[Class] Character builds

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Views: Date: Jan 03 2007 09:34:34
This guide credits to snowy , from the official forum ( Original Page )
NOTE: This is just an estimate of what each stat can pump. This list has no relation to leveling bonuses for extra hp, sp, hit rate , dodge. No extra defense on armor was added etc.

EX 1: If the Hit rate was at 40 at ACC 70, then your final hit rate will be your level bonus hit rate + 40.

EX2 : Final damage on the min / max atk will depend on the raw STR + whatever your sword etc hits

Some data COULD be wrong, since I do not play every class, and some data are collected from another source.

Updated #2: Some cooldown time delay has been added.


This is just an idea of what each class can do along with examples of what skills you should learn as skill points are limited and you must pick carefully of what's important to your charactre to level etc

Everyone playing style is different, some people on their healers may prefer hp > dmg so they can last longer

or crusader they may like some str and not go full agi.. (speed)

Please keep in mind there's no BEST class in the game, they all have their weakness and positive sides to balance the game

Basic Stats - Maximum points for each stat = 100
Str - Increases Short Range Attack
Con - Increases Maximum HP , Defense , Maximum HP Recovery Rate
Acc - Increases Long Range Attack / Accuracy
Agi - Increases Attack speed, evasion
Spr - Increases Maximum SP, Maximum SP Recovery Rate

Hidden rates
Treasure Rate - can be upped by fruits that increases drop rate
Magic Defense - Higher SPR = Higher magic defense
Crit Rate - Increases your chance to hit a critical value
Movement Speed - how fast your character moves (EG. Archer with wind walk can increase this value)

Stats Value to Lance

Newbie for Lance
Let's count ..When you're level 1 you get 4 points
then every level you earn you gain 1
then every 10 level = 5 instead of 1
from a Lv 1 to Lv 10 character we'll have....
Lv 2 to 9 = 1(2),1(3),1(4),1(5),1(6),1(7),1(8),1(9) = 1x 8 = 8
then .. 4 on Lv 1, 5 on Lv 10 = 9 .. 9 + 8 = 17 points to use before we class change.

We'll look at the stats one by one x.x
Base stats for lance on newbie :
5 STR
5 CON
5 ACC
5 AGI
5 SPR

If we pump all 18 points into STR
5 STR - 7 min / 7 max
6 STR - 9 min / 9 max
7 STR - 10 / 10
8 STR - 12 / 12
9 STR - 13 / 13
10 STR - 16 / 16
11 STR - 18 / 18
12 STR - 19 / 19
13 STR - 21 / 21
14 STR - 22/ 22
15 STR - 26 / 26
16 STR - 27/27
17 STR - 29 /29
18 STR - 30/30
19 STR - 32/32
20 STR - 36/36
21 STR - 37/37
22 STR - 39/39
23 STR - 40/40

If we pump all 18 points into CON
5 CON - 100 HP
6 CON - 109
7 CON - 120
8 CON - 129
9 CON - 138
10 CON - 147
11 CON - 156
12 CON - 165
13 CON - 174
14 CON - 189
15 CON - 198
16 CON - 207
17 CON - 216
18 CON - 225
19 CON - 234
20 CON - 253
21 CON - 262
22 CON - 271
23 CON - 280
Defense = 12 at 23 CON


If we pump all 18 points into ACC - Hit rate goes up as you level
5-6 ACC - 10 Hit Rate
7 ACC - 11
9 ACC - 12
10 ACC - 13
12 ACC - 14
14 ACC - 15
15 ACC - 16
17 ACC - 17
19 ACC - 18
20 ACC - 19
22 ACC - 20
24 ACC - 21 (20 hit rate still at 23 ACC)


If we pump all 18 points into AGI - Dodge goes up as you level as well
5 AGI - 10 Dodge / 70 Attack speed
6 AGI - 10 / 71
7 AGI - 11 /72
8 AGI - 11/ 73
9 AGI - 12 /74
10 AGI - 13 / 76
11 AGI - 13 / 77
12 AGI - 14/78
13 AGI - 14 / 79
14 AGI - 15/80
15 AGI - 16/81
16 AGI - 16/82
17 AGI - 17/83
18 AGI - 17/84
19 AGI - 18/85
20 AGI - 19/87
21 AGI - 19/88
22 AGI - 20/89
23 AGI - 20/90

If we pump all 18 points into SPR
5 SPR - 23 SP
6 SPR - 26 SP
7 SPR - 29
8 SPR - 32
9 SPR - 35
10 SPR - 38
11 SPR - 41
12 SPR - 44
13 SPR - 47
14 SPR - 50
15 SPR - 53
16 SPR - 56
17 SPR - 59
18 SPR - 62
19 SPR - 65
20 SPR - 68
21 SPR - 71
22 SPR - 74
23 SPR - 77

Swordsman for Lance
Now..after level 10 we have class changed. So now let's count how many points we have till level 40. We already used the 5 points on level 10.
11 to 19 = 9 > 21-29 = 9 > 31-39 = 9
20,30,40 = 5
(9 x 3) + (5 x 3 ) = 27 + 15 = 42

If we pump all 42 points into STR from STR 23
24 STR - 42 /42
25 STR - 47/47
26 STR - 49/49
27 STR - 50/50
28 STR - 52/52
29 STR - 53/53
30 STR - 59/59
31 STR - 60/60
32 STR - 62/62
33 STR - 63/63
34 STR - 65/65
35 STR - 72/72
36 STR - 73/73
37 STR - 75/75
38 STR - 76/76
39 STR - 78/78
40 STR - 85/85
41 STR - 87/87
42 STR - 88/88
43 STR - 90
44 STR - 91
45 STR - 99
46 STR - 101
47 STR - 102
48 STR - 104
49 STR - 105
50 STR - 115
51 STR - 116
52 STR - 118
53 STR - 119
54 STR - 121
55 STR - 130
56 STR - 132
57 STR - 133
58 STR - 135
59 STR - 136
60 STR - 147
61 STR - 149
62 STR - 150
63 STR - 152
64 STR - 153
65 STR - 165

If we pump all 42 points into CON from CON 23
Upon changing class to Swordsman..with CON 23, HP will be raised to 473 instead of 280..because of that, we'll count from 473

24 CON - 488
25 CON - 503
26 CON - 518
27 CON - 582
28 CON - 597
29 CON - 612
30 CON - 627
31 CON - 642
32 CON - 657
33 CON - 672
34 CON - 750
35 CON - 765
36 CON - 780
37 CON - 795
38 CON - 810
39 CON - 825
40 CON - 917
41 CON - 932
42 CON - 947
43 CON - 962
44 CON - 977
45 CON - 992
46 CON - 1007
47 CON - 1113
48 CON - 1128
49 CON - 1143
50 CON - 1158 (Defense so far, 61)
51 CON - 1173
52 CON - 1188
53 CON - 1203
54 CON - 1323
55 CON - 1338 (Defense , 68)
56 CON - 1353
57 CON - 1368
58 CON - 1383
59 CON - 1398
60 CON - 1532 (Defense ,76)
61 CON - 1547
62 CON - 1562


If we pump all 42 points into ACC from ACC 24
25 ACC - 22 hit rate
27 ACC - 23
29 ACC - 24
30 ACC - 25
32 ACC - 26
34 ACC - 27
37 ACC - 29
39 ACC - 30
40 ACC - 31
42 ACC - 32
44 ACC - 33
45 ACC - 34
47 ACC - 35
49 ACC - 36
50 ACC - 37
52 ACC - 38
54 ACC - 39
55 ACC - 40
57 ACC - 41
59 ACC - 42
60 ACC - 43
62 ACC - 44
63 ACC - 45
65 ACC - 46

If we pump all 42 points into AGI from AGI 23
24 AGI - 21 dodge /91 attack speed
25 AGI - 22/92
26 AGI - 22/93
27 AGI - 23/94
28 AGI - 23/95
29 AGI - 24/96
30 AGI - 25/98
31 AGI - 25/99
32 AGI - 26/100
33 AGI - 26/101
34 AGI - 27/102
35 AGI - 28/103
36 AGI - 28/104
37 AGI - 29/105
38 AGI - 29/106
39 AGI - 30/107
40 AGI - 31/109
41 AGI - 31/110
42 AGI - 32/111
43 AGI - 32/112
44 AGI - 33/113
45 AGI - 34/114
46 AGI - 34/115
47 AGI - 35/116
48 AGI - 35/117
49 AGI - 36/118
50 AGI - 37/120
51 AGI - 37/121
52 AGI - 38/122
53 AGI - 38/123
54 AGI - 39/124
55 AGI - 40/125
56 AGI - 40/126
57 AGI - 41/127
58 AGI - 41/128
59 AGI - 42/129
60 AGI - 43/131
61 AGI - 43/132
62 AGI - 44/133


