Transcendent Class Guides

Whitesmith is the transcendent continuation of , keeping the merchant line's axe, mace, cart, and zeny-driven identity while adding five defining upper-class tools: , , , , and .
On Age of Ymir, Whitesmith turns the Blacksmith branch into an endgame bruiser that can swing between fast melee pressure, cart-based burst, armor-breaking utility, and stronger refining service. Older references often call the same job Mastersmith, but AoY's live skilltree and this guide use Whitesmith. The server also keeps some helpful tuning, including reduced zeny cost on , inherited Blacksmith buff timers of 3.5 minutes on , 2.5 minutes on , and 2 minutes on , plus Random Options on forged weapons. That makes the class practical to play as a real endgame merchant branch instead of only a novelty burst class.
Details
Whitesmith is a transcendent melee merchant that upgrades Blacksmith's buff-and-cart core into a high-maintenance but very rewarding mix of speed, burst, debuff pressure, and refining utility.

| Job Bonuses | STR+6 AGI+7 VIT+6 INT+6 DEX+12 LUK+8 |
|---|---|
| Type | MeleeBuffingEconomy |
| Max Job Level | 70 |
| Skill Access | 5 Whitesmith skills layered on top of the full kit. |
| Progression Branch | Endgame Merchant branch on Age of Ymir, with later horizontal growth handled through . |
| Job Change Area | |
| Signature Tools | , , , and . |
Builds
This is the clearest Whitesmith route from the guide's new-skill overview because is presented as the class's signature high-DPS single-target skill. You build around heavy cart weight, strong STR, enough DEX to keep hits reliable, and a sturdy VIT floor so you can keep trading in melee.
On AoY, this route is much more practical than old official descriptions make it sound because the server cuts the skill's zeny cost in half. is mandatory for uptime, and inherited tools like still work as fallback burst when your cart setup is awkward.
The guide specifically notes that Whitesmith's new skills reward attack speed, and this is the route that leans hardest into that identity. It layers inherited Blacksmith tempo buffs like , , and into a faster melee setup that keeps active as often as possible.
It is especially good if you want Whitesmith to feel like an upgraded battle smith rather than a pure cart specialist. In PvM, AoY's Meltdown effect functions as monster ATK and DEF reduction instead of literal gear break, so this route adds real survivability and party utility while you keep swinging.
This is the economy-minded route for players who want Whitesmith for more than combat. The guide calls out as one of the real reasons to make the class, because job level eventually lets you refine weapons more efficiently than standard NPC service.
It is still better to level as a battle-focused build first and only drift toward heavy DEX and LUK when your combat progression is stable. That keeps the class usable on AoY while still preserving the merchant-line identity of being the server's crafter and refiner specialist.
Skills
Older Whitesmith references often name these skills as Cart Boost, High Speed Cart Ram, Maximum Power-Thrust, Shattering Strike, and Upgrade Weapon. On AoY, the live skilltree presents that same package as Cart Boost, Cart Termination, Maximum Power Thrust, Meltdown, and Weapon Refine.
| Icon | Skill | Max Level | Description |
|---|---|---|---|
| Support | 1 | Movement-speed buff that requires an equipped cart and acts as the gateway skill for . | |
| Burst | 10 | The defining Whitesmith attack. It only works during , spends zeny, and scales with cart weight. AoY reduces its zeny cost by 50%. | |
| Support | 5 | Self-only upgrade to that trades party utility for much stronger personal damage at a zeny cost. | |
| Debuff | 10 | AoY labels this skill Meltdown and the tooltip explicitly maps it to iRO's Shattering Strike. In PvP it can break gear; against monsters it reduces ATK or DEF instead. | |
| Crafting | 10 | AoY's live name for iRO's Upgrade Weapon. Success rate scales with job level, and the class starts outperforming standard NPC refine rates once job level is high enough. |
Tactics
| Focus | How To Play It |
|---|---|
| Cart Status Uptime | is not optional for burst play. Keep your cart active, keep the buff up, and plan pulls so you are already in motion before committing to . |
| Weight Before Burst | The iRO guide and AoY tooltip both revolve around cart weight. If you forget to stock the cart, your biggest skill immediately feels weaker. Treat cart inventory as part of your damage rotation, not just storage space. |
| Buff Layering | Whitesmith still fights best under the inherited Blacksmith buff shell of at 3.5 minutes, at 2 minutes, and at 2.5 minutes. Add only when you are ready to spend zeny for real burst. |
