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Minecraft: Building Exteriors!

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Hello! It is I, Dragon Souped, also known as Saltasaur in-game. Houses are some of the most common builds you’ll find in Minecraft, and in this video, I’ll be showing you how to make one look good from the outside. Firstly, you will want to make a sort of “skeleton” of what you want to make. Don’t just make a square or rectangular box, or else you’ll bore players. Use this time to plan out the general size, materials and shape of the house. Do note that there’s nothing stopping you from using curves. From there, you’ll want to flesh out your “skeleton” and fill in the walls. You may use the same block, or in my case, use a different block with the same color scheme. After doing so, you can build the roof by placing down the general pattern of it and copying it through the build. Use stairs and slabs to make your roof interesting. A rule that most players follow when building a roof is to leave an overhang, or the walls may look too flat. In my example, I’m building a sloped roof over this house.

With more modern buildings, you may want to just have a flat roof. Don’t forget to fill in any new spaces for walls once you’ve finished your roof. Once that’s done, your house should now be taking shape but will lack detail. Newer builders stop at this phase, but you shouldn’t do that. Instead, look at what you can do to make your house look nicer.

In my example, I’ll be adding windows, a chimney and extra supports. Use trapdoors, fences and other partial blocks to add depth and detail to a structure. Here, I’m adding fences to the corners of the house. A tip I can give here is to follow the rule of gravity. Although blocks can float midair, a house that doesn’t have supports will look quite weird. Try not to over-detail your house either, as an extremely detailed house won’t be good on a player’s eyes. And here is my finished example. I’ve used stairs and fences the most here, but you may want to do things differently. It’s your build. I’ve also used a ton of different blocks in my exterior, but you can make one with very little, especially with modern houses.

Thanks for watching! If you enjoyed this video, be sure to leave a like and subscribe. Make sure to check out my other videos, too! This is Dragon Souped signing out..

As found on Youtube

The Most Unique Laptops You Can Buy…

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– Hey guys, this is Austin. We take a look at normal-looking laptops all day long, but when Intel reached out and wanted to sponsor a video on some slightly more unique designs, well, it didn’t take long for me to say yes. First off, we have the HP Pavilion x360, and this might look like a normal laptop, but in fact it’s going to be a full 2-in-1. You can tell it’s a 2-in-1 because, well, we can do pretty much anything you want including bending it all the way backward. So what’s cool about this is that you can really use it as sort of the best of both worlds. So if I wanna use it as a standard-looking laptop I can set it here, I’ve got my touchpad, I’ve got my keyboard, I’ve got the touchscreen, but we also do have the additional modes the 2-in-1 allows. So say you’re on a plane and you don’t wanna have a giant 15-inch laptop in your little tray table. Well, you can flip it around like this and get tent mode to, say, watch some Netflix or some super-cool YouTube videos.

And, of course, you’re also going to have the flexibility of just flipping them around like this if you want to do like a presentation or, again, watch some video. And, of course, there’s going to be a wide range of 2-in-1s available most of which are actually going to be smaller than this Pavilion. So especially you have some of them, they’re in the 11 to 13-inch range, feel much better, especially on the tablet side, but what you’re getting here is something that can do everything. And one of the most important parts with this HP is that it does it without compromising on performance. Inside, you’re going to be getting an eighth-generation Core i7-8550U. Now, with these new Intel chips what you’re getting is an upgraded from dual-core to quad-core processors, and that is a big deal on something that’s going to be fairly thin and light. Essentially what it means is that you’re going to be getting the most performance possible out of such a thin, light form factor. And specifically with this Pavilion, you’re also going to be getting the dedicated Radeon graphics, you’re going to be getting Intel Optane tech.

There’s really a lot to like with a form factor like this, especially considering that it is not even the weirdest laptop that we’re going to take a look at. In fact, it’s downright practical and normal, not even slightly weird. If portability is really what you’re after though, you might wanna take a look at this, the Lenovo Yoga Book, very possibly the smallest legit laptop that I’ve ever actually taken a look at. Now, this isn’t actually a brand new product. It originally came out in 2016, and back then I did do a video on the Android version of this, however, I now have a Windows version and I’ve gotta say this is, well, it’s unusual. At first glance, you’re getting a tiny 10.1-inch laptop, but because it’s got that signature Lenovo hinge, you also are going to be getting a full 2-in-1.

The advantage here really is in portability. This is so thin and so light that it’s easy to just toss it in a bag and forget about it. And because it is going to be so small, it actually makes a pretty decent little tablet, especially considering the keyboard, well, it’s a little bit different. So this is what Lenovo calls their Halo keyboard, and as you might have imagined, this actually doesn’t have any physical press.

So essentially you can imagine it as a giant touchpad. So it feels like tapping on a tablet and it’s maybe not the greatest experience, but it does allow some really cool functionality. You can use the included stylus with the touchscreen like most other laptops. What’s interesting about this is that if you go to the keyboard and you press the little pin button, that’s going to disable all keyboard presses except for what you’re going to be getting from the stylus. Essentially what this is going to turn into is something very similar to a Wacom tablet. You can use this to not only navigate Windows, but more importantly it’s going to be available in stuff like OneNote to actually allow you to sketch without sort of blocking the whole screen while you do it. Look, this isn’t going to be the most practical 2-in-1 in the world. Not only is it not going to be incredibly powerful, it is using an Intel Atom chip as opposed to a Core, and on top of that, the ports are going to be pretty minimal. It even uses Micro-USB for charging and you only get a Micro-HDMI out as well as a headphone jack.

But, especially considering how much the price has come down, if you’re looking for something that’s going to be just a little bit different, the Yoga Book definitely qualifies. Next, we have something that is quite possibly one of the most unique laptops that you’ll ever find. This is the brand new GPD Pocket 2. As you can see, well, it doesn’t get much smaller than this. With a 7-inch display, yeah, this is going to be tiny.

Now, there are definitely going to be sacrifices with something like this. The keyboard in particular, even though it’s actually going to be a lot better than the original pocket, is still going to be very small and the layout is going to be a little bit unusual. But, again, consider. Look how tiny this thing is. It’s legitimately pocketable, and this is going to be a full Windows PC. Now, inside this guy you’re going to find a full Intel Core m3 processor. Now, no, it’s not going to be some crazy powerhouse, but what you’re getting here is actually a pretty surprising level of performance in something that’s going to be so thin and small.

And, no, it’s not going to be a full gaming PC, but considering how tiny it is, it’s actually going to be more than powerful enough for well, pretty much anything that I would ever do with it. Except video editing, I guess, but I don’t think. Oh, whoa, dude, we actually could video edit on this! Oh, we shoulda thought about that earlier. This actually would totally be able to video edit. So it does only have 4 gigs of RAM, which is not going to be a ton, but with a full Core processor inside, it actually might not be that bad.

And one of the cool things about it is, in addition to the nice aluminum design, you’ve got a solid amount of ports. So you’ve got two full-size USB-A ports, as well as a USB-C, and a microSD. The GPD Pocket 2 is definitely not going to be for everyone. So this is really going to be for someone who wants something that’s going to be super pocketable, legitimately actually pocketable, but is still going to give you the full Windows PC experience. So maybe you wanna do a little bit of web-browsing, you need some specific Windows apps, or you just wanna do a little bit of tiny gaming on the go, the Pocket’s actually not bad at all.

Next, we’ve got the big guy, the Microsoft Surface Book 2. Now, this takes a lot of what makes some of the other systems cool and just adds the whole tablet aspect. There are a ton of different ways that you can use the Surface Book. Now, the first and the most obvious of which is going to be using it as a tablet. So it’s not every day that you get to try a 15-inch Core i7-powered tablet, but once you detach it from the keyboard dock it’s pretty much what you’re getting here. This is going to house almost all the internals of the laptop including it’s own battery, the Core i7 8650U, the memory, the SSD, pretty much the only things you’re going to be losing here are going to be some of the ports. However, as soon as you drop it onto the dock you’re going to be getting all of that back and then some, if I can line it up correctly.

So once you drop it on, not only are you of course going to be getting the keyboard, the track pad, as well as a fair few USB ports, SD card, that kinda stuff, this is also going to contain a much larger battery and a dedicated Nvidia GTX 1060 GPU. A lot of this is thanks to the hinge. There’s a little bit of unusual design. So as I close it, it almost looks like a vertebrae, and one of the only real issues here is that it actually does leave the laptop slightly exposed to stuff like dust and whatnot, but it allows this whole form factor to actually work. Now, when you use it as a laptop the fundamentals are absolutely there. You’re getting a super high-resolution 15-inch display with Windows Hello support, the keyboard is backlit, it feels great, the touchpad’s there. Really, you’re not going to be giving up anything besides a fair bit of money when you pick up the Surface Book. (laughing) There’s also going to be a 13-inch variety if you want something that is going to be a little bit smaller.

But it’s really cool just how much engineering has gone into making something like this work. Now, no, it’s not going to be completely perfect. Again, I wish it would actually close just a little bit more, but if you’ve got a pricetag, if you’ve got a budget, if you wanna get something that’s going to give you a ton of power and a ton of flexibility, it’s hard to go wrong with the Surface Book 2. What gets me excited is just how many different designs there are out there. Now, don’t get me wrong, you might wanna use a standard laptop and that might be best for you, but as far as I’m concerned, the weirder, the cooler, the more interesting, the better..

As found on Youtube

Top 25 Free iOS Adventure Games of All Time

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25. Match Land Similar to Japan’s Puzzles & Dragons, form yourself a versatile team of heroes and face them off against critters that are just too cute to be demolished. It’s a delightful game that brings back the Match-three to its more enjoyable roots. It has a PlayScore of 24. Tinker Island: Survival Adventure Get a feel of the castaway experience in this adventure survival game from Kongregate. Marooned on a remote island, become the leader of a pack of shipwrecked survivors. Decide the destiny of each man in a battle against the elements, and a bestiary of fantastical beasts. It has a PlayScore of 23. ARK: Survival Evolved Widening the horizons for mobile sandbox gaming, ARK is a pocket friendly version of the primitive paradise that is this open world survival game. Live side by side with the lands’ most ferocious beasts and tame the wilderness using the power of smarts. Craft your own adventure with a PlayScore of 22. Dragon Land Not as deadly as the dinosaurs of ARK, Dragon Land offers another kind of entertainment. Marketed as a platform adventure, meander around their over 100 levels and go on a collecting spree with dozens of dragons and skins to choose from.

It has a PlayScore of 21. Cube Escape: The Cave Deep into Rusty Lake is a lingering mystery that’s been the subject of many of their escape games. In this ninth chapter to their series, step inside the cave and witness a harrowing story in this point and click adventure game. It has a PlayScore of 20. Full of Stars Humanity is at the brink of extinction. Take the role of a space-daring captain in his quest to restore humanity in a story-driven adventure. Upgrade, expand and power-up your ship to travel seamlessly around the galaxy. Choices matter and the narrative goes deeper than you thought out to be. At the end of the day, it’s all about survival. It has a PlayScore of 19. Geostorm Compared to the startling disappointment of its environmental disaster movie tie-in, Geostorm gained a notable success among the mobile masses.

Taking on Square Enix’s Go aesthetics, delve into the games’ threefold storyline and put a stop to the looming apocalypse. It has a PlayScore of 18. Super Dangerous Dungeons Timmy the treasure hunter’s obviously got one thing on his mind, and he’s about to find it in the super dangerous dungeons of this indie adventure platformer. Crafted in the style of retro platforming classics, venture through its tortuous halls and find each of their secret stages. It has a PlayScore of 17. Ice Age Adventures Gameloft takes us on an cold, prehistoric escapade with Ice Age Adventures. Inspired by the Blue Skies Studios Franchise, we take on the role of Sid as he tries to rescue his friends and baby animals. It has a Playscore of 16. Mimpi If you loved the colors of the monumental mobile game, monument valley, then you’ll appreciate cotton candy aesthetics of Dreadlocks’ puzzle platformer. Play as their titular Mimpi and help him navigate through various worlds to find his beloved master.

It has a PlayScore of 15. Sky Chasers Bring out your childish imaginations as we return to the magic boxes of our youth. Step inside this kid’s cardboard box, and explore their expertly designed pixel landscapes while collecting golden coins along the way. A charming puzzler, it has a PlayScore of 14. Silly Sausage: Doggy Dessert From the childishly wondrous to the downright silly. Bite into the sweet delights of this stretchy doggo’s dessert-filled worlds and prepare yourself for a frenzied sugar rush. A sequel to this silly sausage’s savory adventures in Meat Land, it has a PlayScore of 13. The Quest Keeper Begin your journey to become dungeon master as you try to conquer the many challenges hidden beneath this voxel crypt. With its 10 unique quests, the Quest Keeper keeps you on your toes, offering you endless hours of dungeon-crawling action. It has a PlayScore of 12. Deep Loot Dive into the the depths of this retro adventure, and discover what lies under its infinite waters. Find the valued treasures amidst the lost ruins, and use the power of coin to unlock access towards the unique artifacts of the abyss. Give in to pressure, with a Playscore of 11. Cally’s Caves 3 Another adventure platformer, this time from the perspective of the brave Cally.

The third installment of her spelunking adventures, help her on her quest to free her parents from the grip of her archnemesis. With metroidvania style exploration spread of 10 zones, it has a PlayScore of 10. Silly Walks Not as ubiquitous as the the Monty Python ministry, but it’s just as fun. Take control of a bunch of sentient foodstuff and aid them in their quest to rescue their friends from the evil Blender. Defeat bumbling bosses, race around their silly tracks. It has a PlayScore of 9. My Horse Prince Taking a dip into the realm of weird, My Horse Prince lets you live out the fantasy of having a handsome, human faced horse. Playing this game will definitely wipe off your long face as you take care of your magnificent beast throughout their peculiar storyline. It has a PlayScore of 8.

Hoppenhelm Help Sir Hoppenhelm escape the dungeon of his castle by jumping, blocking, and slashing his way to safety. Avoid various traps such as pitfalls, fireballs, and a rising lava from taking your life. Brace through its arcade platform action in randomly generated fun. It has a PlayScore of 7. OPUS: Rocket of Whispers Stories are a central part of the videogame experience, and there’s no shortage of that in SIGONO’s latest installment. A follow up to “The Day We Found Earth,” scavenge the snowy post apocalyptic world with the newly awakened protagonists as they devise ways to escape their tragic fate. With an emotional new tale and an equally magnetic soundtrack, it receives a PlayScore of 6. Star Billions: A Sci-Fi Adventure With humanity in the brink of extinction, it’s up to the brave animal crew of SS Little Brother to save them. Steer the narrative your way using the power of choice and watch how the events unfold through every exciting chapter.

A suspenseful final chapter for the furry (and slimy) bunch, it has a PlayScore of 5. Valiant Hearts: The Great War Veering away from the usual action of wargames, Ubisoft shines a spotlight on the seemingly ordinary lives of four different people. Witness the battle from their varying perspectives, and see how their stories intertwine into a heartwarming tale of love and friendship. It has a PlayScore of 4. Playdead’s INSIDE Crossing over from their PC origins, PlayDead’s award-winning indie platformer struts its dystopian on the iOS. Step in the shoes of a young boy as he attempts escape from the Orwellian hold of their evil government.

Packed with thought provoking puzzles and with no shortage of style, it has a PlayScore of 3. DERE EVIL EXE One part platformer and another part pants-shitting thriller, Dere Evil Exe takes a page from the retro playbook while adding their own bits of creepy, meta narrative. Play as the silent hero Knightly, and jump, run, and manipulate your way through the game’s deceptively vibrant landscapes. It has a PlayScore of 2. Starlit Adventures Fall in love with another Kiki and travel along with Bo as they journey hand in hand through a gauntlet of brain-teasing puzzles. Wrapped in rich visuals and filled to the brim with enjoyable content spread over 8 unique worlds, the duo’s colorcoded adventures is a stellar piece of work. It has a PlayScore of 1. And the best FREE iOS adventure game is Stranger Things: The Game One of the best netflix series of recent times, it’s no surprise that the people behind Stranger things knows a thing or two about marketing.

Tying in with the series’ second season, hang out with the Hawkins gang and go on a curiosity voyage around their fittingly SNES-like environments. Short but impressively deep and polished, it receives a PlayScore of 8.82.

As found on Youtube

Battleground Basics in ESO By: Deltia

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Welcome to part two of the Battleground Bully series where we cover The Elder Scrolls Online (ESO) Battleground Basics. Battlegrounds (BGs) are instanced based small-scale Player vs. Player (PvP) with three teams of four players each. BGs are not faction specific, meaning an Ebonheart Pact player may group with a Daggerfall Covenant player and queue up together. You can also queue solo or with up to four people in your group. Keep reading for how to get started, incentives, and general strategies!

Getting Started

You must be at least level 10 in order to start queuing for BGs. To start, simply click your group menu button, go to Battlegrounds, then you have a choice of options. Randomly queuing daily gives a nice reward while choosing a specific mode does not. Newer players looking to experience BGs and find their niche should hit random. Leaving a BG early will incur a penalty not allowing you to queue for 20 minutes, so don’t rage quit! Champion Points (CP) are currently disabled in BGs allowing new or returning players to enjoy the content rather than spending hours catching up.

Once queued, you’ll be placed in a Match Making Ranking (MMR) system with the pool of other players. MMR is a complex topic and will be covered in a separate article later. Essentially, the higher your rating (medals earned weekly), the more likely you are to face higher ranked players. When starting BGs, you’ll likely get queue pops quickly and play matches repeatedly without having to wait. The higher you are on the leader board, the more likely you are to wait to be paired with similar players. Keep in mind this isn’t always the case as the players base could be massive at peak hours and low during off hours.

Battleground matches typically last ten minutes. though they can last a maximum of 15 minutes. Game modes currently have a max score of 500. There are also two different brackets for players, levels 10-49 and 50 or end game players. You can also queue while in Cyrodiil or anywhere else in the world making it very accessible. Upon entering the BG you will be assigned one of three teams Green (Pit Daemons), Orange (Fire Drakes), or Purple (Storm Lords).
Modes and Maps

The game currently has five different game types broken down into three different categories in which you can select via group activity finder (adding with more DLC). We will cover strategies and Meta in later posts but this is an overview of the system. The first to 500 win the match (or the team with the highest after 15 minute duration). Keep in mind, winning a match and moving up the leader board are two separate things. We will cover more information on leader boards and medals below.

Modes

Deathmatch – Killing opponents gives points (sigils may/may not be removed).

Flag Games

Capture the Relic- Three relics, one for each team. You must own your team’s relic in order to steal and capture another team’s (100 points each score). Once you score or capture a relic, it is returned to that team’s base. In order to pick up the opponents relic you must be stationary and not taking damage, stunned or interrupted. If you die carrying the relic, it will remain in place for 10 seconds before returning to base automatically. Think of this as a three way capture the flag.
Chaosball – The purpose of this game is to score points by holding the ball as long as possible. As you hold the ball, you’ll progressively start taking more damage from the ball. There’s also a big red circle that amplifies the damage if teammates remain inside it. When a player dies, anyone can pick up the ball assuming they are not stunned or incapacitated.

Land Grab

Crazy King – The goal of Crazy king is to capture a specific flag point that needs to be held by your team (maximum of two points). Think of the flag point as a resource/keep flag point. The more people standing on it from your team, the faster you “flip” it. Once captured fully, you’ll start earning points until another team flips it to their team.
Domination – This mode is similar to Crazy King but there are more points and they change position more often. Think of it as mobile king of the hill.

Maps

Ald Carac: A Dwemer city ruin with environmental damage on the bottom floor center.
Foyada Quarry: A quarry set in the shadow of Red Mountain. This map features tons of knock back points that you can kill your enemy with environmental damage.
Ularra: An old overgrown Daedric worshiping site with a massive central point that you have to “teleport” to to access.
Arcane University: A ruined outer district of the Imperial City, once Tamriel’s center of magical learning (Horns of the Reach DLC).
Mor Khazgur: An Orcish stronghold on the eastern slopes of the Druadach Mountains (Dragonbones DLC)
Deeping Drome: A cavern containing a mysterious Dwemer ruin (Dragonbones DLC)
Istirus Outpost: A fortification in southwestern Cyrodiil (added in Wolfhunter DLC)

Leaderboards

Battlegrounds feature three separate leader boards that reset every week (same time as Veteran Maelstrom Arena/Trials/Etc.). These leader boards are broken down into Death match, Flag Games and Land Grab. You earn points via medals which are listed below or found in game under Help>Tutorial>Battleground. While winning influences the rewards you receive at the end, it does not influence medals. Medals from each match are awarded for specific actions like a huge 10,000 point damage hit or holding the Chaos-ball for 60 seconds. Medals alone give you a score which applies to your leader board ranking, not wins or losses. I’m not a fan of this, but it’s the reality in ESO.

So if you’re looking to be competitive, you’ll really need to think about your build and how it fits into a specific mode. For instance, a heavily armored tank is going to have a hard time climbing the deathwatch leader boards. You can access these leader boards within your journal like you would for Maelstrom, Dragonstar Arena, Trials, etc.
Medals

Medals: Team Death match

Damage

Bruiser (50 points): Deal at least 5k damage
Fearsome Fighter (100 points): Deal at least 25k damage
Gladiator (200 points): Deal at least 50k damage
Heavy Hitter (5 points*): Score a 10k damage hit
Crushing Blow (10 points*): Score a 11.75k damage hit

Healing

Minor Mender (50 points): Heal for at least 5k damage
Heroic Healer (100 points): Heal for at least 25k damage
Medic (200 points): Heal for at least 50k damage
Fearless Physician (400 points): Heal for at least 375k damage
Critical Heal (5 points*): Score a 7.5k healing hit
Rapid Recovery (10 points*): Score a 15k healing hit

Kills

First Strike (111 points): Earn the 1stkilling blow
Assist (100 points*): Help a team mate kill an enemy player
Killing Blow (100 points*): Earn a killing blow
Double Kill (222 points*): Kill a player within 10 seconds of a prior kill
Triple Kill (333 points*): Kill a player within 10
Quadruple Kill (444 points*): Kill a player with 10 seconds of a earning a triple kill

Medals: Capture the Relic

Relic Capture

First Relic (111 points: Capture the first Relic of a match
Relic Runner (500 points*): Capture a Relic
Relic Hunter (100 points*): Kill a Relic carrier
Assist (100 points*): Help a team mate kill a Relic carrier

Damage

Relic Brusier (50 points): Deal 5k damage to Relic carriers
Relic Fearsome Fighter (100 points): Deal 25k damage to Relic carriers
Relic Gladiator (200 points): Deal 50k damage to Relic carriers
Relic Champion (400 points): Deal 375k damage to Relic carriers
Relic Crushing Blow (10 points*): Score an 11.75 damage hit to a Relic carrier

Healing

Humble Protection (100 points): Do 5k healing on a Relic carrier
Devoted Protection (200 points0: Do 18.7k healing on a Relic carrier
Relic Protector (300 points): Do 37.5k healing on a Relic carrier
Relic Guardian (400 points): Do 375k healing on Relic carriers
Critical Healer (100 points*): Score a 7.5k healing hit on a Relic carrier

Domination

Capture Points

Dominator (100 points*): Capture a capture point
Vigilant Defender (500 points*): Earn 250 defense points at a capture point

Defense

Gleaming Guardian (50 points): Take 15k damage
Dauntless Defender (100 points): Take 30k damage
Valiant Vanguard (200 points: Take 60k damage
Steady Centurion (400 points): Take 250k damage
Iron Soul (50 points*): Survive a 10k damage hit
Steel Skin (50 points*): Survive an 11.75k damage hit

Healing

Humble Protector (100 points): Do 5k healing while defending a capture point
Devoted Protector (200 points: Do 25k healing while defending a capture point
Sublime Protector (300 points): Do 37.5k healing while defending a capture point
Divine Protector (500 points): Do 375k healing while defending a capture point
Helping Hand (50 points*): Score a 10k healing hit on an ally defender

Damage

Offensive Execution (10 points*): Kill a defender at a capture point
Defensive Execution (5 points*): Kill an attacker while defending a capture point

Medals: Chaosball

Chaosball Carry

First Carry (10 points): First player to pick up the CHaosball
Ball Bearer (33 points*): Earn points by carrying the Chaosball
Thirty Second Carry (300 points*): Carry Chaosball for 30s
Sixty Second Carry (600 points*): Carry Chaosball for 60s
Nighty Second Carry (900 points*): Carry Chaosball for 90s

Damage

Chaos Bruiser (50 points): Deal 5k damage to Chaosball carriers
Chaos Devastator (100 points): Deal 25k damage to Chaosball carriers
Chaos Destroyer (200 points): Deal 50k damage to Chaosball carriers
Chaos Champion (400 points): Deal 500k damage to Chaosball carriers
Ball Buster (10 points*): Score a 11.75k damage hit on a Chaosball carrier
Chaos Hunter (100 points*): Kill a Chaosball carrier
Assist (100 points*): Help kill a carrier

Healing

Chaos Protector (100 points): Do 5k healing to Chaosball carriers
Chaos Healer (200 points): Do 25k healing to Chaosball carriers
Chaos Shaman (200 points): Do 50k healing to Chaosball carriers
Chaos Guardian (400 points): Do 375k healing to Chaosball carriers
Chaos Mender (100 points*): Score a 5k healing hit on a Chaosball carrier

Medals: Crazy King

Capture Points

Dominator (100 points*): Capture a capture point
Vigilant Defender (500 points*): Earn 250 defense points at a capture point
Offensive Execution (10 points*): Kill a defender at a capture point
Defensive Execution (5 points*): Kill an attacker while defending a capture point

Defense

Gleaming Guardian (50 points): Take 15k damage
Dauntless Defender (100 points): Take 30k damage
Valiant Vanguard (200 points): Take 60k damage
Steady Centurion (400 points): Take 250k damage
Iron Soul (50 points*): Survive a 10k damage hit
Steel Skin (50 points*): Survive an 11.75k damage hit

Healing

Humble Protector (100 points): Do 5k healing while defending a capture point
Devoted Protector (200 points: Do 25k healing while defending a capture point
Sublime Protector (300 points): Do 37.5k healing while defending a capture point
Divine Protector (500 points): Do 375k healing while defending a capture point
Helping Hand (50 points*): Score a 10k healing hit on an ally defender

Incentives

Besides the pure enjoyment of nuking other players in BGs, there are a decent amount of incentives. After each match you will be awarded item(s) (in mail), gold, experience and Alliance Points (AP). Medals and how your team placed determine the quality of your reward. You can also earn a gold item or the highest quality item from the weekly leader board (top 500 players) for each category (death match, flag or land grab). There are also a number of achievements, dyes and titles to obtain and the game keeps expanding on the rewards system.

Here are the Battleground items you’ll receive in the mail (set bonuses subject to change with future patches). Keep in mind they come in different armor weights, jewelry and weapons.

Wizard’s Riposte (light armor weight only)

(2) Max Health
(3) Spell Damage
(4) Magicka Recovery
(5) When you take Critical Damage, you apply Minor Maim to the enemy for 15 seconds, reducing their damage done by 15%.

Knight Slayer (Light armor weight only)

(2) Max Magicka
(3) Spell Damage
(4) Max Health
(5) Your fully-charged Heavy Attacks against Players deal an additional 8% of their Max Health as Oblivion Damage.

Coward’s Gear (Medium armor weight only)

(2) Max Health
(3) Stamina Recovery
(4) Stamina Recovery
(5) While Sprinting you gain Major Expedition and Major Protection, increasing your Movement Speed and reducing your damage taken by 30%.

Vanguard’s Challenge (Heavy armor weight only)

(2) Max Health
(3) Max Health
(4) Healing Taken
(5) When you taunt an enemy Player, they deal 50% less damage to all other Players but 100% more damage to you for 15 seconds. This effect is lost if you enter sneak, invisibility, or move further than 28 meters away from the enemy player.

Impregnable Armor (All armor weight)

(2) Max Health
(3) Max Stamina
(4) Max Magicka
(5) Adds 2500 Critical Resistance

General Strategies

Learning Tax

Plan on dying a lot, getting frustrated, and not understanding what’s going on. This happens learning any new “thing” and BGs are no different. Stick with it. Once you understand what mode(s) you enjoy, then you can start changing your build (skills, gear, passives, etc.) to suit that role and excel.

Build for Mode

If you truly want to optimize your build and maximize your character, pick for a specific mode. Sure hybrids work and there are great all-around builds, but most players will benefit from specialization. More in-depth strategy later but here’s a quick list.

Death match – Have an execute ability, gear for high damage, even retrait jewelry to buff execute damage.
Land grab – Focus on speed and survivability. Bring speed potions, retrait jewelry for speed, even change mundus stone to have a super agile character that can zip around the map
Flag games – Pick a specific role that you can fulfill like a monster tank that makes sure no one grabs their Relic. Play a stealthy Nightblade that takes out Relic protectors and carriers. Even a healer is very useful in this mode.

Play for Fun or Nah?

The last thing you should decide if you’re going to play for fun or seriously try to get #1 on the leader board. This will determine how medal hungry you become. Building a heavy hitting execute machine in death match in order to reach #1 in a week will take a lot more effort and determination than queuing up for two hours on a Saturday.

That concludes a basic overview of Battlegrounds. In our next article, we will be covering class strengths and weakness so you can see what suits you best. Thanks for reading and stopping by the website!

My website post here.

Platinum guide for Warframe By: Degurechaff97

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New players usually ask what to buy. I listed them down there. You can use the warframe.market site for trading. You can use the warframe.builder site for builds.
Prices on this list are for August 11 – 2018.

Necessarily Mods : 

Primed Flow – 130 P (If You cant buy this. You can use Normal Flow. Price 2 plat)
Primed Continuity – 95 P
Intensify – 2 P
Transient Fortitude – 29 P
Power Drift – 8 P
Constitution – 9 P
Cunning Drift – 7 P
Streamline – 2 P
Augur Reach – 18 P
Augur Message – 4 P
Augur Secret – 93 P
Corrosive Projection – 14 P
Fleeting Expertise – 30 P
Overextended – 25 P
Blind Rage – 23 P
Steel Fiber – 1 P
Narrow Minded – 22 P
Energy siphon – 29 P
Steel Charge – 20 P
Vitality – 1 P
Stretch – 1 P
Redirection – 1 P
Natural Talent – 5 P

If you buy with platinum : 569 Plat (0 level mod)

YOU CAN GET IT LATER : 

Growing Power – 64 P
Energy Conversion – 60 P
Quick Thinking – 15 P
Gladiator Aegis – 4 P
Gladiator Resolve – 3 P
Gladiator Finesse – 15 P
Hunter Adrenaline – 4 P
Pain Threshold – 1 P
HandSpring – 4 P
Equilibrium – 18 P
Coaction Drift – 4 P
Rage – 15 P
Streamlined Form – 14 P
Speed Drift – 20 P
Sprint Boost – 10 P
Endurance Drift – 4 P
Mobilize – 1 P
Rejuvenation – 10 P
Patagium – 2 P
Maglev – 3 P
Physique – 2 P

Umbral Mods(You will have after The Sacriface Quest)

Primed Vigor (400th day reward. New players can use Normal Vigor)

Vigor – 5 P

If you buy with platinum : 278 Plat

Augment Mods For Warframes

Fatal Teleport – 14 P (For Ash)
Path of Statues- 18 P (For Atlas)
Resonating Quake – 15 P (For Banshee)
Peaceful Provocation – 15 P (For Quinox)
Infiltrate – 15 P (For Ivara)
Fracturing Crush – 19 P (For Mag)
Hall of Malevolence – 19 P (For Mirage)
Shield of Shadows – 15 P (For Nekros)
Eternal War – 18 P (For Valkyr)
Repelling Bastille – 15 P (For Vauban)
Capacitance – 15 P (For Volt)
Iron Vault – 19 P (For Wukong)

If you buy with platinum : 197

Total : 1.044 Platinum

25 Best New iOS Games of July 2018 | PlayScore

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July has been such an amazing month for the iOS. Horray for mobile gaming! What up players, it’s Raine from Whatoplay, and today we have 25 awesome new iOS games released in June 2018 that just received their Playscores. The playscore is an average of gamer and critic ratings. When a game only reaches the minimum requirement of critic OR gamer reviews, it receives a Provisional playscore. We have a long list ahead of us, so let’s get going, starting with Nishan Shaman It’s a completely free game from six university graduates. Wow, good job, you guys! It stars,the titular character Nishan Shaman, a legendary female figure of the Northeastern Chinese lore. It’s a story-driven rhythm game with a deep respect of the culture of the Chinese minority tribes with a Playscore of Identity V It’s always halloween in this side of the mobile hemisphere.

NetEase Games’ latest release just might be the first aysmmmetrical horror game on the platform. Play as survivors together with three other teammates, or become the ruthless hunter with a lust for blood. It has a PlayScore of Absolute Drift A racing game that will let you hone your drifting skills on the fly. Enter their pastel-colored minimalist tracks and overcome the obstacles with your sly steering. An ios port of a PC title, you can get all the modes, car customizations, and events for a fraction of the price. It has a Provisional PlayScore of SHIN MEGAMI TENSEI Dx2 SEGA brings us another title to the demon collecting RPG series that is Shin Megami Tensei. Here, you play as a Demon Downloader, otherwise known as Dx2 (D-Two) who can summon demons from a smartphone app. Collect demons to battle and to take pictures with in real life. It has a Playscore of Slashy Knight Take on a bitesized RPG experience in the blocky lands of the Slashy Knight. Play as Knights, Panda Samurais, or the totally copyright-proof Ganderp the Blue, and save the the world against a storm of ogres, skeletons and more.

It has a Provisional PlayScore of The Eyes of Ara Marvel at the majesty of a mysterious castle in this award-winning adventure puzzle game. Step inside the ghostly halls and awaken the myriad secrets that have lied undisturbed for decades. A minimalist puzzler that’s been praised for its remarkable storytelling, it has a Provisional PlayScore of Wizard’s Words Show off your spelling sorcery in this addictive word game from Playgendary. Find words amid a grid of lettered tiles and sharpen your vocabulary with every level. It even houses a range of languages for them nerdy polyglots. It has a Provisional PlayScore of Super Drop Land Fall in love with this platformer that will drop you in on a vertical adventure.

Collect coins and stars while flipping down and away from ghosts! This free to play title from Lamington Games has a Provisional Playscore of Food Fantasy Combine Restaurant Management with RPG, sprinkle a dash of anime goodness and what do you get? This amazingness that is Food Fantasy! It’s filled with so many delicious noms that will surely get your tummy growling. It sure did for me. Anyway, it has a Provisional Playscore of Diamond Diaries Saga King, the creators behind the behemoth that is Candy Crush Saga is at it again with another addicting puzzle linker game.

This time, instead of matching candy, you’re making precious jewelry by linking charms of the same color together. You know the drill! It has a Provisional Playscore of DERE EVIL EXE Oof. This next one is spoopy. DERE EVIL EXE is a retro style platformer with a thrilling story. You play as Knightly as he goes on a journey through this stunningly strange pixel world. Beware of the dangerous creatures lurking in the dark! DERE EVIL EXE has a Playscore of New Star Soccer Manager Playing on the field is too much work for my lazy fingers. Managing the team however — now we’re talking. This is all about realistic strategy — it’s so real that you can even go to the locker room to motivate your team during half-time.

It has a Provisional Playscore of The Walking Dead: Our World THE ZOMBIES ARE UPON US — and you can find them by looking through your phone’s camera. Defend yourself and your families and friends by fighting these undead walkers in the streets and in your neighborhood. Just don’t forget to watch where you’re going! It has a Provisional Playscore of DROLF Drolf is a one of a kind golf puzzle game. Just like any other game of golf, the goal is to somehow get the ball into the hole. The twist here is that the path isn’t always so clear. So get creative and draw your own path! Now the title makes sense. It combines Drawing and Golf. Smart! It has a Provisional Playscore of Boxing Star Enter the ring and do anything and everything it takes to K.O. your opponent! You can and must train as hard as you can, but sometimes, you just gotta get yourself some custom gloves to become the Champion! Boxing Star recieves a Provisional Playscore of Rock of Destruction! Ahhhhh! There’s nothing like the amazing feeling of destroying anything and everything that comes your way.

As you destroy more and more buildings, you get bigger and bigger and more capable destroying even more! Rock of Destruction receives a Provisional Playscore of Battlelands Royale Yep, yet another battle royale has made its way to our iphones and ipads… yaaaay. What makes Battlelands Royale different from the others is how quick the games are! Just 3-5 minute battles between 32 players to maximize the carnage! It has a Provisional Playscore of Motorsport Manager Mobile 3 The third in the Motorsport Manager lineup, this is the ultimate race team strategy game on the iOS! Just like the previous generations of this game, you must build your own team from scratch and train them up to be the best! It has a Playscore of Asphalt 9: Legends The sequel to Asphalt 8: Airborne is here and it’s making its big bro proud! On top of all the awesomeness we have come to expect from the Asphalt series, for the first time ever, you can form a club with like-minded racers and collaborate so your club can rise to the top of the leaderboards! It has a Playscore of Hidden my game by mom 3 If you say you can’t relate to this game, you are lying.

Mom has hidden your game once again and so you much search the room to find it! Your mom is one creative lady at hiding things. Thankfully, you are her child and you are just as imaginative. It has a Provisional Playscore of Tales of Thorn: Global Next up is an action packed RPG that promises to be as fair as possible. Instead of buying powerful gears, you have to actually skill up your custom characters and have good strategy.

For that it has a Provisional Playscore of STAR OCEAN: ANAMNESIS Square Enix brings to the table yet another anime style RPG. In this you are a captain shot out to the outer reaches of space due to a malfunction in your ship. Thankfully, there’s this mysterious woman who can summon heroes from time and space to help you come back home. Another timey wimey game from Squenix that has a Provisional Playscore of Furistas Cat Cafe Live your best cat lady life in this cat cafe simulator by Runaway. Become the ultimate Furista by building and running the best kitty friendly cafe you can to please both your customers and your cat overlords. It has a Provisional Playscore of Onmyoji Arena In this time, humans and demons coexist. Unfortunately, evil spirits pose a threat as they begin their quest to dominate the human world and the demon world. Fortunately, a band of gifted humans who capable of bridging the two worlds are willing to sacrifice their lives to save us all.

An epic game that has a Provisional Playscore of Last but definitely not the least, MapleStory M Ooooh! The hype was real with this one! Maple Story has finally made its way to mobile gaming! Relive the MapleStory Experience as you play as any of your favorite MapleStory Explorers from Dark Knight, to Knight Lord, and even Corsair! This MMORPG for the iOS has a Provisional Playscore of Mid: WHEW! Okay there’s more to come, but before we continue, if you want even more games, you can go to our website, whatoplay.com, to check out the complete and updated game lists for every platform. Alright, let’s continue! And that is all for today’s video! I wanna know which one was your favorite? Please let us know in the comment section! Also, don’t forget that we have all the links to the games we mentioned in this video, as well as our links to some other places on the internet like our Facebook Page, Twitter, and Instagram in the description box.

Don’t forget to subscribe! We’ll see you next time!.

As found on Youtube

Adventure Quest FAQ By: Scakk

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Short Version

1. I’m getting zero gold and/or experience. Why is that? Daily Gold/Experience/Z-Token Caps

2. Looking for information about equipment/monsters/etc? What does “rare” mean? Look at the answers here, and also try the AQ EncyclopediaEquipment ComparisonsAQ Guides forums.

3. Where can I find [specific monster]? Where can I find Challenge Battles or monsters that aren’t intended to be defeated?

4. Training and Untraining Stats; Levels, Stats and Attributes (including Bonus to Hit, Random Damage bonus, and Blocking), attack type conversions, information on “Builds”

5. Questions about the Blade/Dagger/Spear/Staff of Awe

6. Guardianship/How do I change the colour and the defenses of my Guardian Plate? I saw someone with the Guardian Leather or Guardian Robes as their no-drop armor. Can I swap my Guardian armor or weapon for a different type (e.g. Guardian Plate to Guardian Robes)? Can I change my default equipment that I start off with when I log in?

7. Races and Subraces (Vampire, Werewolf, Werepyre, DracoPyre)

8. Classes

9. Game Formulas (including HP/MP calculations, and the levels of monsters you’ll meet at your level)

10. Where can I get more Health/Mana potions? How many can I carry, anyway?

11
a. AQ is Lagging! What do I do?
b. What can I do if my game freezes when loading a quest/item/monster? How do I “clear my cache”?

12. Changing Your Character’s Features – Skull head, different hairstyles, black face, changing your character name

13. Questions about Z-tokens.

14. Questions about SP. What are they? How many can I get? What are they used for?

15. What is a buff/nerf? How do I know if a buff/nerf is going to happen? Where can I request a buff/nerf? Which pets/items nerf your enemy?

16. How do I change the color of my attack menu? How do I enable the spell shortcuts?

17. Can I reset/delete my (Guardian) character (above level 50)? Can I delete my whole account?

18. I haven’t played the game for ____ days/weeks/months/years. What has happened while I was gone?


Long Version

1. Exp/Gold/Z-Token Caps. I’m getting zero gold and/or xp!! What’s happening?? 
You’ve probably hit your gold/xp “caps” for the day. There is a limit to how much gold/xp you can gain in any one day and once you have reached that limit, you won’t get exp or gold anymore. The formula for each is:

Daily Caps formula
AQ Daily EXP Cap: (3*1.055^Lvl+24+3*1.055^(Lvl^1.085))*200 (*1.1 for X-Guardians)
AQ Daily Gold Cap: (1.055^Lvl+8+1.055^(Lvl^1.085))*200 (*1.1 for X-Guardians)

WF Daily EXP Cap: (3*1.055^Lvl+24+3*1.055^(Lvl^1.085))*400
WF Daily Gold cap: (1.055^Lvl+8+1.055^(Lvl^1.085))*400

**Table**


Caps are reset at midnight server time each day. In the event of a temporary gold boost, the cap also increases by the same amount (if there is a 10% gold boost, then the gold cap also increases by 10%). (X-)Guardians can get around 50 Z-Tokens from battle per day, Adventurers 25. Additionally, you won’t find any further Z-Tokens when you have reached both your exp and gold caps for the day.
The gold cap is only affected by the gold earned (or lost) in battles. You can still buy and sell things and they will not affect your gold cap.

(Thanks to etching for information about the Adventurer Z-Token cap)

Caps reset at 12:00AM server time

If you want to see how much gold/xp you’ve already earned in a day, go to www.aqstats.com 

Max cap:
 Max gold cap is 1 billion gold, at any time this is exceeded it resets to 1 billion after the next fight.

2. Questions about the location/prices/availability/etc of items; What does “Rare” mean?:
Read the AQ Encyclopedia forums. They should be your FIRST port of call for information about the game. Each equipment category (weapons/pets/armor/quests/etc) has a separate sub-forum and an index for ease in locating a specific item. Locations of items can also be found in the AQ Shop List.