If we pump all 42 points into SPR from SPR 23
25 SPR - 83
30 SPR - 98
35 SPR - 113
40 SPR - 128
45 SPR - 143
50 SPR - 158
55 SPR - 173
60 SPR - 188
65 SPR - 203

Cruader for Lance
100-65 = 35 points left

If we pump all 35 points into STR from STR 65
70 STR - 183 min/ max
75 STR - 202
80 STR - 222
85 STR - 243
90 STR - 264
95 STR - 286
100 STR - 310

If we pump all 35 points into CON from CON 63
63 CON - 1582
64 CON - 1597
65 CON - 1612
70 CON - 1820
75 CON - 2042
80 CON - 2278
85 CON - 2353
90 CON - 2603
95 CON - 2867
100 CON - 3142

If we pump all 35 points into ACC from ACC 66
70 ACC - 49
75 ACC - 52
80 ACC - 55
85 ACC - 58
90 ACC - 61
95 ACC - 64
100 ACC - 67

If we pump all 35 points into AGI from AGI 63
63 AGI - 54/143
64 AGI - 55/145
65 AGI - 55/146
70 AGI - 59 dodge /152 attack speed
75 AGI - 63/158
80 AGI - 67/165
85 AGI - 70/171
90 AGI - 74/177
95 AGI - 78/183
100 AGI - 82/190

If we pump all 35 points into SPR from SPR 65
70 SPR - 218 SP
80 SPR - 248
90 SPR - 278
100 SPR - 308

Preparing your build + Skill points
------------------------------------------------------------------
It is very important you prepare your points TOWARDS your 2nd class change. Alot of people put points on what's BEST for them at the present stage and having to restart another character isn't fun.
Also, after level 60, you'll earn 2 stats points instead of 1.

Skill points are given out to your character once it reaches level 10. One skill point per level will be given. Because of the limited skill points, planning ahead on the prerequisites is very important to ensure you get to learn the skills that are the most important to you first.

NOTE : There are VERY few exception to the skills opened at all levels.

The question why not max the skills is usually frequetly asked..so why?
Once you class change ALL the skills will be open to you, because it does not go by level. Usually the 2nd class change skills are more useful and benefitical to you.



Skills colour coding
-----------------------------
Passive Skills
Active Skills

Lance , Ami, Phyllis , Carsise (just me keeping track of names XD)

I)Swordsman
Character that is able to change to Crusader : Lance
Character that is able to change to Champion : Carsise

Some General Things
Alot of people seems to like to boost Sword Mastery to max, but i'll explain why NOT TO. Perharps it seems very good because it increases your attack, but IS NOT!!!! IS NOT I'm serious^^v.

Level 3 is more than enough. If you waste another 7 points into it, which means maximum level, you ONLY earn 7 *4 = 28 attack points MORE.
LIKE OMG, 28 attack points will barely move an ant on your damage.
Save the money for rings to boost your damage! Skill points are very VERY valuable.
EX: LV40 Ring will cost you 105192 , and it gives you Maximum Damage +15
And you can equip two rings..which means +30. This is a much better way to boost your DMG.


Skills :
-----------------------------------------
Sword Mastery (Requires Concentration Level 2) : Increase attack when using sword.

Will of Steel (Requires Concentration Lv 2) : Increase defense of character. (Fix consumption of 10 SP)
Cooldown Time : 15 seconds from Lv 1- 10

Concentration: Increase hit rate of character

Illusion Slash (Requires Sword Mastery Lv 3): Use energy of sword to damage enemy at a distance. (Fix consumption of 20 SP)
Cooldown Time : 5 seconds from Lv 1- 10

Berserk (Requires Illusion Slash Lv4) : Increase hit rate and attack speed for short duration. (Fix consumption of 15 SP)
Cooldown Time : 35 seconds from Lv 1-10

Tiger Roar (Requires Break Armor Lv 4) : Decrease attack and movement speed of enemy in an area. (Fix consumption of 20 SP)

Break Armor (Requires Sword Mastery Lv 3) : Decrease defense of enemy. (Fix consumption of 25 SP)


Preparing your build + Skill points towards Crusader
------------------------------------------------------------------
As said above, preparing is very important. Calculating how many points you'll need to get the skills you want is the best way to start.

For the skills before Crusader, the following are recommended :
Concentration Lv 2 > Sword Mastery Lv 3 > Illusion Slash Lv 4 > Berserk Lv 5

The skill points used up so far is : 2 + 3 + 4 + 5 = 14
So you'll need 14 levels to gain all of the above.

SAVE YOUR POINTS!
Crusader skills will be more important then the basic swordsman skills.
I'll list in the Crusader section the skills you'll need to benefit you much further than maximazing the not-so-useful swordsman skills.


Now for stat point building.

The main "selling" point for Crusader is SPEED (AGI). However, is it really as good as it seems?

Although before Crusader you'll be able to wield two single swords, your speed decreases and the damage isn't as good as it seems at the beginning. Due to the lack of Crusader skills to support, Illusion Slash and Berserk plays a huge role to level at the beginning.
Berserk will increase your speed for a short time and Illusion Slash will help you kill off monsters in danger when they surround you (for aggressive monsters).

Now , we'll compare different stat build for getting ready for Crusader path.

1) Full AGI Path towards Crusader
AGI increases character attack speed + increases evasion.
A full AGI swordsman before class change preharps will level the fastest among the other stat builds because of evasion, but not so much on speed.
AGI starts out slow, and without the boosting skills to increase your speed, you won't feel a great increase to your character attack speed when holding two single handed swords.
Use Berserk often when it recharges as faster attack = more strikes before the monster strikes.
Illusion Slash is a far range attack, use it to your advantage to lure monsters and finish it quickly with your agility.
The only drawback is very low damage unless you got very good gear to support your damage.

To pump full AGI (99 is good really, cause you can use gear to pump beyond 100), you'll need to be level 63.

What else you pump after? All depends on your playing style. Pretty good idea by then of what will be important to YOU.
However.. STR or CON will be the decision. Damage or HP?

1) Full STR Path towards Crusader
Although such build exist, is not that good of a build.
STR ONLY increases your attack, nothing else. You'll have low hp and low evasion. Damage high is a good thing, but most monsters later on have an insanely high level of HP and even with 1k+ dmg , you won't last.
Won't say much more than that, highly not recommended. No speed, low hp, low evade.

1) AGI(Major) / STR(Minor) Path towards Crusader
Because of the damage drawback for full AGI, some people will intend to build their character with some STR and mainly AGI path.
Remember, Crusader best point is still on speed after you class change, STR is mainly to deal higher damage to level faster ONLY. I'll discuss each class boss usage later on.

3 AGI and 1 STR is a nice AGI major and STR minor build.
You'll deal decent damage along with good attack speed to clear monster faster than other classes. Magic type attacks has casting + recharge delays, but melee does not.
Evasion will be less, but it won't be too far off to see a major difference.
30 AGI = 10 STR
60 AGI = 20 STR
90 AGI = 30 STR
So if 100 points = level 63, 90 AGI + 30 STR = 120 Points.

It is highly recommended you pump HP after the 120 points for higher defense and survivial power.



Preparing your build + Skill points towards Champion
------------------------------------------------------------------
Not much to say about Champion..(REALLY)

Champion main purpose is : TANK! TANKK!!!!
Champion has highest points of HP / CON..and they're best for TANKING!
Tank what? BOSS! HIGH HP MONSTERS ! HIGH DAMAGE MONSTERS!

Well, next question will come up.. What about my DMG? STR increases dmg not CON!
Damage will not be so WOW factor, but HP and your defense will be. It be seem slow at first, but it definitly has its good points later on. Champion are very important to fighting boss.
Although no one really will like you in the beginning, people will recongize and start to know why you're so important once you class change into Champion with all the useful skills.

Now onto skill point building :
Concentration Lv 2 > Sword Mastery Lv 3 > Break Armor Lv 4 > Tiger Roar Lv 5

You'll have used up 2 + 3 + 4 + 5 = 14 points again towards your valuable skill fund. SAVE THE REST for after the class change!

