Ophelia Buckingham
Released오필리어 버킹엄
- Rarity
- Legendary
- Element
- Shadow of Desire
- Faction
- Pandragon
- Class
- Mage - basic class
- Voice Actor
- Choi Ha-ri
- Unique Passive
- The Ultimate One
- Exclusive Weapon
- Sea of Stars
- Ultimate
- Parhelion Ray
- Original Korean Release Date
- 2024-05-28
- Estimated Release Date
- Live now
Unique Passive
The Ultimate One Passive
| Tier | Effect |
|---|---|
| First Acquisition | At game start, gain 2 stacks of Chaos Cube 1 effect. When you take damage, lose 1 stack of Chaos Cube 1; when you attack an enemy and deal damage, gain 1 stack of Chaos Cube 1. • Chaos Cube 1 Cannot be removed (Stacks 3): Per stack, Spell Power +5% and damage taken -2%. |
| Max Awakening | At game start, gain 2 stacks of Chaos Cube 4 effect. When you take damage, lose 1 stack of Chaos Cube 4; when you attack an enemy and deal damage, gain 1 stack of Chaos Cube 4. • Chaos Cube 4 Cannot be removed (Stacks 3): Per stack, Spell Power +10% and damage taken -5%. At the character's turn end, remove all debuffs on self. |
| Max Manifestation | At game start, gain 3 stacks of Chaos Cube 7 effect. Skill range increases by 1. When you take damage, lose 1 stack of Chaos Cube 7; when you attack an enemy and deal damage, gain 1 stack of Chaos Cube 7. • Chaos Cube 7 Cannot be removed (Stacks 4): Max 4 stacks. Per stack, Spell Power +16% and damage taken -8%. At the character's turn end, remove all debuffs on self. |
Classes
Tier progression: Tier 1 Mage -> Tier 2 Magician / Fatima -> Tier 3 Archmage / Frostmage / Fatima Ultimate
Common Classes
Mage Tier 1
Basic class that casts elemental magic to deal damage to enemies.
Composure
| Lv | Effect |
|---|---|
| 1 | When attacking an enemy or using a skill, if there is an adjacent ally, Spell Power increases by 5%. |
| 2 | When attacking an enemy or using a skill, if there is an adjacent ally, Spell Power increases by 10%. |
Magician Tier 2 Mage class that empowers Spell Power with elemental magic to deal powerful damage. Magic Stack
| Lv | Effect |
|---|---|
| 1 | When you attack and deal damage to 2 or more enemies at once, gain Magic Stack 1 effect. (Magic Stack 1 (Stacks 2): Spell Power +10% increase. At 2 stacks, gain 1 TP and replace with Magic Spiral 1 effect.) (Magic Spiral 1 (Duration 2): Spell Power 25%.) |
| 2 | When you attack and deal damage to 2 or more enemies at once, gain Magic Stack 2 effect. (Magic Stack 2 (Stacks 2): Spell Power +10% increase. At 2 stacks, gain 1 TP and replace with Magic Spiral 2 effect.) (Magic Spiral 2 (Duration 2): Spell Power 30%.) |
Archmage Tier 3 Powerful and versatile grand mage with deep understanding of the essence of magic. Erosion
| Lv | Effect |
|---|---|
| 1 | At turn end, if you dealt damage to an enemy this turn, gain Erosion 1 effect. After a combat attack, if the enemy did not die, steal 1 TP. (Erosion 1 (Duration 2): Spell Power +40%.) |
| 2 | At turn end, if you dealt damage to an enemy this turn, gain Erosion 2 effect. After a combat attack, if the enemy did not die, steal 1 TP. (Erosion 2 (Duration 2): Spell Power +50%.) |
Frostmage Tier 3 Advanced mage specialized in various ice magic, controlling enemies and evading danger. Crystallization
| Lv | Effect |
|---|---|
| 1 | When using a Cold skill, Spell Power increases by 20% and you gain Frost Shield effect. When you take a lethal attack, you enter the Crystallization state and remove all buffs and debuffs. This effect triggers only 1 time per game. (Crystallization (Duration 1): Not affected by damage, skills, or effects, and unable to act.) (Frost Shield IceCannot be removed (Duration 2): Defense increases by 25% of Spell Power. After being attacked, apply Cold Slow effect to the enemy, then remove.) (Cold Slow IceAction ControlMovement Control (Stacks 2 / Duration 2): Movement -1. At max stack, replaced with Freeze.) (Freeze IceAction Control (Duration 1): Unable to act.) |
| 2 | When using a Cold skill, Spell Power increases by 30% and you gain Frost Shield effect. When you take a lethal attack, you enter the Crystallization state and remove all buffs and debuffs. This effect triggers only 1 time per game. |
Unique Classes
Fatima Tier 2
Mage class that freely uses more powerful magic with amplified mana.
