+++++++++++++++++++++++++++++++++++++++++++++++ RenamonFOX's FAQ for SilkRoad Online for the PC +++++++++++++++++++++++++++++++++++++++++++++++ Version 3.00 04/03/07 - Inclusion of European characters and Intensity success Version 2.02 07/21/07 Version 2.01 06/28/06 Version 2.00 06/21/06 version 1.05 06/20/06 version 1.04 06/18/06 version 1.03 06/16/06 version 1.02 06/15/06 version 1.01 06/14/06 version 1.00 06/06/06 CitanulCitnamor-AT-hotmail-DOT-com Legal notice: Yatta yatta yatta yatta yatta yatta copyright. Blah blah blah blah legal stuff. blah blah blah blah don't steal it. Send an email if you want this guide on your site. You've seen this in all the other faqs on this site, you don't need me to waste your bandwidth telling you not to be a thief. On to the good stuff. 00.00 - Introduction 01.00 - How do I move the camera? 01.10 - Other Spiffy Tricks 02.00 - What the blazes is SP farming? *UPDATED* 02.01 - The exact ratios used in the SP gap 02.02 - What's the point? 02.03 - When should I stop SP farming? 02.04 - My personal opinion on SP farming 03.00 - How do people talk from town and have the whole world hear? 04.00 - How do I invite to a party/friend list? 05.00 - Alchemy 05.01 - Elixirs 05.02 - Lucky Powders 05.03 - Other factors in determining alchemy outcome 05.04 - Putting it all together 06.00 - Skill Points 06.01 - What should I do with my points? 06.02 - What's the best combination of skill points? 07.00 - The monsters are too hard! 07.01 - Use your skills 07.02 - Monster levels 07.03 - Mind your area 07.04 - Auto potion 08.00 - Which element is best? 08.01 - Fire 08.02 - Lightning 08.03 - Ice 09.00 - Tricky Items 09.01 - Protector - *Removed in Legend I* 09.02 - Army faction cape 10.00 - How do I make a guild? 11.00 - How to run a stall 11.01 - Exceptional items 12.00 - How do I build my character? 12.01 - Strength vs Intelligence 12.10 - European Characters 12.20 - How do I build my European Character? 13.00 - Weapons, Armor, and You 13.01 - Weapons 13.02 - Armor 14.00 - Tips and tricks 97.00 - Updates to SilkRoad Online 97.01 - 06/20/2006 update 97.011 - New quests 97.012 - New Alchemy 97.0121 - Equip Enhance 97.0122 - Granting Magical Attributes 97.0123 - Standard Attribute Modification 97.0124 - Creation of Attribute stones, Alchemy stones, and Alchemy potions 97.0125 - Destroying Alchemy Materials 97.013 - New Pets 97.014 - Interface Changes 97.10 - Making your ultimate weapon 97.11 - Intensifying Elixir Success Rates 98.00 - Glossary of Terms 99.99 - Credits -------------------------------------------------------------------------------- 00.00 - Introduction -------------------------------------------------------------------------------- You might be asking yourself why I'm explaining basic functions of the game. Well, as you may have noticed, this game is not made by Americans, nor does it have a well trained translation staff. The instructions are strewn across a questionable interface and their website, and many things aren't even explained at all. These are the questions I've come across the most. -------------------------------------------------------------------------------- 01.00 - How do I move the camera? -------------------------------------------------------------------------------- At first, you'll notice that you're facing south, and that moving in any direction that's not south will cause you much undue strife. The game does not like to tell you how to change this. There are a few basic ideas you can go with here. You start on Free Visual Point, and you can press F9 to toggle between them. 1) Free Visual Point - This is the default camera angle. You can change this by holding down right click and moving the mouse to wherever you like. 2) Camera Angle Fixed Behind Character - This is the second camera angle. As you can tell by the name, this keeps the camera fixed behind your character as you move. It's good stuff if you really like using the arrow keys to move rather than the mouse. 3) Fixed Height Camera Angle - A rather useless one. You can use the mouse to move the camera left and right, but not up and down. I suppose if you're on flat land and have a hard time keeping the altitude at your preference, it's okay, but otherwise go with free visual. -------------------------------------------------------------------------------- 02.00 - What the blazes is SP farming? -------------------------------------------------------------------------------- It took me longer to get this information than I care to admit, so I'll assume you're having a hard time finding it too. Well SP farming is simple in theory. You're sacrificing EXP for SXP. Which means you level up slower, but you get Skill Points faster. It's measured like this. Your Character's level - Your highest mastery level = SP GAP. This SP GAP caps out at 9. But the higher your gap the more SXP and less EXP you'll gain. Explained in greater detail below. Monster stats: Made Up Monster Flon 300 exp 50 sxp example 1: Your character level is 20, and you have 20 Heuksal mastery and 14 fire mastery. Character level (20) minus highest mastery (20) gives you a gap of 0. **If you kill Flon, you will get 300 exp and 50 sxp. example 2: Your character is level 20, and you have 15 Bicheon mastery and 14 force mastery. Character level (20) minus highest master (15) gives you a gap of 5. **If you kill Flon, you will get 100 exp and 75 sxp. example 3: Your character is level 20, and you have 5 Heuksal mastery, 5 force mastery, 5 fire mastery, 5 cold mastery, 5 lightning mastery, and 5 bicheon mastery. Character level (20) minus highest mastery (5) gives you 15. But the maximum gap recognized by the game is 9, so you have a gap of 9. **If you kill Flon, you will get 16 exp and 100 sxp. **These ratios are slightly estimated. They are just meant to explain the concept of SP farming. -------------------------------------------------------------------------------- 02.01 - The Exact ratios used in the SP Gap -------------------------------------------------------------------------------- (Information provided by NeccoWafers) If your skill gap is... 0 1 2 3 4 5 6 7 8 9 Exp gain speed is... 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% I've verified these numbers myself. If you have a skill gap of 9, you have to kill ten monsters to get the experience gain of one from someone with a zero gap Sxp gain speed is... 100% 109% 119% 129% 139% 149% 159% 169% 179% 190% I've verified these numbers as well. with a gap of 9, you're not even making twice as much Sxp per kill as the person with a skill gap of zero. Now to define the gaps and pick the speed right for you. SP Gain per level 100% - Skill gap of zero. You'll have a hard time levelling up more than one skill tree You can expect 6 hours to get out of a level. 122% - Skill gap of one. You're gaining 122% the SP per level of someone who isn't farming, and you'll be able to keep a small supplement tree. You can expect to spend about 6:40 per level 149% - skill gap of two. You're at a point here where you can have two trees with one major skill each. Fast levelling, but with a small skill point pool. You can expect to spend about 7:30 per level 186% - skill gap of three. You can fully flesh out two skill trees at this rate. Many people go through the game with a skill gap of 3 or 4 in order to obtain necessary SP without stopping at level 16 for a month killing bandits. You can expect to spend about 8:40 per level 236% - Skill gap of four. You can fully flesh out two skill trees with this, or you can cherry pick a few skills out of three trees (i.e. lightning for grass walk, fire for fire force, Pacheon for bow missile and strong bow) (i.e. Fire nuke, Lightning nuke, magic damage enhance, some sword skills). Many people level up at three or four, but close it at times if their SP gets too high and they have a new skill to buy. You can expect to spend about 10:00 per level 294% - Skill gap of five. From here on out, you're getting to a point of silliness. People don't level up entire characters with a gap of five or more, but rather do it for a level or two just to gain a buttload of SP so they can close the gap up and zoom up a few levels. You can expect to spend about 12:00 per level 398% - Skill gap of six. This is where the difference in skill pools really starts to show up. You can expect to spend about 15:00 per level 560% - Skill gap of seven. You're gaining 5.6 times as much skill experience as someone who's not farming. However, You can expect to spend about 20:00 per level. 3 times longer to level up. 893% - Skill gap of eight. Truly silly. Nine times as much SP per level. You can expect to spend about 30:00 per level. 5 times longer than 0 gap. 1936% - Skill gap of nine. The ultimate test of endurance. almost twenty times as much SP in a single level, however you're working the better part of a month for it. For those of you who really need a lot of skill points, 9 gap is the way to go. You can expect to spend about 60:00 per level. 10 times longer to level up. ***The values for all level-up times are based on an average of six hours*** ****If you take one day to level up at your level, expect ten days at a***** *******************************skill gap of nine**************************** If you really want to try a gap of nine, there are two ways to go about it. 1) the common way - level your skills up to 7, grab fire force and your first two weapon skills. That's ALL you're going to have. get used to their ugly faces. After that, level up to 16 normally, completing quests killing monsters you know the routine. When you hit level 16, you plop on a SOS/SOM/SOSun weapon (and armor optional) and make for the bandit camp. Fight there ad nauseum. 