Artale I/L Arch Mage Guide
Magician → I/L Wizard → I/L Mage → I/L Arch Mage
Choose a job
Quick take
- The 4th job has 2 builds: Build 1 (Chain Lightning first (most players)), Build 2 (Plenty of mesos, Blizzard first for mapping); pick by your situation and see "Skill build" for the order.
- After Lv.120 there are 5 places to train (all solo); the best reported EXP is Ulu Estate II (Singapore), about 4M–6M per 10 minutes solo.
- In Singapore the best report is Ulu Estate II: a median of about 5.25M per 10 minutes (4 reports, Lv.169–179).
Summed up from the sections below, where the details and exceptions are; sources are listed at the end of the page.
What it plays like
- 4th job brings Chain Lightning and Blizzard; most players train with Chain Lightning, since Blizzard mapping burns potions and needs both magic attack and mesos.
Stats
- Like every magician: Lv.8 and 20 INT to advance, and full INT is the cheapest early on.
Training in Singapore
| Map | Median EXP | Reports | Levels |
|---|---|---|---|
Ulu Estate II![]() ![]() | ~5.25M | 4 | 169–179 |
Ghost Ship 2![]() | ~4M | 2 | 176–177 |
Central Way 2![]() ![]() ![]() ![]() | ~3.75M | 2 | 165–170 |
Central Way 1![]() ![]() | ~2M | 1 | 151 |
EXP is the median of player reports per 10 minutes from Sep 2026 (before the 9/29 update), mixing runs with and without Holy Symbol and event bonuses — a rough guide only.
- Ghost Ship has element-weak monsters you can hit with Chain Lightning, about 4M (with Holy Symbol); the highest reports are from Ulu Estate II.
Skill build
Click a skill for the skill database; the number after the slash is its max level. SP per job: 61 at 1st (67 for magicians), 121 at 2nd, 151 at 3rd.
Beginner
- Artale's Three Snails uses no snail shells, so it carries you through the early levels.
- Heal now restores HP over a minute and saves a lot of potions early on; Nimble Feet 3 is fine too if you want speed.
Magician
SP 67Same as the Arch Mage (F/P) 1st job.
- 1
Improving MP RecoveryLv.5/16 - 2
Improving MaxMP IncreaseLv.10/10 - 3
Energy BoltLv.1/20 - 4
Magic ClawLv.20/20 - 5
Improving MP RecoveryLv.16/16 - 6
Magic GuardLv.20/20
- Magic Claw has the most hits of any magician skill; keep it for event monsters later.
- If you want Magic Armor, reset Magic Guard to 3 or 5 and put the rest into Magic Armor.
I/L Wizard
SP 121- 1
TeleportLv.1/20 - 2
MP EaterLv.1/20 - 3
Thunder BoltLv.30/30 - 4
TeleportLv.20/20 - 5
MP EaterLv.20/20 - 6
MeditationLv.20/20 - 7
Cold BeamLv.30/30 - 8
SlowLv.1/20
- Thunder Bolt for three monsters, Cold Beam for one.
- Or skip Slow, take Cold Beam to 11 and put 20 points back into Magic Armor.
I/L Mage
SP 151- 1
Ice StrikeLv.30/30 - 2
Element AmplificationLv.3/30 - 3
Spell BoosterLv.11/20 - 4
Element AmplificationLv.30/30 - 5
Element CompositionLv.30/30 - 6
SealLv.20/20 - 7
Partial ResistanceLv.20/20
- The last 10 points go to Thunder Spear.
- Ice Strike 90 → 115, Elemental Composition 140 → 170, Thunder Spear 170 → 200; Element Amplification is 150% and active.
I/L Arch Mage
- 1
InfinityLv.1/30 - 2
BlizzardLv.1/30 - 3
Chain LightningLv.19/30 - 4
Ice DemonLv.5/30 - 5
IfritLv.10/30 - 6
Maple WarriorLv.9/30 - 7
BlizzardLv.10/30 - 8
Chain LightningLv.28/30 - 9
Ice DemonLv.7/30 - 10
IfritLv.20/30 - 11
Ice DemonLv.19/30
- Right after 4th job you lack SP, levels and magic attack, so unless you have lots of mesos, train with Chain Lightning (five targets from 19); Cornians are a great map. Around Lv.130–135, switch to Blizzard if you can two-shot Cornians and afford the potions.
