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Guide

The Six Archetypes

Everything else (skill %, race damage, attack) adds up. The archetype multiplies. Here is how it works: how to read the sheet card, what each one requires, what feeds it, how much each piece is worth and in what order to invest.

How to read the in-game card

It is the ◆ Archetype panel on the Skills tab (the same as in the Simulator). The picture is of a Wizard with INT 100 and two Fire Core skills: the most confusing case, because two lines show the same number.

The ◆ Archetype card: six lines, each with condition, attribute, gear and multiplier

  • ACTIVE — the line in effect right now. Only it counts; the other five do not add up.
  • the condition ✓/✗ — the first lock: something equipped (anchor, shield, chain, party buff, element pair) or built (critical damage). The line’s tooltip says what is missing and which skills from your line work.
  • INT 100 min. 40 ✓ — the second lock: how much you invested in that archetype’s attribute, and the minimum. Only points spent on the sheet; attributes from gear do not count.
  • gear 0% — how much of the channel’s gear you already wear. When it is low, what is missing is gear, not attributes.
  • if active ×1.32 — the number on a locked line is hypothetical: what it would give if both locks closed.
  • the nudge — below the lines, the box says what the best locked archetype asks for. Click a valid line to lock the choice (locking never gives more damage, only predictability).

How the number comes out

Your mastery has two sources that add up: the points you invested in the archetype’s attribute and the gear that fills its channel. The result multiplies your damage, and it grows faster than a straight line: each extra piece in the channel is worth more than the one before.

The channel weighs far more than the attribute: the attribute alone gives a small gain, and it is the class set that takes the multiplier far. The "gear" column on the card shows how much of the channel you have gathered; each channel has its own scale, so completing one is worth the same as completing another. Ascension archetype nodes add on top. Your build’s exact number is on the in-game card and in the Simulator.

What it multiplies: the damage of every skill in the rotation (finisher included), poison and bleeding, and the companion’s damage. What it does not: the basic attack between skills. And it is not "just critical damage": critical is another multiplier, on top of any archetype.

Two locks before it counts

LockWhat it isWhy it exists
Conditionsomething equipped or built: anchor, shield, combo chain, party buff, element pair, critical damageit is the build cost: it takes a slot you would use for something else
Floor of 4040 points invested in its attributebelow that the mastery would not change your damage

Only one counts, the biggest. If the build meets two conditions you get the stronger one, never the sum. And attributes from gear do not count: only the points you spent.

Each one costs a different slot

For each archetype: what it is, what the condition means, what counts and what does not, the skills of each line that meet the condition and the biggest pieces for the channel.

Summoner INT · Summon damage

You fight with a summoned companion at your side (plant, homunculus, elemental, warg, falcon or turret), and the whole build grows with invested INT.

ConditionThe "anchor" is the skill that SUMMONS the companion. It must be equipped, in any slot: Core, Support or Passive (the Genetic’s Call Homunculus sits in Passive).
CountsAny skill that summons, in any slot (Core, Support or Passive)
Does not countPocket pets: they are not summons · A summon skill learned but not equipped
100% of the channel630% summed across items

Anchors, line by line

The biggest pieces for the channel (base value; refining, awakening and marks come on top):

Main for Genetic; secondary for Sorcerer, Ranger.

Elemental INT · Damage vs <element> · Elemental Mastery

You bet on a single element: you hit hard what is weak to it and accept less against what resists. It grows with invested INT.

ConditionTwo skills in the CORE rotation with the SAME element (neutral does not count). The rotation unlocks it; elemental gear fills the channel but does not count as a skill.
CountsTwo or more Core skills with the same effective element (Summon Elemental follows the chosen spirit)
Does not countNeutral skills · Cards or gear with "Damage vs element" (fills the channel, does not unlock) · 1st job: there is only 1 Core slot until 2nd job · A skill that needs an unequipped buff (it sits idle and does not count)
100% of the channel580% summed across items (from a piece with several elements only the highest counts)

Each line’s pairs are under Closing the Elemental pair. At 1st job there is only 1 Core slot: the pair opens at 2nd job.

The biggest pieces for the channel (base value; refining, awakening and marks come on top):

Main for Sorcerer, Soul Reaper; secondary for Warlock, Arch Bishop, Kagerou, Oboro.

Regency DEX · Buff potency

You lead the group: you cast a buff that reaches the whole party, and your own damage grows with invested DEX.

