Mage
Mage — Class Identity System
Core Stats

INT → +30 MaxHP per point
2x SP regen while sitting

Normal Attack (Reworked)

• Ranged Napalm Beat (9 cells)
• Scales with learned Napalm Beat level
• Element follows weapon endow
• Half miss rate vs high-FLEE targets
• Passes Safety Wall / blocked by Pneuma
Magic Crit System (Mage Tree Only)

Chance = INT / 5 (max 30%)

Mage: Soul Strike / Earth Spike only
Wizard: ALL magic can crit (x2)
High Wizard: random multiplier

• x2 = 70%
• x3 = 15%
• x4 = 10%
• x5 = 5% (jackpot)

Energy Coat
Auto-activates below 50% HP
No SP cost on auto trigger
Soul Strike
Can magic-crit
Napalm Beat
Unchanged vanilla behavior
No auto-attack conversion
Fireball
3–4 cell splash radius
No edge damage falloff
20% chance to apply Burning DoT
Aftercast delay: 2 seconds
Fire Wall
Wall HP doubled
8 + 2×Skill Level hits (instead of 4 + Lv)
Frost Diver / Thunderstorm
Available in Auto Spell menu
Tier-locked selection system
Bolt Skills (Cold / Fire / Lightning)
Auto-casts at Lv10 via Auto Spell system
Trigger-based activation only
Sight
Splash radius increased: 3 → 5 cells
+5% MATK while active
Enemies inside take +10% magic damage

Wizard & High Wizard
Earth Spike
Can magic-crit
Heaven's Drive
+50% vs hidden/cloaked
4% stun per level
20% Earth Strain proc
3s aftercast
Storm Gust
No knockback
-50% movement speed (slow)
Freeze unchanged
Frost Nova
11x11 AoE
Auto-casts Frost Diver
+50% vs frozen targets
Shatters Freeze
Jupitel Thunder
+2% per level scaling
Wall bounce mechanic
Chain kill (max 2 targets)
Stun chance per level
Lord of Vermilion
Shock status applied
+20% all damage taken
0.2s micro-root per second
MVPs NOT rooted
Meteor Storm
20% Burning chance
Stun unchanged (vanilla)
2s aftercast
Fire Pillar
Auto-proc on magic hit
5% per level chance
0.3s internal cooldown
Element follows weapon endow
Quagmire
-20% MDEF & MATK
AGI/DEX slow (vanilla retained)
4% per level chance to Stone Curse on entry
Mystical Amplification
3 charges
-50% cast time per charge
+5% MATK per skill level
Water Ball
+50% damage vs Frozen targets
Sight Rasher
+50% damage when Sight is active
5% per level stun chance
Sense
Reveals MVP info
Applies SC_SENSE_MARK (60s)
Required to unlock HW MVP buffs

High Wizard — Exclusive Buffs
Class Overview
All High Wizard only effects.
Inherits everything from the Wizard progression tree plus advanced offensive, defensive, and utility kits.
Crystallization (Spell Breaker)
Damage on successful break equals 50% of the target's MATK.
Adds a 3-second Silence debuff on the target.
MVP Damage Modifiers
Gains +30% flat magic damage scaling against all Boss-type targets.
Advanced Magic Crit
Unlocks a randomized magic critical damage multiplier ranging from x2, x3, x4, up to x5 damage output.
Defensive Kit
Takes -20% less overall damage from MVP and Boss sources.
Gains a 25% chance to completely halve incoming Boss magic damage.
Energy Coat actively heals 3% HP every 3 seconds.
Automatically grants Magic Power Lv5 when your HP drops below 30% (features a 60-second internal cooldown).
Cooldown Mechanics
Securing a Boss kill instantly resets ALL skill cooldowns (5s internal CD).
Every standard magic hit has a 2% proc chance to completely reset cooldowns.
Offensive Kit (Requires SENSE Active)
Bypasses 30% MDEF against a sensed MVP target.
Deals +50% amplified damage when the sensed MVP target's HP falls below 25%.
Gains a 50% chance to completely bypass magic reflection systems on a sensed MVP (Anti-Maya and Anti-Tao Gunka utility).
Sustain Modifiers
Converts 1% of total magic damage dealt to Boss monsters directly back into SP.
Sustain value is hard-capped at MaxSP/4 per single damage instance.
Storm Gust & Meteor Storm Overhaul
Storm Gust → Frostbite DoT:
Applies a custom Frostbite counter per hit. Non-MVP targets take full damage ticks. MVP targets have a 10% application chance dealing 0.3% MaxHP per tick. Stacks up to 5 times maximum, with overall damage output scaling dynamically based on active stack counts.
Meteor Storm → Fire Ground:
Each landing meteor leaves an active fire patch zone where it strikes. The patch persists on the ground for 5 seconds. Enemies have a 50% chance per visit to trigger a Burning DoT effect, while MVP burn application rates are set to 5% per visit.

