Warlock

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Warlock
caption
Job Base(s): Wizard
High Wizard
Job Type: 3-1
Changes At: Morroc
Number of Skills: 23
Total Skill Points: 106
Total Quest Skills: 0
Job Bonuses
STR AGI VIT INT DEX LUK
+1 +7 +6 +13 +8 +2


Overview

Warlock is the continuation of the Wizard class path featuring powerful additions of the 4 basic elements and introduction of two new elements in their arsenal. They also gained a new option to cast skills without cast time and a couple of support skills to help them self and their party survive.

Warlocks are mostly a glass cannon class used for crowd control. Sadly renewal introduced high damage area damage skills to most classes so that the Wizard path ended up not being able to provide much apart from a few niche areas. Without the classes strong points their weaknesses are more apparent:

  • Lowest HP of 3rd classes
  • Slow cast skills with most of them having 1 sec of fixed cast
  • No movement enhance skills that makes them pretty slow compared to most classes
  • Skills are bound to element types so that strong skills or skills with a certain effect can't be used on every enemy
  • Most their "real" AoEs have cooldown, making them less useful when the enemy doesn't die in one hit
  • Expensive to gear since each skills needs its own set of equipment to make it powerful
  • Needs several support classes to perform really well

So why would you want to play as a Warlock? Mostly because it's fun to play! Your skills having a fixed element means that you can't just spam the same skill over and over again. It also means that sometimes it's just better if you support your party instead of dealing damage yourself. This results in you using a large part of your available skills and even easy maps and instances being a lot less boring. In addition most of the described downsides can be diminished to some degree while also having a few strong points.

  • Unlike physical attacks, all of the magic damage is elemental making direct counters to one element a lot stronger
  • Magic can't miss which makes it a great choice for high flee targets or enemies with guard, parry, defender, etc.
  • Stats are pretty straightforward which leaves you to put leftover stat points into VIT. There is also the Ordinary Black Mage's Hat[1] that greatly increases your HP and puts you above average HP wise compared to other classes.
  • Spell book and Release makes a couple of skills much more enjoyable to use by eliminating cast time and ignoring the cooldown
  • Access to several support skills including White Imprison which enables to survive longer than even tank classes if used properly
  • Basically no gear ceiling with very good scaling even with endgame gears
  • Very high dps with proper support and gears

In addition to these there is also a great variety of gears available at pretty much every level and every build. Combined with the variety of builds makes the class very fun to plan, build and farm for, and hard to get bored of.

A Quick Explanation of Spellbook/Release: The basics to playing Warlock

With the addition of new powerful spells upon job change, players will now have access to 2 spells that allow for instant casting of learned spells. These 2 spells are:

Read Spellbook-icon.png Read Spellbook
Release-icon.png Release

The way this new system of casting works is that a player will have to purchase spellbooks from the Geffen Mage guild (the building where you changed into a mage). Once these spells are in inventory, players can cast Read Spellbook and choose the spells of the books they currently own to 'memorize'. What this basically does is store up the spells in the warlocks memory to 'Release' when needed at a later time with no casting bar or cooldown delay. Players will need level 1 Release to cast the memorized spell.

Each Warlock has a number of maximum slots in which they can memorize spells, based on their Base Level, INT and the level of Freezing Spell. This determines how many skills they can keep memorized at any given time. At base level 175, a Warlock will have 17 slots, with an additional slot for every 10 INT, and an additional 4 for every level of Freezing Spell. Slots = (4*Freezing Spell Lv) + floor(BLv/10) + floor(Int/10)

Builds

It's difficult to give exact stat builds since the amount in each stat will depend on gears, play style and skills used but there are a few rules which I think should be considered while making any class.
Avoid focusing on any stat too much by increasing it beyond 100, especially after you just job changed to 3rd Class. Putting more than 100 point into one stat should only be done if there is a specific gear that requires it since there isn't much of a benefit compared to how expensive it is. Most of the time you are better off increasing your lowest stat like LUK, AGI, VIT in the case of Warlock. There is very little reason to increase stats beyond 120, doing so is very expensive and you actively make your build worse by having very low VIT and AGI. Keep in mind that on leika you only get basic status immunity with 130 base stat points, so by starving your build of VIT or AGI will make you very weak to stun or sleep, which will last seemingly forever. Getting up to 30 LUK will generally increase your damage more than increasing INT while also help you to resist status.

That being said here is a general stat distribution for a 175 Warlock.

STR

Basically only used to increase your weight limit but it's still very useful since Warlock has a pretty bad weight mod, no cart or other skills that would increase it naturally. You also have a lot of items you will want to carry like gemstones, stat food, elemental armors and gears that increase specific skills, healing items and Yggdrasil leaves to resurrect fallen party members. There is the option to use gym passes in which case you can probably get by with 1 ~ 10 STR.

AGI

Probably the last stat you want to increase while leveling. While the flee you get from it is sometimes useful your main reason to increase it is to resist status like bleeding and sleep and to increase your aspd. Higher aspd in turn is good for spamibility once skill delay or cooldown is not the limiting factor anymore (for example when having Bragi).

VIT

You will want to increase your tiny default HP pool as much as you can so that you won't immediately die to everything. It also lowers the chance and duration of stun which is inflicted by a lot of mobs and MvPs. Keep in mind that while stunned or sleeping your active spells will miss, so lowering VIT or AGI can actually lower your damage by spells not hitting or you dying and losing your buffs and food.

INT

Your main damage stat. Besides getting status MATK you also lower the variable cast time of skills in general and even the fixed part if you leveled Radius. It also increases your SP and SP recovery and increases some skill mods directly in case they have an INT part in their formula. There are also some gears that scale with your INT or require a specific amount like Temporal Boots of Inteligence or Antique Book Card.

DEX

Gives a small amount of MATK but its main job is to lower your cast time. You will need 120 DEX for the -0.5 sec fixed cast reduction from Temporal Boots of Dexterity, which will reduce your cast time greatly if you have reduced your variable cast time enough. In the cast time formula DEX will have a x2 Bonus so if you want to optimize your build for lower cast time you can just put points into DEX until it's twice as expensive to increase than INT and then increase INT until two points are more expensive than one DEX.

LUK

All around stat. As a Warlock you will mostly benefit from MATK, status resist and status duration. Although there are more benefits like Perfect Dodge and FLEE which will slightly increase your survivability.

Equipment

Warlocks has many gears at pretty much every level available to them so it's hard to come up with a complete list of gears. If you found something that works for you, feel free to use it, chances are I just forgot about that particular piece of gear or never considered it before.

Although you can mix and match any of these gears depending on what you have access to, you should consider some guidelines if you want to maximize your damage.