2) the "I didn't get enough SP" way - Pick a level you want to farm at. For example, 47. at 47, you will have put your last piece of armor on for sixth degree. and you'll be easily able to take care of all monsters at your level. At level 38, STOP UPGRADING YOUR MASTERIES. Just make a dead halt and level up the hard way. When you get to 47, you'll have a gap of nine. The problem lies in that the last couple levels are going to be a real haul. *easier method* When you from 38-47 only level up one master and nothing else. While you're doing this, start collecting cursed hearts for resuscitation potions, or buy a couple skill potions from the item mall. Level up with a gap of zero, then when you hit 47, dump your master back down to 38. The levelling up will have gone much faster for purposes of getting your gear, and you'll be able to farm all of level 47 for ...who knows how many skill points. -------------------------------------------------------------------------------- 02.02 - What's the point? -------------------------------------------------------------------------------- 400 skill exp is one skill point. This value remains constant throughout the game. If you're at a skill gap of 0 throughout the duration of the game, you'll probably have a hard time keeping up with your skills. Even with just two skill trees, you'll have a hard time buying everything you want, let alone everything in the trees. You will level up much slower while your gap is high, but on the other side, you will also be gaining much needed SP to keep learning all your skills. With all these skill points, you'll be able to increase all your skills at will and reduce your skill gap as much as you like. Increasing your skill gap, on the other hand, is much harder. Gaining levels of experience is the only way to increase your skill gap, and at higher levels, it's much longer and more tedious than at lower levels. If you're not bent on skill points, keep your skill gap at zero and only buy the skills you really think you'll use. You'll level up faster, but you'll have fewer skills to toy with. If you really like your skills, or choose to go three (or more) trees, I'd recommend keeping your skill gap at at least three, to double your skill point intake and allow you to use the skills you want to use. -------------------------------------------------------------------------------- 02.03 - When should I stop SP farming? -------------------------------------------------------------------------------- This is entirely up to you. If you can take a rough guess at how high you want each mastery, you can stop SP farming as soon as you get enough to bring each mastery close to your desired level. Below is a list of how much SP is required to get to each level in ANY mastery class. (Information provided by w_tigers87) Mastery SP Req Total SP Req 1 0 0 2 1 1 3 1 2 4 1 3 5 2 5 6 2 7 7 4 11 8 5 16 9 6 22 10 7 29 11 9 38 12 12 50 13 15 65 14 18 83 15 21 104 16 24 128 17 30 158 18 35 193 19 41 234 20 47 281 21 53 334 22 62 396 23 71 467 24 80 547 25 89 636 26 98 734 27 108 842 28 117 959 29 126 1085 30 135 1220 31 144 1364 32 158 1522 33 172 1694 34 185 1879 35 199 2078 36 212 2290 37 226 2516 38 239 2755 39 253 3008 40 266 3274 41 280 3554 42 299 3853 43 318 4171 44 336 4507 45 355 4862 46 374 5236 47 393 5629 48 412 6041 49 431 6472 50 449 6921 51 468 7389 52 494 7883 53 520 8403 54 546 8949 55 571 9520 56 597 10117 57 623 10740 58 649 11389 59 675 12064 60 700 12764 61 1079 13843 62 1368 15211 63 1420 16631 64 1482 18113 65 1545 19658 -------------------------------------------------------------------------------- 02.04 - My personal opinion on SP farming -------------------------------------------------------------------------------- Most people designate a time to start and stop SP farming. This is a rather counterproductive way to go about things. What I do, and what seems to work well enough is to keep the mastery levels of all your skills at the same level, and only raising the mastery levels once you've gotten done everything you wanted to get done at that level. The SP gap will adjust itself automatically as you advance through the game. For example, I designed a character with Pacheon, Fire, Cold, Lightning, and Force magics. Five trees of exceptionally heavy SP drain. Although the levelling is slower as a result of the constant gap (which varies between 3 and 4), I never sit down and say to myself, "I should ignore levelling up my skills for a few levels and store up a couple hundred SP". At level 10, the character had each mastery at level 7 at level 13, the character had each mastery at level 9, 10 before the levelup at level 15, the character finally gets windwalk and other level 12 masteries. Of course you can only have a combined mastery total of 300 levels, so don't go crazy making a 7 element character just for the heck of it. -------------------------------------------------------------------------------- 03.00 - How do people talk from town and have the whole world hear? -------------------------------------------------------------------------------- The reason SilkRoad Online is free is because there are premium items which can be bought in exchange for real money. You transfer money to silk, and you spend the silk on items. One of these items allows global chat. Global chat is what allows you to talk to the world. To buy any of the premium items, you click "item mall" either in the game or on the website and do a credit card transaction to procure the items you want. -------------------------------------------------------------------------------- 04.00 - How do I invite to a party/friend list? -------------------------------------------------------------------------------- Another thing that wasn't gone into in great detail. If you and a friend are just starting the game and want to travel together, the first thing you will have to do is find one another. On the first time you load the game, it will be easy. You're both in the first town. Afterwards, however, you'll have to use the X/Y coordinates in the upper right corner to find each other. X: west and east. East increases the number, West decreases it. Y: north and south. North increases the number, South decreases it. After you've located your target, you'll want to form a party. Parties are fun because they split experience for kills, and if you get separated, your party members appear as large cerulean dots on the minimap and on the world map. To invite to your party, click the person you wish to invite. Then press P to bring up the party menu, then press Invite. Yes, you have to do it in that order or it won't register the request. To put someone on your friend list, you have to hit "U" to bring up the community menu, press the Friends tab, click Add, then type the name of the CHARACTER you wish to add. If you friend has six characters, you'll have to add each one individually. -------------------------------------------------------------------------------- 05.00 - Alchemy -------------------------------------------------------------------------------- It's a rather complex and higher level function that allows you to bolster the effectiveness of your items. You can artificially infuse weapons with bonuses this way. For example, you may have seen weapons with a +1 or +2 modifier. With alchemy, you can increase this number all the way to +9. There is a chance of failure, however, and it is recommended against using alchemy at all unless you do everything in your power to prevent an unsuccessful enchant. -------------------------------------------------------------------------------- 05.01 - Elixirs -------------------------------------------------------------------------------- Elixirs are the backbone of alchemy. In order to perform alchemy, you require the weapon and an elixir. Weapon Elixirs have always been the most expensive of the elixirs, running as much as 350,000 at times. Patience generally wins out, however. If you wait long enough, you'll be able to find anything in your price range. Accessory Elixirs and Shield Elixirs have always cost much less. Generally in the range of 40,000 gold. This should be an indicator of how much of a stress is placed on damage output. -------------------------------------------------------------------------------- 05.02 - Lucky Powders -------------------------------------------------------------------------------- Lucky Powders are purchasable from the traders just east of the south gate of Jangan. Lucky Powders are an optional item in alchemy, but for all intents and purposes, it may as well be necessary. Lucky Powders add a flat rate chance to succeed in alchemy. If you use a lucky powder, you're less likely to fail the alchemy, and therefore, less likely to reduce its durability, and less likely to break your weapon while using alchemy. -------------------------------------------------------------------------------- 05.03 - Other factors in determining alchemy outcome -------------------------------------------------------------------------------- Steady - If a weapon has this attribute in blue letters at the bottom of its description and stats, a failed alchemy attempt will prevent this item from losing durability. It will NOT, however, prevent it from breaking if that happened to be the result of the failed upgrade roll. Breaking is generally rare and has not yet happened to me. Immortal - If a weapon has this attribute in blue letters at the bottom of its description and stats, a failed alchemy attempt will prevent this item from being destroyed. An incredibly useful stat, however it only has limited uses. (i.e. Immortal/2 times) Immortal will NOT prevent an item from losing durability if that's what the failed upgrade roll happened to be. Lucky - Increases chances of successful alchemy. Far and away the best modifier to have on a weapon, in my opinion. Astral - This magical attribute came out with the 6/20/06 update, and has the ability to prevent unsuccessful attribute enchancing from decreasing the stats of your weapon. Successful attribute enhance does not reduce the astral value of the equipment. -------------------------------------------------------------------------------- 05.04 - Putting it all together -------------------------------------------------------------------------------- You try to use alchemy on your level 18 weapon. Looking at the stats for the item, you'll see it has a value for Degree. We'll say this weapon has a degree value of 4. Head off to the powder merchant and purchase a 4th degree lucky powder. Press A to open the action menu, right click the alchemy function, and place your weapon, lucky powder, and elixir in the box that