If you can’t find the information you are looking for in the encyclopedia because the item is new and hasn’t been added yet, make sure to check the Info Submission forum.

If you want to know which is the “best” of something (weapons/spells/etc) try the Equipment Comparison forum, and look through the topics there. AQ Guides forum can be a helpful place to look as well.

What does “Rare” mean?
There are two types of “rare” items, annual rares and permanent rares. A annual rare is one that is typically available during holidays while a permanent rare is one that is no longer available. Permanent rares may return at the discretion of AQ staff; if a recently released item will go rare, there should be word of it either on the homepage or in AQ GD.

3. Where can I find [specific monster]? Where can I find Challenge Battles or monsters that aren’t intended to be defeated?
Check this: AQ Random Monster List. If it is on this list, then you can find it via the Battle Monsters button in Battleon. It will also appear in any quest that uses the RA list. If the monster isn’t listed in either the RA list or in the list below, feel free to ask here in Q&A where it can be found.

To find Challenge Battles, use this list by Baron (updated):
Considered Unbeatable(at this time):

Carnax (lv 500) – Isle d’Oriens -> first building on the left side of the courtyard -> click on the altar -> Carnax War Scroll (the one next to the scroll puffing smoke) -> Carnax One on One

Chillax One-on-One  Frostval 2011: Rise of Chillax (return unknown)

Loco – April Fools 2010(Seasonal)

Considered “unbeatable” or Challenge monster(at this time):

Absolix – Travel Map -> Granemor -> General’s Tower -> Absolix Attacks!

Algern the Shadowknight – Travel Map -> Sail East -> Seekrat -> 7: Cat-Astrophe!

Mutant King – Travel Map -> Granemor -> General’s Tower -> 5: Mutant King War

Nightbane (lv 500) – Yulgar’s Inn -> The Devourer Saga -> The Beginning of the End (need to be level 100 or higher)

Nightmare Queen (lv 200) – Travel Map -> Zorbak’s Hideout -> Frostval in July!

Ramleoness (Furious Version) – Yulgar’s Inn -> Robina -> Truphma / Eukara Vox Saga -> 5: Kill the Beast Part 1 (can’t go below 1 HP)

Safiria – Yulgar’s Inn -> The Devourer Saga -> Queen of Hearts or Travel Map -> Darkovia Forest -> Battlegrounds (after the battle against the Werewolf King)

Stragath’s Head(120) – Travel Map -> Zorbak’s Hideout -> The Return of Stragath

Stragath’s Head (140) -Travel Map -> Zorbak’s Hideout -> Infernal Inferno

The’Galin – Yulgar’s Inn -> Devourer Saga -> Final Battle

Undead Xyphos – Travel Map -> Travel South -> Dragonclaw Island -> Dense Red Fog

Visia – Travel Map -> Granemor -> General’s Tower -> 6: Visia War

Werewolf King – Travel Map -> Darkovia Forest -> Battlegrounds (choose either side)

Wolfwing – Travel Map -> Darkovia Forest -> The Secret -> Battle Wolfwing

Xerxes – Travel Map -> Dragonspine -> Vartai Secrets!

Most monsters in Granemor -> The Moon OR Battleon -> Guardian Tower -> Stables -> Teleporter -> The Void

4. Questions about levels, stats/attributes (what they are, what they do, how do I train them, how do they affect damage and bonus to hit, and blocking), training and untraining stats
Five stat points are awarded for every level; the level cap is L135 for Adventurers, and L150 for Guardians and X-Guardians. There are six stats available for training, each of which provide benefits. Kaelin’s Build-a-Build Workshop goes into detail on the inner workings of each stat as well as how well they operate in conjunction.

What does damage conversion mean?
Damage conversion means that the attack is of its new type — you receive the stat bonuses of the type the attack is converted to, and not the type of the weapon. For example, the Nightraider can convert damage to Ranged, so the stat bonuses use the Ranged formula instead of the Melee or Magic formula.
Thanks to Aelthai for this.

What do I do with my stats? What’s a “build”?
A “build” is how you choose to distribute your stats; the primary builds are Warrior, Mage, and Hybrid. Here’s a few links to guides about builds:

quote:

Character Build Guides

Guide To Optimal Stats

Kaelin’s Build-a-Build Workshop

The Training Academy: Ultimate Warrior Guide

The Training Academy: Ultimate Mage Guide

The Training Academy: Ultimate Ranger Guide

The Training Academy: Ultimate Hybrid Guide

How do I train my stats?

The town where you train your stats is Battleon (your starting town). Click on Twilly (the red moglin) on the hill. Then click on “Hello!” and then “Visit the Stat Trainers”, and lastly “Let’s Train!” This will lead you to the place where you can choose a trainer. To train your stats you have to choose either Sir Lanceler, Neberon the Mage, or Grimweld the Warrior. Sir Lanceler can train any stat to 75, but not further. Neberon the Mage can train your Intellect (INT), Luck (LUK) and Charisma (CHA) to 200. Grimweld the Warrior can train your Strength (STR), Dexterity (DEX) and Endurance (END) to 200. It costs to train stats, check this chart to see how much it will cost you to train a certain amount of stats. It will cost more the higher you train your stat to (for example it will cost more to train from 150 to 155 than from 30 to 35). The price is the same for all kind of stats and for all of the three trainers available through Twilly.

How do I untrain my stats?

To untrain your stats, you must lose a battle. When Death appears, click on the hourglass adjacent to him in order to access Death’s Domain. Make your way through the purple swirling portals until you encounter two tombstones, one of which should be labeled Sir Pwnsalot. Click on it and you should be given the option to untrain whichever stat you choose. In order to succeed, you must lose to him. If you are a Guardian, you can access Sir Pwnsalot from the Teleporter in the Guardian Tower, assuming you have already encountered him the ordinary way.

With the release of house estates, another way of training and untraining stats is to hire personal trainers by buying a Battle/Magic Stat Trainer. Training with these personal trainers is a bit cheaper than using the trainers available through Twilly.

5. Questions about the Awe Equipment (where do I find weapon pieces, what are the specials, how do I get Power Word Die (PWD), what’s a BoA!!!, how do I get Armor of Awe, which Armor is best for me)
The Blade of Awe (BoA) and all other Weapons of Awe consists of 5 pieces: a stonewrit, a handle, a hilt, a blade, and the runes. The best place to find Rare Treasure Chests (which hold BoA pieces) is the Somewhere option at Crossroads where you have a 10% chance of encountering a rare chest at the end of the battles if you are above level 30. Other than that, you can only find the chests when using the Battle Monsters button in town. You do not have to find all the pieces in one login. And no matter what anybody tells you, using Cancel/Flee does NOT reduce your chances of finding pieces!

Look at the Encyclopedia listing of the Blade of Awe for details of its specials and the percentage chance of each. The Blade of Awe!!! was a prize for a competition a long time ago; it is no longer available. For those who do have the weapon, you can now change the weapon type if you choose.

Valencia can be accessed by talking to her in front of the Inn and choosing to visit her privately. Once you are there, ask about the Weapons of Awe to get it forged (only if you have the complete stonewrit, and only if you are a Guardian/X-Guardian). If you are not a Guardian, it doesn’t matter if you get all the pieces – the final piece to get the Blade of Awe is the Guardian Blade itself. The weapon you will receive depends on your current no-drop Guardian weapon.

If you already have one of the Weapons of Awe and you want to have a different weapon, you can switch weapon types. To do so, visit Valencia and pick “Weapon Exchange”. You can either choose to replace your no-drop weapon temporarily (free) or permanently (costs 20 Z-Tokens) and you can also temporarily rent the elemental weapons of Awe for 150 Z-Tokens.

To get the Armor of Awe, you must complete the two quests Tomb of Awethur and The Return of Awethur!. You can adjust the element of your Armor of Awe by talking to Nimrod in the Guardian Tower. To change your armor type, go to Valencia. You can also customize the color of your Armor of Awe here.

For those of you with questions as to which armor would be best for you, BlackAces has written the following summary.

quote:

Mighty Armour of Awe
Mighty provides stable healing and is good for builds who do not have maximum blocking. At the beginning of the player’s turn the healing occurs and is 2.2% of a spell of the armour’s Power Level UP TO the amount of damage the monster dealt that turn.

Deft Armour of Awe
The Deft Armour of Awe is ideal for any build with 200 DEX and LUK since you heal HP when you block an attack. For builds without 200 DEX and/or LUK, the Mighty Armour of Awe and its stable healing would be of more use. The healing occurs if the player dodges the last attack from the monster, it heals the player by 14% of a spell of the armour’s Power Level.

Insightful Armour of Awe
The Insightful Armour of Awe is ideal for any build that uses Mana to deal damage as it heals MP each round. It also has a weaker attack but has a 10% chance to boost spells damage by 190%. The healing occurs at the end of a players turn and it heals the player’s MP by 4% of the cost of a spell of the armour’s Power Level.

Shield of Awe:
You can now swap your Guardian Shield for the Shield of Awe at Valencia. Click on Awe Equipment and you can permanently swap it for 20 tokens.

The Armour of Awe now has a Full Set Bonus which has the ability to inflict Fear upon the enemy when you have the Blade/Spear/Staff/Dagger, Armour of Awe and Shield of Awe equipped at the same time. If you have your set at flat resistance Fear reduces the chance of the monster not acting to 16.7% whereas it is 23.8% if your set is aligned to an element.

6. Questions about guardians/guardianship. How do I change my guardian armor colour or defenses? I saw someone with the Guardian Leather or Guardian Robes as their no-drop armor. Can I swap my Guardian armor or weapon for a different type? Can I change my default equipment that I start off with when I log in?
Go to the AQ Guardian page. All the info you should need is there. If it isn’t, they try the Battleon Help pages. Do not post a topic begging for someone to make you a guardian.
If you’d like to see a list of all Guardian-only features in the game, you can read Galanoth’s post here: AdventureQuest Guardian Upgrade — Full List of Guardian Content

How do I change the colors on my No-drop Armor?
Go to Valencia in front of the Inn and choose to talk to her privately by clicking on “Visit Grumbugly”. You should be taken to a screen where Valencia stands next to a salamander. Click on Valencia, then choose “Customize Items”. This will let you change the colors of your Guardian Armor. While there you can also take your cape on and off of your armor by clicking the Hide Cape option in the customization menu. Once you are done, click on “More”, then on “Apply Colors”. If you forget to apply them, the changes aren’t saved.

How do I change the defenses of my No-drop Armor/Element of my No-Drops?
To change the defenses for your Guardian Armor/weapon element, you have to go to the Guardian Tower and talk to Nimrod, the NPC in the first room. Choose “Guardian Armor” from the list, then pick the element you wish to defend better against. When attuning your no-drop to an element the elemental resistance will scale as you level. Adventurers do not get this ability and their no-drop remains as flat resistance and scales as they level. When you attune to a certain element your weapon, armour and shield all become that element there is no way to mix and match the elements permanently. After picking an element other elements will be adjusted according to how they relate to other elements as in Allied, Neutral, Poor and Opposite. For more information on the relation between elements see The Elemental Wheel.

Can I swap my Guardian armor for a different type?
The ability to change your no-drop armour has been added and some new no-drops have been created. Guardians can freely switch permanently, at the cost of 20 Z-Tokens, or temporarily between the Guardian PlateGuardian LeatherGuardian Robes and Savant Robes. This also applies to the Guardian BladeGuardian DaggerGuardian Staff and Guardian Spear. Guardians also have the ability to choose between 2 new no-drop armours which are the Amours of Awe ( MightyDeft and Insightful) and the UltraGuardian Plates ( MightyDeft and Insightful). With these 3 no-drop armours also come 3 no-drop shields that Guardians can freely choose between, 20 Z-Tokens permanently or freely temporarily, which are the Guardian ShieldShield of Awe and UltraGuardian Shield.

To get UltraGuardian items, you must first complete The AntiGuardian quests “Fight as a Guardian” option at the end of which you are given a choice between the three to become your No-drop. After which you can switch between the armors via the Armory in the Guardian Tower. Location: Guardian Tower > Armory(left) > Click either NPC > Click the black “Ultra” tab. You can either then temporarily (till log out) switch No-drop armors or for 20 Z-tokens you can switch them permanently.

Adventurers also have the opportunity to switch between the standard adventurer no-drop, temporarily or permanently for 20 Z-Tokens, armours ( Cloth RobesLeather ArmorSteel Plate and Student’s Robes) and weapons ( Long SwordShort SwordWooden Staff and Spear). They also receive a no-drop shield which is theAdventurer Shield.

Can I swap my Guardian weapon for a different type?
Yes, this is possible. To do this, click on Valencia in front of the inn, choose “Visit Grumbugly”, “Weapon Exchange”, then choose the type of weapon you want. In order to get one of the Awe weapons, you have to find all pieces first and have Valencia forge it. From then on, you’ll be able to get the different types of Awe weapons.
You can either get your new weapon temporarily, which is free, or permanently, which costs 20 Z-Tokens.

Can I change my default equipment that I start off with when I log in?
Guardians can choose what default equipment they want to equip at login by talking to Nimrod in the Guardian Tower. There are 3 different options:

Save: This saves the equipment that you choose in the scroll as your default equipment at login.

Save Equipped Slots: This saves what you have equipped at the moment (scroll over your face to see) as your default equipment at login.

Equip Login Slots: This makes you equip the equipment that you start with at login.

7. Questions about races/subraces

Human is the only race permanently available to the ordinary player (free AND guardian); you can temporarily change your race in several quests, but your race will reset to Human once the quests are over.

The available subraces are Vampire, Werewolf, Werepyre, and DracoPyre. These can be obtained in Darkovia Forest (via Travel). To become a Vampire, go to the Vampire Castle, to become a Werewolf, go to the Werewolf Lair, to become a Werepyre, go to Werepyre Hideout, and to become a DracoPyre, go to DracoPyre Legacy -> Become a DracoPyre! Please note that you have to be either a Werewolf or Vampire before you can become a Werepyre.

The DracoPyre, Vampire, and Werewolf subraces all have subrace levels, which you can train by going on quests in your subrace’s headquarters. The highest level is 10; free players and Guardians can train to that level. The levels are used to determine how often the subrace armors’ special attacks happen. With the DracoPyre subrace, there are three skills that unlock at DracoPyre level 4, 7 and 10. Free players can only use the level 7 skill while guardians can use all skills. The Werepyre subrace does not have levels.

If you are already one subrace, but want to become another, you will HAVE to do “The Cure” first, which will reset your subrace back to none.
Information about the Vampire Castle, Werewolf Cave, The Secret, DracoPyre Legacy, and The Cure can be found in the Darkovia Forest quest topic in the Encyclopedia. Details on the Vamp, Lycan, Werepyre, and DracoPyre armors can be found in the Armor and Class Armor forum in the Encyclopedia.

The correct passage for “The Cure” is the Eastern Passage.

8. Questions about Classes
Try the Armor and Class Armor section of the Encyclopedia, specifically the Armor and Class Index . You can also find Class requirements, the locations where you train classes and many other things in this guide by Pae: A Basic Overview of Classes & Subraces & Non-Class Levelable Items.

If you want to know which class is good for your character, the best thing you can do is try all of the classes out & see which one you like best, you aren’t limited to using just one class. Training in a different class has got no effect on your other classes, this means that the other classes you have trained in wont go down levels, the power will not change & the cost to use the class abilities will not change. The Guide to Class Abilities: Analysis and Evaluation is a handy reference for questions like “Which class is the best?” or “Which class should I train in?”

If you would like to see an overview of all class levels your character has already trained, go to AQStats.com. Enter your character ID into the search field to load your profile, then you’ll find an overview of all classes on the first page.
Your character ID is shown in the upper right corner of your character sheet when you move your mouse over your portrait in the game.

9. Questions about ANY of the formula used in AQ (random damage, bonus to hit, blocking chance, what levels you meet what monsters and much, much more)
The Master List of Game Formulae in the AQ Guides forum is where you can find most of the formulas that are used in the game.

10. Where can I get more Health/Mana potions? How many can I carry, anyway?
The best places where you can get potions are player houses, the Triple Challenge or the Frogzard Hunter Quest part 3. They cannot be bought anywhere, you have to find them.

To get potions from houses, you need to own one first, then click on the potions on the shelves to get them. Tiki Huts will refill your health and mana potions up to 5, Log Cabins up to 10, Log Houses up to 15 and Stone Cottages up to 20. If you only have a tent, use the “Visit Neighbor” option to visit another player’s house. If you manage to defeat their guards, you can take potions from the house, but only half the amount you would get if you owned the house.

If you don’t have a house, you can play the Triple Challenge. To get there, either use the teleporter upstairs in the Guardian Tower (Guardian only) or mix a teleportation formula in Warlic’s shop. Drag a Magma Leaf, some Mermazon Kelp and some Slattwob Dust into the cauldron and you will be teleported to the Talk Like a Pirate Day challenge or to the Triple Challenge. If you end up in the former, simply return to town and try again. For each victory in the Triple Challenge, you will receive one potion of each type.

For lower level characters, who may have problems with some of the monsters in the Triple Challenge, the third Zardhunter quest is a good place for getting health potions. You have to fight two monsters, a Skeeter and a Swamp Trog, then you will receive health potions until you have a total of 10. After that, you can flee from the next battle, if you don’t want to finish the quest.
To play this quest, click on Twilly in town, ask him about the Frogzard Hunter, then choose “Quest 3” from the list.

For more potion locations, use these links:
Health potion locations … Mana Potion locations
You can carry the following maximum numbers of EACH potion – Adventurer, 25; Guardian, 30; X-Guardian, 35.

11a. AQ is Lagging! What do I do?
Is AQ lagging? Check your graphics detail level. If it’s on high, try setting it first to medium and then, if it’s still too slow, to low. To change the details, click on “Options” below your exp bar, then click on “Graphics” to cycle through the available options.
Another thing you can do to improve the game speed is upgrading your Flash player to the newest version available. To download the latest version, go here. You can also speed up the game by playing in a smaller window. To do this, choose a smaller screen size from the dropdown menu on the homepage, then click on “Play”.

11b. What can I do if my game freezes when loading a quest/item/monster? How do I “clear my cache”?
Sometimes you will get a corrupt temporary internet file whilst playing AQ, causing the game to freeze up. “Clearing your cache” is first, logging out of AQ, then cleaning out all your temporary internet files, and then logging back into the game and trying again.

For details on various browsers, try Helpzard PagesJava.com or the guide Clearing Your Cache(updated as of 5.20.13) by .::oDrew.

12. “Special” character features – Skull Head, hairstyles, black face, character name

Some older characters do have unique faces. If you see something on a character that isn’t available through the “change your face” in Warlic’s shop, it is NOT AVAILABLE, with two exceptions. Please do not ask about these faces.

The only special head still available is the Skull Head. To get this head, go to Death’s Domain. When you are there, collect 25 or more hourglasses and return to Death (by fleeing a battle there, dying again or repeating the quests until you get to his castle). When you return to Death, a new option will appear to give the hourglasses to Death. Click on that option and you will be taken to the 25 Hourglasses Recovered quest. Once you have completed the quest, choose to get the skull face and you will have it saved as your character’s face.

One other exception is the permanent black face. To get a black face, first mix a black face potion in Warlic’s shop by dragging a Frogzard Tear, some Moglin Essence and some Bad Juice into the cauldron. Then use Warlic’s mirror to change your face. Don’t change any colours there, but click on “Buy” right away. This will save your black face.

You can also combine this with the Green Hair Potion (Bad Juice + Frogzard Tear + Mermazon Kelp).

To change your character’s name, go to the Death’s Domain quest. Meeting Confused Twilly (through the purple portals) will give you the option of changing your name.

13. Questions about Z-tokens
Z-Tokens are a form of currency in the world of Lore. You can either buy them at ( AQ’s main page) or AE’s Portal Site via Artix Points, collect them in-game by fighting monsters, or use AExtras ( here). The higher the monster level, the more Z-Tokens may be obtained, although you will NOT always get some after a battle, as the chance of finding them is random, with (X)Guardians having a 5% higher drop rate then Adventurers. You will stop getting tokens once you hit your EXP & Gold cap.
If you are going to use AExtras, please make sure to read the warnings before signing up to anything.

With Z-Tokens, you can buy very powerful items in the Z-Token shop (list available here – click on Valencia in the Battleon town screen) or get more opportunities to hunt the Raydius Dragon.

Most questions regarding Z-Tokens are answered in Knightstar2001’s Guide Adventure Quest Z-Token Guide.

Note: If you buy an AQ Gift Certificate to upgrade another person’s character, you can get bonus Z-tokens, see this post.

14. Questions about SP. What are they? How many can I get? What are they used for?
Skill Points are similar to MP, but there are no stats that affect them in any way, so that all characters at the same level have the same amount of SP. The formula used to determine the amount of SP you can have is Character Level * 5 + 100. Unlike MP, the SP bar gradually refills during battle. At the beginning of each turn, you automatically get back a few SP. The formula that determines how many SP you get back is 10 + Character Level / 5.

15. What is a buff/nerf? How do i know if a buff/nerf is going to happen? Where can I request a buff/nerf? Which pets/items nerf your enemy?

The Knights of Order is the what you are looking for. The members of the Knights of Order are staff – they decide whether buffs/nerfs should happen. “Buff” is commonly used to describe raising an aspect of something, such as the price or the power. “Nerf” is the exact opposite, lowering the price or the power. If the KoO decide to buff/nerf an item, they may do it without notice, but they usually post in a thread that requested it. If you have any other questions about the KoO, the stickies should answer all your questions.
There is now a sub-group to the Knights of Order, the Squires of Order. They are to the Knights of Order what the ArchKnights are to the moderators. And before you ask, the answer is NO, you cannot join the KoO. The ONLY time that you would be able to join is if they clearly state that they need more members.

Here is a guide by kipperkin which shows all of the items/pets/monsters which could nerf you or your enemy – Kalanyr’s Arsenal: Guide to All Things Nerfy

16. How do I change the color of my attack menu? How do I enable the spell shortcuts?

To change the color of your attack menu, simply click on the diagonal line that connects your menu to your status bar, where your Name, HP, MP and experience are shown. Hereis a little picture that shows this line. There are four different styles to choose from.
Spell shortcuts are the little symbols in the “Spells” category of your attack menu ( here is an example ). There are two ways of enabling them. You can either open your spells menu and click on the magnifying glass in the upper right corner or you can click on “Options” below your experience bar, click on “More”, check the box next to “Quick Spell Cast Icons” and click “OK”.

17. Can I reset/delete my (Guardian) character (above level 50)? Can I delete my whole account?

No, there is no feature in game that will allow you to “retry” at a character, Guardian, or any other character above level 50 for that matter. You also may NOT delete a Guardian character or a character above level 50. There are also no known plans to release such a feature. If you feel that you’ve gone wrong, and want to start again, then you may do one or more of the following:

Un-train your stats (see #4 above for more information)

Train them again to however you want.

Sell your equipment and buy other items to fit your fighting style

Create a new character/account and make that character a Guardian.

Those are pretty much all of your options, But as stated you cannot “reset” a character

Free accounts can be deleted. To do this, go to the homepage, click on “Manage your account” below the “Play free” button, log in with your user name and password, then choose “Delete Account” from the menu. This is irreversible, so only do it if you really mean it.
Guardian accounts cannot be deleted.

18. I haven’t played the game for ____ days/weeks/months/years. What has happened while I was gone?

The most current releases and developments in-game will usually be discussed in the =AQ= tagged threads in the AQ General Discussion forum, so that’s always a good place to look. Many larger changes can specifically be found in the AQ Design Notes subsection of the AQGD.

There are also several ways to catch up to the game progress on a broader scale. For example, if you would like to know specific equipment or quest releases, there are release date threads in the AQ Encyclopedia

Adventure Quest Character Alignment Guide By: In Media Res

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Alignment

Your alignment is your character’s personal beliefs and outlook on life. You range from Chaos to Unity, and from Good to Evil. This can be imagined as a graph with two axes: one for Chaos/Unity, and one for Good/Evil.

Your character starts Neutral, at the center of the graph with an alignment of (0,0). As you become more Unity-aligned, the first number increases, and as you become more Chaos-aligned, the first number decreases. As you become more Good-aligned, the second number increases, and as you become more Evil-aligned, the second number decreases.

You can check your alignment by talking to Twilly, and asking to see your moral compass. This won’t give you a number (unless you zoom in and count the dots), but it gives you a good idea of where you are.

(+6,0) means that you are Aligned to Unity, and (-6,0) means that you are Aligned to Chaos. Likewise, (0,+6) means that you are Aligned to Good and (0,-6) means that you are Aligned to Evil.

The two numbers have no effect on each other. You can be Chaos-Good with (-6,+6), Unity-Good with (+6,+6), or anywhere in between.

Changing Alignment

Certain quests give you options, and your choice changes your alignment. When you choose, your alignment shifts one point in that direction.

Alignments can go to ±17, but currently they have a maximum of +6 and a minimum of -6. However, The Beginning of The End can get your Chaos/Unity Alignment to ±7 if you are currently at ±6.

The following quests can change your alignment. Each change is by ±1 point:

  • War of the Clans: 1 choice
    ****1) Affects Chaos/Unity Alignment
  • The Beginning of The End: 2 choices
    ****1) Affects Good/Evil Alignment
    ****2) Affects Chaos/Unity Alignment
  • Strange Friends: 2 choices
    ****1) Affects both Good/Evil and Chaos/Unity Alignments
    ****2) Affects Chaos/Unity Alignment
  • Attack on Granemor!: 1 choice
    ****1) Gives either:
    ******+1 to both Good/Evil and Chaos/Unity Alignments
    ******-1 to both Good/Evil and Chaos/Unity Alignments
    ******+1 to Good/Evil Alignment and -1 to Chaos/Unity Alignment
    ******-1 to Good/Evil Alignment and +1 to Chaos/Unity Alignment
    ******No change
  • The Fall of Augerthorne: 1 choice
    ****1) Affects Chaos/Unity Alignment, or no change
  • The Manifestation: 1 choice
    ****1) Affects Chaos/Unity Alignment, or no change.
  • Paxia Special Mission: 1 choice
    ****1) Affects Good/Evil Alignment, or no change.
  • Frostval in July: 1 choice
    ****1) Affects Good/Evil Alignment, or no change.
  • Battle With Visia: 1 choice
    ****1) Affects Good/Evil Alignment, or no change.
  • Failure to Communicant: 1 choice
    ****1) Affects Good/Evil Alignment, or no change.
  • Isles of Drudgery: 1 choice
    ****1) Affects Evil Alignment, or no change.

Adventure Quest Moral Compass Guide By: Dev

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Table of Contents

[1] What Is my Moral Compass?
[2] How do I read the Moral Compass?
[3] How it is influenced/What it influences
[4] Closing Notes
[5] Credits


[1] What is my Moral Compass?

Your Moral Compass

That, in short, is your moral compass. You’re thinking, “Wow, just a compass.” The answer to your thoughts – yes, a compass. But not just any compass – a compass that tracks all the changes that happen in your alignment including the changes of Good to Evil and Chaos to Unity. How do you find your moral compass? This is the easy part. Simply talk to Twilly in the town of BattleOn! and hit “Show me my Moral Compass!”. Once you do, an image like the above will appear. All you have to do is click on the massive green dot, and your compass opens! Upon starting your adventure in AdventureQuest, your Moral Compass will be completely balanced. As you go through your adventure, you will make choices in the Devourer Saga that influence the rewards/cutscenes you get from the Saga itself. If you are perfectly balanced, you have a chance to get both the Chaos/Evil awards and the Unity/Good awards. Not only do the effect which cutscenes you view, it also effects the rewards you get from them. Have you gone awry with your alignment, or do not know how it is changing? Never fear! You can always change your alignment….read on to find out how.


[2] How do I read my Moral Compass?

Your Moral Compass Open

This your moral compass open. You notice straightaway that there is a shimmering dot that seems to wander around as you go through the plotline of the Devourer Saga. What is going on? Your alignment is shifting. The shimmer represents your alignment, and the compass is basically all the alignments that come to pass. Can’t read it? Well allow me to help you.

Undoubtedly you’ve already realized what a pain in the neck reading this compass is. Well, you’re almost right. A pain it is, but unreadable it is not. First let’s look at the compass. Assuming it’s a real compass, we see Good at “North”, Evil at “South” Unity at “East” and Chaos at the “West”. Well, they all either effect your storyline, the items you can get, and the power of the items themselves. So, now let’s get to the reading bit.

I’m going to ask you momentarily to go back to elementary school math, where you were learning coordinate plains. You undoubtedly heard the teacher explaining to you what the quadrants were named (I, II, III, and IV) and why they are named this way. Look at this coordinate plain below.

A Coordinate Plane

Looks a lot like your moral compass, right? (Agree with me for now, this’ll all make sense). Well, as you may have already figured out, the Moral Compass is a coordinate plane. The shining point represents a point in a coordinate plain (an axiom of algebra, in case your a math nerd). You can become as much as +/- 6 in each category. So, technically, being at the top right corner of Quadrant I or the bottom right corner of Quadrant IV are the best.

How do you align yourself? By doing the quests below. Each time you make a choice, the Evil/Good/Chaos/Unity alignment shifts “1” towards/away from the +/- 6 that you can reach. Now you know how to read your compass – here comes how to influence it/what it influences!

Special Note from Character Alignment (Thanks to ArchMagus Orodalf) – Alignments can go to ±17, but currently they have a maximum of +6 and a minimum of -6. However, The Beginning of The End can get your Chaos/Unity Alignment to ±7 if you are currently at ±6.


[3] How it is influenced/What it influences

The Moral Compass is affected by quests. Below is a list of all the quests that you can do which effect it. (All of these are taken from the Story of the Devourer on Lore.) Also, the prizes from wars that can influence the compass are below. Below that are the equipment/cutscenes that are influenced by the compass, but that aren’t necessarily in a war itself. (Thanks to the ‘pedia AKs for that entry.)

War of the Clans! – In this war, you can choose to be Unity or Chaos. It is quite a quick way to become either – and they both influence the prize from that war….the Chaos Unity Shield.
1 Choice: Affects Chaos/Unity Alignment

The Beginning of the End – In this war, Good and Evil alignment is introduced. (You get 1 alignment for each time you choose Wolfwing). This is the quickest way to become Good/Evil, and therefore influence your prizes in this war as well as future ones. At the end of the war:
2 Choices: Affects Chaos/Unity and Good/Evil.

If your Good/Evil Alignment is +1 to +7:

  • Purity Blade
  • Arrows of Virtue

If your Good/Evil Alignment is -6 to +/- 0

  • Shield of Corruption
  • Evil Shadow

The prizes themselves are effected by your alignment as well. I suggest not having both Good/Evil rewards…but that is another story.

Strange Friends: You are initially presented with a choice between Good/Unity and Evil/Chaos, but the Evil/Chaos one has a sub-choice between Unity and Chaos while the Good/Unity one simply continues the quest.
1 Choice: Chaos/Unity

Attack on Granemor: This quest is excellent. You have a simple alignment choice at the beginning….but this gives you +/- 1 to Chaos and Evil or Unity and Good. This influences both axes – very nice, all in all. The rewards include the Fleshrenders, but they are not influenced in any way.

Gives either:
+1 to both Good/Evil and Chaos/Unity Alignments
-1 to both Good/Evil and Chaos/Unity Alignments
+1 to Good/Evil Alignment and -1 to Chaos/Unity Alignment
-1 to Good/Evil Alignment and +1 to Chaos/Unity Alignment
No change

The Fall of Augerthorne: Again, nothing special. A simple alignment choice. This is Chaos/Unity.

1 Choice: Chaos/Unity

The Manifestation: You face an alignment choice. Nothing difficult – just the same old same old Chaos/Unity stuff. After you beat the war/boss battle, a cutscene appears. It is based off your Chaos/Unity alignment.

1 Choice: Chaos/Unity

The Final Battle: This one is filled by cutscenes that are based off your Alignment – 3 of them. The Rewards are plentiful –
The Disorder Flux Series use Chaos alignment to deal more damage….be careful if you are Unity/Good. The Kindheart Mirror Series favors good. The Elemental Unityspells favor Unity as well…the Mark of Hope favors both…but the weapons it summons can go either way. The The Evil Eyeglasses favor Evil….that’s all!

Zorbak’s Hideout

Frostval in July – One choice, Evil or Good. Upon Choosing Evil, you steal some Nightmare coins.

No Man’s Land:

Another alignment choice here. Pick Good or Evil – they influence the cutscenes in this one.


[4] Closing Notes

I’m not much good at these….but all I will say is that the choice is yours – and each choice is formidable. Myself, I hop back and forth depending on what weapons/spells there are. I’d recommend, however contrary to what I do, is to choose one and stick with it to get the most power out of the equipment you do get. The Devourer Saga always ends the same way – The ‘Galin thinks you are a treacherous dog and decides to come kill you and all your friends! How cheery, eh? Anyway, that’s besides the point….both sides are awesome ones…pick whichever one you like best and journey on, into the world of Lore!

Adventure Quest Basics Guide By: Mystical Warrior

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Are you new to the game? Don’t know how things work in Adventure Quest? Don’t know what are the stats for?

Then this guide will serve as your tutorial on the basic things and concepts you need to know in the world of Adventure Quest!

This guide will orient you on the basic things that you should know when playing Adventure Quest from Weapon Types, Stats, Bonuses, Damage, Armors, Pets, Spells and much more.


Index

To jump through various sections of the guide simply press “Ctrl + F” and put in the code of the section of the guide you want to go to (e.g. AQG001 for the Stats section):

Basic Section:

  • [BSG001] Stats
  • [BSG002] Build
  • [BSG003] Weapons
  • [BSG004] Spells
  • [BSG005] Armors
  • [BSG006] Shields
  • [BSG007] Pets/Guests
  • [BSG008] Miscellaneous Items
  • [BSG009] Temporary Items
  • [BSG010] Elements
  • [BSG011] Combat Defense
  • [BSG012] Bonus To Hit
  • [BSG013] Status Effects
  • [BSG014] Triggers

Advance Section:

  • [ASG001] Base, Random and Max Damage
  • [ASG002] Stat Bonuses
  • [ASG003] Armor Damage Modifier
  • [ASG004] Armor Leans
  • [ASG005] Farming
  • [ASG006] Gold and Exp Cap

Remarks and Credits


Basic Section


[BSG001]
Stats

Stats are one of the most common things that you will find in any RPG game, in AdventureQuest, it is no different. There are six stats in AdventureQuest.

Strength: This stat mainly helps in increasing the damage of Melee and Ranged damage. This stat also increases the chance to hit of Melee weapons. This is the stat that is mainly trained by Warrior builds.

Dexterity: This stat mainly helps in increasing your accuracy, this also increases your Ranged damage by a little. This stat also determines your rate of evasion. So the higher this the more chance you can avoid your opponent’s attacks. This is a universal stat since it can be used by any build.

Intelligence: The main stat for Mages. As you may already know this stat will increase your Magic Damage and MP (Mana Points).

Endurance: The role of this stat is to mainly make your character last longer in fights by giving him/her more HP (Health Points). The more you train this stat the higher your HP can go.

Charisma: This may be a bit uncommon among other RPGs but in AdventureQuest this stat mainly affects your pets in battle. The higher your Charisma, the higher the chance of your pet attacking, and the higher the damage.

Luck: This is a Jack-of-all-trades kind of stat. The Luck stat helps in every little way in the form of giving you a bit more accuracy, a little evasion, increase your accuracy as well. Although with all these perks the real highlight of the Luck stat is that it gives you the ability to do “Lucky Strikes” or Critical in other games.

Now after hearing the basic concept of stats your next question will most probably be:

Q: Where do I train them?”
A: Simply Talk to Twilly (The cute red fellow at the opening screen) –> Click Hello! –> Visit Stat Trainers. (They will also provide you information of each stat)

Now that you can train your stats the next thing you need to know is that there is cap or limit on how high you can train each stat and that cap is 200. Also as an additional information training your stats will cost you gold and you can only train 5 stat points per session of training.

Here is a chart on the stat cost of training taken from Master List of Game Formulae:

Now some of you may have placed some of your stats in the wrong place. Do not worry because you can untrain them although this will require you to die at least once for Guardian characters or alot of times for Adventurers. (Warning: This will not refund you of the gold that you have used in training that stat.)

Quoted from the Adventure Quest Questions and Answers – [FAQ]

quote:

How do I untrain my stats? 

To untrain stats, first you have to lose a battle and die. When you come to meet Death after dying, instead of talking to him, look down near his “tail”. You’ll see an Hourglass. Click on that, accept the quest and you’ll be taken to Death’s Domain. The person you want to meet, by traveling through the purple swirling portals, is Sir Pwnsalot (in a cemetery – click on his headstone). Tell him what stat you want to untrain, and then LOSE the battle to him. Voila! 5 stat points back that you can put into something else. However, you will not get your money back, and it will cost you whatever training cost applies for where you then put your newly untrained stat points. If you are a Guardian, you can also get to this quest by means of the transporter in the Guardian Tower. HOWEVER, you must first have found Sir Pwnsalot the “ordinary” way, before the Teleporter will take you straight to him.


[BSG002]
Build

What are builds? A build is simply a combination of different stats. One of the most common problems among new players is that they don’t know what a Build is and they just train stats the way they want or in most cases training all stats equally, where it is called “The Newb Build”.

There are 3 main types of build. These are the Warrior Build, Mage Build, and Hybrid Build.

The Warrior/Ranger Build: mainly focuses on using Melee or Ranged weapons as a source of their damage. Although training the same kind of stat, Warrior and Ranger differ in the sense that Warrior builds mostly use Melee weapons while Ranger build uses Ranged type of weaponry.

Mage Builds: On the other hand uses spells or Magic type weapon (e.g. wands and staves) as their main source of damage.

Hybrid Builds: get the best of both worlds because they can use Melee, Ranged and Magic weapons along with spells although it may be at the cost of lower accuracy or health.

For more in-depth view on the builds and their variants you may refer to these guides:
The Training Academy: Ultimate Warrior Guide
The Training Academy: Ultimate Ranger Guide
The Training Academy: Ultimate Mage Guide
The Training Academy: Ultimate Hybrid Guide


[BSG003]
Weapons

As with any RPG games. Weapons are one of the most important aspect of the game. In Adventure Quest there are only 3 types of weapons. These are:

Melee: Melee type weapons are mostly used by Warrior builds since Melee weapons gets stronger as you train your Strength stat. It also gets more accurate when you train Strength and Dexterity. So don’t waste your time training Strength if you are using Magic weapons.

(An example of a Melee weapon is Oaklore Crusher)

Ranged: Ranged weapons are somewhat similar to Melee weapons (In the form of Poles, Lances and Spears) with the exception of Gun and Bow type weapon. Ranged weapon mostly get the bulk of their power when you train Strength but they still get powerful when you train Dex. The only exception to this are the Gun type weapons since they don’t use Strength for their damage but only Dexterity, besides you can’t expect the bullet to go faster by pulling the trigger harder :-p

(An example of a Ranged weapon is Sovereign Lance, Gun-type Ranged weapon is Lhazor)

Magic: Magic weapons mostly get their power by training Intelligence. They also get more accurate by training Dexterity.

(An example of a Magic type weapon is Celestial Mana Staff)

So when you are using weapons be sure that you trained the correct stat so that you can use their full damage potential.

Weapon Specials:
One of the features of weapons in Adventure Quest is that they possess weapon specials. You may call Weapon Specials as signature moves of weapons in the sense that they perform an attack that is mostly stronger when you just normally attack with the weapon. Although do remember that not all weapons have Specials other specials may come in as spells or skills that can be used or chosen.

Note: You are only limited to use 8 weapons every battle. If you both extra slots and bought a new weapon that new weapon won’t be used in battles. Only the 8 leading weapons in your inventory will be used including your No-Drop weapon. Also you cannot Sell or Move your No-Drop in your inventory. Also there are times where you will get a temporary weapon, this will replace your No-Drop weapon until you log-out of the game, meaning it will disappear and your No-Drop will return once you close the game or log-out.


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Spells

As with any other game, Spells are mostly used by Mages. Spells get more powerful as you train your Intelligence and gets more accurate as you train Dexterity and/or Luck. Although not all spells gets more powerful as you train your Intelligence like weapons, Spells also have different types and these are:

Magic/Attack Spells: This is the common arsenal for Mages since these spells will be the main source of their initial damage burst against enemies.

(An example of a Magic/Attack spell is Exploding Poison Arrow)

Healing Spells: As with any other games Healing spells are the ones that restore your health. Although in Adventure Quest, Healing Spells don’t get powerful as you train your Intelligence higher but they heal more the higher you train your Endurance stat since that is where they get their stat bonus.

(An example of a Healing Spell is Heal Mortal Wounds)

Summon Spells: This type of spell uses a turn where you will summon a Guest to help you in battle or until you run-out of MP or SP because Guests consume your MP or SP as an upkeep cost every turn. If you fail to pay their upkeep cost they will disappear for the rest of the battle or until you Summon them again via their summon spell.

(An example of a Summon Spell is Summon Gaiden)

So just because Mages are the ones that benefits most from spells doesn’t necessarily mean that Warrior builds don’t have any use for them. Warrior builds can still use Healing spells and Summon spells although in a limited use as their MP is low because they are not training their Intelligence which also increases the Mana capacity of the character. Also in some spells they have a chance to inflict various effects. Although do note that some spells cost SP instead of MP to cast.

Note: Like 8 Weapon Limit in weapons the same rules apply to spells although you also have Temporary Slot for temporary spells which you can get from items or weapons.


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Armors

Armors is one of the main things you need to get in Adventure Quest…Sticking to only one armor won’t do you any good because as level-up the monsters you face also starts to get harder. So updating your armor setup in the appropriate levels is required. Now there are different types of armors these are:

No-Drop: These are your default equipment which are the armors that you start with the game with. You can also have the ability to permanently switch your current no-drop armor with another no-drop armor for the cost of 20 Tokens per switch. To see the list of No-Drop armors available in-game, Click Me!. As soon as you open the link the list of the No-Drop armors are in the very first section or part of the thread.

Bought Armor: Simply put, these are the armors that you can buy from NPCs for a cost.

Class Armor: This is also the same as the Bought Armors although the difference of this type of armor is that it has Class Skills. Wherein to be able to use the skills you need to train the class level of the armor from their respective Class Trainer/NPC.Referring to the same link, Click Me!, You can see the list of available class armors in the game.

Temporary Armor: These are armors that you can get from some weapons, quests, miscellaneous items or battles. The temporary armors works the same way as temporary weapons where they will replace your No-Drop and disappear when you log-out or close the game.


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Shields

Shields are the same as spells. You can play without them but you cannot go far without them. Shields offer you additional defense on some certain elements or additional blocking defenses. Some shields can even you more offense in the form of triggers an example of this is Ultimus. Some shields even have effects that can help us fight certain monsters a good example is Magnetic Barrier. Some even don’t need any trigger to give offense and the best example is Chieftain’s Ironthorn.


