Warlock

Overview


Warlock is the next class progression of the High Wizard class. Warlocks maintain the high-damage potential of their predecessor but they are now equipped with wider Area of Effect skills (Comet), stronger targetted spells (Chain Lightning and Tetra Vortex), and have access to powerful ghost magical damage (Soul Expansion).

On the defensive side, Warlocks now has the ability to be shield themselves from most enemy damage and skills (self-cast White Imprison), and has access to new crowd control debuffs (Stasis, Marsh of Abyss, White Imprison, and Sienna Execrate).

Warlocks can also use Spellbooks which allow them to release memorized spells faster, skipping the usual cooldown and cast time of the memorized spells.

Player Guides


Stats


StatAmountNotes
STR1For warlocks, STR is mainly just for added weight.
AGI40~100AGI affects attack speed (ASPD) and also flee for survivability. More ASPD reduces animation delay between casts.
VIT80~100VIT is mainly for survivability. Get a total of 100 VIT for stun immunity.
INT120~125This should be your highest stat as a Warlock as INT significantly affects Magic Attack (MATK). INT also helps with SP recovery and variable cast time.
DEX90~120DEX reduces Variable Cast Time. VCT is completely removed through stats if (DEX x 2) + INT >= 530. Some gears require 120 DEX.
LUK30~60LUK adds extra MATK and status resistance.

Builds


Comet (Neutral)

Comet stands out as one of the skills in the whole game with a very wide Area of Effect (AoE). With the recent Warlock skill improvement, Comet now deals significant consistent damage with no item or partner requisites, making it one of the best farming skills of the class with the AoE factored in. The reworked comet also adds a debuff to targets making them take 50% more damage for a short period making it a good combo for other offensive skills. Comet also deals neutral magical damage which is a good element compared to other elements as it does consistent damage and minimal weaknesses. There are multiple alternative builds for this like Kardui Ear, Laphine Shield [1], Tree Sprout and Laphine Pray Shoes [1]; and Old Magic Stone Hat [1] with Document Mage [1] or Record of Mage [1] and Record of Mage vol.2 [1]. Warlock and High Wizard II enchants and D.Y Card will help with damage. Other standalone equipment that can help would be Geffenia Ice Magic Tool [1], Destroyer Boots [1] and Rose Quartz Shield [1].

Chain Lightning (Wind)

One of the higher DPS builds for Warlocks focuses on spamming Chain Lightning since Chain Lightning has no cooldown. For best damage, use equipment or cards that boost the damage of Wind elemental magic and Chain Lightning damage like Circlet of Time(Warlock) [1], Elvira Card, Ring of Pazuzu [1], Eye of the Storm, Mamaragan and Chain Shadows. Critical for this build is very high reduction in after-cast delay to maximize spammability mixed in with some ASPD.

Soul Expansion/Intensification (Ghost)

Warlocks standout for one of the few classes with ghost magical damage through the Soul Expansion skill. Intensification is a buff which if casted, grants +200% ghost magical damage for a short duration to help with boss fights. Soul Expansion is also an AoE skill with low after-cast delay so it is useful for farming. If cast on a target under White Imprison, Soul Expansion will deal double damage on the imprisoned target. Equipments to target are Biolab Aquarius Crown [1] with Staff of Miracle [2], Soul Expansion Ring [1], Telekinetic Orb, and Phantom Ears.

Water Ball/Jack Frost (Water)

Thanks to the introduction of Pororoca Shoes [1], Warlocks can now deal workable water elemental damage with Water Ball. The Pororoca Shoes grant the user access to Deluge (which is a requisite for Water Ball), while also adding damage modifiers for Water Ball and increasing Water magical damage, making it a core item for this build as a combo with an upgraded La’cryma Stick [2]. Other water-based skills for Warlocks are Frosty Misty as a combo with Jack Frost, Tetra Vortex (Water), and Storm Gust. For added damage, you can use Circlet of Time(Warlock) [1], Faceworm Larva Card and double Headless Mule Card. You can consider swapping to Awakened Blue Crystal Staff [2] for added Jack Frost spam and damage.