1) Full CON Path towards Champion
Full CON = High HP + defense.. super good tanker and party tanking for leveling later.
Yes..you'll be in the darkness until level 40 unless your friends or some nice people willing to level with you, because no one really likes you.
But remember, this is preparing your character for the good will of later on.


1) CON / STR Path towards Champion
Pretty much same as Crusader with the 3 AGI and 1 STR build.
Only use this build if you're desperato for damage and you just can't stand being the low damage guy and the unwanted one before level 40.


Ia )Swordsman > Crusader Path

Skills :
-----------------------------------------
Dual Sword Mastery (Requires Berserk Lv 5) : Increase attack when using two weapons

Deftness (Requires Dual Sword Mastery Lv2) : Increase dodge rate of character.

Blood Frenzy (Requires Dual Sword Mastery Lv 2) : Reduce attack time cooldown using dual weapon

Shadow Slash (Requires Blood Frenzy Lv 5 ) : Continuous melee attack and knock out a single target (Level 1 consume 23 SP. Each level need 3 more SP)
Cooldown Time : 30 seconds from Lv 1- 10

Poison Dart (Requires Blood Frenzy Lv 2) : Shoot a dart and put enemy in poison status (Fix consumption of 20 SP)

Stealth (Requires Deftness Lv 3) : Make character invisible to other unit (Fix consumption of 10 SP)
Cooldown Time : 30 seconds from Lv 1- 10


Recommended Skill points usage for Crusader
Up the following first :
Dual Sword Mastery Max(Lv 10) > Deftness Lv 3 > Stealth Lv 1 > Blood Frenzy Lv 5 > Shadow Slash (Lv 10 recommended..but at least 7)

DO NOT..I REPEAT..DO NOT PUT POINTS in POISON DART. THAT SKILL TOTALLY STINKS! The poison damage is so low you'll faint when you see it in action and wasted points on it. Use illusion slash and shadow slash, they're the best.

Now we'll talk about the old swordsman skills..What davantage did I gained through not maximazing those skills?
Assuming some guy pumped sword mastery to level 10, wasting another 7 points. What did u do with those extra 7 points?
You just used them on Dual Sword Mastery and pumped it to level 7 !! Then plus the remaining points for the other skills, you're away ahead of them.
You'll want to have the cooldown and shadow slash ASAP for boss pwning and leveling.

Make sure you only pump stealth Lv1..you don't need further than this at all.
Stealth Lv1 will invisible you for 30 seconds, and its cool down time = 30 seconds.
Shadow Slash cool down time = 30 seconds as well.
See the good point yet? ^^ (no? oww)
For example : If you're inside the maze by yourself and you don't wish to party anyone to share the chests, you'll be able to ghost slash then invisible yourself again (playing hide and seek in a super fast way), super advantage

The rest of the points should be devoted into Blood Frenzy and Illusion Slash for leveling. Later on your evasion will work less and less powerful and you'll want your damage and cooldown to be faster, and attacking from a distance using Illusion Slash. (Especially level 70+ monsters)
Recommended is Illusion Slash > Shadow Slash > Finishing touch with normal .Is a very nice combo XD

If paired with a support healer, at a high level Crusader with Illusion Slash can break over 1800 damage.


Finishing the maximum potential builds for Crusader

Every build in the end should pump HP and support gear to do the Damage boosting.
Why?
1) Monsters in black dragon cave has insanely high hp
2) Monsters in underground water tunnel (zombies) will poison you bad
3) Monsters in Lone tower are lower of HP but higher in Damage
4) Boss killing : Boss hurts alot. Trust me on this one.

    Some bosses can stun you.
    Some bosses will cast negative effects on you
    Some bosses have area of effect attacks so even if you're far you get your *** kicked.
    One boss will be able to cast instant death on you.



5) If you like pking, and if you're going against someone :
- Another Crusader (Fully agi or str/ agi) : The one with highest hp will win because both will be using ghost slash to stun

- Seal Master : You better ghost slash before she locks up your skill command, and once they do, they'll lock your physical too. If both are locked, i hope you got enough HP to withstand their magic damage.
(This is very general ..it'll depend on the Seal Master HP too )
IMPORTANT: MAGIC ATTACKS IGNORES YOUR DEFENSE! AND MELEE CLASSES HAS LOW SPIRIT = LOW MAGIC DEF!

- SharpShooter : God one annoying class. They'll start running around like mad while shooting at you if you don't do something to lock them. Chasing them is not going to help. Shadow Slash is your only hope ASAP.

- Voyager : Well ..if it is a spirit Voyager..you'll pretty much win. However, if you failed to stun them, once the 'light' comes..oh boy :roll:
- Voyager (CON) build: Man, one tough guy. Even if y ou stun them, they won't die. Once again, 'light' comes, ow man.

- Cleric : Well..Berserk > invisible > Ghost Slash > Illusion Slash > Finishing touch (assuming they don't cast True sight)

- Champion : I think is just stupid to even bother with a fully CON build Champion lol.

Boss Killing / Party
Crusader in boss killing role is STUN!
Ghost Slash cooldown time is 30s, so every 30s, stun the boss. (We already mention above the bosses hurts).
Crusader plays an important role to locking the monster not allowing it to move so it'll be easier (and less damage taken too).
Because of the limited HP Crusader has, it is not a good idea to start whacking the boss at such a close range (it can kill you in 2 hits seriously).

For partying, use Illusion Slash to lure and ghost slash to stun, and finish it off.
Best paired with healer. With healer buff Crusader is a mad and fast character.


Ib )Swordsman > Champion Path
FINALLY 40 levels of darkness has been over!! Now that you're Champion, the road is shining ahead already.

Skills
----------------------------
Greatsword Mastery (Requires Tiger Roar Lv 5) : Increase attack when using greatsword

Blood Bull (Requires Greatsword Mastery Lv 5) : Equip totem to increase max HP and defense of character.

Strengthen (Requires GreatSword Mastery Lv 2) : Increase max HP of character

Mighty Strike (Requires Strengthen Lv 3) : Ferocious melee attack on a single target (Level 1 consume 8 SP. Each level need 1 more SP).

Primal Rage (Requires Blood Bull Lv5) : Equip totem to use skill. Close attack on target (Level 1 consume 53 SP. Each level need 3 more SP).

Howl (Requires Might Strike Lv 2) : Damage enemies in an area (Level 1 consume 20 SP. Each level need 1 more SP).


Recommended Skill Points usage for Champion
Recommended Order:
GreatSword Mastery (Lv 3) > Strengthen ( Lv3) > Mighty Strike (Lv 2 ) > Howl ( Lv 10) > Blood Bull ( Lv 5) > Primal Rage (Lv 5+)

Then the remaining points depends on yourself..you could add more greatsword mastery for more damage..or primal rage etc..

IMPORTANT: DO NOT UP BLOOD BULL BEFORE LEVEL 50 IF YOU WISH TO USE YOUR OWN SET! YOU'LL NOT BE ABLE TO USE BLOOD BULL BEFORE LEVEL 50!

Finishing the maximum potential builds for Champion
Still CON.. maybe a little SPR in the end.
(OMG NOW you're SO JOKING! SPR????)
Primal Rage and Howl isn't cheap in SP you know, higher SP will enable it to push the greater values of those two skills further.

Boss / Partying
Your main task in boss killing will be tanker + using primal rage.