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Pets / Guests

As to why they are called they’re pet and guests, they serve as additional support or damage every turn. Pets serve different kinds of purposes be it strategical or just plain disher of pain. The same goes for guests. Every guest has their own unique style when helping you. Although be cautious as Guests costs SP or even MP when they are with you. Although do not worry about pets as they have no upkeep. Usually Guests that cost SP are the ones that you can get from quests while the ones costing MP are the Guests that you summon from spells although there are instances that Guests summoned from spells has an upkeep of SP. Also do note that some weapon, or miscellaneous items can also give you guests in battle.


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Miscellaneous Items

Simply put these are the accessories you can use only during battles. Misc. Items give various effects some give elemental defenses, combat defenses, spells, weapons, guests, armors, additional stats, and even combination of these effects. Misc. Items can be ignored as it is not a requirement you can still go far in the game without them although some fights may be harder without those additional advantages they give. Also the same as guests some Misc. Items costs MP or SP to keep. Also remember that some of these items costs a turn to activate while others do not.


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Temporary Items

As the name suggests they are temporary. These are items that you can get from quests monsters or items. Temporary items can come in different forms; Like an armor an example is Snide Transformation, As a weapon an example is Legendary Blade, and a spell an example is Dr. Volatabolt’s Lightning. These are so far the kinds of temporary items available more may come in the future releases.


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Elements

In Lore there are eight main elements. These are Fire, Water, Ice, Wind, Earth, Energy, Light and Darkness. The elements have ally elements and enemy elements, meaning each element is allied to another and is the enemy of others. To see how they go here’s an elemental wheel taken from Master List of Game Formulae.

Allied Elements: 1 position apart
Neutral Elements: 2 positions apart
Poorly-Related Elements: 3 positions apart
Opposite Elements: 4 positions apart

If you cant understand the relationship here’s another explanation:

We will take on Light as our sample element. The elements which are next to Light which are Energy and Wind, these are Light’s ally elements. The element opposite to Light which is Darkness is its elemental enemy. The elements which are next to Light’s ally elements which are Fire and Ice, they are Neutral Elements towards light. Then the remaining elements which are Water and Earth are poorly related elements or somewhat minor enemy elements.


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Combat Defenses

Basically, this is your blocking ability. These are divided into three types, mainly; Melee, Ranged and Magic. The higher your Combat Defenses are the higher chance you can evade your opponents attacks. Armors already have a set of combat defenses although these are different for each armor while some are just the same. You can raise your combat defenses by equipping Shields and Misc although not all misc offer Combat Defense. This also goes for monsters the higher combat defenses they have the more you may miss more often.


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Bonus to Hit

Bonus to Hit or more commonly abbreviated as BTH or B2H. This is your accuracy this is the opponent of Combat Defenses since the your BTH the more chance you get on landing your hits on the opponent. Also, Armors and Weapons already have their own BTH. The only way you can increase your total BTH is by training DEX and LUK mainly although for Melee weapons you will need to train STR while in Magic weapons and Spells you will need to train INT. Pets and Guests also have their BTH but it is not added to your total BTH, you can increase their BTH by training CHA. Also some Misc Items gives you BTH for you and/or your pets, but rarely for everything at the same time.


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Status Effects

Basically, these are your buffs and debuffs. Status Effects can come in handy in some battles. Although inflicting them may be hard or easy depending on your/monster’s save roll. In the Save Rolls you will get a random number generated for you (This is not seen in-game) and then you will get bonuses to your save roll by using your stats and the monsters stats whichever is higher will win the status infliction. Do remember that the stats used in the save rolls are different for each Status Effect.

For a list of the Status Effects currently in-game go to this page: Status Conditions


Triggers

These are effects or bonuses that that items get when you face certain type of enemies. The common enemy group that is often used on triggers are Undead, Dragons, Vampires, Werewolves, Metal and more. These are only a few of the categories but there are alot more monster categories.

Their are alot of weapons, armors, shields, spells, misc items, pets and guests that trigger on certain enemies. You can refer to this guide: Adventure Quest Trigger Guide, although it may be out-dated you can still get a rough idea on what equipments that can trigger on enemies.


Advanced Section


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Base, Random and Max Damage

In weapons, what you see in-game is the Base damage and Max Damage of the weapon. To get the random damage of the weapon simply subtract the Base damage from the Max damage.

For example, we have a weapon in-game that has a damage range of 15-45. The Base Damage is 15 and the Max Damage is 45, to get the Random Damage simply 45 – 15 = 30, meaning that our random damage is 30. Although Random Damage isn’t shown in-game it is often used by armors.


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Stat Bonuses

Theses are the bonuses you get when you train your stats. I will just quote the formula from Master List of Game Formulae.

For the Main Stat Bonuses for damage:

quote:

Core Stat Damage

Melee Weapon: STR/8
Ranged Weapon: STR/10 + DEX/40
Magic Weapon: INT*3/32
Melee Skill: STR/4
Ranged Skill: STR/5 + DEX/20
Magic Skill: INT*3/16
Spells: INT/4
Pets & Guests: CHA/15

quote:

Average Stat Damage, with Lucky Strikes Included

Melee Weapon: STR/8 + LUK/20
Ranged Weapon: STR/10 + DEX/40 + LUK/20
Magic Weapon: INT*3/32 + LUK/20
Melee Skill: STR/4 + LUK/20
Ranged Skill: STR/5 + DEX/20 + LUK/20
Magic Skill: INT*3/16 + LUK/20
Spells: INT/4 + LUK/20
Pets & Guests: CHA/15

For the BTH bonuses:

quote:

Melee Weapon/Skill: [STR/16 + DEX/16 + LUK/20]
Ranged Weapon/Skill: [DEX/8 + LUK/20]
Magic Weapon/Skill: [INT/16 + DEX/16 + LUK/20]
Spells: [INT/16 + DEX/16 + LUK/20]
Pets & Guests: [CHA*7/60]

And lastly for the blocking bonus:

quote:

Blocking Bonus from Stats: [DEX/10 + LUK/20].


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Armor Damage Modifier

As you already have noticed, when you look at the pedia entries of armors, you will in their attack section numbers like 100% Base, Random and Stat damage. These are your damage modifiers.

Now for the simplest explanation we will use these assumptions:

Weapon: 15-45 Damage (Base=15 | Random=30)
Stat Bonus: Lets assume you get a total of 20 Stat bonus damage from your stats
Armor: 200% Base and Random damage and Stat Damage

Now your resulting damage will be calculated like this:

Base = 15*2 = 30
Random = 30*2 = 60
Stat = 20*2 = 40

Now when these are calculated it will be added together to get your max damage potential with 30 as its Base or lowest possible damage, So the result will be 30-130. Although do remember that this is your damage range, Meaning when you attack you can hit as high as 130 or as low as 30.


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Armor Leans

Now these are the traits that armors take. There are 3 main kinds of leans namely Offensive, Neutral/Average, and Defensive. Their are also 2 other kinds of leans which are Mid-Offensive and Mid-Defensive.

Offensive Lean: These are armors that has maximized their attack power according to balance standards although at the cost of having lower defenses. An example of this isBlazing Solaris Plate.

Mid-Offensive Lean: As the name suggests, these are armors that have above average attack power with a below average defenses. The best example for this is the Virulent Chimeran Armor.

Neutral/Average: These are armors that has no lean whatsoever so they have standard attack and defenses. An example of this is the Nemesis’ Testament.

Mid-Defensive Lean: These are armors with above average defense and below average offense. An example of this is Armor of Awe series.

Defensive Lean: These are armors with really good defenses but they have really low attack power. There currently no post-sweep Defensive armors but the best bet you can go on is Fujin Plate


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Farming

These is really just a term used for doing quests and beating the same monster repeatedly for gaining fast experience and gold.


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Gold and Exp cap

Simply put these are the limit of Gold and Exp that you can get in one day. The caps will reset on 12am server time. As for how much exp and gold you can get depends on your level. Here’s a table for your caps per level:

Guardians and Adventurers:
Experience Cap
Gold Cap

X-Guardians:
Experience Cap
Gold Cap

Adventure Quest Stats Guide By: Kaelin

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Table of Contents

[1] Introduction
[2] What do the stats do?
[3] What sort of effects do I get when I train two stats together?
[4] How much do I want to train each stat?
[5] How do I pick a build?
[6] How do I train my build?
[7] Making a build in WarpForce
[8] Ending


[1] Introduction

Purpose: There are two main objectives for this guide.

First, this guide seeks to describe which stat combinations “work” in AdventureQuest. On the surface, this focus may appear to restrict players, and to some extent this is true. On the other hand, this approach can illuminate unconventional possibilities that are actually quite effective.

Second, the guide will help inform readers about what they can expect and get out of different builds. Many new players ask for build advice, but the recommendations they get, even if they are good builds, may not provide the player the best *fit* for a build. While some preferences and goals are more common than others, players are a diverse bunch, and sometimes players that would be content with a cookie-cutter build would be more satisfied with a build that’s just a little different. In fact, a strength of this guide is that it helps provide you peace of mind — you will not just know the strengths and limits of your build, but you will also have a better understanding of the strengths and limits of other builds that may hold your curiosity.

What a build is: A build is an allocation of stat points. These builds are often given labels to describe them, like “warrior,” “mage,” “beastmaster,” “hybrid,” “ranger,” “tank,” and so on. A label-based approach is convenient in certain ways, but there are problems: certain labels can describe multiple builds, certain builds can receive multiple labels, some builds may receive more favorable-sounding labels than others, and a few builds may be neglected entirely! Instead, this guide will focus more on the numbers and stats themselves.

How to use this guide: This guide attempts to bring to the surface what you can expect by training different stats together. While the guide points out different advantages, disadvantages, tricks, and pitfalls to help you make a good decision, you are not obligated to use the “best” build possible. In fact, if there is a clear-cut best build, then the game is doing something wrong. There should be many “best” (or nearly-best) builds, and you should find that there is a variety available to you. Even if find you have your heart set on using a build that is definitely not a “best” build, you are not obligated to use one that is “better.” AdventureQuest is a single-player game, and no one else is “counting on you” to use a more efficient build. Granted, you may “struggle” a bit if you choose a STR/DEX/INT build instead of… almost anything else… but you should still be able to succeed as a player.

If you are new to AdventureQuest or to the idea of creating a build, there is a good chance that this information is a bit overwhelming. It’s okay! This information will make more sense the more you explore and experience AQ. You also don’t need to read it from start to finish. Just reference the parts of the guide that apply to you, take your time as you play the game, and hopefully you will grow to enjoy AQ with a style you find most satisfying.

On the flip side, as thorough as the guide tries to be, it will not be perfect. Many aspects of effectiveness are subjective or unclear, and you may have different priorities than I have laid out. Furthermore, AQ is always changing — there are plans to improve balance that are in the works, but many of the plans still need to be implemented, and others have certain details that are still secret and/or still have to be worked out. While I will do my best to keep this guide up to date, the guide will momentarily become out of date as soon as any update or change is made. Still, for all that may change in the game, the general roles of each stat should mostly stay the same, so it is worth considering these interactions now.


[2] What do the stats do?

First, let’s go over some basics:

Stat Damage: This is a quantity that adds to your total damage, and the calculation will depend on your attack type. Such quantities can and will receive additional multipliers to enhance their effect, but the main effects are listed below.

BtH: Bonus to Hit. One point translates to an increase in accuracy of one percent. Stat BtH is the portion of BtH that comes from your stats.

HP: Hit points. The more you have, the more damage your character can take before losing in battle.

MP: Mana points. The more you have, the more spells you can cast, and the longer that summoned guests will stay with you in battle.

L50: Level 50. If you see L attached to a number, it will usually describe a player at that level.

Special Note: The average effect of Lucky Strikes on stat damage is rolled into the formulas below. The actual damage bonus from LUK is actually 10 times as large, but its effect only occurs 10% of the time.

Strength (STR): It’s the physical power stat. It is the primary damage stat for Melee weapons, as it enhances Melee power and accuracy. It also increases damage with Ranged weapons by increasing their power. Naturally, if you want to use Melee weapons effectively, you should train this stat to high levels. Strength is also useful for Ranged weapons, but Dexterity takes priority for those weapons. Obviously this stat only deals with offense, so it will tend to make battles shorter.

Melee Weapon Stat Damage: STR/8 + LUK/20
Melee Skill Stat Damage: STR/4 + LUK/20
Melee Weapon/Skill Stat BtH: [STR/16 + DEX/16 + LUK/20]

Ranged Weapon Stat Damage: STR/10 + DEX/40 + LUK/20
Ranged Skill Stat Damage: STR/5 + DEX/20 + LUK/20

Dexterity (DEX): It’s the go-to stat for all things related to moving around. It improves accuracy for all player attack types (everything except pets and guests), but DEX provides an even greater accuracy boost for Ranged weapons, and it even improves the raw power of Ranged weapons a little bit. Even more, this stat also enhances the ability of a player to block (dodge) enemy attacks, giving a player more turns to survive and land more attacks. It is an essential stat for a player using Ranged weapons, but its general effect on accuracy and evading attacks makes DEX useful for everyone, particularly those who wish to adopt a more defensive style of play.

Melee Weapon/Skill Stat BtH: [STR/16 + DEX/16 + LUK/20]

Ranged Weapon Stat Damage: STR/10 + DEX/40 + LUK/20
Ranged Skill Stat Damage: STR/5 + DEX/20 + LUK/20
Ranged Weapon/Skill Stat BtH: [DEX/8 + LUK/20]

Magic Weapon/Skill Stat BtH: [INT/16 + DEX/16 + LUK/20]

Spell Stat BtH: [INT/16 + DEX/16 + LUK/20]

Blocking Bonus from Stats: [DEX/10 + LUK/20]

Intellect (INT): It’s the stat that fuels all things magical. It increases your damage with spells by boosting damage and accuracy. INT further enhances your ability to use spells by increasing your MP, allowing you to cast your spells more times. This stat also allows you to use Magic weapons effectively by boosting their power and accuracy. While INT generally facilitates the player’s ability to do damage directly with spells, the extra MP can instead be used to support “summon” guests that require MP to aid the player. Whatever their reason, anyone who wants to use MP to great effect should look to train Intellect. If you want to use spells for direct damage, you should train INT to a high level, but you have the option of training INT to more moderate levels if you are only training it for the MP (to use for guests or other MP-based abilities that do not rely on INT directly). Like with STR, because this stat only deals with offense and offers nothing on defense (aside from allowing a character to wear defensive-leaning armors with impunity while casting spells), using INT will tend to make battles take fewer turns, even if some of the turns take longer because the spell needs a little more time to run its course than a normal attack.

Magic Weapon Stat Damage: INT*3/32 + LUK/20
Magic Skill Stat Damage: INT*3/16 + LUK/20
Magic Weapon/Skill Stat BtH: [INT/16 + DEX/16 + LUK/20]

Spells: INT/4 + LUK/20
Spell Stat BtH: [INT/16 + DEX/16 + LUK/20]

Player MP: [(100 + 5.5*Level)(1 + INT/100)]

Endurance (END): It’s the stat for enduring pain. The more you train the END, the more damage your character can sustain before losing in battle. There are no additional effects, but the effect on HP is tremendous, and that boost translates into more turns to do damage. Because of its nature, END is the most “defensive” of all stats, so obviously battles will tend to take more turns when this stat is heavily trained. All characters benefit from this stat, although the ones that “stay strong” in other ways as the battle progresses — notably ones not reliant on MP — will get more out of their extra HP.

Player HP: [(100 + 5*Level)(1 + END/200)]

Charisma (CHA): Charisma is the stat that encourages or compels others to fight on your behalf. This support comes in the form of pets and guests, and CHA greatly improves the power and accuracy of both companion types. Certain stronger pets (“BM” pets) will not even attack consistently unless you possess enough CHA*! While players are not expected to improve their pet’s damage with CHA or to bring guests into battle, CHA nevertheless opens up great damage potential through these companions. A player who does use CHA should try to train it to a high level to maximize their results. Generally your companions will focus on supporting you with damage rather than defense, so this stat will typically lead to battles taking fewer turns, even if each of those turns will take longer to complete because you are (usually) calling on a guest for help.

*AQ staff are currently in the process of removing this effect. As a result, players who train CHA to medium levels will find they achieve better results than they had previously. However, the most efficient method of capitalizing on CHA is still to train it to high levels!

Pet and Guest Stat Damage: CHA/15
Pet and Guest Stat BtH: [CHA*7/60]

Luck (LUK): Luck is THE all-around stat. While DEX is still quite versatile, LUK goes even further. It boosts accuracy (although a little less than other weapon accuracy stats), it boosts blocking (although it does less than DEX), it improves your odds of going first in battle, and it has a 10% chance of providing a tremendous boost to your stat damage (except for pets and guests). Like DEX and END, this stat is useful for everyone, but LUK is geared more towards offense than the other two.

All Stat Damage (except pets and guests): + LUK/20
All Stat BtH (except pets and guests): + LUK/20

Blocking Bonus from Stats: [DEX/10 + LUK/20]

Going First: You automatically go first if you have a 100+ LUK advantage and automatically fail to go first if you have a 100+ LUK disadvantage compared to the enemy. If your LUK values are equal, then you have a 50% chance of going first. For complete information, see [7] Who Strikes First?


[3] What sort of effects do I get when I train two stats together?

The power of stats does not come from what they do individually but rather what they can do together. Since you will be focusing on at least two stats at a time, it is important to understand how they interact, including how they can support and interfere with each other. At times this advice may seem contradictory, because while one stat may interact well with two other stats, those other two stats may not behave as well together! No matter what you do, some interactions you get will not work perfectly in your favor, so do not be fearful just because you can’t find a perfect fit.

STR + INT: If you are looking to assemble the most potent character build possible, this pair is not for you. The problem with this pair is that these stats do not “work together” well. None of the usual attack types take contributions from both stats simultaneously, so you generally only benefit from one stat at a time. Granted, there are other stat pairs that do not work together directly, but one may support a player on offense while the other supports the player on defense or with an additional attack on the same turn.

Still, there are a couple exceptions that show some promise. One is to use the MP (from training INT) to bring in summon guests and to attack with Melee weapons. A player who trains CHA can benefit from good long-term results from their guest while doing acceptable damage with Melee weapons, although investing heavily in these three stats usually leaves the player with poor defenses. A player in this situation may get best results by training MP to a medium level, giving a guest sufficient MP so it can stick around to fight longer, but not so much MP that the guest will outlast the player. In this way, a player can benefit from both STR and INT simultaneously — the STR is used to enhance the player attack, while the INT indirectly supports the guest’s attack.

And alternative to making both stats work at the same time is to find some niche where no other stat serves as a great alternative to either the STR or the INT. Concerning INT, it has two prominent applications: feeding guests (like explained in the last paragraph) and enhancing spells. Generally speaking, if a player is in the business of using damage spells, the player wants to tap into the three stats that fuel spell damage: INT, DEX, and LUK. Training STR at the expense of any of these three while still aiming to use spells is suicide: sacrificing INT undermines the point of the “mana dump” in the first place, and sacrificing DEX or LUK does not just sabotage the attack power of spells, but it also sacrifices the attack power of the player’s weapon *and* lowers blocking. Granted, Melee weapons are generally stronger than Magic weapons, but the difference is simply no match for the value of stats. As a result, a player really needs to train up DEX, INT, and LUK before considering STR. But after L120, a player must train a fourth stat, and STR then becomes a bit of a possibility. A player can benefit by training CHA, but the greatest potential of Charisma rests in training this stat to a high level — still, players using healing pets (among other healing effects) will benefit quite substantially from any CHA increase until player HP is later balanced. Players can benefit a good amount from END, although END does not interact very well with INT and LUK (not that this problem is anywhere close to how badly STR and INT interact). Stll, training END is still a superior option to training STR for an INT user, but the difference may be small enough for a player to ignore, particularly one bent on inflicting maximum damage. Now, partially-training STR isn’t going to do much good for Melee damage, but *Ranged* weapons can actually hold their own against Magic weapons for players who have trained up DEX/INT/LUK. As a result, even training a little bit of STR can give players a little bit of an advantage with Ranged weapons (over Magic weapons). This amount of damage improvement is not great — STR does have a large impact on Ranged weapon power, but it does not improve accuracy, and it does not have any sort of defensive effect (which is partly why DEX and LUK are so powerful). Still, it’s one of the best outcomes you can hope for with a STR + INT build, so it deserves mention.

Ultimately neither of these “exceptions” will likely produce great results, but they are the “least bad” combinations. If you insist on using some other STR + INT setup, you will probably take a serious performance hit. Still, your character is still *your* character. If you are prepared for an unfavorable outcome, you are encouraged to follow your heart.

STR + DEX: STR is the great driver of Melee damage, and DEX is the main force behind Ranged weapons, but both stats support each weapon type. In some ways this works out great, because you can call on either weapon type and have equal power at your disposal; if you encounter enemies that have better blocking against one type of weapon, you can call on a weapon of the other type to get the job done. Still, you can usually only carry one weapon of each element, and if your enemy has a single great elemental weakness and the weapon you have hits the enemy’s stronger defense, then that versatility doesn’t do you much good. Still, you can’t maximize your effectiveness with either weapon type without using both stats (and LUK), and you get a good deal of blocking as well, so this pairing is definitely still good. Both stats also behave nicely with END because neither “deteriorates” as the battle moves on.

STR + END: Melee (and Ranged) attacks maintain full effectiveness no matter how long a fight proceeds, so these stats go together nicely.

STR + CHA: Melee (or Ranged) attacks do not interfere with a pet or guest, although they do not “enhance” each other either. Fortunately STR and CHA both tend to play well with DEX, END, and LUK, so both of them will benefit when trained with those stats.

STR + LUK: STR and LUK play together well enough, as each stat has accuracy and power contributions that multiply with each other. Furthermore, LUK’s contribution to defense and getting the first strike further multiply the power available to players. On these benefits alone, and given that the Melee/Ranged versatility for STR + DEX is not that helpful in practice, LUK is probably second only to END in terms of enhancing the raw power of STR. The main problem with this pair is that STR’s two best friends (LUK and END) have a more average relationship with each other (more on them later). On the other hand, LUK goes together great with DEX, and putting STR/DEX/LUK together offers ultimate Melee power, and the value of multiplying that power with just *some* END can mitigate the minor feud between END and LUK. Combining STR and LUK with CHA isn’t a bad choice, especially since the player’s lack of END enhances LUK a bit, but CHA’s lack of synergy with STR does stand out a little bit here.

INT + DEX: Like STR + DEX, this pairing supports two proficiencies. Sort of. INT only helps Magic weapons, DEX helps Ranged more than Magic, but in the end both weapon types will be nearly equal assuming the player has 0 STR. However, this is merely “nearly” true. Ranged weapons will start out ahead, but Magic weapons will overtake them around the low L50s and even pull significantly ahead (+7%) around L88, when a player is expected to max out INT. The difference will gradually fall, hitting around (+3%) in the low L110s and getting closer after that point. However, what is of greater importance than the near-double proficiency of weapons is that both stats combine to do more damage with spell casting, making them a great pair. And the more damage you can do with your spells, the less you have to rely on your weapons after running out of MP! If you train CHA with this pair, you may find yourself investing MP into guests instead of spells, but that DEX offers extra survivability to let guests and pets do their part.

INT + END: INT provides players an MP charge, and whether that charge is used quickly with direct effect spells or with summons, that MP can run out. After that MP is gone, a player’s performance slows down considerably. The catch with END is that if your charge is already exhausted, pumping up your HP further isn’t going to help you out as much as with other stats; compared to a build that trains STR + END, you are better off using those points in END for some stat that enhances your damage production (whether it be DEX and LUK for spell damage, or CHA for more efficient MP to damage conversion). Regardless, the player may still find END useful. A player who maxes out DEX/INT/LUK to use damage spells will not gain a spectacular amount of power with partial amounts of STR or CHA, so END can fill in as a nice fourth stat. And a player who looks to CHA for guest damage may want to use END to stay alive long enough so guests have enough turns to convert all the player’s MP into damage.

INT + CHA: On the surface, this pairing would seem to work a lot like STR + CHA. However, INT supplies a player MP, and that MP can be efficiently converted into power with summon guests. For a player who uses guests, this pairing can produce better results. On the other hand, a player who uses MP for spell damage can actually get worse results, because then there is no MP “fuel” left for guests — at least a STR + CHA build can still freely use their modest yet “free” MP charge to fuel a guest for a short period while hacking away with high-powered weapons.

INT + LUK: These two stats have a healthy multiplicative effect on each other, as they both add power and accuracy. What a player may seem to lose with Lucky Strike power on spells (due to them not scaling up to the power of the spell) is made up with the relatively strong Lucky Strikes on weapon attacks — which stands out a little more for builds that primarily use guests instead of spells. You can combine this pair with DEX for ultimate spell damage, or with CHA for robust weapon + guest damage. END is not so hot with either stat, but it becomes a solid option when DEX is high.

DEX + END: These stats combine nicely. They do tend to draw out a battle, but with a patient player going up against an enemy that can’t recover from damage in a hurry, this pair is very efficient. They become even more potent when grouped with stats that agree with the both of them (like STR).

DEX + CHA: These two work very well. The extra blocking keeps players standing longer, giving pets more turns to do damage — a significant advantage. The same can be said of guests… but to a lesser extent. Guests will eventually eat up a player’s MP, and while there are reliable guests (although not many) that use SP to produce damage, higher-level players cannot regenerate enough SP to keep guests from running away after a while, which will hopefully be remedied in the future. In all, this pairing is quite strong.

DEX + LUK: These two are quite incredible. They combine to provide maximum blocking — the boost to longevity is greater (often far greater) when they work together than when they work separately. Also, when it comes to player attacks, you need both stats (in addition to a third) to maximize damage, whether it is from weapons, skills, or spells. Even if a character lacks the INT for magic and STR for maximum Melee/Ranged power, these two stats are enough to provide a very acceptable Ranged attack, which becomes a very efficient means of delivering damage after accounting for their combined effect on blocking.

END + CHA: END’s maximum focus on survival translates to a maximum boost to pets, and it’ll have a nice effect for guests — to the extent players can keep one bound to them. If you have the patience, you can do nice damage this way.

END + LUK: To some extent these work together simply because LUK is a source of damage and blocking, and END multiplies a player’s output through longevity. Still, LUK’s ability to win a player initiative is most important when a single turn makes a big difference — and a single turn just does not have the same value when a player has high END (and a lot of HP for a long battle). If you want to train large quantities of both stats, be sure to train other stats that both have synergy with END and LUK. If you really like LUK but want some END for support, then END will make a decent low/medium-level stat.

CHA + LUK: On the surface, these stats don’t have the best synergy. Lucky Strikes don’t do anything to help out pet/guest damage (since pets and guests don’t get these bonuses), and LUK only provides half the blocking bonus that DEX offers, which is in turn overwhelmed by END’s contribution to longevity. However, LUK does also improve a player’s chance at a first strike, and an extra first strike in battle means more opportunities for the pet (and perhaps a guest) to do damage. Furthermore, many pets and guests that attempt status effects on enemies will take a small contribution to their success rate from a player’s LUK. If you want to use this stat pair, consider combining them with other stats that interact well with both them.


[4] How much do I want to train each stat?

Generally speaking, if you train a stat at all, you want to “fully train” that stat. This philosophy does not mean you should have 200 points in one stat when you reach L40. However, you will generally want to steadily increase your rating in that stat so that it reaches 200 around the time you hit L90. You will find more information about this topic in[6] How do I train my build?

However, there are two major reasons you may not fully train stats.

1) You may have “leftover” stat points after training 200 in as many stats as you can. This outcome is unavoidable for most of the game.

2) You decide you don’t benefit so much from training a stat higher. While stats generally improve the player more drastically each time the stat is increased, there are times where this effect does not hold. The rules below offer some guidance for partially training stats:

Endurance: END is the one stat where you are actually encouraged to train partially. While END’s affect on HP is very powerful, its impact is also very flat, so continuously training the stat does not provide an increasing bonus. It is not uncommon for level-maxed Guardians (L150) to eventually train 150 END and for level-maxed Adventurers (L135) to train 75 END, as doing so allows players to train 200 points in three of their remaining stats.

Strength: If you are not fully training DEX, then STR is either all or nothing.

If you are fully training DEX, you may train Strength partway to still improve your Ranged weapon damage. However, if you are using damage spells (based on INT), you should not start with STR until you have fully trained your INT, DEX, and LUK, as all three stats are more important to a spell caster than STR when it comes to spell damage and weapon efficiency. Even if you are not using damage spells, you probably stand to gain more by focusing on DEX and then LUK before turning to STR — if you really prefer what STR offers in terms of damage, then you are probably better off making STR your primary stat and using Melee weapons instead.

Intellect: If you are not fully training CHA, then INT is either all or nothing.

If you are fully training CHA, you may train Intellect partway to give your guests more MP so they aid you in battle longer. Be careful: it does not help you to have extra MP if you lose before your guests can use it.

Dexterity: If you are not fully training STR and are not fully training INT, you should consider fully training DEX to have acceptable Ranged weapon efficiency.

If you are fully training STR or INT, you may partially train DEX to support your use of Melee or Magic. However, you should not partially train LUK at the same time — focus on one before continuing with the other.

Charisma: This stat should be all or nothing. The only time you should even consider partially training this stat is if you have STR/DEX/LUK for full Melee/Ranged damage or DEX/INT/LUK for Magic damage, and you absolutely must have more offense per turn instead of increasing your END. This direction is generally not recommended, as one of the two generally applies:

1) A player can get more offense per turn by using full CHA and instead sacrificing DEX or LUK.

2) A player realizes that s/he really cares about damage per second instead of damage per turn, in which case the player should not train CHA and spend time waiting for pets to take their turn. Rather, the player should train END and use equipment that maximizes offensive power and time efficiency; the player may pay a price by taking increased damage, but training END will allow the player to act with greater impunity, improving victory speed in the long run.

Luck: If either STR or DEX are partially trained, do not repeat this move with LUK.

If both STR and DEX are either 0 or fully-trained, you can partially train LUK. Doing so can carry some advantages or drawbacks for getting the “First Strike” in battle, but as a rule it is better to let the chips fall as they may. If using LUK’s advantages are too important and you are not training CHA, then it is better to take away points from STR (unless primarily using Melee weapons), DEX (unless primarily using Ranged weapons), or END and instead fully train LUK.


[5] How do I pick a build?

I will use the term “strongly consider” when you stand to pay a significant price by not following the advice. Sometimes this drawback is temporary, but in some instances it can haunt your character even after s/he reaches the level cap.

There are two basic approaches you can take.

Option 1: Pick stats you like.

Follow these steps:

(A) List the four stats you like the most and rank them according to their priority. If you are having trouble deciding on which stats you like the most, read over [2] What do the stats do? If you are still stuck, refer to [3] What sort of effects do I get when I train two stats together?

(B) If you have listed CHA as your third or fourth choice, strongly consider moving it up in rank to the top two — especially if it is already your third favorite. If you can’t live with it in the top two — especially if it is your fourth favorite — consider replacing it with another stat.

(C) If you have listed INT as your third or fourth choice, but you are not using CHA, strongly consider moving it up in rank to the top two — especially if it is already your third favorite. If you aren’t using CHA and can’t live with INT in the top two — especially if it is your fourth favorite — strongly consider replacing INT with another stat.

(D) If you have not listed STR, DEX, or INT as one of your top two stats, consider moving one of them to your top two. If you are using CHA as one of your top two, this will mean demoting either LUK or END. Don’t worry — you will still be able to get good use from that stat in the third position!

(E) If STR and INT are both on your list, strongly consider removing one of them. As a rule, their synergy is horrid, because you can generally only use one at a time. To best respond to this issue, consider *what* you want from your stats.

  • If you want to train INT so you can use lots of healing spells, consider training your END higher instead. Your health benefit will be larger, faster, and more reliable this way.
  • If you want to train INT so you can keep guests around longer, and you are training CHA to support them, then training a medium amount of INT is a more reasonable approach (even though STR tends to be a somewhat poor alternative to DEX, LUK, and/or more INT). Just keep in mind that you do not want to train INT so much that you run out of HP before your guest runs out of MP.
  • If you want to train STR and INT so you can use both damage spells and do strong weapon damage, strongly consider removing STR or ranking it behind INT, DEX, and LUK. While Melee weapons fueled by STR can be very strong, Magic weapons fueled by INT and an additional support stat from DEX or LUK (whichever is freed up by not training STR) are remarkably close in power. A L120 STR+DEX+INT character can deal about 204.8 damage per turn with Melee weapons under normal circumstances, but a L120 DEX+INT+LUK character can do about 198.2 damage per turn with Magic weapons! The DEX+INT+LUK build also has other advantages: stronger spells, more blocking, and a better chance of going first. If inflicting great spell and weapon damage is your priority, consider training in the order of INT, LUK, DEX, and STR. Up to L120, this character will deal great spell damage and respectable weapon damage with Magic weapons. After that point, the character can begin training STR and then use Ranged weapons — which will start off almost as strong as fully-powered Magic weapons and will continue to grow from there.This last step may be frustrating for some players, but combining STR with INT usually fails to accomplish the goals it sets out do. Using very high STR for weapons and INT for spells does not make for an inferior setup because the character takes too much damage to offset an increase in damage dealt. The reality is even worse: because of diminished accuracy, the character simply does not do as much damage per turn as a “pure” warrior or a “pure” mage. While the character may do more weapon damage than a mage, and the character may do more damage with spells than a warrior can do with a weapon, the character simply falls behind both over the course of the usual 20 turns.

Option 2: Decide what you want to do as a character.

(A: Companions) Do you want to rely on your companions to do great damage on your behalf? If so, train CHA as your second stat.

(B: Spells) Do you want to use spells to defeat your enemies? If so, train INT as your first stat.

If you have answered “no” to both of these questions, you will want to train STR, DEX, LUK, and END, and as long as LUK and END aren’t both of your first two stats, train them in whichever order you want.

If you said “no” to (A: Companions) but “yes” to (B: Spells), strongly consider training DEX and LUK as your second and third stats (either order is fine), and strongly consider END as your fourth choice. If you have concerns about survival, promote END to your “third” stat until you train about 40-100 points and are satisfied with your character’s health, and then proceed to train up your original third stat. If you absolutely must do as much damage as possible per turn while aiming to use spells but also shooting for good weapon damage, train in the order INT, LUK, DEX, and then STR. As you begin training STR, you will replace any Magic weapons with Ranged weapons. Do not sacrifice any INT, LUK, or DEX in order to train more STR, because you will lose more damage than you will gain from your weapons.

If you said “yes” to (A: Companions) but “no” to (B: Spells), strongly consider STR, DEX, or INT for your first stat — STR offers you more weapon power, DEX gives greater longevity from blocking, and INT offers a greater MP charge that your guests can draw upon to convert to damage. Train DEX or LUK as your third stat. If you have concerns about survival, you may elevate END to your “third” stat until you train about 40-100 points and are satisfied with your character’s health, and then proceed to train up your original third stat. If you have concerns about keeping guests around long enough to support you in battle, you may temporarily elevate INT to your third stat until you train about 40-100 points and are satisfied with your guest’s longevity, but you should avoid doing so if you are training STR. If you finish training your standard first three stats but still have stat points remaining since you trained less than 150 points into END and INT (or 75 if you are an Adventurer), and you are not inclined to collectively train them up to 150 (or 75) now, then train your remain points according to this priority list: DEX, LUK, and STR.

If you said “yes” to (A: Companions) and “yes” to (B: Spells), strongly consider training DEX and LUK as your third and fourth stats (either order is fine), but also interrupt DEX and LUK training if you have concerns about your character’s survival by training END. Do be aware of the fact that saying “yes” to both questions creates some tension, because you cannot use your MP to full effect for both spells and guests at the same time. You may be able to draw upon SP to fuel guests or (less likely) cast spells, but this supply will not be strong enough at high levels enough to fully replace MP’s role for either spells or guests. Since guests are more MP-efficient, they will usually take higher priority when it comes to MP use, but you can still call upon spells in a pinch when you really need damage in a hurry — assuming you can find room in your inventory for summon guests and damage spells. However, you should not view this “competition” as a reason to avoid combining INT and CHA. The extra damage potential that comes from using MP summon guests backed by this much MP really is massive enough to make up for the fact that the player may have to settle for using regular Magic weapon attacks instead of damaging spells.


[6] How do I train my build?

The total number of stat points you can train is [5 * (Your Level)]. If you have this many trained, you cannot train until you level-up again. Alternatively, if you have points assigned to stats where you don’t want them, then you can visit the Untrainer and lose in battle to remove those unwanted stat points; you will then be free to retrain those points somewhere else. This untraining service will cost you no gold, but you will not receive a “refund” for any gold you paid to train those stats in the first place. Once you are able to train stats, talk to Twilly and visit the Stat Trainers. If you have enough gold, you can train a stat of your choosing.

AdventureQuest assumes that a player trains stats according to a certain pattern. This pattern is not a hard fast rule: it is okay to give the first stat a little more priority than the second stat. It is generally fine to save gold by training the second stat less and training the third stat more, although you should avoid compromising with CHA and especially INT.


[7] Making a build in WarpForce

While AdventureQuest and WarpForce use the same engine, and stats perform roughly the same functions, there are important differences.

First, magic weapons are very rare in space (there are two Magic weapon series in the entire game), so a player who wants to use INT-based “techs” (spells) should consider training another conventional primary weapon damage stat — and DEX is really the better choice (instead of STR) for a high-INT player. Such a character will use these “guns” to do weapon damage. A particularly stubborn player may train LUK before DEX and find that the drawback is actually not significant, but an INT/LUK-focused player will lack the extra edge seen in AQ.

WF “Ranged” weapons (guns) don’t use STR for damage. So, unless a player wants to heavily train STR in order to use Melee weapons, a character should not train STR *at all* and instead just use guns.

Pets and especially summon guests are hard to come by, especially at higher levels, so high CHA players would seem destined to suffer in WF. However, there is one bit of great news for them: Summon Medidroid gives a healing guest, and the guest’s universal-helpful healing nature makes it Super Effective in any battle. A high-CHA player with a Medidroid and a level-appropriate pet can recover HP quickly and deal pretty good damage at the same time. Actually, even a low-CHA player can achieve good results with a Medidroid, simply because healing is currently overpowered in AQ and WF. This idea is especially true at high levels.

Adventure Quest Class Abilities Analysis By: Ward_Point

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Warriors hack and bash away with swings of their mighty weapons. Mages cast their spells, dealing devastating damage. The Hybrids are in the thick of battle, wielding all forms of weapons and spells proficiently. However, each belong to a group of specialists. Each group learns special skills. So many of them, each specialising in unique areas. Stealthy Ninjas and Assassins strike from the shadows, mighty Mages and Wizards wield devastating Metamagics to enhance their spells, and Martial Artists empower their own bodies to beat the enemy into submission. These are only a few of the unique Classes that Guardians and Adventurers can train in.

The patient trainers of the many Classes have taught them all abilities that have enabled them to survive for this long. The Trainers have forged the armours and sewn the robes that have enabled Adventurers and Guardians alike to survive when they were youths. Their use, at some point or another, would have made your AdventureQuest life much easier and probably saved your life at one point or another.

Welcome, to the Guide to Class Abilities.


Table of Contents:

  • [GCA001] Helpful Links
  • [GCA002] Background Information: Commonly asked Questions
  • [GCA003] Matters pertaining to the Guide
  • [GCA004] General Format of the Guide
  • [GCA005] The List of Classes
  • [GCA006] Tier 1
  • [GCA007] Tier 2
  • [GCA008] Tier 3
  • [GCA009] Conclusions for each Build

[GCA001]
Before you start reading this guide on Class Armours, I would suggest that you first read a few other guides that will guide you through the basics of AQ. Once you reach their class sections, and want a more in-depth guide on how to use the Class Abilities, then return here to read it.


Background Information: Commonly asked questions.

[GCA002]


Question: What is this guide for since the Ultimate Guides already answer most of our questions!?
Answer: In this guide, I’ll take a look at almost every single Class Armour analyse the strengths and weaknesses of each class ability, and pronounce a judgment upon the class in general, highlighting any qualities which I find might prove useful in your quest to greatness. The Ultimate Guides provide a brief overview of the Class armours. I’m here to give you an in-depth analysis and evaluation of the Classes, telling you any strategies, chain combos and general tips for the Class Armours.

Question: What are Class Armours? 
Answer: Class Armours refers to just a handful different armours that you can buy in the world of AdventureQuest. These special armours have one very distinguishing feature, which is the additional menu that pops up, with up to 10 Abilities that can be used by you.

However, to be able to use these Abilities, you must train with the NPC of that particular class. Generally, “Training” a class involves going on a Quest which is assigned to you from the Class’ NPC. You will fight monsters, and it generally ends with a Stat Roll at the end, which you must beat before you level up in a Class. Each Quest may only level your Class level up by 1, and the abilities are unlocked as you go.

Question: Oh nos! I’m Class level 7, but I can only use skills up to Class level 5! What is wrong?
Answer: For Adventurers, although you may train Class levels all the way to level 10, Abilities above Level 5 will NOT be available to be used by you. Only Guardians have complete access to ALL Class Abilities.

Question: I’m a Guardian, but I can only use abilities up to level 7 in my Golden Dragonslayer Eclipse even though I’m level 10 Dragonslayer! Is this a bug?
Answer: No. Golden Dragonslayer specialises against Undead Dragons, and as a result, Vampireslayer Class is needed to fully unlock all abilities of Golden Dragonslayer.

Question: There are abilities missing from the Guide! Did you forget them?
Answer: I am aware of that. I shall generally ignore the defences of the Class Armour unless I find its defences either too pathetic, or good enough to be used as a tanking armour. In an effort to shorten the guide, I will also ignore the “Defence” abilities of each Class armour. After all, it’s defence. What can I say about it? All I can do is to comment about the armour in general.

Question: What are the “Requirements” that you put in your Guide?
Answer: Most Tier 2 Classes have pre-requisites. This means that you are REQUIRED to have a minimum of a certain level in some Tier 1 Classes to be able to train in that Class. All Requirements which have been obtained from the Encyclopedia have been obtained.

Question: You use “Pre-Sweep” Armours and “Post-Sweep” Armours a lot in the guide! What in the world do they mean?
Answer: Nothing in this world, everything in the AQ World! Bleh, bad joke. Class Armours are currently split into “Pre-Sweep” and “Post-Sweep” which mean that there are some Class abilities released a couple of years ago that do not conform to the standards now. The Knights of Order are eventually going to sweep EVERY class so that all classes are well-balanced and useful for a certain period of time.

Pre-Sweep Class Armours include: Beastmaster, Berserker, Dracomancer, Knight, Vampireslayer, Paladin, Necromancer
Post-Sweep Class Armours include: Fighter, Mage, Rogue, Scholar, Dragonslayer, Ninja, Pirate, Wizard and all Martial Artist forms.