pops up. The results of the alchemy attempt will be displayed in the chat box. It's pretty straightforward about letting you know the results, but in case you can't figure it out; success: The alchemy was a success, and your weapon gains a bonus. failure: The alchemy was a failure, and your weapon could lose its +bonus, lose durability, or even break. -------------------------------------------------------------------------------- 06.00 - Skill Points -------------------------------------------------------------------------------- Possibly rivalling experience for the most coveted intangible in the game. Skill points is what allows you to learn spells, learn weapon abilities, and healing abilities. Skills are on a steep curve, so at the earlier levels, you can buy something from every skill tree, but quickly, you'll have to cut down to one or two, and even then, you won't be able to purchase every ability in the tree you want. This is why people SP farm, so they don't have to choose. "Eenie, Meenie, Miney, ... Oh why not all of them?" -------------------------------------------------------------------------------- 06.01 - What should I do with my points? -------------------------------------------------------------------------------- There is a special trick to placing your skill points that almost nobody will tell you. You should put your points into WHATEVER SKILLS YOU WANT. It's a very strange concept, I know. Because of the steepness of the curve in SP use, you can waste 12 points on a skill you find out you don't like, and in about 20 levels, you'll see that 12 points is nothing. Trial and error is the best way to learn. Find out what works for you, and when you decide to make a new character, you'll know all the more what each skill does from experience, rather than from what _SPFarmer3821 told you. -------------------------------------------------------------------------------- 06.02 - What's the best combination of skill points? -------------------------------------------------------------------------------- As mentioned before, whatever skills you want is a great combination. If it was a useless skill, it wouldn't be in the game. There are, however, some useful tips that would behoove you to take advantage of. But again, there is virtually no combination of skills that wouldn't work. 1) Keep it to two trees. A tree is another word for mastery. If you choose Heuksal tree and Fire tree, keep your outside points to a minimum, as those two will suck up a good portion of your skill points on their own, even if it doesn't seem like it at times. 2) Give yourself some offensive power. Any of the level 5 abilities from the fire/cold/lightning trees are good, because they're a temporary rocket booster to your damage rating. It's good to get you out of a bind. If you're going sword and force, you'll be spending more time fighting the enemies if you don't have anything boosting your attack. Again, there's nothing wrong with going three elements or going straight sword/heal, as you can complete all the quests in the game just fine. The idea is to have fun building your own character rather than begging for advice from someone you've never met before who may intentionally lead you astray. -------------------------------------------------------------------------------- 07.00 - The monsters are too hard! -------------------------------------------------------------------------------- This section is devoted to making your life easier when fighting monsters that don't like dying in two hits. You may be fighting monsters that are way out of your scope, or you may not be using skills that you should be using. Or you may just be used to fighting easier monsters where "click click wait" was a viable strategy, and now it's not. -------------------------------------------------------------------------------- 07.01 - Use your skills -------------------------------------------------------------------------------- Before giving up on monsters, assuming you can't kill them because you're only hitting them for a few points of damage per hit, try using the magic and skills you've acquired while levelling up. You'd be surprised how much of a difference a flaming sword makes while chopping down trees. If the monsters still take several heal berries to kill, or if the amount of time required to kill the monster is not what you would consider efficient, you may just be underlevelled for the quest you're undertaking. -------------------------------------------------------------------------------- 07.02 - Monster levels -------------------------------------------------------------------------------- The areas mentioned with each monster are the area in which they appear THE MOST. Weasels appear far south of jangyan, but they're more densely populated immediately east of Jangan. Fighting monsters at or below your level is recommended. It's possible to fight monsters of a higher level, but so much money is spent on healing items that it becomes counterproductive. I only have the monsters from the first continent catalogued here, since I have yet to leave that area. Mangyang Level 1 Immediately west of Jangan South of Jangan Small eye ghost Level 2 Far south of Jangan Big eye ghost Level 3 Far south of Jangan Immediately east of Jangan Old Weasel Level 4 East of Jangan Weasel Level 5 East of Jangan Water Ghost slave Level 6 North of Jangan Water Ghost Level 7 North of Jangan Grave Stone Spirit Level 8 Far southeast of Jangan, in the graveyard Grave Stone Level 9 Far southeast of Jangan, in the graveyard Decayed Yeoha Level 10 West of Jangan, over either of the top two bridges Yeoha Level 10 West of Jangan, over either of the top two bridges Bandit Subordinate Level 11 Southeast of Bandit hideout, over southmost bridge east of Jangan Bandit Archer Level 12 Southeast of Bandit hideout, over southmost bridge east of Jangan Bandit hideout Young Tiger Level 13 West of crossroads west of the exorcist's house Tiger Level 14 West of corssroads west of the exorcist's house Bandit Bowman Level 15 southwest of Bandit hideout Bandit Level 16 Southwest of Bandit hideout Bandit hideout Black Tiger Level 17 Northwest of Bandit hideout/West of Tiger territory White Tiger Level 18 Northwest of Bandit hideout/West of Tiger territory -------------------------------------------------------------------------------- 07.03 - Mind your area -------------------------------------------------------------------------------- All too often, you'll find a monster straying into an area it shouldn't be. For example, Thieves right outside town, hitting you for four times your maximum HP. Or the level 16 Bandits wandering about while you're trying to focus on that several hours long operational map quest. The areas monsters roam about are very large. If you find that monsters that shouldn't be where you are are showing up, you should run back for a good fifteen seconds or more. -------------------------------------------------------------------------------- 07.04 - Auto potion -------------------------------------------------------------------------------- Another problem people have with staying alive is the use of their healing items. People think they're cool just using HP or MP recovery herbs when they see fit. That's all well and good, but if you find that you're dying more than once per session, you may want to consider turning on auto potion. First, press "T" to bring up the menu. Click the auto-use HP herb button and set a desired life total at which you want to use a healing item. On characters with self heal, I set it at 35%, and without at 45% Leave the potion delay on, unless you want to be using two or three heal herbs at a time when you only needed one. Select the belt slot it's in (you can set it to f4-9 if you really don't want to be bothered with it), then press confirm to turn it on. I recommend doing this with mana as well, but at a much lower number, like 20%. The common argument you'll hear is this "I'll decide when I want to use my MP berries! I don't want to overuse them!" But think about it. If you're down to 15% MP, are you going to sit down and wait for the whole bar to charge? A problem with this, however, is that you'll find yourself using skills with much less inhibition. This may lead to the purchase of more MP berries than before, but they're only 50 gold apiece, and you pick up about 100 gold from any monster on the first continent. -------------------------------------------------------------------------------- 08.00 - Which element is best? -------------------------------------------------------------------------------- All of the elements have their benefits, but it would depend entirely on the direction you want to take your character. I'll quickly run down the pros and cons of each. -------------------------------------------------------------------------------- 08.01 - Fire -------------------------------------------------------------------------------- Fire: Incredibly high damage output. No slowing, no utility, it's all damage. Fire is a good element for someone who's going to spend a lot of time hitting stuff and hitting stuff gooder. The only effect fire has on the enemy in terms of status ailments is burning the enemy, whose damage is truly paltry in comparison to the damage you'll be doing. Fire's second ability is to increase magic resistance. If you're using armor, your physical defense will be high, and your magic defense will be low. With fire, you'll have high defense in both areas, and you'll be nothing short of a tank. Even it's third rank ability, which is a utility ability on the other elements, is a power booster. Yet another power booster is Flame - Devil force which permanently increases your power by 1% per level of the ability. Strongly recommended for: Swords, Glaives, Armor Recommended for swords because of the compatibility of shields with the shield infusing spell. Recommended for glaives because of the already naturally high attack power of the weapon as a complement to the additional power offered by Fire. Recommended for Armor because you won't be stopping the enemy from hitting you in any way, so you'll have to be able to take a