 

 

Stat to Value for Ami (Explorer, Cleric, Seal Master)

Newbie Ami
STR 5
CON 5
AGI 5
ACC 5
SPR 5
From Level 1 - 10 = 18 points

Putting all 18 points into STR
5 STR - 7 min / 7 max
6 STR - 9 min / 9 max
7 STR - 10 min / 10 max
8 STR - 12 / 12
9 STR - 13
10 STR - 16
11 STR - 18
12 STR - 19
13 STR - 21
14 STR - 22
15 STR - 26
16 STR - 27
17 STR - 29
18 STR - 30
19 STR - 32
20 STR - 36
21 STR - 37
22 STR - 39
23 STR - 40

Putting all 18 points into CON
5 CON - 100 HP
6 CON - 109 / 3 defense
7 CON - 120
8 CON - 129 / 4
9 CON - 138
10 CON - 147 / 5
11 CON - 156
12 CON - 165 / 6
14 CON - 189 / 7
15 CON - 198 / 8
16 CON - 207
17 CON - 216 / 9
18 CON - 225
19 CON - 234 / 10
20 CON - 253
21 CON - 262 / 11
22 CON - 271 / 12
23 CON - 280

If we pump all 18 points into ACC - Hit rate goes up as you level
5-6 ACC - 10 Hit Rate
7 ACC - 11
9 ACC - 12
10 ACC - 13
12 ACC - 14
14 ACC - 15
15 ACC - 16
17 ACC - 17
19 ACC - 18
20 ACC - 19
22 ACC - 20
24 ACC - 21 (20 hit rate still at 23 ACC)

If we pump all 18 points into AGI - Dodge goes up as you level as well
5 AGI - 10 Dodge / 70 Attack speed
6 AGI - 10 / 71
7 AGI - 11 /72
8 AGI - 11/ 73
9 AGI - 12 /74
10 AGI - 13 / 76
11 AGI - 13 / 77
12 AGI - 14/78
13 AGI - 14 / 79
14 AGI - 15/80
15 AGI - 16/81
16 AGI - 16/82
17 AGI - 17/83
18 AGI - 17/84
19 AGI - 18/85
20 AGI - 19/87
21 AGI - 19/88
22 AGI - 20/89
23 AGI - 20/90

If we pump all 18 points into SPR
5 SPR - 23 SP
6 SPR - 26 SP
7 SPR - 29
8 SPR - 32
9 SPR - 35
10 SPR - 38
11 SPR - 41
12 SPR - 44
13 SPR - 47
14 SPR - 50
15 SPR - 53
16 SPR - 56
17 SPR - 59
18 SPR - 62
19 SPR - 65
20 SPR - 68
21 SPR - 71
22 SPR - 74
23 SPR - 77

Herbalist / Explorer - Ami
Level 11 - 40 before class changing to Seal Master / Cleric / Explorer = 42 points

If we pump all 42 points into STR after 23 STR

24 STR - 42
25 STR - 47
26 STR - 49
27 STR - 50
28 STR - 52
29 STR - 53
30 STR - 59/59
31 STR - 60/60
32 STR - 62/62
33 STR - 63/63
34 STR - 65/65
35 STR - 72/72
36 STR - 73/73
37 STR - 75/75
38 STR - 76/76
39 STR - 78/78
40 STR - 85/85
41 STR - 87/87
42 STR - 88/88
43 STR - 90
44 STR - 91
45 STR - 99
46 STR - 101
47 STR - 102
48 STR - 104
49 STR - 105
50 STR - 115
51 STR - 116
52 STR - 118
53 STR - 119
54 STR - 121
55 STR - 130
56 STR - 132
57 STR - 133
58 STR - 135
59 STR - 136
60 STR - 147
61 STR - 149
62 STR - 150
63 STR - 152
64 STR - 153
65 STR - 165

If we pump all 42 points into CON after 23 CON
455 HP when class changed to herbalist if CON is at 23..so we'll use that to continue.
24 CON - 470
25 CON - 485
26 CON - 500
27 CON - 550
28 CON - 565
29 CON - 580
30 CON - 595 (Defense 21)
31 CON - 610
32 CON - 625
33 CON - 640
34 CON - 700
35 CON - 715 / 25
36 CON - 730
37 CON - 745
38 CON - 760
39 CON - 775
40 CON - 845
41 CON - 860
42 CON - 875
43 CON - 890
44 CON - 905
45 CON - 920
46 CON - 935
47 CON - 1015
48 CON - 1303
49 CON - 1045
50 CON - 1060 / 38
51 CON - 1075
52 CON - 1090
53 CON - 1105
54 CON - 1195
55 CON - 1210
56 CON - 1225
57 CON - 1240
58 CON - 1255
59 CON - 1270
60 CON - 1370 / 47
61 CON - 1385
62 CON - 1400
63 CON - 1415
64 CON - 1430
65 CON - 1445 / 51

If we pump all 42 points into ACC after 24 ACC
25 ACC - 22 hit rate
27 ACC - 23
29 ACC - 24
30 ACC - 25
32 ACC - 26
34 ACC - 27
37 ACC - 29
39 ACC - 30
40 ACC - 31
42 ACC - 32
44 ACC - 33
45 ACC - 34
47 ACC - 35
49 ACC - 36
50 ACC - 37
52 ACC - 38
54 ACC - 39
55 ACC - 40
57 ACC - 41
59 ACC - 42
60 ACC - 43
62 ACC - 44
63 ACC - 45
65 ACC - 46

If we pump all 42 points into AGI after 23 AGI
24 AGI - 21 dodge / 91 attack speed
25 AGI - 22 / 92
26 AGI - 22 / 93
27 AGI - 23/94
28 AGI - 23/95
29 AGI - 24/96
30 AGI - 25/98
31 AGI - 25/99
32 AGI - 26/100
33 AGI - 26/101
34 AGI - 27/102
35 AGI - 28/103
36 AGI - 28/104
37 AGI - 29/105
38 AGI - 29/106
39 AGI - 30/107
40 AGI - 31/109
41 AGI - 31/110
42 AGI - 32/111
43 AGI - 32/112
44 AGI - 33/113
45 AGI - 34/114
46 AGI - 34/115
47 AGI - 35/116
48 AGI - 35/117
49 AGI - 36/118
50 AGI - 37/120
51 AGI - 37/121
52 AGI - 38/122
53 AGI - 38/123
54 AGI - 39/124
55 AGI - 40/125
56 AGI - 40/126
57 AGI - 41/127
58 AGI - 41/128
59 AGI - 42/129
60 AGI - 43/131
61 AGI - 43/132
62 AGI - 44/133
63 AGI - 45/134
65 AGI - 46 / 136

If we pump all 42 points into SPR after 23 SPR
After class change, the SP will become 161 with 23 SPR. We'll continue the number using 23 SPR.
24 SPR - 167
25 SPR - 173
30 SPR - 214
35 SPR - 257
40 SPR - 304
45 SPR - 334
50 SPR - 383
55 SPR - 436
60 SPR - 491
65 SPR - 521

SealMaster / Cleric / Explorer for Ami
100 - 65 = 35 points left.

Pumping STR after 65 points of STR
70 STR - 183 min / max
75 STR - 202
80 STR - 222
85 STR - 243
90 STR - 264
95 STR - 286
100 STR - 310

Pumping CON after 65 points of CON
70 CON - 1620 / 63 defense
75 CON - 1800 / 68
80 CON - 1990 / 74
85 CON - 2065 / 79
90 CON - 2265 / 85
95 CON - 2475 / 91
100 CON - 2695 / 97

Pumping ACC after 65 points of ACC
70 ACC - 49 hit rate
75 ACC - 52
80 ACC - 55
85 ACC - 58
90 ACC - 61
95 ACC - 64
100 ACC - 67

Pumping AGI after 65 points of AGI
70 AGI - 49/142
75 AGI - 52 / 147
80 AGI - 55 / 153
85 AGI - 58 / 158
90 AGI - 61 / 164
95 AGI - 64 / 169
100 AGI - 67 / 175

Pumping SPR after 65 points of SPR
After class change to seal master / cleric, SP will be raised to 716 with 65 SPR. So we'll use that to continue.

70 SPR - 790
75 SPR - 866
80 SPR - 946
85 SPR - 991
90 SPR - 1073
95 SPR - 1159
100 SPR - 1247


II) Herbalist

Character that is able to change to Seal Master / Cleric : Ami, Phyllis

Some general things
The only attack you have in the entire character is : Spiritual Bolt
However, is good because it ignores enemy's defense.
Make sure you use your magic range to your advantage on luring / killing monsters.

Also, Spiritual Bolt cooldown time will be LESSEN as it gets closer to max level (10). It has the fastest cooldown time in the game.

NOTE: This guide skills learning does not INCLUDE the magic boosting skill from item mall. It is up to you (the user) on which stage you wish to learn this skill, and whether you wish to even learn this or not.
The formula of the magic follows :

Damage = Orginal magic attack damage X (Skill Level X 0.02) + Skill Level X 30

Duration = 90 + 90 X Skill Level

EX: If the orginal damage is 1000
At level 1 for the magic boost spell = 1000 X (1 X 0.02) + 1 X 30 = 50

At level 10 for the magic boost spell = 1000 X (10 X 0.02) + 10 X 30 = 500

So good or not, you decide.


