Main Page

About Arch Mage


Arch Mage are the highest job class in the Mage / Wizard path of Ragnarok Online.

It is Considered that Arch mage are the 4th job class after the 3rd job class Warlock.

It is to be said that the Warlocks have finally broke and passed the limit of there power and there true potential

and with the years of studies, readings and thousands of different kinds of spellbook incantations

they have gained augmentation and reached  Climax  power, Obtaining power without the use of spellbooks

Bypassing the deafness with there new loud Spells that they have overcome the Magic immunities (GTB Effects)

With there new pure sheer of destructive power, they are now in full control of there magic abilities.

About me

 * [[File:Omg.gif]]

Do you want to be a mage too?~''Hey you two stop skipping class! /omg'' (≖_≖ )

I've been playing Mage class for my entire livelihood, I got hooked and fell in-love with magic.

I was introduced to Ragnarok since my childhood and started at Kro (Korean Ragnarok Online)

Decided to moved to NovaRO (Nova Ragnarok Online) [ My Current Server now ] on late 2014-2015

You would mostly notice and known me with my in-game Alias as:  Phrixi Felatine  or  Miyu 

Experience was my best teacher and i learned alot after millions of tries and failures

and now i am here to gladly share it with you!~

My Youtube Channel: I have a YouTube Channel! and it mostly contains Wizard / Magic Gameplays If you are interested feel free to check it out! https://www.Youtube.com/미유 (Mio)  (I'm a NovaRO Content Creator and a Veteran Magic Class User) 

'''( My Youtube account has been put into a temporary halt and into private mode due to Gravity's DMCA and Banning of Streamers/youtubers. )



Stats
Did you know  Dex  stat Gives attack speed and Matk too? This Stat is mainly used for increasing the Weight Limit (Aside from Gym Passes ofcourse), It also helps with Masquerade resistance as well for PvP/WoE. If you can spare some points for it, it's nice to have 10-40 STR at most.
 * Strength (STR)  [Optional] 

This Stat reduces ASPD delays and adds +1 Flee and increases ASPD for every point. Additionally, (every 5 points in AGI adds 1 SoftDEF) Raises Attack speed, which makes a huge difference in your skill spam, For most builds, [90+ AGI or Higher is recommended] and I advised to have at least 175+ ASPD and Above to remove the delay.
 * Agility (AGI)  [Important] 

it would also reduces the duration of Masquerades for PvP/WoE.

This Stat raises your Max HP by +1% and the effectiveness of potions for every point. Since Mages have the lowest HP modifier amongs classes (Ofcourse not worst than Super novice (SN), and tend to die pretty easily in both party and PvP situations, my advised is to run at least [70-90+ total VIT].
 * Vitality (VIT)  [Optional] 

it would also protects us against Crystallization, Freezing and Mandragora Howling for PvP/WoE

This Stat directly raises your mATK by +1.5 per point, main source of sp pool and regeneration, and it decreases your cast time, It's going to be the our Core stat to get damage out of, it is recommended to get [120+ INT], (130 if you're going for stat instant-Cast) it would also help reduce with the Sleep, Deep Sleep and Oblivion Curse duration.
 * Intelligence (INT)  [Important] 

This Stat helps you to reduce cast time, but it also raises your ASPD by a small amount, and your mATK by 1/5 therefore it is ideal to have your DEX at multiples of 5. my advised is to run at a minimum of [90-100+ Dex and a maximum of 120-130 Dex] (130 if you're going for stat instant-Cast) (0 if you're going for VCT% gears instant-Cast) it would also help reduce with the Freezing duration.
 * Dexterity (DEX)  [Important] 

This Stat on every 3 points of LUK gives an additional +1 MATK, which makes it a very viable option to gain some mATK at later levels. Raising your INT from 120 to 130 would require you to use 340 stat points and would net you +15 mATK, while raising LUK from 1 to 30 would cost you only 86 stat points, and raise your mATK by +10. Glass Cannon and damage oriented builds usually have 30 or 60 LUK, depending on the player's taste. (As i mentioned above, we have no use nor benefit for this stat so best to avoid it as much as possible)
 * Luck (LUK)  [Optional] 
 * Power (POW)

This Trait stat increases physical resistance (RES) RES increases by 1 per 1 point.
 * Stamina (STA)  [Optional] 

RES increases by 5 per 3 points.

This Trait stat increases magic resistance (MRES) MRES increases by 1 per 1 point.
 * Wisdom (WIS)  [Optional] 

MRES increases by 5 per 3 points.


 * Spell (SPL)  [Important] 

This Trait stat is our Primary Stat and it increases status magic attack and Spell Magic Attack (S.MATK)

Status Magic Attack increases by 5 per 1 point,

S.MATK increases by 1 per 3 points.

This Trait stat is our Secondary Stat and it increases accuracy (HIT), evasion (FLEE), Power Attack (P.ATK) and Spell Magic Attack (S.MATK)
 * Concentration (CON)  [Important] 

S.MATK increases by 1 per 5 points.

(Same as POW As i mentioned above, we have no use nor benefit for this stat so best to avoid it as much as possible)
 * Creative (CRT)

Activity Point (AP)
If you die, your stored ap will be gone, Hmph! Activity Point (AP) is a new resource mechanic exclusive to 4th job skills.

It is visible to your HUD and it can be seen under your SP Bar (a third resource pool will appear) By Default a Unfilled AP pool will be shaded in Transparent black and a filled AP pool bar will be colored in beige




 * Each 4th job has skills that grant or generate AP. (You can check the skill's description) [Keyword:  AP Recovery ''' ]


 * Example: Arch Mage's Skill gives  2 AP  per Cast


 * Example: Arch Mage's Skill Consumes  150 AP  per Cast


 * There are usually two “Ultimate” skills that consumes majority of your AP


 * The maximum amount of AP you can hold is  200 AP  regardless of class.


