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Hybrid Knight Guide

by pRO Loki

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           Maruko's Unofficial Hybrid Knight Guide
      by Maruko of pRO Loki, GM of � The Circle � guild
              our site (www.thecircleguild.tk)
             our forums (www.thecircleforum.tk)



Best viewed on - Font:Lucida Console, Size:10 , Word Wrapped, and Maximized
  ________________
_/ Update History \________________________________________________
===================================================================

v1.2 Third Release ()
- fixed compatibility problems (some of my charts dont look right in different
text file progrmas)
 - added more detailed credits for some of the information i used in this guide
 - fixed some typo's

v1.1 Second Release (August 8, 2004)
- added some ASCII art on the top of the guild to make it look like a real
guide LOL
 - fixed links
 - fixed some typo's
 - finished chapter 5, 6, and 7
 - added new part in chapter 5
 - fixed computations and made them look neater
- i'm adding new section's (not complete) in chapter 9, 10, and to make the
guide more informative
 - Added MVP Monsters information in chapter 9
- took out chapter 11 on PvP, i don't really like going to PvP anymore since i
find it a waste of time
- moved section 3.8 Status Effects to the appendix. It is now A.4 Status
Effects
 - added a cards section in 6.0 Armory
 - added an UPGRADE CHART in chapter 6.0 Armory
 - added an EXP chart in the APPENDIX
 - added an Elemental Chart in the APPENDIX
 - added some UPGRADING information in 6.0 Armory
 - added an explanation on how damage reduction cards work in 6.0 Armory.
 - moved the BUILDS chapter to chapter 8

v1.0 First Release (July 13, 2004)
 - I finished the first 4 chapters
 - added How ATKS are computed in the Appendix
 - added size modifiers in the Appendix

___________________________________________________________________
===================================================================



  ___________________
_/ Table of Contents \_____________________________________________
===================================================================

1.0 Overview and Disclaimer
2.0 Introduction to Hybrid Knights
3.0 STATS, what do they do
	3.1 STR
	3.2 AGI
	3.3 VIT
	3.4 INT
	3.5 DEX
	3.6 LUK
	3.7 Stat Points
4.0 SUBSTATS, now you know!
	4.1 ATK
	4.2 MATK
	4.3 HIT
	4.4 Critical
	4.5 Defense
		4.5.1 SOLID DEF
		4.5.2 UPGRADED DEF
		4.5.3 VIT DEF
		4.5.4 How DEF works
	4.6 Magical Defense
	4.7 Flee
	4.8 Attack Speed
	4.9 Casting Time
	4.10 HP
	4.11 HP Recovery
	4.12 SP
	4.13 SP Recovery
	4.14 Weight
	4.15 Tables
5.0 SKILLS, which skill to choose?!?
	5.1 Skill List
	5.2 Special Skills
	5.3 Skill Builds
		5.3.1 Swords
		5.3.2 Spears
		5.3.3 Omnimastery
6.0 BUILDS, the HEART of a Hybrid
	6.1 Introduction
	6.2 Offensive Hybrid
	6.3 Defensive Hybrid
7.0 ARMORY, what HITS the spot
	7.1 WEAPONS
		7.1.1 Spears
		7.1.2 Swords
		7.1.3 Weapon Cards
		7.1.4 Card Compounding
	7.2 ARMOR
	        7.2.1 Head, Upper, Middle and Lower
        	7.2.2 Shield
	        7.2.3 Body
        	7.2.4 Garment
	        7.2.5 Shoes
	        7.2.6 Accessory
		7.2.7 Armor Cards
	7.3 Damage Reduction Cards
	7.4 UPGRADE CHART
8.0 LEVELING, where? why? how?
	8.1 Introduction
	8.2 Finding the right place
	8.3 My suggested LEVELING Places
	8.4 EXP chart
9.0 MVP'ing, do's and dont's
	9.1 The MVP Formula
	9.2 Knights and MVP's
	9.3 Baphomet
	9.4 Dark Lord
	9.5 Dopplegangner
	9.6 Drake
	9.7 Eddga
	9.8 Golden Thief Bug
	9.9 Haiti
	9.11 Maya
	9.12 Mistress
	9.13 Moonlight Flower
	9.14 Orc Hero
	9.15 Orc Lord
	9.16 Osiris
	9.17 Phreeoni
	9.18 Stormy Knight
	9.19 Turtle General
10.0 WoE, a hybrid knights perspective
	10.1 WoE Rules
	10.2 Our General Purpose
	10.3 Attacking a Castle
	10.4 Defending a Castle

APPENDIX
	A.1 Physical Attacks
	A.2 Magical Attacks
	A.3 Size Modifiers
	A.4 Status Effects
	A.5 EXP Chart
	A.6 Elemental Weaknesses Chart
GLOSSARY
ACKNOWLEDGEMENTS
LINKS
CONTACT INFORMATION
COPYRIGHT INFORMATION

___________________________________________________________________
===================================================================



  _____________________________
_/ 1.0 Overview and Disclaimer \___________________________________
===================================================================

I decided to make this guide to first of all inform people about what a hybrid
knight really is. All information in here is made from a Hybrid Knights point
of view and Intented for a Hybrid Knight, so please... criticize my guide that
viewpoint. I am by no means an all knowing being and the information i put in
this guide can be wrong. So don't go grilling me about the information I place
in here. (;-_-) All the information you will find here is based on my opinions
and facts that I get from my own sources. If you see anything that needs
corrections, then by all means email me the corrections in a constructive
manner(^_^). This guide is intended to help guide hybrid knights in deciding
how to build their knight. From stat discussions to skill distribution to
leveling up. I will also attempt to discuss the different types of hybrids and
what types of specialties each one has. The main aim of this guide is to share
the information I have gained from my RO playing experience. So I hope the
reader appreciates the insights that will be shared in this guide. The reader
is also more than welcome to make constructive suggesstions and criticisms in
order to make this guide a better one by emailing me his/her insights. Thank
you and Enjoy! (^_^;)

One more thing, this guide is WoE/PvP biased. IMO, if you play RO to just PvM
then you're wasting your time. You might as well be playing an offline game
like Diablo or something. For me playing a MMO breeds a sense of competition,
thats what makes MMO's fun. So if you email me regarding my opinions about
Hybrid Knights, make sure you're thinking my way or i'll ignore your email. I
built my Knight for WoE/PvP so that is the knowledge i'm going to share. I'm
also going to add in MVP'ing with a hybrid. (^_^)

___________________________________________________________________
===================================================================



  _______________________________________
_/ 2.0 Introduction to the Hybrid Knight \_________________________
===================================================================

What is a Hybrid Knight? To discuss what a Hubrid Knight is, we have to
analize the word "HYBRID". Webster Dictionary decribes the word hybrid as "a
mixture of different elements". That is absolutely right.... But, most people
think that a Hybrid knight is a mixture of TWO different elements AGI and VIT.
What I would like to change is this mentality. To further discuss my point, I
have to discuss the more common builds of knights, those are the AGI knights
and the VIT knights. As you all may know, an AGI knight focuses on AGI as his
main defensive stat as a VIT knight focuses on VIT as his main defensive stat.
Since these two types we're one of the first type of builds for knights, each
of their defensive stats we're maxed up to 99. For the AGI knight AGI was 99
and for the VIT knight VIT was 99. Time went by and as people got smarter, they
changed their builds and realized that maxing a certain defensive stat to 99
was not very smart. I'm guessing that some people thought of lowering down
their DEFENSIVE stats and mixing different stats to their builds, so in my
opinion.. this is when the Hybrid Knight began. Some people mixed AGI and VIT
to create defensive hybrids and some people added high STR and DEX to create
offensive hybrids, of course these are just examples... heck the possibilities
are endless. So what is a Hybrid Knight then? A Hybrid Knight is a Knight who
has a mixture of different stats, someone who thinks out of the box, someone
who does not follow the cookie cutter builds like pure VIT and pure AGI
knights. With this in mind, I have come up with a classification for the
different types of hybrids and these are: Offensive Hybrids, Defensive Hybrids
and Equal Hybrids. Each type will be discussed in the later portions of this
guide.

___________________________________________________________________
===================================================================



  ____________________________
_/ 3.0 STATS, what do they do \____________________________________
===================================================================

In this portion, I will discuss what each STAT does in general, and I will
also give my recommendations on what stats a Hybrid Knight should get. I will
also discuss some technical issues on each stat, so that the reader will be
able to understand what each stat does.

In order for someone to build their own Hybrid Knight, they must know how
stats affect them and what they really do. If you do not read this part, then
you won't understand the rest of this guide.

NOTE: For those of you who don't know. Every class has Job Bonuses, these stats
are found to the right of your stats. for example, STR XX+YY. The YY is where
you will find your job bonus. Remove all your equipment and you will see your
job bonus. (^_^)

================================
------------3.5 STR-------------
================================

Ahhhhhh STR, one of the knights best friends. (^_^). A knight without power is
not a knight at all. If you neglect this stat then you might not have a very
well built knight. More power means killing mobs faster, and killing players
faster. Besides that, STR also gives you extra weight carrying capacity. Thats
more POTS for WoE (x_X;)

At Job 50, Knights get +8 to STR
STR is best raised in intervals of 10

STR:
    - +1 base damage per point for melee weapons.
- A bonus of (Str/10)^2 total (ie, at 50 Str, 25 points total) for melee
weapons where Str/10 is rounded down.
    - +1 base damage per 5 points for missile weapons.
- +30 carrying capacity per point of Base Str (the left hand part of Str
only).

================================
------------3.5 AGI-------------
================================

In my opinion, people overrate AGI as a defensive stat for knights. Unless you
are PvM'ing of course... and we're not here to talk about PvM. I think a Knight
with more than 80 AGI is wasting his/her stat points. I think that AGI should
be used as a supportive stat, it should be used to increase ASPD but definately
not to dodge.

At Job 50, Knights get +2 to AGI
AGI is good in any interval, you don't need to be concerned with how much you
raise it

AGI:
    - +1 flee per point.
- Increased attack speed per point, +0.something to be exact. (complicated,
but based on the atk speed of the weapon you are using in the class you are in).

================================
------------3.5 VIT-------------
================================

Did anyone ever wonder why Knights have the most HP per VIT ratio, or even the
most Job Bonus to VIT? VIT increases potion effectivity, total life, reduces
damage, gives you faster HP recovery, and gives you extra MDEF. I firmly
believe that a hybrid should have at very least 40 total VIT. We Knights also
have a great skill that pairs up with VIT, and thats Increased HP Recovery. So
you gotta be a crazy knight not to take advantage of VIT. More VIT means more
lasting capacity when being attacked, so think about it. (^_^)

At Job 50, Knights get +10 to VIT
VIT is best raised in interval's of 20

VIT:
    - +1% to MaxHP per point.
    - +0.8 weapon damage reduction (defensive) per point.
    - Healing items effect increased by +2% per point.
- Every 5 full points of VIT increases HP Recovery Power by 1 (see substats
page for more details).
    - For monsters, there is a bonus to damage reduction of rnd(0,[VIT/20]^2-1).
- For players, there is a bonus to damage reduction of [VIT X 0.5] +
rnd([VIT X 0.3], max([VIT X 0.3],[VIT^2/150]-1)).
    - There is a hidden bonus of +1 Int style MDEF per 2 points.
- Increasing VIT also decreases the chance of being afflicted by the
negative status affects of Poison, Silence and Stun.

================================
------------3.5 INT-------------
================================

People say that INT is not needed for a knight.... Well, let me prove that
wrong. INT gives you faster SP recovery, more total SP, increased SP potion
effectivity, and more MDEF. As a knight you will be using skills, and getting a
bit of INT would not be so bad to help you regain SP faster and give you more
total SP when you spam skills.

At Job 50, Knights get +0 to INT
INT is best raised in interval's of 6

INT:
    - +1 Base MAtk per point.
    - +1% to MaxSP per point.
    - SP Recovery items effect increased by +2% per point.
- Every 6 full points of INT increases SP Recovery Power by 1 and past 120
INT, every 2 INT gives a bonus to SP Recovery Power of 1 (see substats page for
more details).
    - A bonus to MinMAtk of (Int/7)^2 total where (Int/7) is rounded down.
    - A bonus to MaxMatk of (Int/5)^2 total where (Int/5) is rounded down.
    - +1 spell damage reduction (defensive) per point.
- Increasing INT also decreases the chance of being afflicted by the
negative status affects of Blind, Sleep and Stone Curse.

================================
------------3.5 DEX-------------
================================

Like most people know, DEX increases your Minumum Damage, HIT rate, and it
also increases your ASPD. You want a sufficient amount of DEX to be able to hit
your enemy, unless you want to suffer using ancient weaponry.

At Job 50, Knights get +6 to DEX
DEX is best raised in interval's of 5... I personally like it in 10's

DEX:
    - +1 to hit per point.
- Increased attack speed per point (complicated, but based on the atk speed
of the weapon you are using in the class you are in and worth 1/4 of Agi).
    - +1 base damage per point for missile weapons.
- Bonus of (Dex/10)^2 total (ie, at 50 Dex, 25 points total) for missile
weapons where dex/10 is rounded down.
    - +1 base damage per 5 points for melee weapons.
- +1 minimum damage per point for melee weapons. If Dex exceeds the Atk
value of the melee weapon, use the Atk of the melee weapon for the min value
(ie. max and min values become the same).
- Reduces spell casting time by a percentage calculated as Dex/1.5 (ie. 30
Dex = 20% casting time reduction).
    - +0.1% forging and refining rates for Blacksmiths.

================================
------------3.6 LUK-------------
================================

LUK is definately a controvesrial stat for Knights. LUK provides extra
critical rate, crit shield, and status resistance. Some new knights get some
LUK into their stats and are justifying their actions for more status
resistance, and thats all well and good. Just don't get too much. Some people
prefer getting LUK over INT, and there is a logic behind that... So i'll let
you choose.

At Job 50, Knights get +4 to LUK
LUK is best raised in interval's of 5,3 or 10. I personally like raising it in
10's

LUK:
    - +1 base damage per 5 points of Luk for missile and melee weapons.
    - +1 crit chance per 3 points of Luk.
- +1 "lucky" dodge chance (the right hand part of your flee value) per 10
points of Luk.
    - +0.1% forging and refining rates for Blacksmiths per point.
- Increasing LUK also decreases the chance of being afflicted by any
negative status affect (but not as much as the effect of VIT and INT in most
cases).

================================
--------3.7 Stat Points---------
================================

Balancing your stats is very important... Specially since you are a Hybrid,
you want to maximize the status points that are given to you. Speaking in
general, MAXING a stat to 99 is a WASTE of status points. Plan your stats from
the start, i will discuss which stats are important for leveling up later on as
the guide unfolds.

About Status Points:

- At each Base Level you gain a number of Status Points. These points can
be used to improve your 6 main Stats. The number of points gained at each Base
Level can be calculated as [BaseLevel / 5] + 2.
- The cost of improving a Stat increases as the Stat rises (the base amount
only). The cost to increase a Stat by one can be calculated as [(BaseOfStat -
1)/ 10] + 2. For instance, if you have 29+3 Dex, then it will cost [29/10]+2 =
2+2 = 4 Status Points to improve it to 30+3.

___________________________________________________________________
===================================================================



  _____________________________
_/ 4.0 SUBSTATS, now you know! \___________________________________
===================================================================

As we all know, each avatar in RO has 6 main stats; namely
STR/AGI/VIT/INT/DEX/LUK. Well, there are some stats that are totally different
from these main stats and they are equally important. Each player trying to
make a Hybrid Knight should know about these SUBSTATS, in order to make their
own build work out.

================================
------------4.1 ATK-------------
================================

ATK or Attack is the Base Physical Attack that one person can do. It's RAW
value is found in the status screen, this value represents the damage you will
do to an enemy without considering your Damage Modifiers, DEX discrepancy, and
the enemies DEFENSE. So lets say you have 100 ATK, you should hit an enemy for
100 + damage modifer cards + DEX discrepancy - monsters DEF. This is a rough
calculation, but it should give you an idea on how ATK works. I included the
procedure on how an attack damage is calculated at the bottom of this guide
which is in the APPENDIX. ATK is still increased depending on your cards and
weapon.

Atk:
- Atk stands for Attack and gives an indication of how much damage you will
do when you hit something.
- The visible components of the Atk score are your Strength plus the Atk of
the weapon you are using on the left and the damage bonus from any pluses the
weapon might have on the right.
- The real value on the left of your Atk score includes hidden bonuses from
Strength, Dexterity and Luck.
- For fists, the true value is equal to: STR + [STR/10]^2 + [DEX/5] +
[LUK/5] where [] indicates you round the value inside down before continuing
and ^2 indicates squaring.
- For weapons, the true value is equal to: STR + [STR/10]^2 + [DEX/5] +
[LUK/5] + WeaponAtk + AtkBonusCards where [] indicates you round the value
inside down before continuing and ^2 indicates squaring.
- For missile weapons, the true value is equal to: DEX + [DEX/10]^2 +
[STR/5] + [LUK/5] + WeaponAtk + AtkBonusCards where [] indicates you round the
value inside down before continuing and ^2 indicates squaring.
- Not counting the value of WeaponAtk and AtkBonusCards, this true value is
often referred to as the base damage. This base damage is basically the your
Atk with bare fists.

================================
-----------4.2 MATK-------------
================================

As knights, we don't really need to know this. But I thought that it would be
helpful as a general piece of info.

MAtk:
- MAtk means Magic Attack and gives an indication of how much damage a
spell will do when cast against something.
- MAtk comes in two parts. The left-hand number is referred to as Min MAtk
or Minimum Magic Attack. The right-hand number is referred to as Max MAtk or
Maximum Magic Attack. Any time you use a magical attack, a random number
between the Min Matk and Max Matk is generated and that number is used as the
attack power (base damage) of every hit in that spell.
- Min MAtk is equal to INT + [INT/7]^2 where [] indicates you round the
value inside down before continuing and ^2 indicates squaring.
- Max MAtk is equal to INT + [INT/5]^2 where [] indicates you round the
value inside down before continuing and ^2 indicates squaring.
- Note that any weapon that gives a +15% bonus to MAtk does not change the
number you can see in your status window, but is included in damage
calculations.

================================
------------4.3 HIT-------------
================================

If we cannot HIT the target, then it's no use having HIGH ATK... In order to
HIT a target 100%, you need to have 30 more HIT than their FLEE. So if an
oponent has 200 FLEE then you need 230 HIT to perfectly hit the target. In WoE
however, HIT is a big mystery to me... But it seems that FLEE is lowered in
WoE. Since I can HIT High Leveled Hunters with my quad blud pike, but in PvP i
cant hit those same hunters with my quad blud... I'm sure some knights have
noticed this. Oh well, HIT is still HIT, and you need a good amount if you want
to be a good hybrid knight

Hit:
    - Hit refers to your ability to hit a target. It is the opposite of Flee.
    - Each point of Hit increases your ability to hit a target by 1%.
- Your Hit is a combination of your Base Level, Dexterity and any special
Hit increasing cards you may have equipped. It is calculated as BaseLevel + DEX
+ Cards.
- The Mummy card when put in a weapon you are wielding increases your Hit
by 20. This is effectively the same as the description which says your Hit is
increased by 20%.

================================
---------4.4 Critical-----------
================================

I put this section in for one reason... some of you hybrids might want to get
a few points in LUK. So I thought that you might want to see how crit is
calculated. IMHO, I would put LUK in a build once i have completed my other
stats.. or i would choose between putting in INT or LUK, if i were to put in
LUK then i would disregard INT, and vice versa.