Crimson Rock (Fire)

Crimson Rock deals very good AoE fire damage with relatively low delay. It is one of the beginner friendly builds since fire magical damage is good against Undead and Earth monsters who occupy most of the low-level dungeons. Fire magical damage is also relatively easy to boost with relatively cheap gear like Alchemy Glove [1], Crimson Mora Set, and Mavka Card. To bypass the cooldown, Spell Book(Crimson Rock) can be used to cast multiple Crimson Rocks. The True Kathryne Keyron Card is essential for optimizing this build. Warlock High Wizard I stone set, Nightmare Ancient Mummy Card, and Crimson Shadows can also be used to increase Crimson Rock damage while Devil Flame Manteau can reduce cooldown with Rutilus Stick-OS [2]. Crimson Rose Stick [2], Biolab Aquarius Crown [1] and Zodiac Boots (Mage) [1]; and Old Magic Stone Hat [1] with Document Mage [1] are one of the choices end-game builds. Fire magic deals additional damage to stoned targets.

Key Equipment

Aside from the cited key equipment in the builds above, below are items you can also use depending on your needs.


Upper Headgear

Biolab Aquarius Crown [1]
Circlet of Time(Warlock) [1]
Old Magic Stone Hat [1]
Black Hand of Fate [1]
Celine’s Ribbon [1]
Great Magician’s Crown [1]
Survivor’s Circlet [1]
Skull Cap [1]

Cards
Plaga Card
Lichtern Red Card
Lichtern Green Card
Lichtern Yellow Card
Lichtern Blue Card
Tikbalang Card
Isilla Card
Kathryne Keyron Card
Sealed Vesper Card

Middle headgear

Kardui Ear
Phantom Ears
Eye of the Storm
Floating Beads
Wishing Tree
Raven of Tomb
Sunglasses [1]
Magical Booster [1]

Lower Headgear

Tree Sprout
Survivor’s Orb
Soul of the World
Yawata Seal
Mob Scarf
Tyrant of Earth
Lord of Royals

Armor

Selina Magic Robe
Celine’s Dress [1]
Four of a Kind [1]
Flattery Robe [1]
Sea Dragon Armor [1]
Illusion Armor Type B [1] (ACD/MATK/MATK modules)
Overwhelm Int Armor [1]
Sweet Nightmare Card
Agav Card

Weapon

Staff of Miracle [2]
Gravitation Staff [2]
Rutilus Stick-OS [2]
Crimson Rose Stick [2]
Sunflower Boy [2]
Awakened Iron Staff [2]
Awakened Blue Crystal Staff [2]
Thorn Staff of Darkness (Spell/ Spell)
Illusion Wizardry Staff [2]
La’cryma Stick [2]
Vicious Mind Rod [1]
Mutating White Knight Card
A-Ji and Geffen Card
True Kathryne Keyron Card
Sealed Time Holder Card

Shield

Rose Quartz Shield [1]
Laphine Shield [1]
Feather Shield [1]
Aegis of the Divinities [1]
Illusion Shield B [1] (ACD/Spell/MATK)
Purified Knight’s Shield [1]
Mad Bunny [1]
Mutating Khalitzburg Card
Hodremlin Card
Alice Card

Garment

Devil Flame Manteau
Temporal Int Manteau [1]
Seraphim Holy/Dark Robe [1]
[NFS]Subject Cape(Magic) [1]
Illusion Survivor’s Manteau [1]
Fallen Angel Wing [1]
Violet Halo [1]
Smile Giver Card
Tai-Zi and Nifflheim Card
Marsh Arclouse Card
Faceworm Larva Card
Nightmare Ancient Mummy Card

Shoes

Destroyer Boots [1]
Moaning of Evil Spirits [1]
Mamaragan
Laphine Pray Shoes [1]
Pororoca Shoes [1]
Elvira Boots [1]
Illusion Leg Type B [1]
Temporal Dex Boots [1]
Temporal Int Boots [1]
Great Hero’s Boots [1]
Nightmare Verit Card

Accessories

Document Mage [1]
Record of Mage [1]
Record of Mage vol.2 [1]
Ring of Pazuzu [1]
Celine’s Brooch [1]
Soul Expansion Ring [1]
Geffenia Ice Magic Tool [1]
Unknown Hero Ring (WL) [1]
Perverse Demon Mask [1]
Metal Riff Ring [1]
Mavka Card
Elvira Card
Headless Mule Card
D.Y Card
Phen Card
Scaraba Card
Faceworm Dark Card

