Patch guide
July 21, 2026
M. Skill stats · crit targets · artifacts · jewelry · Homunculus
Live Mage Gear Box (Feoh / Summoner / Healer)
Wizard-focused Live loadout for Feoh, summoners, and healers: which magic stats are real, how much M. Skill crit rate you need, artifact/charm/gem priorities, Dragon/Fallen jewelry ladder, and Homunculus picks.
At a glance
- 1M. Skill Power and M. Skill Crit Damage are full value — listed % M. Atk is roughly half-effective under the square-root formula
- 2Wildness +20 path ≈ 500% M. Skill crit rate to soft-cap · no Wildness ≈ 1,000%
- 3Summoner pet crit transfer is broken — pets sit near 10% base unless you overstack owner crit absurdly
- 4Skip mid jewelry traps — Fallen +9 ring, Angel +6 attr ring, Fallen +6 Silenite ear, Dragon necklace
- 5Homunculus: Churing (magic+attr) · Ari (balanced/CD) · Diavalnok (summoner / no-attr raw)
Magic damage stats
What to buy
| Stat | Note |
|---|---|
| M. Skill Power | Full 1% ≈ 1% |
| M. Skill Critical Damage | Full 1% ≈ 1% |
| % M. Atk | ~half of the listed % after formula |
| Flat M. Atk | Weakest of the core four |
| Soul charge % | Adds with itself (20+23=43), does not multiply |
| Attribute attack | ~10 ≈ 1.5% inside ~±230 of target defense attr |
| PvE/PvP or dealt damage | Direct multiplier when its condition applies |
| Immobilized damage | Low priority for most mage farms; useful only with reliable control uptime |
| M. Skill crit rate | A consistency requirement until the effective cap, then no more damage |
| Cooldown | Indirect damage through limit, debuff, and main-skill uptime; value depends on rotation |
Attribute planning
- Working estimate
- 10 attack attribute ≈ 1.5% damage while the target is inside the approximately ±230 useful range
- Below floor
- Attribute additions can show no damage until attack attribute reaches the target’s effective defense window
- Above ceiling
- After the useful range is exhausted, more attribute stops being the next best damage purchase
- Sources
- Weapon · yellow artifacts · Opal · collections · talismans · Homunculus
- Method
- Build for the actual farm zone, not a universal sheet number
Attribute decision
| State | Action | Avoid |
|---|---|---|
| Below zone floor | Keep Opal and prioritize large attribute sources | Buying small crit-damage luxuries while attribute contributes zero |
| Inside useful window | Attribute remains a high-value damage buy | Removing a source without retesting |
| Zone covered | Swap flexible attribute slots to direct offense | Assuming the same swap works in harder content |
| Changing farm | Check the new target defense and rebuild the preset | Using one static Opal/no-Opal rule everywhere |
M. Skill crit rate
- With Wildness +20
- Aim ~500% sheet M. Skill crit rate
- Without Wildness
- Aim ~1,000%
- Summoner pets
- Owner transfer does not fully apply — treat pet base ~10%; do not expect 100% pet crit from a normal sheet
- Overcap rule
- Once practical casts are capped in the current zone, extra rate is a dead damage purchase
- Hard-zone rule
- Debuffs and zone penalties can reopen the requirement; test where you actually farm
Crit-rate build checkpoints
| Kit | Working target | What fills the gap |
|---|---|---|
| Feoh with Wildness +20 | ~500% sheet | Artifacts, charms, Meromedans lines, and other rate fillers |
| Mage without Wildness | ~1,000% sheet | A much larger rate package before damage luxuries |
| Summoner owner | Cap owner skills for the owner’s rotation | Do not infer pet cap from owner cap |
| Summoner pet | ~10% base behavior as a planning assumption | Treat pet crit transfer as broken/limited and value non-crit pet damage |
| Healer farm preset | Enough for the chosen damage skills and zone | Do not sacrifice survival needed to keep the farm stable |
Artifacts, charms, gems
Artifact board
| Color / slot | Priority | Reason |
|---|---|---|
| Red attack 1 | M. Skill Critical Damage | Full-value damage line |
| Red attack 2 | M. Skill Power | Full-value line; include the strong ~11% power piece |
| Red attack 3 | M. Atk | Best remaining fixed red core despite half-effective scaling |
| Yellow | Attack attribute | Required until the active zone is covered |
| Yellow / defense | Attribute defense | Efficient resistance for broad PvE/PvP pressure |
| Balance | M. Skill crit rate | Fill to the kit’s practical cap, then stop |
| Balance | P. Def | Mages need physical durability to keep farming uptime |
| Resource | Max MP or Max HP | MP for Feoh/Mana Shield; HP for summoner or healer without that shield |
Zodiac charm order
| Charm | Job | When to replace |
|---|---|---|
| Aquarius | Core magic offense / utility | Keep unless a completed high-tier set proves stronger |
| Libra | Core balanced mage value | Long-lived piece |