Critical:
    - Critical is your chance of striking a critical blow against a target.
    - Each point of Critical increases your ability to cause a critical by 1%.
- Your Critical on the Status window is equal to 1 + [LUK/3] + Critical
Increasing Cards where [] indicates you round the value inside down before
continuing.
- Your true Critical value is equal to 1 + LUK X 0.3 + Critical Increasing
Cards.
- There is a special rule for Katar wielding Assassins. They get twice the
Critical number they should do.
- Criticals are checked for before seeing if your Hit overcomes the targets
Flee. So you can actually land a Critical even if you would ordinarily have no
chance of hitting at all!
- Monsters have Luk too! Your chance of getting a critical against a
monster is reduced by MonsterLuk/5. This reduction takes place after the
doubling of Criticals for Katars and the Counter Attack skill.
- The full formula for Criticals at the time of a swing is equal to (1 +
YourLUK X 0.3 + Critical Increasing Cards) X CritModifier - TargetLUK/5.
    - A Critical hit always hits for maximum damage and ignores Def.
- You can tell a critical has landed by the big red spiky bubble around the
damage message and a special hit sound reserved for critical hits.

================================
----------4.5 Defense-----------
================================

The great thing about us knights is that we are blessed with HIGH DEFENSE as
compared to other classes. Now, most of you see that each time we upgrade an
item it gives +1 to your DEF rate in the status window, this is by all means
not true. Each + that you get in your armor corresponds to 2/3 of a solid
point, what I am trying to get at is that a +5 Orc Helm is not equal to a +4
Helm for instance... Why? because a +5 Orc Helm has (5 - this is the normal DEF
of the Orc Helm + 3.33 this is the upgraded DEF or +5, which is actually (5 X
2/3) = 3.33DEF) = 8.3 DEF and a +4 Helm has (6, which is the natural DEF of a
Helm + 2.6, which is derived from the upgraded DEF (+4 X 2/3 = 2.6)= 8.6 DEF).
The difference might not be a lot but it still makes a noticable differnce in
the game (^_^). As you might notice, in our status screen we have a DEF
category, it should look something like this: DEF 10+20 or something like that,
the DEF you see on the left side is your SOLID + UPGRADED DEF (in some versions
of RO this left value is bugged as it does not reflect each upgraded DEF as 2/3
of the SOLID DEF) and on the right side is your VIT DEF. I will discuss how
these DEF values work later on in this section.

4.5.1 SOLID DEF

SOLID DEF is the natural DEF that an item gives you, you can see this value by
right clicking on that item. Cards also give SOLID DEF, so if a card says it
gives DEF it's SOLID DEF /heh. Now, SOLID DEF reduces the damage you take in by
percentages. So if a monster is going to hit you for 1000, and you have 50
SOLID DEF then that monster would hit you for 1,000 X .50 = 500 instead.

4.5.2 UPGRADED DEF

UPGRADED DEF is the DEF you get when you upgrade an item, when you see an item
that has a + beside it. That is UPGRADED DEF, each UPGRADED DEF you have is not
a SOLID 1% per +, it is actually 2/3 of 1DEF per +. So if you have a +4 Item,
then that would mean you have an extra 2.6 DEF. You convert this UPGRADED DEF
to SOLID DEF by multiplying the + of the item to 2/3 or .666666667.

4.5.3 VIT DEF

VIT DEF is the DEF you get from the total amount of VIT you have in your
status window. so if you have 10+10 VIT in your window then you have 20 VIT
DEF. This by all means is not the same as SOLID or UPGRADED DEF. The difference
is that SOLID and UPGRADED DEF reduce damage in percentages, while VIT def
reduces damage in exact amounts. So lets say a monster is supposed to hit you
for 1,000. If you have 20 VIT DEF then that monster would hit you for 980 which
is monster damage - VIT DEF or 1000 - (20 X 0.8 = 16) = 984. For monsters, the
VIT Damage Reduction is multiplied by a factor of 0.8 and the player damage
reduction is multiplied by 0.5, so you take in more from players than monsters.

4.5.4 How DEF works

NOTE: i will take into account that the knight has no other damage reduction
cards like raydric cards or what not.
DEF works like this: Lets say you are a knight with a +4 set of equipment.
Here's how it will look like

              SOLID DEF + UPGRADED DEF = REAL DEF
+4 Helm       : 6         2.6            8.6
+4 Full Plate : 10        2.6            12.6
Fin Helm      : 2         -              2
Iron Cain     : 1         -              1
+4 Boots      : 4         2.6            6.6
+4 Manteau    : 4         2.6            6.6
+4 Shield     : 6         2.6            8.6
------------------------------------------------------
TOTAL         : 33        13             46

DAMAGE Reduction = 46% for REAL DEF

Lets say you have a total of 80 VIT with job bonuses. So DAMAGE Reduction = 80
for VIT DEF

Ok, now lets say we have a monster that deals 1,000 damage. Your REAL DEF comes
in first and reduces the damage by a percentage (1,000 X .46 = 460) from that
your VIT DEF works in and (460 - 80 X .8(for monsters) or .5(for players)=
396(for monsters) or 410(for players)). Thats how DEF works. (^_^)

If you have damage reduction cards, then the damage you will be receiving is
reduced even more. This will be discussed more in the following chapters.

Def:
- Def means Defence and refers to your ability to reduce damage inflicted
on you.
- The left-hand part of Def is derived from items of Armor (including any
pluses on them) and reduces damage by a percentage. The true value of Armor DEF
is BasicArmor + Refinements X 2/3. That is, you take the full amount of
whatever it says in your armors descriptions and any armor adding cards, but
only two-thirds of the pluses on your armor. eg. +6 Plate is actually worth 10
+ 6 X 2/3 = 14 DEF. Use this "true value"
- The right-hand part of Def is derived from your VIT and reduces damage by
that number of points after the left-hand part is applied.
- VIT Defense for Players is calculated as [VIT X 0.5] + rnd([VIT X 0.3],
max([VIT X 0.3],[VIT^2/150]-1)) where [] indicates you round the value inside
down before continuing and rnd(x,y) indicates that you use a random number
between the values of x and y. If y is less than x, then it becomes equal to x.
max(x,y) indicates you should take the greater of x and y.
- VIT Defense for Monsters is VIT + rnd(0,[VIT/20]^2-1) where [] indicates
you round the value inside down before continuing and rnd(x,y) indicates that
you use a random number between the values of x and y. In other words, a random
number between 0 and your vit divided by 20 and rounded down, then squared
minus 1. As an example, 63 vit would mean each hit does 0-8 less damage
(determined randomly on each hit).
    - Def can never reduce damage inflicted below 1 point.

================================
------4.6 Magical Defense-------
================================

In a WoE setting, MDEF is a very important for us knights. We are usually the
ones who go inside pre-casts and we are usually the ones who take in the most
damage for everyone else. Most Knights rave so much on how much DEF they
have.... But the real question is.... How long can you last in a WoE situation?
The only way that you can last longer is to have more MDEF (^_^). NEVER and i
mean NEVER take MDEF forgranted /no1

MDef:
- MDef means Magical Defense and refers to your ability to reduce magical
damage inflicted on you.
- The left-hand part of MDef is derived from items of Armor (only the MDEF
portions) and reduces damage by a percentage.
- The right-hand part of MDef is derived from your INT and reduces damage
by that number of points after the left-hand part is applied. There is a hidden
bonus of VIT/2 to this part of MDEF.
    - MDef can never reduce damage inflicted below 1 point.

================================
-----------4.7 Flee-------------
================================

As Hybrid Knights, some of us might have enough AGI to dodge some monsters
attacks. Thats all well and good, but in a WoE perspective us knghts SHOULD
NEVER RELY ON FLEE! I canoot emphasize this more... NEVER RELY ON FLEE!!!!
PLEASE!!!! I dunno why some knight think that theyre all bad cause they can
dodge alarms or even wanderers. Hey, I got nothing against your build but in
WoE you are never going to dodge SPELLS, or HUNTERS, or even SINS. So please...
NEVER RELY ON FLEE! (X_x)

Flee:
- Flee is a measurement of your ability to dodge attacks made on you. It is
the opposite of Hit.
- The left-hand part of flee is derived from your Base Level, Agility and
any Flee enhancing cards. It is calculated as BaseLevel + AGI + Cards.
- Every 1 point of the left-hand part of flee increases your probability of
dodging by 1%. The minimum chance of dodging is 0% and the maximum chance is
95%. No matter what, a monster always has a chance of hitting you. It's kind of
like a critical chance for monsters.
- The right-hand part of flee is derived from Luck. It is calculated as 1 +
[LUK/10] where [] indicates you round the value inside down before continuing.
- Every 1 point of the right-hand part of flee gives you a 1% chance to get
a "Lucky" dodge. This lucky dodge is calculated before the other kind of dodge
and separately from it. Even if you had 0% chance to dodge based on the
left-hand part of flee, a lucky dodge can still save you!

================================
-------4.8 Attack Speed---------
================================

This is a topic that most of us Hybrid Knights should consider. Imagine this,
you're a knight with HIGH STR and HIGH VIT with a LOT of DEFENSE. Ya... Ok you
can HIT hard and Take less damage BUT how fast can you actually ditch out that
damage w/o any ASPD? Thats why a few points in AGI can make a world of
difference as a knight. Dishing out more damage kills enemies faster. Some
might like this and some might not. I just want you to know what you're getting
into. But remember this... A knight should get AGI for ASPD and not for FLEE,
More ASPD = More Attacks per Second and for some skills, More Skills Spammed
per second. Pierce and Bash are affected by ASPD. The key to winning a match
could be determined by just a little bit of ASPD. If you have more ASPD than
your enemy, then you can dish out more damage per second. It's that simple. So
never neglect your ASPD.

ASpd:
- ASpd stands for Attack Speed and is a measurement of your ability to
swing fast.
- ASpd is improved by your Job, the Weapon Speed of the Weapon/s  you are
wielding, your Agility and your Dexterity.
    - ASpd is calculated as 200 - Delay.
- Delay is calculated as Delay = SpeedMods X (WeaponDelay - ([WeaponDelay X
Agi/25] + [WeaponDelay X Dex/100])/10). Delay should be rounded up to the
nearest whole number.
- Speed Mods come from anything that gives a speed boost, such as potions,
skills and special weapons. The benefits are cumulative. Formula for speed mods
is (100-ImprovementPercentages)/100.
- The full calculation for ASpd is ASpd = [200 - SpeedMods X (WeaponDelay -
([WeaponDelay X Agi/25] + [WeaponDelay X Dex/100])/10)].
- You can calculate your Swings/Minute as 60/(Delay/50). This is because
each point of Weapon Delay is equal to 1 frame on the screen. There are 50
frames per second and of course 60 seconds per minute. This can be further
simplified to 3000/Delay.
- Swings/Minute is actually a more accurate representation of attack speed
than ASpd.
- See the bottom of this chapter for the table of Weapon Delays by class.
In the case of Weapon Delays, the smaller the number, the faster!

================================
-------4.9 Casting Time---------
================================

Just some added information, you might want to know how casting time is
calculated. If you have 150 DEX then you have 0 casting time.

Casting Time:
    - A hidden statistic. The rate at which a character can cast a skill.
    - The basic formula is ActualFrames = [BaseFrames X (150-Dex)/150].
- In seconds, the formula is ActualSeconds = [BaseSeconds X 50 X
(150-Dex)/150]/50.
    - For the amount of Dex required per frame use: 1/[BaseFrames/150].

================================
-----------4.10 HP--------------
================================

HAHA! Us knights have the highest HP modifier in the game. So we should take
advantage of that. You wan't to have a good amount of life to survive in WoE
situations. More Life = more margins for error. Basically, more life allows you
to last longer and in doing so allows yourself to lag a bit before quaffing
your potions or giving your priests more time before they actually need to heal
you. This is very important in WoE

HP:
- HP stands for Hit Points or Health Points and is a measurement of how
long you can sustain damage before you die.
- HP is improved by your Base Level by an amount depending on your class.
It is also improved by your VIT at a rate of 1% per point of VIT.
- HP is calculated as [([(35 + BaseLevel X HPMultiplier + SigmaOfBaseLevel
X HPFactor) X (1 + VIT/100)]+HPAdditions) X ItemHPMultipliers] where
SigmaOfBaseLevel means adding up every integer from 2 to the BaseLevel of the
character. As a simple example, at level 12 with 1 VIT, a Magician will have
(35 + 12 X 5 + (2+3+4+5+6+7+8+9+10+11+12) X 0.3) X (1+1/100) = (35 + 60 + 77 X
0.3) X 1.01 = (35 + 60 + 23.1) X 1.01 = 118.1 X 1.01 = 119 HPs.
- Find the HP Multiplier and HP Factor in the table of Job Modifiers at the
bottom of this chapter.
- Items that give VIT bonuses (excepting cards!) give an HP Addition of the
same size. eg. Necklaces give +2 Vit, so they also give 2 points of HP Addition.

================================
-------4.11 HP Recovery---------
================================

HP Recovery:
    - A hidden substat. The rate at which a character recovers HPs.
- The Juno formula for HP Recovery is HP Recovery Power = [([Vit/5] +
[MaxHP/200]) X RecoveryMods].
    - You recover HPs every 6 consecutive seconds while standing still.
    - You recover no HPs while moving.
    - Sitting halves the time required to recover HPs to 3 consecutive seconds.
    - You recover no HPs when carrying more than half your Weight capacity.

================================
------------4.12 SP-------------
================================

The more SP a knight has... the more SKILLS it can do w/o using sp
replenishing potions. In WoE, you WANT TO SPAM AS MUCH SKILLS AS POSSIBLE!
Having more SP makes that possible.

SP:
- SP stands for Skill Points and is a measurement of how many skills and
spells you can use before your abilities are exhausted.
- SP is improved by your Base Level by an amount depending on your class.
It is also improved by your INT at a rate of 1% per point of INT.
- SP is calculated as [([(10 + BaseLevel X SPFactor) X (1 +
INT/100)]+SPAdditions) X ItemSPMultipliers].
- Find the SP Factor in the table of Job Modifers at the bottom of this
page.
- Items that give INT bonuses (excepting cards!) give an SP Addition of the
same size. eg. Earrings give +2 Int, so they also give 2 points of SP Addition.

================================
--------4.13 SP Recovery--------
================================

SP Recovery:
    - A hidden substat. The rate at which a character recovers SP.
- The Juno formula for SP Recovery is SP Recovery Power = [[(1 + [Int/6] +
[MaxSP/100])] X RecoveryMods].
- If your Int is equal to or greater than 120, then you get bonus SP
Recovery Power equal to [(Int - 120)/2]+4.
    - You recover SP every 8 seconds while standing and/or walking.
- Sitting halves the time required to recover SP. The effect of the priest
skill Magnificat also halves the time required to recover SP. If only one of
the conditions is in effect, you will take only 4 seconds to recover SP. If
both of the conditions are in effect, you will take a mere 2 seconds to recover
SP.
    - You recover no SP when carrying more than half your Weight capacity.

================================
----------4.14 Weight-----------
================================

Lets face it... In WoE you want to last longer, so a good player would carry
as much HP and SP restoring items as they can. More STR = more weight carrying
capacity. More weight carrying capacity = more lasting power. Simple. (^_^)

Weight:
- Weight is the measurement of your ability to carry stuff. This includes
all in your inventory and that you have equipped. In addition, there is an
absolute limit of 64 items that may be carried in your Inventory at once. If
you unequip an item or open a Old Blue Box, Old Purple Box or Old Card Album
and it would take you over the 64 item limit, the item is lost forever.
Whatever you do, don't go anywhere near the 64 item limit! It's not worth doing
something that will make you cry.
- Weight is improved by Class and Base Str. Base Str is the left side only
of the Str value. Weight is calculated as 2000 + WeightModifier + BaseStr X 30.
    - Find the Weight Modifier in the table for Job Modifiers below.

================================
----------4.15 Tables-----------
================================

JOB MODIFIERS
JOB         WEIGHT MODIFIER    HP MODIFIER    HP FACTOR    SP FACTOR
Acolyte     400                5              0.4          5
Alchemist   1000               5              0.9          4
Archer      600                5              0.5          2
Assassin    400                5              1.1          4
Bard/Dancer 700                3              0.75         6
Blacksmith  1000               5              0.9          4
Crusader    800                7              1.1          4.7
Hunter      700                5              0.85         4
Knight      800                5              1.5          3
Magician    200                5              0.3          6
Merchant    800                5              0.4          3
Monk        600                6.5            0.9          4.7
Novice      0                  5              0            1
Priest      600                5              0.75         8
Rogue       400                5              0.85         5
Sage        400                5              0.75         7
Swordsman   800                5              0.7          2
Thief       400                5              0.5          2
Wizard      400                5              0.55         9

WEAPON DELAYS
JOB         FIST  1H SRD  2H SRD  DAGGER  KATAR  1H AXE  2H AXE  1H SPR
Acolyte     40    -       -       -       -      -       -       -
Alchemist   40    57.5    -       55      -      67.5    65      -
Archer      40    -       -       60      -      -       -       -
Assassin    40    65      -       50      50     80      -       -
Bard/Dancer 40    -       -       55      -      -       -       -
Blacksmith  40    65      -       60      -      65      65      -
Crusader    40    50      55      50      -      70      70      60
Hunter      40    -       -       60      -      -       -       -
Knight      40    50      55      50      -      70      70      60
Magician    50    -       -       60      -      -       -       -
Merchant    40    70      -       60      -      70      75      -
Monk        40    -       -       -       -      -       -       -
Novice      50    70      -       65      -      80      -       -
Priest      40    -       -       -       -      -       -       -
Rogue       40    55      -       50      -      200     -       -
Sage        45    -       -       52.5    -      -       -       -
Swordsman   40    55      60      50      -      70      75      65
Thief       40    65      -       50      -      80      -       -
Wizard      50    -       -       57.5    -      -       -       -

WEAPON DELAYS (continued)
JOB         2H SPR  MACE  BOOK  ROD   BOW  KNUCKLE  WHIP/INSTRUMENT
Acolyte     -       60    -     60    -    -        -
Acolyte     -       65    -     -     -    -        -
Alchemist   -       -     -     -     70   -        -
Archer      -       200   -     -     -    -        -
Assassin    -       -     -     -     65   -        57.5
Bard/Dancer -       67.5  -     -     -    -        -
Blacksmith  60      65    -     -     -    -        -
Crusader    -       -     -     -     60   -        -
Hunter      60      65    -     -     -    -        -
Knight      -       -     -     70    -    -        -
Magician    -       70    -     -     -    -        -
Merchant    -       57.5  -     57.5  -    47.5     -
Monk        -       70    -     65    -    -        -
Novice      -       60    60    60    -    200      -
Priest      -       200   -     -     65   -        -
Rogue       45      -     -     52.5  -    -        -
Sage        -       -     55    62.5  -    -        -
Swordsman   70      65    -     -     -    -        -
Thief       -       200   -     -     80   -        -
Wizard      -       -     -     62.5  -    -        -



___________________________________________________________________
===================================================================



  ______________________________________
_/ 5.0 SKILLS, which skill to choose?!? \__________________________
===================================================================

=========================================
-------------5.1 Skill List--------------
=========================================

BASH
Required For : Bowling Bash (L10) , Magnum Break (L5+).
Max Level    : 10
Type         : Active
SP Cost      : Levels 1-5: 8 , Levels 6-10: 15
Target       : 1 Enemy
Range        : Melee Range
ATK Type     : Weapon property, Melee, Single, Physical Attack
Cast Time    : 0 Seconds
Cast Delay   : Aspd
Duration     : Instant
Effect       : Hits a single enemy with a powerful bash. Has an ATK modifier of
100% + 30% X Skill Level and has a HIT bonus of 5 X Skill Level

BOWLING BASH (Two-handed Sword Mastery L5+, Counter Attack L5, Two-hand Quicken
L10, Bash L10, Magnum Break L3+)
Max level    : 10
Type         : Active
SP cost      : 12 + Skill Level
Target       : 1 Enemy
Range        : Melee Range
ATK Type     : Weapon property, Melee, Physical Attack
Cast Time    : 1 second (uninterruptable)
Cast Delay   : 1 second
Duration     : Instant
Effect       : Hits one enemy to start with an ATK modifier of 100% + 50% X
Skill Level. The enemy is knocked west up to 4 tiles. "West" is towards the
left-hand side of the mini-map. If that enemy hits any other enemies, then the
hit becomes a 3x3 tile melee splash attack at that point. During the cast time,
character's DEF is reduced to 2/3. Can be used by any weapon, even bare fists.