Matters pertaining to the Guide:

[GCA003]


Martial Artist Class has four different schools, and each has its own strengths and weaknesses, thus I will evaluate the White Gi Abilities, from 1-5, then the four Martial Artist classes separately even though they are Guardian-Only due to many different abilities.

I will NOT evaluate Vampireslayer. Perhaps I may be too judgmental. But please, take the word of a person who’s been playing AQ since 2003. Vampireslayer doesn’t do its job nearly as well as Paladin, and has no strategical advantage or useful abilities. This is unlike other Pre-Sweep armours, such as Knight and Dracomancer. Although Vampireslayer class is required to be able to use Golden Dragonslayer (And its Eclipse version.) The Vampireslayer class itself is quite worthless.

Anyone who wishes to offer a different opinion about a certain Class Ability may do so, however, please do organise a proper argument which includes: Topic sentence, elaboration and example. I have no wish to see “Eh, that skill sucks” without a proper argument behind it. If there are errors in the guide, such as spelling, linking or numerical errors, please drop me a Pm and I will correct the mistake, crediting you for finding the error. If you happen to know the Pre-requisites for each Class, please also drop me a pm, and I will credit you at the end of the guide.

For spelling, I generally will stick to the British way of spelling, although I may slip in some American spellings here and there due to influence.


General Format of the Guide

[GCA004]


  • The Class Name
  • Register number for Search Function
  • Links to the class armours that are currently released.
  • The Description of each ability will be in BLACK. My analysis and evaluations will all be in this bluish colour

The List of Classes

[GCA005]


To search for a specific Class, press Ctrl+F to bring up the Search function. Then Type in “[GCA___] to search for a specific Class. A list of the “Topics” is given below. Please note that barring Crouching Frogzard Style, ALL Martial Artist Classes are GUARDIAN ONLY.

Tier 1 Classes:

  • [GCA101]Fighter
  • [GCA102]Rogue
  • [GCA103]Mage
  • [GCA104]Scholar

Tier 2 Classes:

  • [GCA201]Beastmaster
  • [GCA202]Berserker
  • [GCA203]Dracomancer
  • [GCA204]Dragonslayer
  • [GCA205]Knight
  • [GCA206]Ninja
  • [GCA207]Pirate
  • [GCA208]Vampireslayer
  • [GCA209]Wizard
  • [GCA210]Martial Artist: Crouching Frogzard Style
  • [GCA211]Martial Artist: Dragon’s Breath
  • [GCA212]Martial Artist: Fist of the Troll Club
  • [GCA213]Martial Artist: Slithering Sneak
  • [GCA214]Martial Artist: Gogg’s Claw

Tier 3 Classes

  • [GCA301]Assassin
  • [GCA302]Necromancer
  • [GCA303]Paladin

Tier 1

[GCA006]


Fighter

[GCA101]


Fighter Class Armours: Fighter Armour

Normal Attack
100% Base/Random/Stat

EFFECT
Melee player attacks gain +5 BtH and -5 BtH to Magic Spells.


Level 1: Weapon Proficiency

Effect: Converts all player attacks to melee.
SP Cost: 1 SP on turn in which a conversion happens

Analysis: Early on in the game, stats don’t really matter all too much because the numbers are just far too low to be of any use. If you happen to be a level 90 Character using Fighter Armour for conversion to melee, let me know *Sarcasm*

Judgment: Useless.


Level 3: Brutal Strike

Hits: 1
Damage: 120% Base and 110% Random with a special stat bonus
BTH: -5
SP Cost: 10

Analysis: The first of your offensive abilities in Fighter. Most Weapons early on have around 2-5% b2h. Which is decent enough for you to use this ability. Besides, if your Class Title is Fighter, you gain +5% b2h to all attacks. It’ll all round off to zero anyway.

Judgment: A good ability for the early levels of 10-30


Level 4: Intense Focus

Effect: -5 to all defences, All player attacks have their base and random damage multiplied by 1.1, there’s a 10% chance the attack will be a Crushing Blow and damage will be multiplied by 1.3 instead.
SP Cost: 0

Analysis: It’s not too shabby if you know that you WILL survive the enemy’s attacks and simply want to end the encounter quickly. It’s a powerful ability, however, use with care.

Judgment: Perfect against enemies that you’re confident of beating down. Otherwise, do not activate this ability.


Level 5: Call Friend

Effect: Summons Fighter Friend
SP Cost: 40

Analysis: Summoning a Guest for bonus damage is always welcome, especially during the early game. The SP cost is only for the initial Summon. As long as you stay in Fighter Armour, there will be not SP cost.

Judgment: A good skill to be used from the early 10-30s


Level 7: Combat Expertise

Effect: All melee player attacks gain +5 BtH
SP Cost: 0 Sp

Analysis: This is an excellent ability. With the addition of the Fighter Title bonus, you actually have +10% b2h to your attacks. This means that you can freely use Brutal Strike, Double Attack, and Power Attack with a decent amount of accuracy.

Judgment: Perfect if you like to spam the Fighter Class Skills due to their -5BtH cost. It complements the Fighter Skills very well.


Level 8: Double Attack

Hits: 2
Damage: 75% Base and 50% Random each
BtH: -5
Element: Same as weapon
Attack Type: Same as weapon
SP Cost: 15

Analysis: 150% base with 100% random damage is attractive. With Intense Focus, you’ll get more chances for the Crushing Blow to connect. A great ability.

Judgment: Once you have this, you’ll be unlikely to use Brutal Strike any longer. It’s a great damaging ability.


Level 9: Strength Boost

(This skill can be toggled on and off)
SP Cost: 15 SP
Effect: Increase Strength by 10.

Analysis: Increasing Strength by 10 increases your random stat damage by 1.25. It’s not altogether too useful, because all your abilities generally only get 100% stat damage. But who’s to say no to free bonus damage?

Judgment: If you’re lacking SP, do not activate this. Otherwise, feel free to use it at the start of every battle that you fight in Fighter.


Level 10: Power Attack

Hits: 1
Damage: 200% Base and Random
BtH: -5
SP Cost: 20 SP

Analysis: An excellent source of damage, outdamaging both Double Attack and Brutal Strike. Do use this ability sparingly, because its SP cost will hurt you due to your low level.

Judgment: Very useful for huge amounts of damage done in one blow. A definite keeper.


Signature Ability: If your class title is “Fighter”, the chance of Intense Focus being a Crushing Blow is increased by 1% per class level.

Analysis: 20% chance of scoring a 1.3x normal damage!

Evaluation: All the more incentive to keep this armour in your inventory for the early game. It complements your offensive skills nicely.


Fighter, Final Conclusion: It’s defence is enough to get you past the early game. It IS specifically suited for melee weapons, so be careful if you happen to want to mix Ranged Weapons in your inventory. Fighter is a well rounded “attacking based” class suitable for the early game between Levels 10-30. Suitable for use for ALL Builds.


Rogue

[GCA102]


Rogue Class Armours: Rogue Outfit

EFFECT
Ranged spells and ranged player attacks gain +5% BTH. Magic Spells have -5% BTH


Level 1: Weapon Finesse – Toggle

Effect: All attacks are converted to Ranged type.
Cost: 1 SP per turn. This only applies if a conversion occurs.

Analysis: Ranged conversion is slightly more useful than Melee conversion, however, most monster defences are constant overall.

Judgment: Not as useless as melee conversion, but still not all too useful, either.


Level 3: Weapon Throw – Active
Hits: 1
Attack Type: Ranged
Damage: 99% Base, 108% Random
BTH: +5%
SP Cost: 10

Analysis: When you have this, why bother using the Ranged Conversion?

Judgment: Useful if you need a Ranged Converter. Careful about the SP Cost, though.


Level 4: Hide In Shadows – Toggle
Effect: Combat Defences gain +5. Attack becomes:

…Strike from Shadows!
…Hits: 1
…Damage: 72% Base and Random
…BTH: +10%
…Rate: 90%
………If your class is Rogue, the Rate is decreased by 1% per Rogue level

…Sneak Attack!
…Hits: 1
…Damage: 108% Base and Random
…BTH: +15%
…Rate: 10%
………If your class is Rogue, the Rate is increased by 1% per Rogue level

Analysis: A primarily defensive ability. It actually increases your accuracy, so it’ll be useful against monsters with higher defence than normal.

Judgment: If you happen to need defensive ability, which I doubt you do, during the early game, then use it, otherwise, not too useful. However, particularly useful against enemies with higher than normal blocking.


Level 5: Call Partner – Active
Effect: Summons a Black Cat.
Cost: 40 SP

Analysis: For 0 CHA characters, it has a 67% chance to reduce enemy accuracy by 10%BtH. This is equivalent to increasing your combat defences by 10 each.

Judgment: A must have for all high level players. Increasing all your combat defences by 10 is no laughing matter, and can definitely mean the difference between life and death.


Level 7: Combat Reflexes – Passive
Your incredible agility grants you +5 BtH on your ranged attacks!

Effect: Ranged player attacks gain +5% BTH

Analysis: If you’re using that Ranged converter, good for you.

Judgment: If you’re not, then it sucks to be you.


Level 8: Dagger Vengeance – Active
Hits: 2
Element: Wind
Attack Type: Ranged
Damage:
…Base: Rogue Level / 3
…Random: Rogue Level / 1.5
BTH: +(10 + Rogue Level) %
Effect: This counts as a player attack, but is not affected by weapon triggers.
Cost: 15 SP

Analysis: Wind Element damage? Crap. Fixed element ain’t too good, however, if your class title is Rogue, you have a grand total of +30 BtH, which will generally ensure that the final hit of 6-30 will connect.

Judgment: The Fixed element thing really brings it down, however, it’s still worth using, especially against enemies which you have difficulties hitting.


Level 9: Dexterity Boost! – Toggle
Effect: Increases your DEX by 10 for the duration of the battle.
Cost: 15 SP

Analysis: Increase your combat defence by 1. 

Judgment: Still not that useful… Stats don’t count for much in early game.


Level 10: Potion Power Shot – Active
Use one of your potions to add special power to your arrow and launch an attack that does extra damage and heals you as well!

Hits: 1
Attack Type: Ranged
Element:
…Health Potion: Fire
…Mana Potion: Water
Damage: 10-30
BTH: +25%
Effect: Heals you by 75 HP (if using a Health Potion) or 75 MP (if using a Mana Potion)
Cost: 20 SP + 1 Potion

Analysis: 10-30 damage in one hit? At level 15-30? Wow. This is decent damage. It also heals you, in fact.

Judgment: Useful if you want to damage the target as you heal, however, the SP cost is something to watch out for.


Rogue, Final Conclusion: If you ask me, the Fighter Armour is a better class armour to use in the early game for offensive abilities. However, Rogue does emphasise on accuracy over power. Damage alone will be enough to deter people from using this armour as an attacking armour. It’ll serve more as a Ranged Converter, but it does has a SINGLE useful skill that even the level 100+ use. It’s not as offensively inclined as Fighter, it tends to be more defensive. Suitable for use for ALL builds


Mage

[GCA103]


Mage Class Armours: Mage Robes 

EFFECT
• Magic Spells gain +5 BTH.
• Player attacks take -5 BTH

NORMAL ATTACK
Hits: 1
Type: «As Weapon»
Element: «As Weapon»
Damage: 90% Base, 90% Random, 100% Stat Bonuses
BTH: +0 plus Stat Bonuses

Judgment: One look at its base stats, and it should cross your mind that Mage is not meant to attack in.


Level 1: Elemental Sphere – Active
Hits: 1
Type: Magic
Element: Your Choice (Fire/Water/Wind/Ice/Earth/Energy/Light/Darkness)

Level   Damage    Stats   BTH   COST

    1     8-30   261.6%    +1     61
    2     9-34   279.2%    +2     66
    3    10-37   296.8%    +2     70
    4    11-41   314.4%    +3     76
    5    13-46   332.0%    +3     80
    6    14-50   349.6%    +4     86
    7    15-54   367.2%    +4     91
    8    17-58   384.8%    +5     95
    9    18-62   402.4%    +5    101
   10    20-67   420.0%    +6    106

Analysis: Deal decent damage with a CHOICE of what element to hit?

Judgment: Excellent! It’s great for early levels, where there are few spells actually worth the money. Besides, the armour gives a +5% BtH to all spells, so don’t worry too much about that 6% BtH. This will last you into the early Forties, in fact, and it’s in the 40s where you will find more powerful and efficient spells.


Level 3: Summon Familiar – Active
Summon forth a Flying Eyeball to attack your foes and restore your MP!
Summons a Flying Eyeball as a guest. Cast again to dismiss it.
MP Cost: 40 MP

Analysis: Flying Eyeball helps to regenerate your MP.

Judgment: A useful guest to have, more MP= Cast more spells. You’d definitely like this guest around if you’re a mage.


Level 4: Spiritfeeder – Toggle
While active:
•Spells deal 75% Base, Random, and Stat Bonus damage.
•Spells cost 75% of the usual MP.
•If your current class is “Mage”, there is a [MageLevel]% chance of the spell not dealing the reduced damage, but still costing less.

Analysis: The only thing worth noting is the last line. Otherwise…

Judgment: Unless your class title is Mage, toggling this ability on is a simple waste of time. This particular metamagic ain’t Divine Magic.


Level 5: Empower Spell – Toggle
While active:
•Spells deal 120% Base, Random, and Stat damage.
•Spells cost 140% of the usual MP.

Analysis: 20% more damage for 40% of the MP doesn’t seem too worth it. But if you simply want to end an encounter quickly, kick this ability up and mana-dump the enemy!

Judgment: Useful for farming purposes and against monsters that require you to kill quickly. Especially useful at high levels, where most of your RAs are usually weak enemies.


Level 7: Focus Spell – Toggle
Increase the accuracy of your spells for 30% Extra MP!
While active:
•Spells gain +5+[MageLevel]/2 BTH.
•Spells cost 130% of the usual MP.

Analysis: In total, your spell gains +15% BtH. This is a huge increase, and is very worth the extra mana that you spend on it. At high levels, irritating Am-Bushes and Sneaks will be done in by Focus Spell.

Judgment: A must have if defending Estates and farming Random Adventure. Sneaks, Syphon Vampiress and Am-Bushes are the three main enemies you’ll use this ability against in the 90-100s.


Level 8: Stable Spell – Toggle
Your next spell does 200% Base Damage, 0% Random Damage for 50% Extra MP
While active:
•Spells deal 200% Base and 0% Random damage.
•Spells cost 150% of the usual MP cost.
•Cannot be activated while Wild Spell is active.

Analysis: Stabilizing does not necessarily give an average damage boost. Damage per cast WILL increase IF the stated condition has bee fulfilled. However, the average difference in damage is not easily seen. You’re paying a lot more mana for a small boost in spell damage IF its base damage is more than 50% of its random. Running some numbers on Frost Elf Assault saw an increase in average damage to 362 from 330. This ability is rarely used at high levels, where Base damage is generally less than 50% of the Random. FEA is just one of the few exceptions.

Judgment: Use Stabilizing only if the spell you’re casting happens to have its base damage more than 50% of its random. Not particularly good to use, maybe that’s why its level Eight while Wild Spell is at level 10. This ability is rarely used at high levels, where Base damage is generally less than 50% of the Random. FEA is just one of the few exceptions.


Level 9: Intelligence Boost – Toggle
Increase your Intelligence by 10 for the duration of the battle!
While active: +10 Intelligence.
Cost: 15 SP

Analysis: This is much more different from the Rogue and Fighter equivalents because Mages use SPELLS. Elemental Sphere alone deals 420% Stat damage, which translates into 5 Bonus random damage. You don’t have much use for SP anyways, so just activate this at the start of every encounter!

Judgment: A must use at the start of any encounter. In the late game, spells deal over 700% Stats, and activating this gives you a free (around) 10 extra damage per spell cast, if we actually stack this boost with spellcasting buffs like the Shark Jaw and Crucible of Fire series, the difference will be significant.


Level 10: Wild Spell – Toggle
Your next spell does 0% Base Damage, 200% Random Damage for 50% Extra MP.
While active:
•Spells deal 0% Base, 200% Random damage.
•Spells cost 150% of the usual MP.
•Cannot be activated while Stable Spell is active.

 

Analysis: On first look, it seemed as though it was 150% without an average increase in damage. However, upon closer analysis, and proper usage, the damage actually kicks up. Spells like Dinozard NOMOMOMOMOM gain double random, actually increasing their average damage per cast! Randomized NOMOMOMOMOM deals 431 damage with 543 MP, slightly less efficient than its normal use of 315 damage at 362 MP, but the damage difference is well over 100!

Judgment: Particularly useful on low-base, high-random dealing spells such as Dinozard NOMOMOMOM, Nightbane’s Apotheosis, Mayhem Burst, Arrows of Virtue and the like. It’s a huge boost in damage for a slight drop in efficiency. Surprisingly powerful EVEN on multi-hit spells such as Fwying Wonder.


Mage, Final Conclusion: That single one-hit spell will last you into the early thirties. Although the Elemental Sphere will rarely be used after level 35 due to its low BtH, it’s other abilities, especially Empower and Focus will remain a staple for most mages as they farm though Random Encounters. This class is VERY well suited for Mages, and will stay in your inventory into the 100s because of Focus and Empower. Only Hybrids or Mage Variants should buy this armour at all. However, Warriors should still train the Mage Class to the maximum.


Scholar

[GCA104]


Scholar Class Armour: Explorer’s Outfit

Normal Attack:

Damage: 100% Base and Random
BtH: +0

LEVEL 1 – Orcish Tactics

Toggle
Cost: Free!
Hits: 1
Attack Type: Melee/Ranged/Magic (Your choice)
Element: Same as your weapon
Damage: 100% Base and Random
BtH: +0

Analysis: To be able to change your attack type to hit the enemy’s lousiest defence is an excellent ability.

Judgment: However, early on in the game, most monsters do not have any particular attack type that they’re weak to. Under the right conditions, it’ll be useful, but otherwise, stick with Fighter or Rogue for attacking prowess.


LEVEL 3 – Lycan Boost

Cost: 15 SP
Click to add:
Str, Dex, End: +5 each

Analysis: A bonus to Strength, Dexterity and Endurance. However, in the early game, stats really don’t count for much.

Judgment: If you can spare the SP at the start of a battle, use it. Otherwise, forget it.


LEVEL 4 – Vampire’s Charm

Cost: 15 SP
Click to add:
Int, Cha, Luk: +5 each

Analysis: The addition of CHA is worth slightly more consideration than raw damaging stats. If you’re a Beastmaster, the increase in 2.5% attack rate of a pet might save you. Of course, once you get the higher level version of this, the 5% boost is more… obvious?

Judgment: Once again, can be done without.


LEVEL 5 – Zard Prism

Toggle
Cost: Free!
Hits: 1
Attack Type: Same as your weapon
Element: Fire, Water, Wind, Ice, Earth, Energy, Light, Darkness (Your choice)
Damage: 100% Base and Random
BtH: +0

Analysis: To be able to switch your elements around is an excellent ability. However, there is a lack of powerful weapons, especially since the temporary Auger of Brontus and other temporary weapons have been balanced.

Judgment: If you have a strong weapon, this ability will probably last you into the early twenties. Otherwise, you’d best spend some money buying some decent weapons.


LEVEL 7 – Shifter’s Smarts – Guardian Only

Toggle
Cost: 40 SP

Click to add:
Int, Cha, Luk: +10 each

Comments: Look to Draconic Might


LEVEL 8 – Draconic Might – Guardian Only

You can now tap into the awesome might of a dragon!

Toggle
Cost: 40 SP

Click to add:
Str, Dex, End: +10 each

Analysis: 40 SP for +10 to stats? Not at this level. 40 SP is far too valuable to be used in such a manner. The SP could better be used for offensive strikes with Fighter or defensively with Rogue.

Judgment: Not too useful due to the SP cost.


LEVEL 9 – Wailing Blow! – Guardian Only

You can now damage your opponent’s mana instead of health, just like the undead Banshee!

Toggle
Cost: Free!
Hits: 1 (Attacks your opponen’t MP)
Attack Type: Same as your weapon
Element: Same as your weapon
Damage: 100% Base and Random
BtH: +0

Analysis: Currently, there are few monsters who use MP to attack at low levels that I know of. At high levels, this would probably be a decent ability. However, for the low levels, where few monsters use their mana to attack at all…

Judgment: Currently, useless. MAY become more useful as the Staff releases more monsters which use MP to attack


LEVEL 10 – Gogg’s Gift – Guardian Only

Cost: 30 SP, 1 turn of activation

Adds +10 Blocking to the attack type the monster attacks with next and -25% element defense to the element the monster attacks with next. This bonus loses +5% element and -2 Combat Defence every time you are hit.

Analysis: Sounds a lot like the Protector gambit to me. The one turn activation is not too worth it, and it’s only particularly useful against monsters that attack with ONE attack type. Might prove useful in some situations.

Judgment: Meh. Early game, defence doesn’t count for much. Raw power in the early game is best, however, in the later part of the game, (70 onward) defence does become much more important.


 

Scholar, Final conclusion: Not many useful class abilities in Scholar. It’s a jack of all trades, but a master of none. You’re far better off using Fighter, Rogue or Mage. However, it is worthy to note that Zard Prism negates the need for any other weapons, enabling you to save money by buying one single powerful weapon and using Zard Prism to attack. Either way, you MUST train Scholar to level 5 to be able to unlock other classes.

Tier 2

[GCA007]



Beastmaster

[GCA201]


Beastmaster Class Armours: Feral GarbPrimal Garb (Guardian)

REQUIREMENT: Level 5 Rogue, Level 5 Fighter

ATTACK
2 Hits of 75% Base and Random damage (total: 150% Base/Random, 200% Stat)


Level 1 – Beast Claw!

Hits: 1
Damage: 200% Base and Random, 100% Stat bonus
Element: Earth
Attack Type: Melee
Cost: 70 MP

Critical Strike
Damage: 500% Base and Random, 100% Stat bonus
Rate: 30%

Analysis: A melee Earth Converter, dealing about double damage 70% of the time.

Judgment: Adventurers, if not using the Great Forest Axe as their Earth Weapon, would find this converter quite useful due to the lack of a powerful Earth Weapon. Guardians should have the respective Awe Weapons by now, and will not find this nearly as useful.


Level 3: Call Forth Beast!
MP Cost: 40 MP

3: Bat
4: Dragon
5: Frog
6: Hawk
7: Shark
8: Snake
9: Tiger
10: Wolf

Analysis: Using one turn, you call forth ONE Guest with the element of your choice. As you increase in level, you gain the ability to summon Guests from more elements.

Judgment: A versatile and very useful ability. Guardians will be using these Guests into the 80s/90s. Adventurers only have three choices. Guardians will not be using this ability, due to the ability to dual summon later on.


Level 4 – Beastial Skin!

MP Cost: 80 MP
Effect: Gives you an addition -10% protection against your enemy’s lowest element and +5 against its highest defence.

Analysis: A useful ability to aid in your damage taking. However, use wisely. Some monsters’s lowest elements may not necessarily be their attacking Element. The same goes for Combat Defence.

Judgment: Very situational. Do note that if you switch armours, the effect of Beastial Skin is gone.


Level 5 – Wild Force!
Effect: Pets/Guests deal 130% Base and Random damage while wearing the Garb.

Analysis: Power Rangers flying higher… Wild Force running faster… Ahem. A 30% boost in damage is very welcome both to Beastmasters and non-Beastmasters alike.

Judgment: This passive ability makes it almost worth it to stay in the Garb for the duration of the battle. Almost.


Level 6 – Beast Lore!
Hits: 1
Type: «As Weapon»
Element: Element Seeking
Damage: 150% Base, 150% Random, 100% Stats damage
BTH: +0 plus Stats
Effects:
# There is a 25% chance of the attack dealing 300% Base, 300% Random, 100% Stats damage.
# Drains MP equal [DamageDealt/2] – 5 MP (Minimum of 0 MP, maximum of all your MP).

Analysis: An Seeking ability, aimed at your opponent’s weakness.

Judgment: Useful in the early game, especially if you’ve been using Feral Garb. However, once you hit the 40s, you should have a full-time weapon for each element. Once that happens, this ability is nearly useless, other than for the fact that you can seek Elemental weaknesses.


Level 7 – Internal Beast!
MP Cost: 80 MP
Effect: Increases all stats by 10 until the end of the battle or switch armours.

Analysis: All stats increase by 10. This increases your offensive ability greatly if you’re a Beastmage, considering that both Wild Force and the +10INT will stack up eventually.

Judgment: However, in short battles, the one-turn cast time might not be worth it. Depending on how long a battle lasts, make your judgment on whether to use it or not.


Level 9 – Beast Mastery!
MP Cost: 90 MP
Effect: Summons two beasts from “Call Forth Beast!”

3: Bat
4: Dragon
5: Frog
6: Hawk
7: Shark
8: Snake
9: Tiger
10: Wolf
+ Dismiss

Analysis: Dual Summoning. Only available to Guardians, though. Do note that you cannot summon two of the same guest.

Judgment: Very powerful when used in either a long battle, on in farming areas where you don’t need to switch Guests (Eg: Talk like a Pirate Day, Knight Final Mission.) Pick the Guests which hit the main weakness, and a secondary weakness. The Bonus damage will definitely help you in the long run. A staple ability into the 90s.


Level 10 – Tame Beast Spirit!

Use the monster’s element and attack power, which you had previously defeated in the attack.

Analysis: Use this ability before the enemy attacks you to “suck up” his attack. Remain in the Garb until the end of the battle. In your next battle, you may release the attack that you “sucked up.”

Judgment: Few monster attacks are actually strong enough to be worth sucking up the damage for. Gogg is one of those strong ones, among with the Battle Troll family, but they’re strong to the extent that you wouldn’t want to be stuck in the Garb tanking their damage. Until monsters in the middle range appear, this ability is currently useless.


Beastmaster, Final Conclusion: Excellent for use between 25-60. 90% to all elemental modifiers will help a great deal. Combine that with excellent Guests, and decent damaging abilities (Claw and Beast Lore.) Beastmasters will use the Guests into the 80s, because of high CHA, which will help with the double attack rate. A definite keeper for Guardians. Adventurers might want to pass on this one. Suitable for use for ALL builds


Berserker

[GCA202]


REQUIREMENT: Level 5 Fighter

Berserker Class Armours: Berserker Hides

Normal Attack
Contributes 1 Point of Charge.

Damage: 100% Base and Random, 100% Stats
Element: «As Weapon»
Attack Type: «As Weapon»
BtH: +0%
Rate: 75%

Damage: 100% Base and Random, 100% Stats
Element: «As Weapon»
Attack Type: Ranged
BtH: +5%
Rate: 25%

There’s nothing much to comment about for its base attacking stats. It’s pretty standard for a level 30 Armour.


Level 0 – Ticking Clock!
Effect: Boosts the damage done by player attacks and certain other specific attacks based upon how much HP you have lost.
Damage Multiplier: 1 + [2 * (1 – (Current HP / Maximum HP))]

Analysis: A passive ability which increases your damage as you take more damage.

Judgment: This is a recurring theme for Berserker’s skills. Do watch the health.


Level 1 – Roar of Courage!
MP Cost: 50
Effect: Boosts damage based on the amount of health you have at the point where you used the skill.
100% of your Maximum HP: x1 Base x1.5 Random
75% of your Maximum HP: x1.25 Base x1.5 Random
50% of your Maxmum HP: x1.5 Base, x1.75 Random
25% of your Maximum HP: x2 Base x2.25 Random

Analysis: For high-END Builds, especially for those with nearly 30-40 END at level 30, this skill is almost perfect for you. Drop your health to 25%, cast this, and pot up, unleash your fury on your opponent.

Judgment: It’s a gambit, and a risk depending on the amount of health that you have, but what’s some fun without some risk anyway?


Level 3: Crush!
Bash your enemies with a single massive blow that can weaken and incapacitate them!
MP Cost: 60

Choice of Crush Head, Arm, or Leg, damaging enemy’s INT, STR, or DEX respectively. For full details, read the Encyclopedia entry.

Analysis: You damage an opponent’s stat depending on the amount of health you have left. It has a stun effect, which is pretty useful, if you’re lucky. Either way, since the stat reduction only gets significant when you’re at less than half health, I wouldn’t stall just to use this ability.

Judgment: Situational ability. But the chance to Stun is nifty, and can be used for a strategical advantage.


Level 4 – Growl of Savagery!
MP Cost: 60
Attack Class: Spell
Attack Type: Ranged
Attack Element: Wind
Attack to: Enemy Mana Pool

Analysis: So far, few monsters use MP to attack you. And those monsters that DO use Mp to attack you should NOT be tanked out using Berserker. They’re just far too damaging. Invisible Shield might prove to disrupt enemy spells much better than casting the Growl.

Judgment: As an ability, I cannot fault it. However, Berserker’s pathetic defences lets it down. You won’t be able to tank an enemy while cutting down his mana. However, if you do happen to survive, you’ll be happily bashing away with a 3x boost from Ticking Clock. Once again, a huge gambit.


Level 5 – Berserk!
Requires 30 Charges
For 5 Turns You Are Berserk. (Berserk ends if you win the battle, if you die or if your armor is forcibly changed by some means eg Werewolf or a weapon special that gives you an armor)
While Berserk you may not do anything other than Attack.

Analysis: Berserk is a very powerful offensive ability, if a little lacking on the accuracy. However, with that amount of power, having a few hits miss doesn’t mean much. Useful until Ancestor Spirit is obtained.

Judgment: Must be used carefully. During those five turns, you cannot do anything OTHER than attack. If you happen to need to heal, you’d better pray hard that you kill your enemy before he kills you.


Level 6 – Grisly Scream!
MP Cost: 75
Attack Class: Spell
Attack Type: Ranged
Attack Element: Wind
Compatable with Ticking Clock: Yes
Stat Bonus: No

Analysis: The Warrior’s reply to the Wind spells of the Mages. When used in conjunction with Ticking Clock and Roar of Courage, the damage on this thing is insane. It’s mana cost is cheap, and it’s damage is respectable even without the Clock and Courage boosts.

Judgment: Immensely useful against Sneaks and other monsters which require a Ranged Converter into Wind.


Level 8 – Blood Letting!
MP Cost: 35
HP Cost: 35
Effect: (Note that for skills that have HP cost you need to have at least 1 more HP than the required amount (the skill won’t let you kill yourself)).
Contributes 2 Points of Charge.
Damage: 200% Base, 200% Random, 100% Stats

Analysis: By helping your opponent get your health lower, both Ticking Clock and Roar of Courage get their maxed boosts faster. It complements the Berserker theme very well.

Judgment: Double damage for about 5-9% of your HP, AND helps your Ticking Clock and Roar to activate? Definitely useful. Of course, do be careful with the amount of blood you let out…


Level 9 – Nightmare Visage!
MP Cost: 100
Contributes 1 Point of Charge.
Effect: Reduces all of the enemies stats by 5 * Round(Ticking Clock Multiplier). (ie 5 (above 75% HP),10 (above 25% HP) or 15)
Nightmare Visage can only be used twice against a given enemy.

Analysis: Once again, we have another Nerfing skill. Sadly, as we reduce the enemy’s Endurance, his health doesn’t drop proportionate to his Endurance drop, unlike the Grave Rot ability of the Necropolis Fiend and his family.

Judgment: It’s actually quite a huge nerf to the enemy. However, when you’re at 25% health… You’ve got to be seriously careful, especially in Berserker.


Level 10 – Ancestor Spirits!
Requires: 50 Charges
For 5 Turns You Are Berserk. (Berserk ends if you win the battle, if you die or if your armor is forcibly changed by some means eg Werewolf or a weapon special that gives you an armor)
While Berserk you may not do anything other than Attack.
While attacking your normal attack is replaced by a 5 hit attack, with all hits converted to Melee

Analysis: A buffed up version of Berserk, with two more hits. it’s still as inaccurate, and you still need to be as careful as you were when using Berserk.

Judgment: Who am I to say no to more damage? But do watch that health.


Berserker, Final Conclusion: For direct offensive ability, this is definitely one of the top Class armours for. All Berserker Skills require 25% health or below to take full and complete advantage of. However, to be able to have the offence that it has, it’s got to give up some Defence, and Berserker’s Defences are downright pathetic compared to most other class armours. That being said, its very useful for levels 30-70, beyond that, the monsters start to hit much harder, which makes it difficult to survive in Berserker. Suitable for use for WARRIORS and HYBRIDS.


Dracomancer

[GCA203]


Dracomancer Class Armour: Dracomancer Armour

REQUIREMENT: NONE

NORMAL ATTACK
Hits: 1
Damage: 100% Base and 125% Random
BTH: +0%

As Class Armours go, at level 20, Dracomancer’s normal attack damage is decently high. If Ninja is any example, we’ll see an increase in this after the Class Remakes.


Level 1: Dragon’s Heart.
If you have 40 or less HP it fails, if you have 40 or more HP you take 40 damage, then heal 1 and then if your Endurance is greater than 30 you get MP equal to 2.5% of your HP.

Then you attack:
Hits: 1
Damage: 150% Base and Random
Attack Type: Magic
BTH: 50%

Analysis: 2.5% of MP for 40 HP. Not only that, it also converts to Magic with 50% BtH. For Mages, this is a pretty strong skill if you happen to lack mana and still wish to attack.

Judgment: However, between level 20 to 60, I think a Mage/Hybrid has better spells (Looks up at Elemental Sphere and lower at Dragon Wings.) than to attack with this. The BtH is good against Sneaks and Am-Bushes, though, so it’s worth consideration.


Level 2: Dragon’s Claw.
MP Cost: 40
Hits: 1
Damage: 150% Base and Random
Attack type: Magic
Element: Fire
BTH: 50%

Analysis: We now have a Fire Magic converter. It’s mana cost seems a bit expensive for 150% Base and Random, though.

Judgment: not all too useful, since you SHOULD have a better Fire spell by now. However, that overpowered 50% BtH is something to watch out for. It’s pretty accurate.


Level 4: Dragon’s Wings
MP Cost: 80 MP
Hits: 3
Damage: 36-52, 14-20, 36-52
Element: Wind
Type: Magic
BTH: 10%, 100%, 10%

Analysis: As Wind spells go, this is among the strongest and most mana efficient of them at your current level. It hits for a base damage of 86, which is already more than its mana cost. If we factor in random damage, the average damage will definitely be much higher.

Judgment: For Mages, this will be your Wind Spell (If you keep this armour) until you get Invisible Blast or Brilhado Feathers.)


Level 5: Summon Bob.
MP Cost: 60 MP

Analysis: He looks horrible. He attacks horrible.

Judgment: He is horrible. BUT, he’s unswept. I’m expecting something much better if the Guest summon remains in Dracomancer.


Level 6: Dragon’s Fury!
MP Cost: 35 MP
Hits: 2
Damage: 100% base and random each. You lose 1%-1 of your current HP after each hit.
BTH: +5 Each.

Analysis: A slightly weaker version of Onslaught. With the nerf to Mage attack power, few should be attacking anyway. Spells are the way to go.

Judgment: Fighter Class offers 200% Base/Random at 20 SP. The Sweep may not have hit Dracomancer yet, but it’s definitely going to be hitting Dracomancer HARD.


Level 7: Dragon Brood
MP Cost: 90 MP
Hits: 8
Damage: 8-12 each
Attack type: Magic
Element: Wind, Darkness, Light, Water, Energy, Earth, Ice, Fire
BTH: 0% Each

Analysis: As spells go, this is a weakened version of Elemental Doom (Without all the elements too.) Multi-hit spells are only get useful at high amounts of INT. Between level 20-60, your INT levels won’t be THAT high.

Judgment: It’s weaker than Dragon’s Wings, and with the disadvantage of multi-element spells. Not to be used unless for absolute and sheer fun.


Level 8: Great Dragon
MP Cost: 100 MP
Success rate: 60%
Hits: 5
Damage: 22-28 each
Attack type: Ranged
Element: Harm
BTH: 0% Each

Analysis: Finally, a source of Void/Harm (???) (Pedia was not updated) damage. The success rate is low, but it does deal well over 100 damage every time he’s summoned. The BtH might be a problem, but if you pull your stats together, you should have enough accuracy to use it against irritating Zeels.

Judgment: Harm/Void Damage is a must-have in any character’s inventory. Since the Spellcraft Series and Archmage Research series don’t come until much later, settle for the Great Dragon.


Level 10: Half Dragon!
MP Cost: 150 MP
Hits: 1
Damage: 600% base and random.
Attack type: Magic
BTH: 80%
Rate: 50%

OR

Hits: 2
Damage: 200% base and random each.
Attack type: Melee
BTH: 40%
Rate: 50%

Analysis: The raw damage numbers aren’t very impressive, but I’m impressed by the raw accuracy of the hits. 80% for 600% damage is really strong. This can definitely hit enemy Sneaks if you don’t have a Ranged attack.

Judgment: The mana cost is a little high, but that’s what you get when you’re paying for accuracy over damage.


Dracomancer, Final Conclusion: Dracomancer is a worthy armour to be kept in any Character’s inventory by virtue of Great Dragon alone. For Warriors, Dragon’s Fury provides excellent damage. For Adventurer and Guardian Mages, Dragon’s Wings will be a staple until Invisible Blast becomes available. For ALL Builds, Half Dragon Form and the Great Dragon are excellent additions, for accuracy and Zeels respectively. Overall, still a great Pre-Sweep armour suitable for use for ALL BUILDS.


Dragonslayer

[GCA204]


Dragonslayer Class Armours: DragonSlayerElite Dragon Slayer (Guardian)Golden DragonslayerGolden Dragonslayer Eclipse (Guardian)

REQUIREMENT: Fighter Level 5, Scholar Level 5

Armour being used as reference: Dragonslayer Armour

All stats shown here assume Class Level 10

Normal Attack

221% Base/Random.
# On Monster Category “Dragon”, all Player Attacks, Spells, and Specials deal 120% Base, Random, and Stats damage.
# On Monster Category “Dragonkin” or “Drakel”, all Player Attacks, Spells, and Specials deal 105% Base, Random, and Stats damage.
# On anything else, all Player Attacks, Spells, and Specials deal 90% Base, Random, and Stats damage.
BtH: 9%

Comments: For a level 30 Armour, its Normal attack is really high. The number falls slightly to 198.9% Base/Random against Non-Dragons, but 200% Base/Random on a normal attack is still respectable. If this can be a reference of what Post-Sweep Armours have as their base/random damage, then we’re all in for a huge and pleasant surprise. For Mages, this armour also buffs up your Spells against Dragons for no extra MP cost. Perfect!


Level 1: Dragon Strike! – Toggle
SP Cost: 220
B/R: 496%
Stats: 652.8%
BtH: 9%

Analysis: It’s SP cost is VERY high, however, you deal over double the normal damage rather than attacking with the normal attack. It’s really strong, and if you stack up the damage boosts from this, DS’ innate 120% damage against Dragons, an Elemental Orb, and Chieftain’s Ironthorn, you can hit well over 1k damage against Dragons at their weakness!

Evaluation: If you feel that you can end a battle quickly, and not need the SP in your next battle, go ahead and abuse it’s power.


Level 2: Dragon Breath! – Active
MP Cost: 293
Damage: 13-38
Stats: 163.2%
Hits: 5
BtH: 17

Analysis: A great spell against Dragons. Should not be used against non-Dragon enemies due to the reduction in damage to 90% B/R/S. However, only best used at higher INT. Characters at level 40+ should try to avoid using this spell. There are other spells which are more damaging and efficient at the current level.

Judgement: This spell is best used at high INT, at around level 70 or so. Since Dragons appear throughout your journey, you should be keeping this armour around anyway. Mages will have a great deal of fun with this spell.


Level 4: Summon Draykwing – Active

Against Dragons
Hits: 2
Element: Harm
Type: Ranged
Damage: 10-29
BtH: 17%
SP Cost: 23 (In Dragonslayer), 27(In Dracomancer), 43 (Any other armour)

Note:
Analysis: This guest is powerful against Dragons. SP that goes into Dragon Strike is better used for maintaining the Draykwing. With 10-29, 227% stats and an innate 17% BtH, this Guest is perfect for use against Dragons.

Judgment: A very strong Guest against Dragons. The SP cost, as long as you wear the Dragonslayer Armour, is pretty cheap. Always summon it when you meet a Dragon. 🙂


Level 5: Poison Dragon – Toggle
Hits: 1
Element: As Weapon
Type: As Weapon
Damage: 221% BRS (Subject to triggers)
BtH: 9%
SP Cost: 57 SP for one strike
Effect: Poison

Analysis: It only costs SP, and doesn’t cost you a turn. Use it on your first turn against a Dragon, and that little damage boost will come to help you beat the lizard down slightly faster. It attacks for 10 Turns, so you have 10 turns to regain the SP you lost before poisoning the Dragon again (Provided it survives…)

Judgment: Activate once, at the start of the battle, attack once, and deactivate. Bonus damage is always nice, and since this is unblockable, it’s even better.


Level 6: Cripple Dragon! – Active – Guardian Only
Hits: 1
Element: As Weapon
Type: As Weapon
Damage: 221% BRS (Subject to triggers)
BtH: 9%
SP Cost: 46
Effect: Cripple

Analysis: Reducing enemy Strength and Dexterity is highly valued, especially Dexterity. Every 10 Points of DEX adds 1 Point of blocking. Remember that when you bash the enemy Dragon with this ability.

Judgment: Synergises very well with any Nerfpet if there are any accuracy problems the Dragon may have over you.


Level 7: Dragon’s Blood – Active – Guardian Only (Dragon Strike Compatible)
Hits: 1
Element: As Weapon
Type: As Weapon
Damage: 221% BRS (Subject to triggers)
BtH: 9%
SP Cost: 220/528 (No Dragon Strike/Dragon Strike)
Effect: Perform an attack. Heals 60% of inflicted damage.

Analysis: Healing is excellent, but the SP cost is slightly expensive for its damage. It IS Dragon Strike Compatible, but the SP cost will hurt you like hell.

Judgment: I think Pots and Heal Spells (Above 80) are better than this. It’s not very necessary, and it’s rare that an enemy Dragon will push you into such a corner. If there is, you should be in an Uber Plate by now.


Level 9: Daze Dragon – Active – Guardian Only (Dragon Strike Compatible)
Hits: 1
Element: As Weapon
Type: As Weapon
Damage: 221% BRS (Subject to triggers)
BtH: 9%
SP Cost: 220/528 (No Dragon Strike/Dragon Strike)
Effect: You perform two Normal Attacks. The first does 120% Base, Random, and Stats damage and damages your opponent’s MP. The second does 90% damage and damages your opponent’s SP.

Analysis: If this is an indication of what Dragons will soon become, I look forward to it. Dragonslayer is very well rounded against any form of Dragonkin, and unlike Berserker, Dragonslayer can hold its own in defences against Dragons, while nerfing the enemy.

