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Artale I/L Arch Mage Guide

Magician → I/L Wizard → I/L Mage → I/L Arch Mage

Choose a job

Quick take

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

MapMedian EXPReportsLevels
Ulu Estate II
~5.25M4169–179
Ghost Ship 2
~4M2176–177
Central Way 2
~3.75M2165–170
Central Way 1
~2M1151

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.

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

Beginner

  1. 1Three SnailsLv.3/3
  2. 2RecoveryLv.3/3
  • 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.
1st job

Magician

SP 67

Same as the Arch Mage (F/P) 1st job.

  1. 1Improving MP RecoveryLv.5/16
  2. 2Improving MaxMP IncreaseLv.10/10
  3. 3Energy BoltLv.1/20
  4. 4Magic ClawLv.20/20
  5. 5Improving MP RecoveryLv.16/16
  6. 6Magic 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.
2nd job

I/L Wizard

SP 121
  1. 1TeleportLv.1/20
  2. 2MP EaterLv.1/20
  3. 3Thunder BoltLv.30/30
  4. 4TeleportLv.20/20
  5. 5MP EaterLv.20/20
  6. 6MeditationLv.20/20
  7. 7Cold BeamLv.30/30
  8. 8SlowLv.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.
3rd job

I/L Mage

SP 151
  1. 1Ice StrikeLv.30/30
  2. 2Element AmplificationLv.3/30
  3. 3Spell BoosterLv.11/20
  4. 4Element AmplificationLv.30/30
  5. 5Element CompositionLv.30/30
  6. 6SealLv.20/20
  7. 7Partial 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.
4th job

I/L Arch Mage

Build 1Chain Lightning first (most players)
  1. 1InfinityLv.1/30
  2. 2BlizzardLv.1/30
  3. 3Chain LightningLv.19/30
  4. 4Ice DemonLv.5/30
  5. 5IfritLv.10/30
  6. 6Maple WarriorLv.9/30
  7. 7BlizzardLv.10/30
  8. 8Chain LightningLv.28/30
  9. 9Ice DemonLv.7/30
  10. 10IfritLv.20/30
  11. 11Ice 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. 1–10Lv
    Solo

    Maple Island quests (advance at about Lv.10)

  2. 8–15Lv
    Solo

    the Henesys empty house, the Ellinia slime cave

    Do the Mano and potion quests; buy the Lv.8 wand.

  3. 15–20Lv
    Solo
  4. 21–30Lv
    SoloParty

    or Kerning PQ

    Masks drop Earring/Cape INT and Staff MATT 60%; Kerning PQ uses more potions.

  5. 31–42Lv
    SoloParty

    or Ludibrium PQ

    Lorangs are weak to lightning; 15 Ludibrium PQ runs for the glasses.

  6. 40–55Lv
    Solo

    Clangs are lightning-weak and fastest at 40–46, drop the Yellow Umbrella, and you can stay a long time.

  7. 46–65Lv
    Solo

    Golem's Temple 2

    With 310+ magic attack; faster than crabs but costlier.

  8. 51–70Lv
    Party~100k–150k/10 min

    Orbis PQ EXP runs

    EXP only; save from 55, since each level at Bains from 78 costs 3M+ in potions.

  9. 55–83Lv
    Solo

    The fastest monsters outside Orbis PQ, with steady shop-sale income; Book Ghosts suit mages (teleport up).

  10. 70–100Lv
    Party

    Pirate PQ (Herb Town)

    Get the Lv.90 hat; don't scroll it before 90.

  11. 78–110Lv
    Solo

    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.

  12. 95–120Lv
    Solo

    the old Japan shrine

    Dreamy Ghosts with money (slightly more EXP, costly); Bains otherwise.

  13. 105–120Lv
    Party

    The Grave of a Wrecked Ship, Dark Wyverns

    Sharks in parties of 5–6, Dark Wyverns as a duo.

  14. 120–150Lv
    Solo

    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.

  15. 110–150Lv
    Party

    Jr. Newtie parties (three players)

  16. 120–200Lv
    Solo

    Nest of a Dead Dragon (Skelegons)

    Aim to two-shot Skelegons; Chain Lightning 30 plus Ifrit 30 and Maple Warrior 9 also works.

  17. 140–200Lv
    Solo

    Temple of Time, Road to Oblivion

    Oblivion Monk Trainees, Guardians and Chief Guardians are ice-weak (per the site's Mage Calculator).

  18. 140–200Lv
    Solo~4M/10 min

    Singapore, Ghost Ship

    Ghost Ship has element-weak monsters; Chain Lightning gets about 4M (with Holy Symbol).

  19. 150–200Lv
    Solo~4M–6M/10 min

    Ulu Estate II (Singapore)

    The highest I/L reports, median about 5.25M (Lv.169–179).

References

Job guides and leveling

  1. TWGoogle Sheet: I/L Arch Mage quick guide (pinned in the Taiwan Discord I/L channel, May 2025)
  2. TWBahamut: magician 1st–2nd job guide by 呆小笨 (May 2025)
  3. TWBahamut: magician 3rd job skills and gear by 呆小笨 (Jun 2025)
  4. TWBahamut (噗貓): I/L Arch Mage guide, May 2026 version
  5. TWBahamut: budget I/L 1–142 guide (2026-03-26)

Skill builds

  1. TWBahamut (sakima55): Artale skill changes and 1st–3rd job builds (May 2025; change list from the official Discord, builds by urushino)
  2. TWBahamut (t2526369pika): I/L Arch Mage guide, May 2026 version
  3. TWBahamut: Artale magician 1st and 2nd job guide (2025-05-16)
  4. TWGoogle Sheet: I/L Arch Mage quick guide (pinned in the Taiwan Discord I/L channel)
  5. TWJISU: Artale I/L 4th job guide at Lv.120

Singapore

  1. TWBahamut: where everyone trains in Singapore, replies (2026-09-21 to 23)
  2. 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.