Generally higher level mobs will have decent to high MDEF which will reduce your damage considerably, making a lot of other choices less important. So you either choose to avoid high MDEF enemies or use skills like Analyze and Expiatio to counter it to some degree or you can also choose gears that pierce part of that MDEF, but keep in mind that the piercing effect from gears and skills don't stack additively.

Another aspect is the balancing of different mods that will affect your damage such as increased magic damge against a particular race, element or increase of an particular skill or element used. Ideally you would want to have similar mods in all of them as long as the mods are the same for a given slot. If they are different then keep in mind that different mods multiply while the same mod just stacks additively.

While specialized gears against a specific element or race deal the most damage often you will want to have some gears that are good against every enemy. In this case flat MATK and MATK % gears will be a better choice for you but you will want to try to balance those two for maximum damage. Just going for one or the other will be bad decision since getting too much % MATK will starve you of flat MATK that is needed to increase % MATK in the first place. On the other hand having too much flat MATK will throw away the opportunity for you to do more damage. As a rough guideline you can compare 10 MATK to 1% MATK but this heavily depends on how much MATK and % MATK you already have. In most cases % MATK will be better since a good weapon with decent refine should give you a big chunk of flat MATK while % MATK gears tend to be rarer.

Gear options until 100

Headgear

Name Obtained from Description Accessible
Eden Group Hat II[1] Eden equipment quest Not that great but easy to get. A
Hyuke's Cat Ears[0] Cash Shop MDEF piercing effect can make a big difference in damage but generally only for higher level mobs that tend to have a lot more MDEF. C
Verdant King's Crown[1] Headgear Connoisseur Decent at +4 and best headgear for under lvl 100 WLs at +7 but only realistic if you already have a high level char to farm stuff with. C
+7 Verdant King's Crown[1] D
Astro Circlet[1] Headgear Connoisseur Decent Meteor Storm and Crimson Rock damage at +4 and amazing damage at +7 but not really realistic if you don't have an other char to farm with. C
+7 Astro Circlet[1] D
Moon Rabbit Hat[1] Prontera Princess Decent option that should last you until you get a Cash Shop or quest headgear which also increases physical damage so you can use it on other classes. B
Drooping Neko Cru[1] Cash Shop Nothing special at low refine rates but shows it's strength at +9 or higher refines where it becomes one of the best magic headgears in game. The MDEF piercing part coupled with the high MATK you gain makes it a good choice for any magic caster but getting a +9 is quite expensive. C
+7 Drooping Neko Cru[1] D
+9 Drooping Neko Cru[1] F

Armor

Name Obtained from Description Accessible
Eden Group Armor[0] Eden equipment quest Better than nothing and can be enchanted once a day until you get INT or DEX enchants. A
Rosevine Robe[1] Woodie (20%) Pretty decent all around even without set and one of the best options if carded with armor Element cards for the added damage and elemental resist. B
Orlean's Gown[1] Elusive Banshee Master (6%)

Swift Banshee (3%)
Banshee Master (2%)
Banshee (1%)

Fairly cheap option for cast interrupt protection but with no other benefits. Be aware that ALL gears that protect you from cast interrupt will increase your variable AND fixed cast part of your skills. Either use Orlean's Necklace to counter this downside or put the cast protection gear in your hot-keys and switch to them after you started casting. This will protect your cast from being interrupted but with the benefit of the faster cast time. A
Diabolus Robe[1] Wounded Morroc (100%) Decent Standalone option although delay reduction stacking is less of a concern after you are Warlock. Forms a nice bonus with Diabolus Rings which gives you a bit of extra MATK. B
Azure Dragon Armor[1] Cash Shop Good but expensive options. Carded with Agav they offer similar damage to Rosevine combo but have the downside of giving less DEF. C
Black Tortoise Armor[1]
Chiyou Armor[1]
Mukade Armor[1]
Vermillion Bird Armor[1]
White Tiger Armor[1]


Weapon

Name Obtained from Description Accessible
Eden Group Staff[0] Eden equipment quest Decent MATK for a starter weapon,easy to get and can be enchanted to gain magic damage against brute, fish and insect. A
Staff of Destruction[1] Beelzebub (100%)
Necromancer Mors (30%)
Best Staff for High Wizard with a lot of MATK, MATK% and 10 AGI. The Jupitel Thunder auto cast can sometimes be annoying but it can do decent damage and has a fairly high chance at triggering. Major downside is that it is hard to get even if you have a different char at max level and can be quite expensive if bought. C
Kronos[0] High Wizard Kathryne (100%)
Nightmare Dark Lord (20%)
Dark Lord (10%)
Decent Staff with some HP and a chance to trigger a 12% bonus MATK. Drop rate isn't very high though and Dark Lord can be difficult to kill without a party even at higher levels. B
Wizardry Staff[0] Dracula (15%)
Chief Arc Elder (3%)
Elusive Arc Elder (3%)
Arc Elder (1%)
Elder (0.1%)
Very good staff especially if used together with spiritual ring. While the MATK and cast reduction are nice the ring for the combo comes only from high level MVPs. Can also be "upgraded" to Eidolic Wizardry Staff with materials but has a lvl 100 limitation in that case. B
Soul Staff[0] Owl Marquees (0.4%)
Owl Baron (0.1%)
Succubus (0.1%)
Similar to Wizardry Staff but has a less MATK. Alright choice to get some cast time reduction but getting Spiritual Ring can be difficult. A
Dead Tree Cane[2] Bomi (20%)
Ancient Tree (1%)
Level 4 Staff with good MATK, 2 slots, high INT bonus if refined and can be enchanted at malangdo which makes it one of the best one-handed staff choices. Level requirement is pretty low too but it is only dropped by higher level mobs which will generally need a party too. B
Piercing Staff[0] Solid Repair Drone (6%)
Elusive Kasa (3%)
Repair Drone (2%)
Kasa (1%)
The MDEF-piercing part can sometimes make up for the various downsides this staff has like somewhat low base MATK and only being a level 3 weapon. B
Piercing Staff[2] Slotting
Thorn Staff of Destruction[0] Entweihen Crothen (100%)
Necromancer Mors (15%)
High MATK one handed staff with good secondary bonuses and a good combo with Skull Cap. Can also be slotted and enchanted but getting one is hard since it's only dropped from Crothen located on one of the last floors in the Endless Tower instance. D
Thorn Staff of Destruction[1] Slotting

Shield

Name Obtained from Description Accessible
Eden Group Shield[0] Eden equipment quest Alright starter shield with some resist to start out with and can also be enchanted to gain some INT or DEX. A
Valkyrie Shield[1] Valkyrie (50%) Good all-round shield with 20% resist against two major elements. Also has decent DEF and some MDEF but doesn't increase your damage at all. One of the more expensive shield options since it only drops from a mini boss that normally requires a mid level party. B