| Capricorn | Core survivability/offense package | Long-lived piece |
| M. Atk filler | Closes an empty early slot cheaply | Replace after the three core charms and cooldown needs |
| Enhanced cooldown charm | Late Feoh limit uptime; +5 Pisces/Sagittarius-style option | Only when enhancement and price justify the ~3% CD |
| Defensive filler | Healer/support preset | Swap to offense only when survival is already stable |
Brooch gems
| Gem | Priority | Use |
|---|---|---|
| Aquamarine | Core for cooldown mages | Limit and main-skill uptime |
| Cat's Eye | High | Damage package; pair with debuff protection where needed |
| Garnet | Content swap | Heavy-debuff Tower-style pulls |
| Opal | Conditional core | Keep until attack attribute is covered |
| Artificial Yellow Amber | First replacement after Opal | Direct progression once attribute is solved |
| Emerald | Later | Do not rush ahead of Amber and core cooldown pieces |
Feoh, summoner, and healer presets
Where the boxes diverge
| Slot | Feoh | Summoner | Healer farm |
|---|---|---|---|
| Resource artifact | Max MP for Mana Shield | Max HP | Max HP unless a specific MP mechanic dominates |
| Cloak | Silenite cooldown cloak | Attack / M. Skill Crit Damage cloak | Cooldown or defense by role |
| Aquamarine | Core | Lower than Feoh if summons dominate, but still useful to owner rotation | Core when cooldown drives damage/support uptime |
| Crit plan | ~500% with Wildness +20, otherwise ~1,000% | Cap owner separately; pet remains near ~10% base behavior | Meet the farm-skill requirement, then favor stability |
| Homunculus | Churing or Ari | Diavalnok or Churing | Ari for cooldown; Churing for damage/attribute |
| Defense | P. Def balance plus MP shield | HP and P. Def | HP, P. Def, and utility before luxury offense |
Crystals, cloak, jewelry, talismans
- Tercy: M. Skill Crit Damage (not M. Atk). Meromedans: crit rate + crit damage.
- Pa’agrio order Chest → Legs → Sigil → Helm. Masia/Eva fifths early.
- Cloak: Silenite CD for Feoh; attack/crit-damage cloak for summoners.
Soul crystal and armor-stone path
| Stage | Priority | Why |
|---|---|---|
| Damage crystal | Tercy — M. Skill Critical Damage | Full-value multiplier; do not substitute M. Atk by label familiarity |
| Crit support | Meromedans — crit rate + crit damage | Helps reach the practical rate target without wasting the second line |
| Early armor | Masia / Eva fifth-tier pieces | Efficient bridge while the complete offense path is assembled |
| Pa’agrio 1 | Chest | Start the high-value armor sequence |
| Pa’agrio 2 | Legs | Second progression slot |
| Pa’agrio 3–4 | Sigil → Helm | Finish after the body pieces |
Jewelry ladder
| Slot | Buy |
|---|---|
| Ring A | Fallen Angel +9 → bless later; efficient damage breakpoint |
| Ring B | Angel +6 with 3rd attribute; excellent while zone attribute still matters |
| Earring A | Fallen Angel +6 with 3rd Silenite; anchor cooldown ear |
| Earring B | Blessed Fallen +9 or Dragon +3 — do not overpay for Silenite here |
| Necklace | Dragon necklace early: power + M. Atk + roughly 15% cooldown |
| Later ring work | Bless the Fallen +9 after core slots; do not jump to marginal enchants first |
| Elset | Keep a useful damage roll, but do not burn excessive materials on starter jewelry |
- Talismans
- Golden Tree → Heavenly · Benir · Enhanced Sayha only · CD + skill-power temps when cheap
- Golden Tree
- Use its damage/stats/cooldown, then move it into the attribute collection when Heavenly replaces it
- Benir
- Establish the durable stat baseline before luxury temporary pieces
- Sayha
- Buy Enhanced Sayha as the meaningful endpoint
- Temporary
- Cooldown and skill-power talismans are good only when repeat cost is acceptable
- Skip
- Mid Sayha stepping stones you cannot resell
Practical purchase order
Order by problem solved
| Step | Purchase goal | Stop condition |
|---|---|---|
| 1 | Reach the zone’s attack-attribute floor | Damage responds normally to attribute and Opal |
| 2 | Reach the M. Skill crit-rate target | ~500% with Wildness +20 or ~1,000% without, adjusted by content |
| 3 | Install full-value power and crit-damage lines | Red artifacts and Tercy are online |
| 4 | Stabilize cooldown | Aquamarine, cloak, jewelry, and Homunculus support the rotation |
| 5 | Build jewelry breakpoints | Fallen +9 ring, Angel +6 attr ring, Fallen +6 Silenite ear, Dragon neck |
| 6 | Replace temporary talisman steps | Heavenly, Benir, Enhanced Sayha |
| 7 | Drop excess attribute/crit | Convert capped slots to Amber, power, crit damage, or defense |
Example full shopping priorities
These lists show the order in which a mage farmer can shop, not a requirement to buy every line at once. Check the target zone after each breakpoint and skip any item already covered by character-bound rewards or collections.