Judgment: Right now, it’s useless. I can’t fault the armour for not having a Monster to which it can be used against, but we just have to wait for it…


Level 10: Dragonheart Strike! – Active – Guardian Only (Dragon Strike Compatible)
SP Cost: 220/464
Effect:
* The first hit is a Normal Attack that deals (850/37)% Base, Random, and Stat damage, multiplied by 1.2 (against Monster Category “Dragon”) or 1.05 (against Monster Category “Drakel” or “Dragonkin”) or 0.9 (against anything else). You heal HP equal to 80% of the damage inflicted, rounded normally.
* The second hit is a Normal Attack that deals (1785/37)% Base, Random, and Stats damage. This damages the opponent’s MP.
* The third hit is a Normal Attack that deals (1338.75/37)% Base, Random, and Stats damage. This damages the opponent’s SP.
* The fourth hit deals (850/37)% Base, Random, and Stat damage, and Cripples the opponent as in Cripple Dragon.

Analysis: Dragonheart Strike is like a mash up of all the nerfing abilities. The SP cost is VERY expensive, and for now, it doesn’t have much use due to Dragons not attacking with Mana or SP.

Judgment: For now, still relatively useless.

7.5% chance of summoning Kian the Eternal Dragon
Damage: 128-378
Stats: 1632%
BtH: 17.5%

Analysis: The numbers are quite impressive. But there’s only a 7.5% Chance of that happening. Against Dragons, this is a really powerful spell. Even more so for Beastmasters, who have CHA.

Judgment: Considering how rarely people ever use Dragonheart Strike, I doubt we’ll see much of this. It’s raw, direct damage, but it is slightly inaccurate as spells go.


Dragonslayer, Final Conclusion: Dragonslayer’s skills are very well suited against Dragons. However, it should not be used against non-Dragons. However, the Dragonslayer’s normal attack can be used as a decent attacking staple even against Non-Dragons, as long as the other skills are not used. This armour will last you from level 30 (the Basic Dragonslayer Armour) to level 90+ because of really great effects on Dragons. (Guardians should have upgraded to the Elite Versions) Since all characters will encounter Dragons at one point or another, this class is suitable for use for ALL BUILDS.


Knight

[GCA205]


Knight Class Armours: Knight Armour

REQUIREMENT: Fighter Level 5

NORMAL ATTACK
Hits: 1
Damage: 100% Base and 130% Random
BTH: +0%

Comments: It’s a Pre-Sweep armour, so expect some of its abilities to be quite weak or slightly overpowered.


Level 1 Ability: Fierce Offensive.
40 MP Cost
Damage: One hit of (100*N)% base and 100% random damage with no additional BtH. N = MonsterMeleeDefense/25.
Converts to melee.

Analysis: Hitting harder or softer depending on the enemy’s Melee defence with conversion to melee? Well… if you do manage to actually land the hit, you might have some decent damage… But I honestly see little point in using this ability at all.

Judgment: Quite useless. If you can’t even hit the guy since he has high melee defence, don’t even bother trying. This ain’t Berserker.


Level 2 Ability: King’s Blessing.
Cost: 29 HP. Won’t happen if you have less than 31 HP, of course.
Damage: One hit of 150% base and random damage, with +30 BtH. If you have 45 CHA or more, you’ll gain an amount of MP equal to YourMaxHP/40.

Analysis: The Knight version of Dracomancer’s Dragon’s Heart. However, I find Dragon’s Heart far more useful since it regenerates more MP.

Judgment: Either way, it should only be used for accuracy purposes, with the +30 BtH, however, Dracomancer has more accurate skills.


Level 4 Ability: Onslaught.
30 MP Cost
Damage:
First hit: 80% base and random damage, +5 BtH; You lose (1%OfYourCurrentHP – 1) HP.
Second hit: 80% base and random damage, +5 BtH; You lose (1%OfYourCurrentHP – 1) HP.
Third hit: 60% base and random with no additional BtH; You lose (1%OfYourCurrentHP – 1) HP.

Analysis: For 3% of your health and 30 MP, you deal 240% Base/Random, 300% Stats. It’s pretty powerful, and will definitely replace your Fighter Armour’s abilities.

Judgment: Powerful, and cheap in terms of mana cost and health. This is better than Dragon’s Fury.


Level 5 Ability: Mace Stun.
60 MP Cost
Damage: One hit of 150% base and random damage, with no additional BtH. Your enemy loses 2 in his melee and ranged defense stats (cumulative).
Converts to melee.

Analysis: It is worth to note that whether you will nerf your opponent whether you hit or miss. Eventually, you’ll get your opponent’s defences down to something that you can easily beat down.

Judgment: Slightly high on the MP Cost, but worth using in general IF it is a long battle.


Level 6 Ability: Summon Squire.
60 MP Cost
No Upkeep Cost

Analysis: As Guests go, it’s weak. However, it IS pre-sweep.

Judgment: We do have other guests which deserve the Guest Slot. Say bye to this one.


Level 7 Ability: Arrow Assault!
Hits: 14
Damage: 1-4 each
BTH: 0 each
Element: Wind
Type: Ranged
MP cost: 70

Analysis: It’s a spell that does Ranged damage, so the formula for damage would be STR/10 + DEX/40. Over 14 hits, this spell is INCREDIBLY damaging, and is really perfect for taking Sneaks down. For the damage that it can hit, 70MP cost is cheap.

Judgment: Once again, the Knight response to Dracomancer. Except that Warriors can definitely use this spell, and they love it.


Level 8 Ability: Armour Ascent.
80 MP Cost
Damage: Two hits of 160% base and random damage each. BtH from all Equipment is set to 0%. Stat bonus to BtH is added normally.
Melee Conversion

Analysis: For 320% Base and Random damage, the 80 MP cost might be worth it… if it wasn’t for the Cavalry Charge. Since BtH from all equipment is set to 0, you’re going to miss pretty often in this AQ world that’s in the process of being Swept.

Judgment: This ability would actually be one of a Knight’s staple sources of damage if it wasn’t for the Cavalry Charge, which has MUCH better BtH


Level 10 Ability: Cavalry Charge.
80 MP Cost
Damage:
All hits convert to melee.
– First hit: 100% base and random damage, no additional BtH
– Second hit: 80% base and random damage, +5 BtH
– Third hit: 60% base and random damage, +5 BtH
– Fourth hit: 60% base and random damage, +5 BtH
And, 25% of the time:
– A fifth hit of 60% base and random damage, +5 BtH

Analysis: A consistent 300% Base/Random with full accuracy from your stats and weapons, unlike Armour Ascent. There’s also some additional BtH as well. (It is minor, though.)

Judgment: A powerful ability, and definitely worth the 80 MP which you spend.


Knight, Final Conclusion: This is still a Pre-Sweep armour, so there are a number of things which don’t make sense, and a number of things that probably seem under/over- powered. We’ll have to deal with it. Mace Stun is useful combined with Nerfpets. Arrow Assault is Knight’s answer to Dragon’s Wings (To Sneaks too.) It’s Elemental Defences are only average, though the Combat Defences are relatively decent for a Pre-Sweep class armour. This Class Armour won’t last long in your inventory, in fact, I wouldn’t buy it at all for now due to the availability of Ninja. If you do, though, Warriors and Hybrids can definitely use this class to great effect.


Ninja

[GCA206]


Ninja Class Armours: Shinobi Shozuku

REQUIREMENT: Rogue Level 5, Fighter Level 5

ASSUMPTIONS: Class Level 10, Scaled Class Level 10

Normal Attack
2 Hits
Damage: 130.5% B/R/S
BtH: 13%

Comments: At level 40 (You’ll be around there by the time you finish levelling this Class) 270% Base/Random/Stat per turn is pretty high. Class Armours are making standard armours look pretty obsolete, don’t you think?


Level 1: Swift Slash! (Active)
Damage: 468.44% Base/Random
Stats: 616.53%
SP Cost: 214
BtH: 13%

Analysis: Looking at sheer numbers alone gets me pretty surprised. You deal over 4x normal damage with decent accuracy. The SP Cost is pretty high, but there’s not doubt that it’s pretty worth the cost

Judgment: An accurate, and powerful offensive ability. But do watch your SP levels.


Level 2: Smoke Bomb – Active
Effect: Enemy takes -5% BtH to all attacks. Last for Four turns, or until you switch armours. Carries over to next battle.
SP Cost: 130

Analysis: Increasing your Blocking is always good, however, at the cost of 130 SP seems to be expensive. However, Merciless Strikes have a higher chance of occurring, so it balances out.

Judgment: If you plan to use your full Ninja Combo on your target, activate and hack away. However, if you want to stall, I think using a Misc Item is far more cheaper on the SP.


Level 3: Dragon Double! – Active
This takes one turn. You gain +5 to your Combat Defences until the beginning of your next turn.
If your opponent’s FIRST hit misses, then you deal 261% B/R/S

Analysis: It’s the same as your standard attack, but you have to block in order to inflict damage. However, if used in conjunction with Smoke Bomb and Merciless Activates… it’s 390% B/R/S, which is very strong.

Judgment: Use when long battles are in sight. Dragon Double+Smoke Bomb+Misc item to tank out your enemy and pray for a Merciless Strike.


Level 4 – Merciless! – Passive
Assumptions: Ninja Class 10, Class title is Ninja, Smoke Bomb is Active. Only applicable to Dragon Double counter-attacks and attacks used when opponent is Paralysed by Viper’s Bite
Chance for a Merciless Strike: 25% to deal 150% Base/Random/Stat of whatever attack you’re using.

If Ninja Death Strike is being used, in addition to all effects above.
Effect: 30% Chance to Merciless. 600% Base/Random/Stat

Analysis: This situational critical strike is nifty. It only activates if your opponent is paralysed or if you’re using Dragon Double. Moreover, it only occurs 25% of the time. If you like abusing Viper’s Bite or Dragon Double, this skill will be very useful to you. A great thing about this is that it’s a Passive ability, so if it activates, it’s great, but if it doesn’t, we’ll just find another way to survive.

Judgment: A potentially powerful passive ability with great synergy, especially if you can Paralyse your opponent, or in long battles where high Combat Defences are necessary.


Level 5: Sacred Duality! – Active
Hits: 2
Damage per hit: 356.5% Base/Random
Stats per hit: 469.2%
BtH: 8%
MP Cost: 250

Analysis: Big Ouchie. The numbers are VERY impressive. It deals about 4x Ninja’s Normal Attack. But be careful when using it due to the conflicting nature of Duality.

Judgment: Best used against enemies like BURPs, Elite Frogzards, and other monsters which have defences which are average across the board. It’s powerful, but quite situational.


Level 6 – Summon Ninja Tortoise – Active
Element: Darkness.
SP Cost: 17/43 (In Ninja/Not in Ninja)
Damage: 19-57
BtH: 17%
Stats: 459%

Analysis: A decent guest. It is, after al, post-Sweep. The SP Upkeep is pretty cheap, but since Ninja’s abilities are pretty darn costly on the SP, watch it.

Judgment: Worth summoning if you think you don’t need the SP for other purposes. The damage is pretty high for a class that lasts you from 30-60.


Level 7 – Ninja Stars!
Hits: 4
Damage: 110.95 Base/Random per hit
Stats: 146.05% per hit
BtH: 18%
SP Cost: 214

Analysis: A powerful ranged converter which converts to an element of your weapon!

Judgment: Very decent and powerful. It’s a touch dependent on your stats, though, so the Pure Warriors would use this ability best. Beastwarriors are no slouch either, but the Pures will have it best for now.


Level 9: Viper’s Bite! – Active
Hits: 2
Damage: 117.11 Base/Random per hit
Stats: 154.13% per hit
BtH: 13%
SP Cost: 214

Analysis: Pray hard that both hits connect and paralyse. Once that happens, pull out all the stops in hitting with your Strongest Ninja Attack for a chance of a Merciless strike.

Judgment: Incredibly great synergy with Merciless. Any paralysis has strategical use, but the SP Cost is expensive, use sparingly.


Level 10: Ninja Death Strike – Active
Type: As Weapon
Element: As Weapon
Hits: 1
Damage: 234.22% Base/Random
Stats: 308.27%
BtH: 13%
SP Cost: 214

Analysis: It’s really weak. It doesn’t even out damage your normal attack. However, there is that 30% Chance of getting a Merciless Strike, where you have a grand total of 1405% Base/Random and 1849% Stats…

Judgment: Ninja is all about a chain of commands. You’ll need your other skills to pull this off successfully.


Ninja, Final Conclusion: It’s normal attack alone shows its offensive power. Standing at an impressive 260% B/R/S, few armours at level 30-60 can compare to it. Ninja is all about a series of spells that you have to pull off in order to get maximum damage. First, throw down a Smoke Bomb, if you don’t have the SP, scale Viper’s Bite back down, then attempt a paralyse. If you paralysed, go for the Death Strike. The SP cost will keep you from dealing the most amount of damage, but all you should be aiming for is a paralyse with Viper’s Bite. With all the hype about the Smoke/Bite/Deathstrike combo, we’ve almost forgotten about Swift Slash, Sacred Duality and Ninja Stars! These three abilities, while costly in terms of SP and MP, are very good sources of damage. Swift Slash is highly accurate, and the Ninja Stars have the ability to Ranged convert, which is invaluable sometimes. Despite being aimed for the level 30-60, I believe this armour will still have use even into the 80s, before an Uber Plate is obtained. This class is highly recommended for Warriors and Hybrids.


Pirate

[GCA207]


Pirate Class Armours: Sea ScourgeSwashbuckler’s Raiment

REQUIREMENT: Fighter level 10, Rogue Level 5

ASSUMPTIONS: Class Level 10. Scaled Class Level 10

Normal Attack
1 Hit
220.6% Base/Random/Stats

Comments: Slightly weaker than Ninja, however, it should be noted that Pirate is a more defensive class compared to Ninja.


Level 1: Swab the Mob
Element: As Weapon
Type: As Weapon
2 Hits
Damage: 16-48 Per hit
Stats: 358% Per hit
BtH: 17%
MP Cost: 257
Stat bonus to damage is STR/10 + DEX/40 + LUK/20
Stat bonus to BTH is DEX/8 + LUK/20

Analysis: It seems that all the Swept armours are relying a great deal more on stats, don’t they? The numbers of the damage doesn’t seem much, however, the Stat bonus to damage is pretty high. However, it is slightly costly in terms of MP for the numbers that I’m seeing currently.

Judgment: The MP Cost is slightly high, especially if you’re a Warrior. It’s good for short bursts of damage, but that requires your stats to be decent as well. Pure builds will be dealing better damage than the Hybrids or Beasts for this one.


Level 2: Summon Petey
Hits: 1
Type: Ranged
Element: Wind
Damage: 18-54
Stats: 400%
BtH: 17%
SP Upkeep: 21/43 (In Pirate Armour/Not in Pirate)

Analysis: Wow. Just Wow. . Petey even has the chance to Taunt an enemy, reducing their accuracy! This is a very strong pet both for strategical and accuracy purposes!

Judgment: Should be used and summoned whenever in a Pirate Class Armour. Incredibly accurate and reasonably strong for it’s intended levels (30-60)


Level 3: Swash Defense – Toggle
Effect: + 5 Melee Defence
SP Upkeep: 3

Analysis: This is what makes Pirate one of the more defensive Class Armours. The addition of 5 Melee defence at a mere 3 SP Cost is very cheap and valuable.

Judgment: Faced against the Troll Family, this is incredibly useful.


Level 4 – Keelhaul!
Hits: 2
Type: «As Weapon»
Element: «As Weapon»
Damage: 176.48 per hit
BtH: 8.5%
SP Cost: 257

Analysis: To be honestly, the numbers are disgusting to me. Dealing triple base/random at the cost of 257 SP is really bad.

Judgment: Don’t use this. Pirate has a lot more to offer than just raw damage anyway.


Level 5: Jolly Rotten Roger
Hits: 3
Type: Magic
Element: Darkness
Damage per hit: 15-45
Stats per hit: 172%
BtH: 17% + Stats
MP Cost: 257

Stat bonus to damage is STR/16 + CHA/16
Stat bonus to BTH is CHA/16 + DEX/16 + LUK/20

Effect: Attempts to make opponent AFRAID if at least one hit connects.

Analysis: Now, this is what I’m talking about. Beastmaster Warriors are probably going to love their choice when they see the stat bonus to this spell. It even has the extra ability to make the opponent Afraid, which is an incredible strategical advantage.

Judgment: The MP Cost is high, but that’s what you get when you include a status effect. The damage cannot be compared to a Mage’s standard spells, of course, but it’s not that weak either.


Level 6 – Cannon Fodder!
Hits: 1
Type: Ranged
Element: Fire
Damage: 67-200
Stats: 761%
BTH: 17%
SP Cost: 193

+Stat bonus to damage is STR/10 + DEX/40 + LUK/20
++Stat bonus to BTH is DEX/8 + LUK/20

Analysis: When they said “great fire damage”, I had no idea how great it was until I did the numbers for myself. The damage on this skill is really impressive, at a whopping 67-200 damage, WITHOUT stats. With the 761% Stat bonus, the damage will be shooting into the 200s easily.

Judgment: A powerful spell, perfect for Warriors to use, since it even costs SP. Because of the high SP Cost, use sparingly.


Level 7 – SeaLeg Swagger – Toggle
While active, +6 to Ranged Defence. Costs 3 SP per turn. You cannot have both this and Swash. Defence active.

Analysis: Pirate Armour is actually quite a good defensive armour to tank in. This will help you survive Sneaks much better. At pirate level 10, your Ranged defence will have a grand total of about 45.

Judgment: This definitely gives points to Pirate as a defensive armour for Warriors. The only other Class Armour with blocking ability and resistance to match is Serpent Fang.


Level 8: Grog ‘n Flog
Effect: 3 Hits, Fire followed by Wind. If the Fire hit connects, chance to Burn enemy.

Hits: 1
Type: Ranged
Element: Fire
Damage: 17-50
Stats: 190%
BTH: 17% + Stats

Hits: 2
Type: Ranged
Element: Wind
Damage: 35-104
Stats: 394%
BtH: 17 + Stats
MP Cost: 257

Analysis: The first Fire hit might seem weak, however, it does provide you with a chance to Burn for more damage over time. The Wind hit has really nice numbers. Together, both Fire and Wind hits should be able to deal 257, bring your overall efficiency to 1. Once we factor in the burn… We’re going to have a real time of damage.

Judgment: It’s pretty darn strong and can last you into the 60s. The Burn damage over time will help boost the damage, instant returns are expected here. XD


Level 9: Plunder
Effect: Attempt to steal 1 HP and 1 MP potion from your opponent.
Hits: 1
Type: «As Weapon»
Element: «As Weapon»
Damage: 132.36% Base/Random
BtH: 8.5%
Analysis: If you want to steal potions, go ahead!

Judgment: Good only for stealing Potions. As an attack, it isn’t too good. No cost, though.


Level 10: Davey Jones’ Locker
Effect: If at least ONE tentacle hit connects, it will attempt to Entangle the opponent.
Hits: 4
Type: Magic
Element: Water

First 2 hits (Locker hits):
Damage per hit: 16-47
Stats per hit: 179%
BTH: 17% + Stats

Last 2 hits (Tentacle hits):
Damage: 8-23
Stats: 86%
BTH: 17% + Stats

MP Cost: 257

Analysis: For an entangling spell, you’d definitely expect a cut in damage. And the cut in damage seems pretty severe, especially to the Tentacle Hits. However, -40 DEX is still a useful ability.

Judgment: Depending on what monsters are being released in the future, this ability may have better uses in the future. Currently, though, you might want to stick to Swab the Mob, or other spells.


Pirate, Final Conclusion: Pirate focuses primarily on defence and disruptive statuses so that you can survive longer. It’s a near-polar opposite of Ninja, which seeks to kill an enemy quickly. Swab the Mob is a great damaging skill. Jolly Rotten Roger, Cannon Fodder, Grog and Flog and Davy Jones’ Locker are all powerful disruptors that make your life easier. Petey is also a guest worthy to take note of. He is INCREDIBLY accurate, (Provided that the numbers don’t lie…) and the Taunt effect will definitely help you tank out the damage in Pirate. Overall, it’s a defensive class focused on disrupting your enemy’s rhythm of battle. Due to the Stat formulas from which this class gets its bonuses from, this class is suitable only for Warrior Variants and Hybrids.


Vampireslayer

[GCA208]


Vampireslayer Armours: Vampire Slayer, Nighthunter Vampire Slayer

For now, not even worth evaluating. This Class is simply far too weak and has no strategical advantage compared to other pre-sweep armours like Knight, Dracomancer and Wizard. Until the Sweep hits Shadowslayer, I won’t even bother.


Wizard

[GCA209]


Wizard Class Armours: Generalist, PyromancerHydromancerAeromancerCryomancerGeomancerDynamancerLumenomancerTenebromancer

REQUIREMENT: Mage Level 5

Normal Attack: 250% Base/Random, 450% Stat (*85/(85+BTHMod) (BTHMod = -5 to +5)
BtH: 8% (+ or – 5%)

Elemental Wheel.

                       Dark
                Water      Earth
           Ice                    Fire
                 Wind      Energy
                      Light

Comments: Once again, like Mage, we have another armour which simply isn’t suited for attacking in. It’s defences aren’t that good either, but it’s a “Squishy Mage” armour (Quote from IMR). It’s got AWESOME stuff that affects spells.


Level 0: Arcane Efficiency (Passive)
If your Class Title is “Wizard”, your spells cost less mana

Generalist: Your spells costs 5% less MP/SP/HP.

Title Ability – Flaming / Rocky / Shadowy / Flooding / Frosty / Blowing / Radiant / Shocking Efficiency
If your Class Title is “Wizard”, your ELEMENT spells cost significantly less mana

All others: Your spells cost 10% less MP/SP/HP
This only applies to spells whose database element — like, what it shows in the shop or in the quick-cast bar — is the proper element. For example, Spellcraft will NEVER get the bonus, since it’s Neutral.

Analysis: For the Generalist, 5% less MP. For the Specialists, 10%. At no penalty to your own spells? Awesome. Let’s combine that with Fairy Godmother (For non-BM Guardians.) and you’ll definitely be able to pull off around one more spell.

Judgment: It’s a passive ability that gives no penalties for improved efficiency, let’s take advantage of it!


Level 0 – Arcane/ Flaming / Rocky / Shadowy / Flooding / Frosty / Blowing / Radiant / Shocking Potence (Passive)
Your affinity with the elements allows you to boost the power of your spells!

This applies based on the individual hit of the spell. For example, Spellcraft WILL get the bonus if it’s the proper element. For Elemental Doom, only the hit of the proper element will get the boost, but the other hits won’t.

Generalist Effect: 138% BRS to all Spells.

Specialist Effect: 172% BRS to Your Element’s spells.

Analysis: Wow. At no further penalty (The defences and attack is crappy enough as it is.) Generalists get a 40% Boost to all spells. Specialists have a 70% boost to a particular element. This damage boost is FREE too.

Judgment: Awesome. Pyromancers and Lumenomancers will be the new “Farm Nightreign” Armours.


Level 1: Arcane Dive
Cost: 210 SP
Hits: 1
Type: Melee
Element: Your Weapon
Damage: 620% Base/Random, 1124% Stats.
BTH: 8%
Note: Note: Stat bonus to damage is INT/8, possibly +LUK/4. Stat bonus to BTH is INT/16 + DEX/16 + LUK/20.
Note2: Do not apply any triggers/effects from the weapon that switch its Type or Element. Other triggers/effects (like what the Blood Crystal Axe has) are still applied.

Level 1: Firestorm / Boulder Blast / Shadow Drop / High Dive / Snowflake Fall / Downburst / Luminous Leap / Ball Lightning
Cost: 107 SP
Hits: 1
Type: Melee
Element: Your Weapon
Damage: 775% Base/Random, 1405% Stats. (Subject to damage modifier on different Robes.)
BTH: 8% (Subject to BtH Modifier on different Robes)
Note: Note: Stat bonus to damage is INT/8, possibly +LUK/4. Stat bonus to BTH is INT/16 + DEX/16 + LUK/20.
Note2: Do not apply any triggers/effects from the weapon that switch its Type or Element. Other triggers/effects (like what the Blood Crystal Axe has) are still applied.

Analysis: For the Generalist, expensive in terms of SP, but you can choose the element. The damage is most definitely pretty high. Specialists get a lot more out of this skill. The SP Cost is halved, and you deal more damage than the Generalist. However, you lose the ability to choose your element.

Judgment: Specialists should feel free to use this. it’s strong, if slightly inaccurate. If you can afford the lousier defences against your opposing element, then go ahead. Generalists, on the other hand, need to watch their SP.


Generalist Level 3: Summon Elemental
Summons an elemental, based on the element you have selected in the skill menu. Cast again to dismiss it.

Specialist Level 3:Summon Elemental
Summons an elemental. You get to choose between your element, and the two allied elements. *Pokes the elemental wheel above*

(Insert Element) Elemental:
Damage: 19-57
Stats: 459%
BtH: 17%
MP Upkeep: 45
Note1: In same element or Allied, Upkeep is 90% of above amount. In Generalist, 100%, in anything else, 120% of the above amount.
Note2: In Same element Wizard armour, 110% damage, if in allied Element or Generalist, 100% Damage. If anything else, 80% damage.

Analysis: Looks like we have a new Beastmaster… One of these does a lot better than any of the Beastmaster’s Guests. Generalists can summon any of them. Which is really awesome.

Judgment: Specialists are limited in their choices, though, and I doubt you’d want to summon a same element guest against a monster that needs that element to kill. Still, a strong guest at level 70.


Level 4: Arcane / Flaring / Rocky / Shadowy / Flooding / Frosty / Howling / Radiant / Shocking Amplification – Guardian Only
Toggleable
MP Cost: 34/28 (Generalist/Specialst)

Effect: When toggled on, every turn, the abovelisted mana is expended to add a Charge to your Amplification. That’s what Efficiency is for, XD. You save that bit of mana to use it here!

Release Element / Unleash the Flames / Seismic Slip / Call the Night / Cresting Tide / Hypothermia / Collapse the Front / Daylight / Discharge Current – Guardian Only

Generalist (Arcane Lore Off / Arcane Lore On)
BtH: 17% At ALL Charges. (Subject to DOUBLE the normal Modifiers)

00 Charges: MPCost 273     62-186   554% Stat / MPCost 273      087-262   779% Stat
03 Charges: MPCost 273     70-209   621% Stat / MPCost 324      095-285   846% Stat
07 Charges: MPCost 273     86-258   765% Stat / MPCost 392      111-333   990% Stat
10 Charges: MPCost 273     96-288   855% Stat / MPCost 443      121-363   1080% Stat

Specialist: (Arcane Lore Off / Arcane Lore On)
BtH: 17% At ALL Charges (Subject to DOUBLE the normal Modifiers)

00 Charges: MPCost 195     099-297   0883% Stat / MPCost 195      130-391   1164% Stat
03 Charges: MPCost 195     108-325   0967% Stat / MPCost 232      140-420   1248% Stat
07 Charges: MPCost 195     129-386   1147% Stat / MPCost 280      160-480   1428% Stat
10 Charges: MPCost 195     141-423   1259% Stat / MPCost 316      173-518   1540% Stat

Analysis: A large amount of damage, regardless whether Specialist of Generalist. The damage and Bonus to Hit is affected by DOUBLE the usual modifiers. This makes Fire the most damaging, but the most inaccurate as well.

Judgment: The Specialist gets better efficiency, but the Generalist has better versatility. Regardless, the extra mana that you save from Efficiency can go to this seriously powerful spell.


Level 5 – Arcane / Pyroclastic / Tectonic / Shadowy / Alluvionic / Glacial / Cyclonic / Luminous / Electric Lore

Effect: Increase power of spells by 50% in addition to its Potence boost.
MP Cost (Generalist / Specialist): 200% / 175%

Analysis: Awesome. Generalists get 190% power at 190% MP Cost (After taking Efficiency into consideration.) Specialists get 220% damage at 160% MP Cost. I let the numbers speak for themselves.

Judgment: Awesome. This increases your damage output especially against glass cannons such as Goggs and Sarah. This skill is what makes the Specialists so incredible at farming certain spots!


Level 6 – Gybbi’s Arcane / Flaming / Rocky / Shadowy / Flooding / Frosty / Blowing / Radiant / Shocking Fist – Guardian Only

Generalist / Specialist
Element: Selectable / Specialist Element
Hits: 1

Damage: ???
LvlDiff is equal to (ScaledPowerLevel – MonsterLevel), to a maximum of 20 (and no minimum).
LvlMod is equal to 0.00004*LvlDiff^3 + 0.0008*LvlDiff^2 + 0.0183*LvlDiff + 1.
(MonsterBaseHP*0.064*LvlMod) damage, to a minimum of round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5)/2 damage

Stat: 449.6% / 562%
MP Cost: 339 / 257
BtH: 17%
Effect: Deals damage based on opponent’s Level and HP. Double effect of BtH Modifiers of individual Robes.

Analysis: The higher the enemy’s HP and the lower your opponent’s level compared to level 70, the better the damage.

Judgment: Too dependent on enemy HP and your level advantage odds are you won’t be doing much damage with this.


Level 7 – Arcane / Element Sage

Sage Defence
SP Cost per turn: 56 / 54
Effect: -5% to element of choice / -7% to OPPOSING Element

Greater Sage Defence
SP Cost per turn: 113 / 109
Effect: -10% to element of choice / -14% to OPPOSIING Element

Analysis: -5% for 56 SP per turn? Ouch. Increase it proportionally? Double ouch on SP costs.

Judgment: Personally, I think that this SP Cost is rather expensive. At lower levels, you’ll barely be able to keep up Greater Sage defence for more than 5 turns before you run out of SP. There are many things to do with SP! Guests, Misc items are the most used. Better effects can be used for SP… Especially in the next skill.


Level 8 – Dharna

Generalist / Specialist
SP Cost: 22 / 80
Effect: Adds 257 MP to your current MP pool. (Not affected by ANY Spell effects.)

Analysis: For once, the Generalist gets an advantage. Reason being that there’s because it’s all rounded and less able to take damage, there are fewer opportunities to use it effectively. Specialists can sit in this against their own Element and regenerate MP. Generalists get a decent advantage here. 22 SP is regenerated fairly easily, although a single spell usually costs more than that. However, for a level 70 spell, this is ideal.

Judgment: Viable to be used for healing loops. Especially if you’re a Beastmaster Mage.


Generalist
Level 9 – Elemental Explosion
Cost: 256 MP
Hits: 8
Type: Magic
Element: One hit of each element.
Damage: 10-29
Stats: 85.07%
BtH: 17%

Analysis: The Wizard’s version of Elemental Doom. Because of it’s multi elemental nature, it deals awesome damage on paper.

Judgment: Used properly, you have really awesome hits. Fantastic against stuff like BURPs and the like.


Specialist
Level 9 – Volcanic Apocalypse / Sinkhole / Eclipse / Deluge / Ice Age / Tornado / LACER / Supercell
MP Cost: 257
Damage (Total): 66-192
Stats (Total): 562%
BtH: 17%

Analysis: Damage. Just pure damage.

Judgment: A fairly standard level 70 spell.

Level – 10
Conflagration (WIZ1) / Earthquake(WIZ2) / Fell Midnight(WIZ3) / Mana Tide(WIZ4) / Frostbite(WIZ5) / Vacuum(WIZ6) / Solar Flare(WIZ7) / Thunderbolt(WIZ8)

Generalists are able to cast all spells, but do not gain their Critical Effects. Specialists can cast their Element’s spell, but have a chance to Critical.
Hold “Control” and hit “F” to find the spell that you’re interested in.

For ALL Spells.
Hits: 3
Damage: 2 Hits of 10-30, 87% Stat and last hit of 20-59, 174% Stat.
BtH: 17%
Only the FIRST TWO HITS are required to connect before the roll is attempted.
The Critical Effect can be inflicted IN ADDITION to the normal effect UNLESS it’s the same but Stronger status.
Monsters of the Spell’s Base element are IMMUNE to that Spells effects. Eg: Earth monsters are immune to the effects of Earthquake.


(WIZ1)
Conflagration

Effect: If the 2 hits connect, 100% chance to attempt Burn (Level 70), if only 1 hit connects, 25% chance to attempt Burn.
Critical: If 3rd Hit connects, if Burn infliction is SUCCESSFUL, automatically rolls again to inflict Third Degree Burn (Burn level 80 AND monster gets -7 penalty to roll. If Burn Infliction NOT successful, 70% chance to roll again with monster taking no penalty.

Analysis: Burn baby burn. You would generally win most rolls based on your INT against monster END alone. Most monster’s END aren’t too high below level 70. However, the monster gets a +10 to it’s save, so it’s basic infliction is only 40%. Your Intelligence MUST be high in order to win this roll. The Critical effect gives you a basic 57% to inflict, which is slightly better, this, of course, is subject to you passing the first roll, otherwise, it attempts at a basic 50% (Which is still pretty decent.)

Judgment: While the +10 hurts the Generalists, the Critical effect of the Pyromancer makes this spell worth using. Generalists, if you’re desperate for a Burn, use it, otherwise, stick with your own spells. Definitely awesome to stack up the passive damage, besides, Burn is one of the most damaging passive effects there is.


(WIZ2)
Earthquake

Effect: If first 2 hits connect, inflict Aftershock (Renamed Spiritual Seed.) with monster taking -10 penalty. If 1 hit connects, monster gains +20 to its Roll. Countdown ranges between 2 turns to 5 turns.

Critical: If the 3rd Hit connects, 77% chance to attempt to inflict Petrify opponent for one round. While Petrified, opponent cannot act, and Wind resistance increased by 1.5x Earth Resistance.

Analysis: A delayed Earth hit. The longer the countdown, the better the damage. Both Generalists and Specialists can use this spell decently. However, the roll for Aftershock is your INT vs Monster STR. This isn’t too good, be sure to make sure the Monster is a mage-type, or has lower Strength than your Intelligence before you try to inflict Aftershock. Specialists have a 77% chance to inflict Petrify if the third hit connects, which is the Earth version of Freezing. Enemy Wind defence is increased by 1.5x it’s Earth defence. Furthermore, the roll doesn’t take a penalty.

Judgment: Aftershock is a great status, just watch out for the roll against Strength. Petrify doesn’t take a roll penalty, so its infliction rate is decent.


(WIZ3)
Fell Midnight

Effect: If either of the first two hits connect, the monster becomes Afraid for 4 turns. 27% Chance of not acting each turn if enemy was hit by both hits, 20% chance of not acting if only hit by 1.
Critical: If third hit connects, 73% chance to attempt to inflict Panic, which reduces enemy damage to 75%

Analysis: Afraid has always been a decent Status. Generally, once inflicted, you save yourself a turn of damage. Furthermore, it’s Critical effect reduces enemy damage to 75%, further increasing your effective HP. Having INT against Monster CHA also helps a great deal. Not many monsters have CHA at all, which gives you a huge advantage in swinging the rolls into your favour. This is especially helpful for Afraid, where the monster has a +20, bringing base infliction rate to 30%. Hoever, Panic has a base 70% infliction rate, and with your INT being much higher than monster CHA (Most of the time.) Any attempt at Panic should be successful.

Judgment: If you’re finding yourself taking a beating, consider inflicting Fear and praying for the best. It might save yourself a few turns worth of damage.


(WIZ4)
Mana Tide

Effect: If both of the first two hits connect, monster takes MP damage equal to *45/62 of damage dealt.

Critical: If the third hit connects, 38% to gain Regain Mana status. It’s level is 70, and applies ONLY to Water Element spells.
Analysis: Mana damage. Monsters are getting slightly more mana-reliant now. When used strategically, it’s pretty strong. However, it’s critical only applies to Water spells, limiting its usage. Still, some extra mana doesn’t hurt.

Judgment: A highly situational MP attack. Only use if your opponent is dependent on MP, AND weak to Water.


(WIZ5)
Frostbite

Effect: If at least ONE of the first two hits connect, the attempt to inflict Numb status. If both hits connect, and infliction is successful, monster takes -50 DEX for 5 rounds, if only one hit connects and infliction successful, monster takes -25 DEX for 5 rounds.

Critical: If the third hit connects, 77% chance of attempting to Freeze the monster. When Frozen, the enemy is unable to move for one turn, and have its Fire resistance. increased by 1.5x its Ice resistance.

Analysis: Numb effectively reduces enemy Blocking by 5, allowing you to hit more often. Once again, you use INT rolling against Monster’s END, which benefits you greatly, furthermore, the monster takes a -9 to its save, bringing your basic infliction to 59%. This isn’t too shabby. Freeze, however, has a 30% basic infliction rate. You definitely need to pump that INT to swing the odds in your favour.

Judgment: Numbing your opponent, followed by a chance to Freeze is incredible. Numb reduces opponent defence, effectively increasing your accuracy, synergising very well with the Freeze effect, which makes the monster very vulnerable to Fire. The effective -5 to opponent’s combat defence gives you a better chance to connect with the next, very painful, Fire Spell that you’ll use.


(WIZ6)
Vacuum

Effect: If at least one of first two hits connect, attempts to inflict Vacuum. If infliction is successful, monster takes -50 END for 5 rounds if both hits connected, or -25 END for 5 rounds if only one hit connected. Monster categories “Robot”, “Undead” and “Golem” are immune to this.

Critical: If third hit connects, 61% chance to attempt to inflict Choke. If infliction successful, monster deals 60% damage for 2 rounds. Monster categories “Robot”, “Undead” and “Golem” are immune to this.

Analysis: With a basic 59% infliction for Vacuum, this status is quite damaging. Decreasing enemy END by 50 effectively reduces its overall health. Be sure to kill him within the next five turns, otherwise, he’ll get his health back as his END returns. Choke is a more potent Panic, reducing enemy damage to 60%, but only for two turns. Still, a 61% chance to attempt, along with a 70% basic infliction rate is incredibly strong. The Roll is against END as well, so if you’ve already reduced his END by 50, the Choke will have a high chance of succeeding.

Judgment: Make sure you kill your opponent within five turns of inflicting Vacuum. You might have reduced his maximum health temporarily, but you really don’t want that health coming back at an inopportune time.


(WIZ7)
Solar Flare

Effect: If at least one of the first two hits connects, attempts to inflict Blind on monster. If infliction successful, monster takes -10 BtH for 3 rounds if both hits had connected, and -10 BtH for 2 rounds, if only one hit connected. Light element monsters are immune to Blind.

Critical: 53% chance of the third hit dealing double damage. If it connects, monster is automatically Dazzled for -5 BtH. If monster is currently Blind, then Blindness “fades slowlyand becomes Dazzled for -5 BtH after duration expires.

Analysis: Blind is an awesome status. In this case, your base infliction rate of Blind is 70%!!! This is really high! For the next 2/3 turns, you effectively have +10 to all your combat defences. The 3rd hit has a 53% chance to deal 250% damage, and regardless whether the critical kicks in or not, when the 3rd hit connects, the monster will automatically be Dazzled, taking a further -5 BtH for three more turns after the initial Blind has ended.

Judgment: Blind is an incredibly useful status, with the monster taking a -20 to its save, its basic infliction rate is already really high. All you need to do is to boost your accuracy so that the third hit connects for the Dazzle effect.


(WIZ8)
Thunderbolt

Effect: If at least one of the first two hits connects, attempts to inflict Daze on opponent. If infliction successful, Monster has 27% chance of not acting if two hits connected, or 20% chance of not acting if only one hit connected.

Critical: 48% chance of inflicting Celerity to yourself. Monster makes a save to resist this with -20 penalty. If monster has a bonus or penalty to saves against any version of Celerity, monster uses the LESS PENALISING instead of a -20 penalty. (Eg: Opponent’s bonus to Celerity is +10, monster will get a +10 instead of a -20 penalty.

Analysis: Daze has a base 30% infliction rate, however, it uses your INT against Monster’s END, so you should be at an advantage here. It has a Fear-like effect, but shorter though. Don’t pin your hopes on Daze saving you as opposed to Fear. Celerity, on the other hand, is an incredible status. It gives you a full extra turn if you’re successful. It’s attempt rate is by far the lowest, at 48%, however, you basically attempt to get an extra turn once in every two turns! Most monsters do not have a resistance to Celerity yet, so you are generally attempting to inflict Celerity at a 70% base rate. Using INT against Monster LUK is actually not too bad either. For most monsters, LUK is a final stat added late in the game, in the level 100s, so, for level 70 use, most monsters don’t have much LUK while your INT should be a primary stat. However, the Minor roll is your LUK against Monster INT. This isn’t good, even though it’s only a Minor roll. Pure LUK Mages will break even, hopefully, however, Hybrids and DEX Mages will lose out here. Still, the loss isn’t that great. In the worst case scenario, your base infliction will be decreased to 60%. (Highly unlikely at level 70s)

Judgment: Definitely worth using, and arguably the most powerful of all the Invocations. Celerity gives you a full turn of damage, allowing you to kill your opponent more quickly.


Wizard, Final Conclusion: Efficiency and Potence are incredible, and PASSIVE to boot. Summon Elemental gives you versatility in picking your Guests. Amplify/Release is a great spell, especially if you’ve been using the extra MP saved with Efficiency to charge this. Lore makes high level Mages farm really fast. Level 9 Explosion gives really damaging spells, and definitely helps if you’re lacking a spell in a particular department. Specialists get the most fun effects, with the Critical effects of the Elemental Invocation. Lower levels up to 70 will enjoy using the Invocations, for they have many special effects that will help them through the game. High levels will use the Robes for farming.


Martial Artist: Crouching Frogzard Style

[GCA210]


Crouching Frogzard Style Class Armour: White Gi

REQUIREMENT: Fighter Level 10

Assumption: Class level 10

Normal Attack
1 Hit
Damage: 130% Base, 140% Random, 100% Stats
BtH: 5%

Comments: One of the irritating things about the Martial Artist Class is that they force you to buy the White Gi before you can move on to buy the other Gi’s. You waste about 3k gold, but gold is easy to come by nowadays, and 3k should be no more than a day’s run at Ballyhoo.


Level 1: Claw Slash – Active
Cost: 20 SP
Hits: 1
Damage: 145% Base, 155% Random, 100% Stats
BtH: +15% + Stats

Analysis: Look at Ninja and pirate. Look at their Normal Attack values at Class level 10. Are you really sure you want to use this?

Judgment: Useless, and definitely shouldn’t be used if you have Ninja or Pirate class armours


Level 2: Leaping Strike – Active
Cost: 40 SP
Hits: 1
Type: Melee
Damage: 160% Base, 210% Random, 100% Stats
BTH: 10%

Analysis: Once again, we look to Ninja and Pirate as comparisons.

Judgment: Same as above. Useless.