Manteau

Name Obtained from Description Accessible
Eden Group Manteau[0] Eden equipment quest Decent starter manteau that can be enchanted and has some neutral resist. A
Nidhoggur's Shadow Garb[1] Nidhoggur's Shadow (100%) Very good general use manteau with resist against all elements and decent DEF. Pretty difficult to get though and doesn't increase your damage at all. C
Flame Manteau of Naght Sieger[1] Naght Sieger (100%) Very good manteau that increases MATK, HP and damage against fire enemies. Increased stats at +7 but very hard to get since the only way to obtain it is to kill the MVP at the end of the endless tower instance. D
+7 Flame Manteau of Naght Sieger[1] E
Diabolus Manteau[1] Vassal of Flame (6%)
Elusive Incarnation (0.9%)
Furious Incarnation (0.9%)
Swift Incarnation (0.9%)
Incarnation of Morroc (0.3%)
Not as good as Nidhoggur's skin but has some neutral resist and HP which make it a decent choice for most classes. Can be a good option for Arc Elder, Nightmare Ancient Mummy or Faceworm Larva card if refined high enough. B
Eagle Wing[1] Memory of Thanatos (100%)
Knight of Windstorm (10%)
Parus (0.2%)
Fairly attainable and one of the few magic damage options for the garment slot. Also increases your walk speed if used together with Wing Staff. Turns into the highest damage option if refined to a high degree. B
+7 Eagle Wing[1] C
+9 Eagle Wing[1] E


Footgear

Name Obtained from Description Accessible
Eden Group Shoes[0] Eden equipment quest HP and SP recovery aren't really noticeable but can be enchanted for some use. A
Vidar's Boots[0] Chief Deathword (3%)
Solid Deathword (3%)
Swift Deathword (3%)
Frigid Ice Titan (2%)
Deathword (1%)
Gives decent HP/SP and pretty easy to get which makes it a solid choice for most classes. Can also be slotted in which case it's fairly close to Enhanced Variants which are much harder to get. A
Goibne's Greaves[0] Despero of Thanatos (10%) Similar to Vidar's Boots but heavier and harder to get. Can also be slot enchanted and used with the full Goibne's set although that's more for tanks than High Wizards. B
Polyhedron Shoes[1] Kraken (50%) Probably the best low level option but it's only dropped by a high level MVP and must to be refined to +9 for it's maximum potential. If you card a +9 with a Nightmare Verit Card you will basically get 15% more magic damage while still benefiting from 10% resist against basic element and 5% resist against every other element. Can still be decent at +4 or +7 but you will lose 5% magic damage in that case and lower resist if it's +6 or lower. B
+7 Polyhedron Shoes[1] C
+9 Polyhedron Shoes[1] E


Accessories

Name Obtained from Description Accessible
Orlean's Glove[1] Professor Celia (100%)
Bow Guardian (0.4%)
Very good accessories for re-birthed Wizards which is still a pretty decent choice when changing to Warlock. The MATK is pretty good and can later be used as part of the orlean's necklace set for additional MATK and cast reduction if used with Olrean's Gown. B

Gear options after 100

Headgear

Name Obtained from Description Accessible
Ordinary Black Mage's Hat[1] Cash Shop One of the best headgears in the endgame if refined to at least +7. With 120 INT and 100 VIT you get 6000 HP and 50 MATK which gives you a huge boost to survivability while still doing decent damage. Although you can probably do more damage with skill specific headgears like Headgear Connoisseur, the combination of MDEF pierce, flat MATK and increased damage with the 4 basic element skills will make Black Mage's hat still a solid choice overall. The only downside to the headgear is the 30% damage penalty to SE that will make it worse than not wearing anything. C
+7 Ordinary Black Mage's Hat[1] D
+9 Ordinary Black Mage's Hat[1] F
Skull Cap[1] Cash Shop Mostly limited to be used with Thorn Staff or Evil Bone Wand but will make a great choice in those two cases. The +5 refine option should be easy enough to get with enriched elunium to be worth it although getting a refined Thorn Staff of Darkness is much harder. Also keep in mind that equipment MATK that this combo gives isn't increased by Recognized Spell unlike the base MATK other weapons have, which makes it a somewhat worse choice even if the total MATK is the same or higher compared to alternatives. C
+5 Skull Cap[1]
+7 Skull Cap[1] D
Thornwood Band[1] Entweihen Crothen (20%) Similar to Skull Cap but with the small twist that this increases the magic by the 4 basic elements instead. Depending on the property of the skills you are using, this combo can perform better than Skull Cap especially if it's refined to +7 which gives it a huge 20% bonus to the 4 basic elements. Don't count getting a +7 any time soon though and keep in mind it still has the same downfall with equipment MATK as the Skull Cap combo. D
+7 Thornwood Band[1] E

Armor

Name Obtained from Description Accessible
Heroic Magic Robe[1] Devil's Palace Decent alround stats although Rosevine or elemental armors will increase your damage more. Good if used for Comet since it will increase damage directly and you generally attack different element targets with it anyway. I wouldn't recommend leaving it at an odd refine rate since it also increases fixed cast time and +20% is quite noticeable. D
Ferlock's Suit[1] Enraged Captain Ferlock (25%) Doesn't increase your damagage but has a decent HP/SP bonus from which Warlock profit quite a lot because of their low base HP. The set can also be very nice for a combination of fast movement, HP/SP, cast time reduction and some aspd. B
Aqua Robe[0] Mora Easy way to get an elemental armor but doesn't have slot. Doesn't have any big effects besides that but gives some INT and can be enchanted for some small bonus stats. If you already have elemental armor it's only really useful if you get the whole set. B
Crimson Robe[0]
Forest Robe[0]
Golden Rod Robe[0]