 * Currently only one method exists to get AP faster via Elemental Master's Skill


 * Elemental Master's Skill can remove AP from an enemy user.


 * When you die or enter a PvP or WoE [Siege] maps, you will lose all your stored AP.



 [ Update ] : Arch Mages new AP Recovery Skills now gives 2 AP per cast intead of 1 AP per cast. '''

Casting Time / Variable Cast Time / Fixed Cast Time / Cast Delay
I love Dex and Int, they help me cast faster!㇏(>ᵥᵥ<)ノ

Casting Time
(The normal unit of measurement is  Seconds .)
 * Cast Time is the time it takes to perform a skill, It is always an important factor when considering on builds (Specially for Mage Classes) whether that be stats, skill choice and/or equipment options.
 * In Renewal, cast time is composed and splitted into two parts: Variable Cast Time =  VCT  and Fixed Cast Time =  FCT . Skills normally have a mixture of both, but can sometimes have only fixed cast time or vice versa.
 * If a skill has no base Cast Time or modifiers reduce the effective Cast Time to 0 or less, no cast gauge appears and this phase is skipped entirely.
 * (If there is no Cast Time it is then executed instantaneously.)


 * During Cast Time animation, the character cannot move, attack, or use other skills, But you can use consumables. If the character takes damage during Cast Time, the skill that has been casted will get canceled. Exceptions to that are: wearing a or, being ed by a  Crusader  type Class.
 * Casting Bar is indicated by a "Progress Gauge" it is located above the character's head, which also sometimes called "Cast Bar"(CB) for short. A gauge appears above the character's head, This is visually shown with an empty black bar, which fills green over time as Cast Time proceeds. When the cast bar is completely green, Cast Time ends. Some skills do not have a cast bar, even though they have a casting time, such as and

 [with VCT and FCT reductions]   [without VCT and FCT reductions] 

Variable Cast Time
Final VCT = Skill VCT × ( Stat Reduction ) × ( 1 - [ Sum of Percentage VCT Decreases ] ) seconds Stat Reduction = 1 − SQRT ( [ DEX × 2 + INT ] ÷ 530 )
 * Variable cast time is one of the most flexible to reduce to obtain no cast, we have several options for VCT modifications. The general formula of it is:

DEX × 2 + INT = 530
 * To reduce all Variable cast time with only Stats, You need a combination of DEX and INT so DEX ×2 and INT equal at least 530.

( It's up to you on how you want to reach it, but i recommend getting both Dex and Int to reduce the expenses on skill points to Attain 0 VCT efficiently )

These are some examples on how all Variable Cast Time could be reduced via stats:

 VCT reduction with via stats + vct% will be multiplicative instead .  ______________________________________________________________ Note (1): you can attain 0 VCT either by stats alone or percentage reductions alone, but not in some combination of the two due to the nature of the VCT formula.
 * INT 530
 * DEX 265
 * INT 170 and DEX 180
 * INT 190 and DEX 170

Note (2): 's cast time reduction stacks with this kind of reduction, while , and does not.

Example: A player casts a 10s variable cast time skill with 160 INT and 160 DEX, while wearing gears with a total of -90% VCT.
 * Stat Reduction = 1 - SQRT ( [ 160 × 2 + 160 ] ÷ 530 ) ≈ 0.048
 * Final VCT = 10s × 0.048 × ( 1 - 0.90 ) = 0.048s

 You can check your total Variable Cast time reductions with  @Battlestats  Command or  @BS  for short 




 * Stats: Total Variable Cast Time reductions via Stats
 * Statuses: Total Variable Cast Time reductions via Skills
 * Bonuses: Total Variable Cast Time reductions via VCT% reduction in gears and cards

Fixed Cast Time
Final FCT = ( Skill FCT - [ Sum of Flat FCT Mods] ) × ( 1 - [ Max of Percentage FCT Decrease ] + [ Max of Percentage FCT Increase ] )
 * Fixed cast time is in a more complicated side when taken in account than VCT, being totally unaffected by stats. The formula for FCT is as follows:


 * Fixed cast time can only be reduced by buffs from a skill, an item consumable and from equipments.

Percentage based reductions do not stack here, only the strongest one is applied. Percentage based reduction effects do not stack no matter the source. If a player is under multiple FCT percentage reduction effects, only the highest value :will take effect.

 Highest Percentage will overwrite and hinder the lower ones useless 


 * Example (1): Having at level 3 reduces your fixed cast time by 20% (Warlock Skill), but your Archbishop friend casts  on you, which reduces your fixed cast time by 50%. Since only the strongest one applies, your fixed cast time will be reduced only by 50% and will overwrite the 20% from radius


 * However, fixed (flat) reduction does stack with percentage reduction, and also with itself. This makes it possible to reduce fixed cast time to zero.


 * Example (2): A player has a headgear compounded with equipped and then has  cast upon them. As Sacrament's bonus of 50% is less than Fenrir's 70%, Sacrament does nothing, and the player's FCT reduction remains at 70%.
 * Example (3): A player has two equipped. Their FCT would be reduced by 7%, not 14%, as it does not stack (but they would get MATK +14% as expected).
 * Example (4): A player has one equipped and is under the effect of . As Sacrament's bonus of 50% reduction is the larger bonus compared to Buwaya's 7%, the player has their FCT reduced by 50%.


 * However, flat reductions like:

(0.5s FCT reduction) and (0.2s FCT reduction) = 0.7 FCT reduction
 * or

(0.8s FCT reduction) and +  (0.2s FCT reduction) = 1.0s FCT reduction
 * or

(0.5s FCT reduction) and (0.5s FCT reduction) = 1.0s FCT reduction


 * Do stack with other flat reduction effects. Stacking flat reductions is the only possible way of removing a skill's fixed cast time because there exists no single source of 100% FCT reduction. The only exception are the Oboro / Kagerou classes, who have the skill which removes fixed cast time entirely.

