enough WIS for MP regeneration. This build maximizes the effectiveness of Elemental Bolt and Magic Darts for raw damage output.
  • For a healer-focused Apprentice:
Prioritize WIS and VIT, with just enough INT for some damage. This build takes advantage of Healing Touch and Deep Spirituality to keep the party alive.

Gear

Recommended gear for Apprentices

  • Weapons
    • Staves: Provide M.ATK bonuses for increased spell damage
    • Wands: Offer a balance of M.ATK and other magical stats
    • Tomes: Can provide M.ATK and other utility bonuses
  • Armor
    • Light Armor: Provides MP regeneration and M.DEF, essential for spellcasters
    • Medium Armor: Can be used for a bit more survivability at the cost of MP
  • Accessories
    • Focus on accessories that boost INT, WIS, and MP Regen
    • M.ATK accessories can significantly increase your damage output

Scripts

Default

{"script":[{"conditions":[{"key":"selfHpLowerThan","not":false,"number":30}],"action":{"key":"useItem","itemIds":[18000,16020,529]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"allyHpLowerThan","not":false,"number":50}],"action":{"key":"skillHealingTouch","itemIds":[]},"target":{"key":"ally"},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"foeMultiplePresent","not":false,"number":2}],"action":{"key":"skillMagicDarts","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null}],"action":{"key":"skillElementalBolt","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"selfMpLowerThan","not":false,"number":20}],"action":{"key":"idle","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"true"}],"action":{"key":"attack","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0}],"position":"backline"}

Ideas and suggestions

These are all suggestions, you can't have 1 script which is perfect for every hunt, gear or playstyle

  • Use Healing Touch to keep your tank or allies alive when they drop below 50% HP.
  • Use Magic Darts when facing multiple enemies to maximize damage across targets.
  • Use Elemental Bolt as your primary single-target damage ability.
  • Position in the backline to stay safe from melee attacks while casting spells.
  • Idle when MP is low to regenerate, as Deep Spirituality levels up from idling in battle.

Skills

Elemental Bolt

active | attack | single target

Ranged single target spell, that fires a bolt of a random element. That means each attack has a 25% chance one of the four elements: Fire, Water, Air or Earth. Damage ranges from 100% to 130% M.Atk.

Element: Random (Fire/Water/Air/Earth) | AoE: No

Skill level MP Cost Damage
0 3 MP 100% M.ATK
10 4.8 MP 106% M.ATK
20 6.6 MP 112% M.ATK
30 8.4 MP 118% M.ATK
40 10.2 MP 124% M.ATK
50 12 MP 130% M.ATK


Magic Darts

active | attack | multi-target

A neutral ranged spell that fires 2 arcane darts. They will prioritize hitting multiple targets, but can hit the same if only 1 remains. Each dart deals from 60% to 75% M.Atk damage. If it hits the same target multiple times, it only does 75% damage on the consecutive hits. Has a small progressive HIT bonus, from 0 to 10 at max level.

Element: Neutral | AoE: No (2 projectiles)

Skill level MP Cost Damage per Dart Other Effects
0 5 MP 60% M.ATK +0 HIT
10 6 MP 63% M.ATK +2 HIT
20 7 MP 66% M.ATK +4 HIT
30 8 MP 69% M.ATK +6 HIT
40 9 MP 72% M.ATK +8 HIT
50 10 MP 75% M.ATK +10 HIT


Healing Touch

active | heal | single target

A melee single target healing spell that can heal moderate wounds. Healing amount formula is the following: 20 + (1~4 depending on skill level) * (1.0 WIShealing).

Skill level MP Cost Healing
0 3 MP 20 + 1 * WIShealing
10 6 MP 20 + 1.6 * WIShealing
20 9 MP 20 + 2.2 * WIShealing
30 12 MP 20 + 2.8 * WIShealing
40 15 MP 20 + 3.4 * WIShealing
50 18 MP 20 + 4 * WIShealing


Arcane Knowledge

passive

Increases M.ATK by +0.4 per level, for a total of 20 M.Atk at max level. Levels up on casting magic abilities.

Skill level Increase
0 +0 M.ATK
10 +4 M.ATK
20 +8 M.ATK
30 +12 M.ATK
40 +16 M.ATK
50 +20 M.ATK


Efficient Spellcasting

passive

Every spell cast has a chance to have its MP cost refunded. Increases the chance by +0.2% per level, for a total of 10% at max level. Levels up on spending MP.

Skill level MP Refund Chance
0 0%
10 2%
20 4%
30 6%
40 8%
50 10%


Deep Spirituality

passive

Increases WIS Healing by +0.1 and MP regeneration by +0.1 per level, for a total of 5 WIS Healing and 5 MP Regen at max level. Levels up on idle action in battle.

Skill level WIS Healing Increase MP Regen Increase
0 +0 WIS Healing +0 MP Regen
10 +1 WIS Healing +1 MP Regen
20 +2 WIS Healing +2 MP Regen
30 +3 WIS Healing +3 MP Regen
40 +4 WIS Healing +4 MP Regen
50 +5 WIS Healing +5 MP Regen


Titles

Class level Title
Level 0 N/A
Level 5 Initiate Apprentice
Level 10 Intermediate Apprentice
Level 15 Advanced Apprentice
Level 20 Book Worm
Level 25 Master Apprentice