BRANDISH SPEAR (Spear Stab L3+, Peco Peco Mastery L1)
Max level    : 10
Type         : Active
SP cost      : 12
Target       : 1 Enemy
Range        : Special
ATK Type     : Weapon property, Melee, Area, Physical Attack
Cast Time    : 1 second (uninterruptable)
Cast Delay   : 1 second
Duration     : Instant
Effect       : An area attack with an ATK modifier of 100% +20% X Skill Level.
Can only be used while mounted and wielding a Spear class weapon. During the
cast time, character DEF is reduced to 2/3. The affected area varies with level
as follows:
L1-3         : Area 1
L4-6         : Area 1+2
L7-9         : Area 1+2+3
L10          : Area 1+2+3+4.

CAVALIER MASTERY (Peco Peco Mastery L1)
Max level    : 5
Type         : Passive
Effect       : Helps return weapon swinging speed to normal while riding a Peco
Peco. The modifier to swinging speed while riding a Peco Peco is 50% + 10% X
Skill Level.

COUNTER ATTACK (Two-handed Sword Mastery L5+)
Required For : Bowling Bash (L5).
Max level    : 5
Type         : Active
SP cost      : 2
Target       : Self
ATK Type     : Weapon property, Melee, Penetrating Attack
Cast time    : 0
Cast delay   : ASpd
Duration     : 0.3 X Skill Level seconds
Effect       : Puts character into the counter stance until duration expires.
If attacked from the front while in counter stance, character will block the
attack and counter the attacker. The front is any of the yellow squares in the
diagram (dependant on facing). While in the counter stance, the character
cannot move. A counter attack is a normal attack that ignores DEF and has
bonuses of HIT +20 and CRITICAL X 2.

ENDURE (Provoke L5+)
Required For : Peco Peco Riding (L1+).
Max Level    : 10
Type         : Active
SP Cost      : 10
Target       : Self
Cast Time    : 0
Cast Delay   : Instant
Duration     : Every odd skill level gives endure an extra 5 secs. At level 1
it has a duration of 10 secs and for every odd skill level it gets +5 extra
seconds.
Effect       : Removes knockback effect when hit

INCREASED HP RECOVERY
Max Level    : 10
Type         : Passive
Effect       : +5 X Skill Level HP every 10 seconds and 100% X (Skill Level X
10) increased HP Recovery through consumable items (ex. potions)

MAGNUM BREAK (Bash L5+)
Required For : Bowling Bash (L3+).
Max Level    : 10
Type         : Active
SP Cost      : 15sp and 20 - (1 every even skill level)hp
Target       : 1 Enemy
Range        : Melee Range
ATK Type     : Fire Property , Melee , Area, Elemental Attack
Cast Time    : Instant
Cast Delay   : Unknown
Duration     : Instant
Effect       : Does 120% + (5% X Skill Level - 5) Fire damage to all monsters
around you

ONE HANDED SWORD MASTERY
Required For : Two Handed Sword Mastery (L1+).
Max Level    : 10
Type         : Passive
Effect       : Increases damage from all one handed swords by 4 X Skill Level.
This damage ignores reductions from Armor and Vit Defense, but not from
Elemental and Card modifiers

PECO PECO RIDING (Endure L1+)
Required For : Brandish Spear (L1), Cavalier Mastery (L1).
Max level    : 1
Type         : Passive
Effect       : This skill allows the character to ride a PecoPeco. Mounted
characters gain an additional 25% walking speed (cumulative with Agi UP).
Mounted characters also attack at half the normal speed, but this penalty can
be reduced or offset by levels in Cavalier Mastery. While mounted, the size
modifier of spear vs medium size is 100% instead of 75%. The PecoPeco must be
hired from Peco Peco Breeder in Prontera (55/350) at a cost of 2500z. If the
character dismounts (by clicking on the "OFF" button in the equipment window),
then the PecoPeco disappears and a new one must be hired.

PIERCE (Spear Mastery L1+)
Required For : Spear Boomerang (L3+), Spear Stab (L5+).
Max level    : 10
Type         : Active
SP cost      : 7
Target       : 1 Enemy
Range        : Melee Range
ATK Type     : Weapon property, Melee, Physical Attack
Cast time    : 0
Cast delay   : Aspd
Duration     : Instant
Effect       : Hits with an ATK modifier of 100% + 10% X Skill Level. Number of
hits depends on the size of the target. Small = 1, Medium = 2, Large = 3.
Players are considered to be medium. Can only be used with spears.

PROVOKE
Required For : Endure (L5+).
Max Level    : 10
Type         : Active
SP Cost      : 4 + (1 X Skill Level - 1)sp
Target       : 1 Enemy
ATK Type     : Special
Cast Time    : Instant
Cast Delay   : Instant
Effect       : Causes an enemy to become aggressive and raises their attack by
ATK + (Skill Level X 2)%, but lowers their defense by DEF - (Skill Level X 6)%.
Inefffective against Undead

SPEAR BOOMERANG (Pierce L3+)
Max level    : 5
Type         : Active
SP cost      : 10
Target       : 1 Enemy
Range        : 1 + 2 X Skill Level tiles
ATK Type     : Weapon property, Ranged, Physical Attack
Cast Time    : 0
Cast Delay   : 1 second
Duration     : Instant
Effect       : A ranged attack with an ATK modifier of 100%+50% X Skill Level.
This skill can only be used with Spear class weapons.

SPEAR MASTERY
Required For : Pierce (L1+).
Max level    : 10
Type         : Passive
Effect       : Increases damage with all Spears by 4 X Skill Level. If riding a
Peco Peco, then the damage improvement is 5 X Skill Level. This damage ignores
reductions from Armor and Vit Defense, but not from Elemental and Card
modifiers.

SPEAR STAB (Pierce L5+)
Required For : Brandish Spear (L3+).
Max level    : 10
Type         : Active
SP cost      : 9
Target       : 1 Enemy
Range        : Melee Range
ATK Type     : Weapon property, Melee, Area, Physical Attack
Cast time    : 0
Cast delay   : 1 second
Duration     : Instant
Effect       : 1x1 Melee splash attack with an ATK modifier of 100% +15% X
Skill Level. Targets are knocked back 4 tiles. This skill can only be used with
Spear class weapons.

TWO HANDED SWORD MASTERY
Required For : Two Hand Quicken (L1+) , Counter Attack (L1+) , Bowling Bash
(L5+).
Max Level    : 10
Type         : Passive
Effect       : Increases damage from all two handed swords by 4 X Skill Level.
This damage ignores reductions from Armor and Vit Defense, but not from
Elemental and Card modifiers

TWO HAND QUICKEN (Two-handed Sword Mastery L1+)
Required For : Bowling Bash (L10).
Max level    : 10
Type         : Active
SP cost      : 10 + 4 X Skill Level
Target       : Self
Cast time    : 0
Cast delay   : 1 second
Duration     : 30 X Skill Level
Effect       : Give an effect that decreases weapon swing delay with two-handed
swords by 30%. This skill only works with Two-Hand Sword class weapons and the
effect cancels when switching to any other type.

=========================================
-----------5.2 Special Skills------------
=========================================

MOVING HP RECOVERY
Max level    : 1
Type         : Passive
Where To Get : Talk to Knight De Thomas in Izlude (Inside building on East
Island)
Items Needed : 1 Armor, 1 Moth Wing, 200 Empty Bottle (varies on server you are
playing)
Effect       : Recovers HP while moving

ATTACK WEAK POINT / FATAL BLOW
Max level    : 1
Type         : Passive
Where To Get : Talk to Leon Von Frich in Prontera Chilvary
Items Needed : 10 Fire Arrow, 10 Silver Arrow, 1 Banana Juice, 30 Tentacle, 5
Royal Jelly (varies on server you are playing)
Effect       : Level 6 Bash: Stun rate 5%
		  Level 7 Bash: Stun rate 10%
		  Level 8 Bash: Stun rate 15%
		  Level 9 Bash: Stun rate 20%
		  Level 10 Bash: Stun rate 25%

AUTO BERSERK
Max level    : 1
Type         : Passive
Where To Get : Talk to Juan in Prontera Blacksmith Shop
Items Needed : 35 Powder of Butterfly, 10 Horrendous Mouth, 10 Decayed Nail
(varies on server you are playing)
Effect       : Automatically cast Provoke on yourself when your HP is below 25%
and it will stay on you until your HP is above 26%

=========================================
------------5.3 Skill Builds-------------
=========================================

Choosing the RIGHT skill build is one of the key factors in building your own
knight. When you make a skill build, think about what you want to do with your
knight. You have three main choices of Skill builds with a knight. Namely,
Spear, Sword, or Omnimastery Skills. Spear Builds rely on the spear skills of
knights as swords rely on the sword skills. Omnimastery builds use both swords
and spear to their advantage. Each one has their own benefits and disadvantages.

Also, making a skill progression list will greatly help your knight out in
leveling up. I will post general skill progressions and from there you can make
your own.

Another thing that some people don't know is the concept of SIZE MODIFIERS.
Some weapons do weaker damage to different sizes of monsters, in our case. 1H
Swords do 75/100/75 % damage to small/medium/large enemies. What this means is
that, when you fight a Medium Enemy, you will dish out 100% of your capable
damage, and if you fight small and large enemies you will only be doing 75% of
your capable damage. 2H Swords do 75/75/100 to small/medium/large enemies.
Spears w/o a peco peco do 75/75/100 to small/medium/large enemies. Spears when
riding a pecopeco do 75/100//100 to small/medium/large enemies. Us human
players are considered MEDIUM, and so we want to maximize the damage on medium
players when we go to WoE. So the best choices for us would be 1H swords or
Spears when riding a pecopeco.


5.3.1 Swords

Knights who choose sword builds are usually AGI based knights. This build is
not as good as a Spear or Omnimastery Build in WoE because the skills cost a
lot of SP and Bowling Bash cannot target groups of people in WoE. In order for
a Sword knight to be the least effective in WoE is to wear a 1H Sword and a
Cranial Shield. I cannot stress enough how important having a shield is to us
knights. Cranial Shields reduce 30% from all Demi-Human attacks, whether
magical or physical. A knight without a cranial shield in WoE = Dead.

Advantages:
 1. Fast Attack Speed (Two-Hand Quicken)
 2. Bowling Bash is the Strongest Damage Dealing Skill of a knight
 3. Does not use up a lot of skill points.

Disadvantages:
1. For the 2H sword builds, they are unable to equip a shield. Unless they go
use a 1H sword.
 2. Bowling Bash is not as good a mob control skill as Brandish Spear.
 3. in WoE, BB does damage to only a single player.
4. You need to go for a 1H sword in WoE to maximize the use of a cranial
shield.
 5. Expensive SP cost for skill spamming.

General Build-up: (Since I never settle for less, i will assume that you're
swordy is going to be job 50)

Swordsman:
 Increased HP Recovery  10
 1H Sword Matery        10
 Bash                   10
 Provoke                5
 Endure                 10
 Magnum Break           3
 2H Sword Mastery       1
                        -----
                        49 Skill Points Allocated.
Knight:
 2H Sword Mastery       +4 = 5 Total
 2H Quicken             10
 Counter Attack         5
 Bowling Bash           10
 Peco Peco Ride         1
 Cavalier Mastery       5
                        -----
                        35 Skill Points Allocated. 14 Points Left Over


- i choose to pick 1H sword Mastery for one reason. SHIELDS! leveling up with
a shield is way easier than leveling up without one. specially if you are just
a swordy
- endure is always a good skill to invest in, maxing it at 10 is a good idea
because you won't need to cast it as much and therefore saving your SP
- building a skill build really depends on the character you are designing it
for. in this skill build the character is working to reach bowling bash, so he
biult his skills to reach bowling bash. BUT, dont just allocate skills
randomly. You have to know what each skill does and you have to expect what
skills will help you in leveling up your character. The rest is up to you.


5.3.2 Spears

The more popular skill build in WoE. Spear skills are so cheap to cast, and
their effectivity in WoE is unquestionable. Brandish Spear is one of the if not
the best skills a knight can do to harass enemies in WoE. The good thing about
being a spear knight is that you have PIKES! The best spear for a knight is a
PIKE. The fact that you can slot in 4 cards into a pike and equip a shield with
it makes PIKES so great. I will discuss and compare different spears and
weapons later on in this guide.

Advantages:
 1. Cheap Casting Cost
 2. Very Effective in WoE
 3. Maximizing PIKES! YEY!
 4. Having a long range attack

Disadvantages:
 1. Uses up a lot of skill points
2. Brandish is not as Strong as Bowling Bash in damage output, but brandish
makes for a more effective tool in WoE because it can hit multiple targets in
WoE unlike bowling bash which is only considered a single target spell in WoE.

General Build-up: (Assuming job 50 swordsman)

Swordsman:
 Increased HP Recovery  10
 1H Sword Mastery       10
 Bash                   10
 Provoke                5
 Endure                 10
 Provoke                +4 = 9 Total
                        -----
                        49 Skill Points Allocated.

Knight:
 Spear Mastery          10
 Peco Peco Riding       1
 Cavalier Mastery       5
 Pierce                 10
 Spear Stab             3
 Brandish Spear         10
 Spear Boomerang        5
                        -----
                        44 Skill Points Allocated. 5 Skill Points Left Over.

- As you might have noticed, i went for the peco peco riding in this build up
first. Why? A Spears Size Modifier on small/medium/large is 75/100/100 when
riding a pecopeco. So i decided that getting on a peco peco will help me to
level up my character faster. Now if you think you should go for pierce first,
then its really up to you.
- getting spear mastery to 10 first is very important as you can see. every
hit that you do with your spear is increased by your spear mastery. So make
every hit count and get Spear Mastery to 10 right away.


5.3.3 Omnimastery

This skill build is nice to get if you want to use swords and spears at the
same time. you MUST be a job 50 swordsman to fully maximize the potential of
this build. This skill build best fits on Hybrid knights, although the spear
build does well with hybrids. Some hybrids who have a decent amount of flee
might want to try this build out for leveling up. A good Omnimastery build will
do well in most situations.

Advantages:
 1. You get the best of both worlds, SPEARS and SWORDS
 2. Very good choice for Hybrids who have decent FLEE
 3. Can switch weapons while leveling up.

Disadvantages:
1. You get the best of both worlds, but you have to sacrifice some points in
some skills. You can't have your cake and eat it too ya know (^_^;). What I
mean is simple, you have to cut down on some skill points for some skills. Like
if you want to get brandish, you definately have to cut down on some sword
skills. Same goes if you want to get Bowling Bash, you really have to sacrifice
some skill points in spear skills.
2. In some omnimastery builds, you won't be able to max out weapon masteries
so that means that you will be weaker when it comes to that weapon.

General Build-Up: (Assuming job 50 swordsman)

Swordsman:
 Increased HP Recovery  10
 1H Sword Mastery       10
 Bash                   10
 Provoke                5
 Endure                 10
                        -----
                        45 Skill Points Allocated. 4 Points Left.

Knight:
 Spear Mastery          10
 Peco Peco Riding       1
 Cavalier Mastery       5
 Pierce                 5
 Spear Stab             3
 Brandish Spear         10
 2H Mastery             10
 2H Quicken             5
                        -----
                        48 Skill Points Allocated. 1 Point Left.

- as you see this build focused on getting brandish spear and 2H Quicken for
leveling up. I don't recommend a build like this, but i just want to give you
an idea of what an omnimastery build would look like.
- i have a few good idea's in my head for omnimastery builds. but i leave the
thinking up to you. I don't like spoonfeeding my readers.

WHEN MAKING A SKILL BUILD, always remember to KNOW what each skill does. This
way you can build around the skills you want, and you can also decide on what
skills are not really that important to you.



___________________________________________________________________
===================================================================





  ________________________________
_/ 7.0 ARMORY, what HITS the spot \________________________________
===================================================================

I will only place the ARMORS/WEAPONS/CARDS that I think are usefull for us
knights. I do not believe in fancy headgear, i like functional headgears,
headgears like normal helms which give 6 DEF and not like Ghost Bandana's which
dont even have a single point of DEF in them. Although I like collecting my own
favorite headgears, i only did so when i had more than eough money to afford
them. If you are just starting out in the game. PLEASE choose armors that are
USEFUL and not armors that are JUST FOR SHOW. (;O_o)

===================================
-----------6.1 WEAPONS-------------
===================================

6.1.1 Spears

Spears are the superior choice of weapon in general WoE combat. The main
reason spears are so good in WoE is because the skills require less SP to cast
them as compared to sword skills. Brandish spear is also a GREAT harrassment
tool in WoE, since it is the only multiple damage skill that a knight can use
in WoE. When you either attack or defend an agit, having knights in the front
brandishing is a big help. (^_^). The only draw back of spears is that it has a
slower attack speed as compared to swords.

1H Spears

PIKE
Weight	Weapon Level	Required Level	Class		Slots	Buy for
100 	1 		4 		Swordsman 	3~4 	3,450
Description 	: ATK: 60
Where to find it: Dropped by Caramel(4 Slots) and Wormtail(4 Slots), Sold in
Prontera
Comments	: The PIKE is the best weapon for a spear knight, the reason why it is
so good is that it has 4 slots and you can use a shield with it. Slap on 4 20%
damage increaser cards on a pike and watch it work wonders (^_^). I'ts also
very cheap to overupgrade. The reason why this weapon is the best damage dealer
even though its base ATK is 60 is because it dishes out damage at the same
amount most of the time. Unlike other spears the pike has to most stable min
and max damage output, So if you, for example pierce an enemy for 2.6k the next
time you pierce the enemy will be close to 2.6k. That is why the pike is the
prefered spear to use.


POLE AXE
Weight	Weapon Level	Required Level	Class		Slots	Buy for
380 	3 		71 		Knight,Crusader 1 	-
Description 	: ATK: 160, STR +1, DEX +2 and INT +2
Where to find it: Dropped by Bloody Knight, Gryphon, Lord of Death and Turtle
General
Comments	: the pole axe is also a 1 handed spear like the pike, although it
isn't as efficient as the pike in terms of  damage dealing, the min and max
damage of the Pole axe is not as reliable as the pike. But, this spear works
wonders as an all around tool for those spear knights who dont have carded
pikes.


2H Spears

TRIDENT
Weight	Weapon Level	Required Level	Class			  Slots	Buy for
120 	3 		33 		Swordsman,Knight,Crusader 2~3 	51,000
Description 	: ATK: 150
Where to find it: Dropped by Merman and Strouf(3 Slots), Sold in Prontera
Comments	: the trident has a stronger max damage than a pike but if you use it
you will not have the benefit of using a shield. Also the minimum damage of the
trident is weaker than the minimum damage of a pike. So the damage range you
will be dishing is not as reliable as a pike. But if you want to try your luck,
MVP'ing with a trident is'nt a bad idea if the enemy you are facing does not
have an elemental weakness. If the enemy your against has an elemental
weakness, then I say use an elemental Lance.

