
Kahuna (1st Job)
Kahuna is the first magician job change for the Gaia race, available at Lv 10 + JLv 10 from the starting Rogue class. It is a dual-path job: at Lv 50 + JLv 40 the Kahuna can advance into Battle Kahuna (the combat magic branch) or Druid (the support/DoT branch). Unlike most other first-job mages, Kahunas blend physical and magical combat. Their weapon of choice is typically the two-handed axe or one-handed axe with a shield, though staves are favored in PvP and by Druids. Kahunas have poor physical defense like all mage classes, but compensate with AOE party buffs, strong crowd control, a targeted heal-over-time, and self-buffs that push their physical output far above typical mage levels.
The Kahuna's core damage identity is four Enchant Weapon toggles — Fire (adds fire damage, 24 base at Lv 1), Lightning (adds lightning damage with 10% stun chance), Earth (adds nature damage with 10% poison DoT chance), and Water (adds water damage with 10% chance to restore 15 MP on hit). Only one Enchant Weapon may be active at a time. Each toggle has an ongoing MP upkeep cost per tick. For burst damage the Kahuna has Scorching Flame (JLv 15, fire DoT dealing 125+ base damage per tick), Huge Rock Fall (JLv 35, AOE earth magic dealing 135+ base damage), and Crystalizing Water Spheres (JLv 30, high single-target magic hit that may stun). Support skills include Force of Sacred Fire (JLv 25, AOE P.Atk buff for 30 min), Rock Energy (JLv 25, AOE P.Def buff for 30 min), and Speed of the Wind (JLv 20, AOE MovSpd buff for 20 min). Restoring Purified Water (JLv 10) is a targeted HoT using M.Atk scaling.
Battle Kahuna & War Kahuna (Combat Path)
Battle Kahuna is the second-job advancement along the combat magic branch, chosen at Lv 50 + JLv 40. It sharpens the Kahuna's offensive toolkit with more powerful elemental attacks and enhanced self-buffs for sustained elemental combat. The Battle Kahuna retains all Kahuna skills and gains improved versions of the elemental weapon enchants along with new offensive abilities that push elemental physical damage higher. This class is preferred when the goal is frontline damage while still providing some party support through the Kahuna's existing buff kit.
War Kahuna is the Master Class from Battle Kahuna, requiring Lv 148 + JLv 50 and completion of the Master Trials Quest Line. It is the peak of the Gaia combat magic path, maximizing elemental weapon damage and party buff effectiveness. War Kahunas are uniquely powerful offensive supports who deal significant damage on their own while uplifting allied fighters and dealing with enemies through debuffs. The class was introduced in Epic 7.3.
Druid & Magus (Support Path)
Druid is the alternative second job from Kahuna, chosen at Lv 50 + JLv 40. It follows the support and nature-magic path, expanding the Kahuna's healing and buff repertoire while adding stronger DoT and crowd-control spells from nature magic. Druids lean more heavily into stave play for the increased M.Atk that scales their HoT from Restoring Purified Water. They are sought in parties for their superior movespeed and attack buffs and their ability to control multiple enemies. Druids sacrifice some raw personal damage for a deeper buff and control toolkit that complements a wide range of party compositions.
Magus is the Master Class from Druid, requiring Lv 148 + JLv 50 after completing the Master Trials Quest Line. It is the peak of the Gaia support magic path, with the most comprehensive buff, debuff, healing, and crowd-control toolkit among the Gaia magician classes. Magus is the definitive endgame support for Gaia party play, providing unmatched utility while still holding its own as a DoT dealer at the Master tier. The class was introduced in Epic 7.3.