- Build 2 is for players with plenty of mesos who want to map with Blizzard: take Infinity 1 and Blizzard 10 first. Whether Blizzard goes on to 20 depends on magic attack and Magic Crash: on Cornians, Blizzard 20 two-shots at 959 magic attack with Magic Crash (no Elemental Amplification) or 1020 without either; below that, stay at 10 and take Maple Warrior first. Levels 10 and 20 differ by 1,000 MP per cast, 2,000 with Amplification. In Build 1, Maple Warrior 9 can come earlier if you mostly solo.
- The Chain Lightning 30 book drops only from the frost dragon field boss and Hard Papulatus; stop at 28 if it is too expensive.
- Chain Lightning goes 180 → 190, its chain drop-off from 50% to 13%, and it deals extra damage when the first target is a boss; Blizzard costs more MP at levels 1–29.
Leveling route
Level ranges are suggestions; later stages list several options to pick from by accuracy, damage and potion budget. EXP is a rough figure per 10 minutes, often with Holy Symbol or event bonuses.
- 1–10Lv
Maple Island quests (advance at about Lv.10)
- 8–15Lv
the Henesys empty house, the Ellinia slime cave
Do the Mano and potion quests; buy the Lv.8 wand.
- 15–20Lv
- 21–30Lv
or Kerning PQ
Masks drop Earring/Cape INT and Staff MATT 60%; Kerning PQ uses more potions.
- 31–42Lv
or Ludibrium PQ
Lorangs are weak to lightning; 15 Ludibrium PQ runs for the glasses.
- 40–55Lv
Clangs are lightning-weak and fastest at 40–46, drop the Yellow Umbrella, and you can stay a long time.
- 46–65Lv
- 51–70Lv
Orbis PQ EXP runs
EXP only; save from 55, since each level at Bains from 78 costs 3M+ in potions.
- 55–83Lv
The fastest monsters outside Orbis PQ, with steady shop-sale income; Book Ghosts suit mages (teleport up).
- 70–100Lv
Pirate PQ (Herb Town)
Get the Lv.90 hat; don't scroll it before 90.
- 78–110Lv
the old Japan shrine, El Nath cave 3, the Magatia lab
The main I/L 3rd job solo spot (Bains are ice-weak). Before Lv.90 and 1,600 HP, use Magic Guard in cave 3.
- 95–120Lv
the old Japan shrine
Dreamy Ghosts with money (slightly more EXP, costly); Bains otherwise.
- 105–120Lv
The Grave of a Wrecked Ship, Dark Wyverns
Sharks in parties of 5–6, Dark Wyverns as a duo.
- 120–150Lv
Leafre dragon forest (Dark Cornians)
Chain Lightning first; switch to Blizzard at 130–135 once it two-shots Cornians 95% of the time. That burns about 8M per hour in potions.
- 110–150Lv
Jr. Newtie parties (three players)
- 120–200Lv
Nest of a Dead Dragon (Skelegons)
Aim to two-shot Skelegons; Chain Lightning 30 plus Ifrit 30 and Maple Warrior 9 also works.
- 140–200Lv
Temple of Time, Road to Oblivion
Oblivion Monk Trainees, Guardians and Chief Guardians are ice-weak (per the site's Mage Calculator).
- 140–200Lv
Singapore, Ghost Ship
Ghost Ship has element-weak monsters; Chain Lightning gets about 4M (with Holy Symbol).
- 150–200Lv
Ulu Estate II (Singapore)
The highest I/L reports, median about 5.25M (Lv.169–179).
References
Job guides and leveling
- TWGoogle Sheet: I/L Arch Mage quick guide (pinned in the Taiwan Discord I/L channel, May 2025)
- TWBahamut: magician 1st–2nd job guide by 呆小笨 (May 2025)
- TWBahamut: magician 3rd job skills and gear by 呆小笨 (Jun 2025)
- TWBahamut (噗貓): I/L Arch Mage guide, May 2026 version
- TWBahamut: budget I/L 1–142 guide (2026-03-26)
Skill builds
- TWBahamut (sakima55): Artale skill changes and 1st–3rd job builds (May 2025; change list from the official Discord, builds by urushino)
- TWBahamut (t2526369pika): I/L Arch Mage guide, May 2026 version
- TWBahamut: Artale magician 1st and 2nd job guide (2025-05-16)
- TWGoogle Sheet: I/L Arch Mage quick guide (pinned in the Taiwan Discord I/L channel)
- TWJISU: Artale I/L 4th job guide at Lv.120
Singapore
- TWBahamut: where everyone trains in Singapore, replies (2026-09-21 to 23)
- TWBahamut: player-reported Singapore training stats by job (2026-09-20)
Some guides date from 2025 (4th job opened on the Taiwan server in Jan 2026) and may change with updates; add your tips in the comments below.
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