Burning & Frostbite DoT — How It Works
Mechanics & Sources
Burning Sources
• Meteor Storm hit (20% non-MVP / 10% MVP)
• Fireball hit (20% non-MVP / 5% MVP)
• HW Kaen patch per visit (50% non-MVP / 5% MVP, HW caster only)

Frostbite Sources (HW-exclusive)
• HW Storm Gust per hit (100% non-MVP / 10% MVP)
• Mob Storm Gust on player (100%)

Stacking (HW caster only)
• Each new application from HW = +1 stack (max 5)
• Damage per tick scales with stacks (1x to 5x)
• Tick rhythm preserved (no reset on re-hit)
• Non-HW burns stay at 1 stack
Damage Output & Aura Restrictions
Damage Per Tick
• Non-MVP target: 1000 + 3% MaxHP per stack
• MVP target: 0.3% MaxHP per stack
• 5 stacks on MVP = 1.5% MaxHP per tick

Green Aura MVPs (immune phase)
• During green-aura phase: cannot be burned/frosted
• Damage skipped + new applications blocked
• When aura drops: resumes normally

Skill Tree Bypass & Mastery Gating (HW Only)
Skill Tree Bypass
Prerequisite Freedom
• High Wizards can now learn any skill in their tree without prerequisites.
• Skip Cold Bolt entirely to grab Storm Gust Lv10.
• Skip Sightrasher/Thunder Storm fillers to grab Lord of Vermilion.
• Skip all bolt fillers for a pure Meteor Storm build.

What Still Applies:
• You still pay 1 skill point per skill level.
• Base level and job level requirements are still strictly enforced.
• Tree contents are unchanged — only Mage/Wizard/HW skills available (no Sage/Prof crossover).
• Regular Wizards, Mages, and other classes must still follow normal prereqs — this is an exclusive HW perk.
Mastery Gating Mechanics
The Rule: Build Determines Power
• Most custom HW bonuses require maxing specific skills to unlock their full strength, rewarding committed playstyles.

Gate Skills Required:
• Burning stacks (up to 5x) → Fire Bolt Lv10
• Frostbite stacks (up to 5x) → Storm Gust Lv10
• Meteor Storm leaves fire ground → Meteor Storm Lv10
• Magic Crit x2/x3/x4/x5 multiplier → Magic Power Lv10
• Emergency Magic Power proc → Magic Power Lv10
• Reflect penetration on Sensed MVP → Sense Lv1+
• Fire Pillar auto-proc on attacks → Fire Pillar Lv1+

Without the Gate Skill:
• No stacking for Burning/Frostbite (locked at 1x stack only).
• No Kaen fire ground from Meteor Storm.
• Magic crits still happen but are locked at x2 damage.
• No Emergency Magic Power safety net, reflect penetration, or Fire Pillar auto-proc.

Auto-Granted Perks & Build Archetypes
Auto-Granted HW Bonuses
No Skill Investment Required (Just be HW):
• 2% chance to reset ALL cooldowns on every magic hit vs Boss targets.
• Energy Coat HP/SP regen tick (3% MaxHP / 3 sec) — only requires Energy Coat to be active.
• All defensive HW class identity buffs vs MVPs active by default (-20% boss damage taken, etc.).
Example Pure-Spec Build Paths
Pure Fire HW (Meteor Specialist)
• Fire Bolt Lv10 + Meteor Storm Lv10 + Fire Pillar Lv1+ + Magic Power Lv10 + Sense Lv1.

Pure Ice HW (Storm Gust Specialist)
• Storm Gust Lv10 + Magic Power Lv10 + Sense Lv1 (Free SP left over for Quagmire, Ice Wall, Ganbantein).

Pure Lightning HW (LoV Burst)
• Lord of Vermilion Lv10 + Jupitel Thunder Lv10 + Magic Power Lv10 + Sense Lv1 (LoV Crit Jackpot).

Hybrid Nuker (Classic Optimized)
• Storm Gust Lv10 + Meteor Storm Lv10 + Magic Power Lv10 (All gates active for full HW identity).

PVP / ARENA / WOE / BG / CVC / DUEL — Vanilla Rules
Reverted in PvP / GvG Zones
The Rule
• ALL Mage-tree skill REWORKS, custom bonuses, and mastery gates revert to vanilla inside dedicated PvP zones, WoE castles, BG arenas, CvC instance (1@ba_go), and active duels.