Weapon

Name Obtained from Description Accessible
Aqua Staff[2] Mora Decent starter weapons after eden because their high base MATK but their main strength comes from the whole set. While the full set is still a lot weaker than getting dedicated gears the damage is still good for a relatively easy to get set. Keep in mind that you lock yourself into an element and more importantly you do less damage with, and get more damage from the opposite element which also lines up kinda badly since your armor is enchanted with your attacking element. So for example in thor where you would want to use water property spells you will be water property which doesn't help much in reducing fire damage at lvl 1. B
Crimson Staff[2]
Forest Staff[2]
Golden Rod Staff[2]
Aion's Staff[2] Istan's Workshop Probably the best 2H weapon because of it's high MATK and MDEF pierce. The bonus MATK after using release is also very good although it will only affect spells after the first one connects. Makes a big difference against enemies that have a lot of MDEF but will beat every other option even against enemies with only average MDEF. D
Eidolic Wizardry Staff[2] Enraged Dracula (15%)
Illusion of Vampire Crafting
Similar to the normal Wizardry Staff but with higher bonus stats and base MATK. Just like the base version it has a combo with Spiritual Ring which gives additional MATK, DEX and INT. It is adviseable to slot the Spiritual Ring to further increasing the MATK with something like a scaraba card. Gives a great deal of INT and DEX at high refines which helps getting instant cast and increases Soul Expansion somewhat. Turns into a very good weapon in general and the highest damage pvp/woe weapon if used with Eidolic Survivor's Manteau[1]. Depending on the total refine rate the set will reduce the cooldown of Crimson Rock and increase the damage of Earth Strain, Chain Lightning and Tetra Vortex. C
+7 Eidolic Wizardry Staff[2] D
+9 Eidolic Wizardry Staff[2] F
Laphine Staff[0] Swift Medusa (1.5%)
Medusa (0.5%)
Has a nice combo with Laphine Shield and Kardui's Ears but is only a level 3 weapon. Even though it can be slotted it will be quite hard to get a high refined one to take advantage of the bonus in that case. Useful for stacking fixed cast reduction together with Rata Card, Wizard's Left Eye and Knit Cap of Raging Winter combo, to reach close to 100% reduction when Rata triggers. B
Laphine Staff[2] Slotting


Shield

Name Obtained from Description Accessible
Shield of Turbulent Current[1] Garm (20%) A good option with or without Aqua Elemental card. With the card you gain -20% ACD along with the water resist and potential % MATK from refines. A +9 shield gives you 4% MATK which is one of the best damage options in shield. B
Laphine Shield[1] Fire Pit (0.4%) High MDEF and low DEF shield with additional bonus MATK at +7. While outclassed by a +9 Turbulent Current Shield it's about even with it when both are +7. It also forms a set with laphine staff but getting a shield to +9 and beyond is quite the challenge. C
+7 Laphine Shield[1] D
+9 Laphine Shield[1] F


Manteau

Name Obtained from Description Accessible
Ferlock's Cape[1] Enraged Captain Ferlock (25%) Either used together with the set or as a standalone option. The +20 flee, 5% neutral resist and 20% variable cast time reduction makes it a solid option even at +4. One of the main set pieces if you want to go for a 100% cast time reduction build with the cape giving you up to 35% cast time reduction at +10. The cast time reduction is also good when you are low level and don't have that much INT and DEX stacked yet. Only downside to it is that it doesn't increase your damage at all although few options do. B
Eidolic Survivor's Manteau[1] Awakened Ktullanux (15%)
Illusion of Ice Crafting
Highest damage option in PvP and WoE if used together with Eidolic Wizardry Staff, but requires very high refines of both gears for the full bonus. C
+7 Eidolic Survivor's Manteau[1] D
+9 Eidolic Survivor's Manteau[1] F


Footgear

Name Obtained from Description Accessible
Temporal Boots of Intelligence[0] Temporal Boots Enchants High MATK option footgear with possible spell enchant to further increase MATK and reduce cast time. Even though the MATK is pretty high it generally is beaten by other options that either give %MATK or increase damage with certain elements. You also have to decide if you want to slot it and lose the ability to enchant them or if you enchant them but lose the ability to card something like NM verit into it. B
Temporal Boots of Intelligence[1] D
Temporal Boots of Dexterity[0] Temporal Boots Enchants Good choice at higher levels due to -0.5 fixed cast essentially cutting your fixed cast portion of your skills in half. This makes spamming spells and general speed of buffing and using skills a lot smoother. Combined with Sacrament and Infinite Humming you can nearly reduce 1 sec fixed cast to zero. B
Temporal Boots of Dexterity[1] D
Rune Boots[1] Wounded Morroc (50%) Good all around boots that give you the highest general purpose MATK. Since it's fairly easy to get compared to the other options it's a very good choice used together with NM verit card when refined to +7 or even +9. B
+7 Rune Boots[1] C
+9 Rune Boots[1] E
Stoicheia Boots[1] Brinaranea More niche than Rune boots but the additional damage is worth it when used with basic element skills. Gets a slight bonus when refined beyond safe refine but combined with the +7 bonus from Nightmare Verit Card it's still worth shooting for. C
+7 Stoicheia Boots[1] E
+9 Stoicheia Boots[1] F

Accessories

Name Obtained from Description Accessible
Bloodied Mitten[1] Cash Shop Even though they are a bit expensive and can only be used as Warlock Bloody Mittens are still a very good choice featuring a combination of HP, MATK% and increased damage to Drain Life, Soul Expansion and Hell Inferno. C
The Sign[0] Sign Quest The 5% MATK from it is still nice. It's cheap but does require quite a bit of effort to make. Sadly it can't be stacked and offers no slot so it's outshined by other options. B
Vesper Gear 01[1] Vesper Gear exchange Expensive and hard to get but offers the highest general purpose damage increase even if it just barely beats other options. Can also be combined with Memory of Lovers for some INT but Kardui's Ears or a slotted mid headgear are probably better choices if going for maximum damage. C
Alchemy glove[1] Professor Celia (100%)
Lost Dragon (10%)
Can be a bit annoying due to the Fire Bolt autocast and is a bit niche in its use case but offers high damage if used for fire property skills. B
Ettlang's Keepsake[0] Light & Darkness Bit of a lenghty quest and only available at later levels but it's possible to stack two if you do the quest on 2 different chars on the same account. The MDEF bonus is very high and the possible spell 3 enchant on it makes it a decent option for a quest item. B
Orlean's Necklace[1] Cash Shop Has several combos with Orlean's gears so it's adviced to use them together. Best option if you use Orlean's Gown since it will entirely counter the increased cast from it, including the increased fixed cast time. Good beginner set although there are higher damage combinations, especially if you replace Orlean's Gown with rosevine robes or elemental armors. C
Spiritual Ring[0] Ifrit (100%)
Fallen Bishop Hibram (50%)
Useful in combination with either Wizardry or Eidolic Wizardry Staff or as a very low level option. Can be slotted. B
Spiritual Ring[1] Slotting
Ancient Pocket Watch[1] Owl Viscount Only useful with the full set but grants the highest MATK% compared to any other combination of gears. C
Gyges' Ring[1] Cash Shop Very good standalone accessory option that doesn't require any sets. Also enables Lv.1 hiding without sacrifing a slot for it. C
INT Glove[0] Eclage Nothing special but the non-slotted versions are easy enough to obtain. They can also be slotted but not really worth the effort since a lot of other options beat it in every aspect. B
INT Glove[1] C