hit. -------------------------------------------------------------------------------- 08.02 - Lightning -------------------------------------------------------------------------------- Thanks to Dr Death for clarifying lightning's abilities Lightning: This is tricky. It's got more damage than cold, the reduced parry rate, which allows you to deal more damage to targets, and wind walk, which I just can't seem to get enough of. Unfortunately, the reduced parry effect is only a chance of happening, so they'll be taking reduced damage otherwise. The damage is still nice though, all other things considered. The secondary ability increases the damage dealt by your force based attacks. Either the imbue or the nuke, both appreciate the bonus given by Piercing Force. The third ability is probably the best ability in the game. Wind walk. It increases your move speed for 6 minutes at level 1. Also in the third ability is teleport. The ability to move to your destination in the blink of an eye. This is really helpful for armor wearers, who suffer a reduced movement speed. Increased Dodge in both an active ability and in a passive ability makes lightning an ideal choice for anyone who uses a shield. Strongly Recommended for: Garment, Protector, Armor, Swords Recommended for Garment and Protector because of the effect those armor types have on magic. Recommended for Armor because of windwalk's ability to offset the movement penalty. Recommended for Swords because of the speed at which swords hit, increasing the chance of inflicting paralyze or stun. -------------------------------------------------------------------------------- 08.03 - Cold -------------------------------------------------------------------------------- Cold: This element should not be taken into consideration for damage purposes unless you're using a bow. The overall damage of this tree is so low in comparison to others that it's sad. It's saving graces, however, are the absolutely amazing slowing abilities and defensive capabilities of the tree. The first ability is to infuse your weapon with ice. Each hit on a target nets a 25% chance to slow and a 5% chance to freeze. This is a truly amazing synergy with garment, since it has a lower physical defense. Decreasing the amount of hits you take overall is nice no matter which armor type you're using, but it's especially good on a character who takes three times as much per hit as other characters. The second ability increases the physical defense of the user. Again, great synergy with garment's lack thereof. The passive ability of cold increases physical defense even further. Strongly recommended for: Swords, Bows, Garment Recommended for Garment because of the plethora of physical defense raising abilities to counteract the natural disadvantage of the armor type. Recommended for Swords because of the speed at which swords hit, increasing the chances of inflicting one of the slowing status ailments. Recommended for Bows because of the slowing ability's ability to keep an enemy far away for a long time while you peg them with arrows. -------------------------------------------------------------------------------- 09.00 - Tricky Items -------------------------------------------------------------------------------- Certain items in the game are good for you, but aren't explained in great detail. Items that help you gather your spoils faster, items get get you from point A to point B faster, items that enable PVP combat, and even items that prevent pesky botters from stealing your kills and encroaching on your territory while you do evil missions that take long enough on their own without the assistance of cheaters. -------------------------------------------------------------------------------- 09.01 - Protector -------------------------------------------------------------------------------- Protectors are items sold by the grocery store lady that prevent 'botters', people who use a hack to auto-hunt units while they sleep, from ruining the experience of others. They're only 100 gold each, and to prevent abuse on non-cheating players, can only be used once per hour. You'd better make sure your target isn't just a taciturn hardcore power levelling fiend, lest you end up wasting a protector and spending an hour lamenting in sorrow when you see a real botter. To use the protector, simply click the botter, open your inventory with the 'I' button, and right click the protector. This will summon a weak hitting dog in front of your target, and the application of the bot says there is a hostile enemy in front of it. The protector explodes when attacked, killing the botter. Also, you can hook the protector to a hotkey by clicking the item, then clicking one of the numbers at the bottom center of the screen. -------------------------------------------------------------------------------- 09.02 - Army faction cape -------------------------------------------------------------------------------- As far as I can tell, it doesn't really matter which one you pick, aside from the fact you can't attack anyone who has the same color cape on. The exception to this rule is the Prodigy cape, which allows you to attack or be attacked by anyone, even other prodigy cape users. While wearing a cape, you can be attacked by anyone else who has a cape of a different army on. Removing a cape from your equipment slot takes about ten seconds, and can not be done less than twenty seconds after exiting combat. This is to prevent people from donning the cape, pegging someone with arrows, then removing it quickly once they find out their target isn't dead. Donning the cape, however, can happen instantly. This leads to a lot of people not wearing their cape until they see someone else wearing a cape they desire to attack, then sneaking up behind them, putting the cape on, and getting in a couple blows as a head start. My pride is far too valuable to let people like this get away, making the need for windwalk and universal pills in the inventory a must to remove the cold, frozen, paralyzed, or stunned effect the offender leaves on you a must. These capes are only FIVE HUNDRED GOLD at the grocery store NPC. Do not spend any more than this at the numerous stalls that have them in stock for 1,300 or more. You must be level 10 to use an army faction cape. If you are killed by another player, you may resurrect immediately where you were killed. You will not lose experience as a result of dying to a player killing you. -------------------------------------------------------------------------------- 10.00 - How do I make a guild? -------------------------------------------------------------------------------- To avoid an overpopulation of randoms making guilds they'll quickly forget about, SilkRoad Online requires that anyone who desires to start their own guild pay 500,000 gold as a one-time startup fee. Once your guild has been created, you're welcome to a maximum number of 50 players to join you. Your guild starts as a level 1 guild, and can be upgraded for an increasing amount of gold per level. To get to a level 2 guild costs 2 million, levels 3 through 5 are currently unknown to me, but I've heard the level 5 upgrade costs a whopping 72 million gold! At level 2, your guild gains the ability "guild storage" with which you can store items at a guild master in any of the towns, and they can be picked up by anybody else in the guild at any of the guild masters in any town. Guild storage can hold up to 120 different items upon full expansion. If you leave a guild, you'll be unable to join another guild or create your own guild for three days. This is to prevent abuse of the system during guild wars. -------------------------------------------------------------------------------- 11.00 - How to run a stall -------------------------------------------------------------------------------- When opening a stall, you have the option of naming your price when selling your items. Most newbies have NO IDEA HOW TO DO THIS. And frankly, it's frustrating. "GOOD STUF CHEAP!!!" beginner return scrolls for 15,000 stack of arrows for 700 stack of heal berries for 8,000 Talk about irritating. If you're selling an item than an NPC sells, a rule of thumb is to sell it for 75% of that price. If you're selling an item that's not sold by an NPC, but has no blue (level 13 bow, for example) You can name your price, but DO NOT exceed twice what the amount named by the "price when sold to shop" is. If you're selling a blue item, immortal, steady, +2 strength, etc. You can add a modifier, depending on the level of the item. Obviously a level 13 item with lucky isn't going to be worth as much as a level 60 item with an alchemy enhancing trait, as people won't waste a 240,000 gold elixir on a 2,000 bow they'll use for almost one day. -------------------------------------------------------------------------------- 11.01 - Exceptional items -------------------------------------------------------------------------------- Naturally, there are some items that are exceptions to this rule. Elixirs, for example, are extremely rare, and for the most part, you can name your price on them. These prices may vary with time, but so far, they're pretty stable. If you want to include more items, send me an email. Seal of Star/Moon/Sun - Name your price, they will pay it. I've seen level 10 items with Seal of Star going for 300,000 gold, and level 18s going for close to 8,000,000. Elixir/Weapon - From what I've seen, these can go for anywhere between 225,000 and 250,000 gold. Naturally, you'll always see some in stalls for higher prices, and that's why you'll see them in stalls at that price. Nobody wants to pay 350,000 gold for a weapon elixir. Elixir/Anything else - 30,000 to 80,000. Accessories, Protectors, Garments, Shields, the whole bit. They're not nearly worth as much as a result of the focus on increasing your damage. -------------------------------------------------------------------------------- 12.00 - How do I build my character? -------------------------------------------------------------------------------- **NOTE: This section applies to Chinese characters ONLY** Character 'builds' on SilkRoad Online are as plentiful as sandcastles at the beach. Some