[Fun Facts]:
 * This skill doesn't have any FCT (you could ditch fct gears and wear damage gears for more damage on this build)
 * This skill only has  FCT  and it's the highest  FCT  requisite amongs Warlock skills (a big whopping  5.0 secs  of  FCT )
 * This skill now has an Un-reducable amount of fixed cast time (Impossible to Instant-Cast by any means)

Cast Delay
There are technically 3 types of Delays ( After Cast Delay, Skill Delay ,  Animation Delay  )
 * After you use a skill, there is a certain amount of time where you can't use the same skill, or other skills. This is what is called Cast Delay.
 * Delay is a relatively obscure mechanic that was mostly ignored in Pre-Renewal. In Renewal, however, it can be separated into two: Cast Delay and Cooldown
 * It is a delay that prevents all skills from being cast. Some skills, such as, have longer Cast delay, while others have shorter ones. This delay can be reduced by certain equipment like and , and by a Bard's  skill.


 * The ability to spam one skill, is limited by the highest of those three factors.


 * That means generally, if you are able to reduce the After Cast Delay of any skill that has no Skill Delay, to a value smaller then it's Animation Delay, ASPD or "Animation Delay Cancel will help to reuse the skill more frequently.


 * The effect of ASPD or "Animation Delay Cancel" greatly varies between skills. As a general rule of thumb, enemy-targeted offensive skills usually have ASPD-dependent animation delays, while ground-targeted and support skills usually have fixed animation delays, but there is no particular hard-and-fast rule for this. That means though, that if your skill's Animation Delay is not really affected by ASPD, "Animation Delay Cancel" becomes more viable.

Some skills do lose their Animation Delay entirely when Instant Cast (265 Dex, or 100% Cast Time reduction) is achieved. Examples are and. One would conclude that this means their reusability greatly increases, but thats weirdly enough, not the case. The reusability for, with , is best at 264 dex (with an animation) and not 265. (Same behavior to RK's )

Cooldown

 * On the other hand, Cooldown (also known as Hard Cooldown) is a delay that prevents certain single skills from being recast immediately. Not all skills have Cooldowns, but some, such as a Sura's, have a long Cooldown. This Cooldown is not affected by , and is only affected by very specific items, for example: Tornado Axe reduces the cooldown of Mechanic's , and reduces the cooldown of Maestro/Wanderer's

Here are some Examples of equipments that can reduce cooldown on certain skills :

Reduces the cooldown of ) by an additional 0.1 seconds per refine level.





( + ): Reduces cooldown by 1 second. and Reduces cooldown by 4 second.

Animation Delay
You can either use the Skill, @Refresh or Re-Read  Skill afterwards to bypass the lock animations. [ Pro Tips ] However and  and  Doesn't get affected by this weird release lock behavior  (You can release all the stored spell smoothly without any hinderance/problem)
 * Animation delay is the amount of time it takes your character to go through the motion of its cast (e.g. ), attack (e.g ), or throw animation (e.g. ), which can be reduced by higher ASPD or a technique called "Animation Delay Cancel" (*). Another skill cannot be initiated, until you have finished the animation for a previous one.
 * You would most likely notice this early on when you realize that and  will get you stuck to an Animation lock until you can cast and move again
 * You can bypass 's Animation Delay by either having a ping(ms) of 200ms-300ms and above or by using the following:
 * 
 * 
 * (Fox Transformation) 
 * and by using the @Refresh Command as well 

After Cast Delay
List of Notable skills and the required ACD to fully utilize the skill spam ( 72% ACD) ( 86% ACD) ( 96% ACD), ( 94% ACD for MH) ( 72% ACD) ( 91% ACD) ( 72% ACD) ( xx% ACD) ( xx% ACD) ( xx% ACD) ( xx% ACD) 'You Can Check your total ACD by using ( @BS ) or ( @Battlestats ) Command in-game, it should be labeled as ( Global Cooldown Reduction XX%'' )
 * After Cast Delay is a skill specific, fixed amount of time after using a skill, during which no other skill can be initiated, indicated by a grey-colored pawnprint over all skills. and gears that reduces "after-cast" or "re-use" delay will shorten this time. However Even at 100% reduction at the Savage Coast map (MH), this delay is hard-capped at about 200ms+ or 5 skills per second.
 * We have a fairly high amount of (ACD) requirements on some certain builds, or builds that can be executed better on faster spam rate.

Skill Delay

 * Skill Delay prevents you from using a particular skill again, but you can use other skills. It's the dark grey shaded vision over an individual skill, and is not reduced by anything. For instance, consider the skill. You can't use it again, even if the effect runs out, for several seconds, but this would be disastrous if you couldn't use other skills in the interim. Only reuse of Endure is prevented for the full duration.

Reading Spell Books / Releasing / Mind Slots
Hmmm which spellbook should i get? (ーー; )

Reading Spell Book

 * This skill allows you to instantly cast there previously stored spells by Reading, In which you can later on be released using the Skill.
 * There are a Total of  17  (Old Spell books) and  9  (New Spell books), the rest of the spellbooks was discontinued and forgotten.
 * Upon sealing a spell up or after you read the spellbook, its SP Cost is applied immediately.
 * Skills cast in this manner can be powered up by, as will not consume the effect like it did before.
 * Attempting to read a Spell Book for a skill the caster does not know will fail and put the caster to  Sleep . (So make sure you have inputted skill points on those skills)

[ Old Behavior ] To store a spell, you have to have the specific spell book in your inventory, a Spell storing tab will appear, and choose which one you’d like to store. by left clicking it, Each spell book have their own “mind slot” cost – the more powerful the spell the more slots it’ll take. [ New Behavior ] Now with the new Update with our new spellbooks, To store a spell, you still need to press and consume it to activate but you wont have the small spell storing tab anymore like its old behavior, now without that nasty tab from hindering us from spamming faster, it should gives us more time now in combat situation (It is Automatically stored once you read it)

Mind Slots
However thanks to NovaEXT which is only exclusive to NovaRO, we can see visually see how many spells we can store
 * We have limited but efficient enough number of Mind Slots in which we can memorize spells, which is determined by Base Level, INT and the level of ] if the player has learned it. This determines how many skills they can keep memorized at any given time.
 * Note that this is an implicit mechanic. There is no visible indication of how many spells a player can memorize or has memorized.