Costume Enchants

Variable Casting Stone (Upper)
Variable Casting Stone (Middle)
Variable Casting Stone (Lower)
High Wizard Stone(Upper)
High Wizard Stone(Middle)
High Wizard Stone(Lower)
High Wizard Stone II(Upper)
High Wizard Stone II(Middle)
High Wizard Stone II(Lower)
Casting Stone (Garment)
Variable Casting Stone (Dual)
Warlock Stone(Garment)
Warlock Stone II(Garment)

Shadow Equipment

Full Tempest Shadow Armor & Full Tempest Shadow Shoes
Full Tempest Shadow Earring & Full Tempest Shadow Pendant
Crimson Shadow Armor, Crimson Shadow Shield, & Crimson Shadow Shoes
True Gemstone Shadow Armor/ True Gemstone Shadow Shoes
True Gemstone Shadow Earring & True Gemstone Shadow Pendant
Spell Caster Shadow Armor, Spell Caster Shadow Earring, Spell Caster Shadow Pendant, Spell Caster Shadow Shoes
Warlock Shadow Shield & Warlock Shadow Weapon
Clever Shadow Weapon & Clever Shadow Shield
Chain Shadow Earring, Chain Shadow Pendant, & Chain Shadow Weapon

Warlock Skills


Reading Spell BookEnables the Warlock to use a spell inscribed in the selected Spell Book.
This skill can be used in conjunction with the Release skill in order to let out the sealed spells.
Cannot seal up Spell Books of unlearned spells.
1Passive
Freezing SpellTo preserve magic by Reading Spell Book, Warlock has to learn the basic preserving skills. The number of magic that can be maintained increases depending on caster’s Base Level and INT. It consumes SP while preserving magic and also consuming amount is different depending on the quantities and kinds of maintained magic.10Passive
IntensificationGhost magic enters the caster’s circulatory system, increasing Ghost-type magic damage and reducing cast time and mana cost of spells.

This skill cannot be removed by clearance or dispel.

[LV 1]: 1 Minutes / Ghost-Spell Magic Damage +40% / -10% Variable Cast Time on all skills / -10% Ghost-Spell SP Cost
[LV 2]: 1 Minutes / Ghost-Spell Magic Damage +80% / -20% Variable Cast Time on all skills / -20% Ghost-Spell SP Cost
[LV 3]: 1 Minutes / Ghost-Spell Magic Damage +120% / -30% Variable Cast Time on all skills / -30% Ghost-Spell SP Cost
[LV 4]: 1 Minutes / Ghost-Spell Magic Damage +160% / -40% Variable Cast Time on all skills / -40% Ghost-Spell SP Cost
[LV 5]: 1 Minutes / Ghost-Spell Magic Damage +200% / -50% Variable Cast Time on all skills / -50% Ghost-Spell SP Cost
5Active
Full ThrottleExceed the limits of the body by
sacrificing your own vitality to strengthen yourself
for a short time. You will become horribly
exhausted after the skill’s duration.

Fully restores HP when cast and increases
movement speed for the skill’s duration.
All stats +20%.

After the skill duration ends, you will be inflicted
with Rebound status. During Rebound status,
your movement speed is lowered and your
natural HP/SP recovery is disabled.

Cannot be removed by dispel or clearance.

50 Minute playtime cooldown

[LV 1]:Duration 10 seconds
Consumes 6% MaxSP per second
[LV 2]:Duration 15 seconds
Consumes 4% MaxSP per second
[LV 3]:Duration 20 seconds
Consumes 3% MaxSP per second
[LV 4]:Duration 25 seconds
Consumes 2% MaxSP per second
[LV 5]:Duration 30 seconds
Consumes 1% MaxSP per second
1Active
RadiusIncreases the range of
Warlock magic skills and decreases their
fixed casting time. Base level, caster INT and
skill level increase the reduction of cast.