Output Enhancement
| Lv | Effect |
|---|---|
| 1 | When you receive a buff from another ally via active skill, that buff's duration increases by 1 turn and you gain Output Enhancement 1 effect. (Output Enhancement 1 (Stacks 3 / Duration 2): Spell Power 9% on skill use. Removed after skill use.) |
| 2 | When you receive a buff from another ally via active skill, that buff's duration increases by 2 turns and you gain Output Enhancement 1 effect. (Output Enhancement 2 (Stacks 3 / Duration 2): Spell Power 10% on skill use. Removed after skill use.) |
Fatima Ultimate Tier 3 The ultimate Fatima, reborn as a perfect being wielding powerful attack magic. Max Output
| Lv | Effect |
|---|---|
| 1 | When you receive a buff from another ally via active skill, that buff's duration increases by 1 turn and you gain Max Output 1 effect. If you dealt damage this turn, gain Max Output 1 effect at the character's turn end. (Max Output 1 (Stacks 3 / Duration 2): Spell Power 12% on skill use. Removed after skill use.) |
| 2 | When you receive a buff from another ally via active skill, that buff's duration increases by 1 turn and you gain Max Output 2 effect. If you dealt damage this turn, gain Max Output 2 effect at the character's turn end. (Max Output 2 (Stacks 3 / Duration 2): Duration 2 turns. Spell Power 15% on skill use. Removed after skill use.) |
Skills
Common Skills
| Skill | TP | Range | CD | Effect |
|---|---|---|---|---|
| 2 | 1-3 | 3 turns | Hurl a flame ball at an enemy, dealing Fire damage equal to 100% of Spell Power, and deal Fire damage equal to 60% of Spell Power to adjacent enemies. Apply Burn effect for 2 turns to enemies damaged. • Burn Damage over Time (Duration 2): At character's turn end, fixed Fire magic damage equal to 15% of Spell Power. • Allowed weapons: Staff, Rod | |
| 1 | 1-3 | 2 turns | Hurl an ice missile at an enemy, dealing damage equal to 130% of Spell Power and applying Cold Slow effect for 2 turns. • Cold Slow IceAction ControlMovement Control (Stacks 2 / Duration 2): Movement -1. At max stack, replaced with Freeze. • Freeze IceAction Control (Duration 1): Unable to act. • Allowed weapons: Staff, Rod | |
| 2 | 1-3 | 3 turns | Deal damage equal to 80% of Spell Power to enemies within 2 tiles around self, and gain a shield equal to 40% of Spell Power per enemy damaged, for 2 turns. • Allowed weapons: Staff, Rod | |
| 2 | 1-3 | 2 turns | Hurl a magic spear at an enemy, dealing damage equal to 150% of Spell Power and Silencing for 1 turn. On enemy kill, gain a shield that blocks damage equal to 60% of Spell Power for 2 turns. • Silence Skill ControlSilence (Duration 1): Cannot use skills. Lasts 1 turn. • Allowed weapons: Staff, Rod | |
| 3 | 1-1 | 2 turns | Designate a direction and deal Lightning damage equal to 60% of Spell Power to enemies in range with magic, Shocking them for 1 turn. With 50% chance, deal additional fixed Lightning damage equal to 50% of Spell Power to enemies adjacent to the damaged enemy, and Shock them for 1 turn. • Shock LightningAction Control (Duration 1): Cannot counterattack. • Allowed weapons: Staff, Rod | |
