Apprentice
Apprentice
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| Max Level: | 25 | ||||||||||||
| Base HP/Level: Variable HP/Level: Base MP/Level: |
5 0.2 3 | ||||||||||||
| Unlocks from: Starting Class | |||||||||||||
| Unlocks: Mage, Sorcerer, Acolyte | |||||||||||||
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Class Bonuses
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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 elemental, arcane and divine masteries. These budding spellcasters have access to a diverse magical 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 magic damage and support class, capable of casting damaging spells 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, the strongest early game healing skill. 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 during Hunts.
However, they have the lowest HP pool of all starting classes, and no evasion or defensive passives, making them very fragile. They also lack any physical damage options aside from basic attacks, relying entirely on magic, which can be resisted by certain enemies.
Stats
Apprentices benefit equally from both magical stats. Their damage scales primarily from INT for magic attacks, and their healing effectiveness is determined by WIS. DEX is needed so spells hit their targets, and VIT is interesting for some survivability.
Regarding their 2 most important stats, 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. Which one you focus the most will depend on the role you choose for your Apprentice.
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 |
Recommended Builds
- For a balanced Apprentice:
Distribute points between INT and WIS, with a secondary focus on VIT and DEX enough to hit enemies consistently. This provides good damage output while maintaining solid healing and survivability.
- For a damage-focused Apprentice:
Focus primarily on INT, then DEX until you reach 95% Hit rate, then WIS for some MP regeneration and some healing power. 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 and DEX 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 higher raw M.ATK bonuses for increased spell damage
- Wands: Offer a balance of M.ATK and WISHealing for a healer or balanced Apprentice
- Tomes/Manuals: M.Def focused gear, with MP/MP Regen
- Bucklers: P.Def focused gear, for survivability
- 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 Regeneration
- Heavy Armor: Provides P.DEF, but hinders M.Atk and WISHealing, so no more than 1 or 2 pieces are recommended, and only in case the Apprentice is dying too much
- Accessories
- Focus on accessories that boost INT, WIS, M.ATK, WISHealing and MP Regen
- Defensive options with P.Def or HP are a good alternative if needed
Scripts
Default
{"script":[{"conditions":[{"key":"selfHpLowerThan","not":false,"number":30}],"action":{"key":"useItem","itemIds":[18000,16020,529]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfMpLowerThan","not":false,"number":10}],"action":{"key":"useItem","itemIds":[18005]},"target":{"key":"self"},"cooldown":5},{"conditions":[{"key":"allyHpLowerThan","not":false,"number":30}],"action":{"key":"skillHealingTouch","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":0},{"conditions":[{"key":"allyHpLowerThan","not":false,"number":50}],"action":{"key":"skillHealingTouch","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":0},{"conditions":[{"key":"allyCellFartherThan","not":false,"number":2},{"key":"allyHpLowerThan","not":false,"number":50}],"action":{"key":"stepToAlly","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":0},{"conditions":[{"key":"allyHpLowerThan","not":false,"number":70}],"action":{"key":"skillHealingTouch","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":0},{"conditions":[{"key":"selfMpLowerThan","not":false,"number":30}],"action":{"key":"idle","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"foeNearest","not":null,"number":null},{"key":"foeCellFartherAwayThan","not":false,"number":4}],"action":{"key":"stepForward","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"foeCellCloserThan","not":false,"number":3},{"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":"true"}],"action":{"key":"attack","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0}],"position":"midline"}
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 a certain HP threshold.
- 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 midline to stay safe from melee attacks while casting spells and also to be able to use Healing Touch on any ally.
- Idle when MP is low to regenerate. This will also level up Deep Spirituality
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 |