LANCE
Weight	Weapon Level	Required Level	Class		 Slots	Buy for
250 	3 		33 		Knight, Crusader 0 	60,000
Description 	: ATK: 185
Where to find it: Dropped by Abyss Knight, Sold in Prontera
Comments	: The Lance is a very useful weapon when fighting against enemies who
have elemental weaknesess. It deal an enormous amount of damage as compared to
the pike, but the downfall of this weapon is that you cannot wear a shield with
it. If you goal is to dish out as much damage as you can, then use an Elemental
Lance. This weapon comes in handy the most if you are MVP'ing. It is also
usefull for leveling up if you have a good amount of DEF without a shield.



6.1.2 Swords

Swords do have their uses in WoE but they their skills just simply cost too
much sp for us knights. We are not blessed with high SP unlike the other
classes /heh. Swords shine in the world of PvM. If you have enough AGI to dodge
an opponent well then switch to a sword and rock that enemy hard! /heh. The
reason why Swords compliment AGI so much is because they have a faster attack
speed than spears. I don't reccommend you use swords for WoE but I will discuss
the best swords a knight can pick if he/she wishes to go this path.

1H Swords

SABER
Weight	Weapon Level	Required Level	Class			   Slots Buy for
100 	3 		27 		Swordsman, Merchant, Thief 2~3 	 49,000
Description 	: ATK: 115
Where to find it: Dropped by Drake(3 Slots) and Khalitzburg(2 Slots), Sold in
Prontera
Comments	: the saber is a very useful 1 handed sword. It has 3 slots at max and
can dish out the most reliable damage amongst the other type of swords. Another
useful aspect of this sword is that you can wear a shield with it. I dont
however reccommend this weapon for WoE unless you have a good amount of AGI. It
is a good weapon to use for leveling up specially when you are still a swordy.

TSURUGI
Weight	Weapon Level Required Level Class			Slots	Buy for
120 	3 	     27 	    Swordsman, Merchant, Thief 	1~2 	51,000
Description 	: ATK: 130
Where to find it: Dropped by Sidewinder(2 Slots), Sold in Prontera
Comments	: the tsurugi is a usefull weapon for enemies who are weak to
elements. get a wind tsurugi in byalan and let your swordy rock! once you turn
to a knight though, elemental flamberge's are stronger. Word for the wise: Good
Luck trying to find an Elemental Tsurugi LOL

FLAMBERGE
Weight	Weapon Level Required Level Class		Slots	Buy for
150 	3 	     27 	    Knight, Crusader 	0 	60,000
Description 	: ATK: 150
Where to find it: Sold in Prontera
Comments	: Elemental flamberges are useful for killing enemies with elemental
weaknesses. Get an Ice Flamberge and go to the Minorous map with a decent
amount of AGI and your pretty much set.


2H Swords

I have never really experienced much of the 2H Swords since i've used Spears
and 1H Swords most of my time as a knight. There was a time though when i used
2H Swords... back in the pre-comodo era's of RO with my first hybrid knight...
YUCK! (X_x). The best advice I can give all you 2H sword users is to NEVER USE
2H Swords in PvP / WoE. The only reason is simple: you cannot wear a shield.
Losing that extra DEF and/or MDEF on a shield plus the 30% Damage Reduction
cards is A BIG LOSS indeed. I will discuss this matter of using shields in the
Shield section of this chapter.

KATANA
Weight	Weapon Level Required Level Class			Slots	Buy for
100 	1 	     4 		    Swordsman,Knight,Crusader 	3~4 	2,000
Description 	: ATK: 60
Where to find it: Dropped by Ant Egg(1 Slot), Boa(4 Slots), Mysteltainn(1 Slot)
and Swordfish(4 Slots), Sold in Prontera
Comments	: kind of like the Pike of 2H swords, this weapon allows you to do
more card combinations to fully utilize Card Compounding. It is also very easy
to upgrade and find. Like the pike, this weapon has a stable min and max damage
range making it the best 2H sword choice (^_^)

BASTARD SWORD
Weight	Weapon Level Required Level	Class				Slots	Buy for
160 	2 	     18 		Swordsman,Knight,Crusader 	2~3 	22,500
Description 	: ATK: 115
Where to find it: Dropped by Mysteltainn(3 Slots) and Raydric(2 Slots), Sold in
Izlude
Comments	: this weapon is hard to find and also hard to over upgrade. the
damage range is not as reliable as the katana. i do not recommend using this
weapon as compared to the katana.

TWO-HANDED SWORD
Weight	Weapon Level Required Level Class			Slots	Buy for
220 	3 	     33 	    Swordsman,Knight,Crusader 	1~2 	60,000
Description 	: ATK: 160
Where to find it: Dropped by Raydric(2 Slots), Sold in Izlude
Comments	: i usually see people making carded two-handeds swords, but this
weapon is hard to find and is very hard to overupgrade as compared to the
katana. If you don't have enough money to buy 4 cards for the katana, then you
can use this weapon instead for a cheaper substitute. But why settle for less
right?

CLAYMORE
Weight	Weapon Level Required Level Class		Slots	Buy for
250 	3 	     33 	    Knight, Crusader 	0 	74,000
Description 	: ATK: 180
Where to find it: Unknown
Comments	: this is the 2H Sword Knights favorite weapon besides the Katana.
It's better to have an elemental claymore than a quad carded katana for
monsters with elemental weaknesses. An elemental claymore is cheaper to make as
compared to a quad carded katana and the difference is barely noticeable.



6.1.3 Weapon Cards

Anacondaq Card 	- 20% more damage to POISON type monsters
Caramel Card 	- 20% more damage to INSECT type monsters
Drainliar Card	- 20% more damage to WATER attribute monsters
Flora Card	- 20% more damage to FISH type monsters
Goblin Card	- 20% more damage to BRUTE type monsters
Hydra Card	- 20% more damage to DEMI-HUMAN type monsters
Kaho Card	- 20% more damage to EARTH attribute monsters
Mandragora Card	- 20% more damage to WIND attribute monsters
Minorous Card	- 15% more damage to LARGE SIZED monsters
Mummy Card	- +20 Hit
Orc Skeleton Card - 20% more damage to HOLY attribute monsters
Pecopeco Egg Card - 20% more damage to FORMLESS type monsters
Phreeoni Card	- +100 Hit
Santa Poring Card - 20% more damage to SHADOW attribute monsters
Scorpion Card	- 20% more damage to PLANT type monsters
Scorpion King Card - 20% more damage to UNDEAD type monsters
Skeleton Worker Card - 15% more damage to MEDIUM SIZED monsters, ATK + 5
Strouf Card	- 20% more damage to DEMON type monsters
Vadon Card	- 20% more damage to FIRE attribute monsters



6.1.4 Card Compounding

A while ago i was saying that one of the reasons the pike and katana were the
best weapons for a knight was that it had 4 slots to allow for more Card
Compounding. Now let me introduce to you what Card Compounding really is.

Card Compounding is the act of combining cards in a weapon to achieve the
maximum possible damage to a specific enemy or enemy type. Let me explain.
Monsters have a certain size, race and element right? Lets take a Marina for
instance.

THARA FROG
Element/Race 	HP 	ATK 	        DEF/MDEF  Base/Job EXP 	Level	Size
Water 2/Fish 	1992 	105~127Water 	8/12 	  219/138 	22	Medium

Ok... We all know that this monster's weakness is the Wind Element (for those
of you who dont know. please refer to the Elemental Weaknesses Chart in the
Appendix) so the first thing that goes to our mind is to get a Wind Elemental
Weapon to kill this monster. Don't get me wrong, using elemtntal weapons
against monsters are effective, but to really achieve the highest attack you
must also consider the monsters RACE and SIZE. Are you starting to the picture?
Well Let me try to explain things in simpler terms.

Lets try picking out cards from the list above to match with the THARA FROG

1. Drainliar Card - since the THARA FROG is of the WATER Element
2. Skeleton Worker Card - because the THARA is Medium Sized
3. Flora Card - because the THARA is a FISH race

The common idea would be to make a quad compounded weapon against monsters.
Let's use the Pike as the weapon of choice, since most knights nowadays are
using pike as their main weapon. Most people think that making a Quad Saharic
Pike(Drainliar Card) or using a Wind Elemental Pike is the weapon that can
achieve the highest possible damage to against a THARA FROG for example. This
is not true Let's examine theses weapons mathematically shall we?

Let's ignore the ATK damage of a pike and see how much each of these weapons
affect the damage of a pike.

QUad Saharic Pike	- adding 4 Drainliar Cards will increase ATK of the pike by
80%
Wind Pike 		- Since the THARA FROG is of Water Element lvl 2 the wind property
will add X% more ATK to the pike

In these weapons we only consider 1 aspect of the enemy.. Remember an enemy
has 3 different types: Namely, Size, Race and Element. If you take a look at
the variations of cards available for weapons you will notice that there are
different cards that enable a weapon to do more damage on Size, Race and
Element of a monster. You might be wondering how these cards will increase the
damage of the pike since they all do 20% increase's. Well, i'll let you in to a
little secret... The game was programed to treat each unique card slotted in a
weapon as it's own damage modifier. Ok ok, what does this mean in simpler
terms? (;O_o) Let me illustrate this first so you can understand better.

Ok, now it's time to introduce you to some new terms of card compounding. A
weapon can be compounded into different ratios depending on the number of
slots. Since we are concentrating on the pike, it has 4 slots at max. I will
now introduce the different ratios of compounding for 4 slot weapons. Namely
4:0 Compounding, 3:1 Compounding, 2:2 Compounding, and 2:1:1 Compounding. Let
me explain.


4:0 Compounding is like your average Quad Compounded Weapons like the Quad
Saharic Pike that we used earlier.

3:1 Compounding is a weapon which has 3 of the same card and another different
card compounded into it. A very good example of this weapon would be the
controversial Triple Bloody Boned pike, which is rumored to have more
effectivity in PvP / WoE; I'll explain more about this later on.

2:2 Compounding is just like the 3:1 Compounding but there are 2 sets of
dirfferent cards that are compounded to the weapon, and example would be a
Double Bloody Double Saharic Pike.

2:1:1 Compounding is the most popular type of compounding to date and is
capable of maximizing the users damage output on a single enemy, this type of
compounding is most commonly used against MVP's where you want to do as much
damage as possible. An example of this type of compouding would be a Double
Insectiside Flammable Titan Pike for Golden Thief Bug.


Lets consider the Thara Frog as our monster again. Now lets try to make
different compounded pikes to deal with this monster.

4:0 Compounding	 : Quad Saharic Pike - 4 Drainliar Cards
3:1 Compounding	 : Triple Saharic Fisher Pike - 3 Drainliar Cards, 1 Flora Card
2:2 Compounding	 : Double Saharic Double Fisher Pike - 2 Drainliar Cards, 2
Flora Cards
2:1:1 Compounding: Double Saharic Fisher Boned Pike - 2 Drainliar Cards, 1
Flora Card, 1 Skel Worker Card

Lets try to see the difference in damage between these pikes shall we?

4:0 Compounding	 : 1 + 4 X 20% = 1.8 increase in pike damage
3:1 Compounding	 : 1 + 3 X 20% = 1.6 ; 1.6 X 20% = 0.96 + 1.6 = 1.92 increase
in pike damage
2:2 Compounding	 : 1 + 2 X 20% = 1.4 ; 1.4 X 40% = 0.56 + 1.4 = 1.96 increase
in pike damage
2:1:1 Compounding: 1 + 2 X 20% = 1.4 ; 1.4 X 20% = 0.28 + 1.4 = 1.68 ; 1.68 X
20% = 0.336 + 1.68 = 2.016 increase in pike damage

Ok let me explain how i came up with these formula's. See, the game treats
each card that is compounded on a weapon as a unique card so when the time
comes to compute for the final damage of your attack this is what happens:
First, the game computes for what normal damage you are supposed to do without
cards on the pike, let us use the variable X for this normal damage. Then it
takes the first unique card like a Drainliar Card for example and takes Y * 20%
of X where Y is the number of drainliar cards that is slotted on the pike. Now
the game will store this new damage to X again and it will look for more cards
that are slotted on to the pike and repeat the same process. So having more
cards that do more damage to the different types of a monster will do more
damage than by just considering 1 type of the monster. In simpler terms, the
game increases the damage a weapon will do if more damage modifier cards are
slotted inside it and since there are only 3 unique attributes to each monster
namely; Race, Size and Element finding cards that modify the damage to the 3
attributes and slotting it into one weapon will do the most damage to that
specific monster.

Don't get me wrong but compounding isnt as effective on some monsters,
sometimes an elemental weapon does better. I am merely informing you of the
technique so that you can choose to use it when you prefer. I suggest saving a
copy of a stat calculator so you can fiddle around with different types of card
compounding to see which does the best damage to a single monster.

Whew! It took me a while to get all the ideas of Card Compounding into one
place but if anyone see's any mistakes that I may have made in my computations
and or my explanations in this section please feel free to email them to me. If
you also think that I missed a few points in my discussion please bring up this
issue as well. (^_^)

===================================
------------6.2 ARMOR--------------
===================================


6.2.1 Head, Upper, Middle and Lower

BONE HELM
Weight	Required Level 	Class			Head Location	Buy for
80 	70 		Merchant, Swordsman 	Upper 		-
Description 	: Def: 7, Shadow attribute attack resistance -15%
Found/Dropped 	: Dark Illusion, Dark Lord, Khalitzburg
Comments	: This is my personal favorite headgear for my knight simply because
it has the highest DEF for the Head. Overupgrading this item is a pain though
since it is so hard to find, but I never like settling for less. This is my
Headgear of choice when I level up and go boss hunting.

HELM
Weight	Required Level 	Class		Head Location	Buy for
60 	0 		Swordsman 	Upper 		44,000
Description 	: Def: 6, Used to make Angel Helm
Found/Dropped 	: Blood Knight(1 Slot), Sold in Izlude and Prontera
Comments	: A very nice Headgear, both for its reliability and for the fact that
you can buy it in stores. If you don't have enough cash to invest in
overupgrading a bonehelm then this Headgear is for you. The reason most knights
use this is because it has the second to the highest DEF for the Head and it is
so cheap. Some knights however use the slotted version of the Helm fr different
purposes, but that is much harder to overupgrade since finding a slotted helm
is pretty hard and expensive.

MAGESTIC GOAT
Weight	Required Level 	Class			Head Location	Buy for
80 	1 		Merchant, Swordsman 	Upper 		-
Description 	: Def: 5, STR +1
Found/Dropped 	: Baphomet
Comments	: I wouldn't use this headgear unless you really need the extra 1 STR
that it provides. The 5 DEF is smaller compared to the HELM and overupgrading a
MG is also very expensive.

POO POO HAT
Weight	Required Level 	Class		Head Location	Buy for
70 	1 		All jobs 	Upper 		-
Description 	: Def: 0, 10% less damage from Demi-Human type monster
Found/Dropped 	: Bigfoot, Leib Olmai, Sasquash
Comments	: AHHHH the POOPOO HAT, this is very useful if you want to reduce the
damage of spells and the damage of crits. Just remember this, the Poo Poo Hat
cannot be upgraded and it has 0 DEF so thats a big blow to your DEF rating as a
knight. The good part is that you reduce 10% from spells and crits, and thats a
lot of damage.

SOLAR GOD HELM
Weight	Required Level 	Class			   Head Location Buy for
120 	1 		Swordsman, Merchant, Thief Upper 	 -
Description 	: Def: 4, STR + 3
Made using	: Symbol of Solar God + 40 Steel + 2 Oridecon + 10 Gold + 50 Coal
Comments	: Well, i'd be stupid if i said that i didnt like this headgear coz
the look of it just ROCKS! But i wouldnt recommend using this unless you really
need the extra 3 STR. In the future when the High Orc Card is implented, us
knights can reach 120 Unblessed STR with the SGH. Just beware though,
overupgrading this is nearly impossible LOL unless you have extreme guts.

SPHINX HAT
Weight	Required Level 	Class		Head Location	Buy for
300 	65 		Swordsman only 	Upper 		-
Description 	: Def: 5, STR +2
Found/Dropped 	: Osiris
Comments	: I see some knights using this headgear for the increase in STR.
Remember if 2 str is all you need to reach the next STR bonus then go ahead and
use this headgear. Remember creativity is the key (^_^). I don't recommend that
you use this headgearas your final piece of equipment since it cannot be
upgraded.

FIN HELM
Weight	Required Level 	Class	  Head Location	Buy for
30 	65 		Swordsman Middle 	-
Description 	: Def: 2
Found/Dropped 	: Obeaune
Comments	: Need i say anything about this item? An extra 2 DEF is AN EXTRA 2
DEF no matter how you look at it. The reason that only us knights can wear this
is proof enough that you should wear this at all times.

MASQUERADE
Weight	Required Level 	Class	 Head Location	Buy for
10 	1 		All jobs Middle 	-
Description 	: Def: 0, +3% damage to Demi-Human type monsters
Found/Dropped 	: Dustiness, Zealotus
Comments	: Do not underestimate an extra 3% damage because at high STR 3% is a
lot to add. If you are more of an offensive type of person then use this
headgear, if you're more of the defensive type of person then go for the fin
helm

SUNGLASSES
Weight	Required Level 	Class	 Head Location	Buy for
10 	1 		All jobs Middle 	5,000
Description 	: Def: 0, Blind resistane +5%
Found/Dropped 	: Old Blue Box(1 Slot), Sold in Alberta
Comments	: Some knights and not all use this item with a Deviruchi card,
Adurate Sunglasses is a good +1 to STR and complete blind resistance. You might
want to think about it (^_^)

IRON CAIN
Weight	Required Level 	Class	  Head Location	Buy for
30 	50 		Swordsman Lower 	-
Description 	: Def: 1
Found/Dropped 	: Raydric, Zombie Prisoner
Comments	: C'mon... this is the only lower headgear that gives you DEF, so WHY
NOT WEAR IT! You should wear it since only us knights can wear it. We only have
2 choices as knights

CARDS
Deviruchi Card	- Complete Blind resistance, STR +1
Megalodon Card	- Freeze resistance +20%, DEF +1
Nightmare Card	- Complete Sleep resistance, AGI +1
Orc Hero Card	- Complete Stun resistance, VIT +3



6.2.2 Shields

MIRROR SHIELD
Weight	Required Level	Class		Buy for
100 	1 		Swordsman 	60,000
Description 	: Def: 4 , MDEF +3
Found/Dropped 	: Khalitzburg(1 Slot), Killer Mantis(1 Slot), Sold in Geffen
Comments	: Ok, a lot of people underestimate this shield... a mirror shield
gives 3 extra mdef, and that is a big factor especially in WoE when we attack
agits. Wizards are always a big damage dealer in WoE so having more MDEF is
always good.

Weight	Required Level	Class		Buy for
130 	1 		Swordsman 	-
Description 	: Def: 6
Found/Dropped 	: Blood Knight(1 Slot), Cornutus(1 Slot), Goblin Leader(1 Slot),
Orc Hero(1 Slot)
Comments	: Having an extra 6 DEF helps a lot in damage reduction, that is why
nowadays not much people choose to use 2H Swords. Having a shield around always
helps a lot, and if you have a 30% damage reduction card on you that even
reduces the damage much further.