| 4 | 1-3 | 3 turns | Hurl moonlight at an enemy, dealing Ice damage equal to 100% of Spell Power and Freezing for 1 turn. Cause an explosion within 3 tiles around the target and self, dealing additional Ice damage equal to 50% of Spell Power and applying Cold Slow effect for 2 turns. • Freeze IceAction Control (Duration 1): Unable to act. • Cold Slow IceAction ControlMovement Control (Stacks 2 / Duration 2): Movement -1. At max stack, replaced with Freeze. • Allowed weapons: Staff, Rod #### Unique Skills | |
| 3 | Self | 3 turns | Deal Fire damage equal to 70% of Spell Power to enemies within 3 tiles around self and apply Burn. • Burn Damage over Time (Duration 2): At character's turn end, fixed Fire magic damage equal to 15% of Spell Power. • Allowed weapons: Staff, Rod | |
| 4 | 1-3 | 3 turns | Choose one of 3 options to activate: Flare Meteor, Glacial Meteor, Jupiter Meteor. • Flare Meteor Cannot be removed: Deal Fire damage equal to 110% of Spell Power to enemies within 3 tiles around the target and self, and apply Burn effect for 2 turns. • Glacial Meteor Cannot be removed: Deal Ice damage equal to 90% of Spell Power to enemies within 3 tiles around the target and self, and apply Cold Slow effect for 2 turns. • Jupiter Meteor Cannot be removed: Deal Lightning damage equal to 110% of Spell Power to enemies within 3 tiles around the target and self, and apply Shock effect for 2 turns. • Allowed weapons: Staff, Rod |
Ultimate
Parhelion Ray Ultimate Magic Ranged Directional
"Parhelion, Ray."
| Tier | Effect |
|---|---|
| Max Awakening | Designate a target and deal damage equal to 140% of Spell Power, then cause an explosion within 3 tiles around the target, dealing additional damage equal to 60% of Spell Power. Apply Magic Vulnerability effect to enemies damaged. • Magic Vulnerability (Duration 2): Resistance -50%. |
| Max Manifestation | Designate a target and deal damage equal to 170% of Spell Power, then cause an explosion within 4 tiles around the target, dealing additional damage equal to 80% of Spell Power. Apply Magic Vulnerability effect to enemies damaged. • Cost: TP 5 | Range: 1-3 | Area: AoE | Cooldown: 5 turns • Allowed weapons: Staff, Rod |
Awakening
Two parallel tracks: Awakening and Inner Cube.
| Stage | Upgrades |
|---|---|
| 1 | Ultimate Enhance 1 / Stat Enhance 1 |
| 2 | Unique Passive Enhance 1 / Stat Enhance 2 |
| 3 | Ultimate Enhance 2 / Artifact Acquired |
| 4 | Unique Passive Enhance 2 / Artifact Enhance 1 |
| 5 | Ultimate Enhance 3 / Artifact Enhance 2 |
| 6 | Unique Passive Enhance 3 / Artifact Enhance 3 |
Artifacts
Meticulous Preparation - "Victory comes to the prepared, but people call it luck."
Level
| Lv | Effect |
|---|---|
| 1 | At game start, recover 1 TP and gain "Meticulous Preparation 1". Effect: Attack Power / Spell Power +15%. Removed after attacking an enemy. |
| 2 | At game start, recover 1 TP and gain "Meticulous Preparation 2". Effect: Attack Power / Spell Power +20%. Removed after attacking an enemy. |
| 3 | At game start, recover 1 TP and gain "Meticulous Preparation 3". Effect: Attack Power / Spell Power +25%. Removed after attacking an enemy. |
| 4 | At game start, recover 1 TP and gain "Meticulous Preparation 4". Effect: Attack Power / Spell Power +30%. Removed after attacking an enemy. |
Elemental Mastery: Fire - "Mastering fire elemental arts to awaken the true destructive power of spells."