Level 4: Chi Blast – Active
Cost: 30 MP & 30 SP
Hits: 1
Type: Ranged
Element: «As Weapon»
Damage: 220% Base, 230% Random, 100% Stats
BTH: 15%
Stat Bonus to damage is INT/8.
Stat Bonus to BTH is [CHA/16 + INT/16 + LUK/20]

Analysis: Sounds nice… Slightly more accurate than Ninja or Pirate, but it takes its bonuses from INT instead of STR and DEX like the previous two skills before it.

Judgment: You won’t be using this armour for very long, thankfully…


Level 5: Zard’s Bite – Active
Cost: 70 SP
Hits: 2
Type: Melee
Element: «As Weapon»
Damage: 130% Base, 130% Random, 100% Stat followed by 140% Base, 140% Random, 100% Stat
BTH: 20% followed by 15%

Analysis: Finally, something that actually beats the BASIC ATTACK of Ninja and Pirate. *rolls eyes*

Judgment: It’s not too worth using, considering the SP cost. We have a lot of better things to do with 70 SP.


Crouching Frogzard Style, Final Conclusion: *Sigh* The White Gi definitely is worthless. That you actually spend 6k on it is laughable. Both Pirate Class armours and Shinobi Shozuku beat this armour hands down. Then again, this White Gi only holds the first Five abilities of your career as a Martial Artist. I can assure you, that as you pick a Style and level up, things can only get better… I hope…


Martial Artist: Dragon’s Breath Style

[GCA211]


Dragon’s Breath Style Class Armour: Ancient Spirit Gi

REQUIREMENT: Martial Artist level 5

ASSUMPTION: Class Level 10

Note: For ALL Dragon’s Breath Style Abilities. Stat Bonus to damage is INT/8. Stat Bonus to BTH is [INT/16 + CHA/16 + LUK/20]

Normal Attack
1 Hit
Damage Type: Melee
Damage: 130% Base, 140% Random, 100% Stats
BtH: 20%

Comments: The first of our four schools of Martial Artists applies to the Mages. Yes, Mages, you can be a Martial Artist too! Its base attack is weak compared to Pirate and Ninja, but this armour still offers a number of abilities that can help you through the use of Chi!


Level 6: Chi Shockwave – Active
Cost: 50 SP & 70 MP
Hits: 1
Type: Magic
Element: Energy
Damage: 60-80. 210% Stats
BTH: 30% + Stats
Stat Bonus to damage is INT/8.
Stat Bonus to BTH is [INT/16 + CHA/16 + LUK/20].

Analysis: As I said, things can only get better after White Gi’s pathetic attempts to stand up to my careful evaluations! Although a fixed element of Energy, it deals respectable damage for the cost of 70MP and 50SP. It is also highly accurate, and it’s raw BtH beats most level 90+ Spells.

Judgment: It can probably replace your energy spell from level 50-65, don’t stretch it past 70, though.


Level 7: Chi Barrier – Toggle
Cost: 5 SP & 25 MP per round
Gives +5 to all Combat Defences.

Analysis: +5 to all defences definitely helps you. However, the SP and MP Upkeep is painful over long battles. While Ancient Spirit Gi is no slouch in defence, its better to use Miscs to get your Defences up.

Judgment: Should not be used for incredibly long battles due to MP Upkeep.


Level 8: Defense Boost – Passive

While I did say in my introduction that I would not comment on Defence boosts, I have to comment on Ancient Spirit Gi’s defences. 83% to all elements, while providing decent offensive capabilities is quite a dream come true. It’s combat defences are no slouch either, coming in at 37 for Melee/Ranged/Magic. If you want an armour that can last you for pretty darn long (Mages) The Ancient Spirit Gi can be your stepping stone to the Protector Set.


Level 9: Chi Torrent – Active
Cost: 75 SP & 90 MP
Hits: 4
Type: Ranged
Element: «As Weapon»
Damage: 75% Base, 40% Random, 100% Stat* each for a grand total of 400% Base, 160% Random, 400% Stat
BTH: +0% + Stats** each
Stat Bonus to damage is INT/8.
Stat Bonus to BTH is [INT/16 + CHA/16 + LUK/20].

Analysis: The numbers seem to be impressive. Keyword being “seems.” The Chi Shockwave deals a fixed 60 damage at its base. This means you need a weapon that deals 15 Base damage to actually beat Chi Shockwave. That weapon exists in the form of Golden Axe, which a level 50-60 Character will not have.

Judgment: However, despite this problem, Chi Torrent will serve you well as a Ranged Converter. Despite the loss in damage, it is far more versatile. This is much better for characters with high stats.


Level 10: Chi Onslaught – Active
Cost: 100 SP & 100 MP
Hits: 4
Type: Melee
Element: «As Weapon»
Damage: 80% Base, 50% Random, 100% Stats*; 75% Base, 45% Random, 100% Stats*; 75% Base, 45% Random, 100% Stats*; 130% Base, 130% Random, 100% Stats*
Grand total: 360% Base, 270% Random, 400% Stats
BTH: +10% + Stats**; +5% + Stats**; +5% + Stats**; +20% + Stats**
Stat Bonus to damage is INT/8.
Stat Bonus to BTH is [INT/16 + CHA/16 + LUK/20].

Analysis: It deals respectable damage, with decent accuracy. It’s main advantage comes in the form of converting your usually magic weapons to Melee, and the stat bonus to damage ignores the nerf that Mages have taken.

Judgment: This will serve you well as a Melee Converter if you happen to chance across a monster that you can’t beat down with spells or your Magic Weapons.


Dragon’s Breath Style Class, Final Conclusion: A Class well suited for Mages. The Stat rolls for training are all against INT anyway. The final two skills provide you with a Ranged and Melee Converter, which can be advantageous when used at the correct times. Moreover, it has very impressive defences which will last up till level 70 where Mages should get Protector. Due to the nature of the Stat Bonuses to BtH and Damage, this Class is suitable for MAGES only.


Martial Artist: Fist of the Troll Club

[GCA212]


Martial Artist: Fist of the Troll Club Class Armour: Mountain Cudgel Gi

REQUIREMENT: Martial Artist Level 5

Assumption: Class level 10

Normal Attack:
1 Hit
185% Base, 165% Random, 150% Stats
BtH: -5% + Stats

Comments: From its normal attack, you can probably guess the theme of this Class’ armour. That’s right, power at the cost of accuracy.


Level 6: Crushing Blow – Active
Cost: 80 SP
Hits: 1
Type: Melee
Element: Earth
Damage: 300% Base, 300% Random, 250% Stats
BTH: 0% + Stats
Effect:
•If the hit connects, the monster is dazed for 3 rounds (rounded down). If your class is Martial Artist, the monster is dazed for a total of 5 Rounds
•While dazed, the monster takes -10% BTH.
•Daze does NOT stack

Analysis: The first of the abilities that the Way of the Troll Club offers is surprisingly powerful at 300% Base/Random, 250% Stat, AND has a strategical boost. -10% BtH is equivalent of +10 Combat Defence. Considering the mediocre defences of the Mountain Cudgel Gi, this -10% BtH is very welcome.

Judgment: Definitely worth using. Sadly, it’s fixed as Earth. However, the Daze effect is incredibly useful.


Level 7: Way of the Klonk – Active
Cost: 90 SP
You heal [30 + 4*ClassLevel] HP. On your next turn, you automatically perform the following attack:
Hits: 1
Type: Melee
Element: Earth
Damage: 350% Base, 350% Random, 250% Random
BTH: -5% + Stats

Analysis: You give up a turn, regenerating 70 HP, then hitting your opponent back for Earth damage at -5% BtH. This is NOT Dragon Double, and neither is the Mountain Cudgel Gi an armour for you to tank in. Mediocre defences prevent you from making full use of this ability.

Judgment: If you think you can out-stall your opponent using this move, you’re wrong. Never use this ability when possible, unless you’re really desperate for health and damage.


Level 8: Power Boost – Toggle
Cost: Free!
While active, all attacks from the armour deal 125% Base and Random damage, but take -10% BTH.

Analysis: If Ironthorn had a lower level version, this would be it. The 125% Base/Random increase is welcome, but the -10% BtH is something to watch out for, especially since this Armour’s accuracy isn’t that high to begin with.

Judgment: We all love Ironthorn, why shouldn’t we love an Ironthorn effect packed into a Class Armour? However, mediocre defences once AGAIN make it slightly problematic if battles are to last longer.


Level 9: Fist of Fury – Active
Cost: 100 SP
Hits: 1
Type: Melee
Element: Earth
Damage:
Base: {6.67 + 6.67*[30 + 4*ClassLevel – MonsterLevel]/[30 + 4*ClassLevel]}% of the monster’s base HP (minimum 0)
Random: 0
Stats: 200%
BTH: 0% + Stats

Analysis: Firstly, ensure that the monster’s level is NOT above level 70. If above level 70, don’t even bother using it, because you’ll only deal 6.67% of Monster’s HP. Reducing enemy health by a percentage is an advantage, however, you have a level limit of monsters up to level 70. Can be useful in some situations, but this skill’s use will be drastically reduced after level 60.

Judgment: It’s possible to be used from level 50-60, but once you start encountering level 70+ Monsters, you won’t ever be using this ability.


Level 10: Stunning Fist – Active
Cost: 130 SP
Hits: 1
Type: Melee
Element: Earth
Damage: 350% Base, 350% Random, 280% Stats
BTH: -5%
Effect: If the hit connects, there is a 50% of paralysing the monster for 1 round. If your current class is Martial Artist, there is a 60% chance of the paralysis instead.

Analysis: Not only do you deal very high Earth Damage, you also get a chance to paralyse your enemy.

Judgment: Since the chance is fixed, pray hard. The 130 SP that you consume to cast the Stunning Fist is worth it, both in terms of damage and effect. A minor -5% BtH is a small price to pay for such power and strategical advantage.


Way of the Troll Club Style Class, Final Conclusion: This Armour offers very strong Earth attacks. If by level 50, you still haven’t found your Blade/Staff/Dagger/Spear of Awe, these Earth Converters will be like a dream come true. It offers two strategical advantages, one being Daze, the second being Stun. Some defence has been sacrificed, but it’s just decent enough for you to finish a battle quickly. Included in this Armour is also a mini-Ironthorn, which will definitely help you with the damage boost. Some skills are inaccurate, but it’s only a small -5%, which rarely affects you from level 50-70. Due to its very melee nature, only WARRIORS or HYBRIDS should train this Class.


Martial Artist: Slithering Sneak

[GCA213]


Slithering Sneak Style Class Armour: Serpent Fang Gi

REQUIREMENT: Martial Artist Level 5

Assumption: Class level 10

Note: FOR ALL SLITHERING SNEAK SKILLS. Stat Bonus to Damage is Stat Bonus to damage is [DEX/16 + STR/16], Stat Bonus to BTH is [DEX/8 + LUK/20]

Normal Attack
1 Hit
Damage: 135% Base, 145% Random, 100% Stats.
BtH: 15%

Comments: A quick look at Serpent Fang Gi tells us two things. One, it’s attack is pretty low, but its got pretty decent accuracy too. And of course, the one thing it excels most at is its Defences, which I’ll elaborate on later.


Level 6: Counterattack – Toggle
Cost: Free!
Hits: 1
Type: Melee
Element: Earth
Damage: 80% Base, 80% Random, 100% Stat*
BTH: +10% plus Stats
Effect: If your current class is Martial Artist, you deal [100 + ClassLevel]% Stat Damage instead.

Analysis: Activate Counterattack at the start of a battle, and simply attack in Serpent Fang, allowing Counterattack to make up for your lost damage. While the damage doesn’t seem very high, higher Levels of Slithering Sneak gives Counterattack a damage boost.

Judgment: An excellent stalling tool, especially combined with Serpent Fang’s superior defences.


Level 6: Sneak Skin – Toggle
Cost: 15 SP per round
Effect: Increase Melee and Ranged Defences by 5 Each.

Analysis: This is DEFINITELY superior to Ancient Spirit’s Chi Barrier. It costs only 15SP a round, doesn’t require a turn to activate, stacks with Misc items, and Counterattack for GREAT synergy.

Judgment: Activate when in long battles especially against the Troll Family, where they hit hard, but inaccurate. Watch the pain roll in as Counterattack stacks up!


Level 7: Defense Boost – Passive

Within the Martial Artist Class, two class armours stand out for defence. Ancient Spirit, and Serpent Fang. Serpent Fang offers much higher Blocking, but some of its elements are at 90%. However, with Sneak Skin, Misc Items and a proper shield, this defensive armour can last you from the 50s and into the 70s! My own Beastwarrior used it into mid-seventies before I got my first uber Plate. The Defences of Serpent Fang are definitely worth a mention for incredible blocking.


Level 8: Coiled Sneak – Active
Cost: 85 SP
Hits: 2
Type: Melee
Element: Earth
Damage: 160% Base, 160% Random, 100% Stats; 130% base, 130% Random, 100% Stats
Bth: 20% + Stats each

Analysis: Usually, by level 50, most characters would have their Awe weapons by now, having another Earth converter is nearly useless. It also costs 85 SP, which can be a problem for characters in the 50s.

Judgment: However, the Coiled Sneak does to decent damage at uber-standard accuracy. Definitely worth the SP used.


Level 9: Improved Counterattack – Passive
Cost: Free!
You use the following stats for the Level 6 ability, Counterattack.
Hits: 1
Type: Melee
Element: Earth
Damage: 105% Base, 105% Random, 100% Stat*
BTH: +15% plus Stats**
Effect: If your current class is Martial Artist, the Stat Damage is [100 + ClassLevel]% instead.

Analysis: A 20% increase in Counterattack base and random damage! That’s excellent. It’s also got increased accuracy to boot.

Judgment: A welcome buff to the level 6 Ability. It’ll make outlasting your enemy all the easier.


Level 10: Poison Fang – Active
Cost: 120 SP
Hits: 2
Type: Melee
Element: Earth; Darkness
Damage:
Base: 200%; 100%
Random: 200%; 100%
Stat: 100% each*
BTH: +20% plus Stats**; +50% plus Stats**
Effect: 40% Chance to Poison. If your current class is “Martial Artist”, 50% Chance to poison

Analysis: 300% Damage with high accuracy. This skill has a 50% chance to poison your foe (Your class title IS Martial Artist, right?) as well.

Judgment: Bonus damage in the form of Poison is great. The accuracy will help a great deal too. Sadly, the 120 SP cost is pretty darn high.


Slithering Sneak Style Class, Final Conclusion: This armour offers impressive defences and great synergy in terms of its skills. It follows the theme of accuracy and defence over raw power. Ultimately, it’s impressive Combat Defence (40/35/40) for a level 50 armour synergises with Counterattack and Poison Fang to deal enormous amounts of damage given enough time. Despite it’s Stat Bonuses coming from Dexterity and Strength, Mages can use this as a “turtling” armour as they throw out their spells. Because of this, they can also take advantage of Counterattack! Since the Stat Rolls are against DEX, this Slithering Sneak Style is suitable for ALL BUILDS (Barring 0 DEX Variants.)


Martial Artist: Gogg Claw

[GCA214]


Gogg Claw Style Class Armour: Swift Talon Gi

REQUIREMENT: Martial Artist Level 5

Assumption: Class level 10

NORMAL ATTACK
Hits: 2
Type: Melee
Element: «As Weapon»
Damage: 100% Base, 100% Random, 100% Stats.
BTH: -3% each
EFFECT
If your current class is Martial Artist, you gain +[0.5*ClassLevel]% BTH on all attacks from the armour.

A word of warning. This particular Style of Martial Artist completely abandons defences for incredible attack power as its namesake suggests. Pure Builds will use this armour best, since the stats of DEX and LUK will help to make up for the lack of defence in this armour.


Level 6: Rapid Strike – Active
A rapid series of punches imitating the fast paced Earthen bite attacks of a Gogg
Cost: 80 SP
Hits: 3
Type: Melee
Element: Earth
Damage per hit: 100% Base, 100% Random, 80% Stats
BTH: 20% + Stats each

Analysis: 300% Base, 300% Random, 240% Stats. This number seems to come nearly straight out of the Mountain Cudgel Gi. However, with high damage AND high accuracy, your defences are compromised severely.

Judgment: A powerful Earth Converter which is highly damaging and accurate.


Level 7: Lightning Kicks – Active
A series of 3 kicks infused with Energy
Cost: 90 SP
Hits: 3
Type: Melee
Element: Energy
Damage: 70% Base, 60% Random, 80% Stats; 60% Base, 90% Random, 80% Stats; 150% Base, 130% Random, 80% Stats.
BTH: 15% + Stats each

Analysis: A grand total of 280% Base, 280% Random, and 240% Stats. It’s slightly weaker than Rapid Strike, probably because of a conversion to Energy, which is far more useful the Earth.

Judgment: It’s accuracy and damage is quite worth its SP Cost.


Level 8: Power Boost – Toggle
Cost: Free!
While active:
•+20 LUK
•All attacks from the armour deal 115% Base and Random damage.
Defences are decreased.

Analysis: At the cost of your defence, you increase the amount of damage you deal by 15%. This ability is perfect for short battles which attempt to kill an enemy very quickly.

Judgment: Only use this ability if you wish to end a battle quickly. It’s a little too risky to leave this ability toggled on in a long battle.


Level 9: Flurry of Blows – Active
Cost: 100 SP
Hits: 4
Type: Melee
Element: Earth
Damage per hit: 80% Base, 60% Random, 80% Stats
BTH: +10% each

Analysis: I really feel that you’re better off using Rapid Strike instead. Comparing the two, Rapid Strike has 300% Base, 300% Random and 240% stats. Rapid Strike only loses to Flurry by 20% Base, but beats it by 60% random damage. Also, Rapid Strike is more accurate, at a base of 15% BtH

Judgment: Flurry of Blows should not be used. Rapid Strike, on average, should deal higher average damage due to the 60% Random difference.


Level 10: Hundred Claw Strike – Active
Attack in a blinding blur of motion like the Gogg, quickly delivering 3 Energy kicks and 2 Earthen punches
Cost: 140 SP
Hits: 5
Type: Melee
Element: Energy; Energy; Earth; Earth; Energy
Damage:
Base: 95%; 95%; 70%; 70%; 95%
Random: 70%; 60%; 40%; 40%; 60%
Stat: 80% each
BTH: 5% plus Stats each

Analysis: A grand total of 425% Base, 270% Random, 240% Stats. This is definitely the tip-top of your offensive abilities.

Judgment: Very powerful. It is dual element, though Energy and Earth rarely clash, it’s use is quite limited.


Gogg Claw Style, Final Conclusion: Incredibly PATHETIC Defences are the cost of high power and decent accuracy. Please remember that if your Class is Martial Artist, all your abilities get a further +5% to hit, increasing their overall accuracy by a bit. Once again, Rapid Strike is stronger than Flurry of Blows, weird as it sounds. Do be careful when using this armour. Since this Class’ Stat rolls against LUK, only PURE WARRIORS or PURE MAGES should even attempt to train up this class. Annihilator Builds might find this class more to their liking than the other three Martial Artist Styles. Suitable for use from 50-65. Beyond that, monsters hit a great deal harder, defence becomes the best offence.

Tier 3

[GCA008]


Assassin

[GCA301]


Assassin Class Armours: Whispering Raiment
Requirement: Scholar Level 5, Ninja level 10.


Normal Attack
Two hits
130.5% BRS, 16% BtH.

As raw attack power goes, Assassin is relatively weak, considering how Shinobi Shozoku does that exact same percentage of damage. However, Assassin is primarily a defensive based armour, with high Combat Defences across the board at a minimum of 40 each. It defends primarily against Water, Wind and Earth at 66% to all three, with a 81% to Fire, Ice and Energy. Light and Darkness are its primary weaknesses, at 91% each. For a level 90 armour, its defences are pretty decent, and its offence is just average, until we factor in Dual Wield.


Dual Wield

Summons
Offhand Weapon
Melee Damage: 12-34 (Ranged converts to Melee. Stat bonuses are taken from your Primary Weapon.)
Magic Damage: 9-25
BtH: 11%

Total 3 Hits
78.3% BRS for first 2 hits, stats are taken from your weapon (Assuming Assassin’s normal attack, NOT SPECIALS)

3rd Hit
Attacking with Offhand Weapon (After all calculations done.)
Melee: 21-60
Magic: 16-45
Stats: 177%
22%BtH
35SP Cost (If your Class Title is Assassin) Otherwise, 70.

Analysis: By Dual Wielding, if you’re using a standard weapon, your output should increase quite significantly. Stat damage is increased to around 310% Stats, there exists NO Weapon in AQ that have the numbers that the Offhands have. They’re strong. Period. You might only see a slightly lower damage output if Specials occur very often, but at 20%, it shouldn’t be too bad.

Judgment: Impressive numbers, after all the calculation, your final Base/Random of the weapon is pretty strong, and has accuracy of an uber armour. Consider that its effective SP cost is only around 10, (Factoring in your own regeneration) you can use this ability quite a lot.


Yajuu Dageki

40% Success Rate. 60% Of the time, No damage dealt.

NOT Dual Wielding.
585% BRS
16% BtH
Convert to Harm damage. No SP Cost.

Dual Wielding

Total 3 Hits
176.2% BRS for first 2 hits, stats are taken from your weapon (Assuming Assassin’s normal attack, NOT SPECIALS)

3rd Hit
Attacking with Offhand Weapon
Melee: 21-60
Magic: 16-45
Base/Random: 225% (Take the above numbers)
Stats: 398.25%
22%BtH
SP Cost: 21 (If your Class Title is Assassin) Otherwise, 42.

Analysis: This is where yet another of Dual Wielding’s use comes in. 40% of the time, at 21 SP per cast (When Dual Wielding), you hit with Harm damage, at a significantly higher amount than normal. A total of 340% BRS with your primary weapon, and a 2.25 multiplier for the offhand’s Base/Random is impressive. Not to mention the 400% stat that the Offhand takes into account. Really powerful. However, it only occurs 40% of the time. The damage compensates for its success rate.

Judgment: It’s one of the few sources of Harm damage, and should definitely be carried around so that Zeel Defenders and Terrorzards can be dealt with relatively easily.


Stealth

Toggleable
+1 Melee, +2 Ranged, +3 Magic Defence for 12 SP a turn.

Analysis: Not particularly worth its SP cost, however, by toggling this on. Backstab becomes available for use.

Judgment: Only use if you plan to Backstab. Otherwise, keep this off. 12 SP A turn is quite a lot, especially once you factor in Dual Wield.


Death from Above.
Reload: 80 SP
Loads in 4 Bolts.

Analysis: That’s quite a lot of SP to use in one Load.

Judgment: Do not Reload unless you plan to shoot your Bolts later on. Otherwise, it’s a waste of your SP

ALL Death from Above skills use OFFHAND WEAPON STATS!

  • Fire Crossbow
    Ranged
    Wind
    1 Hit
    Damage: 462.94% BRS
    BtH: 16%
    SP Cost: 34
    Uses ONE BoltAnalysis: At a respectable 463% BRS for only 34 SP cost, this is worth the SP. But please do note that you have used a turn to Reload, so the damage must make up for this lost turn.Judgment: Warriors will most definitely be able to use this effectively. The Wind conversion will also help you a great deal, especially if you’re lacking in a decent Wind Weapon.
  • Bolt of Judgment
    Ranged
    Element Seeking
    2 Hits
    Damage: 334.95% BRS Each
    BtH: 16%
    SP Cost: 287
    Uses TWO BoltsAnalysis: A very impressive 670% BRS total with Element Seeking capability. This really explains why the SP cost is so high. It’s really powerful, but once again, it balances out because you DID give up a turn to Reload. It’s SP cost is slightly expensive, though, at 287, and it uses the Offhand Weapon stats, which is quite base heavy.Judgment: If you’re somehow lacking in an Element of any kind and need to Element Seek, this is the ability for you.
  • Toxic Tempest
    Ranged
    Wind
    3 Hits
    Damage: 256.79% BRS.
    BtH: 16%
    SP Cost: 230
    Uses THREE BoltsAnalysis: Three hits of strong Wind damage with a chance to Poison. Relatively decent, dealing a 768% BRS total. On average, around 350% BRS per turn.Evaluation: Ain’t too shabby, but there are far better sources of Poison without using SP, since SP is rather valuable to an Assassin. Even though the Monster doesn’t take a buff to its roll for this Poison, Rascorpion, Creptus or even the ScorpZards do better.
  • Rain of Disaster
    Ranged
    All Eight elements
    8 Hits
    Damage: 55.84% BRS
    BtH: 16%
    SP Cost: 172
    Uses EIGHT BoltsInflicts Prismatic Burn
    9-39 per hit. 8 Hits. Auto-connect.Analysis: You need two turns to set up Rain of Disaster before being able to pull it off. If, and only IF the final attack connects, will Prismatic Burn be attempted to be inflicted. Prismatic Burn in itself is a pretty darn damaging Status. Every turn, you’re doing 72-319 damage. It’s incredible, and has to make up for the long setup time.

Judgment: If a battle is going to stretch, the Rain of Disaster might pull things into your favour. This status is incredibly damaging, of course, don’t use this against Monsters with elements in the negatives.


Sneak Attack
Type: As Weapon
Element: As Weapon
2 Hits
Damage: 506% BRS per hit.
Accuracy: 21% BtH + Stats
275 SP Cost.

Analysis: Impressive numbers. 1000% damage with uber standard accuracy at a 275 SP cost. Really not too shabby. However, the requirement is that you must first win the Initiative roll, which means being in Whispering Raiment at the start of the battle.

Judgment: Obsolete once Backstab is obtained. The extra 45 SP cost for 10% more damage simply isn’t worth it once you have Backstab. Moreover, being required to be in Whispering Raiment at the start of the battle just to activate this ability is a constraint. While Assassin isn’t weak defensively, the necessity of taking the first hit in Whispering Raiment just to activate this is limiting.


Summon Hitokiri
Summons Hitokiri
Damage: 27-77
Stats: 558%
SP Upkeep: 34/57 (Whispering Raiment Equipped/Any other Armour)
22% BtH

ATTACK
Hits: 1
Type: Melee
Element: Darkness
Damage: 100% of the above Base, Random, and Stat damage
BTH: +0 plus Stats each

BACKSTAB
Hits: 1
Type: Melee
Element: Darkness
Damage: (85/95) of the above Base, Random, and Stat damage
BTH: +10 plus Stats each

SHURIKEN
Hits: 1
Type: Ranged
Element: Darkness
Damage: (85/75) of the above Base, Random, and Stat damage
BTH: -10 plus Stats each

POISON
Hits: 1
Type: Ranged
Element: Darkness
Damage: 25% of the above Base, Random, and Stat damage
BTH: +0
EFFECT: Inflicts Poison

SACRIFICE
This costs two HP potions; if you don’t have them, then he performs one of his other attacks randomly.
Hits: 1
Type: Ranged
Element: Darkness
Damage: 300% of the above Base, Random, and Stat damage
BTH: +0
The Hitokiri is then dismissed or unsummoned.

Analysis: This guest is AMAZING. Whispering Raiment is a reasonably defensive armour, so there’s no reason NOT to sit in it while your Hitokiri struts its stuff! It’s got incredible Darkness damage, which you can adapt to every situation! Start the battle of by Poisoning your enemy, then use the Normal/Accuracy/Power attacks for the rest of the battle! Sacrifice isn’t too worth it, in my opinion, I feel that it’s better to allow the Hitokiri to carry on to the next battle, and then Dismiss it with the Pet Whistle during that point in time. You lose out in SOME damage, but overall, you may save a potential turn from Re-summoning it.

Judgment: If you need bonus Darkness damage, this is the perfect Guest for you. At level 90, the effective SP cost is only around 7, provided you don’t use anything else. SP is there to be used, and it regenerates too. Use this whenever you can.


Seek Weak Point
10 Hits
Type: As Weapon
Element: As Weapon
Damage: 44% BRS
BtH: 16%
SP Cost: None

Analysis: Most often used in conjunction with Zetsubou Dageki, since the infliction is predicated on your attack to connect. The bonus 10% to hit is great for hitting stuff like Am-Bushes or even Sneaks. Of course, it depends on how many of the attacks hit.

Judgment: Good on theory, but it may not necessarily live up to the hype. Realistically speaking, the only reason you’ll use this is against monsters with high blocking. To overcome that blocking, you’re going to need to use this at least twice to get that +10% BtH. (The first use will add the bonus to the second use.) Quite novelty, in my opinion.


Zetsubou Dageki
1 Hit
Damage: 0
Type: As Weapon
BtH: 16%
SP Cost: 242

Inflicts Spiritual Resonance
Three turn Delay before inflicting HARM damage.
Damage (Before Modifier): 83-383

Analysis: You give up your turn, planting a Spiritual Seed that will detonate in three turns for 83-383 Harm Damage. The SP cost may seem to be high for its damage, however, this is Harm damage, which can cut the time of battles against GoldenZards and Zeel Defenders. This is also one of the few ways to kill a Terrorzard before level 100.

Judgment: As Harm damage goes, it’s among the top in damage. Once inflicted, you’re pretty sure that you deal around 200 damage. And since this is SP, both Warriors and Mages use this effectively.


Backstab
Element: As Weapon
Type: As Weapon
Damage: 1000.75% BRS
Accuracy: 21% + Stats
SP Cost: 230

Analysis: A huge improvement over Sneak Attack. It costs 45 SP lesser, and does only 10% lower damage.

Judgment: If you can spare the SP to use for bursts of damage, I have no objections. Personally, I’d rather maintain Hitokiri or my Offhand weapon. Of course, if you’re up against Goggs, and you need burst damage, this is something you should look into. Not useless by any means, but places where its truly powerful are rare.


Finishing Blow

Choose one of the four following abilities.

  • Stalwart SolitudeYou gain +5 to all Combat Defences.IF your opponent’s first hit misses, you perform the following attack.
    1 Hit
    Element: As Weapon
    Type: As Weapon
    Damage: 1503.36% BRS
    BtH: 16% + Stats
    SP Cost: 303

    Analysis: It seems that Counterattacks are getting more and more common, this is a massively improved version of Shinobi Shozoku’s Dragon Double. Block one attack and you deal a huge whack into your enemy.

    Judgment: Make sure you stack up the buffs required to cut your enemy’s accuracy as far as possible. Black Cat is always a great summon to have, Misc items can be used to further boost the chances of blocking. For those of you with access to Blind, you should most definitely use it too.

  • Blade ShotSummons Wallo (Guest) to attack for one turn.1 Hit
    Element: As Weapon
    Type: Ranged
    Damage: 81-151
    Stats: 1264.36 (Taken from CHARISMA)
    BtH: 12% + Stats (Taken from CHARISMA)
    SP Cost: 291

    Analysis: As Assassin’s skills go, this is one of the more inaccurate ones. It gets a decent boost to its Accuracy if you’re a Beastmaster, but otherwise, that’s it.

    Judgment: A Beastmaster will most definitely use it well. It serves as a powerful Ranged converter, if heavy on SP. Once again, I think that there are a couple of better things to do with SP rather than squander it all on a single hit.

  • Kiss of Death
    Summons Shii (Guest) to attack for one turn.1 Hit
    Element: Energy
    Type: Magic
    Damage: 76-141
    Stats: 1116% (Taken from CHARISMA)
    BtH: 22% + Stats (Taken from CHARISMA)
    SP Cost: 242
    Effect: Attempts to PARALYZE for one turn.Analysis: Paralysis is always a nice ability to have, and Shii hits more accurately, if not harder. She is, also, however, limited to an Energy attack only. It is, however, a strong hit, if just slightly weaker than Wallo’s attack.

    Judgment: The Paralysis makes up for most of its problems. It’s a decent Energy attack, accurate, with a reasonable SP Cost. An excellent addition to your arsenal of Nerfs.

  • Assassin’s Creed10 + (ScaledPowerLevel-MonsterLevel-DR)% of Success for immediate death.If this attack is successful you deal:
    Hits: 4
    Type: Magic
    Element: Death
    Damage: A base of Monster’s HP and a random of 0
    BTH: 300

    Otherwise,

    Hits: 4
    Type: Magic
    Element: Dark, Energy, «As Weapon», Fire
    Damage: 107.66% BRS for Dark, Energy and Fire hits. 57.42% for <As Weapon>
    BtH: 16% + Stats
    SP Cost: 492

    Analysis: A chance of Instant Death on an enemy. The lower the level of the opponent, the better. If it fails, the damage really isn’t fantastic…

    Judgment: It’s only good for Instant Death, otherwise, the damage really sucks. Quite the all or nothing ability.


Necromancer

[GCA302]


Necromancer Class Armours: Necromancer CloakObsidian Cloak (Guardian Only)

REQUIREMENT: Wizard Level 5

Normal Attack:
Necromancer Cloak:
Hits: 1
Attack Type: Converts to Melee
Damage: 200% Base, 200% Random
Stats: No
BTH: +20%
Special: 10% Chance to cast Undead Mutant (at no MP cost) at Class level 9 and above.

Obsidian Cloak:
Hits: 2
Type: Melee, Magic
Element: «As Weapon»
Damage: 150% Base and Random; 75% Base and 100% Random
Stats: 0%, 100%
BTH: +5%, +0%
Special: 10% Chance to Cast Undead Mutant (at no MP cost) at Class Level 9 and above

The second of the two Tier 3 Armours. Interestingly enough, the non-Guardian version’s normal attack has uber-standard accuracy.


Level 1: Undead Giant
Hits: 1
Type: Melee
Element: «As Weapon»
Damage: 540% Base and Random
Stats: No
BTH: +20%
Cost: 30 MP

Analysis: Five times normal damage, at the cost of no stats. However, with that much raw power, who needs the stats?

Judgment: A very cheap costing ability which will help greatly in farming.


Level 3: Necro Heal!
You lose 10% of your maximum HP, and gain 10% of your total MP.

Analysis: Exactly as it said above. Wizard Robes is much better for regenerating MP.

Judgment: Don’t use Necro Heal unless you’re Untraining Stats. Wizard Robes is more efficient.


Level 4: Death Dog!
Cost: 80 MP
Upkeep: None
Hits: 1
Attack Type: Melee
Element: Darkness
Damage: 15 – 45
BTH: +50
Attack Rate: 80%

Analysis: At class level 10, the Doom Wolf is available, which has extremely high BtH. It even attacks 80% of the time. Accurate, and decently powered for a pre-sweep Guest

Judgment: Of course, compared to the Ninja Tortoise, the damage sorta sucks. Do remember, Necromancer is still considered Pre-Sweep.


Level 5: Skull Swarm!
Hits: 2
Type: Ranged
Element: Darkness
Damage: 300% Base and 200% Random each
Stats: Yes
BTH: +20% each
Cost: 60 MP

Analysis: A total of 600% Base, 400% Random, 200% Stats for 60 MP? Wow. It even converts into Ranged! This ability is also Ironthorn compatible, further boosting that huge amount of damage!

Judgment: A very powerful ability! The raw percentages alone are nasty!


Level 6: Zombie Hands!
Hits: 5
Type: Magic
Element: Darkness
Damage: 50% Base and 25% Random each
Stats: 100% each
BTH: +5% each
Effect: For each hit that connects, you lose 2% of your maximum MP and heal 2% of your maximum HP.
Cost: 30 MP

Analysis: Heal 10% of your HP at the cost of 10% of your MP + 30 MP. Personally, it’s not all too worth it because the damage is quite crappy. At 5% BtH, you’re sure to miss, especially against monsters above level 70.

Judgment: Shouldn’t be used. I feel that you’re better off using Pots. The damage is also very weak.


Level 7: Fear!
Hits: 1
Type: Magic
Element: Darkness
Damage: 0% Base and Random
Stats: 100%
BTH: +1000% <–Not a typo
Effect: Reduces the monster’s Combat Defences by 3 each.
Cost: 60 MP

Analysis: It doesn’t do any damage whatsoever beyond what you stats help you to do. However, it WILL always connect with 1000% BtH, and reduce Combat Defence by 3 Each. Reducing Combat Defence is important, especially when you’re up against the new monsters with very high Combat Defences. And only for 60MP! That’s really great.

Judgment: A very strong ability to be used against Sneaks and Am-Bushes. Can be combined with Nerfpets for more Nerfs!


Level 9: Undead Mutant!
Summon a savage undead mutant to deal five melee attacks each of which do up to twice the damage of a normal attack at the cost of receiving no stat bonuses!
Hits: 5
Type: Melee
Element: «As Weapon»
Damage: 200% Base and Random each
Stats: No
BTH: +30% each
Cost: 125 MP

Analysis: 10 times normal damage with no stats. With that kind of damage, who needs stats anyway? This is a skill commonly used by warriors in farming spots. Mage’s should just stick with their spells.

Judgment: Raw power alone can muscle you through farming spots to end battles very quickly.


Level 10: Become a Lich!
When you die, if the effect is fully charged, you can choose to gain the Lich temporary armour. This does NOT let you continue the current battle. See the Lich Armor entry for details.

Analysis: Surprisingly, Lich Armour offers quite a number of good abilities. Undead Assault offers 560% Base/Random, 300% Stats over three hits at Uber-standard accuracy of 20% BtH! From what I note from the Encyclopedia entry, Terror does not seem to have an MP cost at all, giving you a chance to nerf AND Freeze every turn! Drain will probably be the least used ability. And, it’s Darkness defence is excellent! As mid-level armours go, this temporary armour is powerful, and can be used into the 70s.


Necromancer, Final Conclusion: Necromancer is a very well rounded class offering both offensive power in terms of Undead Giant (For Adventurers) and Undead Mutant (For Guardians.) Fear is an incredibly powerful ability that will help you in long battles. Skull Swarm has enough raw power such that you won’t need a permanent Darkness Weapon as long as you have this armour (Not until level 70) the Lich Armour is a powerful armour that also gives a number of useful abilities. Although the Stat roll is Intelligence, Warriors would do well to level up Necromancer class due to Undead Mutant. This Class is suitable for ALL Builds


Paladin

[GCA303]


Paladin Class Armours: Holy ArmourGolden Holy Armour

REQUIREMENT: Knight Level 5, Mage Level 5

Normal Attack
Holy Armour: 150% Base/Random, 100% Stats (10% chance to do Holy Might after gaining level 9)
Golden Holy Armour: 100% Base Random; 75% Base and Random (10% chance to do Holy Might after gaining level 9)

Comments: Once upon a time, this was among the top multi-hit armours. Emphasis on “Once upon a time…” It’s defences are decent, and it defends primarily against Darkness.


Level 1: Bless Weapon
MP Cost: 30
Hits: 1
Damage: 150% Base and 150% Random
BTH: 80%

Analysis: Accurate. Overpoweringly accurate for its mana cost.

Judgment: Perfect for use on Sneaks and Am-Bushes. However, your damage will be slightly low…


Level 3: Holy Rage
MP Cost: 40
Hits: 1
Damage: 100% Base and 400% Random
BTH: 0%

Analysis: If you happen to be lucky, you might hit in the upper limits of the 400% Random. The 40 MP cost is fine for the increase in Random damage.

Judgment: Since it doesn’t element convert, and its cheap in mana cost, it can be spammed.


Level 4: Summon Daimyo
MP Cost: 80
Upkeep: None

Analysis: Daimyo takes up the Guest slot. In a grand total, it deals 12-48 damage with 600% Stats. For an armour which can be obtained at level 40, that number is actually quite impressive. However, the Daimyo is unable to take full advantage of your CHA because at that level, your CHA would only be around 75 or lower, adding only about 5 more Random damage. However, bonus damage is always nice, and it has a minor healing effect too.

Judgment: A useful Guest, although there are many more damaging ones around now.


Level 5: Summon Steed
MP Cost: 60
Hits: 2
Damage: 250% Base and 150% Random
BTH: 0%
Analysis: The accuracy is a little low, but that’s what you give up when you deal 500% Base and 300% Random only for 60 MP. This is a very damaging ability, even stronger than Knight’s Cavalry Charge!

Judgment: Very damaging, if a bit low on accuracy. Very worth using, though.


Level 6: Lay on Hands
As you attack or use an ability in Paladin Class Armour, you get 1 Charge. If you accumulate to 90 Charges, you are able to click on this to fully heal yourself. Once used, the Charges are all used up, and the ability is reset to 0 Charges.
Effect: When clicked and activated, restore you to 100% Health and 100% Mana

Analysis: Attack or use a skill for 90 turns to charge this ability up in preparation for a Boss Fight. This ability is most often used against very scared Mages attempting to do the Quest for the Golden Set for the first time, before they realise how easy Sham actually is.

Judgment: Best used over long quests with a boss at the end that you want a SURE way of winning. With this, you effectively have two lives to take down your enemy.


Level 7: Holy Light
MP Cost: 80
Hits: 1
Element: Light
Attack Type: Magic
Damage: 500% Base and 500% Random
BTH: +20%

TRIGGER
Trigger: Monster Category “Zombie” and/or “Undead”
Hits: 2
Element: Light
Attack Type: Magic
Damage: 300% Base and Random; 500% Base and Random
BTH: +20% each

Analysis: A powerful light spell dealing 5x your weapon’s damage. However, the Trigger is much more impressive, dealing a whopping 8 times! Even Warriors can use this ability to great effect because the Stat bonus to damage is very low AND the damage is based on your Weapon Damage anyway!

Judgment: A very strong Light Spell that both Warriors and Mages can use. It is definitely more reliable than Holy Might.


Level 9: Holy Might
MP Cost: 125
Hits: 1
Damage: 400% Base and Random with a special stat bonus (effectively the sum of 4x the bonus you would recieve for your Intelligence and Strength scores).
BTH: -5 + (((4*STR)+(4*INT))/16) + DEX/16 + LUK/20
Element: Light
Attack Type: As weapon except if ranged it is Magic if Intelligence is greater than Strength otherwise Melee.
Normal Stat Bonuses are not recieved.

TRIGGER
Zombie and Undead
Hits: 1
Damage: 600% Base and 600% Random with a special stat bonus (effectively the sum of 4x the bonus you would recieve for your Intelligence and Strength scores).
BTH: -5 + (((4*STR)+(4*INT))/16)+ DEX/16 + LUK/20
Element: Light
Attack Type: As weapon except if ranged it is Magic if Intelligence is greater than Strength otherwise Melee.
Normal Stat Bonuses are not recieved.

Analysis: When the Ultimate Guides said that Hybrids had the best of both worlds, you didn’t really expect them to mean it, did you? For Holy Might, and Holy Might alone, Hybrids out-damage all other builds.

Judgment: Best used against difficult Zombies or Undead Monsters. The Dracovamp Lords are among those that all Characters can abuse Holy Might Upon.


Level 10: Resurrect Yourself
Charge: 15
Chance to Resurrect: 15%

Analysis: When killed, you could possibly revive yourself. But it’s only a 15% chance… Don’t get your hopes up.

Judgment: It’s a passive ability that depends on your real-life luck. *Shrugs* Pray hard for good luck.