Cards

Headgear

Name Description Accessible
Blue Lichtern Card Fairly cheap cards that give you 10 MATK and 5% or 10% damage with one of the basic elements. B
Green Lichtern Card
Red Lichtern Card
Yellow Lichtern Card
Nightmare Card Sleep immunity against a few MVPs, although not that important if you have 90ish base AGI A
Jaguar Card Up to 15% damage against brute, fish, demon and insect race enemies. Makes a huge difference in damage especially if it's also carded in mid headgear which gives you up to 25% magic damage against a race from headgear cards alone. B
Toucan Card
Piranha Card
Kikimora Card
Isilla Card 2 INT, chance to reduce variable cast time by 50%. Alright card at lower levels but at higher levels your cast time tends to be rather fast and close to instant with buffs and foods. A
Rata Card Has a similar autobonus compared to Isilla but reducing Fixed cast by 50% instead. Also grants 10 MATK but is a lot harder to farm than lichtern cards if it's just used for that. Also keep in mind that it won't stack with any skills that reduce your fixed cast like Radius or Sacrament, only the largest bonus will apply making it hard to notice when you aren't stacking fixed cast reduction. D
Kathryne Keyron Card 2% MATK at +9 is nice but getting a good headgear to +9 is quite expensive. Mostly useful if you are going for 100% variable cast time reduction. C
Gemini-S58 Card Only midly useful when only one card is used but with two you get high resist to several status and immunity to Stone Curse. This enables you to do damgage to certain MVPs without having to resort to Evil Druid or Medusa card. C

Armor

Name Description Accessible
Agav Card Highest MATK option but beware of the -50 DEF which hurts your defense quite a bit if you are using a 2H staff. B
Pasana Card Used in Rosevine robe or for resist in general since they will make certain areas a lot easier. B
Swordfish Card
Dokebi Card
Sandman Card
Bathory Card
Evil Druid Card Partly for poison, shadow and undead resist but mostly to gain immunity against Stone Curse and Frozen status. Not recommended to main this since you can't be healed or resurrected. B

Weapon

Name Description Accessible
Centipede Larva Card Good as a general purpose MATK card with a bit of INT. B
Ancient Tree Card Niche but powerful cards that will increase your damage by a lot. Getting good refined weapons to card them into is quite hard though and in some cases the cards aren't readily accessible like with Cobalt Mineral, Hell Apocalypse and Zakudam. B
Bradium Golem Card
Cobalt Mineral Card
Dolor of Thanatos Card C
Draco Egg Card B
Hell Apocalypse Card
Naga Card
Pinguicula Card
Zakudam Card C
Big Ben Card Very good options in combination with the shield counterpart but they only affect two races. The range of MDEF where it's most effective is a bit narrow but in general it will outperform other weapon cards together with the 5% race bonus. Also turns very powerful if it's used as a base to stack MDEF pierce gears. B
Nightmare Mimic Card
Essence of Devil's Intelligence(3) Harder to get than centipede larva but with gives 3 more INT. Can be used in every gear slot but in most cases there are better alternatives that are more specific but increase your damage a lot more. C
Essence of Devil's Dexterity(3) Can be used to make variable instant cast easier to reach although you will sacrifice some damage potential for it. It is also possible to reach IC without it by using foods and AB blessing which should, together with 120 base INT and DEX, give you instant cast. C
Curupira Card Highest damage option against water/earth targets in a highly refined weapon, although it's a bit niche. B
Fire Frilldora Card
Necromancer Card Helpful if you are trying to reach 100% MDEF pierce but a bit weak outside of that since even general purpose MATK cards will increase your damage more if you aren't close to 100% MDEF pierce. B

Shield

Name Description Accessible
Neo Punk Card Used together with NM mimic or Big Ben for the MDEF piercing but they are also nice just for the resist, although you sacrifice some resist then compared to the standard cards. B
Nightmare Arclouse Card
Alnoldi Card Generally you should try to avoid damage as Warlock since resist will only help so much, but in certain scenarios where you can't avoid getting hit having 30% resist can save you from dying and losing your buffs. B
Anubis Card
Bigfoot Card
Khalitzburg Card
Orc Warrior Card
Penomena Card
Rafflesia Card
Sky Petite Card
Teddy Bear Card
Thara Frog Card
Alice Card Useful against MVPs that cast AoEs like Hell's Judgement or EQ. B
Aqua Elemental Card With the main intention of being used in Turbulent Current shield for the combo bonus. Though having resist against certain elements can sometimes be more useful when the race varies but all the enemies are water property. B
Hodremlin Card General purpose resist shield card. You should try to avoid using it as much as possible when other better options are available. The difference between 15% and 30% can be quite large so Hodremlin should only be considered the last option in case the area is hopelessly filled with different race, size and boss/regular enemies. B
Essence of Devil's Intelligence(3) For maximum damage but the impact is quite low and in most cases using a 2H weapon will increase your damage more. C


Manteau

Name Description Accessible
Antique Book Card Popular choice for magic damage since it increases base matk that increases damage with all magic skills. Makes a big difference if you don't have many matk gears or high refined weapon yet. B
Nightmare Ancient Mummy Card Increases element damage based on refine which will beat Antique Book Card even at low refines but is also a lot more niche. At high refines it can increase your final damage by nearly 40% which makes it incredibly powerful. C
Arc Elder Card
Raydric Card Classic defensive option in case you have a hard time surviving or if you switch to a more supportive role. Not a bad idea to have a garment with Raydric in your inventory in either case. B

Footgear

Name Description Accessible
Nightmare Verit Card Very good source for % matk but it can be hard to refine good footgears to take full advantage of the bonus. Although it already grants 8% matk at +7 which is somewhat reasonable even for very rare footgear options. B
Baba Yaga Card Alternative to Nightmare Verit that grants flat matk based on your base agi instead. Depedning on your % matk and flat matk it can actually be better than Nightmare verit but also requires a decent amount of agi. B
Green Ferus Card Easy to get options that don't increase your damage output but help with your low base HP or increase your SP for a bit higher recovery. B
Matyr Card
Verit Card

Accessories

Name Description Accessible
Scaraba Card A decent and fairly easy to get damage option but it will also be your only option for a while. B
Essence of Devil's Intelligence(3) Lower matk than Scaraba card but increases your int for a bit of base matk that evens out the differnce and lowers your cast time slightly. Also increases Soul Expansion damage but there are better cards for that. C
Elvira Card Very hard to get cards that increase your damage with specific elements greatly. F
Valkyrie Card D
Vassal of Morroc Card D

Job Data

Skills

While Mage and Wizard offer a lot of good support skills that are good even as WL, most offensive skills will scale poorly into high levels. I will list the most notable skills that I found useful even as a 175 WL.