Skills
---------------------------
Heal : Restore target's HP and earn some EXP (Level 1 consume 27 SP. Each level need 2 more SP)

Vigor : Increase max SP of character

Spiritual Bolt : Attack enemy with magical damage (Level 1 consume 32 SP. Each level need 2 more SP)

Spiritual Fire (Requires Spiritual Bolt Lv2) : Increase attack of character (Level 1 consume 44 SP. Each level need 4 more SP)

Tempest Boost (Requires Spiritual Fire Lv 4) : Increase attack speed of character (Level 1 consume 44 SP. Each level need 4 more SP)

Harden (Requires Heal Lv 3) : Increase defense of character (Level 1 consume 44 SP. Each level need 4 more SP)

Recover (Requires Harden Lv 3) : Bring a target out of abnormal status (Fix consumption of 25 SP)

Revival (Requires Recover Lv 4) : Revive dead character (Fix consumption of 100 SP)

Divine Grace (Requires Vigor Lv 8) : Increase SP recovery rate of character

True Sight (Requires Divine Grace Lv 2) : Create an overseeing eye in an area that reveal all invisible units (Level 1 consume 13 SP. Each level need 3 more SP)


Preparing your skill points + stat build towards Seal Master
------------------------------------------------------------------
Your most important skill will be Spiritual Bolt..without it all you got is staff attack. There are alot of skills to choose from on Herbalist, but some of them aren't needed.

Going towards Seal Master you'll want an attack skill build, if you want to play support, please skip to the cleric section.

Heal (Lv 1) > Spiritual Bolt(MAX - Lv 10) > Vigor (Lv 8) > Divine Grace (lv 2) > True Sight (Lv 3)

Used up skill points so far : 1 + 10 + 8 + 2 + 3 = 24 points.
SAVE THE REST FOR 2nd class change! (Left 6 points at level 40 )

Seal Master purpose is to attack + lock the enemies, not so much in terms of supporting to boost stats. So the boosting stats are not needed. Focus on the skills that benefits you. Seal Master skills will play a major role.



Now, we'll take a look at the stat builds on Seal Master from Herbalist.
In terms of magic I think in most games they tend to be strong. It still is true to this game, but with only one magic attack, I think what you can do is very limited in a way.
Without abling to buy SP pots inside the game from the shops is such a great drawback to the grand SP usage in the early leveing process. Everything pays off in the end though. The power of these two classes doesn't come until you reach around level 50 or so, then you'll clearly see the gap between damage and the mega negative points about them.


Full SPR Build towards Seal Master
Most common build. SPR = damage + more SP = kill faster and last longer without having to rest.

One major drawback is there are no SP recovery items of any sort for lower levels. Although later on there are monsters who will drop SP pots, they don't drop frenquently and thus relaying on SP pots to recover your SP isn't the 1st option.
However, damage is still the first option at the lower levels as the monsters doesn't hurt you as much and you have heal + hp items to recover.
Before and after your class change, is still best to level in a party before your class change.

You'll reach the 100 maximum points on SPR at level 63. Final builds will be discussed in the Seal Master section.

SPR / CON Build towards Seal Master
A less common build. Some people do perfer to have HP in the early ages for security, especially it doesn't reach full until level 63. The monsters later does hurt and is a number that's they not kidding to easily down you.

Perharps another good thing about having HP earlier is about the mazes.
One maze is opened to players from level 30-45.
Monsters inside the maze are horrible in the way that they're stronger than the normal monsters that you fight are around the same level. Having HP with a group will ensure you to live longer if you get surrounded by a couple of them. Fighting boss will require alot of HP as well.
The treasure chests inside those mazes are not easy to crack open, and monsters will respawn around it, you never know when will some monster pop up and eats you.

4 SPR and 1 CON
12 SPR = 3 CON
24 SPR = 6 CON
40 SPR = 10 CON
80 SPR = 20 CON

80 SPR + 20 CON = 100 points = Level 63 again.
20 SPR will make some difference to the damage, but the slighty higher HP will save you in some critial situation.


Preparing your skill points + stat build towards Cleric
Same as Seal master really..your only skill of attack is Spiritual bolt as well, so it 'should' be maxed (explain later). Which support skills to take really depends on people playing style, whether they like partying or not etc.
Cleric can split into :
1) Attack buffing Herbalist
2) Support Healer Herbalist
3) Purely Attacker Herbalist
and more..too many support skills and ways to build a cleric.

All 3 of the above has its good and bad, and it depends on your playing style 99% to decide which build you would like to go.
Please don't be greedy and try to be all 3.. IT JUST WON'T WORK. If you try to, you'll end up with a weak cleric.

1) Attack buffing Herbalist
Heal (Lv 3) > Spiritual Bolt (Lv 2) > Harden ( Lv 10) > Spiritual Fire (Lv 10)
Tempest Boost will be optional..

Skill poin used : 3 + 2 + 10 + 10 = 25 points.. 5 points left on level 40.
You MAY want to up Spiritual Bolt to Lv 10 if you want to be Attack buff + atttacker cleric to be able to level on your own.
However, this build is really for pairing a melee class for leveling because no Vigor is learned for increasing max mp.

2) Support Healer Herbalist
This build will seriously be only for people who wish to party all the way and be a support healer only. Not alot of people wishes to go this build because their Spiritual bolt will be at a very low level = lower damage.

Heal (Lv 3) > Spiritual Bolt (Lv 2) > Harden ( Lv 10) > Vigor (Lv 8)
Skill point used : 3 + 2 + 10 + 8 = 33 point used .

3) Purely Attacker Herbalist
Powerful attacker but weaker on support ..but is able to level on its own without partying early on. Some support skills will still be learned.
Spiritual Bolt for damage, harden for defense boost. Vigor to boost max mp and learn true sight to learn cleric skills.

Heal (Lv 3) > Spiritual Bolt (Lv 10) > Harden (Lv 10) > Vigor (Lv 8) > Divine Grace (Lv 2) > True Sight (Lv 2)

Skill points used : 3 + 10 + 10 + 8 + 2 + 2= 35 points used.


Full SPR Build towards Cleric
Good or bad? This is a very hard thing to decide. Perharps in the healing numbers and the Spiritual Bolt is good in a way because of the damage.
Although still very common build, more and more people are switching to the hybrid SPR / CON build whether they're support or attacker clerics. More HP never hurts as most monsters will be aggressive later on, and they aren't going to wait on you to heal before they bite you.

Because of the lower HP, healing will be important. Can't have everything I guess..sarafice HP for damage.

100 SPR points = maxed at level 63.

SPR / CON Build towards Cleric
A good build for both support and attacker Clerics.
Magic attack has casting delays and cooldown time, when the skill spiritual bolt is still in a lower level, the cooldown time is greater, thus making you vulenable to the monster at the time.
The damage of when you getting surrounded is no joke, and without HP (full SPR build) will most likely suffer from a death.
Perharps this build is not so appericated during the lower levels as monsters damage doesn't deal the biggest damage ever.

This build advantage will start to show when bosses you try to fight are starting to do Area Damage and starting to affect your HP, not just the person or group you're healing.

And as an attacker, not until you class change you'll have the skill Energy Shield, which will transfer your damage with the loss of SP instead of HP, this could suffer alot without HP.
Highly recommend this build to people who wants to play on more of the safety border line of the anti-death club earlier on.
(Is not so much on the penatly sometimes, but the walking distance)

4 SPR 1 CON
12 SPR = 3 CON
24 SPR = 6 CON
40 SPR = 10 CON
80 SPR = 20 CON

80 SPR + 20 CON = 100 points = Level 63 to finish this build nicely for basic needs.
20 SPR will make some difference to the damage, but the slighty higher HP will save you in some critial situation just like in the Seal master XD


II a) Herbalist > Seal Master
Finally! Now we can learn the locking skills yay! Although the delay on both locking skills is not fast at all, is helpful in boss etc. The spells to decrease enemy movement will slow the monsters from surrounding you, very neat when leveling without party.

Skills
-------------------------------
Cursed Fire (Requires True Sight Lv 3) : Decrease defense of enemy in an area (Fix consumption of 20 SP)

Abyss Mire (Requires Cursed Fire Lv 4) : Decrease speed of enemy in an area (Level 1 consume 21 SP. Each level need 1 more SP)

Shadow Insignia (Requires Cursed Fire Lv 4) : Prevent enemy from using normal attack (Level 1 consume 33 SP. Each level need 3 more SP)

Seal of Elder (Requires Shadow Insignia Lv 3) : Prevent enemy from using skill (Level 1 consume 32 SP. Each level need 2 more SP)


Recommended Skill Point usage for Seal Master
--------------------------------------------------------------------
In terms of leveling for Seal master, at the level of getting these skills, Spring Island is a very good place to level, and they're magic monsters.
Pumping skill points into Seal of Elder first will be a great idea after all of them are learnt.