You can check this through the ( @Battlestats ) or ( @BS )  command in-game

______________________________________________________________


 * The amount of spells stored can be calculated by the following formula:

[ Old Formula ]

Slots = (4*Freezing Spell Lv) + floor(BLv/10) + floor(INT/10) [ New Formula ]

(Increased mind slot per skill level from 4 to 8 (however the maximum number of memorized spell is 7 spells). Slots = (8*Freezing Spell Lv) + floor(BLv/10) + floor(INT/10)

Releasing

 * Inflicts MATK|Magic Damage to a single target one or multiple times by using the elemental orbs summoned through their respective skills (Fire, Water, Lightning, Stone). This skill can also be used to quickly let out one of the sealed spells at random through.


 * For released ground spells like and, the target will be the center of the Area of Effect. The exception to this is , where the location of the target only indicates the direction the spell will travel to.

Lvl 1 = Releases the Stored Spells that you read from a  Lvl 2  = Releases Elemental orbs from ''' Always check your Release Level as they have different function on each level. '''

[ Old Spell Books ] >>>>>>>>>>>>>>>>>> [ New Spell Books ]

There are new versions of these mage spellbooks but the lower ones got discontinued because of inefficiency and ineffectiveness [ Beginner’s Spell Books ]


 * ( 7  Mind slots)     >>>>> (New) >>>>>
 * ( 7  Mind slots)     >>>>> (New) >>>>>
 * ( 7  Mind slots) >>>>> (New) >>>>>

[ Intermediate Spell Books ]


 * ( 8  Mind slots)   >>>>> (New) >>>>>
 * ( 9  Mind slots)  >>>>> (New) >>>>>
 * ( 9  Mind slots)>>>>> (New) >>>>>
 * ( 9  Mind slots)    >>>>> (New) >>>>>
 * ( 9  Mind slots) >>>>> (New) >>>>>
 * ( 10  Mind slots)   >>>>> (New) >>>>>  ( 10  Mind slots)
 * ( 10  Mind slots) >>>>> (New) >>>>> ( 10  Mind slots)
 * ( 10  Mind slots) >>>>> (New) >>>>>  ( 10  Mind slots)

[ Superior Spell Books ]


 * ( 8  Mind slots)    >>>>> (New) >>>>>  ( 8  Mind slots)
 * ( 12  Mind slots) >>>>> (New) >>>>>  ( 12  Mind slots)
 * ( 12  Mind slots)>>>>> (New) >>>>> ( 12  Mind slots)
 * ( 12  Mind slots) >>>>> (New) >>>>>  ( 12  Mind slots)

[ Ultimate Magic Books ]


 * ( 22  Mind slots)        >>>>> (New) >>>>>  ( 22  Mind slots)
 * ( 22  Mind slots) >>>>> (New) >>>>>  ( 22  Mind slots)

Purchasing Spell Books

 * You can purchase spell books at the Geffen Mage guild  from Lea after talking to Magic Book Master Velof.
 * Each Spell Book has a cost, dependent on the level of the Spell Book. Multiple payment options are offered, and the player only needs to select one. Regardless of the NPC's dialog, these books are effectively purchased and can be used indefinitely. Payment only applies to a single book; additional books, including those of the same level, require repurchase.

To obtain Ultimate Magic Books, you will have to complete the following quests:

Cat Hand Services Ring of the Wise King Sapha's Visit Ultimate Spellbooks Quest (Tip: Choosing Superior Magic Books and then the “Let me think” option will allow you to pay  200,000  zeny for the books instead of bringing items to her)

Mdef / Soft Mdef / Hard Mdef / Bypass Penetrations
''What if we Odin enemies? that should reduce there mdef right?''

Magic Defense

 * is the total magical defense that is factored upon magic damage, which is generally based on MATK as whole or partially. However, there are exceptions.
 * To obtain the final damage,apply Hard MDEF first and then apply soft MDEF.

Soft Magic Defense
SoftMDEF     = INT + VIT ÷ 5 + DEX ÷ 5 + BaseLv ÷ 4 TotalSoftMDEF = [(SoftMDEF + BonusA) × (1 + BonusB ÷ 100)]
 * Soft magic defense, also known as "INT" magic defense, reduces incoming magic damage directly.
 * BonusA is the sum of additive bonuses.
 * BonusB is the sum of multiplicative bonuses.

SoftMDEF     = floor(Lvl ÷ 4) + floor (VIT ÷ 10) + floor(INT ÷ 5)
 * Monsters use a different SoftMDEF formula.

Hard Magic Defense

 * Hard m. defense, also known as "armor" or "equipment" m. defense reduces, incoming magic damage multiplicatively.
 * Hard m. defense has a base value of 0, and is increased by equipment, some skills, and items.
 * Damage after Hard MDEF =

(For example, a player with a Hard MDEF of 60 will have incoming m. damage reduced by about ⅓, and a player with a Hard MDEF of 125 will have incoming damage reduced by half.)

(It is shown as  A  +  B  in the Status Window, where  A  represents the  Soft Mdef  and  B  represents the  Hard Mdef .)