CARDS
Ambernite Card	- DEF + 2
Bigfoot Card	- 30% less damage from INSECT type monsters
Golden Bug Card	- Complete Magic resistance, but when skill is used SP used
will be increased by x2 (100%)
Horn Card	- 35% less damage from long-range physical attacks
Khalitzburg Card - 30% less damage from DEMON type monsters
Orc Warrior Card - 30% less damage from BRUTE type monsters
Rafflesia Card	- 30% less damage from FISH type monsters
Soldier Andre Card - 30% less damage from PLANT type monsters
Thara Frog Card	- 30% less damage from DEMI-HUMAN type monsters



6.2.3 Body

CHAIN MAIL
Weight	Required Level	Class				Buy for
330 	1 		Swordsman, Merchant, Thief 	65,000
Description 	: Def: 8
Found/Dropped 	: Raydric(1 Slot), Raydric Archer(1 Slot), Sold in Alberta,
Izlude, Morroc, Prontera
Comments	: I use chainmails for more elemental resistance, this is very
important specially when youre MVP'ing. As you might have noticed MVP's cast
spells that are of a single element. Wear the right elemental chain mail and
you will be able to stand longer in front of it.

FORMAL SUIT
Weight	Required Level	Class						  Buy for
30 	1 		Swordsman, Mage, Archer, Merchant, Acolyte, Thief -
Description 	: Def: 5
Found/Dropped 	: Skel Prisoner(1 Slot)
Comments	: Formal suits are useful if you want to share a card with some of
your friends and your other accounts. Having a Ghost Formal suit for your guild
would allow everyone to use the Ghostring Card.

FULL PLATE
Weight	Required Level	Class		Buy for
450 	40 		Swordsman 	80,000
Description 	: Def: 10
Found/Dropped 	: Arch Angelring(1 Slot), Blood Knight(1 Slot), Doppleganger(1
Slot), Injustice, Lava Golem, Lava Golem(1 Slot), Sold in Izlude, Prontera
Comments	: 10 FRIGIN DEF, that a whole muckload. Your a crazy knight if you
dont use this specially when leveling up.

SILK ROBE
Weight	Required Level	Class							Buy for
40 	1 		Swordsman, Mage, Archer, Merchant, Acolyte, Thief 	2,700
Description 	: Def: 3, MDEF +10
Found/Dropped 	: Creamy(1 Slot), Crystal(Blue)(1 Slot), Sold in Alberta,
Geffen, Juno, Morroc, Payon
Comments	: This may have weak DEF but paired with the right cards it becomes
more useful. Like i said a while ago, when we knights attack castles in WoE the
most damaging class are wizards. So why not go inside a castle with an unfrozen
silk robe. Try to be as creative as you can.

CARDS
Angelring Card	- Attribute of the armor is HOLY
Anolian Card	- 10% of physical attacks are reflected
Bathory Card	- Attribute of the armor is SHADOW
Dokkeabi Card	- Attribute of the armor is WIND
Evil Druid Card	- Attribute of the armor is UNDEAD
Ghostring Card	- Attribute of the armor is Ghost, HP recovery speed -25%
High Orc Card	- STR + 2
Marc Card	- Complete Freeze resistance, Water attribute attack resistance +5%
Orc Lord Card	- 30% of Physical attacks are reflected
Pasana Card	- Attribute of the armor is FIRE
Pecopeco Card	- Max HP + 10%
Picky Card	- STR + 1
Sandman Card	- Attribute of the armor is EARTH, DEF + 1
Steel Chonx2 Card - Wind attribute attack resistance +10%, DEF +2
Sword Fish Card	- Attribute of the armor is WATER, DEF +1

NOTE: when the card says that the Attribute of the armor is HOLY or WATER or
EARTH, it means that the wearer becomes level 1 of that element. So if you have
a... lets say Chainmail of Sandman then you become Earth Level 1. That also
means that the wearer benefits from the specific damage reductions and
increasers of being that element. Please look at the elemental chart in the
appendix for more info on elements.



6.2.4 Garment

HOOD
Weight	Required Level	Class	Buy for
20 	1 		All 	-
Description 	: Def: 1
Found/Dropped 	: Coco(1 Slot), Cookie(1 Slot), Cookie[Christmas](1 Slot),
Punk(1 Slot)
Comments	: Having a set of elemental hoods is good for MVP'ing and for entering
pre-casts in WoE. I have my own set of these for that same purpose and i can
never say that i didnt find them unuseful. I'd much rather have a set of
overupgraded elemental manteaus but thats so hard to get (>_<)

MANTEAU
Weight	Required Level	Class				Buy for
50 	1 		Swordsman, Merchant,Thief 	-
Description 	Def: 4
Found/Dropped 	Apocalips(1 Slot), Stormy Knight(1 Slot), Wraith(1 Slot), Wraith
Dead(1 Slot), Guild Treasure Box(1 Slot)
Comments	: The best garment that a knight can wear simply for its high DEF.

RAGAMUFFIN MANTEAU
Weight	Required Level	Class						  Buy for
50 	1 		Swordsman, Mage, Archer, Acolyte, Merchant, Thief -
Description 	: DEF: 1 and MDEF +10, Unbreakable
Found/Dropped 	: Chepet, Dark Illusion, Evil Druid, Guild Tresure Box
Comments	: Remember the whole pre-cast issue in WoE, well using this is also an
option. Just keep in mind one thing though, Too much MDEF kills you. A good
balance of DEF and MDEF is what is key, anyways im getting ahead of myself. I
will discuss these issues like going into pre-casts in the WoE section of this
guide.

CARDS
Dustiness Card	- Wind attribute attack resistance +30%, FLEE +5
Frilldora Card	- Level 1 Cloak
Hode Card	- Earth attribute attack resistance +30%, FLEE +5
Isis Card	- Shadow attribute attack resistance +30%, FLEE +5
Jakk Card	- Fire attribute attack resistance +30%, FLEE +5
Marrionette Card - Ghost attribute attack resistance +30%, FLEE +5
Marse Card	- Water attribute attack resistance +30%
Myst Card	- Poison attribute attack resistance +30%, FLEE +5
Orc Zombie Card	- Undead attribute attack resistance +30%, FLEE +5
Raydric Card	- Neutral attribute attack resistance +15%
Whisper Card	- Flee +20, Ghost attribute attack resistance -50%



6.2.5 Shoes

BOOTS
Weight	Required Level	Class					Buy for
60 	1 		Swordsman, Archer, Merchant, Thief 	-
Description 	: Def: 4
Found/Dropped 	: Ancient Worm(1 Slot), Argiope(1 Slot), Guild Treasure Box(1
Slot)
Comments	: well 4 DEF is a lot specially in the shoes division, i dont see why
us knights shouldnt use this piece of armor

CRYSTAL PUMPS
Weight	Required Level	Class						Buy for
5 	1 		Swordsman, Mage,Archer, Acolyte,Merchant, Thief -
Description 	: DEF: 0, LUK +5 and MDEF +10, Female only
Found/Dropped 	: Alice, Marionette, Succubus, Guild Treasure Box
Comments	: here we go with the whole MDEF issue again, i am just showing you
the different types of MDEF items you can choose from.

GREAVES
Weight	Required Level	Class			Buy for
75 	65 		Knight, Crusader 	-
Description 	: Def: 5
Found/Dropped 	: ???(1 Slot)
Comments	: I haven't tried one of these on, but 5 def is a LOT and it will make
us knights even sturdier than before /heh. Since i dunno where to get this, I
can't really tell how hard it is to overupgrade.

CARDS
Eggyra Card	- SP recovery speed +15%
- i've never tried using an eggyra card before but if you want to increase
your SP recovery then slap this card onto a pair of sandals and use it when you
are resting for SP
Matyr Card	- Max HP +10%, AGI +1
- this card just simply rocks! an extra 10% life means more survivability for
us knights this is the card i prefer to have in my shoes. and dont forget about
the +1 AGI thats still a little bit more of a ASPD boost than not having it at
all
Sohee Card	- Max SP +15%, SP recovery speed +3%
- this is a sweet card indeed if you're out MVP'ing and you want to have more
SP to dish out skills. but asides from this i wouldn't use this card at all
Zombie Card	- HP recovery speed +20%
- i use this card on a pair of sandals when i rest for HP. It really speeds
up the whole HP regeneration process and I recommend using this card if you
want to level up faster w/o a priest.



6.2.6 Accessory

CLIP
Weight	Required Level	Class			Buy for
5 	35 		All except Novice 	-
Description 	: SP+ 10 and (1 Slot)
Found/Dropped 	: Alarm, Baphomet, Dragonfly, Majorous
Comments	: ah yes, the all around clip. this is the most versatile accessory
that one can have. you can use the clip to increase your stats to reach the
next stat bonus if you slot the right card in it. Knights usually slot in
either mantis cards or tarou cards to reach the next 10 bonus in STR if they're
lacking some points in STR. Another good thing about the clip is that you can
pair it up with spell cards like the creamy card which allows you to teleport

MATYR'S LEASH
Weight	Required Level	Class			Buy for
10 	35 		All except Novice 	-
Description 	: DEF: 1 and AGI +1
Found/Dropped 	: Matyr
Comments	: This accessory was one of my favorite accessories before I had my
safety rings. 1 solid def is actually a big help and getting 1 more agi helps
in your ASPD even though its just 1. I suggest using this accessory if you have
a free accessory slot

RING
Weight	Required Level	Class			Buy for
10 	90 		All except Novice 	-
Description 	: STR +1 and (1 Slot)
Found/Dropped 	: Mobster, Stormy Knight, Guild Treasure Box
Comments	: Knights need this accessory when they want to reach 110 unblessed
STR or if they do not have enough STR to reach the next 10 bonus. Using a Ring
of Muscle (Mantis Card) will give you an extra 4 STR. So what knights usually
do to get 110 unblessed STR is to get their base STR to 94 + 8 from the job
bonus and + 8 from having to Muscle Rings = 110. You can also settle for 98
Base STR + 8 Job Bonus and + 4 from 1 mantis ring to reach 110 unblessed STR,
this allows you to free up your other accessory slot. Another way to use the
RoM is when you want to reach the next 10 STR bonus. For example, your stats
limit you to having only 84 base STR. YOu can use 2 RoM's to reach 100 total
STR.

SAFETY RING
Weight	Required Level	Class			Buy for
10 	40 		All except Novice 	-
Description 	: DEF +3 and MDEF +3
Found/Dropped 	: Maya, Guild Treasure Box
Comments	: I love this accesssory, In the current patch that i play in SR's
give 3 DEF and 3 MDEF. That extra DEF helps me deal with physical attacks and
the MDEF helps me to deal with pre-casts in WoE. In furure patches though
Safety Ring's will only give 3 DEF and no MDEF.

CARDS
Creamy Card	- Level 1 Teleport
Horong Card	- Level 1 Sight
Kobold Card	- CRIT +4%, STR +1
Mantis Card	- STR +3
Muka Card	- HP recovery speed +10%
Smokie Card	- Level 1 Hide
Spore Card	- VIT +2
Tarou Card	- STR +2
Yoyo Card	- Perfect Dodge +5, AGI +1



===================================
----6.3 Damage Reduction Cards-----
===================================

As you might have noticed in the garment and shield sections of this chapter,
I placed in some cards like the raydric card, jakk card and the thara frog
cards. Each one of these cards reduce damage from a certain element, attribute,
or property. Lets discuss each one of these shall we. When a card says that it
reduces damage from a certain element, attribute or property it means that it
reduces the BASE damage dealt by that property, element or attribute. After it
reduces the base damage of that attack your DEF or MDEF then kicks in and
filters the damage some more (i'm not entirely sure about when the damage
reduction cards kick in, but i know they kick in either before your DEF kicks
in or after your DEF kick in, but i just want the reader to know how these
cards work in general). Let me explain the three cards i pointed out a while
ago in more detail.

Raydric Card	- Neutral attribute attack resistance +15%
First of, Neutral attribute attacks are attacks done to you without any
elemental buffs. Every Job and Monster deal neutral damage unless wearing
elemental weapons or arrows. Also, enchanting the weapon with an element deams
the damage as an elemental attack and renders the use of the Raydic Card as
useless. Critical Attacks are also considered as Neutral Attacks unless the
player uses an elemental weapon or if the weapon is enchanted with an element.
So what the raydric card does is reduce all of thees Neutral Attribute Attacks
by 15%, and thats a lot (^_^)

Jakk Card	- Fire attribute attack resistance +30%, FLEE +5
Whethere it be Fire, Water, Shadow or whatever element. Cards like the Jakk
Card reduce these elemental attacks by 30%. Examples of Elemental Attribute
Attacks are Spells, Elemental Weapons, Elemental Attacks (monsters do elemental
attacks every once in a while), Elemental Skills (like magnum break), and
Element Enchanted Weapons (like the sage skills). So what these cards do is
reduce these elemental attacks by 30%.


Thara Frog Card	- 30% less damage from DEMI-HUMAN type monsters
Cards like these reduce damage by certain types of monsters. As most of you
might know already, us players are classified as DEMI-HUMANS. Now what this
card does is reduce all damage from DEMI-HUMAN's by 30%. All Physical,
Elemental, or Critical Damage is reduced by 30%. Now if you ask me, I wouldnt
let go of a card like this for anything (^_^) and thats why having a shield is
so important in WoE.


===================================
--------6.4 UPGRADE CHART----------
===================================

I'm sure that most of you know that Overupgrading is based on pure human luck,
no not the LUK that your character in RO has but your own human luck as a
person. There are however some things that can increase the chances of
overupgrading. The success rate of an overupgrade is determined by two things.
Namely, The Item Type/Level and the Weaponry Research Skill that Blacksmiths
have which adds the same rate of success as it does when forging weapons. Let
me put this by you one more time ONLY THE WEAPONRY RESEARCH SKILL OF BLACKSMITS
increase the success of overupgrading. There are some rumors that LUK and DEX
affect the chances of overupgrading.... Well let me be the first to tell you
that it is not true at all. So it's better if you have a blacksmith with
weaponry research 10 do your overupgrading for you. Since blacksmiths cannot
equip all types of items in the game, some items are harder to overupgrade than
the rest. Just like the Full Plate which only us knights can wear.

Just always remember, no matter how you look at it overupgrading is always a
matter of HUMAN LUCK. Some guys are lucky and some guys aren't thats just how
it works (^_^)

WEAPON LEVEL 1
Upgrade Stone		: Phracon (200z)
Upgrade Damage/Level	: +2 Damage
Upgrade Bonus/Level	: 1-3 Damage

Upgrade Levels
Attempted Level 	+1 	+2 	+3 	+4 	+5 	+6 	+7 	+8 	+9 	+10
% chance/lvl 		100 	100 	100 	100 	100 	100 	100 	60 	40 	20
% chance from +0 	100 	100 	100 	100 	100 	100 	100 	60 	24 	4.8
Attempts/Success 	1 	1 	1 	1 	1	1 	1 	1.67 	4.17 	20.83
% chance/lvl w/WR10 	100 	100 	100 	100 	100 	100 	100 	70 	50 	30
% chance from +0 w/WR10 100 	100 	100 	100 	100 	100 	100 	70 	35 	10.5
Attempts/Success w/WR10 1 	1 	1 	1 	1 	1 	1 	1.43 	2.86 	9.52
Upgrade Damage 		+2 	+4 	+6 	+8 	+10 	+12 	+14 	+16 	+18 	+20
Upgrade Bonus 		- 	- 	- 	- 	- 	- 	- 	+1-3 	+1-6 	+1-9


WEAPON LEVEL 2
Upgrade Stone		: Emveretarcon (1000z)
Upgrade Damage/Level	: +3 Damage
Upgrade Bonus/Level	: 1-5 Damage

Upgrade Levels
Attempted Level 	+1 	+2 	+3 	+4 	+5 	+6 	+7 	+8 	+9 	+10
% chance/lvl 		100 	100 	100 	100 	100 	100 	60 	40 	20 	20
% chance from +0 	100 	100 	100 	100 	100 	100 	60 	24 	4.8 	0.96
Attempts/Success 	1 	1 	1 	1 	1 	1 	1.67 	4.17 	20.83 104.17
% chance/lvl w/WR10 	100 	100 	100 	100 	100 	100 	70 	50 	30 	30
% chance from +0 w/WR10 100 	100 	100 	100 	100 	100 	70 	35 	10.5 	3.15
Attempts/Success w/WR10 1 	1 	1 	1 	1 	1 	1.43 	2.86 	9.52 	31.75
Upgrade Damage 		+3 	+6 	+9 	+12 	+15 	+18 	+21 	+24 	+27 	+30
Upgrade Bonus 		- 	- 	- 	- 	- 	- 	+1-5 	+1-10 	+1-15 	+1-20


WEAPON LEVEL 3
Upgrade Stone		: Oridecon
Upgrade Damage/Level	: +5 Damage
Upgrade Bonus/Level	: 1-8 Damage

Upgrade Levels
Attempted Level 	+1 	+2 	+3 	+4 	+5 	+6 	+7 	+8 	+9 	+10
% chance/lvl 		100 	100 	100 	100 	100 	60 	50 	20 	20 	20
% chance from +0 	100 	100 	100 	100 	100 	60 	30 	6 	1.2 	0.24
Attempts/Success 	1 	1 	1 	1 	1 	1.67 	3.33 	16.67 	83.33	416.67
% chance/lvl w/WR10 	100 	100 	100 	100 	100 	70 	60 	30 	30 	30
% chance from +0 w/WR10 100 	100 	100 	100 	100 	70 	42 	12.6 	3.78 	1.13
Attempts/Success w/WR10 1 	1 	1 	1 	1 	1.43 	2.86 	9.52 	31.75 	88.18
Upgrade Damage 		+5 	+10 	+15 	+20 	+25 	+30 	+35 	+40 	+45 	+50
Upgrade Bonus 		- 	- 	- 	- 	- 	+1-8 	+1-16 	+1-24 	+1-32 	+1-40


Weapon Level 4
Upgrade Stone		: Oridecon
Upgrade Damage/Level	: +7 Damage
Upgrade Bonus/Level	: 1-14 Damage

Upgrade Levels
Attempted Level 	+1 	+2 	+3 	+4 	+5 	+6 	+7 	+8 	+9 	+10
% chance/lvl 		100 	100 	100 	100 	60 	40 	40 	20 	20 	10
% chance from +0 	100 	100 	100 	100 	60 	24 	9.6 	1.92 	0.384 	0.0768
Av.Attempts/Success 	1 	1 	1 	1 	1.67 	4.17 	10.42 	52.08 	260.42 	1302.08
% chance/lvl w/WR10 	100 	100 	100 	100 	70 	50 	50 	30 	30 	20
% chance from +0 w/WR10 100 	100 	100 	100 	70 	35 	17.5 	5.25 	1.575 	0.315
Attempts/Success w/WR10 1 	1 	1 	1 	1.43 	2.86 	5.71 	19.05 	63.49 	317.46
Upgrade Damage 		+7 	+14 	+21 	+28 	+35 	+42 	+49 	+56 	+63 	+70
Upgrade Bonus 		- 	- 	- 	- 	+1-14 	+1-28 	+1-42 	+1-56 	+1-70	+1-84

ARMOR
Upgrade Stone: Elunium
Upgrade Bonus/Level: +2/3 DEF

Upgrade Levels
Attempted Level 	+1 	+2 	+3 	+4 	+5 	+6 	+7 	+8 	+9 	+10
% chance/lvl 		100 	100 	100 	100 	60 	40 	40 	20 	20 	10
% chance from +0 	100 	100 	100 	100 	60 	24 	9.6 	1.92 	0.384 	0.0768
Attempts/Success 	1 	1 	1 	1 	1.67 	4.17 	10.42 	52.08 	260.42 	1302.08
% chance/lvl w/WR10 	100 	100 	100 	100 	70 	50 	50 	30 	30 	20
% chance from +0 w/WR10 100 	100 	100 	100 	70 	35 	17.5 	5.25 	1.575 	0.315
Attempts/Success w/WR10 1 	1 	1 	1 	1.43 	2.86 	5.71 	19.05 	63.49 	317.46
DEF Bonus 		+0.67 	+1.33 	+2 	+2.67 	+3.33 	+4 	+4.67 	+5.33 	+6 	+6.67


___________________________________________________________________
===================================================================



  ________________________________
_/ 7.0 LEVELING, where? why? how? \________________________________
===================================================================

=========================================
------------7.1 Introduction-------------
=========================================

Leveling up... It's probably the basic idea of this whole game and by no means
easy. Leveling up takes a lot of patience and determination. Thats why I stress
that coming up with a right build for your knight is essential, because if you
don't like how your knight performs then you wouldnt really enjoy or have the
determination to level it up.