Cursed Fire ( Lv 4) > Shadow Insignia ( Lv 4) > Seal of Elder ( Lv 4) > Abyss Mire (Lv 3)

After the following are learnt, I would go with Seal of Elder (Lv10) first. Highly benefit to leveling on Spring Island.

Then Abyss Mire (Lv 10) to slow the enemy for you to kill easier.

Then Shadow Insignia (Lv 10), lastly Cursed Fire if you want.
All up to you in this stage.

Finishing the maximum potential builds for Seal Master
It depends all on which route you took.
If you took the full SPR route, pump all your points into HP now.
If you took the SPR / CON route, pump your SPR to 100 then pump it all into HP after.

What are the benefits of having all HP after SPR?

    1) HP = better endurance towards Boss fights (Especially Area of effect ones)

    2) Aggressive monsters + getting surrounded = less chance of dying
    - 2a) Walking isn't fun when you died and you have to walk back very far to the monster pit

    3) Pking Purposes (Detailed Method after the boss/ partying section)
    a ) Crusader will most likely try to stun you, if you don't have decent HP, one illusion strike is all it needs to be over. If you're not fast enough to use Seal of Elder on them that is.

    b ) SharpShooter is range, and they'll run. You'll take damage as they shoot you and you trying to lock their physical attack. However, sharpshooter has a slowdown spell on characters, so it is best if you have enough HP to withstand the damage if you do get cursed and you haven't lock their skills yet.

    c ) Most Voyagers are SPR as well, which makes it = SEAL THEIR SKILLS!
    I know they can equip daggers, but your magic range > their daggers.
    But if they don't die before your seal of elder is up, better hope you got hp when they hit 'light' on you..he he heh..

    d ) Vs seal master or Cleric.. Heck.. HP higher and who locks first = winner

    e ) lock the Champion skills, blast away with seal of elder, slow him down, keep hitting, and if he doesn't die..not much you can do really >< Champion skill hurts , so HP rox!

    4) Guild War purposes
    If I know you can seal my physical attack and magical, I'm so going after you first. Before your guildmate comes save you, better have enough HP to hold on. (of course still seal them first then run) Spam magic on those guys that are stunned by Crusader. But you still need HP incase a group comes after you or some Crusader illusion slash on you.

    5 ) Boss Fighting
    Most bosses have area of effect and negative effect of some sort, and their damage really can be so insane you'll hate yourself so much if you didn't pump any HP at all. (in terms of how many times you'll die)




Boss Killing / Partying
--------------------------------------------
When it comes to Seal Master job on boss killing, lock , lower def, attack.
If the boss starts moving away when it's not getting stunned anymore, use Abyss Miree to slow it down.
Of course, watch your hp too if you're getting low. Stay the MAXIMUM distance when possible from the boss and use your magic.

For partying..Well it depends..If there are a large group of monsters heading your way, best is to Abyss Mire, and use Cursed Fire if you have melee users inside your party. For locking up their physical and skills, not really needed unless you see a boss nearby and you have to lock the boss to let everyone escape.

If it is just one or two, I would just use spiritual bolt and end it.

A few then maybe Cursed Fire (same rules apply, if melee on your party), then spiritual bolt. Abyss Mire will be good too if it recharged.



Pking
Seal Master is not the most englighted class that people will think you're strong in on PK. It actually is quite good in terms of PKing.

- Vs Crusader : If he tries to sneak on you using Stealth, cast Abyss Mire around you and he'll be de-invisibled and slowed down by 57% (Assuming it's maxed). Cursed fire is not needed because your magic attack is going through his defense anyway.
If he's not invisible, remember to lock his skills right away, then Abyss Mire, then spiritual bolt away.

- Vs SharpShooter : this one is hard, because sharpshooter has better range then you do. Also, sharpshooter has a slowdown skill call Cripple, which MAKES your movement VERY SLOW. Make sure you rush to them with your HP (you should have nice HP if you pumped CON), and seal their skills. Don't bother to Abyss Mire them cause they can still shoot you anyway. Don't waste time on using Shadow Insignia (Seals Physical) unless their damage really is hurting you bad (try to recover with HP items), and use spiritual bolt.
Most sharpshooter has low HP and around 2000, so in two hits you should be able to finish them off if your SPR is high (Of course spiritual Bolt is at Lv10).

- Vs Voyager : Luck and Hp battle. If you meet a CON build Voyager even if you seal their skills, they just don't die (they'll be able to take a few hits).
If you meet a SPR Voyager then is pretty much over if you seal their skills.
NOTE: If the Voyager is SPR..you may not be able to seal his skills, because the higher SPR someone has, the harder it is to seal
Voyager skills has a decent range too, so is either you kill him first or is you dead. (Assuming around the same level)

- Vs Cleric : Cleric will most likely have Energy Shield, so be prepared to at least take a hit or two from them. Same as Voyager pretty much, if their SPR is higher than you or close to you, it'll be slighty harder to seal them.
This battle really depends who has higher damage + HP.

- Vs Champion : Abyss Mire ..then Seal their skills, and spiritual bolt away. If they're very high in HP they may not die. And if your seal of elder is gone, and Abyss Mire doesn't last that long, try your luck and see if one or two more spiritual bolt will do. If not, they probably going to heal it back if you run and wait for your skills to recharge x.x


II a) Herbalist > Cleric
I'm not saying these 4 new skills aren't useful, but the one that stands out the most is Energy Shield. Tornado Swirl is only useful if you're partying with melee or sharpshooters. Healing Spring doesn't heal alot and is not that fast..kind of wasting points really.

Skills
--------------------------------------
Tornado Swirl (Requires True Sight Lv2) : Increase berserk rate of character (Fix consumption of 20 SP)

Angelic Shield (Requires Tornado Swirl Lv2) : Increase defense of character (Fix consumption of 20 SP)

Energy Shield (Requires Tornado Swirl Lv3) : Activate to replace HP loss with SP

Healing Spring (Requires Energy Shield Lv2) : Create an area that heals friendly unit continuously (Level 1 consume 32 SP. Each level need 2 more SP)


Recommended Skill Point usage for Cleric
--------------------------------------------------------------------
Because of the intensive list of support skills, what to use it on is still a problem after you class change.
Well..whichever build of Cleric you're , you'll want to get Energy Shield. Because of it, we'll have to use our points on skills we won't use much.

True Sight(Lv2 if you don't have already) >Tornado Swirl (Lv 3) > Energy Shield (Lv 10)
I recommend Energy Shield Lv10 because it'll save your life some day.
Is true that the first level only absorbs 0.75 to SP.
With Each level increase of 0.25 ..At level 10 = 3 Damage / SP.
Assume you have 2000 SP, 2000 x 3 = 6000 damage
Very very useful, that's already alot of damage there
But you'll have to sarafice another 13 points onto the 33 points already added etc.


Finishing the maximum potential builds for Cleric
Back in the path towards Cleric we discussed about the two ways to level up the character ..SPR and SPR / CON Route.

If you took the full SPR route, put CON on every level you gain now. No other stats are useful to you.

If you took the SPR / CON route, pump your SPR to 100 then pump it all into HP.


What are the benefits of having all HP after SPR?

1 ) Boss Killing - Cleric main job is to support and heal. Not all the time the boss will stay still and let you whack it for free, and when it moves and does Area of effect, you're going down just like the other people. If you have HP, you won't die especially with Energy Shield.

2 ) Aggressive Monsters - Although magic attack break through enemy's defense, you'll still need HP to kill the monster before it kills you right? Plus what if you get surrounded? Cleric does not have slow down skills like Seal Master do. Energy Shield will work, but what if it wasted all your SP and you can't cast Spiritual bolt?

3 )Pking Purposes - Whether it is Crusader or Voyager or Sharpshooter, unless you got HP to withstand their first few attacks, what good is it to have insanely good damage?

4 ) Guild War - Perharps not much people will go after you, but your guildmates need your support.