of the more common ones will be explained below. Fire Glaive - Should be self explanatory. Generally used in conjunction with armor type, so the Skill Points can be spent in just Heuksal and Fire skillsets, rather than going into healing. The Heuksal passive increases your HP, while the fire passive increases your damage. Constantly looking for stronger weapons and armor is the one major problem with Fire Glaives. Damage is high. Stability is high. Mobility is low. SP use is low. Heal consumption is moderate. Mana consumption is low. Gold cost is very high. Nuker - ANY of the trees' level 30 abilities that is a long distance magic attack. This becomes the character's primary form of attack, and is highly recommended against for PvM (player vs. monster) and more for PvP, since you can kill at a distance. Generally, nukers are pure intelligence, to further augment their damage output. Nukers tend to wear garment over armor, as a result of the increased ability to run away and keep distance from the enemy, and since they'd rather not be in melee range of a monster in any case. One up on other builds, as you're not spending copious amounts of money on finding an ultimate weapon. Many nukers won't even put points into a weapon tree, focusing primarily on their offensive tree. Some will put points in their weapon tree, some will put points in healing, but all of them will keep on top of their nuke skill tree. A nuker's best weapon will have a high mag. attack value, high mag. reinforce, and as much intensity as you can afford (+4, +5, +6, etc.). Critical rate doesn't matter for a nuker, as magic has a 0% chance of critical. Physical attack value doesn't matter much, as you won't be swinging the sword so much as using it like a pointy, sharp, stabby wand. This saves you a lot of money by only forcing you to buy Philosophy and Mind stones, sparing you courage, warriors, and challenge stones. Damage is (ice; high) (lightning/fire; very high), Stability is very low. Mobility is (fire/ice; high) (lightning; very high), SP use is low. Heal consumption is moderate. Mana consumption is very high. Gold cost is low. Damage is lower on Sword/Shield users, but stability is higher, as shields offer additional defense and a chance to block attacks outright. Red Mage - Named after the Final Fantasy I class, as a jack of all trades, but a master of none. Can take any weapon proficiency, but the more common ones use Bicheon (Sword/Blade) mastery, as the shield is a complement to their staying power. They take any of the offensive skill trees (Fire/Ice/Lightning), and also the Force (healing) tree. This tends to leave you hungry for SP or lagging behind with a permanent SP gap of 2 or more, but you've got the ability to heal yourself and others, break out magic where it's needed, and you're not dying for gold, because you won't be spending it on heal berries or the next advancement in equipment. Overall, it's not as effective at killing monsters as the fire glaive, but it's a little more fun. Damage is moderate. Stability is very high. Mobility is moderate to high. SP use is very high. Heal consumption is low. Mana consumption is high. Gold cost is very low. -------------------------------------------------------------------------------- 12.01 - Strength vs Intelligence -------------------------------------------------------------------------------- Many times you'll hear "pure str" or "pure int" while playing SilkRoad Online. This refers to a character putting 100% of its points into Strength (pure str) or 100% of its points into Intelligence (pure int). Although there are painfully obvious advantages and disadvantages to each of these, it is generally recommended that a new player put at least some points into both strength and intelligence. Strength - Increases Physical balance (damage) Increases physical damage Reduces damage from physical attacks (90% of monsters in the game) Increases hit points Intelligence - Increases magical balance (damage) Increases magical damage Reduces damage from magical attacks (100% of chinese characters use magic based attacks, as fire force/river force/lightning force imbues all are magic based, even if they're not nukers) Increases mana points Naturally, if you're running a fire glaive character, you'll want a vast majority of your points in strength, in order to keep your healing time to a minimum, and your damage per second to a maximum. Conversely, if you're running a nuker, you'll want many more points in intelligence than strength. Although the decreased necessity for mana berries is a nice perk, you'll find that the lack of hit points leaves you wanting. -------------------------------------------------------------------------------- 12.10 - European Characters -------------------------------------------------------------------------------- With the inclusion of Legend I came the inclusion of another selectable race for people to play. European Characters. These differ greatly from Chinese characters in many important aspects. * Europeans use ONLY physical or ONLY magical attacks, depending on class. Staves don't have a physical attack value, and Daggers don't have a mag. attack value. * Europeans have a 15 second potion delay. Once you get hit and chug a healing potion, you have to wait 15 seconds before you can use another. * Europeans kill monsters faster. They have a higher damage output in exchange for the inability to heal themselves effectively. As such, you'll find yourself hard pressed to kill giants later on in the game. * Chinese are much better at grinding alone, whereas Europeans are designed for party play. You'll notice when selecting skills on a European character that many can't target yourself, and others target as many as 8 friendly units. This makes travelling with a cleric a Euro's dream. -------------------------------------------------------------------------------- 12.20 - How do I build my European Character? -------------------------------------------------------------------------------- In my experience, I've noticed that you're not as at liberty to throw stat points around as you were with Chinese characters. Where a point in Int still added damage for physical attackers in the Chinese realm, a point in Int does much less for warriors and rogues. Warrior (2handed sword, 1handed sword, dual axe) - 100% Strength. There's really no reason to grab intelligence on this character. Their skills don't cost a whole lot of mana, and the amounts you can get from armor far exceed the amount you'll need (1200 MP on armor at 8th degree). Furthermore, all damage for this class is based on strength, so each point you put in int takes away from the damage output you'll be able to do. Yes, you'll have an increased resistance to magic damage, but it comes at the cost of HP and damage output. Rogue (Crossbow, Daggers) - 100% Strength. As with the warrior, you need the strength for damage and HP, especially if you use Dagger Desparate, which reduces your defense to 25%, or crossbow Extreme, which lowers your defense and HP by about 50%. Wizard (Staff) - 100% Intelligence/66% Intelligence. Here's your first tough decision. While a 100% int wizard sounds like fun, allowing for truly silly damage output, they also have this ability called "Life Control". With Life Control on, your HP is cut in half, but your damage in increased by about 50%. If you're full intelligence at level 80, you're looking at about 3,000 HP while fighting Niya Generals. Needless to say, you can expect to die a lot (As I have.) when champions spawn behind you and surprise you with a critical hit that does more than your life total. Hybrid decreases your damage a little bit, but you get much needed HP, and some physical defense to make up for the robes you're stuck wearing (Unless you dual classed into something that can wear light armor and then went for it). Warlock (Warlock Rod) - 100% Intelligence/66% Intelligence. Many people take Warlock as a secondary class in order to debuff/stun/sleep people before switching back to their main weapon and dealing the final blow. However, if Warlock is your main class, look at it as a wizard with a shield. It does less damage per spell, but you get some nice effects in exchange. The ability to reduce a target's magic defense, physical defense, phys/magic damage, remove the ability to heal with potions, make people move slower, and a multitude of damaging status effects such as burn, poison, and bleed. *This is a highly recommended class if you hate bots. You can cast your status effects on the bot and wait for the monsters he's fighting to kill him. You will go purple (offender) for 30 seconds, but sometimes it's worth it to get the bot out of your grinding spot. Cleric (Cleric Rod) - 100% Intelligence/66% Intelligence/50% Intelligence. This magic class has a very hard time killing on its own, since it's got the lowest damage spells in the game. However, many parties will be excited to include you and let you ride the powerlevel bus because of what you can do to party members. -Increased Strength: Target up to four people to get a hefty boost to str for 30 minutes -Increased Intelligence: As per Increased Strength -Body Blessing: Target the whole party for about a 20% boost to physical defense for 30 minutes -Soul Blessing: As per Body Blessing, except increases magical defense. -Group Healing: Heal everyone in the group for large amounts of HP at once. -Resurrection: Restore the dead. 