ConditionA PARTY buff equipped in Support. A buff marked "Single" (only you) does not count.
CountsA buff marked Party in the Support slot
Does not countSingle buffs · Gear with Buff potency without a party buff equipped (fills the channel, does not unlock)
100% of the channel520% summed across items

Party buffs, line by line

The biggest pieces for the channel (base value; refining, awakening and marks come on top):

Main for Minstrel, Wanderer, Arch Bishop; secondary for Royal Guard.

Lethality AGI · Critical damage

You kill with critical hits: you build the sheet’s critical damage and the whole build grows with invested AGI.

ConditionSheet critical damage at ×1.8 or more. It rises with invested LUK and with gear and cards that give "Critical damage", which also fill this archetype’s channel.
CountsInvested LUK · Gear, cards, Awakening marks and Ascension nodes with Critical damage · Buffs with critical damage (count for the condition, not for the channel)
Does not countCritical rate (the chance): the condition is critical DAMAGE
100% of the channel930% summed across items

The biggest pieces for the channel (base value; refining, awakening and marks come on top):

Main for Rune Knight, Warlock, Ranger, Guillotine Cross, Shadow Chaser, Mechanic, Kagerou, Oboro; secondary for Wanderer, Sura.

Guardian VIT · Guardian Mastery · Damage per HP · HP % (counts half)

You are the wall: a shield in the left hand, and invested VIT turns into damage.

ConditionA shield equipped in the left hand. Two-handed weapons take the slot and block it.
CountsAny shield in the left hand
Does not countTwo-handed weapons (they take the slot) · VIT from gear (the floor is invested points)
100% of the channel960% summed across items (max HP % counts half)

The biggest pieces for the channel (base value; refining, awakening and marks come on top):

Main for Royal Guard; secondary for Rune Knight, Minstrel, Shadow Chaser, Mechanic, Genetic.

Combo STR · Combo damage · Combo Mastery

You chain hits: a builder stacks charges and a finisher spends them all in one blow. It grows with invested STR.

ConditionA BUILDER (skill that generates charges) in Core or Support AND a FINISHER (skill that spends charges) in Core.
CountsBuilder in Core or Support (the Gunslinger’s coin flip sits in Support) · Finisher in Core
Does not countA line with no finisher (the Soul Reaper has four builders and no finisher) · Only the builder, or only the finisher
100% of the channel500% summed across items

Builders

Finishers

A line that appears only among the builders does not complete the Combo. On the Gunslinger line, Combo uses DEX instead of STR.

The biggest pieces for the channel (base value; refining, awakening and marks come on top):

Main for Sura, Rebellion, Star Emperor.

Each class’s archetype

Each class’s exclusive gear carries its archetype’s channel. The main one is what the class pieces fill to the top; the secondary is a change of style, not a stack. The game always picks the highest valid value.

ClassMainSecondary
Rune KnightLethalityGuardian
Royal GuardGuardianRegency
WarlockLethalityElemental
SorcererElementalSummoner
RangerLethalitySummoner
MinstrelRegencyGuardian
WandererRegencyLethality
Arch BishopRegencyElemental
SuraComboLethality
Guillotine CrossLethality—
Shadow ChaserLethalityGuardian
MechanicLethalityGuardian
GeneticSummonerGuardian
RebellionCombo—
Star EmperorCombo—
Soul ReaperElemental—
KagerouLethalityElemental
OboroLethalityElemental

Closing the Elemental pair

The CORE rotation unlocks it: two rotation skills with the same element (neutral does not count). Gear with damage vs element makes the archetype worth more, but does not turn it on. 2nd, 3rd and Transcendent skills only work on their branch.

Swordman

ElementCore skillsCloses the pair?
FireMagnum Break · Ignition Break · Dragon Breathyes, 3 options
HolyBanishing Point · King’s Grace · Gloria Divinayes, 3 options
WaterDragon Breath - Wateronly one skill

Mage

ElementCore skillsCloses the pair?
FireFire Bolt · Fire Ball · Comet · Varetyr Spearyes, 4 options
WindJupitel Thunder · Chain Lightning · Psychic Wave · Summon Elementalyes, 4 options
WaterStorm Gust · Jack Frost · Diluvioyes, 3 options
GhostSoul Expansion · Napalm Vulcan · Soul Burnyes, 3 options
EarthEarth Graveonly one skill