Boss Killing / Partying
--------------------------------------------
Cleric job on Boss killing = Support.
Support means defense and healing.
Harden + Angelic Shield.
If you do happen to have increase attack boosts etc, use them too.
Defense is very important in boss killing also as well don't forget that.
Heal..Make sure you can heal them a decent amount of HP. If they die you die.
If you learnt healing spring..then use it..not that helpful though. Monster hits you more than that thing healing you.

Partying..if party with melee or range , just cast defense and whatever boosting skill you got on them, and heal them if they're low on hp.
Attack too if you need some fun.
If you're with another magic user like Voyager or sealer or another cleric, just combine all your magic attacks and attack like mad.
Hey.. heavy attack > defense?


Pking
Not alot of people will PK on their Cleric really @@.. This is really only for the attacker type Cleric..

- Vs Crusader : Energy Shield first, just incase he going to stun you, if you don't die, strike your spiritual bolt like mad after you run and heal.

- Vs Champion : Energy Shield, and Spiritual bolt + running around

- Vs Voyager : Highest HP wins if SPR voyager.. CON one, the one who deals most damage + depends on your HP. (CON Voyager will deal less damage, but you can't kill them in 2 hits)

- Vs SharpShooter : Hard to win.. Energy Shield.. spiritual bolt really..nothing you can do if they run ><

- Vs Seal Master : Energy Shield!! But if they seal your skills and you're out of mp, beam some mp pots and keep on running, then spiritual bolt them once is gone (They'll probably Aybss Mire you though(slow) )
Hp factor and their damage factor, if their damage isn't that high, you'll know they got CON = HP , so at least 2 hits..time it right and you can win.

- Vs Cleric : whoever has their energy shield running out first = delay in SP pot = usually will lose (Depends on damage as well of when it pillars through your HP)
If the cleric is Full SPR and you got HP, then your HP should be able to withstand at least 1 hit more.

 

 

III) Explorer

Character that is able to change to Explorer : Ami, Phyllis , Lance


Some general things
Voyager is a class of both land + sea type.
However, depending on whether you wish to spend most time on sea or on land, the build on skills will be slighty different.

Explorer class uses a very special magic system call Corals. Inorder to use your magic like Thunder, Conch Ray ... you'll need the specific Coral.
Corals are splitted into 5 levels, ranging from Lv 1- Lv 5.
Lv 1 - Lv 2 Corals can be bought from shops, while Lv 3 - Lv5 are dropped by monsters from the sea.

Each coral has its own charge number. For example : 2000/2000.
Each time the magic is casted, the charge will go down : 1978/2000. (just random number)
The higher the coral level the more charges the coral has so it'll run out less quicker.

Certain corals will take up your necklace and ring slots, so explorer class will equip less rings / no necklace (if you have the coral on), but it does not make a major difference.


Skills
---------------------------
Diligence : Increase SP recovery rate of character.

Current (Requires Diligence Lv 2) : Increase movement speed of ship

Conch Armor (Requires Current Lv 1) : Increase defense of ship.

Tornado (Requires Current Lv 2) : Equip Wind Coral to twirl enemy up in the air (Level 1 consume 27 SP. Each level need 2 more SP)

Lightning Bolt (Requires Diligence Lv 1) : Equip Thunder Coral to strike enemy with lightning (Level 1 consume 25 SP. Each level need 2 more SP)
Cooldown time: At level 8 will be around 5 seconds)

Alga Entanglement (Requires Tornado Lv 5) : Use seaweed to bind and damage enemy (Level 1 consume 21 SP. Each level need 1 more SP)


Preparing your skill points + stat build towards Voyager
-------------------------------------------------------------------------
First off is to decide whether you wish to become a full time sea voyager or a half sea half land or just a full land voyager..the skills to take will be different.

You can't own any ships before level 15, so you'll be stuck on land no matter what. Level 15 ships aren't all that great, and all you can do is whack it with normal firepower because explorer has no sea attacking skills.
Is a full time sea voyager going for? Perharps not. Why?
Is true there are alot of monsters in the higher level out in the sea also, but most bosses are land type. There are very few sea bosses out there.

Also, sometimes sea monster level jumps and ship doesn't level all that fast and you'll need money to upgrade them, they aren't cheap to maintain.
You'll have to learn woodcutting to be able to recover the ship's "HP" to keep on sailing or find a habour on the islands spread out the land to restore your fuel and the ship's "HP".

The Level 50+ maze is on land, and you'll want to get level 65 sealed gear as it got good stats. If your land spells are weak, you won't make it.
Partying is a good way, but which means you have to share the boxes. (If there are two voyagers, and one box of voyager drops, who's going to take it?)
Also, no one will want to party you on land for bosses if you have no skills that benefit them.

For the skills of a half sea half land, I recommend the following :

Diligence (Lv 2) > Lightning Bolt (Lv 8) > Current (Lv 2) > Tornado (Lv 5) > Conch Armor (Lv 5) > Alga Entanglement (Lv 10)

Skill points used : 2 + 8 + 2 + 5 + 5 + 10 = 35 points.
You'll pass your second class change to up them, but the level 8 ligthing bolt is to make sure you get to level 40 as fast as possible for the nicer skills.

For a fully land type , I recommend the following :
Diligence (Lv 2) > Lightning Bolt (Lv 10) > Current (Lv 1) > Conch Armor (Lv 5)

Skill points used : 2 + 10 + 1 + 5 = 18 points. 12 points remaining at level 40.

A fully land type will not need any sea skills at all. You MAY pump some later on because some quests will require you to hit monsters in the sea for items.

I don't recommend full sea type at all..so be creative on your skills if you want to make one.


Full SPR Build towards Voyager
Because the damage on the LAND magic skills are tied to SPR, many people will go SPR route just like seal master and cleric.
The formula for damage is more complicated though because of the coral system. To put it in one simple way.. The higher your SPR and Coral level are, the longer you can attack without the coral running out of charge + more damage / strike.
Lightning Bolt has a not bad delay when it reaches level 8, but not that good when it is at lower level, best to level it to level 8 first then pump other skills. But with good SPR, it deals good damage.
At level 8, one cast of lightning bolt will require around 5.21 seconds.
The better one will come when we reach 2nd class change, with a much faster cooldown delay at maximum level, giving full SPR builds even more advantage to clear off monsters later on.

You'll have 99 SPR at level 63 (pretty much max as gear will pump you beyond 100)

SPR / CON Build towards Voyager
Although out in the sea your ship HP will get taken over by your land HP, you'll still need HP on the land. There are so much more monsters on the land especially boss types, you'll want to have slight hp for protection.

Recommended is 4 SPR to 1 CON.
4 SPR and 1 CON
80 SPR = 20 CON

80 + 20 CON = 100.. Level 63 -64 will max this out.



II a) Explorer > Voyager
Finally, your long waited good skills of Voyager!
In terms of skills, Lightning Curtain is a VERY good spell on the sea, affects the area of the spell casted, and does decent damage.

NOTE: SEA MAGIC SKILLS DAMAGE ARE NOT AFFECTED BY YOUR SPR!

Conch Ray has a faster cooldown then Lightning, their damage aren't that different, but Conch Ray can attack at one straight line of enemies.


Skills
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Conch Ray (Requires Conch Armor Lv 5) : Use Strike Coral to damage enemies in a straight line (Level 1 consume 23 SP. Each level need 3 more SP)
Cooldown time: At level 8 will be around 2.2 seconds)

Tail Wind (Requires Tornado Lv 4) : Use Wind Coral to summon wind and boost movement of ships in an area (Level 1 consume 23 SP. Each level need 3 more SP)

Whirlpool (Requires Tail Wind Lv 4) : Create a whirlpool to decrease movement speed of enemy ships in an area (Level 1 consume 21 SP. Each level need 1 more SP)

Fog (Requires Tail Wind Lv 2) : Use Fog Coral to decrease attack of enemies in an area (Level 1 consume 21 SP. Each level need 1 more SP)

Lightning Curtain (Requires Lightning Lv 8) : Use Thunder Coral to create a thunderstorm that damage enemies in an area (Level 1 consume 21 SP. Each level need 1 more SP)


Recommended Skill Point usage for Voyager
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This skill build is recommended for people who's going half sea and half land route :

Tail Wind (Lv 1) > Then either Conch Ray (Lv 10) first or Lightning Curtain (Lv 10) first depending on where you wish to level for the next few levels or so.