 * The Magical Defense(MDEF) system was revamped in the Renewal Update. HardDEF/MDEF is no longer limited into a 1-100 point system, with 100 being full immunity. Instead, the effect of HardMDEF is now reduced exponentially as the number goes up (i.e. the higher the number, the less effect every single point adds);

[ Effects of Hard MDEF on incoming damage ]
 * SoftDEF/MDEF which is mostly based on VIT and INT respectively, did not go through a lot of change from Pre-Renewal. They reduce damage subtractively, removing flat amounts from the final damage after the HardDEF/MDEF reductions are applied.

Bypassing MDEF
Meaning: we can unleash havoc with full damage without worrying. and Here is the formula to that: Final MDEF = (Total_Mdef - Sum_MdefReduceValues) × (1 − Sum_MdefBypassPercent ÷ 100)
 * We all know that MDEF is any Magic class's big threat to our existance (They are the reason why magic classes were left behind years ago)
 * Gravity gave magic classes some love and introduced more gears for us to Bypass these walls (We can reach 100% bypass now)
 * Total_Mdef = Total Hard MDEF shown in the Status Window.
 * Sum_MdefReduceValues = sum of flat values that reduce MDEF, like.
 * Sum_MdefBypassPercent = sum of modifiers that bypass MDEF by a percent, like.


 * For example, if a player has 25% MDEF Bypass from buff, 20% MDEF Bypass from Tempest Shadow Accessories, and  Level 2 (-40 MDEF) is casted on an enemy with 100 Hard MDEF, the enemy's final MDEF is calculated as:
 * Final MDEF = (100 - 40) x (1 - (25+20) ÷ 100)

It may look complicated but it is as simple as you may think (Percentage given as how many % of damage will go through your enemy without gettin reduced)

Bypass Combo set

 * These are some Bypass sets that you may want to look into and bring in your Mage journey

[ + ] + ( or  or  or  or  or  or  or  or  or  )

[ + ] + ( or  or  or  or

[ + ] + ( or or  or  or )

+ +  +  +  +

+ +  +  +  +  +

+

+

+

+

+ (Any Shadow bypass equipment shown above)

Diminishing Returns / Stacking Modifiers
''You B-baka! Stop Using +15 Knife (x4 Bio5 Kathryne keyron Card)'' !( ・⌓・｀)

Diminishing Returns

 * Gravity inverts this in before its renewal patch for its offensive stats; while the cost to increase a stat went up as it got higher, you'd get bonus damage when you reach certain points (for example, every 10 str points gave a melee attack bonus). This bonus grows as you reached higher and higher stats, to the point that oftentimes that it was worth paying more for the higher stat (so you'd have less total stats), if it meant reaching a damage bonus. The renewal patch changes this behavior.



So How does Diminishing Return works now in Ragnarok Online?
In a Much simplier sense: "Too much of something is bad and will result in more expenses and terrible or Lesser outcome"
 * The law of diminishing marginal returns states that, at some point, adding an additional factor of production results in smaller increases in output.
 * So that means, in the context of Ragnarok Online, the following example is more obvious and experienced by all characters:

On the topic of Raising Stats (Str, Agi, Vit, Int, Dex, Luk),
 * Raising a stat in the range of 1-10 (Output) costs  2  points (Factor of Production).
 * Raising a stat in the range of 81-90 (Output) costs  10  points (Factor of Production).
 * Raising a stat in the range of 126-130 (Output) costs  36  points (Factor of Production).

As you increase the same stat by an additional point, you'll be allocating more and more points(factor of production), to only have gained 1 more point of the same stat(output). This is one CLEARER way of explaining how diminishing returns works in RO.


 * Whether you think 1 more point in the 126-130 range is more "worth it" than the 1-10 range of another stat is up to the individual. but if you need to invest on a gear that gives another battle stat is entirely up you.

Stacking Modifiers
These are the different types of modifiers: (Race, Size, Element Property, Boss, Normal, Skill) You should scatter the modifiers to different types rather than stacking 1 type of modifier multiple times, Going pass 100% of a single modifier will start to reduce its effectiveness, and that is where "Diminishing returns" kicks in. <br/ >
 *  General rule of thumb  <br/ >

Altho there are alot of modifiers now that will get you pass 100% in total, but that is still fine as long as you balance and even it out with other modifiers <br/ > (eg. 120% Neutral propery + 50% Medium + 30% Boss) is better than (eg. 200% Neutral Property +10% Medium + 10% Boss) ______________________________________________________________ <br/ >
 * Raising a Racial Modifier pass 100-120(Output) Would start to reduce its effectiveness.
 * Raising a Elemental Modifier pass 100-120(Output) Would start to reduce its effectiveness.
 * Raising a Size Modifier pass 100-120 (Output) Would start to reduce its effectiveness.
 * Raising a Special Modifier pass 100-120 (Output) Would start to reduce its effectiveness.

 Modifier Types

 Race : (Angel, Demon, Demi-Human, etc.) <br/ >  Element : (Wind, Fire, Water, etc.) <br/ >  Size : (Small, Medium, Large) <br/ >  Special : (MVP, Mini-bosses, Non-boss) <br/ >  Skill : (Comet, Soul Expansion, etc.) [Skill Modifiers are treated as " Final " Modifiers.]<br/ > ''' Modifiers of the same type are being added, while different modifiers are multiplied. ''' <br/ > <br/ >

To determine the damage output of your card combo, just follow this formula:

 Race  x  Element  x  Size  x  Special  = Increase Damage%

(1)  x    (1)    x   (1)   x   (1)   =  1 or 100%

______________________________________________________________

We’ll be using these cards as example:


 *  [ Race ] – Increase damage on Demi-Human monster by 10%.
 *  [ Element ] – Increases Neutral Property damage by 30%.
 *  [ Size ] – Increase damage inflicted on Medium and Large size monster by 25%. MATK + 15

We’ll be using (Demi-Human / Player) as our Target:
 * Properties:[ Demi-Human, Medium , Neutral ] <br/ >