OK, i have some tips to help build your knight for easy leveling up. There are
some things you have to consider when leveling up your swordie or knight.
Firstly, you have to consider how good your ARMOR is. Secondly, you have to
consider what kind of WEAPONRY you have. Thirdly, you have to know what your
final stats are. Why are these things important in leveling up? Ok, if you have
above average armor for your swordy then you can focus on your offensive stats
earlier on because you have the right armor to help you out defense wise.
Knowing what weapons you have helps you determine a suitable leveling up place,
with the right weapon you can increase the leveling up speed of your character.
Knowing what your final stats are is also a big help because if you do not know
your final stats... how would you know when to stop pumping up a stat?

Another thing to consider is STAT progression, its the way or sequence you
pump up your stats. As a novice i suggest you get 9 STR 9 AGI 5 DEX and 5 VIT
as your starting stats and if your ARMOR is above average then work on pumping
your STR and DEX, if you are just just starting in RO or do not have above
average armor then i suggest pumping up your VIT and DEX. Remember DEX is very
important because you don't want to miss your target. Getting a solid 20 DEX at
first will help you in your leveling up greatly. Once you get 20 DEX its up to
you to work either STR or VIT. What most Hybrids do wrong is that they pump up
their stats all at once. I try to concentrate on one stat first so I can reach
the next bonus mark of that stat easily. When I pump up STR, I make sure that I
reach the next 10 mark first before I pump up any other stat IF i want to pump
some other stats. Another mistake that some people do is that they pump up both
AGI and VIT together before pumping up STR. PLEASE concentrate on either AGI or
VIT first then go STR but never pump AGI and VIT then pump STR or you will have
an extremely hard time leveling up. You can either max your STR earlier on if
you have good equipment and this way is the fastest way to level up. You can
work on some defensive stats first before you go STR if your armor isn't that
great. If you go this way then i suggesst that you dont max your defensive
stats first before you go STR, rather you should reach a comfortable zone on
your defensive stats then work on maxing your STR for easier leveling up. The
biggest tip i can give you is to get STR as early on in your leveling up to
make leveling up faster.



=========================================
------7.2 Finding the right place--------
=========================================

Finding the right place to level up is all based on what equipments and
weapons you have. Some people can move on to harder monsters at earlier levels
with nice equipments as compared to people who don't. Remember, being hybrid
knights we cannot rely on FLEE to defend us against monsters. Knowing how much
EXP a monster has its stats and loots are good ways to find the right leveling
up place. There are monsters that arent made for leveling up and there are
monsters that are made for leveling up. Try going to a stat calculator or
finding a monster EXP chart and find out what possibilities you have. You dont
want to go to a place where the monsters hit hard and dont give good exp cause
you wont level up so fast that way. You also want to have the right weapon for
the right place. So lets say you want to level up in Byalan, you might want to
consider using a Wind Elemental weapon or something to increases you leveling
capability and you also want to consider how much exp per hour you get there.
Try different places and see what place fits you the most.



=========================================
----7.3 My suggested LEVELING Places-----
=========================================

Please bear with my leveling places, cause I made my knight pre-comodo and
back then we didn't have much choices on where to level up. /heh remmeber,
these are only SUGGESTED leveling up places you should find a place where you
are comfortable to level up in (^_^) As i've experienced, bring a lot of
potions to help you level up specially when your new to the area because you
dont know what to expect and potions help you live through some sticky
situations. You might also want to bring a couple fly wings for desperate
measures and a butterfly wing for when you need to re-stock. Oh ya... Always
remember to save near you leveling area as it will save you the painstaking
walk if your saved far away from your leveling up place.


Novicehood 1 - 12> Pronteran Fields, Poring Island, Hode Map
Depending on whether your going solo or being tanked these are some places
that you can pick from. If your going solo you want to stay near izlude because
thats where you are going get your job change to a swordsman. If you know
someone who can tank you then go to poring island or to the hode map. If your
going to poring island then let your tanker tank poporings and if your going to
the hode map (which is the fastest place to level up at this level) let your
tanker tank anacondaqs.


12 - 30> Hode Map, Poring Island, Rocker Hill, Culverts
If your going solo then you might want to go for Rocker Hill till your around
level 20 then go hit up the Culverts and look for male thief bugs, culverts
monsters might have weak exp points but the fact that there are so many
monsters in that map makes it such a good leveling up place. If your being
tanked though i suggest staying in either Poring Island or in Hode map killing
the same monsters. If your in the Hode Map you want to have a fire weapon to do
the most damage you can to the enemies and by this time you should be killing
hodes and anacondaqs already.


30 - 50> Hode Map, Coal Mines, Byalan 2 or 3
If you decide to stay in Hode Map, keeping your fire would make you a killing
machine in this map and exp there should be good. If you dont have any
elemental weapons then try going to coal mines and hit up some Drainliars, if
you want to level up quickly you want to concentrate on killing Drainliars
only. Moving to byalan would also be a good move since byalan gives you great
exp till your around level 65 as far as my experience takes me. If you do
switch to byalan you want to upgrade your weapon to a wind elemental weapon to
get the most possible exp per hour in there. If your being tanked, you might
want to try going for byalan 3 and kill obeunes


50 - 65> Byalan 4, Orc Hero's Map
By this time you should be nearing your Job 50 mark and you should be able to
take one the monsters in byalan level 4. Just remember to always have your wind
element weapon along. If you have a tanker you might want to try Orc Hero's Map
one left of orc ville. You should find a good amount of High Orcs and Orc
Archers here and they give a lot of exp, just be careful though because you
need a considerably high amount of HIT percentage to even damage High Orcs and
Orc Archers so make sure your prepared.


65 - 70> Sphinx, Orc Hero's Map
I graduated from byalan at 65 and moved to sphinx. The requiems and marduks
are what you're really after in sphinx. I suggest that before you try to level
up in this place get a quad bloody pike and cranial shield (for the requiems
and marduks). If you have the extra money, grab a quad clamorous pike and a
brutal shield(for sidewinders and matyrs). But don't forget to bring an
elemantal pike for whispers. /heh You can also go for Orc Hero's map and stay
there since the EXP there is still good for these levels but this time make
sure you have the quad bloody pike and cranial shield. I only suggested these
places because you want your knight to be ready for WoE and since you also need
a DEMI-HUMAN equipment for WoE I suggest leveling up in places that consist
mainly of DEMI-HUMAN monsters. If you dont have enough money for these
equipments, then I suggest you hang around byalan and save up for them.


70 - 80> Sphinx , High Orc in CT , Chivalry
By this time, you should already have a quad bloody pike and cranial shield.
If you don't, you won't be able to level up well. Some people stay in sphinx
till they reach 80, but I went straight to the high orc map. They give better
exp than in sphinx and I was lucky enough to have good equipment, so don't try
going in high orc's w/o good equipment (what i mean bout good equipment is at
least a +4 set of equipment, you dont need to have an immune manteau (raydric
card) but having one would help you level up here faster) at this level. But
you can always try going to high orcs, you never know if you can take it there
or not. Don't expect to get good loot in High Orc's, if the loot is what you're
after then stay in sphinx. You could also level up in Chivalry (Raydric Area),
but be sure to bring a priest. The EXP rate here is probably as decent as the
High Orc map and the LOOT is DEFINATELY better! but you have to have some
ancient weaponry for those pesky Joker's.


80 - 90> Barracks , High Orc , Chivalry
You should be able to handle the High Orc map pretty well by this time. But it
does take a lot of patience to get to 90... trust me, but who said that
leveling up is a walk in the park LOL. For Chivalry, always bring a priest. You
could also go Barracks(Baphomet Map in GH)/Prison, with a PARTY of course. You
must at least have a priest and a hunter/wizard with you.


90 - 99> Barracks , Chivalry , High Orc CT, Turtle Island, ALDE guild dungeon
If you really want to level up alone then go to High Orcs but i guarantee that
you wont get as much exp as with a party. If you want some good loots then you
should go to chivalry and by this time you should be able to solo there pretty
well. Your main concern at this level range is to beef up your equipment if you
have not already. You want to have a +7 set of equipments to be an above
average knight. Turtle Island is also a good place to level up in a party but
of course but the best place to level up is in the Al de Baran guild dungeon,
with a good party you can get ~2million points of exp an hour and at level 98
thats 2% an hour! Be careful though, once your used to alde gd you wouldn't
want to level up anywhere else /heh




___________________________________________________________________
===================================================================


  ___________________________________
_/ 8.0 BUILDS, the HEART of a Hybrid \_____________________________
===================================================================

=========================================
------------8.1 Introduction-------------
=========================================

Now comes the fun part. Choosing a build for your hybrid! Let me say that I
had to remake my first Hybrid because I found out that his build wansn't good
enough for me. When you make a build it has to fit your personality, after all
you will be using this character for a long time. So the way it performs in
game should be a reflection of your own personality in real life. I know this
sounds pretty corny, but it's true. If you don't find a build that fits your
personality, you won't like that build and if you don't like that build then
how would you be able to have fun. If you don't have fun, then how would you be
able to level up your knight to 99? So first of all, make sure to choose the
right bulid for you. Some people might have the same builds, but that doesnt
matter, as long as you are happy with yours. Another thing.... NEVER and I mean
NEVER EXPOSE YOUR BUILD TO ANYONE! Why? you might ask... I'll tell you
something, if I see your status bar and you show me your total HP, and I see
how much damage you do to a certain monster. I would more or less know your
stats, from there I can determine the weakness of your build and use it against
you. So PLEASE! KEEP YOUR BUILD SECRET!

I know that most of you are wondering why I put this BUILD discussion in the
middle of my guide and not on the first chapters. Let me tell you this... NO
ONE, and i mean NO ONE can make a build that fits them without knowing the
basics of each stat and what these stats do. The first parts of this guide are
basically primers to lead you into making your own personalized hybrid knight
build.

After this chapter, you should be ready to make your own hybrid knight BUILT
to your own liking. Remember, BUILD is what makes your character perform the
way it does. So make yourself proud and create something that is worthwhile.
(^_^). It took me 3 months to realize that my first knight wasn't really for
me. It was this knowledge that I gathered from reading forums and websites that
made me change my build. This same knowledge that I am sharing with you right
now. So I really hope that by the end of this chapter, you have come up with
your own personalized build.

Like i mentioned earlier on in the guide, I will be spliting Hybrid builds
into 2 categories. Each one i will thoroughly discuss, but I will not give any
builds out. I will give you a guide to follow when making your knight, this way
YOU WILL BE THE ONE MAKING YOUR OWN BUILD and YOU WILL NOT HAVE A COOKIE CUTTER
build. You will have your own personal build that you can be proud of. Like i
said before, i dont like spoon feeding my readers. So by the end of this
chapter, you will have your very own unique hybrid knight build.

=========================================
----------8.2 Offensive Hybrid-----------
=========================================



=========================================
----------8.3 Defensive Hybrid-----------
=========================================



___________________________________________________________________
===================================================================





  ______________________________
_/ 9.0 MVP'ing, do's and dont's \__________________________________
===================================================================

===================================
--------9.1 The MVP Formula--------
===================================



===================================
--------9.2 Knights and MVP's------
===================================



===================================
-----------9.3 Baphomet------------
===================================

Aggressive
Element/Race/Size	HP	ATK	  DEF/MDEF	Base/Job EXP	Level
Shadow 3/Demon/Large	268000	3640~4460 35/45		97500/34450	66

Mob		: Baphomet Jr.
Drops		: Baphomet Card, Baphomet Doll, Clip, Crescent Scythe, Emperium, Evil
Horn, Magestic Goat, Old Violet Box, Oridecon, Yggdrasill Berry.
Elemental Effect: Weak against Holy
Monster Skill	: Bash, Lord of Vermillion, Teleport
Located		: Glast Heim Castle Level 2, Hidden Temple Level 3

===================================
-----------9.4 Dark Lord-----------
===================================

Aggressive , Long Range
Element/Race/Size	HP	ATK	  DEF/MDEF 	Base/Job EXP 	Level
Undead 4/DemonLarge	340000	3000~4000 30/70 	59800/40950 	80

Mob		: Wanderer,Dark Illusion in 4.5(???)
Drops		: Berserk, Bone Helm, Bone Wand, Dark Lord Card, Elunium, Grimtooth,
Lord's Cloth(1 Slot), Magic Coat, Old Violet Box, Oridecon, Skull
Elemental Effect: Weak against Holy and Weak against Fire
Monster Skill	: Fire Wall, Lightning Bolt, Meteor Storm
Located		:Glast Heim Graveyard

===================================
---------9.5 Dopplegangner---------
===================================

Aggressive
Element/Race/Size 	HP 	ATK 	  DEF/MDEF 	Base/Job EXP 	Level
Shadow 3/Demon/Medium	149000 	1248~1648 60/35 	46800 /9750 	72

Mob		: Joker,Summons Nightmare
Drops		: Blue Potion, Broad Sword(2 Slots), Cursed Ruby, Doppleganger Card,
Full Plate(1 Slot), Old Blue Box, Ruby, Spiky Band, Zweihander
Elemental Effect: Weak against Holy
Monster Skill	: Bash, Frost Diver, Teleport
Located		: Geffen Dungeon Level 3

===================================
-------------9.6 Drake-------------
===================================

Aggressive
Element/Race/Size 	HP 	ATK 	  DEF/MDEF 	Base/Job EXP 	Level
Undead 1/Undead/Large	197000 	1625~1841 40/45 	45500/18200 	70

Mob		: Wraith,Wraith Dead in 4.5(???)
Drops		: Amethyst, Corsair, Cutlus, Drake Card, Elunium, Oridecon, Pipe, Ring
Pommel Saber(3 Slots), Saber(3 Slots), Skel Bone, White Potion
Elemental Effect: Weak against Holy and Weak against Fire
Monster Skill	: Two-hand Quicken, Water Ball, Weapon Perfection
Located		: Sunken Ship Level 1

===================================
-------------9.7 Eddga-------------
===================================

Aggressive , Detects Hidden
Element/Race/Size 	HP 	ATK 	  DEF/MDEF 	Base/Job EXP 	Level
Fire 1/Brute/Large	152000 	1365~1615 15/15 	22759/11700 	65

Mob		: Bigfoot,Leib Olmai in 4.5(???)
Drops		: Candy, Eddga Card, Elunium, Firebrand, Honey, Katar of Blazing Rage,
Pipe, Tiger's Footskin, Tiger Skin
Elemental Effect: Weak against Water
Monster Skill	: Bash, Bowling Bash, Endure, Fire Ball, Fire Bolt, Magnum Break
Located		: pay_fild10

===================================
--------9.8 Golden Thief Bug-------
===================================

Non-Agressive , Looter , Detects Hidden
Element/Race/Size 	HP 	ATK 	  DEF/MDEF 	Base/Job EXP 	Level
Fire 2/Insect/Medium	86000 	1092~1252 90/45 	13000/6500 	50

Mob		: Thief Bug(Male),Summons Thief Bug(Male)
Drops		: Blue Herb, Elunium, Gold, Gold Ring, Golden Bell, Golden Bug Card,
Golden Gear, Golden Mace, Ora Ora, Rough Oridecon
Elemental Effect: Weak against Water
Monster Skill	: Agility Up, Fire Bolt Level 10, Fire Wall, Heal, Hiding, Magnum
Break, Mammonite, Pierce, Teleport
Located		: Culvert Level 4

===================================
-------------9.9 Haiti-------------
===================================

Aggressive , Summons Sasquash
Element/Race/Size 	HP 	ATK 	  DEF/MDEF 	Base/JobEXP 	Level
Water 4/Brute/Large	25000 	1000~1400 72/97 	5500/4400 	73

Drops		: Blue Potion, Elunium, Fang, Fang of Hatii, Hatii Card, Ice Falchion,
Katar of the Cold Icicle, Old Blue Box, Oridecon
Elemental Effect: Weak against Wind
Monster Skill	: Cold Bolt
Located		: xmas_fild01

===================================
-------------9.11 Maya-------------
===================================

Aggressive , Detects Hidden
Element/Race/Size 	HP 	ATK 	  DEF/MDEF 	Base/Job EXP 	Level
Earth 4/Insect/Large	169000 	2275~2525 60/25 	39000/16250 	81

Mob		: Arclouse,Summons Arclouse
Drops		: 1carat Diamond, Elunium, Emperium, Gakkung(2 Slots), Maya Card,
Mother's Nightmare, Old Violet Box, Opal, Oridecon, Queen's Hair Ornament,
Safety Ring, Tiara, Walgwanggum
Elemental Effect: Weak against Fire
Monster Skill	: Agility Up, Brandish Spear, Heal, Heaven's Drive, Maximize
Power, Pierce, Safety Wall, Teleport
Located		: Ant Hell Level 2

===================================
----------9.12 Mistress------------
===================================

Aggressive , Detects Hidden
Element/Race/Size 	HP 	ATK 	  DEF/MDEF 	Base/Job EXP 	Level
Wind 4/Insect/Small	210000 	1157~1320 40/60 	35,750/24700 	74

Mob		: Petite(Sky),Giant Hornet in 4.5,Summons Petite(Sky)

Drops		: Coronet, Elunium, Flower, Gungnir, Honey, Illusion Flower, Mistress
Card, Old Card Album, Oridecon, Pearl, Rough Wind, Royal Jelly, White Potion
Elemental Effect: Weak against Earth
Monster Skill	: Agility Up, Double Attack, Heal Level 10, Jupitel Thunder Level
8~10, Lex Divina, Pierce, Pneuma, Teleport, Two-hand Quicken
Located		: mjonir_05

===================================
------9.13 Moonlight Flower--------
===================================

Aggressive
Element/Race/Size 	HP 	ATK 	DEF/MDEF 	Base/Job EXP 	Level
Fire 3/Demon/Medium	120000 	1200 	10/55 		27500/14300 	67

Mob		: Nine Tail

Drops		: Elunium, HaeDongGum(2 Slots), Long Mace, Moonlight Flower Card,
Ninetails, Oridecon, Punisher, Puppy Love, Silver Knife of Chastity, Topaz,
Walgwanggum, White Potion
Elemental Effect: Weak against Water
Monster Skill	: Agility Up, Cloaking, Cold Bolt, Earth Spike, Endure, Fire
Bolt, Heal, Lightning Bolt, Mammonite, Teleport
Located		: Payon Dungeon Level 5

===================================
----------9.14 Orc Hero------------
===================================

Aggressive
Element/Race/Size 	 HP 	ATK 	  DEF/MDEF 	Base/Job EXP 	Level
Earth 2/Demi-Human/Large 290000 1800~2250 114/127 	9000/2000 	77

Mob		: High Orc,Summons High Orc
Drops		: Elumium, Heroic Emblem, Light Epsilon, Orc Hero Card, Orc's Fang,
Orcish Sword, Oridecon, Sardonyx, Shield(1 Slot), Zargon
Elemental Effect: Weak against Fire
Monster Skill	: Adrenaline Rush, Agility Up, Critical Attack, Endure, Maximize
Power, Pierce, Teleport, Thunder Storm, Two-hand Quicken
Located		: gef_fild10

===================================
----------9.15 Orc Lord------------
===================================