Early shopping list: make the farm work
| Priority | Buy or complete | Reason / stop condition |
|---|---|---|
| 1 | Weapon with usable attack attribute and matching magic options | Reach the zone’s attribute floor before buying small luxury multipliers |
| 2 | Opal plus yellow attack-attribute artifacts | Keep until combat tests show the active zone remains covered without one flexible source |
| 3 | M. Skill crit-rate fillers | Reach the practical target: about 500% with Wildness +20 or about 1,000% without, adjusted by zone |
| 4 | Core red artifacts: M. Skill Power → M. Skill Critical Damage → M. Atk | Install full-value damage lines first; use M. Atk as the remaining fixed red core |
| 5 | 'Tercy' damage crystal and useful crit support | Buy M. Skill Critical Damage; add Meromedans-style rate/damage support only while crit is short |
| 6 | Aquamarine for Feoh/cooldown rotations | Stabilize limit and main-skill uptime; summoners can place it below summon-damage needs |
| 7 | Fallen Angel +9 first ring and Angel +6 attribute second ring | Establish two efficient damage/attribute breakpoints before blessing one slot |
| 8 | Fallen Angel +6 Silenite earring and practical second earring | Put reliable cooldown on the first ear; buy finished options when cheaper than inserting |
| 9 | Dragon necklace or the best affordable cooldown neck | Close the early cooldown package without overpaying for a prestige grade |
| 10 | Golden Tree, baseline 'Benir', and temporary skill-power/CD only when cheap | Fill durable slots first and avoid non-resellable intermediate steps |
Mid shopping list: raise stable throughput
| Priority | Buy or complete | Reason / stop condition |
|---|---|---|
| 1 | Masia/Eva fifth-tier bridge pieces | Get efficient fifth-tier value online while saving for final armor stones |
| 2 | Pa’agrio Chest → Legs → Sigil → Helm | Follow the body-first sequence without dropping crit, cooldown, or survival requirements |
| 3 | Aquarius, Libra, and Capricorn charms | Complete the long-lived mage charm core; use a cheap M. Atk filler only for an empty slot |
| 4 | Cat's Eye and content-swap 'Garnet' | Add direct damage, then carry the debuff answer needed for Tower-style content |
| 5 | Bless the established Fallen +9 ring | Improve a proven breakpoint only after all five jewelry slots function |
| 6 | Better second earring: Blessed Fallen +9 or Dragon +3 | Choose by final price and useful options; do not overpay for redundant Silenite |
| 7 | 'Heavenly' and stronger 'Benir' | Replace Golden Tree, then move Golden Tree into its attribute collection role |
| 8 | 'Enhanced Sayha' | Buy the meaningful endpoint and skip weak stepping stones with poor resale |
| 9 | Silenite cooldown cloak for Feoh; attack/crit-damage cloak for summoner | Match the class preset rather than copying one universal cloak |
| 10 | Balanced Homunculus progress: Churing, Ari, or Diavalnok | Choose attribute, cooldown, or summon/raw damage only after current bottlenecks are known |
Late shopping list: convert solved requirements
| Priority | Buy or complete | Reason / stop condition |
|---|---|---|
| 1 | Remove excess crit-rate fillers | Replace only after real casts remain capped through the target zone’s penalties |
| 2 | Replace Opal with Artificial Yellow Amber | Make the swap only when weapon, artifacts, collections, and other sources keep attribute covered |
| 3 | Enhanced cooldown charm where it closes permanent limit uptime | A roughly 3% cooldown gain matters only when it changes the rotation |
| 4 | Finish Pa’agrio and high-tier armor-stone sequence | Complete final pieces without creating a defense or resource hole |
| 5 | Upgrade Dragon/Blessed jewelry breakpoints | Compare real power, cooldown, and resale; do not chase enhance numbers alone |
| 6 | Higher red/balance artifacts for power and crit damage | Convert capped rate or excess resource slots into direct multipliers |
| 7 | Zone-specific defense and resistance swaps | Preserve farming uptime in harder tiers instead of building one fragile maximum-damage sheet |
| 8 | Final cloak, brooch, and Homunculus optimization | Parse Feoh, summoner, and healer presets separately; their cooldown and resource value diverge |
Homunculus
Mage pets
Before
Need attribute + magic damage → Churing
After
Need CD + balanced offense → Ari · Summoner / no-attr raw → Diavalnok
Homunculus selection
| Pet | Choose it for | Move away when |
|---|---|---|
| Churing | Magic damage plus attack attribute | The zone is covered and cooldown/raw alternatives parse higher |
| Ari | Skill power, attribute, and cooldown in one balanced package | Cooldown is solved and a pure damage pet wins |
| Diavalnok | General raw damage, especially summoner/no-attribute situations | The sheet falls below attribute or cooldown requirements |
| Angel | Adena farming plus cooldown; later crit-rate value | Direct damage or XP is the bottleneck |
| Chuchu | XP and Vitality progression | Currency or direct damage becomes the objective |
Linked names open L2Playbook pages when that skill, item, class, NPC, or zone exists in the database. Values can change with patches — always double-check in-game.