'Nuff said. -Bless Spell: Massive boost to physical defense and magical defense for 45 seconds. Because of this, many people are willing to take cleric as a second class in order to get into parties that otherwise wouldn't allow them. Sub class clerics: Bless Spell: Makes you nigh invulnerable for 45 seconds while you go berserk on a giant Recovery Division: Heals you over time for 5 minutes. A nice skill for rogues and warriors, as it almost negates the effect of the potion delay. Bard (Harp) - 100% Intelligence/66% Intelligence. The penultimate second class for low HP characters. Devoted bards get some nice attacks, including an area of effect attack that hits almost as hard as a wizard's normal fireball. This makes it so they're not too hard to level up, however their damage output is low, they can only wear robes, and their attacks are based on int, so your HP isn't going to be in the five digit range. Devoted Bards in Parties: -Nobody ever has to eat a mana potion. Bards can restore mana to everyone, including themselves. -Move March. Faster than the chinese Grass Walk, and it can be cast on the whole party -Guard Tambour. Increase physical absorbtion rate of the entire party. -Mana Tambour. Increase magical absorbtion rate of the entire party -Dance of Valor. Increase physical damage of the entire party -Dance of Magic. Increase magical damage of the entire party Sub class bards: Noise - Prevents monsters from attacking you unless you attack them first. This makes it a staple for wizards and warlocks who like to grind alone. Move March - Increased move speed is addictive. You either grab this or you're stuck using drugs of wind forever. -------------------------------------------------------------------------------- 13.00 - Weapons, Armor, and You -------------------------------------------------------------------------------- Thanks to FTW_DrDeath for this section Item Type: This tells you what the item is (Weapon, Armor, Jewelry etc;) Mounting Area:(armor only) On armor this would mean this is the section of your body it mounts on. Degree: currently there are 8 degrees of item, each new degree is a different look. They also require different lucky powders in alchemy. Phy: For armor this would mean physical defense, and for weapons this would mean the range of physical damage, it would like something like this. 10~35 Mag: For armor this would mean magical defense, and for weapons this would mean the range of magical damage, it would like something like this. 23~49 (Magic damage is always higher, even on the physical type weapons.) Parry Ratio: All of your parry ratios are added together, and they form the chance that you will be dealt minimum damage. Block:(shield only) The block rating is a % chance in which you have, to be able to block any attacks directed at you. You recieve 0 damage from a blocked attack. Attack Rating:(weapon only) Attack rating decide how often you do your max damage range, instead of your minimum damage range, this is the exact opposite of parry. Critical:(weapon only) The critical of your weapon equals a % of how often you will pull off a critical hit. Critical hits in SilkRoad Online, as in many other games, do drastically more damage than noncritical hits, but are otherwise the same as a normal hit. Durability:(not on jewelry) This is the durability of your item, its endurance to be able to take hits, if it goes to 0 it will not be destroyed, it just will act as if your not wearing it untill it is repaired. Phy/ Mag Reinforce(Armor only): These rates determine how much higher your damage will increase when you + up a weapon with alchemy. A higher reinforced weapon will result in higher max damage. Phy/ Mag Absorbsion(Jewelry only): The absorbtion rates result in taking reduced damage from the appropriate sources. Required Level: This is the level you have to be to equip the current item. If you de-level while having a higher item on you the game will not add its stats to your defense. -------------------------------------------------------------------------------- 13.01 - Weapons -------------------------------------------------------------------------------- Glaive - A high power polearm, and a reach weapon. Highest physical attack power of any weapon in the game, but lower magical attack power than its counterpart, the spear. Also offset by the inability to equip a shield while using this weapon. This defines the glaive as an ultra attack weapon that bets it all on one shot Spear - Very similar to the glaive, in that it's a high power polearm and has long reach. Like the glaive, you're unable to equip a shield, which leaves your staying power lacking. Also, the Spear trades off physical attack for magical attack power, which makes the necessity for the (level 5 skill) River force series a necessity when attacking. Blade - A hefty chopping blade with moderate attack power. Blades attack much faster than polearms, and have the benefit of equipping a shield, which increases defense, increases parry, and offers the ability to block attacks. The benefits of blade are best recognized when using a river force skill with a battle altering effect, such as cold. Sword - THE tool of the underdog. Low physical attack power is exchanged for magic power. Add this to the fact that you can equip a shield, and it becomes the poster child for nuker type characters. Bow - Low power, slow attack speed, no shield... enough can't be said negatively about the bow in close combat. Fortunately, the bow doesn't need to start in close combat. It gets a few shots in as a head start, and if the bow user happened to pick the cold tree, it's possible to obliterate an enemy before it even comes within striking range. Unfortunately arrows cost 2 gold each, and early in the game, You'll find yourself unable to purchase heal berries or unable to repair your equipment at the cost of replenishing your arrow supply. Also, bows have significantly lower durability than other weapons. -------------------------------------------------------------------------------- 13.02 - Armor -------------------------------------------------------------------------------- Armor - High physical defense, lower magical defense, lower movement speed Protector - Medium physical defense, magical defense, and movement speed Garment - Low physical defense, high magical defense, high movement speed Naturally, all of these have their own benefits and disadvantages. Aside from what's listed here, the lighter your armor is, the less MP it costs to cast your spells. Also, a common misconception among newbies is that you're stuck with the armor class you chose throughout the game. This is NOT TRUE! You can take a character equipped entirely in protectors, and throw that seal of star armor type chest protector on if you want, but it's generally good to stick with one set of armor at a time. If you can't decide, start with Armor. Almost all of the monsters in SRO use physical attacks, and wearing armor will decrease damage taken overall. You can decide to switch at any point during the game. *Equipping full armor set has no special effect *Equipping combination of armor and protector has no special effect *Equipping full protector reduces your MP costs by 10% and increases your speed by 10% *Equipping full garment reduces your MP costs by 20% and increases your speed by 20% -------------------------------------------------------------------------------- 14.00 - Tips and Tricks -------------------------------------------------------------------------------- Tips and tricks * Rubber nipples? I'll take the whole truck! Here's five bucks! hold down CTRL and left click the target item you wish to buy. This allows you to buy a complete stack of the item you clicked without the verify menu. Ctrl+click arrows gets you 250 arrows Ctrl+click heal berries gets you 50 berries * Sick of all those pesky positive buffs? If there are only 20 seconds left on your grasswalk effect and you want to recast it now instead of having it wear off naturally only to be recast at a later inconvenient time, you can right click the small icon in the upper right corner to force disenchant the positive buff. Note: this only works on positive buffs. No getting rid of poison like this. * Extra experience points per kill While you're in a party that does not auto-share experience, there is a 2.5% or so bonus to experience per member. You're only allowed four people to a party when you do this method, but it's definitely worth partying up, even with people you don't know, as everyone gets more experience. Party of two people, +5% experience Party of three people, +7.5% experience Party of four people, +10% experience * Glaive user with a hawk? Bow user with reduced status effect? So the white hawk can only be used while you're equipped with a bow, and the fire skill shield imbue only works while you have a shield, it's possible to have both of these buffs on at the same time. First, equip a bow, then cast the hawk. Then equip a shield and cast the shield imbue. Then put on whichever weapon you wanted to use and those buffs won't go away. * There is now something called "The Stall Network". It's a useful device that allows you to scan all the stalls for the item you're looking for without having to check every single stall in any given town. Here's how it works. While in any town, press F. A menu will pop up with three categories. If you're looking for a weapon elixir, under large category, select "Alchemy" Under medium category select "Elixir", then press "Search". It will scan all the stalls in town for people selling elixirs. From there, you can organize them by price or type. * At higher levels, degree 8 tablets are hard to come by and expensive. But stones are even more expensive! Depending on how much elements cost on your server, it may be beneficial to buy tablets, turn them into stones, then sell the stones. On zeus, it only takes 400,000 gold in elements to turn a stamina or master tablet into a stone, the tablets cost only 300,000 gold each, and the stones can go for 1,400,000 in short order. Doing this, you'll be able to afford the weapon of your dreams without the assistance of gold selling sites. -------------------------------------------------------------------------------- 97.00 - Updates to SilkRoad Online -------------------------------------------------------------------------------- This section is devoted to offering information that may not yet be readily available, or may be hard to come across. Only when major changes are made to the game will this section be updated -------------------------------------------------------------------------------- 97.01 - 06/20/2006 update -------------------------------------------------------------------------------- Currently there are a few immeidately noticable changes to silkroad online. The first of which is the addition of inventory slots on both your character and in your storage box. The