For people on Pure land route :
Conch Ray (Lv 10)
the rest up to you, pump back some sea skills or pump SP recovery etc.


Finishing the maximum potential builds for Voyager
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After 63 or 64 levels of pumping SPR , we can finally start to pump HP to make us stronger and die less...just like all classes I explained so far.

If you used the SPR / CON build, finish SPR to 100, then back to CON again.

As the reasons are stated so many times, HP will benefit you in all sort of ways.

1) Maze - Maze is a ground of OPEN FIGHT (PK), which means people can kill you. And I've got cases where people was trying to kill me so they could snatch my tresure chest etc. And monsters in there are insane (Especially the level 50+ maze)

2) Boss - Same old reason. Area of effect = affects you = more HP = die less

3) Monster killing - More HP = if you get surrounded you can still run without dying among with pot jamming (can't really jam anyway..doesn't let you)

4) PKing - Damage is important , but if you die in one hit then what's the point right?

5) Guild War - No one likes you dead in the guild war, your guild needs all your support.


Boss Killing / Partying
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Voyager's role in partying is using Conch Ray or Lightning..depending on whether the monsters are lined up and how many there are.

Conch Ray maxed has a cooldown time of 2.26seconds, which is much faster then Lightning.


Boss Killing..I would say stay a maximum distance and fire Conch Ray near the boss as it should fire damage on him too, cause if it is near the boss, the ray will extend through the boss, thus damaging him. Remember to watch your HP and sit if your SP is running out or use SP pots.

Pking

Voyager doesn't have any negative effect spells so is pretty much the same strat for all the characters.

Best combo is Conch Ray > Lightning > Conch Ray
At level 10 for Conch Ray and level 8 for Lightining, their timing matches nicely in this order.
They're both far range spells so use it at your advantage to run, and Conch Ray near the line they'll step on.


=====================================================
IV) Hunter

Character that is able to change to Hunter: Phyllis , Lance

Some general things
Hunter uses bow in the beginning, but after class change the major will be on guns.
All the class skills before class change to sharpshooter = bows.. so becareful on your skill points.

You do not need ammo to fire your bows or guns, which is good . (Waste less inventory space..!)

HP is still a main factor to this class, but not until later. So you don't have to spend any points on CON..YET.

AGI = Evasion but you'll miss more then ACC (not to mention boss + later monsters evade just as good)

ACC = Hit rate + damage..hurts more, but kills faster.


Skills
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Range Mastery : Increase attack when using long-range weapon

Windwalk (Requires Range Mastery Lv 2) : Increase movement speed of character

Rousing (Requires Wind Walk Lv 4) : Increase attack speed of character (Fix consumption of 35 SP)

Venom Arrow (Requires Dual Shot Lv 4) : Put enemy into poison status (Fix consumption of 15 SP)

Dual Shot (Requires Range Mastery Lv 3) : Two continuous attack on a single target (Fix consumption of 20 SP)

Frozen Arrow (Requires Dual Shot Lv 2) : Damage and slow down target (Fix consumption of 15 SP)

Meteor Shower (Requires Frozen Arrow Lv 5) : Shoot down a rain of arrows damaging enemies in an area (Fix consumption of 46 SP).


Preparing your skill points + stat build towards SharpShooter
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Because later on all the strong weapon for sharpshooter will be Guns, it is pointless so waste so many points on bows. Remember, this game is to build something that BENEFITS you IN THE END.

Because we'll still be using bow for the first 30 levels, we'll still need to pump something so we can level.

First thing is Gun mastery requires range mastery to be at level 10, so we'll need that for sure.

Bow Mastery (Lv 10)

You can either stop here for 20 points remaining and waste them all on gun right away (more effective), or if you must, pump ONE KIND OF ATTACK For bow only.

Bow Mastery (Lv 10) > Dual Shot (Lv 2)
But don't go further than that! Save all the points remaining for your second class change.


Full AGI Build towards SharpShooter
Perharps speed is still very appealing to most people, especially for range, the faster you're, the less the monsters will HURT you..RIGHT?

However, it is only true when you're lower level. AGI increases your speed of attack and evasion, but what about your damage?
Your damage doesn't go up unless you spend points on ACC..Which is also your hit rate.

This build was popular in the beginning, but slowly became less popular as damage wasn't satisfying and the hit rate fom the fast speed doesn't really keep up with the ones with ACC to blast enemies with more hits that actually damage.

HP is still a continue issue, but because you're range, run back, let the monster turn around, and shoot again.

Level 63-64 = 100 AGI (RAW)


Full ACC Build towards SharpShooter
This build is a high damage, normal attack speed, but decent.
Sharpshooter is range, so you can run if the monsters gets close to you. Monsters will only chase you up to a distance, so if it turns around, shoot it again right away.

Just becareful with your HP ..buying +CON gear is highly recommended.
But those who strive for speed only and not damage, then this build isn't for you.


ACC / AGI Build towards SharpShooter
This build is still with high damage, but with a slighty faster speed.
Because range is far distance, having a slight speed will put more shots on the monsters yet with a high end damage / high hit rate from ACC.

4 ACC = 1 AGI
OR
3 ACC = 2 AGI

Some people perfer still slighty higher speed then damage. So depending on what you like..pick 4 ACC or 3 ACC.


IV a) Hunter > SharpShooter
After your class change, all the strong attack weapons will be on guns. Then all your bow (attack) skills are going to become useless. Hopefully you didn't waste all your skill points on Bows.


Skills
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FireGun Mastery (Requires Bow Mastery Lv 10): Increase attack when using firegun

Cripple (Requires Frozen Arrow Lv 5) : Decrease movement speed and dodge rate of enemy (Level 1 consume 10 SP. Each level need 0.5 more SP)

Enfeeble (Requires Cripple Lv 5) : Decrease attack and prevent enemy from using skill (Level 1 consume 26 SP. Each level need 1 more SP)

Headshot (Requires Enfeeble Lv 5) : Ignore target's defense and deal maximum damage (Level 1 consume 32 SP. Each level need 2 more SP)

Magma Bullet (Requires FireGun Mastery Lv 5) : Burn the ground damaging enemies in an area continuously (Level 1 consume 17 SP. Each level need 2 more SP)


Recommended Skill Point usage for SharpShooter
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First thing is to use points on FireGun mastery.

FireGun Mastery (Lv 10)

If you haven't pump Dual shot ..then pump it to level 2

FireGun Mastery (Lv 10) > Dual Shot (Lv 2)

Now we'll go finish the pre-req for the other gun skills.

FireGun Mastery (Lv 10) > Dual Shot (Lv 2) > Frozen Arrow (Lv 5) > Cripple (Lv 5) > WindWalk (Lv 4) > Rousing (Lv 1) > Enfeeble (Lv 5) > Headshot (Lv 10) > Magma Bullet (Lv 1)

Such a long list to learn..such little points..
10 + 2 + 5 + 5 + 4 + 1 + 5 + 10 + 1 = 10 + 10 + 10 = 30 + 13 = 43
30 - 12 = 18 points left on level 40.
43 points to learn all that after class change.
41 points to learn all that if you already leanrt dual shot to level 2.

41 - 18 = 23 levels ^^; not too bad .


Finishing the maximum potential builds for SharpShooter
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CON! Sharpshooter has the lowest HP potential class. Unless you want to die in one hit later, don't put points on CON.

Yes AGI seems appealing if you went fully ACC..but you need HP later on.

Yes ACC is important for hit rate, but you can use rings (But perfered you use Critial Rate) ..but you still need HP argh.


Same old reasons :
1) Boss Hurts - Sharpshooter is low on HP potential, UP it or die in one hit

2) Monsters - they don't die before they come to you for sure later on (most of them)

3) Unless you want to die quickly to one shot death especailly from SPR types, don't pump HP.

4) Guild War - Stay alive longer than one shot or don't come

5) Maze - Is open PK..want treasures? don't die.


Boss Killing / Partying
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Archer's role in boss killing is to cast the negative status. Cripple, Enfeeble
Then attack. Repeat.

Partying.. Headshot..if alot..Cripple..Enfeeble..attack..repeat

Just watch your HP in all cases, have your hand ready on the pot button.


Pking

Any class this chain setup is good.

Enfeeble > Cripple > Headshot > Normal attack.

But because sharpshooter hp is low, you must make sure they can't use their skill and you Cripple them immediatly to slow them down to snail speed so they can't chase you, and headshot them right away. It'll deal alot of damage

 

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