Archer

ElementCore skillsCloses the pair?
FireClaymore Traponly one skill
WindElectric Shockonly one skill
GhostTarot Card of Fateonly one skill

Acolyte

ElementCore skillsCloses the pair?
HolyHeal · Magnus Exorcismus · Gentle Touch-Cure · Judex · Adoramus · Epiclesis · Basilica · Sanctuaryyes, 8 options

Thief

ElementCore skillsCloses the pair?
PoisonCross Ripper Slasheronly one skill
ShadowCaminho Sombrioonly one skill

Merchant

ElementCore skillsCloses the pair?
PoisonAcid Demonstrationonly one skill
EarthBio Cannibalizeonly one skill
FireFlame Launcheronly one skill
HolySlim Potion Pitcheronly one skill

Taekwon

ElementCore skillsCloses the pair?
FireWarmth of the Sun · Solar Burstyes, 2 options
GhostEspa · Eswhooyes, 2 options
ShadowNecromancia · Curse Explosionyes, 2 options

Ninja

ElementCore skillsCloses the pair?
FireCrimson Fire Petal · Raging Fire Dragon · Elemental Talisman · Release Ninja Spell · Cast Ninjutsuyes, 5 options
WaterSpear of Ice · Ice Meteoryes, 2 options
WindWind Blade · Lightning Strike of Destructionyes, 2 options
Summon Elemental is the wildcard: its element follows the spirit chosen on the companion sheet. The Sorcerer’s 3rd job has one skill of each element: pick the spirit, add the skill of the same element and the pair closes without dropping the anchor. The Taekwon’s light breeze does the same with kicks.

What fills each channel

Each piece’s tooltip says which archetype the effect feeds. The scale of each channel is the sum a top set delivers:

ArchetypeItem effects that count100% of the channelAscension node
SummonerSummon damage630%Alcateia: +3% per level (30% at 10)
ElementalDamage vs <element> · Elemental Mastery580%Harmonia: +3% per level (30% at 10)
RegencyBuff potency520%Regência: +3% per level (30% at 10)
LethalityCritical damage930%Letalidade: +3% per level (30% at 10)
GuardianGuardian Mastery · Damage per HP · HP % (counts half)960%Sentinela: +3% per level (30% at 10)
ComboCombo damage · Combo Mastery500%Encadear: +3% per level (30% at 10)

How to scale, by order of leverage

  1. Meet the condition

    Without it, zero. The ◆ Archetype card shows all six with ✓ or ✗ on each half and puts on top the one that would be worth the most if unlocked.

  2. Gather your class pieces

    The main source. Each class’s exclusive gear carries its archetype’s channel; generic gear with the same effect yields less. Since the gain grows faster than a straight line, the second piece yields more than the first.

  3. Awaken and refine

    Awakening multiplies everything the piece gives, channel included. On mythics, refining adds channel at milestones, and ★ multiplies that too. Cards do not scale with the piece’s ★.

    Rarity★10 multiplies byA 40% effect becomes
    Epic1.8×72%
    Legendary2.2×88%
    Mythic2.8×112%
  4. Awakening marks (★3, ★6, ★9)

    On the weapon: Precision (critical), Pack (summoner), Chain (combo), Affinity (elemental), Guardian or Regency. On accessories: Pack, Guardian and Regency. Repeating the same trait stacks.

    RarityEach Precision mark givesThree equal marks
    Epic12.8%38.4%
    Legendary19.2%57.6%
    Mythic28.8%86.4%
  5. Cards

    They count in full and do not scale. The ones that fill a channel appear in the piece lists above.

  6. Ascension

    Each archetype has a node, permanent, for the whole account, added outside the channel cap.

    Alcateia, Harmonia, Regência, Letalidade, Sentinela, Encadear

  7. Only then invest the attribute

    From the floor of 40 to the cap of 130, the attribute alone gives little. It is the smallest lever, but passing the floor is mandatory.

Mistakes that cost crystals: filling two channels halfway yields far less than filling one almost all the way: only the highest counts. Armor attributes do not count for the floor. Food with critical damage helps reach the ×1.8 of the condition, but does not fill the channel.

Where you stand

The ◆ Archetype card shows the multiplier in effect and what each one is missing. To see the channel fraction before spending, build it in the Simulator: the "gear" column is exactly this page’s fraction.

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