Paladin, Final Conclusion: Bless Weapon offers incredibly high accuracy at the cost of damage. Summon Steed forms the main bulk of its offensive capabilities. Against Undead and Zombies, Holy Light and Holy Might are available, each one doing an enormous amount of damage to Undead and Zombies. Not to mention that Lay On Hands is a very powerful ability if you find Bosses too difficult for you to beat. And of course, if you like to leave things to Lady Luck, Resurrection might always save your day. Despite using STR as a stat roll, Mages should also train Paladin due to its usefulness against Undead and Zombies, both of which are incredibly common in AQ.


Conclusions for each Build

[GCA009]
In this conclusion, I will suggest classes that each build should train. I have omitted Classes that isn’t particularly worth for a certain class to train. However, there ARE certain classes that should be trained simply to unlock other classes.


Hybrid:
Tier One: All Tier One class levels should be maxed out in order to unlock all Tier Two Classes. Fighter Armour is good as an early game offensive armour. Rogue and Mage should stay in your inventory all the way into the 100s due to Jinx and Metamagics. Scholar is quite optional, since its use is limited.

Tier Two: Early on, Dracomancer will provide you with a powerful Wind spell, being Dragon’s Wings. There’s a second option at Knight, with Arrow Assault. Regardless, Knight should be trained to level 5 to unlock Paladin. Berserker provides incredible offensive ability, along with Ninja. Pirate is another useful class for Hybrids. Martial Artist: Slithering Sneak/Fist of the Troll would be best for Hybrids in terms of defences and offence respectively. Wizard is just awesome, giving a much needed boost to a Hybrid’s spells, while providing a decent platform to spellcast at the same time.

Tier Three: Paladin, Necromancer and Assassin levels should be maxed out. All Tier Three classes offer a great deal of powerful abilities that can be used. Undead Mutant and Fear are probably the only two abilities that you’ll use for very long, but do not underestimate the power of Holy Might, especially on a Hybrid. This single ability enables the easy killing of Vamp Adepts and less dangerous Dracovampiresses. Assassin has a multitude of uses, ranging from raw damage, to Harm damage conversion, and status effects that plague the enemy for lots of damage. It’s main use is for Harm damage, although its other abilities really aren’t shabby at all.


Warrior (Rangers who use non-100% Special Weapons):
Tier One: All Tier One class levels should be maxed out in order to unlock all Tier Two Classes. Fighter Armour will be your main staple, with Rogue Outfit coming in a close second for defensive needs.

Tier Two: Knight is an important Class due to Arrow Assault, Mace Stun, and Onslaught. Do train it to level 5 to unlock Paladin. Dragonslayer, Berserker, Ninja and Pirate both make appearances in a Warrior’s inventory for great offensive ability. Once again, Slithering Sneak or Fist of the Troll Club are the best ways to go for the Martial Artist series. However, a Pure Warrior Build will want to consider Way of the Gogg Claw, because your much higher DEX/LUK stat will help offset some of the poor defences. Wizard’s Robes won’t be too useful, but it’s MP Guests are awesome for Warriors. Wizard should be trained to level 5 to unlock Necromancer. Beastmaster Variants will definitely want to carry around Primal Garb.

Tier Three: Although the Necromancer’s stat rolls roll against INT, it should not deter Warriors from training Necromancer Class. Undead Mutant, as mentioned above, is incredibly useful for farming. Fear is another top-notch skill that nerfs enemies, despite you not having much mana pool. Paladin is definitely worth a mention for powerful offensive abilities in terms of Summon Steed, not to mention the surprising power of Holy Light, even on a warrior. Assassin is a source of Harm damage, and that should be reason enough to train it. You get a really hard hit with the Offhand Weapon, not to mention the powerful hits from Ranged attacks (Crossbow).


Mage:
Tier One: All Tier One class levels should be maxed out in order to unlock all Tier Two Classes. Mage Robes will be your staple armour. It’s not particularly necessary to carry around Figher Armour, because you won’t be attacking much since you have Elemental Sphere. Rogue Outfit is, of course, carried around for Jinx.

Tier Two: Dracomancer is definitely useful for Dragon’s Wings. Dragonslayer is definitely needed on a Mage, because it gives you what is essentially a free Empower on Dragons! Beastmaster Variants will definitely want to carry around Primal Garb. Wizard will now be your primary spellcasting platform, being able to boost your damage for FREE is just plain awesome! Not to mention the plethora of additional special effects. Train Wizard to unlock Necromancer. For Martial Artist Schools, Pure Variants may like to try their luck at Gogg Claw. Any other Variants should be using either Slithering Sneak or Ancient Spirit. While Knight may not be as useful to a Mage, Mages should still train Knight to level 5 to unlock Paladin.

Tier Three: With the spells of their current standards now, they’re much more damaging than what Paladin can offer, but early on, Holy Light and Holy Might can pretty much last as their Light Spells. Once again, Necromancer’s Undead Mutant makes another appearance. Assassin is slightly less damaging, but no less useful. Harm damage is, of course, the main reason why Assassin can stick around for so long.


And that’s the end of the Guide to Class Abilities! I hope that this guide has given you some cookies of wisdom to make your life to Uber-ness much easier!


Credits
Thanks to:
The AQ team for creating so many AMAZING Classes for us to play around with!
My cousin who first introduced me into AQ.
Icemaster Yeti who approved this.
The_Game, who gave me my Rater Test, which actually make me THINK about what Class Armours could be used as stepping stones to Uber armours.
Z.324 for giving me advice on the layout of the guide.
AQ Pedia AKs for having the Encyclopedia entries up so that I can steal the information from them. XP
Rasudido for doublechecking my numbers for Plunder to come to the conclusion that there was something wrong with the formula in the Pedia. (16/9/09)
Ocoma for running the numbers for Keelhaul and Plunder to come to the conclusion that the Pedia was wrong. XP.
Icechat’s calculating program for helping me check my numbers for Pirate Class abilities since its Appendix was still empty as of 16/9/09
phoenixfire555 for giving me information on the Pre-Requisites for Classes
Bobwin for pointing out that Wild and Stable DO have their uses, despite being seemingly useless on first sight. I dismissed the raw percentages on sight, thinking they didn’t increase average damage.
Z Grade for the confirmation of Harm damage dealt by Great Dragon
Terosin for doublechecking my Dual Wield numbers.

Adventure Quest House Guard Guide By: Dragoon23

0

0. Index [HG0000]

0. [HG0000] Index
1. [HG0100] Introduction
1a. [HG0101] What are Guards
1b. [HG0102] Preventing Invasions
2. [HG0200] Effectiveness Chart
2a. [HG0201] Gold Guards
2b. [HG0202] Z-Token Guards
3. [HG0300] Credits/Thanks and Change Log.

1. Introduction [HG0100]

1a. What are Guards [HG0101]

Guards were originally only used to keep other players out of one’s house. With the introduction of the Estate System, they have become much more vital. They allow for smoother resource accumulation by defending one’s estate buildings from invading monsters.

You can sell lower level guards for less efficient, higher level guards if you need the space. There is a point when you have enough guards to prevent your estate buildings from being attacked at all. It can vary depending on the level of your guard tower.

If you are interested in a guard you see, please visit the House Guard Index to check it out further.

1b. Preventing Invasions [HG0102]

Because the formula for Monster Invading Strength and House/Estate Defending Strength (ie, exactly how much guard power do you need to completely defend your House/Estate from Invasions) was never released, only unofficial date like Player gathered Estimates and Anecdotes are available for how much guard power you need to stop invasions. These numbers are in no way official.

The following quote boxes are not concrete information, but only extrapolation. Use this at your own discretion, and note that experimenting with purchasing guards from the top of the list on your own is the best way to figure this out.

quote:

In the past guide, which did not regard rare guards at all, the best point to stop buying guards (when buildings at level 10 or under would stop being attacked, with a level 12 guard tower) is at the Level 39 Wind Dragon, according to 137ben. This is a cumulative power of 1701.96, or 8490.19 when including guard tower levels.

In the current guide, which will not include rare guards for this specific calculation, the best point to stop would be at the Level 145 Mighty Shadow Hydra, as this has a cumulative power of 1699.68.

According to afterlifex, 2700 cumulative power with a level 12 guard tower is not enough to prevent attacks on a building over level 12. This will not be too much of a problem for resources, considering that only the trade hut and storage buildings can go over level 10 and be attacked. I once had 2771 cumulative power with a level 13 tower, which was not enough for to prevent attacks for level 12+ buildings.

Additionally, according to afterlifex, 2832.8 guards at a level 9 tower is not enough to protect level 10 buildings.

General consensus is that one level of a guard tower is 200 levels of guards, which is 565.69 power. For every guard tower level you take off, buy enough guards with about that much total power from the top of the list going downwards

quote:

ORIGINAL: Afterlifex

a lvl 10 tower with 2833 worth of guards is enough for lvl 10 buildings.

Following the Below List With Lvl 10 Guard Tower and Lvl 10 Buildings:

Lvl 150 Guardian

  • Including Rares:
  • Everything up to and including Mighty Shadow Hydra (130) = 3048.7843
  • No Rares:
  • Everything up to and including Mighty Shadow Hydra (130) = 2976.7915

Lvl 135 Adventurer

  • Including Rares:
  • Everything up to and including Mutant Dracolich Guard! (72) = 2868.0598
  • No Rares:
  • Everything up to and including Mighty Shadow Roc (103) = 3005.1342

Based on my calculations of this List:
About 7576.3991 worth of Guard Power was effective enough to prevent all Invasions without Guard Tower for up to at least Lvl 15 Buildings.

Following the Below List With no Guard Tower, have Master of Evil (60) and Level 15 Buildings :

Lvl 150 Guardian

  • Including Rares:
  • Everything up to and including Insubstantial Banshee (43) = 7613.488
  • No Rares:
  • Everything up to and including Drakel Bouncer (105) = 7704.0456

Lvl 135 Adventurer

  • Including Rares:
  • Everything up to and including Reverse Fiery Phoenix (66) = 7628.3210
  • No Rares:
  • Everything up to and including Nightraider Z (75) = 7608.6156

2. Effectiveness Chart HG0200

2a. Gold Guards [HG0201]

Unfortunately, there is no way to measure the effectiveness/power of Gold Guards. With the removal of Z-Token to Gold conversion in-game and a confirmation from staff that the old ratio was not in anyway accurate, there isn’t a good way to quantify how effective the gold guards are. Anyhow, they are all cheap and should be picked up if you have space. Here is a list of all the gold guards, sorted by level:

Level	Name
8	Nightraider
25	Dragoncat Guard (Guardian)
35	Nightraider
38	Red Dragon
39	Ice Dragon 
60	Master of Evil
65	Nightraider

2b. Z-Token Guards [HG0202]

Guard Power Formula is: GuardLevel^1.5/5
Effectiveness Formula is: Power/Cost*1000

Here’s a House Guard Spreadsheet to calculate Total Effectiveness, Power, and Cost with any combination of Guards.

And an Image of the below: Effectiveness Chart of Z-Token Guards

Level	Cost	Power	Effectiveness	Flag	Guard	
45	200	60.37		301.87	R	Candy Golem
75	500	129.90		259.81		Guard Sheep
40	200	50.60		252.98		Bishop Finch
40	200	50.60		252.98		BURP Guard
25	100	25.00		250.00		Fluffy Guard Sheep
25	100	25.00		250.00		Guard Dog
148	1480	360.10		243.31		Mighty Shadow Roc
147	1470	356.46		242.49		Mighty Shadow Minotaur
146	1460	352.82		241.66		Mighty Shada' Naga Baba Yaga
145	1450	349.21		240.83		Mighty Shadow Hydra
50	300	70.71		235.70		Guard Dog
15	50	11.62		232.38	R	Candy Golem
133	1330	306.77		230.65		Mighty Shadow Roc
132	1320	303.31		229.78		Mighty Shadow Minotaur
131	1310	299.87		228.91		Mighty Shada' Naga Witch-Queen
130	1300	296.45		228.04		Mighty Shadow Hydra
67	500	109.68		219.37		Gogg Guard
118	1180	256.36		217.26		Mighty Shadow Roc
117	1170	253.11		216.33		Mighty Shadow Minotaur
116	1160	249.87		215.41		Mighty Shada' Naga Yaga
115	1150	246.65		214.48		Mighty Shadow Hydra
72	600	122.19		203.65		Mutant Dracolich Guard!
103	1030	209.07		202.98		Mighty Shadow Roc
102	1020	206.03		201.99		Mighty Shadow Minotaur
101	1010	203.01		201.00		Mighty Shada' Naga Arch-Sorceress
100	1000	200.00		200.00		Mighty Shadow Hydra
71	600	119.65		199.42		Earth Dragon
71	600	119.65		199.42		Energy Dragon
71	600	119.65		199.42		Ice Dragon
71	600	119.65		199.42		Wind Dragon
70	600	117.13		195.22		War Dragon
60	500	92.95		185.90	G	Dragoncat Guard
35	225	41.41		184.06	R	Blue Moglinster Guard
32	210	36.20		172.40	R	Green Moglinster Guard
40	300	50.60		168.65		Death Worms
100	1200	200.00		166.67		Guard Dog
30	200	32.86		164.32		Crystal Hound Guard
30	200	32.86		164.32		Red Moglinster Guard
39	300	48.71		162.37		Earth Dragon
39	300	48.71		162.37		Energy Dragon
39	300	48.71		162.37		Wind Dragon
60	600	92.95		154.92		Bigfoot
55	550	81.58		148.32		Undead Blackhawke
70	800	117.13		146.42		Bunyip
75	900	129.90		144.34		Nefarius
50	500	70.71		141.42		Brilhado Lich
50	500	70.71		141.42		Doom Sheep
50	500	70.71		141.42		Ghost Knight
50	500	70.71		141.42		Krie-Guardian Mage
50	500	70.71		141.42		Undead Ninja Guard
92	1300	176.49		135.76		Mutant Dracolich Guard!!
90	1300	170.76		131.36		Ferocious BURP Guard
40	400	50.60		126.49		Nightraider
40	400	50.60		126.49		WereDragon
43	450	56.39		125.32		Insubstantial Banshee
25	200	25.00		125.00		Bunyip
105	1800	215.19		119.55		Drakel Bouncer
80	1200	143.11		119.26		Bishop Finch
80	1200	143.11		119.26		Death Worms
80	1200	143.11		119.26		Giant Deadwood
110	2000	230.74		115.37	G	Dragoncat Guard
85	1500	156.73		104.49		Drakel Bouncer
35	400	41.41		103.53		Undead Blackhawke
40	500	50.60		101.19		Jumping Brain Spider
63	1000	100.01		100.01		Immaterial Banshee
92	1800	176.49		98.05		MeGogg Guard
30	350	32.86		93.90		Brilhado Lich
30	350	32.86		93.90		Doom Sheep
30	350	32.86		93.90		Ghost Knight
30	350	32.86		93.90		Krie-Guardian Mage
60	1000	92.95		92.95		Tarantula Brain Spider
66	1160	107.24		92.45		Reverse Fiery Phoenix
75	1500	129.90		86.60		Nightraider Z
75	1500	129.90		86.60		Undead Blackhawke
90	2000	170.76		85.38		Nerfkitten
60	1100	92.95		84.50		Reverse Shadow Wolf
26	315	26.51		84.17		Phoenix Guard
70	1400	117.13		83.67		Brilhado Lich
70	1400	117.13		83.67		Doom Sheep
70	1400	117.13		83.67		Ghost Knight
70	1400	117.13		83.67		Krie-Guardian Mage
70	1400	117.13		83.67		Nightraider
70	1400	117.13		83.67		WereDragon
25	300	25.00		83.33		Mutant Dracolich Guard
23	300	22.06		73.54		Banshee
83	2100	151.23		72.02		Wispy Banshee
80	2000	143.11		71.55		Black Widow Brain Spider
90	2500	170.76		68.31		Brilhado Lich
90	2500	170.76		68.31		Doom Sheep
90	2500	170.76		68.31		Ghost Knight
90	2500	170.76		68.31		Krie-Guardian Mage
90	2500	170.76		68.31		Wolf Brain Spider 
100	3000	200.00		66.67		Nightraider
100	3000	200.00		66.67		WereDragon
103	3300	209.07		63.35		Incorporeal Banshee
95	3000	185.19		61.73		Undead Blackhawke
110	4000	230.74		57.68		Brilhado Lich
110	4000	230.74		57.68		Doom Sheep
110	4000	230.74		57.68		Ghost Knight
110	4000	230.74		57.68		Krie-Guardian Mage
115	4500	246.65		54.81		Reverse FlibbitiestGibbest
111	4500	233.89		51.98		Banshee Messenger
130	6000	296.45		49.41		Ghost Knight
150	7500	367.42		48.99		Baby Sacragon
150	7500	367.42		48.99		Overlord Phoenix
150	7500	367.42		48.99		Spirit of Light
150	7500	367.42		48.99		Thunder Cat
150	7500	367.42		48.99		Twilight Raven
149	7450	363.76		48.83	R	Dracofiend Lord
148	7400	360.10		48.66	R	Alpha Dracoglin
148	7400	360.10		48.66	R	Dracovamplantess
148	7400	360.10		48.66	R	Metalraider
147	7350	356.46		48.50		Ethereal Arakkna
135	6750	313.71		46.48		Baby Sacragon
135	6750	313.71		46.48		Overlord Phoenix
135	6750	313.71		46.48		Spirit of Light
135	6750	313.71		46.48		Thunder Cat
135	6750	313.71		46.48		Twilight Raven
15	250	11.62		46.48		Undead Blackhawke
123	6000	272.83		45.47		Ethereal Banshee
129	6450	293.03		45.43	R	Dracofiend Lord
128	6400	289.63		45.25	R	Alpha Dracoglin
128	6400	289.63		45.25	R	Dracovamplantess
128	6400	289.63		45.25	R	Metalraider
127	6350	286.24		45.08		Ethereal Arakkna
120	6000	262.91		43.82		Baby Sacragon
120	6000	262.91		43.82		Overlord Phoenix
120	6000	262.91		43.82		Spirit of Light
120	6000	262.91		43.82		Thunder Cat
120	6000	262.91		43.82		Twilight Raven
10	150	6.32		42.16		Brilhado Lich 
10	150	6.32		42.16		Doom Sheep
10	150	6.32		42.16		Ghost Knight
10	150	6.32		42.16		Krie-Guardian Mage
10	150	6.32		42.16		Nightraider
10	150	6.32		42.16		WereDragon
109	5450	227.60		41.76	R	Dracofiend Lord
108	5400	224.47		41.57	R	Alpha Dracoglin
108	5400	224.47		41.57	R	Dracovamplantess
108	5400	224.47		41.57	R	Metalraider
107	5350	221.36		41.38		Ethereal Arakkna
105	5250	215.19		40.99		Baby Sacragon
105	5250	215.19		40.99		Overlord Phoenix 
105	5250	215.19		40.99		Spirit of Light
105	5250	215.19		40.99		Thunder Cat
105	5250	215.19		40.99		Twilight Raven
90	4500	170.76		37.95		Baby Sacragon
90	4500	170.76		37.95		Overlord Phoenix
90	4500	170.76		37.95		Spirit of Light
90	4500	170.76		37.95		Thunder Cat
90	4500	170.76		37.95		Twilight Raven
89	4450	167.92		37.74	R	Dracofiend Lord
88	4400	165.10		37.52	R	Alpha Dracoglin
88	4400	165.10		37.52	R	Dracovamplantess
88	4400	165.10		37.52	R	Metalraider
87	4350	162.30		37.31		Ethereal Arakkna
75	3750	129.90		34.64		Baby Sacragon
75	3750	129.90		34.64		Overlord Phoenix 
75	3750	129.90		34.64		Spirit of Light 
75	3750	129.90		34.64		Thunder Cat
75	3750	129.90		34.64		Twilight Raven
69	3450	114.63		33.23	R	Dracofiend Lord
68	3400	112.15		32.98	R	Alpha Dracoglin
68	3400	112.15		32.98	R	Dracovamplantess 
68	3400	112.15		32.98	R	Metalraider
67	3350	109.68		32.74		Ethereal Arakkna
10	200	6.32		31.62		Bigfoot
60	3000	92.95		30.98		Baby Sacragon
60	3000	92.95		30.98		Overlord Phoenix
60	3000	92.95		30.98		Spirit of Light
60	3000	92.95		30.98		Thunder Cat
60	3000	92.95		30.98		Twilight Raven
130	10000	296.45		29.64		Nerfkitten Scion
49	2450	68.60		28.00	R	Dracofiend Lord
48	2400	66.51		27.71	R	Alpha Dracoglin
48	2400	66.51		27.71	R	Dracovamplantess
48	2400	66.51		27.71	R	Metalraider
47	2350	64.44		27.42		Ethereal Arakkna
45	2250	60.37		26.83		Baby Sacragon
45	2250	60.37		26.83		Overlord Phoenix
45	2250	60.37		26.83		Spirit of Light
45	2250	60.37		26.83		Thunder Cat
45	2250	60.37		26.83		Twilight Raven
29	1450	31.23		21.54	R	Dracofiend Lord
28	1400	29.63		21.17	R	Alpha Dracoglin
28	1400	29.63		21.17	R	Dracovamplantess
28	1400	29.63		21.17	R	Metalraider
3	50	1.04		20.78		Nightraider
3	50	1.04		20.78		Tenuous Banshee
27	1350	28.06		20.78		Ethereal Arakkna
11	550	7.30		13.27		Baby Sacragon
11	550	7.30		13.27		Overlord Phoenix
11	550	7.30		13.27		Spirit of Light
11	550	7.30		13.27		Thunder Cat
11	550	7.30		13.27		Twilight Raven
9	450	5.40		12.00	R	Dracofiend Lord
8	400	4.53		11.31	R	Alpha Dracoglin
8	400	4.53		11.31	R	Dracovamplantess
8	400	4.53		11.31	R	Metalraider
7	350	3.70		10.58		Ethereal Arakkna

Adventure Quest Storyline Order Guide By: ArchMagus Orodalf

0

It has come to my attention that the Storyline of AdventureQuest is not that easy to find, what with certain quests rare and other scattered every which way throughout Lore. Therefore, let this Guide be your… Guide. (Falerin would smite me for redundancy.) Guardian-Only quests are marked in bold blue. Rare quests are marked in bold red. Read the quest entry as a substitute to playing through the quest.

The main storyline thus far is the Devourer Saga (many years in the making!). Prior to starting the Devourer Saga, it would be wise to also complete the following in any order (except the Darkovia quests; play the Darkovia quests prior to the Nightbane Chronicles).

  • Travel Map > Travel South > Yenghaland
  • Travel Map > Zorbak’s Hideout > Twilly vs. Zorbak > Twilly vs. Zorbak Part II > Zorbak’s Trickery!
  • Warlic’s Mage Shop > Class Quests > Mage Quest! > Next x3 > Mage Class Quests
  • Travel Map > Sail East > The Maelstrom
  • Twilly > Hello! > The Frogzard Hunter! > Visit the Frogzard Hunter > Do all quests 1-4
  • Travel Map > Darkovia Forest
  • Yulgar’s Inn > The Devourer Saga > Strange Whispers > The Nightbane Chronicles OR Travel Map > Sail East > Sail East > The Devourer Saga > Strange Whispers > The Nightbane Chronicles
    (Don’t actually read “Strange Whispers” if you don’t want spoilers.)
  • If you can, go back in time and play through Frostval 2006 (or just read the Encyclopedia Entry linked)
  • If you can, go back in time and play through 4-Leaf Clover Field! to be introduced to Kalanyr (or just read the Encyclopedia Entry linked)

To understand the events of the Devourer Saga (to a certain degree), do the following quests in the given order.

  1. Twilly > Hello! > Heard any rumors?
  2. Yulgar’s Inn > Go to Lounge > Sage Uldor > What do the Drakel want?
  3. Travel Map > Granemor > Dewlok > Any Drakel around? > Drakel
  4. Travel Map -> Granemor -> Boog’s Tavern -> Upstairs -> Talk to Thalia
  5. Isle d’Oriens > Falerin’s Domicile > Click on the Time Scroll lying on the extreme left side of the table
  6. Travel Map > Sail East > Stonerule > Speak to Artix > To Stonerule! > Take a closer look… > The Carnax Saga Cut Scenes OR The Last Stand > Carnax Saga Scenes
  7. Travel Map > Sail East > Stonerule > Speak to Artix > To Stonerule > Take a closer look… > The Return of Riona Shadowgale!
  8. Travel Map > Sail East Twice > The Devourer Saga > Mount Thrall > Pod 1 > Relive the Battle to Save the Future! The Story > More Story * 3 > First Meeting with Maxwell and Morgan OR Battleon Inn > The Devourer Saga > Mount Thrall > Pod 1 > Relive the Battle to Save the Future! The Story > More Story * 3 > First Meeting with Maxwell and Morgan
  9. Travel Map > Sail East Twice > The Devourer Saga > Mount Thrall > Pod 1 > Relive the Battle to Save the Future! OR Battleon Inn > The Devourer Saga > Mount Thrall > Pod 1 > Relive the Battle to Save the Future!
    (In other words, play through the Carnax Saga. Don’t actually read the parts that occur in the future of the Devourer Saga.)
  10. Isle d’Oriens > Falerin’s Domicile > Click on the Time Scroll closest to Falerin on the left
  11. Isle d’Oriens > Falerin’s Domicile > Click on the second highest book in the stack on the table > Read
    (In other words, play through the Dragon War and then the Great Fire War. Don’t interact with the island or talk to Eldron; they talk spoilerifically.)
  12. Read the following in the following order if you wish to understand Deren and the surrounding nations’ interactions and who Glenn Galrick is.
    1. The War of the Words
    2. All That is Evil is not Dark
    3. Manifestation: The Coming Dark
    4. Confrontation
  13. Travel Map > Sail East Twice > The Devourer Saga
    • Be sure to play through The Mysterious Crater and to explore the Isle d’Oriens after Epic Quest 9. (By “Explore,” I mean, read all of the books, especially the books entitled “The Fisherman,” “The Archmages: History Revealed,” and “Lore: The Origins.”)
    • After reading the book on The ArchMagi, go to Yulgar’s Inn. Enter the Lounge, and go FAR right. Read the note on the table and follow the instructions. (Doing so will cause you to play through Claw Tip Landing and the Dense Red Fog.)
    • Also be sure to play through the Sinister 7 War after playing through Part 4.
    • Do NOT play through The Nova Knight until AFTER the rest of the saga and WarpForce are completed.
    • The Path to Greatness explains the occurrences in Part 6: Hope: Beneath the Shifting Sands (rather, it is a prequel)

There are several other sagas in the game besides the Devourer Saga. Be sure to play them in the correct relation to the Devourer Saga. Notes are made below on the ones for which order matters.

  • The Dracomancer Saga may be played at any time; however, be aware that The Dragon King occurs during the Devourer Saga and that everything preceding leads up to it. Everything after FireSpawn should be saved for after the Devourer Saga.
  • The Frogzard Hunter’s Quests 1-4 come before the Saga, as mentioned. 5 and onward may be played after.
  • Prior to the Nightbane Chronicles come the first chapters of the Dracomancer Saga up to the point where Cyrus and Galanoth agree upon an uneasy peace for the first time. This is no longer in-game.
  • The Drakel Civil War at K’eld Naer occurs after the arrival of The’Galin.

After playing the Devourer Saga, several other Sagas come into play. To play them in the correct order, read the following notes.

There are also some quests that have prerequisites unrelated to the Devourer Saga.

 

Adventure Quest Mage Guide By: Rasudido

0

What is a mage?
A mage in AQ is a character who uses spells as one of their two main sources of damage. Mages generally have incredibly high damage within the first turns of battle and do lower damage with weapons as a result of the higher damage output given by spells. Sometimes the damage from spells itself is enough to end the battle sooner than other builds

Mage characters are great at dealing with “Glass Cannon” monsters (high damage but low HP/Endurance monsters) but have slightly more trouble dealing with “Tank” monsters (lower damage but High endurance monsters). With proper equipment, are also the fastest at farming.

If you this is what you want your character to do then I suggest you keep reading and make a mage, otherwise you can look at the other guides to pick a build that better suits you.

What this guide will do for you and what it won’t:
This guide is meant to give you a general sense of what to do to build a mage character; it will give you advice on the best equipment on each category and a small look at strategies and build for this type of gameplay. While the suggestions given within the guide will probably be enough as for you to play the game without problems it won’t give you specific advice on all the questions that can (and will) show up while playing.

If you want specific advice I suggest you look into the Questions and Answers part of the forum or look at the Equipment Comparison , between the two it’s likely the advice you seek can be found. Other good places to look for advice are the other guides within this forum.

It is expected that at one point you make decisions on your own and build what character you feel comfortable with as things in this guide are guidelines of the best general strategies, but that doesn’t mean other choices not contained in the guide aren’t valid

this post by Ward_Point explains pretty well how to use the advice within this guide

INDEX

*to quick find press ctrl+ F on your keyboard and type the code beside the section you want*

BUILD SECTION [001]
-Pure Mage [0011]
-Annihilator Mage [0012]
-Beastmaster Mage [0013]
-Tank Mage [0014]
-Power Mage [0015]

GUARDIANS: WHAT SHOULD MY NO DROP ELEMENT BE?[002A]

MASTERCRAFTS: WHAT ARE THEY AND WHY THEY MATTER[002B]

WEAPON SECTION [003]
-Weapons: No Drops [[0031]
-Weapons: Fire [0032]
-Weapons: Water [0033]
-Weapons: Wind [0034]
-Weapons: Ice [0035]
-Weapons: Earth [0036]
-Weapons: Energy [0037]
-Weapons: Light [0038]
-Weapons: Darkness [0039]
-Unique Weapon: Sila’s Staff [003A]
-Guardians: Custom Weapons [003B]

SPELL SECTION [004]
– Important Spell Info: New Spells vs Old Spells [0041]
-Spells: Fire [0042]
-Spells: Water [0043]
-Spells: Wind [0044]
-Spells: Ice [0045]
-Spells: Earth [0046]
-Spells: Energy [0047]
-Spells: Light [0048]
-Spells: Darkness [0049]
-Healing Spells [004A]
– Summon Spells [004B]

ARMOR SECTION [005]
-Armors: General Tips [0051]
-Armors: No Drops [0052]
-Armors: Class Armors [0053]
-Armors: Low Level Suggested Set-ups [0054]
-Armors: High Level Armor Selection [0055]
–Fire [0055A]
–Water [0055B]
–Wind [0055C]
–Ice [0055D]
–Earth [0055E]
–Energy [0055F]
–Light [0055G]
–Darkness [0055H]

SHIELD SECTION [006]

PET SECTION [007]

MISC SECTION [008]

Stats when making a mage:

Intelligence (INT): The base stat to any mage build and the stat that will always be maxed to 200 in a mage. It is involved with everything a mage does from spell and weapon damage to base mana you get.
Dexterity (DEX): A stat related to Ranged weapons, dodging, and Hit (BTH). This is one of the main secondary stats for a mage and multiple builds will max this stat. This stat is crucial if you want your mage to use ranged weapons as an alternative to magic weapons.
Luck (LUK): the other common secondary stat; it’s more offensive than DEX and it influences Initiative rolls (who begins the battle), Lucky Strikes, dodging and BTH (less so than DEX) and is involved in all status rolls. A very flexible stat and just like DEX is maxed in multiple mage builds.
Charisma (CHA): a stat only used in “Beastmaster” builds. It is involved with pet and guest damage, BTH and in some cases attack rate. This will be maxed in the specific beastmaster builds and otherwise best left untrained.
Endurance (END): this stat serves one purpose- Granting higher HP. Most builds will have a small investment here and will usually dump all spare points into this.
Strength (STR): a stat not usually related to mages, it affects melee and ranged weapon damage as well as melee weapon BTH. No mage builds involve STR and only one of them invests a small amount in it. If you want to use melee weapons as well as spells I suggest you look at the Ultimate Hybrid Guide

If you want a more detailed look at stats, how they work and the importance of each to the builds, please look at Kaelin’s Build Workshop

For those that like formulas, here are the most relevant formulas to mages in the game:
Stat Damage Bonus (per 100% stat bonus)
Magic Weapon: INT*3/32 + LUK/20
Magic Skill: INT*3/16 + LUK/20
Spells: INT/4 + LUK/20
Pets & Guests: CHA/15

Stat Bonus to Hit 
Magic Weapon/Skill: [INT/16 + DEX/16 + LUK/20]
Spells: [INT/16 + DEX/16 + LUK/20]
Pets & Guests: [CHA*7/60]

Blocking Bonus from Stats 
[DEX/10 + LUK/20]
I recommend checking out Kaelin’s previously mentioned guide to understand how blocking is handled and how the number calculated from this formula works.

Hit Points and Mana Points 
Player HP: [5*Level + 0.05*Level*END + END + 100]
Player MP: [5*Level + 0.05*Level*INT + INT + 100]

Builds Section
[001]

A build is the base of what your character is, it determines everything for you from the amount of damage you do to how much HP and block will you have. Often new players have the greatest problems choosing a build and this haunts them later since fixing a bad build is expensive and a priority. Below are a set of suggested build types and stat progression in each, while you can vary from those values it’s not suggested to do so much since likely the build isn’t optimal.

Pure Mage

[0011]

The standard mage fully invested at casting spells and magic weapons and nothing more, easily the mage build that will gives you the best spell and magic weapon damage possible. Based on maxed INT, DEX, and LUK with END as its final stat, this build has the best spell and magic weapon damage, best block rate and decent HP.
If you decide to go Pure Mage getting 200 INT is among the first things you want to do. DEX or LUK are the other stats that you want to raise to 200, although one can raise both of them at the same time as maxing a stat can be quite expensive at lower levels. You should always try to train LUK before DEX though since it will be a better stat, so consider this.
Guardians have a choice on their final stats: 150 END or 50 END+ 100 CHA. The CHA based build is slightly stronger since more than 50 END is usually unnecessary but if you do not like pets or prefer the extra HP get END.

Lv 025 | STR ~ 000 | DEX ~ 000 | INT ~ 075 | END ~ 000 | CHA ~ 000 | LUK ~ 050
Lv 050 | STR ~ 000 | DEX ~ 000 | INT ~ 150 | END ~ 000 | CHA ~ 000 | LUK ~ 100
Lv 075 | STR ~ 000 | DEX ~ 000 | INT ~ 200 | END ~ 000 | CHA ~ 000 | LUK ~ 175
Lv 100 | STR ~ 000 | DEX ~ 100 | INT ~ 200 | END ~ 000 | CHA ~ 000 | LUK ~ 200
Lv 125 | STR ~ 000 | DEX ~ 200 | INT ~ 200 | END ~ 025 | CHA ~ 000 | LUK ~ 200
Guardians:
Lv 150 | STR ~ 000 | DEX ~ 200 | INT ~ 200 | END ~ 50** | CHA ~ 100** | LUK ~ 200
**or 150 END and 0 CHA
Adventurers:
Lv 135 | STR ~ 000 | DEX ~ 200 | INT ~ 200 | END ~ 075 | CHA ~ 000 | LUK ~ 200

Annihilator Mage

[0012]

Virtually the same as a pure mage with one key difference: This build uses no END. In sacrificing the investment in END it gains maximum offense quicker and for its last points it can invest in either CHA or STR for increased damage in certain areas (pets and guests or ranged weapons).
Adventurers have to put the extra stats into STR as 75 (and use ranged weapons to take advantage of the extra stats) as CHA will be generally ineffective at 75. If you do not like this then its best you keep a Pure Mage Build.
Guardians get both of both worlds. The most efficient Annihilator Mage build is a split of 100 CHA and 50 STR making both your pets/guests and ranged weaponry slightly stronger. If you don’t like using pet or pure ranged weaponry then put all 150 stats into a single one.
Lv 025 | STR ~ 000 | DEX ~ 050 | INT ~ 075 | END ~ 000 | CHA ~ 000 | LUK ~ 000
Lv 050 | STR ~ 000 | DEX ~ 125 | INT ~ 125 | END ~ 000 | CHA ~ 000 | LUK ~ 000
Lv 075 | STR ~ 000 | DEX ~ 175 | INT ~ 175 | END ~ 000 | CHA ~ 000 | LUK ~ 000
Lv 100 | STR ~ 000 | DEX ~ 200 | INT ~ 200 | END ~ 000 | CHA ~ 000 | LUK ~ 100
Lv 125 | STR ~ *** | DEX ~ 200 | INT ~ 200 | END ~ 000 | CHA ~ *** | LUK ~ 200
Guardians:
Lv 150 | STR ~ 50** | DEX ~ 200 | INT ~ 200 | END ~ 00 | CHA ~ 100** | LUK ~ 200
**STR or CHA can also be trained to 150 instead of split.
Adventurers:
Lv 135 | STR ~ 075 | DEX ~ 200 | INT ~ 200 | END ~ 075 | CHA ~ 000 | LUK ~ 200

Beastmaster Mage

[0013]

A mage build which uses pets and guests to increase damage at the cost of one of the pure mage’s secondary stats (DEX or LUK). The “Lucky Beastmaster” build is the best build of this type, it uses LUK instead of DEX and has the advantage of better spell and weapon damage at the cost of a slightly better block rate when compared to DEX. You can still choose to train DEX instead of LUK but notice that you will be running a less efficient build.
Differences between adventurers and Guardians is just the amount of END you get.
Beastmaster Mage:
Lv 025 | STR ~ 000 | DEX ~ 000 | INT ~ 075 | END ~ 000 | CHA ~ 000 | LUK ~ 050
Lv 050 | STR ~ 000 | DEX ~ 000 | INT ~ 150 | END ~ 000 | CHA ~ 000 | LUK ~ 100
Lv 075 | STR ~ 000 | DEX ~ 000 | INT ~ 200 | END ~ 000 | CHA ~ 000 | LUK ~ 175
Lv 100 | STR ~ 000 | DEX ~ 000 | INT ~ 200 | END ~ 000 | CHA ~ 100 | LUK ~ 200
Lv 125 | STR ~ 000 | DEX ~ 000 | INT ~ 200 | END ~ 025 | CHA ~ 200 | LUK ~ 200
Guardians:
Lv 150 | STR ~ 000 | DEX ~ 000 | INT ~ 200 | END ~ 150 | CHA ~ 200 | LUK ~ 200
Adventurers:
Lv 135 | STR ~ 000 | DEX ~ 000 | INT ~ 200 | END ~ 075 | CHA ~ 200 | LUK ~ 200

Power Mage

[0015]

Somewhat of a cross between a Pure Mage and Annihilator Mage that uses STR, the purpose of the Power Mage is to use STR to boost ranged weapon damage but unlike the Annihilator Mage it still invests in END for survival purposes. It starts almost identically to the Pure Mage and for a long time will act identical to one until the very end adding the extra STR and using ranged weapons instead of magic is what sets them apart. The stat point spread between STR and END can be different from the one suggested below, always keep as much END as you feel comfortable with so you don’t die often.

Lv 025 | STR ~ 000 | DEX ~ 000 | INT ~ 075 | END ~ 000 | CHA ~ 000 | LUK ~ 050
Lv 050 | STR ~ 000 | DEX ~ 000 | INT ~ 150 | END ~ 000 | CHA ~ 000 | LUK ~ 100
Lv 075 | STR ~ 000 | DEX ~ 000 | INT ~ 200 | END ~ 000 | CHA ~ 000 | LUK ~ 175
Lv 100 | STR ~ 000 | DEX ~ 100 | INT ~ 200 | END ~ 000 | CHA ~ 000 | LUK ~ 200
Lv 125 | STR ~ 000 | DEX ~ 200 | INT ~ 200 | END ~ 025 | CHA ~ 000 | LUK ~ 20
Guardians:
Lv 150 | STR ~ 100 | DEX ~ 200 | INT ~ 200 | END ~ 50 | CHA ~ 000 | LUK ~ 200
Adventurers:
Lv 135 | STR ~ 040 | DEX ~ 200 | INT ~ 200 | END ~ 035 | CHA ~ 000 | LUK ~ 200

Guardians: <What should my no drop element be?>

[002]

Before going into details and suggestions for each item type, I will talk about a question that will inevitably show up for guardians. Picking a No Drop element alignment will affect your Armor, Shield and Weapon (Awe weapons only) basically giving you a set of items in the chosen element that are good enough so that you don’t have to purchase items for that element again.

No Drop items start in “Neutral” or “No Alignment”, this means that the armor and shield will have a flat resistance (not bad but not great at any element), the weapon on the other hand will deal Earth damage as default (Blade of Awe). This setup isn’t bad and can serve you well until ~level 75; even more it doesn’t really become completely outdated until level 90 when flat resistances armors are no longer good. The reason for this is that at level 90 monsters start dealing far more damage and little by little you will be forced from that to focus your elemental resistances making flat resistances worthless defensively. It is strongly suggested however for you to pick an element as soon as possible since you will save a lot of gold by doing so at lower levels (cost to switch elements grows with each level) even if no alignment can work in the first levels.

When you do decide to align to a specific element though what should you choose? Well there are very different opinions on this but the best advice any one can give you is a simple one: Always pick an element where you are missing a good armor (or would like a better armor) and if your armor choices are all OK then use your no drops in the element you need a better weapon. Why this advice? Well simple, armors are the most important (and most expensive) item you can cover with the no drops and its good strategic advice to
focus on this. Also currently weapon and shield choices are mostly varied in each element while there is still a huge problem in non rare, non token armors basically forcing you to depend on your no drops for a good choice. Other information to note is that resistances follow “wheel resistances”, that is they have a main element and 2 “allied” or “closely related” elements which will be covered decently; for example Fire alignment will also give you some resistance to Earth and Energy (Fire’s closely related elements).

Taking the above into consideration the current best element to get your no drop aligned to is WIND . The reasons for this are simple: Wind has the weakest armor selection . Stiltwalker Series is the best and only non-token wind armor, and while not bad its still the weakest armor in the current mage armor selection. Mystic Rx Axe is certainly a strong weapon but not the Staff of Awe is just as good and if you have Deren Estate you can use the much stronger Deren Conqueror Hammers.; finally the only decent shield is the generic 130 shield in Adler’s Forge. In short aligning to wind is close to the complete package.

If don’t mind the weaker wind equipment (or have reasons not to go wind), the choice is far more complex but WATER and EARTH alignment are both popular choices. Water alignment has the advantages of giving a better shield and weapon than Bacler and Sea Scourge, the problem with this choice is not only is this not a strict upgrade since there are ways to cover the weaker weapon and Bacler isnt that bad in the first place. Earth alignment on the other hand solves the lack of variety in Magic earth weapons (Summertide is the only choice), the obvious disadvantage being that earth armors and shield choices are not bad and you would be using you no drops to cover only a slightly weak weapon (and as such a less important part of your inventory).

As for the remaining elements, it is not recommended you pick any of them unless it’s your personal choice to do so. The other elements have incredibly good armor, weapon and shield choices and as such you will solve nothing by aligning into them leaving more vulnerable elements open. As with anything choosing, a no drop element isn’t written in stone and can be changed but it will cost you a hefty sum of gold (that goes up each level), as a result it is not advised to continue switching your element often. If you need further help in choosing an element alignment visit the Question and Answers part of the forum for more help on the choice.