Level
| Lv | Effect |
|---|---|
| 1 | When using a Fire attribute skill, Magic Attack Power +15% and gain "Focus" effect. Focus: gain 1 TP after ending action. |
| 2 | When using a Fire attribute skill, Magic Attack Power +20% and gain Focus effect. |
| 3 | When using a Fire attribute skill, Magic Attack Power +25% and gain Focus effect. |
| 4 | When using a Fire attribute skill, Magic Attack Power +30% and gain Focus effect. |
Elemental Mastery: Ice - "Mastering ice elemental arts to become a master of survival."
Level
| Lv | Effect |
|---|---|
| 1 | At game start, gain "Ice Shield 1". Also gained when using an Ice attribute skill. Once triggered, can be regained 3 turns later. Ice Shield 1: when hit by a physical-damage combat attack, damage taken and critical damage taken reduced by 15%. Removed after applying. Lasts 2 turns. |
| 2 | At game start, gain "Ice Shield 2" (same conditions). Ice Shield 2: damage taken and critical damage taken reduced by 20%. Removed after applying. Lasts 2 turns. |
| 3 | At game start, gain "Ice Shield 3" (same conditions). Ice Shield 3: damage taken and critical damage taken reduced by 25%. Removed after applying. Lasts 2 turns. |
| 4 | At game start, gain "Ice Shield 4" (same conditions). Ice Shield 4: damage taken and critical damage taken reduced by 30%. Removed after applying. Lasts 2 turns. |
Signature Gear

- Stats
- Legendary staff. Additional stat: Spell Power.
Weapon Skill (base). Increases skill damage, and when dealing damage to 2 or more enemies at once, has a chance to reduce that skill's cooldown by 1 turn. The weapon skill's cooldown is 3 turns.
- From 5th awakening: Weapon skill cooldown reduced to 2 turns.
Weapon Skill (Ophelia exclusive). When used by Ophelia, the damage increase and cooldown-reduction chance are higher, and she gains 1 additional 'Chaos Cube' buff at the start of the stage.
- From 6th awakening: The cooldown-reduction chance becomes guaranteed only at the 6th awakening.
Release Date
Original Korean release: 2024-05-28.
Global status: Live now.
Guide
NamuWiki community assessment (KR server). This is subjective community opinion.
Performance: Base class is Mage. Tier 2 has the unique class "Fatima"; Tier 3 classes are Archmage / Frostmage / Fatima Ultimate. Ultimate is "Parhelion Ray." Unique passive is "Ultimate One," starting the game with 2 stacks of the unremovable buff "Chaos Cube." Chaos Cube gains 1 stack each time you deal damage and loses 1 stack each time you take damage: max 3 stacks, +510% spell power per stack, 25% damage taken reduction per stack, and at 5-awakening removes all debuffs on self at character turn end. A passive that wants to hit without being hit; hard to maintain in this game's frequent melees, but with the exclusive weapon you can start a stage at 3 stacks, guaranteeing the first hit. At base card 3 stacks is only 15%, but at 6-awakening it rises to 30%, so awakening feels impactful. The 5-awakening debuff-clear is highly valued in this game where debuff-clearing skills have count limits, and ignoring even Silence is a very important point.
Classes: Tier 3 options are Archmage (TP steal), Frostmage (learns Moonlight, has a revive), and attack-specialized Fatima Ultimate.
- Archmage learns Thunderbolt and has a passive that, after a "combat attack" leaving the enemy alive, steals 1 TP and grants +50% spell power for 1 turn. Thunderbolt is very useful and TP steal applies to basic attacks, so TP is relatively plentiful. But it does not apply to area skills, so it pairs poorly with area-focused Ophelia; sometimes used in raids where single-target setups are chosen instead of area skills.
- Frostmage learns Moonlight; on death, once per stage, clears all buffs/debuffs on self then enters a 1-turn action-impossible invincible "Crystallization" state, and after 1 turn Crystallization ends and revives at up to 100% HP. An amazing revive passive, but it lacks a spell-power boost option so firepower is halved. Worth considering in PVP etc. where survivability must be prioritized over firepower.