Aggressive
Element/Race/Size 	 HP 	ATK 	  DEF/MDEF 	Base/Job EXP 	Level
Earth 4/Demi-Human/Large 32000 	2500~3000 40/65 	25600/13000 	80

Mob		: Orc Archer,Summons Orc Archer
Drops		: Belt(1 Slot), Blood Axe, Clip(1 Slot), Elunium, Emperium, Heroic
Emblem, Grand Circlet, Kaiser Knuckle, Old Violet Box, Orc Lord Card, Oridecon,
Ring(1 Slot), Steel
Elemental Effect: Weak against Fire
Monster Skill	: Agility Up, Cold Bolt, Endure, Fire Bolt, Lex Divina, Pierce,
Provoke, Spear Stab, Teleport, Two-hand Quicken
Located		: Orc Dungeon Level 2

===================================
-----------9.16 Osiris-------------
===================================

Aggressive
Element/Race/Size 	HP 	ATK 		DEF/MDEF 	Base/Job EXP 	Level
Undead 4/Undead/Medium	390000 	1320~2000Stun 	65/68 		15420/6600 	78

Mob		: Isis,Ancient Mummy in 4.5,Summons Ancient Mummy/Isis
Drops		: Assassin Dagger, Crown, Dullahan's Eye, Elunium, Emperium, Hand of
God, Old Violet Box, Oridecon, Osiris Card, Osiris Doll, Symbol of Solar God,
Sphinx Hat, Yggdrasil Seed
Elemental Effect: Weak against Holy and Weak against Fire
Monster Skill	: Agility Up, Bash, Earth Spike, Venom Dust, Pierce, Quagmire,
Stone Curse, Teleport, Two-hand Quicken
Located		: Pyramid Level 4

===================================
---------9.17 Phreeoni-------------
===================================

Aggressive
Element/Race/Size 	HP 	ATK 	DEF/MDEF 	Base/Job EXP 	Level
Neutral 3/Brute/Large	18000 	667~817 30/45 		5400/1000 	46

Mob		: Hodes,Summons Sandman
Drops		: 1carat Diamond, Ant Jaw, Elunium, Fortune Sword, Mr Scream, Mr Smile,
Necklace of Oblivion, Oridecon, Phreeoni Card, Sucsamad, Tongue
Elemental Effect: Immune to Ghost
Monster Skill	: Agility Up, Brandish Spear, Earth Spike Level 5, Heal, Heaven's
Drive, Hiding, Ignore Target's defense, SP Drain, Storm Gust Level 7, Teleport,
Two-hand Quicken
Located		: Ant Hell Level 1

===================================
--------9.18 Stormy Knight---------
===================================

Aggressive
Element/Race/Size 	HP 	ATK 	DEF/MDEF 	Base/Job EXP 	Level
Wind 4/Formless/Large	240000 	1500~2000 	93/142 	9500/6400 	82

Mob		: Hatii,Summons Hatii, Goblin(Christmas)
Drops		: Aquamarine, Elunium, Emerald, Manteau(1 Slot), Masamune, Old Blue Box,
Old Violet Box, Oridecon, Ring(1 Slot), Rough Elunium, Sapphire, Stormy Knight
Card, Zephyrus
Elemental Effect: Immune to Ghost
Monster Skill	: Agility Up, Lightning Bolt Level 10, Lord of Vermillion,
Maximize Power, Safety Wall, Storm Gust, Teleport, Two-hand Quicken
Located		: Toy Factory Level 2

===================================
--------9.19 Turtle General--------
===================================

Aggressive
Element/Race/Size 	HP 	ATK 	 DEF/MDEF 	Base/Job EXP 	Level
Earth 2/Brute/Large	455394 	2438Stun 50/54 		18202/9800 	97

Mob		: Turtles,Summons Turtles
Drops		: Broken Shell, Iron Driver, Pole Axe(1 Slot), Symbol of Solar God,
Turtle General Card, Turtle Shell, War Axe(1 Slot), Yggdrasil Berry, Zargon
Elemental Effect: Weak against Fire
Monster Skill	: Agility Up, Brandish Spear, Endure, Laser, Maximize Power,
Pierce, Sonic Blow, Teleport, Two-hand Quicken, Water Ball
Located		: Turtle Dungeon Level 3

___________________________________________________________________
===================================================================





  ________________________________________
_/ 10.0 WoE, a hybrid knights perspective \________________________
===================================================================

==================================
----------10.1 WoE Rules----------
==================================


==================================
-----10.2 Our General Purpose-----
==================================


==================================
------10.3 Attacking a Castle-----
==================================


==================================
------10.4 Defending a Castle-----
==================================



___________________________________________________________________
===================================================================






  __________
_/ APPENDIX \______________________________________________________
===================================================================

==============================================
------------A.1 PSYSICAL ATTACKS--------------
==============================================

Physical Attacks encompass all regular attacks (from monster or player) and all
physical attack skills. The game goes through the following process to assess
the result of an attack.

   1. Is the attack a skill attack? If so, go to step 6.
         A. All active attack skills are automatically considered skill attacks.
B. Double Attack is checked for on every non-skill attack with a
Dagger weapon as the primary weapon (right-hand weapon). If a Double Attack is
determined to have occured (based on the level of the attackers Double Attack
skill), then it automatically becomes a Skill Attack.
C. When wielding dual weapons (only Assassins can do this), the
left-hand weapon always counts as a skill attack, although if the right-hand
weapon gets a crit then, the crit bubble will show on the left-hand weapon hit
as well. You will also never see a "Miss!" from a left-hand weapon.
D. The Sidewinder Card in a weapon gives the weapon a chance of a
Double Attack equal to a Double Attack Level 1 with non-skill attacks. This
over-rules the normal restriction of Double Attack only applying to a Dagger
weapon.
         E. The monster skill Multi-Attack is a skill attack too.
F. Defensive attack skills like Counter Attack and Poison React cause
normal attacks. They are not skill attacks.
2. Does a Safety Wall effect protect the target and is it a melee attack? If
so, reduce the total number of hits left on the safety wall by 1 and then stop.
A. A melee attack from a monster is any normal physical attack with a
range of less than 4 tiles.
B. A melee attack from a player is any normal physical attack from any
weapon other than a Bow.
3. Does a Pneuma effect protect the target and is it a ranged attack? If so,
damage is 0, go to step 26.
A. A ranged attack from a monster is any normal attack with a range of
at least 4 tiles.
B. A ranged attack from a player is any normal physical attack with a
Bow or with a physical attack skill that is also designated as Ranged.
4. Does a perfect dodge occur? If so, indicate with a "Lucky!" animation
above the target's head and then stop.
A. Player characters have a 1 + [LUK/10] + EquipmentBonuses percent
chance of perfect dodging an attack directed at them. This is the same as the
right-hand part of their flee value.
         B. Monster targets cannot perfect dodge.
   5. Does a critical hit occur? If so, go to step 7.
A. Player characters have a (1 + LUK X 0.3 + EquipmentBonuses)  X
CritModifier - TargetLuk/5 percent chance of causing a critical hit. This is
not the same as the critical value shown in the status window! Full information
here.
B. Monsters only do a critical hit if they have used the monster
skills Critical Attack or Counter Attack to make an attack (and then it is an
automatic critical hit).
6. Does a hit or a miss occur? If a miss, assign an damage value of 0 and go
to step 18. If a hit, display an "Impact" animation.
A. A hit has a 80 + AttackerHit - DefenderFlee percent chance of
occuring. An alternative formula for use with the monster hit table is 100 +
PlayerHit - HitRequiredfor100%.
B. Some skills automatically hit. Others increase AttackerHit by a
certain amount.
   7. Calculate BaseATK.
A. BaseATK for melee weapons is STR + [STR/10]^2 + [DEX/5] + [LUK/5] +
UpgradeBonus + ImpositioManus + ATKCards.
B. BaseATK for missile weapons is DEX + [DEX/10]^2 + [STR/5] + [LUK/5]
+ UpgradeBonus + ImpositioManus + ATKCards.
         C. Monsters have a BaseATK of 0.
   8. Calculate WeaponATK.
A. WeaponATK for melee weapons is rnd(min(DEX X (0.8+0.2 X
WeaponLevel),ATK), ATK). In the case of a critical hit, it is ATK.
B. WeaponATK for bows is rnd(ATK/100 X min(ATK, dex X (0.8+0.2 X
WeaponLevel)), max(ATK, ATK/100 X min(ATK, dex X (0.8+0.2 X WeaponLevel)) +
rnd(0, ArrowATK - 1). In the case of a critical hit, it is ATK + ArrowATK.
         C. WeaponATK when weaponless (fist) is 0.
D. WeaponATK for Monsters is simply rnd(minATK, maxATK) using the
values shown in my monster list. In the case of a critical hit (due to a
skill), use maxATK.
E. In the case of Dual Wielded weapons, all cards apply to the
right-hand weapon only.
   9. Apply size modifier to Weapon ATK.
A. Size modifiers vary by weapon (see table at the end of this
section).
         B. Monsters count as using Fist.
C. Players are special. They do not have a "size" as such. Against a
player, the modifier is 100%.
  10. Apply skill modifiers to the total of Base ATK + WeaponATK.
         A. Skill modifiers add together (eg. 1 + 0.25 + 0.9).
B. Power Thrust gives a skill modifier and may apply to any physical
attack.
         C. Provoke gives a skill modifier and may apply to any physical attack.
         D. Many physical attack skills provide a third possible skill modifier.
         E. Calculate as (100 + PowerThrust% + Provoke% + AttackSkill%)/100.
  11. Apply Armor DEF modifiers to the current total.
         A. Formula is Total X (1-DEF/100).
B. Player character Armor DEF is not the same as shown in the status
window.
         C. Monster DEF is as shown in my monster list.
         D. A critical hit counts all Armor DEF as 0.
  12. Subtract Vit DEF from the current total.
A. Vit DEF for players is equal to [VIT X 0.5] + rnd([VIT X 0.3],
max([VIT X 0.3],[VIT^2/150]-1)).
         B. Vit DEF for monsters is equal to VIT + rnd(0,[VIT/20]^2-1).
         C. A Critical Hit reduces Vit DEF to 0.
  13. Subtract applicable Protection skill values from the current total.
A. Divine Protection reduces damage from Undead Property and Demon
Family monsters. It is currently the only Protection skill.
  14. Add applicable Bane skill values to the current total.
         A. Beast Bane adds damage to Brute and Insect family monsters.
         B. Demon Bane adds damage to Undead Property and Demon Family monsters.
  15. Add Upgrade Damage to the current total.
A. For player characters, this is the value on the right-hand side of
ATK in the status window.
         B. Monsters do not get Upgrade damage.
  16. Round damage down and if the total is less than 1, increase to 1.
  17. Add applicable Mastery skill values to the current total.
A. There are currently Mastery skills for Spear (all), 1-H Sword
(Daggers and 1-H Swords), Two-Hand Sword (2-H Swords only), Mace and Katar.
  18. Add Weaponry Research damage and Envenom bonus damage as applicable.
A. Weaponry Research damage occurs to every attack by a Blacksmith
with the Weaponry Research skill.
         B. Envenom bonus damage applies to Envenom skill attacks only.
  19. Apply the Elemental Modifier to the current total.
A. The Elemental Modifier depends on the property of the attack and
the property of the target.
         B. Normal attacks from monsters are always neutral property.
         C. Skill attacks from monsters may have other properties.
D. Normal melee attacks from players have the property of the weapon
wielded. The property of the weapon may be over-ridden by various spell effects
however (Poison Enchant, Aspersio, etc.).
E. Normal bow attacks from players have the property of the arrow
being used. This may be over-ridden by an elemental bow (Rudra's Bow is the
only known elemental bow). The property of the weapon and arrow may be
over-ridden by various spell effects however (Poison Enchant, Aspersio, etc.).
F. Skill attacks from players have a property determined by the skill.
In many cases, this is merely the property of the weapon, but it may be forced
to be a particular elemental property (eg. Magnum Break forces Fire property).
G. Cart Revolution is a rare skill that forces the elemental modifier
to be applied twice. Once with a Neutral property and once with the property of
the weapon wielded.
  20. Add Enhancement damage.
A. The only source of Enhancement damage is Very's on forged weapons.
Each Very is worth 5 damage.
  21. Apply Damage Bonus modifiers.
A. Damage Bonuses are based on Size, Family, Elemental Property and
Special. Bonuses of the same type stack, while bonuses of differing types
multiply together. The overall calculation can be expressed as
(1+SizeBonusesTotal/100) X (1+FamilyBonusesTotal/100) X
(1+PropertyBonusesTotal/100) X (1+SpecialBonusesTotal/100).
B. Many cards and other equipment can give Size, Family or Elemental
Property Bonuses.
         C. Currently, there are no known Special Bonuses.
  22. Apply Damage Reduction modifiers.
A. Damage Reductions are based on Size, Family, Elemental Property and
Special. Bonuses of the same type stack, while bonuses of differing types
multiply together. The overall calculation can be expressed as
(1-SizeReductionsTotal/100) X (1-FamilyReductionsTotal/100) X
(1-PropertyReductionsTotal/100) X (1+SpecialReductionsTotal/100).
B. Many cards and items of equipment can give Size, Family or
Elemental Property Reductions.
         C. The Energy Coat skill gives a Special Reduction.
         D. Special Reductions and rules apply to wielding two weapons.
  23. Round damage down and if the total is less than 1, increase to 1.
24. If a "multi-attack" (double attack included), multiply total by number of
hits.
25. If attacking a "herb plant" and the total is greater than 1 then reduce
damage to 1.
A. Herb plants are Blue, Green, Red, Shining, Yellow and White Plants
and Red and Black Mushrooms.
         B. The monster Antonio also acts like a "herb plant".
26. If Kyrie Eleison is in effect on the target, soak up as much damage as
possible. If damage is reduced to 0 and at least 1 point of damage was soaked
up, display the "Guard" icon to the defender, deduct the total damage from the
defense pool, deduct 1 hit from the total hit defense and then stop. If damage
is not reduced to 0, cancel Kyrie Eleison effect on the target.
27. If a "multi-attack" (double attack included), divide total by number of
hits.
28. Is the current total less than 1? If so, display the appropriate number
of Misses and then stop.
A. The display for a Miss is the word "Miss!" in red rising up and
behind from above the attackers head.
B. The appropriate number of Misses is 1 for a Double Attack, 2 for a
missed attack with Katars, 0 for a missed attack with a left-hand weapon (while
dual wielding) and 1 in any other case.
29. Was it a single non-Katar Hit or Critical Hit? If so, display the Hit,
adjust the hps of the target and stop.
A. The display for a Hit is a number equal to the final total in white
rising up and behind from above the targets head. There is a sound associated
with each different weapon type.
B. A Critical Hit adds a spikey red box around the Hit display and has
a different sound associated with it.
30. Display the appropriate number of Hits with the appropriate totals and
adjust the hps appropriately.
A. Certain skills have multiple hits of equal power (eg. Pierce and
the monster skill Multi-Attack).
         B. Dual wielding gives 2 attacks, each with a different total.
C. Double Attack adds 1 extra Hit with the total (rounded down) of the
primary weapon.
D. A Katar adds a second hit with damage equal to a fraction of the
total and a second "impact" animation. Full information here.
E. A Critical Hit adds a spikey red box around the Hit display and has
a different sound associated with it.
F. When dual wielding or using a katar, a Critical Hit with the
primary normal attack causes the secondary skill attack to appear to be a
critical as well. It is not.
31. If a single attack with more than one hit, display the total of all
damage in the attack.
A. The display is a number in yellow above the head of the Target.
This number fades after a few seconds and is replaced by any other attack with
multiple hits (including magic attacks).

Note: In the case of a Dual Wielding Assassin, steps 1-28 should be completed
separately for each weapon.

The full damage calculation for each Hit by a Monster (melee or ranged) is:
(([({rnd(MinATK,MaxATK) X SkillModifiers X (1 - DEF/100) - VitDEF -
ProtectionSkills} + EnvenomSkill) X ElementalModifier X
DamageReductionModifiers] X NumberOfMultiHits) - KyrieEleisonEffect) /
NumberOfMultiHits

The full damage calculation for each melee Hit by a Player is:
(([((({(STR + [STR/10]^2 + [DEX/5] + [LUK/5] + UpgradeBonus + ImpositioManus +
ATKCards + rnd(min(DEX,ATK), ATK) X SizeModifier) X SkillModifiers X (1 -
DEF/100) - VitDEF + BaneSkill + UpgradeDamage} + MasterySkill +
WeaponryResearchSkill + EnvenomSkill) X ElementalModifier) + Enhancements) X
DamageBonusModifiers X DamageReductionModifiers] X NumberOfMultiHits) -
KyrieEleisonEffect) / NumberOfMultiHits

The full damage calculation for each ranged Hit by a Player is:
(([({(DEX + [DEX/10]^2 + [STR/5] + [LUK/5] + UpgradeBonus + ImpositioManus +
ATKCards + (rnd(ATK/100 X min(ATK, dex X (0.8+0.2 X WeaponLevel)), max(ATK,
ATK/100 X min(ATK, dex X (0.8+0.2 X WeaponLevel)) + rnd(0, ArrowATK - 1)) X
SizeModifier) X SkillModifiers X (1 - DEF/100) - VitDEF + BaneSkill + Upgrades}
+ EnvenomSkill) X ElementalModifier X DamageBonusModifiers X
DamageReductionModifiers] X NumberOfMultiHits) - KyrieEleisonEffect) /
NumberOfMultiHits

The full damage calculation for each Hit by a Player (melee or ranged) against
a "Herb Plant" is:
1/NumberOfMultiHits

Note: Yes, these formulae are hellishly complex. The game does not have one
huge calculation like this. It uses an algorithmic process like the stepwise
one I show above.

==============================================
-------------A.2 MAGICAL ATTACKS--------------
==============================================

Magical Attacks encompass all attacks using a Magic Attack Skill. Both Player
Characters and Monsters can use Magic Attack Skills. As successfully cast Magic
Attack Skills cannot be evaded, there is no need to check for a successful hit.
However, there are many Magic Attack Skills with casting times and there are
rules governing the casting process.

   1. Calculate the casting time.
         A. ActualCastTime = BaseCastTime X EquipmentMods X max(1 - Dex/150,0).
B. EquipmentMods to casting time come from Phen Card and Marduk Card
currently.
   2. Is the casting time 0? If yes, go to step 5.
   3. Start casting.
         A. Casting circle/pentagram appears around target.
         B. Casting effect (coloured) appears around caster.
         C. Casting sound can be heard.
   4. Does the spell get interrupted before casting time is up? If yes, stop.
A. If the caster takes at least 1 point of damage from a hit (not
poison), then the spell is interrupted.
         B. Most status effects will also interrupt a spell.
         C. Phen card makes any spell cast uninterruptible.
   5. If a single target spell, is the target still in range? If no, stop.
A. The target cannot be out of sight (including around a corner or
cloaked/hidden).
   6. Show appropriate effect animations.
7. If an area affect spell, are there any valid targets? If no, stop. If
yes, show appropriate effect animations.
         A. Only those within the area of effect are considered valid targets.
         B. Hiding and Cloaking may avoid some area affect spells.
   8. Assess the result of a successful attack.

The result of successful attack is assessed according to the following process.