[Lv 1]:80 SP / Casting Range +1 Cell
Decrease fixed casting speed by 5%
[Lv 2]:100 SP / Casting Range +2 Cells
Decrease fixed casting speed by 10%
[Lv 3]:120 SP / Casting Range +3 Cells
Decrease fixed casting speed by 15%
3Passive
Drain LifeStrikes a single target with
magical damage, and absorb some of that
damage as HP. Damage and HP recovered is
influenced by the caster’s INT and base level.
The success rate varies according to the
skill level.

[Lv 1]:20 SP / Absorb 10% of Damage
Absorb Success Rate 75%
[Lv 2]:24 SP / Absorb 15% of Damage
Absorb Success Rate 80%
[Lv 3]:28 SP / Absorb 20% of Damage
Absorb Success Rate 85%
[Lv 4]:32 SP / Absorb 25% of Damage
Absorb Success Rate 90%
[Lv 5]:36 SP / Absorb 30% of Damage
Absorb Success Rate 95%
5Offensive
Soul ExpansionStrikes a target and all surrounding foes at long distance with ghost element damage twice. If used against a player in White Imprison, the skill deals double damage.
Damage increases based on BaseLv and INT.

[Lv 1]:MATK 900%
[Lv 2]:MATK 1050%
[Lv 3]:MATK 1200%
[Lv 4]:MATK 1350%
[Lv 5]:MATK 1500%
5Offensive
White ImprisonLocks a target in a transparent
box that prevents damage except from Ghost
property damage. Can cast on oneself lasting
for 5 sec. When the duration is finished, the
caster loses HP of Skill Level x400. Success
Rate increases according to the caster’s Job
Level. Not effective on Boss monsters.

[Lv 1]:Success Rate 50% / 10 sec. duration
[Lv 2]:Success Rate 60% / 12 sec. duration
[Lv 3]:Success Rate 70% / 14 sec. duration
[Lv 4]:Success Rate 80% / 16 sec. duration
[Lv 5]:Success Rate 90% / 18 sec. duration
5Active
StasisStops the air
around the Caster, preventing any spells
from being cast.

[Lv 1]:50 SP / 20 sec. duration / 19×19 AoE
[Lv 2]:60 SP / 30 sec. duration / 21×21 AoE
[Lv 3]:70 SP / 40 sec. duration / 23×23 AoE
[Lv 4]:80 SP / 50 sec. duration / 25×25 AoE
[Lv 5]:90 SP / 60sec. duration / 27×27 AoE
5Active
Recognized SpellMaximizes one’s own magical potential, dealing maximum damage with magical attacks for the skill duration.

[Lv 1]:100 SP / 60 sec. duration
[Lv 2]:120 SP / 90 sec. duration
[Lv 3]:140 SP / 110 sec. duration
[Lv 4]:160 SP / 140 sec. duration
[Lv 5]:180 SP / 170 sec. duration
5Active
Marsh Of AbyssCurses a target, slowing its movement speed, DEF and FLEE. Effect increases based on the caster’s INT and Job Level.

[Lv 1]:40 SP / Movement -10%
DEF/FLEE: -6% Monster / -3% Player
[Lv 2]:42 SP / Movement -20%
DEF/FLEE: -12% Monster / -6% Player
[Lv 3]:44 SP / Movement -30%
DEF/FLEE: -18% Monster / -9% Player
[Lv 4]:46 SP / Movement -40%
DEF/FLEE: -24% Monster / -12% Player
[Lv 5]:48 SP / Movement -50%
DEF/FLEE: -30% Monster / -15% Player
5Active
Crimson RockSummons a meteor, inflicts fire property magical damage to all enemies around the target.
All enemies inflicted by damage will get knocked back.
Damage increases based on caster’s BaseLv.

[Lv 1]:MATK 1300%
[Lv 2]:MATK 1900%
[Lv 3]:MATK 2500%
[Lv 4]:MATK 3100%
[Lv 5]:MATK 3700%
5Offensive
Hell InfernoBurns an enemy with fire from hell,
Inflicts fire and shadow property magical damage to all enemies around the target.
Damage increases based on caster’s BaseLv.