Mage

Skill Description Levels Type
Safety Wall-icon.png Safety Wall
Very good defensive skill that blocks melee attacks until a specific hit count or until Safety Walls HP is used up. INT and casters SP increase the HP of the SW to some degree. Uses up quite a lot of skill points but you should have enough left from HW skill tree. Consider using it on yourself to be able to safely cast or cast it on the tank to lower damage received. Especially helpful when Steel Body is running out or the tank is in some other kind of pinch. Also useful to prevent enemies casting Pneuma since Safety Wall and Pneuma can't be active on the same cell at the same time. 10 Active
Increase Spiritual Power-icon.png Increase SP Recovery
Gives you additional passive SP recovery that basically ensures together with Soul Drain that you won't run out of SP even while using 3rd class skill. 10 Passive
Fire Ball-icon.png Fire Ball
Very good for leveling at low levels but can be surprisingly powerful even at higher level when used with 2 Fire Condor Cards. 10 Offensive
Fire Wall-icon.png Fire Wall
Useful for leveling and even at high level by preventing mobs closing the gap and gives you plenty of time to cast damage skills. Vertical Fire walling increases the ability to delay mobs by making them walk through all 3 cell of the firewall before reaching you. 10 Offensive
Sight-icon.png Sight
While earth skills like Earth Strain or Heavens Drive are much safer, Sight is still a good skill to reveal hidden enemies. Can also be used for Sight Trasher to knock back enemies away from you. 1 Active

High Wizard

Skill Description Levels Type
Amplify Magical Power-icon.png Amplify Magical Power
Increases the damage damage of your next cast by 50%. Sadly you don't get the bonus when using Release to cast a spell but it's still a very good skill that can be comboed by manually casting a skill after using Amplify and then releasing frozen skills. 10 Active
Soul Drain-icon.png Soul Drain
Increases Max SP and recovers SP when killing enemies with a single target skill. Basically ensures you don't run out of SP easily and will even keep you going when you are 50% overweight. 10 Passive
Quagmire-icon.png Quagmire
Great debuff skill that slows down enemies and lowers their AGI and DEX. Also dispels some movement and aspd increasing skills like Wind Walk, AGI UP, Quicken Skills and Attention Concentrate. Helpful when you want to run away from something or when you want to help out your party by lowering the damage and make the mob easier to hit by physical attacks. Even works against MvPs and makes a great combo with Gravitation Field. 5 Active
Gravitation Field-icon.png Gravitation Field
Lowers ASPD and does a fixed amount damage every 0.5 sec. Useful to lower the damage output of MvPs and do some minor damage to targets that are resistent to magic or can reflect it. 5 Offensive
Storm Gust-icon.png Storm Gust
While it's damage isn't that great at high levels it's still very good for freezing targets and to knock them away from you and your party. To freeze your enemies lvl 1 is the most effective while lvl 10 deals the most damage which can still be somewhat useful after you job change to WL until you get some job levels to level higher damage skills. 10 Offensive
Ice Wall-icon.png Ice Wall
Creates artificial walls that can block enemies from moving towards you. You can still use ranged skills to target things on the other side but be aware that a lot of mobs have a rude attack protocol which will make them teleport or cast a skill on top of you if hit in this way. Nevertheless it's still a fairly good skill to wall out enemies and save your party at least as long as the skill isn't blocked on the map. 10 Active
Fire Pillar-icon.png Fire Pillar
MDEF ignoring Fire Trap that explodes in a 3x3 area. Can be surprisingly strong compared to your other skills because of it's MDEF piercing property but it's main use is to delay enemies by causing them to flinch. This special type of flinch will delay enemies a lot more than from a normal attack and even works on MvPs although to a lesser degree. 10 Offensive
Frost Nova-icon.png Frost Nova
Freezes enemies in a 5x5 area around you. Has a very high chance to inflict freeze but it being centered around you leaves the enemies a bit too close for my comfort. Still useful to freeze the mobs that found their way to you. 10 Offensive
Ganbantein-icon.png Ganbantein
Can useful sometimes to clear a 3x3 area from ground effects. Sadly only really usable in a party because of the long delay and cast. 5 Active

Warlock

The Warlock Skill Tree is interesting in the way that it doesn't contain any really bad skills and that basically every skill is part of a major build. You will probably have a hard time getting all the skills you want because of this and I strongly recommend not using any WL skill points in the mage or HW skill tree. There a few new mechanics introduced as WL such as Spell books for most offensive skills and Elemental balls used either on their own or as catalyst for Tetra.