   1. Calculate the basic ATK value. The formula is rnd(minMATK,maxMATK).
   2. Apply Item Modifier.
A. Most Rod weapons give a 15% bonus to MATK. Therefore X 1.15.
Otherwise X 1.
   3. Apply Skill Modifier.
         A. Varies according to the skill.
   4. Apply MDEF modifiers to the current total.
         A. Formula is Total X (1-MDEF/100).
   5. Deduct Vit/2 and Int from the current total.
6. Round the total down and if the current total is less than 1, then it
becomes 1.
   7. Apply Elemental Modifier.
A. The Elemental Modifier depends on the property of the magic attack
skill and the property of the target.
8. If attacking a "herb plant" and the total is greater than 1 then reduce
damage to 1.
A. Herb plants are Blue, Green, Red, Shining, Yellow and White Plants
and Red and Black Mushrooms.
         B. The monster Antonio also acts like a "herb plant".
9. If the final damage is 0 or less, display a number of Misses equal to the
number of "hits" in the attack and stop.
A. The display for a Miss is the word "Miss" in red rising up and
behind from above the attackers head.
  10. Display a number of Hits equal to the number of "hits" in the attack.
A. The display for a Hit is a number equal to the final total in white
rising up and behind from above the targets head. There is a sound associated
with each magic attack skill.
  11. If more than one Hit, then display the total of all damage in the attack.
A. The display is a number in yellow above the head of the Target.
This number fades after a few seconds and is replaced by any other attack with
multiple hits (including physical attacks).

The full damage calculation for each Hit in a magic attack is:
{rnd(minMATK,maxMATK) X ItemModifier X SkillModifier X (1-MDEF/100) - INT -
VIT/2} X Elemental Modifier

==============================================
--------------A.3 SIZE MODIFIERS--------------
==============================================

Size Modifiers for Weapons
	FIST	DAGGER	1H SRD	2H SRD	SPEAR	SPEAR(peco)	AXE	MACE	ROD
Small	100	100	75	75	75	75		50	75	100
Medium	100	75	100	75	75	100		75	100	100
Large	100	50	75	100	100	100		100	100	100

	BOW	KATAR	BOOK	CLAW	INSTRUMENT	WHIP
Small	100	75	100	100	75		75
Medium	100	100	100	75	100		100
Large	75	75	50	50	75		50

=============================================
-------------A.4 Status Effects--------------
=============================================

BLIND
Appearance: Chirping sound indicates success, but no outward sign
Success Rate: BaseChance X (97-INT-(LUK/3))/100 %
Duration: 30 - BaseLevel/10 - Int/15 seconds (15 seconds minimum)
Recovery Items: Green Potion, Panacea
Recovery Skill: Cure
Resistance Items: Geek Glasses (15%), Glasses (15%), Martin Card (20%), Purple
Sunglasses (10%), Sunglasses (5%)
Immunity Items: Blinker, Deviruchi Card
Effect: While Blind, the targets flee and hit are reduced by 25% each. The
sight range of a monster becomes 1 tile while Blind, although they can still
react to attacks and spell casting normally and looters can still loot. The
sight range of a player becomes 10 tiles while Blind. Some objects on the
screen will become very dark for the player.

CHAOS
Appearance: See effect
Success Rate: Unknown
Duration: Unknown
Recovery Items: Green Potion, Panacea
Recovery Skill: None
Resistance Items: None
Immunity Items: Giearth Card
Effect: Some people have equated this effect with the Hallucination skill of
some monsters. I do not know the truth behind this.

CURSE
Appearance: Turns red and the spectre of the grim reaper hangs over the target
Success Rate: LUK helps, formula unknown.
Duration: LUK helps, formula unknown.
Recovery Items: Holy Water, Panacea
Recovery Skill: Bless
Resistance Items: Headset (10%), Ear Muffs (10%)
Immunity Items: None
Effect: ATK -25%, LUK = 0.

FROZEN
Appearance: Frozen solid in a chunk of ice
Success Rate: BaseChance X (97 - MDEF - (LUK/3))/100 %
Duration: BaseDuration X (1-MDEF/100) or until hit and damaged
Recovery Items: None
Recovery Skill: Status Recovery
Resistance Items: Megalodon Card (20%)
Immunity Items: Marc Card
Effect: While Frozen, the target is unable to do anything, attacks
automatically hit them, they become Water1 element, they receive -50% DEF and
+25% MDEF. Lex Aeterna and Steal cannot be used on the target.

POISON
Appearance: Target turns purple
Success Rate: BaseChance X (97-VIT-(LUK/5))/100 %
Duration (vs Monster): 10-30 seconds (reduced by VIT, LUK)
Duration (vs Player): 5-60 seconds (reduced by VIT, LUK)
Recovery Items: Green Herb, Green Potion, Panacea
Recovery Skill: Detoxify
Resistance Items: Gas Mask (30%), Ghoul Card (20%), Oxygen Mask (20%)
Immunity Items: Argiope Card (damage immunity, not effect immunity)
Effect: -25% DEF and lose 3% of MaxHP every 3 seconds unless that would cause
HP to drop below 25% of MaxHP.

SILENCE
Appearance: /... emotion appears intermittently above head of target
Success Rate: BaseChance X (97-VIT-(LUK/3))/100 %
Duration: BaseDuration X (100-VIT)/100 seconds
Recovery Items: Green Potion, Panacea
Recovery Skill: Cure
Resistance Items: Flu Mask (10%), Gangster Mask (15%), Stainer Card (20%)
Immunity Items: Marduk Card
Effect: The Silence effect stops the use of all non-passive skills.

SLEEP
Appearance: ZZzz graphics appear above head of target
Success Rate: BaseChance X (97-INT-(LUK/3))/100 %
Duration: ~30 seconds (or until hit and damaged)
Recovery Items: None
Recovery Skill: Status Recovery
Resistance Items: Coco Card (20%)
Immunity Items: Nightmare Card
Effect: The target of the Sleep effect cannot do anything, attacks
automatically hit them and the chance of a them taking a Critical is doubled.

STONE CURSE
Appearance: Target turns black
Success Rate: BaseChance X (97-INT-(LUK/3))/100 %
Duration: 17-MDEF/20 seconds
Recovery Items: None
Recovery Skill: Status Recovery
Resistance Items: Munak Card (15%), Argos Card (20%)
Immunity Items: Medusa Card (NYI?)
Effect: While Stone Cursed, the target is unable to do anything, attacks
automatically hit them, they become Earth1 element, they receive -50% DEF and
+25% MDEF, 1% of Max HP is lost every 5 seconds unless that would cause HP to
drop below 25% of MaxHP. Lex Aeterna and Steal cannot be used on the target.

NOTE: There appears to be a bug with Stone Curse at the moment. A Stone Cursed
player can still dodge hits normally.

STUN
Appearance: Stars circles the targets head
Success Rate: BaseChance X (97-VIT-(LUK/3))/100 %
Duration: 3 X (97-VIT-(LUK/3)) /100) seconds
Recovery Items: None
Recovery Skill: Status Recovery
Resistance Items: None
Immunity Items: Orc Hero Card
Effect: While Stunned, the target is unable to do anything and attacks
automatically hit them.

=============================================
----------------A.5 EXP Chart----------------
=============================================

BaseLevels	Level XP	Required XP Total		Base Level	Level XP	Required XP Total
1 		-1		0 				50 		102,468 	784,104
2 		9 		9 				51 		115,254 	899,358
3 		16 		25 				52 		128,692 	1,028,050
4 		25 		50 				53 		142,784 	1,170,834
5 		36 		86 				54 		157,528 	1,328,362
6 		77 		163 				55 		178,184 	1,506,546
7 		112 		275 				56 		196,300 	1,702,846
8 		153 		428 				57 		215,198 	1,918,044
9 		200 		628 				58 		234,879 	2,152,923
10 		253 		881 				59 		255,341 	2,408,264
11 		320 		1,201 			60 		330,188 	2,738,452
12 		385 		1,586 			61 		365,914 	3,104,366
13 		490 		2,076 			62 		403,224 	3,507,590
14 		585 		2,661 			63 		442,116 	3,949,706
15 		700 		3,361 			64 		482,590 	4,432,296
16 		830 		4,191 			65 		536,948 	4,969,244
17 		970 		5,161 			66 		585,191 	5,554,435
18 		1120 		6,281 			67 		635,278 	6,189,713
19 		1260 		7,541 			68 		687,211 	6,876,924
20 		1420 		8,961 			69 		740,988 	7,617,912
21 		1620 		10,581 			70 		925,400 	8,543,312
22 		1860 		12,441 			71 		1,473,746 	10,017,058
23 		1990 		14,431 			72 		1,594,058 	11,611,116
24 		2240 		16,671 			73 		1,718,928 	13,330,044
25 		2504 		19,175 			74 		1,848,355 	15,178,399
26 		2950 		22,125 			75 		1,982,340 	17,160,739
27 		3426 		25,551 			76 		2,230,113 	19,390,852
28 		3934 		29,485 			77 		2,386,162 	21,777,014
29 		4474 		33,959 			78 		2,547,417 	24,324,431
30 		6889 		40,848 			79 		2,713,878 	27,038,309
31 		7995 		48,843 			80 		3,206,160 	30,244,469
32 		9174 		58,017 			81 		3,681,024 	33,925,493
33 		10425 	68,442 			82 		4,022,472 	37,947,965
34 		11,748 	80,190 			83 		4,377,024 	42,324,989
35 		13,967 	94,157 			84 		4,744,680 	47,069,669
36 		15,755 	109,912 			85 		5,125,440 	52,195,109
37 		17,678 	127,590 			86 		5,767,272 	57,962,381
38 		19,677 	147,267 			87 		6,204,000 	64,166,381
39 		21,773 	169,040 			88 		6,655,464 	70,821,845
40 		30,543 	199,583 			89 		7,121,664 	77,943,509
41 		34,212 	233,795 			90 		7,602,600 	85,546,109
42 		38,065 	271,860 			91 		9,738,720 	95,284,829
43 		42,102 	313,962 			92 		11,649,960 	106,934,789
44 		46,323 	360,285 			93 		13,643,520 	120,578,309
45 		53,026 	413,311 			94 		18,339,300 	138,917,609
46 		58,419 	471,730 			95 		23,836,800 	162,754,409
47 		64,041 	535,771 			96 		35,658,000 	198,412,409
48 		69,892 	605,663 			97 		48,687,000 	247,099,409
49 		75,973 	681,636 			98 		58,135,000 	305,234,409
								99 		99,999,999 	405,234,408

=============================================
-------------A.5 Elemental Chart-------------
=============================================

 		Fire Water Wind Earth Neutral Poison Holy Undead Ghost Dark
Fire(1) 	25%  150%  100% 50%   100%    100%   100% 100%   100%  100%
Fire(2) 	0%   175%  100% 25%   100%    75%    100% 75%    75%   100%
Fire(3) 	100% 200%  100% 0%    100%    50%    100% 50%    50%   100%
Fire(4) 	100% 200%  100% 0%    100%    25%    75%  25%    25%   75%
Water(1) 	50%  100%  200% 100%  100%    100%   100% 100%   100%  100%
Water(2) 	25%  0%    200% 100%  100%    75%    100% 75%    75%   100%
Water(3) 	0%   0%    200% 100%  100%    50%    100% 50%    50%   100%
Water(4) 	0%   0%    200% 100%  100%    25%    75%  25%    25%   75%
Wind(1) 	100% 50%   25%  150%  100%    100%   100% 100%   100%  100%
Wind(2) 	100% 25%   0%   175%  100%    75%    100% 75%    75%   100%
Wind(3) 	100% 0%    0%   200%  100%    50%    100% 50%    50%   100%
Wind(4) 	100% 0%    0%   200%  100%    25%    75%  25%    25%   75%
Earth(1) 	150% 100%  50%  100%  100%    100%   100% 100%   100%  100%
Earth(2) 	175% 100%  25%  50%   100%    75%    100% 75%    75%   100%
Earth(3) 	200% 100%  0%   0%    100%    50%    100% 50%    50%   100%
Earth(4) 	200% 100%  0%   0%    100%    25%    75%  25%    25%   75%
Neutral(1) 	100% 25%   100% 100%  100%    100%   100% 100%   25%   100%
Neutral(2) 	100% 100%  100% 100%  100%    100%   100% 100%   0%    100%
Neutral(3) 	100% 100%  100% 100%  100%    100%   100% 100%   0%    100%
Neutral(4) 	100% 25%   100% 100%  100%    100%   100% 100%   0%    100%
Poison(1) 	100% 100%  100% 100%  100%    0%     100% 50%    100%  50%
Poison(2) 	100% 100%  100% 100%  100%    100%   100% 25%    75%   25%
Poison(3) 	100% 100%  100% 100%  100%    100%   125% 0%     50%   0%
Poison(4) 	75%  75%   75%  75%   100%    100%   125% 125%   25%   25%
Holy(1) 	75%  75%   75%  75%   100%    75%    0%   100%   75%   125%
Holy(2) 	50%  50%   50%  50%   100%    50%    50%  125%   50%   125%
Holy(3) 	25%  25%   25%  25%   100%    25%    25%  150%   25%   175%
Holy(4) 	0%   0%    0%   0%    100%    0%     0%   175%   0%    200%
Undead(1) 	125% 100%  100% 100%  100%    0%     200% 0%     100%  100%
Undead(2) 	125% 100%  100% 100%  100%    100%   200% 0%     125%  125%
Undead(3) 	175% 125%  100% 75%   100%    100%   200% 0%     150%  150%
Undead(4) 	200% 150%  100% 50%   100%    100%   200% 0%     175%  175%
Ghost(1) 	100% 100%  100% 100%  25%     25%    100% 100%   100%  100%
Ghost(2) 	100% 100%  100% 100%  25%     0%     100% 100%   150%  100%
Ghost(3) 	100% 100%  100% 100%  0%      0%     100% 100%   175%  100%
Ghost(4) 	100% 100%  100% 100%  0%      0%     100% 100%   200%  100%
Dark(1) 	100% 100%  100% 100%  100%    50%    125% 0%     75%   0%
Dark(2) 	75%  75%   75%  75%   100%    25%    150% 0%     50%   50%
Dark(3) 	50%  50%   25%  50%   100%    0%     175% 0%     25%   25%
Dark(4) 	25%  25%   25%  25%   100%    100%   200% 0%     0%    0%


___________________________________________________________________
===================================================================



  __________
_/ GLOSSARY \______________________________________________________
===================================================================

There might be some terms in this guide that are new to some people...
Specially people who do not look at forums very much. (^_^) So I put up this
part of the guide to help those people out.

If there is anything you want me to put in my glossary, or if there is
something you think i should put in here. Feel free to email me the word and
the definition

WORD	  DEFINITION
-----------------------------------
IMO	- In My Opinion
IMHO	- In My Honest Opinion
AFAIK	- As Far As I Know
EQ	- for some reason, a lot of people don't know what EQ means. It simply means
Equipment. EQ coming from the first two letters in equipment.
l33t	- came from the word Elite they just spelled it like how it sounds lite
sounds like 	leet, and the 3's look like capital E's. If someone says something
is l33t then that 	means that its cool or a good idea. ex. Damn! your eq's are
l33t
p434r	- Fear

___________________________________________________________________
===================================================================



  __________________
_/ ACKNOWLEDGEMENTS \______________________________________________
===================================================================

Liberation of � The Circle �
- My brother, i've had a lot of RO discussions with my brother. Both him and I
share all the information that we learn from our own readings. Helped A LOT in
making this guide. Thanks for that bro! (^_^)

Valek of � The Circle �
- Valek, Liberation and I we're the ones who conceptualized our guild � The
Circle �. Valek was always there to support us as a co-guild leader, If the
guild never pushed through, I would have probably never continued to play RO
and might have not have made this guide

� The Circle � guild
- It's been an Honor and a Priviledge to be your GM. I love this guild! I
believe our guild isn't just a normal guild... all of us trust each other and
we treat each other like family. If I didn't have such a great guild behind my
back I would not have had the inspiration or exitement of playing RO. go O's
/heh

Cerberus of cRO baldur now of iRO Chaos AFAIK
- he was the one who inspired me to continue with my hybrid knight, a hybrid
knight himself, his knowledge and advice is always a breath of fresh air. I got
nothing but respect for you skar. Thanks for all of the advice you gave to me
and all of us knights. I hope you can give me your insights on this guide. /no1

GameFaqs
 - for hosting my guide

RO Datazone
- for giving people a technical guide to RO, i used some of your sites info in
my guide, heck practically all of the info I have in chapters 3 and 4 is from
your site. The Appendix also has information from your site

RagnaMart
- for giving me a nice database for RO info. I used some of the monster, armor
and weapons database for my guide

Emperium.org
 - i used some of the monster information in your database for my guide

The Readers of this Guide
- thanks for reading my guide... I hope the information I share in here will
help you as much as it has helped me. RoK ON HYBRID KNIGHTS!

___________________________________________________________________
===================================================================



  _______
_/ LINKS \_________________________________________________________
===================================================================

http://www.thecircleguild.tk/
 (this is our guild site)

http://www.thecircleforum.tk/
(this is our guild forums, you can contact me here as Maruko if i dont reply
right away to your email, or start a new thread in our Knight Forum)

http://ragnaboards.level-up-games.com.ph/
 (the official pRO forums, you can PM me here as Maruko)

http://www.ragnarokhq.com/
(there's a skill simulator in this site which i use all the time, maybe you
can use it too (^_^))

http://www.ragnamart.tk/
 (one of the first sites that i found about RO)

http://www.ragnarokcollective.com/
(the first forums I ever participated in, this is where I started to really
read about how RO works. I think they shut it down for a while)

http://www.ro-world.com/
(the BEST source of RO knowledge IMO, it's not an active forum now but it
still makes a great reference)

http://www.roempire.com/
(one of the first forums that I participated in, you might want to check it
out)

http://www.rodatazone.com/
(you want to see RO in a technical viewpoint? Check this site out, i got the
technical stuff in my guide from this site)

http://www.emperium.org/
(most of the people in the ro-world forums moved here, i'm not that active
here but i hear its a great place for info)

http://www.stud.ntnu.no/~magnusrk/calc/
 (iRO stat calculator, i dunno what i'd do without this /heh)

http://sf.obsydyon.net/
(check out this site, it's a RO Emulation Software that you can install in
your computer. Satisfaction guaranteed (^_^))

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  _____________________
_/ CONTACT INFORMATION \___________________________________________
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Before you contact me, please make sure you format your subject like this:
"RE:Hybrid Guide" or something to that effect, please make sure that you
indicate in your subject that it is about my guide. If you don't I will
definately erase your email... So don't go blaming me if you didnt read this
portion. PLEASE, I REPEAT... PLEASE format your subject like that. Give me some
time to reply to your email, because I too have a social life to tend to. Don't
expect me to be seated in front of the computer all day... this is not my job,
it is a "VOLUNTARY" effort, so please be considerate of that fact. You can
contact me in our guild forums, http://www.thecircleforum.tk/ and PM me as
"Maruko" or put up a new thread in our Knight forum. Again, please be patient
in waiting for a reply. Thanks

email: [email protected] (no spam please (~_~), this is not my primary email
addy so be patient for my reply)

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  _______________________
_/ COPYRIGHT INFORMATION \_________________________________________
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The official version of this guide can be found in 4 sites.
GameFaqs(http://www.gamefaqs.com/) , The Circle Guild
Forums(http://www.thecircleforum.tk/) , Emperium.org Forums
(www.emperium.org/forums)and The pRO
ragnaboards(http://ragnaboards.level-up-games.com/). Any OTHER version from any
OTHER site is not my OFFICIAL release and WHATEVER information you find there
could be faulty and i am by no means responsible for whatever information is in
there. Feel free to distribute this guide in any way or use the contents in it,
but it would be greatly appreciated if you could let me know where you are
going to use it or let me know what you are going to put it into. I would also
greatly appreciate if you reference my guide as your source. (^_^)

I dedicate this guide to all the Hybrid Knights out there. I hope that my
knowledge will help you in some way. (^_^)

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