storage box now has 5 pages in which to hold excess items, and your inventory now has two tabs for inventory. The original tab is marked 'equipment' and the new tab is marked 'expand'. Although the storage change is immediate, the expanded character inventory requires the completion of quests to unlock. -------------------------------------------------------------------------------- 97.011 - New quests -------------------------------------------------------------------------------- Inventory Expansion Quest the first -Help Jinjin the grocer in Jangan. -Quest unlockable at level 5 -Unrepeatable quest Objective: Defeat Mangyangs, collect dropped items Reward: Additional inventory slots (10) Inventory Expansion Quest the second -Help Yeosun in Donwhang -Quest unlockable at level 30 -Unrepeatable quest Objective: Defeat Earth Taoists, collect dropped items Reward: Additional inventory slots (10) Inventory Expansion Quest the third -Help Mamoie in Hotan -Quest unlockable at level 60 -Unrepeatable quest Objective: Defeat Big White Spider, collect dropped items Reward: Additional inventory slots (12) -------------------------------------------------------------------------------- 97.012 - New Alchemy -------------------------------------------------------------------------------- FUN TIMES! Talk about a mindjob. The new alchemy is quite a convoluted animal when compared with the old version. Alchemy has been completely overhauled. Now there's many many things that can be done when playing with your items of ultimate death and dismemberment. Now not only can you put a big +9 modifier next to your weapon, but now you can add magical attributes, and modify standard attributes. Also, the new ability "Astral" has been added. Details in the magic attribute section. -------------------------------------------------------------------------------- 97.0121 - Equip Enhance -------------------------------------------------------------------------------- Equip Enhance refers to the ##% you see next to the stats on your weapon. It represents the effectiveness of the weapon over a standard weapon of that type. For example, a Bronze Bow bought from Chulsan has 42 durability. No matter what, if you purchase a Bronze Bow from Chulsan, it will have 42 durability. Now, if you find a Bronze Bow from a water ghost, and it happens to have 46 durability, you'll see the durability stat stated as follows: Durability 46/46 (+10%) ~~~How to utilize Equip Enhance~~~ -Press A to bring up the action window, then right click the alchemy icon. -Press the Equip Enhance tab to open up the Equip Enhance window. -Place the item on the left side of the Equip Enhance window. -On the right side of the Equip Enhance window, place an Intensifying Elixir of the appropriate type (Weapon for Glaive/Bow/Sword, Protector for protector type armor, etc.) -Lucky Powder and the Lucky trait are both utilized in Equip Enhance, just as in old alchemy. -Press the fuse button, and hope you don't fail. ~~~Failed Enhance Attempts~~~ -If you fail, the enhance level of the equipment resets. Not good. -If you fail a +5 or higher, the item may be destroyed or its durability reduced. -Each successful Equip Enhance reduces the chance that any further alchemy will be successful. -------------------------------------------------------------------------------- 97.0122 - Granting Magical Attributes -------------------------------------------------------------------------------- Increasing the magical attributes of items is now possible with the new alchemy system. Do you have an awesome crit 8 weapon that just isn't spectacular in any other way? No more! You can put Lucky, Steady, or Immortal on the weapon and Pound away with alchemy! ~~~How to use~~~ -Press A to bring up the action window, then right click the alchemy icon. -Press the attribute grant tab to open the attribute grant window. -Place your item on the left side -Place your alchemy stone on the right side -Lucky Powder and the Lucky trait are both utilized in Equip Enhance, just as in old alchemy -Press fuse and voila! Magical attribute ahoy! ~~~What happens~~~ -When granting magical attributes is successful, the item will gain the attribute attached to the alchemy stone at a random value. Keep in mind this number can be lower than the current value of the item. Thus, IT IS POSSIBLE TO REDUCE THE ATTRIBUTES ON A WEAPON, EVEN IN A SUCCESSFUL ATTEMPT! A weapon with Lucky 4 could be reduced to Lucky 2. -Upon use of Magical Attribute Granting, the alchemy stone associated with the fusion disappears. -Alchemy stones have degrees, just like weapons and lucky powders. Thus, the correct degree of alchemy stone must be used when fusing. -------------------------------------------------------------------------------- 97.0123 - Standard Attribute Modification -------------------------------------------------------------------------------- On equipment, the standard abilities, such as Phy. Reinforce, Critical, Physical damage,etc. can be modified by attributing magic stones to the item in alchemy. ~~~How to use~~~ -Press A to bring up the action window, then right click the alchemy icon. -Press the attribute grant tab to open the attribute grant window. -Place your item on the left -Place your attribute stone on the right -Lucky Powder and the Lucky trait are both utilized in Equip Enhance, just as in old alchemy -Press fuse ~~~What happens~~~ -The attribute value is determined randomly. It is impossible to get a low number and therefore decrease the stats of the item -Upon failure, only the attribute stone disappears, nothing happens to the equipment -It is possible that an attribute other than the designated attribute will be modified -Each attribute stone can be used on different kinds of items, therefore, you must use the approprite one for your equipment -Attribute stones, like alchemy stones, exist in all degrees. You must choose the correct degree associated with that of your equipment. -------------------------------------------------------------------------------- 97.0124 - Creation of Attribute stones, Alchemy stones, and Alchemy potions -------------------------------------------------------------------------------- In order to get all these special new items for alchemy, you must create the item. ~~~How to use~~~ -Press A to bring up the action window, the right click the alchemy icon. -Press the item enhance tab to open the item enhance window -Tablet goes on the left (Jade, Sapphire, Ruby) -Required alchemy materials go on the right -Press the fuse button ~~~Stuff to remember~~~ -Alchemy tablets are dropped by monsters ~Alchemy elements can be gained from broken knives, red belts, and other mainly useless equipment found lying about -There is a chance that alchemy and attribute stones will come up as a result of destroying the useless items ~~~Alchemy Stone Types~~~ Strength: grants +strength to equipment Intelligence: grants +intelligence to equipment Master: Increases durability Strikes: Increases attack rating (weapon only) Discipline: Increased 'parry ignore' on weapons Penetration: critical parry ratio on shields Dodging: Increased parry ratio on protectors Stamina: Increased HP on Head, Chest, and Leg protectors Magic: Increased MP on head, chest, and leg protectors Fogs: Ice resistance on accessories Air: Lightning resistance on accessories Fire: Fire resistance on accessories Immunity: poison resistance on accessories Revival: Zombie status resistance on accessories Immortal: Increases the "immortal" value by 1 on equipment (Item Mall only) Hardness: Increases the "steady" value by 1 on equipment Luck: Increases the "lucky" value by 1 on equipment Astral: Increases the "astral" value by 1 on equipment ~~~Attribute Stone Types~~~ Courage: Weapon Physical Attack Warriors: Weapon Physical Reinforce Philosophy: Weapon Magical attack Meditation: Weapon Megical Reinforce Challenge: Weapon Critical Focus: Attack Rating Flesh: Shield and Protector phys defense power Life: Shield and Protector phys reinforce Mind: Shield and Protector Magical defense Spirit: Shield and protector magical defense Dodging: protector parry ratio agility: Shield blocking ratio Training: Accessory physical absorption Prayer: Accessory Magical absorption ~~~Alchemy Potion Types~~~ Breeze: movement speed is increased when used Wind: Movement speed is increased (sold by NPCs) Gales: Movement speed is increased Typhoon: Movement speed is increased (sold by NPCs) -------------------------------------------------------------------------------- 97.0125 - Destroying Alchemy Materials -------------------------------------------------------------------------------- You'll find a lot of otherwise useless items from monsters with the new patch. These items can be destroyed in exchange for alchemy and attribute stones. ~~~How to use~~~ -Press A to bring up the action window. right click the alchemy icon -Press the item enhance tab to bring up the item enhance window -On the left, put the items that do the destroying (void rondo, destroy rondo) -On the right, place the useless items -Press fuse ~~~Stuff to Remember~~~ -Void Rondos are used on the useless items dropped by monsters -Destroyer rondos are used on equipment items which will yield significantly higher element turnouts than the useless items. -Void rondos and destroyer rondos can be purchased at grocery stores. -There must be sufficient inventory slots in order to destroy useless items -If you plan on using the new alchemy, keep the elements in your inventory and keep the tablets in your storage. You will always be making more elements, and since the stacks of elements go so high, you won't have to worry about it, however, the tablets come in all shapes and sizes, and since they appear so randomly you won't have to return to town as often as you would if you were to keep your elements in the storage instead. -------------------------------------------------------------------------------- 97.013 - New Pets -------------------------------------------------------------------------------- Gray Wolf: Can be purchased at stables in each town, and has the following traits 1) Has the ability to attack enemies, unlike any pet in the past 2) Gains