Disabled Features:
• Magic Crit (all classes)
• Storm Gust slow stays (because knockback was permanently removed, slow keeps it useful)
• LoV Shock SC + root
• Burning, Frostbite, Fire Ground
• Heaven's Drive bonuses (player-cast only)
• Frost Nova omni-cast + shatter + Freezing
• Sight aura, Spider Web bonuses
• Fire Pillar autoproc
• Magic Power 3-charge extension
• Quagmire MDEF/MATK/Stone Curse
• All HW MVP-solo buffs (A1, A3, B3, C1, C2, C3, 2% reset, Boss kill reset, Energy Coat heal, Emergency MP)
• HW Magic Crit x5 → vanilla 2x
• Frostnova omni-cast Frost Diver
Stays Active Everywhere
Class Identity Passives Stay Active Everywhere:

• Ranged NPM auto-attack (+ weapon element)
• INT → +30 MaxHP
• Sitting SP regen 2x
• Energy Coat auto-toggle
• Storm Gust 50% slow (per above)
• Endow QoL (1s cast, 30min, 100%)

Sage & Professor
Free Cast
Sage / Professor / Baby Sage gets baseline Lv10 Free Cast even without learning the skill
Move and cast freely on day one
Advanced Book
ASPD bonus doubled: +10 per skill level (was +5)
Affects Sage / Professor / Baby Sage
Dragonology
+5% MATK and +10% physical damage per skill level vs Dragon-race targets
NOW also applies to Boss-type monsters (was Dragon only)
Vanilla scaling was 2% MATK + 4% phys / lv → now 5% / 10%
Auto Spell / Hindsight
Skill Changes:
• Trigger chance: 2 × Auto Spell skill level percent (Max 20% at Lv10)
• Bolts (Cold / Fire / Lightning) always cast at Lv10 when triggered
• Other selectable skills cast at Auto Spell level / 2

Selectable Tiers:
• Lv 1+: Cold Bolt, Fire Bolt, Lightning Bolt
• Lv 4+: Soul Strike, Fire Ball
• Lv 7+: Earth Spike, Frost Diver
• Lv 10: Thunder Storm, Heaven's Drive
Double Cast
Sage / Professor / Baby Sage double-cast bolts without needing Soul Linker bonus
Equip CD in Mouth (Item ID: 18666) for Triple Cast on the same bolts
CD in Mouth also unlocks Cold / Fire / Lightning Bolt in the Auto Spell menu even if the user has not learned them
Magic Rod
Passive Effect:
• Now PASSIVE — no need to actively cast
• 12% chance to absorb incoming magic damage as MATK / SP
• When absorbing magic damage, heal 5% MaxHP

Additional Effect:
• The active Magic Rod skill still works on top and stacks with the passive effect
Magic Reflect
Baseline 50% chance to reflect incoming magic damage
Does NOT reflect MVP magic
Spell Breaker
On successful cast break:
• Damage = 50% of the target's average MATK
• Adds 3-second Silence on the target
Dispell
Drains 5% MaxSP per buff removed from the target
Yellow Gemstone requirement removed
Hocus Pocus / Abracadabra
Randomly summoned skills are always cast at maximum level
Cast Cancel
Removes the cooldown of the spell you just canceled
Allows immediate recasting
Endow Skills
General Changes:
• Cast time reduced: 3s → 1s fixed cast
• Duration: 30 minutes at all levels (100% success rate)
• Catalysts updated

Elemental Bonuses (+1% Magic Damage per level):
• Blaze = Fire | Tsunami = Water | Tornado = Wind | Quake = Earth
Field Skills
Volcano: +5% MATK per level & boosts Fire damage
Deluge: +5% MATK per level, 2× HP regen rate & boosts Water damage
Whirlwind: +5% MATK per level, boosts Wind damage & knocks back non-player enemies on entry
All elemental field catalysts changed to Blue Gemstone
Land Protector
Vanilla Behavior Preserved:
• Still blocks ground AoE (Storm Gust, Meteor Storm, LoV, Heaven's Drive, Quagmire)

New Synergy Effect:
• Targets inside Land Protector take 20% less damage from single-target magic skills
Wall of Fog
Skill damage reduction increased: 25% → 30%
Affects all skill damage excluding Dragon Breath family
Mind Breaker
Target's SP cost is doubled while debuffed (+100%)
Spider Web
Element Interactions:
• Webbed target takes 2× damage from Wind and Fire attacks

Wizard AoE Synergy (+50% damage):
• Storm Gust, Meteor Storm, Lord of Vermilion, Heaven's Drive, Fire Pillar
Soul Burn
Drains 100% of the target's current SP
Damage dealt equals the SP amount drained
Caster heals HP equal to 50% of damage dealt
Soul Change
Removes 1 random debuff from both the caster and the target
After-cast delay reduced: 5s → 2.5s
Memorize
Cast time reduced: 5s → 2.5s
HP Conversion (Indulge)
Smooth scaling animation delay reduced: 1.5s → 0.5s

- Jung
Flux Control Panel