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Apprentice

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Revision as of 19:26, 1 January 2026 by Mangusto (talk | contribs)
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