Skill Description Levels Type
Read Spellbook-icon.png Read Spellbook
A new method of spellcasting for WLs that allows them to ignore cast time, cool down and sp use. You can only cast spells to which you have spellsbooks in your inventory for. You will also need to have leveld the skill to cast it with this system. There are a variety of spellbooks available that you can get from the mage guild for a fee. The two ultimate spells, Comet and Tetra Vortex will also need you to finish a quest first or alternatively you can buy them from someone that already did it. Spell slots that are used up by the spells stored and can be increased with base level,INT and leveling Freezing Spell. 1 Active
Freeze Spell-icon.png Freeze Spell
Passive spell that increases the amount of spell slots you have available for Reading Spellbook. To be able to save and release 2 ultimate spells you will need to put some points into this skill. 5 Passive
Radius-icon.png Radius
Very good skill that reduces fixed cast by a fixed percentage and an additional amount based on your base int. It also increases your cast range of 3rd class spells by up to 3 cells. 3 Passive
Drain Life-icon.png Drain Life
Only shows it's real usefulness at lvl 5 when you have 95% chance to recover 30% of the damage dealt which can heal you to max HP even at max level when released rapidly from a spell book. On leika it also has int scaling and Bloodied Mittens will increase your damage and with that also the amount healed by a lot. Can even be used as a damaging skill against shadow or holy targets since it's neutral property spell that only suffers elemental resist against ghost. 5 Offensive
Soul Expansion-icon.png Soul Expansion
Does a ghost hit splashed in a 5x5 AoE around the target. Has no cool down and fixed cast time and only a short delay but the damage without IT is a bit low. Probably the highest DPS if used together with IT on ghost or undead enemies and can be spammed rapidly in bragi. It's biggest downside is it's ghost property which will have a worse than 100% mod on a lot of elements. Still a very good skill in pvp and woe because there aren't many ways to reduce ghost property attacks and also because it's interaction when your target is trapped in WI. 5 Offensive
White Imprison-icon.png White Imprison
Very versatile skill that can be used for defense and to disable enemies. Trapped targets can't attack, use skills, heal or be damaged except when hit by ghost property attacks. Can also be used on yourself with shift+click in which case the duration is fixed and there success chance is 100%. If it's used in pvm it will make all monsters ignore the trapped player so that you can use it on yourself to make the enemies find a new target. WI is also great when you are expecting a very strong skill like EQ, Comet or pretty much any skill that is cast on you in pvp or WoE. Against enemies it can be used to immediately stop them attacking and can be followed up with SE with IT and Amplify to do a huge amount of burst damage which in most cases ends up killing the target. For self use lvl 1 is enough since higher levels will just increase the damage you receive when the skill ends. Keep in mind that ghost property attacks can still hit you which in most cases isn't a problem in pvm but can be fatal in woe or pvp. 5 Active
Stasis-icon.png Stasis
Large caster centered AoE debuff that prevents all targets that are affected by it casting certain magic skills. Also affects the caster making the WL basically useless for a few seconds. Only remotely useful in WoE to disable part of the enemy guilds for a few seconds. The limitations it has makes it a very niche skill to use and hard to pull off. Because it's centered around the caster you will need to run deep into the enemy guild before casting it. The skill also has a long cast time and cool down giving the enemy team some time to prevent it or for them to run away. A lot of skills also aren't affected by it making the debuff mostly just an annoyance for the enemy team. 5 Active
Recognized Spell-icon.png Recognized Spell
Self buff that removes matk variance from your damage. Very good skill that will increase your damage output by a lot. Normally matk from weapons will get a +/- 10% ~ 40% bonus for each magic hit you do. With lvl 1 weapons having +/-10% variation and lvl 4 weapons having +/-40% variation. While recognized spell is active you will always get the full +40% bonus matk from a lvl 4 weapon so it makes a lot of sense to use higher weapon level weapons with WL. Lvl 1 of this skill is generally good enough since higher levels, while increasing the duration of the buffs, will also increase the cool down. This is especially annoying when you get dispelled or killed and have to wait much longer for the skill to be available again. The duration is also decent enough at 60sec and it can be recasted before the buff ends. 5 Active
Marsh of Abyss-icon.png Marsh of Abyss
Single target debuff skill that reduces targets agi, dex and movement speed while also dispelling aspd potions,movement and aspd skills. Can be used together with Quagmire and Gravition field to further lower the enemies damage output. Another option is to use it on targets trapped in WI before attacking them. 5 Active
Crimson Rock-icon.png Crimson Rock
High damage fire AoE skill that splashes in a 7x7 area around the targeted enemy. It also knock back and stuns every target that was in the splash area. Decent leveling skill that can cause very high burst damage if properly geared with fire magic and Crimson Rock increasing gears. Can easily save up several CRs with a high enough level, int and freeze spell but keep in mind that there is still a short delay when used outside of bragi. The knock back when used on non-boss targets can also be annoying due to mobs moving outside the target range of the party or tanked mobs changing their target to non-tanks. 5 Offensive
Hell's Inferno-icon.png Hell's Inferno
Single shadow property hit that causes burn status. Shadow property makes it a bit of a niche skill even though it has no cool down and can be spammed in bragi . Needs Shadow Staff to be really effective since the initial skill mod is a bit low. It's still the best DPS against holy enemies especially since most of your other spells will outright miss or do reduced damage. On leika you can use HI spell book to cast it making it a nice skill to kill holy armor targets in pvp with. 5 Offensive
Comet-icon.png Comet
Very large AoE that causes neutral property damage. It's very slow cast, high SP cost and long cool down makes it a pretty bad skill to cast normally but all of those downsides can be eliminated when it has been casted with Release. At higher levels with decent INT and some levels in freezing spell you can save up to two comets and release them rapidly. While the damage isn't all that great the fact that it's neutral, it's large AoE and it not having delay makes it still a very good skill to clear out mobs. 5 Offensive
Frost Misty-icon.png Frost Misty
Similar to Jack Frost but its main use is to apply freezing status to the enemies to used soon after to increase the damage of JF. Sadly it's cooldown prevents being able spam Frost Misty and Jack Frost alternatively but it' still a good combo to use. 5 Offensive
Jack Frost-icon.png Jack Frost
Water property skill that is centered around the caster and has a chance of freezing enemies. The large AoE can be quite annoying since it's centered on you and it will often hit passive mobs or mobs that are running to the tank. Non-Boss targets will need to be affected by the freezing status for maximum damage so it's best used after Frost Misty. Boss targets will take full damage even without the status though which makes it a good skill to deal high damage to MvPs. 5 Offensive
Chain Lightning-icon.png Chain Lightning
Wind property skill that uses bounce mechanic to hit multiple mobs. Because of this it scales rather poorly with mob size since the hit will randomly bounce between targets essentially splitting the damage on larger mob sizes. The hits are also severally delayed so it can take a couple of seconds to do full damage, giving the enemy plenty of time to counterattack. It will still bounce on one enemy although only 4 times. Because of this the ideal amount of enemies for it is 2 where it will bounce 4 times but do so in a pattern where it bounces between the two twice and then hit the secondary target four times essentially dealing 6 hits to the secondary and 2 hits to the primary target. It is mostly saved by not having a cool down so that with support you can rapidly cast it on enemies and deal very high damage to everything but especially if there are only 2 targets. 5 Offensive
Sienna Execrate-icon.png Sienna Execrate
Tries to Stone Curse all enemies in a 7x7 area around the target. The duration of the SC status applied from this skill is fixed and unlike the normal Stone Curse skill it doesn't have the "hardening" stage. Be aware that targets caught in the AoE that are already stone cursed will be freed from it so it's hard to trap every target in SC at the same time. Can be devastating if followed up with CR or some other fire property skill. Sadly higher level mobs are often resistant or immune to SC due to their high mdef but it should be much easier to apply it to players as long as they aren't wearing undead armor. 5 Active
Earth Strain-icon.png Earth Strain
Strikes enemies by traveling wave of earth magic that can strip gears and cause status effects on mobs. The strip status effects even affects Boss type mobs although at a lower chance and with a shorter duration but the different effects still make it a great choice to increase your damage and to decrease the damage output of the boss. Sadly there are a lot more earth property enemies than wind property to allow you to use this as your main damage skill. It's still a very good follow up to something like a Amplified CR since you can rapidly release several ES even without having bragi. Keep the traveling time in mind though since an enemy can't be hit by two waves at the same time so you will need to delay releasing the casts a bit. 5 Offensive
Release-icon.png Release
Used to cast saved up skills that were frozen with Reading spell book or to hurl summoned elemental stones at the target. Release will use up Amplify in most cases except when used to release elemental balls. Lvl 1 is enough to release saved up spells and reduces the amount of SP used. Keep in mind that while release will ignore cooldown restrictions it will still refresh the cool down on that skill. You will also need to have enough SP to cast the original skill even if you only use up 16 sp that is neede for Release. Spells are released in a random order but Elemental Balls will always be first to be released. 2 Offensive
Summon Fire Ball-icon.png Summon Fire Ball
Summons up to 5 Elemental balls in any combination which will circle around you for 5min or until used by Tetra or Release. At level 5 the cast time is increased and it gains 1 sec of fixed cast but summons 5 balls at the same time. When released it will inflict a great deal of burst damage that's useful when you can onehit enemies with it. It being single target means it doesn't pull aggro from MvP summons or passive mobs that aren't tanked yet. The dps can be quite high in a party with bragi, Sacrament, Infinite Humming and Moonlight Serenade but even solo it's pretty good because the damage is instantaneous and there is no delay, so you can cast protective spells in case a mob survives. 5 Offensive
Summon Water Ball-icon.png Summon Water Ball
Summon Lightning Ball-icon.png Summon Lightning Ball
Summon Stone-icon.png Summon Stone
Tetra Vortex-icon.png Tetra Vortex
Uses all your active elemental balls to cause high damage to a target with the element and status effects depending on the summoned elemental balls. Has a very long cooldown and cast time but can be casted with release although you will lose the option to amplify the hits like that and that you still require elemental balls to be summoned. Can be decently spammed with Release if leveled together with a Call Elemental Ball at lvl 5 to get 5 spheres at once. Uses up a lot of skill points especially if you max more than one summon elemental ball but can be devastating in pvp or woe because of the high burst damage. 5 Offensive
Intense Telekinesis-icon.png Intense Telekinesis
Self buff with a 5 min cool down that reduces your cast time, SP use and increases your ghost property skills. Very strong skill that is the main reason why SE is one of the top DPS skills for WL. The reduced cast time and SP use will also help with the damage output and making sure you don't run out of sp while spamming SE. 5 Active