[Lv1]:MATK(Fire/Shadow) 400%/600%/Area 3×3
[Lv2]:MATK(Fire/Shadow) 800%/1200%/Area 3×3
[Lv3]:MATK(Fire/Shadow) 1200%/1800%/Area 3×3
[Lv4]:MATK(Fire/Shadow) 1600%/2400%/Area 5×5
[Lv5]:MATK(Fire/Shadow) 2000%/3000%/Area 5×5
5Offensive
CometInflicts neutral property magical damage to all enemies in a 13×13 area around the targeted location,
leaving them magic poisoned that reduces resistance to all property by 50% for 20 seconds.
Damage increases based on caster’s BaseLv.

[Lv 1]:MATK 3000%
[Lv 2]:MATK 3500%
[Lv 3]:MATK 4000%
[Lv 4]:MATK 4500%
[Lv 5]:MATK 5000%
5Offensive
Frost MistyReleases freezing mist around an area, dealing water property magical damage and inflicting Freezing status on all enemies.
Enemies on Freezing status will have reduced defense, movement speed, and attack speed, and increased fixed cast time and damage from Jack Frost for 10 seconds.
Damage increases based on caster’s BaseLv.

[Lv 1]:Chance of Freezing 30%/MATK 300%/attacks 1 time
[Lv 2]:Chance of Freezing 35%/MATK 400%/attacks 2 times
[Lv 3]:Chance of Freezing 40%/MATK 500%/attacks 3 times
[Lv 4]:Chance of Freezing 45%/MATK 600%/attacks 4 times
[Lv 5]:Chance of Freezing 50%/MATK 700%/attacks 5 times
5Offensive
Jack FrostInflicts water property magical damage to all anemies around the target.
Deals more damage to Frozen status.
Damage increases based on caster’s BaseLv.

[Lv 1]:MATK 1300%/Frozen Status MATK 1800%
[Lv 2]:MATK 1600%/Frozen Status MATK 2400%
[Lv 3]:MATK 1900%/Frozen Status MATK 3000%
[Lv 4]:MATK 2200%/Frozen Status MATK 3600%
[Lv 5]:MATK 2500%/Frozen Status MATK 4200%
5Offensive
Chain LightningSummons lightning to deal multiple (Wind Element) damage to a target and enemies around it.

[Lv 1]:80 SP /5 Attacks
[Lv 2]:90 SP /6 Attacks
[Lv 3]:100 SP /7 Attacks
[Lv 4]:110 SP /8 Attacks
[Lv 5]:120 SP /9 Attacks
5Offensive
Sienna ExecrateAll targets in range will be Petrified at a certain chance.

[Lv 1]:32 SP / 50% Success Rate
3×3 cells / 6 sec. duration
[Lv 2]:34 SP / 55% Success Rate
5×5 cells / 9 sec. duration
[Lv 3]:36 SP / 60% Success Rate
5×5 cells / 12 sec. duration
[Lv 4]:38 SP / 65% Success Rate
7×7 cells / 15 sec. duration
[Lv 5]:40 SP / 70% Success Rate
7×7 cells / 18 sec. duration
5Active
Earth StrainUplift the land and inflicts Earth property magical damage to all enemies within range.

[Lv 1]:MATK 1600%
[Lv 2]:MATK 2200%
[Lv 3]:MATK 2800%
[Lv 4]:MATK 3400%
[Lv 5]:MATK 4000%
5Offensive
ReleaseRelease spells memorized with Reading Spell Book.
Releases summoned orbs from Summon skill (Fire Ball, Water Ball, Lightning Ball, Stone) and inflicts magical damage to a single target one or multiple times.

[Lv 1]:Release memorized spell with Reading Spell Book.
[Lv 2]:Release all Summoned balls at the target.
2Offensive
Summon Fire BallSummon maximum 5 Fireballs around the caster. Continuously consumes SP while Fireball is active.
When level 2, removes all active Summon Balls, and summons 5 Fireballs.
When released, each fireball inflicts fire property magical damage, and damage increases based on caster’s BaseLv.

[Lv 1]:Summons 1 Fireball / Duration: 280 sec
[Lv 2]:Summons 5 Fireballs / Duration: 280 sec
5Offensive
Summon Water BallSummon maximum 5 Water Balls around the caster. Continuously consumes SP while Water ball is active.
When level 2, removes all active Summon Balls, and summons 5 Water Balls.
When released, each water ball inflicts water property magical damage, and damage increases based on caster’s BaseLv.