| Meltdown Windows | is strongest when you can stay on target and swing repeatedly. On AoY monsters it works as a combat debuff rather than literal gear break, which makes it useful even outside PvP-heavy play. |
| Zeny Discipline | Merchant-line endgame is expensive by design. , , and all burn resources, so set a farming budget before a long leveling session. |
| Repair Utility | The guide calls out the relationship between and inherited . Even if your main goal is combat, it is worth remembering that Whitesmith still brings practical merchant-line support to groups. |
Equipment
The source guide recommends reusing as your bridge, then putting real emphasis on weapon requirements and high-ATK physical upgrades. The practical priority is straightforward: for physical Whitesmith builds, high ATK matters most, so compare weapon lines around damage, slots, and your preferred attack rhythm.
For this guide, the main priorities from that weapon section are the specific axes and accessory pairings you called out: , , , , plus weapon cards like or , and accessories such as or with .
| Equipment | Description |
|---|---|
| is one of the exact weapon callouts from the source guide. It fits the page's “high ATK physical weapon” priority and works well if you want a heavier two-handed axe route with better tempo and sustained hitting. | |
| is the clearest “emphasize this first” weapon from your iRO excerpt. On AoY's live item page it is even more attractive for cart-smith play because it currently adds direct damage. | |
| is another direct iRO recommendation and is worth emphasizing if you want a weapon that keeps attack-speed pressure relevant instead of leaning only on cart burst. | |
| stays on the priority list because it is an efficient high-ATK fallback if you do not have one of the more specialized upper-smith weapons yet. It is the simplest way to follow the iRO “physical equals high ATK” rule without overcomplicating your gearing. | |
| The iRO snippet specifically recommends carding these weapons with or . If you want the equipment section to stay faithful to the source, these two weapon-card options deserve more attention than generic filler picks. | |
| The accessory shortlist is also very specific: is one of the emphasized accessory targets for physical Whitesmith setups. | |
| The AoY item database labels this accessory , which is the live-server counterpart to the Bakunawa Symbol Tattoo recommendation in your iRO excerpt. It fits the same “high-impact endgame accessory” role. | |
| is the card pairing explicitly attached to those accessory recommendations, so it now belongs in the main Whitesmith gear emphasis instead of being left out. |
Leveling
| Level Range | Location | Notes |
|---|---|---|
| 80-88 | This is a comfortable opening stretch for fresh Whitesmith because it favors sturdy melee play and large targets like . It gives you time to settle into the new cart-and-buff rhythm without immediately requiring endgame gear. | |
| 88-95 | still helps here, and dense melee farming gives battle-smith and cart builds a good place to keep job levels moving. If your zeny budget is healthy, this is where starts feeling more like a main skill than a novelty. | |
| 95-99 | Late-range single-target pressure matters more here, which suits Whitesmith very well. If your accuracy, sustain, and cart management are ready, monsters like are a good test of whether your build is ready for endgame play instead of only transitional farming. |
Job Change
On official servers, Whitesmith traditionally sat behind the rebirth-era transcendent route through Juno and Valhalla. On Age of Ymir, that process is replaced by a direct transcendent promotion once your Blacksmith reaches Base Level 80 and Job Level 50.
| Route | What You Get | Notes |
|---|---|---|
| The classic route sends players through Juno's after transcendent first-class requirements are met. | That flow is useful historical context for the class, but it is not how AoY unlocks Whitesmith. | |
| Direct Whitesmith advancement through , with automatic platinum skill unlocks for the branch. | AoY's Job Changer page states that transcendent changes require Base Level 80 and Job Level 50, no rebirth. Spend all remaining skill points and unequip your cart before changing. |
Recommendation
- Use the AoY Job Changer for the actual Whitesmith progression path on this server.
- Use the source guide as a reference for Whitesmith skill purpose and traditional weapon priorities, then validate details against AoY's live tooltips.
Source referenced for class guide details: iRO Wiki: Mastersmith

Details
Builds
Skills
Tactics
Equipment
Leveling
Job Change