 Tip: Players are considered as Demi-Human in race and medium size monsters and are neutral property by default  <br/ > <br/ >

Using the cards above, we'll have the following formula when you compound those cards in your 4-slotted weapon:

 (1 + 0.1 + 0.1 + 0.1 + 0.1)  x  (1)  x  (1)  x  (1)  = 1.40 or 140% Increased in Damage  (1 + 0.1 + 0.1 + 0.1)  x  (1)  x  (1 + 0.25)  x  (1)  = 1.625 or 162.5% Increased in Damage  (1 + 0.1 + 0.1)  x  (1 + 0.3)  x  (1 + 0.25)  x  (1)  = 1.95 or 195% Increased in Damage

 (1 + 0.1 + 0.1)  x  (1 + 0.6)  x  (1)  x  (1)  = 1.92 or 192% Increased in Damage So we can therefore conclude that using a maximum of 2 cards per modifier type is more effective than using 4 of the same cards.

<span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Elemental Cards
So many cards to choose from!? \(°□°)/

<span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Elemental Tables
Don't judge the book by its cover!~  Old Elemental Table  New Elemental Table  MH Elemental Table

<span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Skills
Memorize Memorize Memorize!  Mage Skill Tree

 Wizard Skill Tree

 Warlock Skill Tree  Arch Mage Skill Tree

 [ Update ]  https://ro.gnjoy.com/news/devnote/View.asp?category=1&seq=4139190&curpage=1

<span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Gears
This category is in WIP <br/ > Let me show you the best equipments  [ Headgears ]

 [ Armors ]

 [ Garments ]

 [ Shoes ]

 [ Accessories ]

 [ Weapons ]

 [ Shields ]

 [ Shadows ]

 [ Stones ]

<span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Builds
This category is in WIP

''leave with a bang! make it flashy!''

PvE

 * Comet


 * Crimson Rock


 * Chain Lightning


 * Jack Frost


 * Earth Strain


 * Soul Expansion
 * Tetra Vortex WIP
 * Hell Inferno WIP
 * Soul Vulcan Strike WIP
 * Crimson Arrow WIP
 * Frozen Slash WIP
 * Storm Cannon WIP
 * Rock Down WIP

PvP

 * Comet


 * Crimson Rock


 * Chain Lightning


 * Jack Frost


 * Earth Strain


 * Soul Expansion
 * Tetra Vortex WIP
 * Hell Inferno WIP
 * Soul Vulcan Strike WIP
 * Crimson Arrow WIP
 * Frozen Slash WIP
 * Storm Cannon WIP
 * Rock Down WIP

<span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Gameplay
Don't forget to like comment and subscribe nya~!

<span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Gallery
Truly a magnificent point of view!<br/ >

<br/ > <br/ >

<span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Leveling
Please Double check if your guild has tax on you!

Leveling Stage: Novice
[ You have now Unlocked the first free package ] Alternatively
 *  Level 1 - 17 :<br/ >
 * Talk to the Criaturia Academy Staff, drink the Apple Juice and talk to him again. You will receive EXP.
 * Head north, inside the building and register for the academy at the Academy Receptionist. You will receive EXP and some Potions.
 * Exit the building, and find the Shop Helper outside the Tool Shop . Talk to her repeatedly, and finish both of her requests.
 * Head to the Main Office, you're now ready to change into Magician.
 * You can do Mom's Home tutorial (when you enter the middle portal at first time, this should trigger it) and finishing the quest will turn you into a magician.

Leveling Stage: Magician
[ You have now Unlocked the second free package ]
 *  Level 17 - 30 :<br/ >
 * Get your first few job levels around Prontera, by killing Porings/Lunatics/Fabres. Spend them on Fire Bolt lv4.
 * Head to the Eden Group, and pick up the Spore Hunting Quest. The best map to hunt them is East of Payon. You should be able to kill them in one Fire Bolt. Stay here until you have maxed both your Fire Ball and Fire Wall
 *  Level 30 - 55 :<br/ >
 * Head to the Orc Dungeon, walk around the map and kill groups of Orc Zombies using your Fire Ball and Fire Wall.
 * Look out for Drainliar's and Orc Skeletons, they walk faster than the Zombies. When in doubt, use your Fire Wall or a Fly Wing to protect yourself
 * Change to Wizard once you reached JobLv 50

Leveling Stage: Wizard
 Casting is going to be Difficult at this point 
 *  Level 55 - 70 :<br/ >
 * Head back to the Orc Dungeon, same tactic as above.
 *  Level 70 - 91 :<br/ >
 * Pick up your Eden Group Equipment Quest, for Wraiths and Evil Druids. You can also find a turn in board quest for them at the Mission [71 - 85] Board inside Eden, which is repeatable. I recommend staying here until 91, since the 86-91 Turn In quests are not suitable for casters
 * The tactic is the same as it was for Orcs, use your vertical Fire Wall and Fire Ball against them.
 * Use Fly Wing if a Mimic is nearby
 *  Level 91 - 99 :<br/ >
 * Pick up the Turn in quests from the 91-99 Mission Boards in Eden, and do not turn them in.
 * Recommended quests: Solider, Freezer, Injustice, Rybio, Dark Priest, Stapo, Roween, Siroma, Mineral
 * This part can be very difficult without a good graps of Vertical Firewalling.

Leveling Stage: Rebirth

 * Once you have reached 99/50, head to the Main Office and change into High Novice
 * Kill a few Porings or other beginner monsters around Prontera to reach JLv 10.
 * Once you have changed into High Magician, turn in one of the 91-99 quests you had saved up. This should put you to JLv 50.
 * Change into High Wizard, begin the Cautios Village Quest and turn the 91-99 quests that you saved up in. You should reach, or get close to 99/70.
 * If you're missing a few levels, feel free to join any Gramps parties, continue your 91-99 Turn in Quests, or grind Magmarings outside Thor Dungeon.