Skill builds

Coming up with definitive builds is difficult since there are a lot of options and a lot will depend on the gears you have available, the support classes you play with, your level and stat distribution, your playstyle and the intended use for your WL. Although you can't really go wrong with getting recognized spell for damage builds and getting White Imprison lvl 1 on any build. I will list some builds I enjoyed playing while leaving out the mage and High Wizard part of the skill tree since it's hard to brick your build that way. In general it is enough if you have the pre-requisites for the Warlock skills you want to level. Apart from that you should consider getting Safety Wall, Amplify Magical Power and Quagmire, you will probably not use the other skills much once you have a few job levels in the WL skill tree.


Elementalist

Recognized Spell-icon.png Recognized Spell Lv. 1
Drain Life-icon.png Drain Life Lv. 5
Jack Frost-icon.png Jack Frost Lv. 5
Comet-icon.png Comet Lv. 5
Earth Strain-icon.png Earth Strain Lv. 5
Chain Lightning-icon.png Chain Lightning Lv. 5
Crimson Rock-icon.png Crimson Rock Lv. 5
Hell's Inferno-icon.png Hell's Inferno Lv. 5
Freeze Spell-icon.png Freeze Spell Lv. 4
Read Spellbook-icon.png Read Spellbook Lv. 1
Radius-icon.png Radius Lv. 3

The aim of this build is to get a wide range of elements and skills so that are useful against pretty much any enemy. With Earth Strain, Comet and Crimson Rock you have powerful AoEs that should be able to kill even high level group of mobs. Having Freeze Spell means that you can save up two Comets which makes it possible to chain up Amplify=>Earth Strain=>Release Comet x2=>Crimson Rock or to just keep spamming Comet on enemies. For focused damage against MVPs or enemies with a lot of HP you have Jack Frost and Chain Lightning which should cover everything except for wind enemies, although Jack Frost will still be able to do some damage to lvl 1 and 2 wind element targets.

The most glaring omission from this build is the lack of Soul Expansion and Intense Telekinesis. While you lose a powerful tool against undead and ghost mvps you still have decent more versatile skills to damage those. Jack Frost also has a decent property modifier against undead and there are only a few ghost mvps where SE would outperform anything else by a lot.


Builds with Soul Expansion

Recognized Spell-icon.png Recognized Spell Lv. 1
Soul Expansion-icon.png Soul Expansion Lv. 5
Crimson Rock-icon.png Crimson Rock Lv. 5
Drain Life-icon.png Drain Life Lv. 5
Intense Telekinesis-icon.png Intense Telekinesis Lv. 5
Freeze Spell-icon.png Freeze Spell Lv. 4
Read Spellbook-icon.png Read Spellbook Lv. 1
Radius-icon.png Radius Lv. 3

Choose 3 out of these 4:

Jack Frost-icon.png Jack Frost Lv. 5
Comet-icon.png Comet Lv. 5
Earth Strain-icon.png Earth Strain Lv. 5
Chain Lightning-icon.png Chain Lightning Lv. 5

Similar to Elementalist but you sacrifice one of your base element skills for Intense Telekinesis and Soul Expansion. If you sacrifice Jack Frost or Earth Strain instead of Chain Lightning you can max Hell's Inferno too. You can also give up on Comet and Hell's Inferno to get all base Elements instead. It's a difficult decision and will depends on your gears but in general Earth Strain, Jack Frost and Comet will cover more situations than Chain Lightning. Chain Lightning is also only a pseudo AoE that will do low damage against large mobs.


Tetra Vortex

Recognized Spell-icon.png Recognized Spell Lv. 1
Drain Life-icon.png Drain Life Lv. 5
Tetra Vortex-icon.png Tetra Vortex Lv. 5
Radius-icon.png Radius Lv. 3

Choose 1 out of the 4 Elements:

Summon Fire Ball-icon.png Summon Fire Ball Lv. 5
Summon Lightning Ball-icon.png Summon Lightning Ball Lv. 5
Summon Water Ball-icon.png Summon Water Ball Lv. 5
Summon Stone-icon.png Summon Stone Lv. 5

Although you lose Comet you will get every base element skill which should cover you fairly well. It is recommended to get one element to max level to gain 5 balls at once. It will shorten the time needed to prepare for Tetra Vortex and it you can use it with release to rapidly do damage with that element.


Support Build

Recognized Spell-icon.png Recognized Spell Lv. 1
Comet-icon.png Comet Lv. 5
Earth Strain-icon.png Earth Strain Lv. 5
Radius-icon.png Radius Lv. 3
Sienna Execrate-icon.png Sienna Execrate Lv. 5
White Imprison-icon.png White Imprison Lv. 5
Jack Frost-icon.png Jack Frost Lv. 5
Frost Misty-icon.png Frost Misty Lv. 5
Marsh of Abyss-icon.png Marsh of Abyss Lv. 5

With this you can pick up a most of the support skills while still keeping Comet and Earth Strain for damage. You won't really be able to follow up Stone Curse from Sienna Execrate or White Imprison yourself though and will rely on other people to do the decisive hit.

Skill Tree

File:Skilltree warlock.png

Job Bonuses

Stat\Amount +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13
STR 34
AGI 8 20 29 40 47 54 58
VIT 15 18 24 25 52 57
INT 1 2 7 12 23 35 36 41 44 45 50 55 60
DEX 3 6 13 19 28 39 51 59
LUK 31 53