experience and levels, making them a valuable asset in combat 3) Can change in appearance 4) It can die, and must be taken care of White Wolf: Can be purchased through the item mall, and has all the traits of the gray wolf plus the fact that its white, and it cannot be sold or traded. ++++Taking care of your pet++++ -Recovery kits are purchasable from the stables, and are required to keep your pets alive, only for HP healing purposes, not hunger recovering purposes -Grass of life is also purchasable from the stable. This item will resurrect a dead wolf. -HGP recovery potion, also purchased from the stable, is an item that will deal with your pet's hunger -Abnormal status recovery potion is purchasable from stable. Take a wild guess at what this does. ++++Pet facts++++ -In order to use the wolf pet, your character must be at least level 5 -A pet may not be summoned in the midst of battle, nor may it be summoned while dead. Also, the pet may not be unsummoned during battle, or while dead. -You may only have one Myowon (Monkey or Squirrel) and one Wolf (gray or white) pet summoned simultaneously. -To unsummon a pet, simply type /unsummon in the chat window, or click the unsummon button at the lower right corner of the screen. -While wearing an army cape, your pet will be automatically unsummoned. -If the wolf pet dies, it will be automatically unsummoned. -You may own a pet for an unlimited amount of time, and you may spend as much time as you like coming up with a name for it. Unfortunately, you can only name your pet once. So make it count. -If the pet's level ever exceeds your own (through dying and level-down), it will be impossible to summon until your level equals that of your pet. Once a pet's level reaches your own, it will cease to gain experience until you level up. When a pet levels up, its stat points are allocated automatically. -When the HP or the Hunger (HGP) of a pet reaches 0, it will die, be unsummoned, and will be unable to be summoned again until a grass of life is used on the summon item. Pets can be given commands either via the buttons at the lower right, or by entering the commands into the chat window. The relevant commands are as follows. /attack; attacks a target /unsummon; unsummons the pet /offensive; when a character attacks, the pet does as well /defensive; the pet will not attack unless commanded to do so /follow; commands the pet to come close to the character Using the pet to attack and kill a player will cause both the player and the pet to achieve murderer status. Also, attacking the pet of a player will give the player and the pet murderer status. -------------------------------------------------------------------------------- 97.014 - Interface Changes -------------------------------------------------------------------------------- A few aesthetic changes have been made with the 6-20 patch. One feature is to be able to 'zoom out' to a farther distance than before. Using the mouse wheel, you can roll it down to scroll out to see more of the map than you could before. Below the lifebar of monsters and party members, you'll now see which buffs and ailments the targets are afflicted with. The location of the berserk gauge has also changed. -------------------------------------------------------------------------------- 97.10 - Making your ultimate weapon -------------------------------------------------------------------------------- Okay, so you're level 72 and you've got the last weapon you can get in the game until the level cap increase comes out, but you still find yourself doing less damage per shot than other people. Why? If your gap is zero and you've got all your skills up to par, it's because of your weapon. Many things affect the overall damage of your weapon, and all of which can be fixed up with stones and elixirs, save one aspect. Seal of Sun. No matter what you do to a weapon, you can't turn a regular weapon into a seal, so if you have the money, buy one and work with that. Otherwise, grab a weapon of choice and get crackin'. Physical Attack - This is your bread-and-butter value. You want this as high as humanly possible (except for nukers and magical europeans). Jade Stone of Courage fixes this value. Since you need a ton of stones to get the number you want, you want to do this first, and since you're doing this stat first, it doesn't matter if anything gets assimilated, so go ahead and burn those 35% stones here. After you get your 80% (or more), go right to 10% stones for the rest of your weapon. Magic Attack - This is just like physical attack for nukers and magical europeans. Crank this number through the roof first, then work on the rest of the weapon. On chinese glaive/blade/archers, this value isn't as important as physical attack, but you still want to crank it up as high as possible. This value is affected by Jade Stone of Philosophy. Critical rate - not important at all for nukers and magical europeans. For everyone else, however, it's vital. Daggers can go as high as 25, whereas other weapons cap out around 12. Jade stone of Challenge fixes this amount, and is the only other stat that could be considered for upgrade before physical attack value. Physical Reinforce - Long story short, it's an increase to your physical damage. Not nearly as important as physical attack, but still should see over 60%. Jade Stone of Warriors for this one Magical Reinforce - As per Physical Reinforce, except applied to Magical Attack. Jade Stone of Mind for this one. Attack Rating - Absolutely vital. With a high attack rating, you'll see yourself doing higher damage more often. It's directly measured against your opponent's parry rating, therefore, you want as much of an edge as possible. Jade Tablet of Focus for this one. Attack Rating booster - Also vital. it's got a synergistic effect with the existing attack rating value. It adds a magical bonus (a 'blue') that increases the base attack rating stat. Since blues are easier to get up to 100% than base stats, it's recommended you do this one later, and only with 10% assimilate stones. Block Parry - Just as good as Attack Rating. This reduces the effectiveness of people using their parry ratio against your attacks. Everything else is gravy. Nice gravy, but still gravy. 5 str or 5 int won't provide a massive boost to damage, durability doesn't increase damage, and immortal/lucky/astral/steady are simply for attempting to increase your intensity level to truly silly amounts. -------------------------------------------------------------------------------- 97.11 - Intensifying Elixir Success Rates -------------------------------------------------------------------------------- Through hours (and billions of gold) in testing, I've come up with a spreadsheet that chronicles the success and fail rate of intensifying elixirs when used on items. All tests include Premium (5% bonus to success with elixirs), and use Lucky Powders (bought from jewel lapidary/grocery trader) Keep in mind that "Elixirs req" is only an ESTIMATE. Statistics is a cruel mistress. I once spent 41 elixirs just trying to get a piece of equipment up to +3. To make a +0 weapon +1. Attempts: 80 (This is how many times I've personally done this test) Successes: 80 (This is how many times I've succeeded getting to +1, +2, etc) Failures: 0 (This is how many times I've failed getting to +1, +2, etc.) Success rate: 100% (This is the chance of success of getting to +1) Elixirs req: 1 (This is the average amount of elixirs required to get from +0 to whichever bonus this is) Avg cost weapon: 300,000 (This is how much is costs to go from +0 to +X if weapon elixirs are 300k on your server. scale up or down accordingly) Avg cost armor: 200,000(This is how much is costs to go from +0 to +X if protector elixirs are 200k on your server. scale up or down accordingly) Avg cost shield: 100,000(This is how much is costs to go from +0 to +X if Shield elixirs are 100k on your server. scale up or down accordingly) Avg cost access: 70,000(This is how much is costs to go from +0 to +X if accessory elixirs are 300k on your server. scale up or down accordingly) To make a +1 weapon +2. Attempts: 80 Successes: 58 Failures: 22 Success rate: 72.5% Elixirs req: 2.75 Avg cost weapon: 827,586 Avg cost armor: 551,724 Avg cost shield: 275,862 Avg cost access: 193,103 Chance to get +0 to +2 in two elixirs: 72.5% To make a +2 weapon +3 Attempts: 58 Successes: 28 Failures: 30 Success rate: 48.2% Elixirs req: 7.78 Avg cost weapon: 2,335,714 Avg cost armor: 1,557,143 Avg cost shield: 778,571 Avg cost access: 575,000 Chance to get +0 to +3 in three elixirs: 35% To make a +3 weapon +4 Attempts: 30 Successes: 9 Failures: 21 Success rate: 30% Elixirs req: 27.56 Avg cost weapon: 8,266,667 Avg cost armor: 5,511,111 Avg cost shield: 2,755,556 Avg cost Access: 1,928,889 Chance to get +0 to +4 in four elixirs: 10.5% To make a +4 weapon +5 (needs more testing) Attempts: 7 Successes: 2 Failures: 5 Success rate: 28.5% Elixirs req: 127.5 Avg cost weapon: 38,250,000 Avg cost armor: 25,500,000 Avg cost shield: 12,750,000 Avg cost accessory: 8,925,000 Chance to get +0 to +5 in five elixirs: 3% (good luck) -------------------------------------------------------------------------------- 98.00 - Glossary of Terms -------------------------------------------------------------------------------- Credit to FTW_DrDeath for glossary pots (Heal pot/Mana pot): Potions, bought from herbalist. HP/MP: Health points/ Magic (mana) points SoS: Seal of Star, this is an item equal to a +5 item SoM: Seal of Moon, This item is equal to items within the +8 range. SoSun: Seal of Sun, this item is equal to a +12 item. DW: Donhwang, the 2nd town of SRO, if you're playing a Chinese character Sam: Samarkand, the 2nd town of SRO, if you're playing a European character Res (rez): A one word sentence given by a dead character to passers by as a request to raise them from the dead. First obtained at level 17 force. ------------- 99.99 Credits ------------- Thanks to FTW_DrDeath for clearing up information in a lot of sections, for providing a glossary, and for the details on weapon and armor stats Thanks to NeccoWafers for exact ratios in SP farming seciton Thanks to w_tigers87 for SP cost table