�� � �� �� � � �� � �� � �� � �� �� � � �� � � � �� � �� � �� � �� � �� � �� �� �� � � �� � � �� �� � �� � �� � � �� � �� � �� � �� �� � �� � �� � �� � �� � �� � �� �� � � �� � �� � �� � 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 (^_^)) ___________________________________________________________________ =================================================================== _____________________ _/ CONTACT INFORMATION \___________________________________________ =================================================================== 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) ___________________________________________________________________ =================================================================== _______________________ _/ COPYRIGHT INFORMATION \_________________________________________ =================================================================== 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. (^_^) ___________________________________________________________________ ===================================================================