- Fatima Ultimate learns the exclusive "Ultimate Meteor" and follows the Fatima -> Fatima Ultimate exclusive tree. Its passive grants "Max Output" when ending the character turn after dealing damage or when gaining an active-skill buff from another ally; gaining a buff via active skill also extends that buff's duration by 1 turn. Max Output is a 2-turn buff granting up to +15% spell power on skill use, stacking to 3, so up to +45% spell power. It learns Prominence in Fatima and Meteor in Fatima Ultimate, and with the passive the spell-power ceiling is high, so it is recommended to prioritize and is a fitting endgame class.
Exclusive skills and Ultimate: Two exclusive skills: "Prominence" (from Fatima) and "Meteor Ultimate" (from Fatima Ultimate).
- Prominence: costs TP 3. Deals 70% spell power damage to enemies within 3 tiles around self and applies Burn. Wide range and Burn for only TP 3, so quite usable. Cooldown 3 turns.
- Meteor Ultimate: costs TP 4. Choose one of 3 meteors to drop on a target. Cooldown 3 turns. Flare Meteor: 110% fire damage to target and enemies within 3 tiles, 2-turn Burn. Glacial Meteor: 90% ice damage in same area, 2-turn Cold Slow. Jupiter Meteor: 110% lightning damage in same area, 2-turn Shock. Ophelia's core skill; matching the party's main attribute is the strength, and since Cold Slow becomes Freeze at 2 stacks, a good hit can turn a wide group into sandbags for 1 turn. Many ice-area users exist in this game but Ophelia is Dark attribute so she avoids attribute overlap, making her easy to slot into teams.
- Ultimate Parhelion Ray: designates a target within 3 tiles for 110
140% spell power damage, plus 4560% spell power to enemies within 3 tiles around the target (area). Damaged enemies get "Magic Vulnerable" (-50% resistance). Looking closely, it is an area skill but the off-target damage multiplier is even lower than Prominence and the extra effect is not a DoT type. In other words this ultimate is actually a single-target skill with area damage tacked on; the resistance-halving debuff makes it more support-oriented than damage on the area side.
Exclusive weapon and recommended gear: Exclusive weapon is "Sea of Stars," a Legendary staff whose extra stat is spell power. It has a weapon skill that increases skill damage and, when hitting 2+ enemies at once, has a chance to reduce that skill's cooldown by 1 turn. Weapon skill cooldown is 3 turns, dropping to 2 turns from 5-awakening. When Ophelia uses it, the damage bonus and cooldown-reduction chance are higher and she gains 1 extra Chaos Cube buff at stage start. Very useful since she can start a stage at 3 Chaos Cube stacks and her main skills are area with long cooldowns; but note the cooldown reduction is only guaranteed at 6-awakening.
- Armor: use the Prime Minister set (Beradin outfit motif) to go all-in on spell power, the Great Sage set (Vishnu Man motif) to raise area damage, the Cardinal set (Van Dyke Cardinal motif) to secure TP, or the Pope set (Rubens Heisenberg motif) to secure cooldown. At Hero grade, give the Dark Mage set for spell-power stacking.
- Accessories: at Hero grade, Conductive Crystal (good with area skills) or Necronomicon (raw spell power); at Legendary grade, the Stopwatch is a safe pick for cooldown reduction. In raids, Fire Crest is sometimes used to apply a damage-taken-up debuff on critical hits.
Evaluation: Area-magic specialist. Learns the easy-to-use fire area skill Prominence, the 3-attribute-choice Meteor Ultimate, and the strongest ice area skill Moonlight; with good control she can secure up to +75% spell power from buffs alone. Utility is limited to stunning via Cold Slow / Shock stacks, so she is focused on Meteor raw damage rather than fiddly utility, though thanks to the many ice-area users she can sometimes exploit Freeze depending on party composition. However, like these area-dealer mages typically are, her survivability is terrible, a textbook glass cannon with awful HP/defense growth. The Chaos Cube damage reduction helps somewhat, but taking damage also cuts her damage output, so losses compound. Proper use is manual control or attaching a tank. (No explicit S/A/B tier rating stated.)