Alternative method to instantly reach 3rd Job after Rebirth

 * 1) Pick up both 85-114 Gramps quests and complete them. You will most likely have to stay in Gramps even after reaching 99/50. Do not turn these in.
 * 2) Buy 6  and 6  from the Tool dealer, then do the Cautious Village quest.
 * 3) * DO NOT turn in Cautious Village. Stop right after giving the last set of holy water and blue gemstone to the last NPC. DO NOT talk to Mumbaki afterwards.
 * 4) Rebirth and equip the novice items you got from the Criatura Academy, if you lost them buy a Knife from any Weapon Dealer.
 * 5) Reach Job level 10 and ascend to High 1st Job, below are some ways of reaching it.
 * 6) * Sloth Quest
 * 7) Go to Lasagna.
 * 8) Talk to Sloth, at, and pick up his quest.
 * 9) Kill 3  and turn in the quest.
 * 10) * Killing Monsters
 * 11) ** Go to Hidden Dungeon and kill.
 * 12) ** Go to Culvert and leave the map, kill.
 * 13) ** Go to Morocc  and go down one map, kill  and.
 * 14) Turn in Cautious Village to hit job level 50 immediately and ascend to High 2nd Job.
 * 15) Turn in both Gramps quests to instantly reach levels 99/70, base and job respectively, and ascend to 3rd Job.
 * 16) Get some sleep, Gramps is on cooldown.

[ You have now Unlocked the third free package ]

Leveling Stage: Warlock
 Crimson Rock/Jack Frost and Comet are your new bestfriends 

Time to hit up a Gramps party, or stick to the Eden Boards. You can find the recommend quests below for each board.

You can also try to solo Gramps once you feel strong enough, depending on the month's rotation. Teleport around, and spam Comet/Crimson/JackFrost from Spell books.
 *  Level 100 - 110 :<br/ >
 * Desert Wolf: They move relatively slow, you can mob a bunch of them and kill them using your Frost Misty + Jack Frost combo. If you dont have them yet, you can try using Quagmire + Storm Gust on them while standing in Safety Wall. They are fire element.
 * Found outside Ice Dungeon
 * Pinguicula + Luciola Vespa: Earth/Wind element respectively. I'd recommend grabbing a Crimson Rock book for instant casting, since they move relatively fast.
 * Found outside Splendide.
 * Ice Titan + Snowier: These guys are both Water element, and move really, really slow. You can just Release Chain Lightning, or spam Soul Expansion and kite them. Spamming Lv10 Jupitel Thunder might work aswell. Look out for Gazetis, they attack from a range with high ASPD. If you happen to encounter them, you can freeze them or just teleport away. They also drop materials for INT and DEX foods, which can get you a little extra money.
 * Found at the 2nd and 3rd floor of Ice Dungeon.
 *  Level 111 - 120 :<br/ >


 * Nepenthes + Centipede Larva: These guys are both Posion element. Nepenthes are immovable so you will have no problems, although every other monster on the map is aggressive and moves fast, so it's highly recommended to use Safety Wall and Frost Nova if you happen to get mobbed.
 * Found just East Of Midgard Camp
 * Venatu: This is where things get a little intense. Venatus can be 4 different element, one of them is Water, which can not be frozen. Try mobbing a bunch, use Jack Frost to freeze them then instantly cast Safety Wall to protect yourself from the Water ones. After that, cast an Amped Crimson Rock then release another one from book right after. Look out for Dimiks, they might interrupt your casting, so a Phen Card is highly recommended.
 * Found in Juperos dungeon
 *  Level 121 - 130 :<br/ >

[ You have now Unlocked the last free package ]
 * Isilla + Vanberk + Hodremlin: The first two guys pose zero threat since they move really slow. Mob, Jack Frost, Crimson Rock, simple as that. However, Hodremlins are quick, so you might need to use Safety Wall or Fire Wall to keep them away from yourself.
 * Found in Rachel Dungeon.
 * Red Ferus + Green Ferus: They move really fast, so you will have to rely on Releasing Crimson Rock although fire will not hit the Red one. To hit the Red Ferus, you will need to freeze them first using your Frost Nova/Jack Frost + Crimson Rock combo. And again, do not forget that you have Safety Wall and Frost Nova to protect yourself if they happen to get close.
 * Found in Abyss Lake Dungeon.
 *  Level 131 - 140 :<br/ >
 * One-Horned, Two-Horned, Rake and Antler Scarabas: This is where things get a little gear reliant. It is recommended to have fire damage boosting cards/gear, and a Pinguicula card (refer to the Equipment section). The first two guys are passive, but they will get aggressive once one of them is hurt. Safety Wall/Fire Wall, Mystical Amplification, Crimson Rock, and a second, released Crimson Rock if needed. Business as usual.
 * Found in Scaraba Dungeon.
 *  Level 141 - 175 :<br/ >
 * Neo Punk + Big Bell + Big Ben: Remember how Mages used to level in Clock Tower Pre-Renewal? Well, this is pretty much the same, with higher HP monsters, and instead of Fire Bolt, you use Crimson Rock. The best way to kill these guys is using Vertical Fire Wall + Crimson Rock. If there are any Ridewords or Mimics around, teleport away or simply Safety Wall yourself and kill them.
 * Found in Nightmare Clock Tower Dungeon.
 *  Level 175 - 190 :<br/ >
 * Illusion dungeons or Gramps lv 175-180:Grind level here till you reach atleast 180 then you can proceed to Ein3/Odin4
 * Found in Illusion Dungeons.
 * Found in Eden Office/@go Eden.
 * Green/Red/White/Purple Minerals + Toxious/Noxious/Abyssman: Once you get to lv 180, you'll able to unlock these two dungeons.
 * Frus + Skogul + Angelgoltz + Plasma: Also unlockable once reached lv 180, an Alternative farming spot besdies Ein3.
 * Found in Einbech Dungeon 3.
 * Found in Odin's Temple 4 / Odin's Past.
 *  Level 190 - 200 :<br/ >
 * Ferus + Acidus + Mimics:Abyss Lake will be unlocked on lv 190, Once you get to level 190 you can now grind in Abyss lake dungeon all the way (you can still grind at Ein3/Odin4 as well if you want to have income along with grinding levels.
 * Found in Odin's Temple 4 / Odin's Past.
 * Found in Abyss Dungeon 4.
 * Found in Einbech Dungeon 3.

