Elementalist (female and male)

Tier 2 class · Advances from Spellcaster

Elementalist

Master of elements, the team's artillery

The advanced Spellcaster. Gains storm- and meteor-class area spells, lightning that jumps between foes, orbiting elemental orbs that fire on their own, and stone walls that trap monsters — the highest group damage in the game.

Role
Magic Damage
In a party
Group damage
Difficulty
Hard
Weapons
Staff
Max Job Lv
50
HP per level
16
SP per level
9

Strengths

  • Highest group damage
  • Multi-wave spells on packs
  • Area control

Watch out for

  • Very low HP
  • Long cast times

Recommended playstyle: Let the tank gather monsters, then end it with one big area spell

Elementalist Skills (5)

  • Blizzard Max Lv 10 · Magic · Water · SP 72

    An icy storm over 7×7 cells for 8 waves · slows on hit, every 4th hit may freeze

  • Meteor Rain Max Lv 10 · Magic · Fire · SP 24+4*lv

    Meteors rain down across a 7×7 area, with a chance to Stun

  • Chain Lightning Max Lv 10 · chain · Wind · SP 20+3*lv

    Lightning leaps from the target to nearby enemies, 3–6 in total, starting at 175%–400% MATK and 12% weaker each jump (Wind)

  • Elemental Orbs Max Lv 10 · orbs · attune · SP 40+4*lv

    Three elemental orbs circle you for 8.7–15s, shooting the nearest monster within 6 cells every 0.7s for 92%–200% MATK (your attuned element)

  • Stone Rampart Max Lv 5 · Lingering Zone · SP 30+4*lv

    Stone pillars rise around a 3×3 area for 3.5–5.5s: monsters inside can't move and take 60% MATK every 0.5s (Earth · bosses are immune to the root)

Skills inherited from Spellcaster (10)

  • Arcane Bolt Max Lv 10 · Magic · attune · SP 10+2*lv

    Fires 1–6 arcane bolts (by level), 150%–285% MATK each · uses the element bound by Attunement (fire by default)

  • Attunement Max Lv 1 · attune · SP 5

    Attune: cycles Fire → Water → Wind → Earth · Arcane Bolt and Elemental Orbs use this element — pick the one your target is weak to

  • Crystal Bloom Max Lv 10 · Magic · Water · SP 14+2*lv

    Ice crystals bloom out of the ground around you (5×5) for 100%–190% MATK and slow for 2.3–5s — your escape tool when monsters get close

  • Bubble Prison Max Lv 10 · Magic · Water · SP 20

    A water bubble floats to the target and engulfs it, dealing 102%–210% MATK, with a chance to Freeze it into an ice ball

    🔒 Unlocks at Job Lv 10

  • Mana Flow Max Lv 5 · Passive

    Recover extra SP every 10 seconds while standing still: 8×Lv + MaxSP×0.3%×Lv

  • Blink Max Lv 5 · blink · SP 22-2*lv

    Instantly teleport to the targeted spot, up to 4–8 cells (6s cooldown) — dodge, reposition, keep casting

    🔒 Unlocks at Job Lv 10

  • Mana Shield Max Lv 5 · Buff · SP 26+2*lv

    A 30s mana shield that fully blocks 2–6 hits (physical or magic · each hit counts once) · While charges remain you don't flinch and casts aren't interrupted (90s cooldown)

    🔒 Unlocks at Job Lv 5

  • Fire Ball Max Lv 10 · Magic · Fire · SP 22

    A fireball that explodes in a 5×5 area around the target for 135%–270% MATK (Fire element)

    🔒 Unlocks at Job Lv 10

  • Arcane Barrier Max Lv 5 · Buff · SP 16+4*lv

    A ring of runes that blocks 1–5 physical hits (magic passes through) for 24–40s · 15s cooldown

  • Rumble Cloud Max Lv 10 · Magic · Wind · SP 30+4*lv

    Summons a rumbling cloud over a 5×5 area that drops lightning, in 1–9 waves by level, 90% MATK per wave

    🔒 Unlocks at Job Lv 10

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