[Lv 1]:Summons 1 Water Ball / Duration: 280 sec
[Lv 2]:Summons 5 Water Balls / Duration: 280 sec
5Offensive
Summon Lightning BallSummon maximum 5 Lightning Balls around the caster. Continuously consumes SP while Lightning ball is active.
When level 2, removes all active Summon Balls, and summons 5 Lightning Balls.
When released, each lightning ball inflicts wind property magical damage, and damage increases based on caster’s BaseLv.

[Lv 1]:Summons 1 Lightning Ball / Duration: 280 sec
[Lv 2]:Summons 5 Lightning Balls / Duration: 280 sec
Skill information
Max level
2
Skill Type
Non-Attack
Element
Neutral
5Offensive
Summon StoneSummon maximum 5 Stone Balls around the caster. Continuously consumes SP while Stone ball is active.
When level 2, removes all active Summon Balls, and summons 5 Stone Balls.
When released, each stone ball inflicts Earth property magical damage, and damage increases based on caster’s BaseLv.

[Lv 1]:Summons 1 Stone Ball / Duration: 280 sec
[Lv 2]:Summons 5 Stone Balls / Duration: 280 sec
5Offensive
Tetra VortexSummons 4 property of ether, to deal 4 hits of magic damage of each property (Fire, Water, Wind, Earth).
To use Tetra Vortex, you have to summon at least 4 of Fire Ball, Lightning Ball, Water Ball or Stone Ball before casting or the skill will fail.
Depending on which Summon skill is used, the damage attribute of Tetra Vortex changes.
At Level 6 or higher Tetra Vortex will also damage surrounding enemies..
Targets that have been damaged have a high chance of being inflicted by Burning, Freezing, Stun or Bleeding status.

[Lv 1] : 4 Property Magical Damage 1000% x 4 / Area of Effect : Target
[Lv 2] : 4 Property Magical Damage 1500% x 4 / Area of Effect: Target
[Lv 3] : 4 Property Magical Damage 2000% x 4 / Area of Effect: Target
[Lv 4] : 4 Property Magical Damage 2500% x 4 / Area of Effect: Target
[Lv 5] : 4 Property Magical Damage 3000% x 4 / Area of Effect: Target
[Lv 6] : 4 Property Magical Damage 3200% x 4 / Area of Effect: 3×3 cells
[Lv 7] : 4 Property Magical Damage 3400% x 4 / Area of Effect: 3×3 cells
[Lv 8] : 4 Property Magical Damage 3600% x 4 / Area of Effect: 5×5 cells
[Lv 9] : 4 Property Magical Damage 3800% x 4 / Area of Effect: 5×5 cells
[Lv 10] : 4 Property Magical Damage 4000% x 4 / Area of Effect: 7×7 cells
10Offensive

Skill Synergies:

  • Cast Frost Misty first before Jack Frost. If the target is under Frost debuff, Jack Frost will deal increased damage.
  • Intensification increases ghost magic damage for a duration. If the target is under White Imprison, Soul Expansion deals added damage.
  • Sienna Exercate has a high cance to stone curse an enemy and Crimson Rock being a fire skill, has bonus damage against stone cursed enemies.
  • Summon Fire/Water/Lightning/Stone Ball is a pre-requisite to every cast of Tetra Vortex.
  • Reading Spell Book allows you to memorize spells through Spell Books (sold separately). To memorize a spell, press the Spell Book in your inventory or shortcut bar. Freezing Spell increases your memory slots. You can release memorized spells through Release.
  • Cast comet before spamming any main offensive skill. Comet adds a debuff to the enemy mob that amplifies damage received.

Skill Tips:

  • You can self-cast White Imprison to shield yourself against most enemy damage, including Earthquake. Press shift and left-click yourself to self-cast white imprison.
  • Drain Life can be an alternative to HP Potions, it can heal you fully with enough damage.
  • You can control the element of Tetra Vortex depending on the summoned balls.
  • Max Radius for easier kiting with monsters. Comet can hit off-screen monsters.
  • Add Spellbooks in your hot-key bar for easier memorizing of spells.

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