Leveling Stage: Arch Mage
 You now have Access to Strongest Ghost magic + most of the AoE Spells 


 *  Level 200 - 220 :<br/ >
 * Rudus F4:
 * Giant Caput + Venedi + Dolorian + Deadre and Plagarion: this mobs doesn't hurt much and they are slow, can easily mob and kite these monsters.
 * Found in Rudus Dungeon


 *  Level 220 - 230 : <br/ >
 * Niflheim Dungeon F1-F2:
 * Ghost cube+ Ludegal + Brutal murderer + Gan Ceann + Grote + Disguiser + Blue moon loli ruri and Pierrotzoist: This mobs are a bit dangerous but still kite-able
 * Found in Niflheim Dungeon,


 *  Level 220 - 230 : <br/ >
 * Niflheim Dungeon F1-F2 and Rudus Dungeon:
 * Ghost cube+ Ludegal + Brutal murderer + Gan Ceann + Grote + Disguiser + Blue moon loli ruri and Pierrotzoist: same as lv 220-230
 * Giant Caput + Venedi + Dolorian + Deadre and Plagarion: same as lv 200-220
 * Found in Niflheim Dungeon,
 * Found in Rudus Dungeon


 *  Level 240 - 250 : <br/ >
 * Amicitia Lab F1-F2:
 * Amitera + Litus + Fillia + Vanilaqus + Lavaeter + Fulgor + Napeo and Galensis: Mobs here hit hard but also kite-able, they also break armor so becareful and use FCP or unbreakable enchant cards.
 * Found in Amicitia laboratory Dungeon,

Congratulations you are now max level! [lv 250] (enjoy your free 4th job stat bonus)

<span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Consumables / Essentials
''What can i get for ya? i have all the finest potions!'' | (• ◡•)|

<span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Pets / Companion
Grwwwaaaaarrrrhh!? (o ╹ᵕ ╹ o)

Pets
Here are my Pet recommendations to you mages! [ Make sure to Increase there intimancy and become Loyal to make the most of the there Benefits
 * Do note that each time you die, or when it is left untreated / unfed they will decrease in Intimacy so becareful! <br/ >
 * Pets will be de-equipped or return to there eggs if you go to any Siege Maps or maps that has pets disabled, they are not allowed. <br/ >
 * Pets stats will help you fill on the gaps on your build if you lack something like (ASPD / ACD / MATK / STATS / VCT)
 * : When Loyal [ Gain  5%  experience from all enemies ]
 * : When Loyal [ DEX +  3  ]
 * : When Loyal [ INT +  3  ]
 * : When Loyal [ Increase damage inflicted by Wind Property magic by  3% ''' ]
 * : When Loyal [ INT  +1  ], [ Variable Cast Time -  3%  ]
 * : When Loyal, [ Max SP  +30  ], SP Recovery +  8%  ]
 * : When Loyal [ MATK +  4%  ]
 * : When Loyal [ MAX SP +  150  ], [ While dealing magical damage, small chance to restore  30  SP per second for 5 seconds ]
 * : When Loyal [ Reduces variable casting time by  5%  ], [ Increases neutral property magical damage by  5%  ]
 * : When Loyal [ Int +  3  ], [ Max SP +  1%  ], [ Gain immunity to  Sleep  ]
 * : When Loyal [ Max SP +  3%  ], [ Reduce delay after skill by  3%  ]
 * : When Loyal [ MATK +  40  ], [ Increases ghost and fire property magical damage by  7%  ]

<span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Pros and Cons
You want some explosions dont you? (¬‿¬) Things that you should know what we're good and bad at.

Pros

 * Strongest AoE compare to other classes
 * Longest range amongs range classes
 * Has access to multiple Elements
 * Has access to good utilities
 * Has access to one of the strongest debuffs in the game (Comet's Magic intoxification)
 * They also have good amount of crowd controls
 * Preferred class to bring as a mobber/sweeper/cleaner on party runs
 * One of the Strongest DPS class in the game both PvM and PvP
 * Flashiest and the most destructive looking class in the game
 * Has the ability to bypass Magic immunities on late-game
 * Magic can't miss which makes it a great choice for high flee targets or enemies with guard, parry, defender, etc. (even enemies on pneuma/Safety wall)

Cons

 * One of the lowest Health Pool amongs other classes
 * Fully relies on MDEF Penetrations
 * Lack of Skill points to use more than 2 builds
 * Reflect is one of our worst enemies
 * Requires massive investments to become decent
 * Has alot of requisites on certain damage builds
 * Suffers on SP drains and SP debuffs
 * Skills are bound to element types so that strong skills or skills with a certain effect can't be used on every enemy
 * No movement enhance skills that makes them pretty slow compared to most classes
 * Expensive to gear since each skills needs its own set of equipment to make it powerful

<span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Acronyms / Abbreviation / Terminology
What does UWU mean mom?

<span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">FAQ (frequently asked question)
Why is the female mage not called Witch?... (・_・;)

<span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Instances Difficulty Tier

 * Cabus.gif:Kaya.png:Cabus.gifShall we start the dungeon raid party sire?

<span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Attack Speed Modifiers
I need to be faster!We should add a mage in our party... (゜-゜)