Mastercrafts: What are they and why they matter

[002B]

Adventure Quest has a long tradition where every year it releases a new special set of extremely powerful items, these items were once referred to as “ubers” and now are known as Mastercraft Sets. Do notice that Mastercrafts items do not come only from these set and any item can be Mastercraft, set items are just the most common example.

So then what exactly is a Mastercraft? Well Mastercraft is simply an item that has a special bonus when compared to normal items. The bonus can be anything from increased damage, a skill that is slightly stronger than usual, extra BTH, more defenses, etc; the important thing to remember is that a Mastercraft item is stronger. This does come at a cost though since usually these items are more expensive and harder to get than normal items tend to be.

Why are these items a problem? Well out of all Mastercraft items, mastercraft armors are likely the one item that you will likely want to get. Armors being universal to all builds are a huge lure and will draw a lot of people to buy them quickly, even when they don’t need it. This is the big problem for players since a lot of people waste a lot of gold and time rushing towards Mastercraft items when they shouldn’t, usually at the cost of sacrificing other areas of character development that they should focus on instead. Examples of this show up mostly at lower levels where people get lower tier set items (usually armors) when the other items they could get or already have are better, wasting gold that could be used to train stats or save for when it is suggested to get those items.

Another common mistake is to ignore normal items in favor of Mastercrafts when the Mastercraft item isn’t nearly good for your build or as strong than a non mastercraft item.
A clear example of this mistake would be the recent revamp of the Twilight set: Twilight’s Mantle, a pure darkness armor (with some light defense) that can be classified as strictly inferior to Shadow of Doubt G (a non Mastercraft Armor with Darkness/Light focus) yet people rushed to buy it. Twlight’s Dread, a ranged darkness weapon of that same set, has been bought by many a mage when Falerin’s Divine Decahedron or Darkness Draconic Blade are guaranteed better buys save for certain builds.

In the end it’s simply important to understand that Mastercraft items are great, but they aren’t absolutely necessary. Most (if not all) mastercrafts don’t go rare so waiting a bit to get them will not hurt you in any way unlike taking rushed decisions can.

Weapon Section
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This section of the guide will go through MAGIC weapons in each element for both Adventurers and Guardian characters. Only permanent weapons (non-rare or seasonal rare) and non token weapons will be taken into consideration below, so please check the Equipment Comparison Guides or QA section of the forums to find how specific weapons will do for you.

Ranged weapons WILL NOT be listed in this guide. For ranged weapons (both 100% special or not) please check the Ultimate Ranger Guide as its the perfect resource for ranged weapon progression. Only exceptions would be cases where the ranged weapon is so strong a magic weapon is not an option. The guide will never list purely optional or take special considerations for certain builds unless necessary.

Importance of weapons for a mage:
While you might feel weapons are unnecessary, especially at lower levels where spells can deal with monsters easier, weapons play an important role to any mage build. Should you ever find yourself out of mana you will have to use weapons to win the battle, also keeping an up to date weapon selection is important when a particularly tough monsters shows up where you would rather spend your mana healing than casting spells, meaning all your offence will come from your weapons.

This guide divides levels into Low Level (0-50), Mid Level (51-89), High level (90-120), and Top Level (121+); at the two lower divisions (Low and Mid Level) a mage can manage to slack off on a perfect weapon inventory thanks to spells, and should you be comfortable doing so there shouldn’t be any trouble. At the two higher tiers it is greatly recommended not to follow that trend and keep a good weapon inventory with you all the time even if it seems unnecessary at times.

Weapons: No Drops

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Your character comes with one weapon you can’t move from your inventory.

If you are an adventurer this weapon is the Wooden Staff, which is earth element and will have a power level 20 levels under your character (obviously not the best weapon). If you find yourself in need of a better earth weapon your only choice is to sacrifice another element and put that weapon into storage. Alternatively you could try and use other temporary weapons but that requires you to get them every time you log on.

If you are a Guardian character you’ll start off with the Guardian Staff. While this weapon only has a 5 level penalty it constantly changes element rendering it useless quickly. Luckily as a guardian you’ll have access to the Staff of Awe which not only is one of the best weapons in the game but you can also choose its element and not have to worry about getting a weapon in that element again. More help on the Staff of Awe is covered under the section <What should my no drop element be?>

Weapons: Fire

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Guardian: Molten Staff (lvl 3)–> Scorp Staff (18)–> Guardian Demon Tooth Axe (40)–> Fire Blood Blade (50)–> Lord’s Clout (75) –> Prince’s Command (90)–> King’s Authority (105)–> Emperor’s Sovereignty (120)–> Overlord’s Ascendancy (135)–> Supreme Overlord’s Ascendancy (150)

Adventurer: Fire Throwing Knives (5)–> Scorp Staff (18)–> Rocking Zard Guitar (40)–> Fire Blood Blade (50)–> Lord’s Clout (75) –> Prince’s Command (90)–> King’s Authority (105)–> Emperor’s Sovereignty (120)–> Overlord’s Ascendancy (135)

Low Level- Up to level 50
Low level is pretty uneventful having standard upgrades all around. Fire Blood Blade at level 50 is an insanely good weapon with a healing (life drain) special, you have to be a vampire in order to get it but if you don’t like that you can just turn to purchase it and then cure yourself.

Mid-Level- level 51- 89
Only one upgrade for both adventurers and guardians alike: Lord’s Clout, the first in a long line up upgrades of the same weapon.

High level – level 90- 120
Once you hit level 90 both adventurer and guardians will want Prince’s Command and then upgrade to King’s Authority (105), this weapon will serve you until the next tier: Emperor’s Sovereignty (120).

Top Levels – level 121+
Both Adventurers and Guardians will get Overlord’s Ascendancy at level 135. Guardians get a final exclusive upgrade at level 150 in Supreme Overlord’s Ascendancy, their strongest fire magic weapon.

Weapons: Water

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Guardian: Sea Scourge (10)–> Nautica Blade (30)–> Sea Scourge (60)–> Poise (80)–> Water Draconic Blade Series (94, 114, 134G, 144G)

Adventurer: Sea Scourge (10)–> Nautica Blade (30)–> Sea Scourge (60)–> Poise (80)–> Water Draconic Blade series (94, 114, 134)

Low Level- Up to level 50
The Low levels are pretty much the same for both adventurers and guardians: Sea Scourge and then Nautica Blade. The Nautica Blade requires you to become part of the nautica clan but it matters not if you remove yourself from the clan after.

Mid-Level- level 51-89
Another case where guardians and adventurers follow the same route; Sea Scourge (60) will last you until Pose (80) which last for both until level 84 where Water Draconic Blade
.
High Level- 90-120
It sounds a bit repetitive but again adventurers and guardians should do the same: Water Draconic Blade (114)

Top Level- levels 121+
Both Adventurers and Guardians get another Draconic Blade at 134, the difference is that guardians get the Guardian version. At 144 theres a final upgrade to the Water Draconic Blade.

Special Notes Celestial Mana Staves (130)
The Mana Stave series is an incredibly useful series for mages, they compensate raw damage through a substantial mana heal. While not listed above they are great weapons and you should look into getting them should they be available to you as long as you consider the lower damage you will deal for the extra mana. Of particular use are Splendid Mana Staff (40), Stellar Mana Staff (100) and Celestial Mana Staff (130) all of which are great competition to weapons near their level. Again be warned that the damage you deal with these weapons is substantially lower so you can get the mana heal.

Weapons: Wind

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Guardians: Mystic RX of Destruction Series (levels 1, 20, 40, 60, 80, 100, 120, 140)—> Guardian Wind Draconic Blade (144G)

Adventurer: Deadly Wind Staff (10)–> Recess Bell (20)–> Wind Draconic Blade (34)–> Protest Sign (50)–> Maurinelle’s Melody–> Wind Draconic Blade series (94, 114, 134)

Low Level- Up to level 50
Adventurers start out by getting Deadly Wind Staff (10) in the early levels to cover wind and quickly upgrading it to Recess Bell (20). Afterwards Wind Draconic Blade is surprisingly important given the amount of drakel one faces. Finally at level 50 adventurers should get Protest Sign.

Guardians instead get Mystic RX for Destruction at level 1, this weapon series is simply the best available at all its different levels and should be upgraded as they are available which at this tier would be level 20 and 40.

Mid-Level- level 51- 89
Adventurers should get their next upgrade at level 86 with Maurinelle’s Melody. Guardians upgrade Mystic RX at levels 60 and 80.

High Level- level 90-120
Adventurers have an optional swap with Wind Draconic Blade (94), the weapon is superficially stronger than Maurinelle’s Melody but the effect from the melody can easily make it beat the blade. The next guaranteed upgrade is the same for adventurers, another Wind Draconic Blade at 114. Guardians upgrade their Magical Axes at level 100 and 120, the 114 Draconic Blade can also be marginally useful if you fight dragons often.

Top Level- level 121+
One final upgrade for adventurers come at 134 in a Wind Draconic Blade.
Guardians get one final upgrade to Mystic Rx at level 140 and soon enough at 144 get the strongest Wind Draconic Blade.

Special Note on Arctic Tempest:
Arctic Tempest series is a dual element weapon for both Ice and Wind. The importance of these weapons truly shines when used with weapons such as Sila’s Staff where you basically need an “extra weapon slot” to carry all elements (more on this later). Arctic Tempest as a wind weapon is incredibly strong as well being the top weapon against non-dragons and only being beaten (obviously) by the Triggered Wind Draconic Blade. Its price tag, although it seems extremely high, is actually not that bad since you are investing in two weapons at the same time.

Weapons: Ice

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Guardians: Arcane Flamestop Hammer Series (levels 1, 20, 40, 60, 80, 100, 120, 140)–> Guardian Ice Draconic Blade (144G)

Adventurers: Ryuusei’s Cool Staff (12)–> Ice Draconic Blade (34)–> Magic Ice Katana (50)–> Avenger’s Judgment (75)–> Glacial Short Staff (85)–> Scourge’s Conviction (105)–> Ice Draconic Blade (114)–> Castigator’s Retribution (120) (optional)–> Nemesis’ Condemnation (135)

Low Level- up to level 50
Ryussei’s Cool Staff is the best available Ice weapon for low level adventurers, not only is it cheap but its freezing special will give you much needed defense at times. Ice Draconic Blade is the next upgrade followed by magic Ice Katana at level 50, which like the stave will give you freeze again.

Guardians are a different story: They start with Arcane Flamestop Hammer at level 1, and upgrade the same weapon at level 20 and level 40.

Mid Level- levels 51-89
At level 75 comes the first huge upgrade to magic Ice: Avenger’s Judgment, it’s a weapon found in the Nemesis Set Quest and while expensive there is no other weapon anywhere near the power this offers at these levels. At level 85 adventurers should get Glacial Short Staff (85), a spellcasting weapon which not only will give you an ice spell but comes with an incredibly powerful mana regeneration option, those who don’t like spell casting weapons can get Vigilante’s Verdict at level 90 instead.

Guardians follow the same strategy they already are with upgrades to Arcane Flamestop Hammer at level 60 and level 80. They can also optionally get Glacial Short Staff at level 85 should they want a spellcasting weapon.

High Level- levels 90-120
Adventurers should get used to the Nemesis Quest, as upgrades to Ice Magic weapons mostly come from the same quest this is true at level 105 when you go get Scourge’s Conviction. At level 114 you have to get the Ice Draconic Blade which is an excellent weapon with a trigger that will be very useful. At level 120 adventurers can optionally get Castigator’s Retribution, in the adventurer’s case this is the best ice weapon they can get but isn’t as strong as the Ice Draconic Blade when triggered.

Guardians again get Arcane Flamestop Hammer upgrade at level 100 and then one at level 120

Top Level – levels 121+
Adventurers get their last upgrade at 135 in Nemesis’ Condemnation, Guardians also get one more Flamestop Hammer (140) and a final upgrade in Guardian Ice Draconic Blade.

Special Note on Arctic Tempest:
As with wind, Arctic Tempest series rears its head in ice magic weapons again, unlike wind though Arctic tempest and its other versions get serious competition in the form of the Nemesis Weapon variants which debate how useful it can be. Again the importance of this weapon is great if you plan on using Sila’s Staff (please read <Unique Weapon: Sila’s Staff> section on why this is important). Should you have the pressing need to use Sila’s Staff and still want to carry all 8 weapon elements the Arctic Tempest series from level 92 onwards is your only choice.

Weapons: Earth

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Guardian: Guardian Staff (0)–> Centaurion Guardian Blade (22 –> Summertide (35) –> Robocockatrice Blade (65)–> Summertide (78)–> Summertide G (95)–> Guardian Spirit Hunter Scythe (112)–> Summertide (132)–> Summertide G (150)

Adventurer: Wooden Staff (0)–> –> Summertide (35) –> Robocockatrice Blade (65)–> Summertide (78)–> Robocockatrice Blade (95)–> Seedling Eevolu (108) (optional) –>Summertide (115)–> Summertide (132)

Special Considerations: While a weapon progression is given above it is to note than one of the best possible alignments at low levels for mages is “Neutral” or “Earth”, since your no drop elements follow this the weapon would be earth and as such low level upgrades would be unneeded; for more information go to <What should my no drop element be?>. Adventurers are stuck with a single Earth element No Drop weapon, which isn’t great but still good enough so earth weapons are of no worry.

Low Levels- up to level 50
Your no drops start both Adventurers and Guardians, those who want to get a Earth weapon that isn’t your no drop should go for Witch Blade at level 20, Guardians (and only builds which are training DEX at this point) can go for Centurion Guardian Blade. At level 35 Summertide shows up which is an excellent weapon to have and will last you a while.

Mid Levels- level 51-89
At level 65 the Robocockatrice Blade (65) shows up and it should be immediately picked up since it’s the only good magic earth weapon at this point. Soon at level 78 another Summertide shows and should be picked up to do a better job than the now underperforming level 65 Robocockatrice Blade

High Levels- level 90-120
At level 95 Guardians pick up Summertide G and Adventurers pick up the next Robocockatrice Blade (95). The following upgrades happen at level 108 in Seedling Eevolu (108) which is optional since itll only deal a little more damage than robocockatrice for adventurers if not they should wait until the level 115 Summertide; Guardians can get the 112 Soul Hunter Scythe when it comes along.

Top Levels- Level 121+
Level 132 Summertide is the final magic weapon upgrade for adventurers, guardians get an adtional version of summertide at level 150

Weapons: Energy

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Guardian: Guardian Thoughtspire (15)–> Energy Draconic Blade (34)–> Guardian Energy Draconic Blade (54)–> Seer’s Rod of Talados (75)–> Lightning Rod (85)–> Energy Draconic Blade series (94, 114, 134G, 144G)

Adventurer: World Blade (15)–> Charged Orb (25)–> Energy Draconic Blade (34)–> Thoughtspire (55)–> Seer’s Rod of Talados (75)–> Lightning Rod (85)–> Energy Draconic Blade series (94, 114, 134)

Low Levels- Up to level 50
Energy Start off slow with both adventurers getting their first weapon at level 15: Guardian Thoughtspire for guardians and World Blade for adventurers. Adventurers have to get Charged Orb at 25 to wait for the Energy Draconic Blade (34), Guardians instead get to use their thoughtspire until the blade becomes available.

Mid Levels- Level 51-89
At level 55 adventurers trade in their weapon for Thoughtspire (55) and Guardians will get an upgrade in the form of Guardian Energy Draconic Blade (54). Both these upgrades will last until level 75 when Seer’s Rod of Talados (75). Again this lasts a good 10 levels until Lightning Rod (85) comes along; this is a spellcasting weapon and its real strength comes from the powerful spells it uses.

High levels- Level 90-120
At level 94 Energy Draconic Blade comes for both guardians and adventurers, an upgrade to those comes at 114.

Top Levels- Level 121+
Both Guardians and Adventurers get their level 134 draconic blades, guardians take special care in getting the guardian version. At 144 one final upgrade to the blades comes to guardians.

Weapons: Light

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Guardian: Illuminated Solaris Blade (10)–> Raynar’s Blade (20) (optional)–> Blade of Grand Purification (33)–> Guardian Light Draconic Blade (54)–> Brilliant Solaris Blade (70)–> Raynar’s Ultimate Bade (80)–> Light Draconic Blade Series (94, 114, 134G, 144G)

Adventurer: Illuminated Solaris Blade (10)–> Raynar’s Blade (20) (optional)–> Light Draconic Blade (34)–> Blade of Holy Purification (53)–> Brilliant Solaris Blade (70)–>Raynar’s Ultimate Bade (80)–> Light Draconic Blade Series (94, 114, 134)

Low Level- Up to level 50
It starts the same for both with Illuminated Solaris Blade (10) and a quick optional upgrade comes at level 20 with Raynar’s Blade (20) which is good and better than Illuminated Solaris Blade but certainly can be skipped. At level 34 adventurers get the Light Draconic Blade while Guardians have the superior Blade of Grand Purification at level 33.

Mid Levels- level 51-89
Next upgrade comes at level 54 for guardians with the Guardian Light Draconic Blade, adventurers get their Blade of Holy Purification at level 53; both should get Brilliant Solaris Blade at level 70 to replace the lower level versions that aren’t quite as good at that level. Raynar’s Ultimate Blade shows up at level 80 and is an incredibly good weapon for its price that can last quite a while, a bargain purchase.

High levels- level 90-120
Raynar’s Ultimate Blade is incredibly strong thanks to its HP drain special which is what makes Light Draconic Blade (94) an optional choice, it’s better than Raynar’s but skipping to save some gold is fine. The next upgrade shows up at 114: Light Draconic Blade (114).

Top levels- level 121+
A simple upgrade comes to adventurers wand Guardians: Light Draconic Blade (134), guardians make note that they should get the guardian version. At level 144 Guardians get a final upgrade to the light draconic blades.

Weapons: Darkness

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Guardian: Dark Magic Scythe (1)–> Dismay Eater (20)–> Bonethrill Staff (41)–> Guardian Darkness Draconic Blade (54)–> Skull Club Series (70, 90, 110, 130, 150)

Adventurer: Dark Magic Scythe (1)–> Anxiety Eater (20)–> Darkness Draconic Blade (34)–> Staff of Thorns (50)–> Skull Club Series (70, 90, 110, 130)
Low Levels- Up to level 50
Both Guardians and Adventurers purchase Dark Magic Scythe in the started shop and get their first upgrades from the terror quest at level 20: Dismay Eater (20) for guardians and Anxiety Eater (20) for adventurers. Adventurers have to make a quick upgrade at level 34 to Darkness Draconic Blade while Guardians can hold on a bit longer and get Bonethrill Staff at level 41.

Mid Levels- level 51-89
At level 50 adventurers get Staff of Thorns as a cheap upgrade; Guardians get a better weapon in Guardian Draconic Blade (54) a few levels later. Both have to get Skull Club at level 70, this weapon series is extremely powerful more so if you stick to Necromancer (which is suggested) and particularly strong when used with Poelala.

High Levels- level 90-120
Both adventurers and guardians have upgrades to their skull clubs at level 90 with Rotten Skull Club and 110 with Lumpy Skull Club.

Top Levels- level 121+
Another upgrade to the skull clubs comes at level 130 in the form of the Cracked Skull Club, Guardians get one final upgrade in Calvera Club at level 150.

Unique Weapon: Sila’s Staff

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Guardians are lucky enough to get a very special spellcasting weapon in Sila’s Staff (90) and to a certain degree Naga’s Staff (70), but what makes this weapon so special?
This weapon provides an important boost to ALL SPELLS equal to 6.25% additional damage, which might seem like little but when you are talking about the huge amount of damage from spells this boost is equal to more than a free weapon attack .The only weapon that has a similar boost is Lightning Rod (85) with 5% to all spells and 10% to energy spells only. Sila’s Staff also has a Mana Regeneration option which by today’s standard isn’t that great (Glacial Short Staff has a better regeneration) but the option is very valuable and can be extremely useful in tight situations where you need the mana heal. It also has some multi-element spells but those are underpowered and not useful at all (so you can really ignore them)

You might be asking yourself why I suggest use of Sila’s Staff when this same guide also has Lightning Rod and Glacial Short Staff suggested at a point, the answer is simple: it does at the same time what the other two do separately. Lightning Rod does indeed have a similar boost to all spells and Glacial Short Staff a better mana regeneration option but those are two weapons you have to sacrifice while Sila’s Staff shines in that it has similar boosts at the cost of 1. Why this is important stems from the biggest issue for “spellcasting” weapons, which is that at some point you have to trade them in for actual weapons in those elements. Neither Lightning Rod nor Glacial Short Staff will last you much past level 100 because their other good abilities (the spells they provide) start to become horribly outdated by then or actual weapons start to become a necessity; Sila’s Staff comes at that point to save the day by giving you the two abilities that don’t become outdated: an ok source of Mana Regeneration and General Spell Boost.

So whats the problem with using Sila’s Staff? One thing: you sacrifice a weapon slot. Sila’s Staff might be listed as a Light Weapon in game but its anything but light; and if you want to keep it in active inventory to passively boost your spells you have to take a hit in one of your normal weapon elements. Now, this certainly isn’t the worse thing, a lot of weapon elements can get stored and you won’t even notice, Darkness and Water weapons in particular are good choices to do so: Darkness because of the really small pool of monsters weak to darkness and water not only for the same reason but also with the extra that most water weak monsters also tend to be weak to Ice. Newer monsters getting made also follow a standard where they’ll almost always have a decent secondary weakness you can exploit.

There is one other thing a Guardian Mage player can do to effectively use Sila’s Staff: use the Arctic Tempest Series. As mentioned earlier in the guide the Arctic Tempest series is a dual element wind- Ice group of weapons; purchasing one allows you to use a slot for Sila’s Staff while still carrying a standard weapon of each element, regretfully this is a solution that only applies to Magic Weapon using builds (so no luck to builds like the Power Mage).

The advantage of using “sacrificing a weapon element” option is that while its recommended to get all the weapons (and put one in storage) you could just not purchase the weapon you sacrifice and save the gold; the problem with this solution is that you obviously aren’t optimal in all weapon elements all the time. The Arctic Tempest solution obviously has the advantage of being optimal in all weapons but is also the more expensive approach, also the option is not viable for top level guardian characters.

You could also just not use Sila’s Staff but in my opinion the advantages of the boost is too much of a good thing to miss out on.

Guardians: Custom Weapons

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The Custom Weapon is a guardian only feature where you “build” your own weapon and you get to pick a variety of options including Element, Accuracy or Power Leans, and Special Rate. One of the biggest questions is what do with this weapons as there are a lot of choices you can pick, and although the combinations are large there are quite a few choices that are better than the others.

Here are the best tips when it comes to using the custom weapons.

1. Pick either a no Special gem or one of the two effect gems: No special weapons are the strongest weapons out there currently, if you want specials then either of the two effect gems will be better than a normal one (this applies to mages that like to use RANGED customs almost exclusively)

2. Pick a high BTH lean: It is optimal to get the best BTH lean(+5 BTH); thanks to how monster defense works and how you are bound to face stronger monsters (be they simply higher level or Bosses) BTH will give you the best damage when you need it.

3. Always use a Custom weapon: A custom weapon will always be useful. It is to note that generally a no special, +5 BTH Custom Weapon will be stronger than even some of the best weapons of the same level.

The trick is to ask yourself “What is my weakest weapon?”, once you have that answer you put a custom weapon in that place.

Do note that over time its quite possible that the element of your custom weapon will change because of a rare item or a newer item comes along, so always keep the “weakest weapon” question around.

Spell Section
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For a mage spells are one of their two main sources of damage (the other being weapons), and likely thought of as their main source. If you are making a mage character it’s very likely that using spells, the only other build choice that allows it being hybrids, and their spells will never be as strong as a focused mage.

Spells come in 3 distinct varieties. There are offensive spells which simply deal damage one way or another, by far the most common type of spell and the main spell type a mage uses. Then there’s the Healing spells and as their name implies instead of damage they heal you, currently there isn’t a great variety of heal spells but that doesn’t mean they aren’t important, in fact it is recommended you always have a heal spell in active inventory even if it means sacrificing an offensive spell element. Finally there are summon spells, these spells serve to summon guests to fight with you and do nothing else, Beastmaster builds are the builds that would use these summons but even for a beastmaster mage this isn’t a good choice given the extreme lack of summons spells and the huge amount of ways to boost normal spells

This guide will give you general idea of what the best spell of each element is and suggestions of how and when you should upgrade them. As with other sections the guide will only give the best possible non rare choices and if you want specific comparisons or advice you should look at the Equipment Comparison or Questions and Answers part of the forums.

Important Spell Info: New Spells VS Old Spells

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One important point to discuss before continuing with the spell portion of the guide is why old spells are suggested rather than new spells. To better explain this you have to understand that spell standards (that is the values from which spells are made) have changed over time in the still on going process known as “The Sweep.” For spells this originally meant a universal change to more expensive mana costs and far more damage in a single cast, after a time though a second change was made: spell stat was universally changed from INT/8 to INT/4.

Why is this important to spells? the answer is that while new spells that got made after this change take it into consideration (by having lower stat bonuses), older spells that were made before this change kept their old stat bonuses essentially having twice the stat bonus they should normally receive. In the end what this increased stat bonus means is that the spells are dealing far more damage than other spells of similar (and in many cases much higher level) can. Furthermore even when a spell does manage to beat a older spell in damage, the MP cost of the older spells is low enough to get more casts (and as such more damage) with the same amount mana. In simplest terms it means that a lower level “old spell” is as strong as newer spells of much higher level: for example Fwying Wonder is easily as strong as the level 115 embrace the shadows and as such last for such a large gap of time.

A warning that this is obviously temporary and that it will get fixed, also it applies to up to around level 110 which is when newer spells start to overtake the older spells. Always remember that its up to you to decide which spell to carry but I strongly recommend to understand this interaction when picking your spells at lower levels, and if you ever have doubts remember to support your decision with help of the Equipment Comparison or Questions and Answers part of the forums.

Spells: Fire

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To train INT players will have to have at least 1 spell bought at the low levels, buy Fireball and keep using that as your only spell for training purposes at the lower levels until you start to get other spell alternatives (at around level 40)

Guardians:
Inferno (56)–> Arrows of Virtue (80) or MegaInferno (77)–> SPRSRSBBQ (115)–> H4XBBQ (130)–> Guardian Seeing Red (136)–> Drakonnan’s Fury G (143)–> FTWBBQ (150)

Optional:
Limkrag’s Prana (90): Beastmasterbuilds only, takes the spot of Arrows of Virute or MegaInferno.
Frost Elf Assault (89): token spell and expensive, if you do buy it at level 89 you basically wont have to worry about a fire spell until 130 when H4XBBQ shows up.

Adventurers:
Cosmic Blaze (50)–> Arrows of Virtue (80) or Meteors (78)–> SPRSRSBBQ (115)–> H4XBBQ (130)

Optional: 
Limkrag’s Prana (90): Beastmasterbuilds only, takes the spot of Arrows of Virute or Meteors.
Frost Elf Assault (89): token spell and expensive, if you do buy it at level 89 you basically wont have to worry about a fire spell until 130 when H4XBBQ shows up.

Spells: Water

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Guardians:
Undertow (60)–> Riptide (80) or Goopy Gumn (81)–> Everlasting Guardian Gumn (105)–> Blue Blazes VII (120)–> Blue Blazes VIII(130)–> Guardian Blue Blazes (136)

Adventurers:
Undertow (60)–> Riptide (80) or Goopy Gumn (81)–> Blue Blazes VI (105)–> Blue Blazes VII (120)–> Blue Blazes VIII (130)

Spells: Wind

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Guardians:
Invisible Blast (65)–> Brilhado Feathers (80)–> Vortex (87)–> Green Envy VII (113)–> Green Envy VIII (130)–> Guardian Green Envy (136)

Adventurers:
Invisible Blast (65)–> Brilhado Feathers (80)–> Vortex (87)–> Green Envy VII (113)–> Green Envy VIII (130)

Spells: Ice

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Guardians:
Cool ‘Cupunture (40)–> Algorstorm (65)–> Chilling Jack Frost in the Box (70)–> Ice Nine (90)–> Ice Beast Attack (126)–> Breath of the Ice Lord (149G)

Adventurers:
Cool ‘Cupunture (40)–> Algorstorm (65)–> Chilling Jack Frost in the Box (70)–> Ice Nine (90)–> Ice Beast Attack (126)

**Both Guardians and Adventurers that use Glacial Short Staff can keep using the spells from the staff as their main Ice spell until they sell it (usually at ~ level 100) and get Ice Nine after.

Spells: Earth

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Guardians:
Dinozard Crunch (55)–> Earth Fury (77)–> Dinozard NOMNOMNOM (95)–> Sands of Suffocation (118)–> Carnax Stomp (124)–> Sands of Suffocation G (136) (Optional)–>Carnax Stomp (144)

*Sands of Suffocation G does not deal more damage than Carnax Stomp but the damage reduction effect is extremely strong and as such its strongly recommended to get the Sands.

Adventurers:
Earth Rage (50) –> Dinozard Chomp (75) –> Dinozard NOMNOMNOM (95)–> Sands of Suffocation (118)–> Carnax Stomp (124)

Spells: Energy

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Guardian: 
Shock (56)–> MegaShock (77)–> Galvawk’s Binding (90)*–> Dr. Voltabot’s Lightning (103)**–> Guardian Twig’s Ewectic Boogawoo–> Thunder Stalker Guardian Strike (137)

Adventurer:
Blue Lightning (60)–> Purity Portal (70)–> Galvawk’s Binding (90)*–> Dr. Voltabot’s Lightning (103)**–> Thunder Stalker Strike (122)

*Both Guardians and Adventurers can use Lightning Rod (85) as their energy spell and skip Galvawk’s Binding (90) until they get access to Dr. Voltabot’s Lightning.

** Dr. Voltabot’s Lightning comes from the misc item Power Shard VI: Dr. Boom (103) giving you a free spell slot. If you would like to have a better energy spell Galvawk’s Geas is the better choice but you would have to store another spell element to carry it.

Spells: Light

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Guardians:
Light Blast (40)–> Illuminate (60)–> Illuminate Ultra (80)–> Nightbane’s Apotheosis (85)–> Fwying Wonder (95)–> Skyblade (120)–> Guardian Embrace the Shadows (136)–>Guardian Embrace the Shadows (150)

Optional
Supernova (89): token spell, expensive but if you get it at level 90 you won’t have to switch it until level 136 when embrace the shadows shows up.

Adventurers:
Light Blast (40)–> Illuminate (60)–> Illuminate Ultra (80)–> Nightbane’s Apotheosis (85)–> Fwying Wonder (95)–> Skyblade (120)–> Radiant Rampage (127)

Optional
Supernova (89): token spell, in the case of adventurers this spell is the best light spell they can buy.

Spells: Darkness

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Guardians:
Guardian Mayhem Explosion (59)–> Groglurk Rage (75)–> Mayhem Beam (85)–> Mayhem Burst (96)–> Ghost Blast (126)–> Guardian Embrace the Shadows (136)–>Guardian Embrace the Shadows (150)

Optional
Darksplatter (89): token spell and expensive, if you buy it at level 89 you don’t have to worry about a darkness spell until Guardian Embrace the Shadows is available.

Adventurers:
Big Bag of Bones (50)–> Groglurk Rage (75)–> Mayhem Beam (85)–> Mayhem Burst (96)–> Ghost Blast (126)

Optional
Darksplatter (89): token spell and expensive, if you buy it you have the best darkness spell currently available to adventurers.

Healing Spells

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Heal Scratches (40)–> Heal Wounds (60)–> Heal Deep Wounds (80)–> Heal Extreme Wounds (100)–> Heal Mortal Wounds (120)

Healing spells are very important and it’s ALWAYS recommended to have one in active inventory. Usually this will mean that you have to sacrifice a spell element to be able to carry one, and if you are forced into this Ice or Water spells are the easiest to ignore (since one element covers the other incredibly well). At higher levels one also gets access to items that provide for spells and free up a spell slot, Power Shard VI: Dr Boom is of particular interest here since it gives a great spell for a while. Guardians can also get Guardian Embrace the shadows which acts as both a light and darkness spell allowing you to have all 8 elements and the heal spell.

Summon Spells

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Summon spells are generally reserved for Beastmaster builds, although any build can make use of them. It is suggested that no mage build use summon spells since they get better use from normal spells. The reasons behind this are the following:

1. While it is technically possible for a summon to be better than a normal spell, the results will take a very long time to happen usually more time that what can be actually achieved in a single fight.
2. The variety found of normal spells is also far superior than the summon spell options available meaning that generally summons will have much lower power level than a competing spell (and as such much less useful).
3. Finally, normal spells also have a great variety of boosting options ranging from Sila’s Staff to Power Shard: Dr Boom to Poelala guest to Generalist Robes, this means that on top of the other reasons normal spells are better they can also get boosted to be even greater.

Again if you are a mage, do not use summons as normal spells will be a far better use of your spell slots and mana.

Armor Section
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This section of the guide will give you a general idea of what armors are important and in the end give you a suggested progression to your armors in a way that it best covers all elements. Do notice that not all armors will in the game will be suggested below, and if you want to have a better idea of the advantages (or disadvantages) of a specific armor use the Equipment Comparison section of the forums or Questions and Answers to get better assistance.

Armors: General Tips

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Armors are the items the provide most of your defense and a part of your attack as a mage, this makes them very important and as such you should always have a decent armor selection. A good armor can typically last you around 15-20 levels, although there are exceptions to this rule and there will be cases where the armors can last far more or maybe less than this.

Armors have 3 basic varieties: they can be defensive, standard or offensive and they can also be between two types (such as a mid-offensive armor). Defensive armor is, as its name implies, armor that focuses on defense and as such its attack is low; Standard armor is armor that doesn’t focus on defense or offense and the middle ground of armor types; finally Offensive armor focuses on great attack at the costs of lower defenses. ALL BUILDS IDEALLY WANT A FULLY OFFENSIVE ARMOR UNLESS THE DEFENSIVE ARMOR GREATLY MAKES UP FOR THE LOSS IN DAMAGE (example: Mighty Armor of Awe); this statement may change in the future and will be noted on the guide when it happens but until then offensive is the way to go

One important thing to remember about armors is one thing: Your aim is having an armor to cover each of the 8 different elements at all times. While this might seem hard, and more so at the lower levels where gold is scarce and armors are expensive there still is no excuse not to have great armor inventory as there are ways to save up gold and still cover your back.

One of such ways is to understand that not all elements are equal in the game. What does this mean? Simple, while you want to have armor in each element you prioritize which elements are more important. For example there is a great amount of undead, vampires, demons and other monsters who hit with darkness, making having darkness armor crucial and one of the first purchases you have to make; this is in direct contrast to the importance of light armors that aren’t as important since the frequency of light monsters is very low and as such a focused light armor is not as important in comparison.

Another tip to save gold and having a great armor section is to properly learn when you need to upgrade. As mentioned earlier you should be switching a single armor every 15-20 levels (you get more levels at lower levels), one of the easiest ways to waste money is to not pay attention and jump into purchasing new armors too quickly when your older armors could last you far more. This is a particular problem when a new Mastercraft armor shows up but this is explained in its own section.

Armors: No Drops

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Like with weapons your character comes equipped with a no-drop armor which you can’t move out of your active inventory. Below ill cover the no- drop armor choices and give a few suggestions as to which choices to make (for guardians); if you want suggestions on what element to attune your no-drops to go to the <What should my no drop element be?>

Adventurers have the unfortunate luck of not having much choice to their no drops; mage characters come with only a single option

– Cloth Robes:
they come with a natural 25% chance to heal mana for every spell cast which is certainly nice and a “Full Set Bonus” where if you have all your no drops equipped your spells get additional +6 BTH and your magic weapon attacks will deal 7% more damage. Biggest issue with this armor is that it will always have a general resistance to elements meaning that at the higher levels it won’t be good at defending against anything.

Guardians are a different world for no drop armors, they have a variety of choices and get to choose between general alignment or focusing on a single element; simply put the no drop armor will be one of the most invaluable tools at your disposal. Below is a list of the different choices you get.

– Guardian Robes
The basic no drop armor a guardian mage character comes equipped with has a 20% chance to heal mana on each spell cast and a 10% chance to increase spell damage by 35%. As an additional bonus if you equip it will all your Guardian equipment the full set bonus will give an additional +6 BTH to spells and 7% to player attacks (+8 BTH and 10% to attacks if you align to a single element)
While the Robes make for an excellent starter armor you want to upgrade to Ultra Guardian or Armor of Awe as soon as you can so don’t get too attached to them.

– Insightful Ultra Guardian
An offensive lean armor, this is one of the two No- Drop armors you want to end up with as a Guardian. While “Insightful” isn’t the only variety of Ultra Guardian there is, it is the only useful one to mages as it has a 20% mana regeneration chance (62% of the damage done) and a 20% chance of boosting spells by 25% damage. Annihilator Builds and Power Mage builds in particular want this armor since they can take better advantage of its more offensive nature.

– Armor of Awe
The other no drop armor that you want to have in your character; Armor of Awe has a defensive nature when compared to Ultra Guardian and also has more choices as to which one pick since all 3 choices can be of use to different builds. Generally speaking as a mage you’ll get better use out of Armor of Awe than Ultra Guardian.

Insightful Armor of Awe might seem like the obvious choice since it has the clearest boost to mage builds: a built in 10% chance for a spell to deal 90% more damage. It also has passive mana regeneration, but this regeneration is so small it barely will be of any use. While you might think this is the logical choice it’s actually not that useful when compared to the other 2 since you will be using other armors for their spell boosting abilities not armor of awe. If anything a Beastmaster build might be able to make use of the small mana regeneration to help maintain a MP Guest but this isn’t exactly a great selling point.

Mighty Armor of Awe and Deft Armor of Awe are similar to each other in what their effect does: heal HP. Of the two Deft Armor of Awe heals more HP, but only does so if you dodged the last hit of the monster attack; Mighty Armor of Awe heals less HP but does so every turn. Both armors are generally a better choice than Insightful Armor of Awe, you should choose Deft Armor of Awe if you have a high DEX/LUK build (Pure Mage) and Mighty Armor of Awe otherwise (or if you prefer a stable regeneration as a Pure Mage as well)

Armors: Class Armors

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Class armors are extremely useful armors that carry a variety of abilities; usually these abilities lead to the armors being useful far more than their suggested level range. Below there is a look at the most used class armors for mages and what they can do for you, if a class isn’t listed it means it isn’t optimal for a mage but don’t be afraid to experiment and train the all classes, doing so is extremely useful even if you don’t use the class armor itself as the later class tiers ask for fully trained bottom classes as pre requisites.

Tier 1 Classes (level 10-30)

– Mage Class
The basic class to all mages and the first class you want to train completely, get this armor and train it fully the first chance you get. The abilities are extremely useful for any mage and the armor itself will last you well into level 40. The “Metamagic” abilities the armor has are incredibly good and among the better tricks a mage has to deal huge damage quickly; finally the level 1 skill “Elemental Sphere” can save you a ton of gold since it’s basically a spell whose element you choose freely.

– Scholar Class
With only 1 real useful ability (Zard Prism) scholar won’t last you as long as Mage but its still a good purchase for the early levels. As with any class you will want to train it fully to level 10 even if you don’t get the armor.

– Rogue Class
Like scholar another early armor than can help with only 1 real useful ability (Summon Black Cat), difference between scholar and this is that Black Cat will outlast Zard Prism in usefulness.

Tier 2 Classes (level 30-70)

– Beastmaster Class
As its name states this class deals with Beastmaster abilities (CHA) based and is likely most useful to Beastmaster Mages. Even so this armor is still useful to non BM builds because of the ability to summon cheap guests that don’t require CHA to be used at all; its a good early choice that will help greatly in the mid levels.

– Dragonslayer Class
Although not technically what you would consider a mage class, dragonslayer will show its uses in the mid levels when you come to a surprisingly high amount of dragons. Extremely useful to have around as well for any mid level character who wishes to participate in a dragon war (very common in AQ) or go around slaying dragons for profit.

 Shadow SlayerNighthunter Class
amazing classes that give huge bonuses to very common enemy types at the lower levels. They also are unrivaled in both darkness and earth defense and depending on your choice can be offensive or defensive powerhouses. As a mage build you will generally want Night Hunter Class, this is because its far more defensive and as a mage you will take better advantage of this defense bonus than the offensive bonus found in Shadow Slayer.

– Wizard Class
Now this is where it’s at for mages, Wizard has a total of 9 armors: 1 generalist robe and 8 specialist robes.
Wizard is quite literally an advanced Mage class, having become highly specialized in casting spells. The armors all have a passive boost to spells which will make them deal huge amounts of damage, passive mana regeneration on casts and incredibly useful abilities that include extremely powerful spells and mana heal. The only problem with these robes is that they aren’t exactly defensive and at higher levels you will take quite a bit of damage compared to normal armors.
At one point a mage will seem to have his whole inventory made up of these robes (and quite literally at around level 60 you indeed will), but there is one of the 9 robes that stands the most useful: Generalist. While the specialist robes each provides a larger boost to individual element spells, generalist does so to all elements and similar to sila’s staff its real power comes from only using up only 1 armor slot for the substantial spell boost it gives. Additionally its spread out elemental nature allows you to cast spells relatively safer than any specialist robes (where to use their power you have to cast spells against monsters that would attack with your weakest element). Generalist easily the class armor that you will get at level around 30 and possibly still have when you cap.

Tier 3 Classes (Level 70-90)

– Necromancer Class
An older class and admittedly not as useful as wizard despite being higher level, the Necromancer class can still be useful to a mage. The two most useful abilities in the armor are Undead Giant and Undead Mutant, both of which can deal a lot of damage for very little mana.

– Paladin Class
Like Necromancer, the Paladin Class has seen its better days but still can be useful in a pinch. The most useful ability is possibly Lay on Hands which is a 100% heal when charged up and Resurrection with its 15% chance to work can save you easily.

– Assassin Class
The tier 3 armor that you will definitely use, this armor is the only tier 3 class that isn’t outdated and as such is incredibly useful at the levels it should be used in. More importantly though is the fact it has amazing water resistance and given the current in game lack of good water armors you will likely be using this as your water armor for quite some time. A must get armor and while hard to train something you will want to get to level 10 as soon as possible.

Armors: Lower Level Suggested Set-Ups

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Below suggestions to armor setups and progressions will be made. Keep in mind that these suggestions while highly optimal can vary quite a lot and a player should experiment keeping in mind that there are many valid setups (especially true with rare armors), the one below just being generally good and cost efficient. This guide will also assume that guardians are following the suggestion to switch to a single element focus by level 90 or earlier, for more information on why this is suggested look at the section of this guide titled <what should my no drop element be?>

Low Levels- up to level 50

Aerodu Armor should be among the first armors you should purchase; it has a strong offense with a great BTH for the level. Mage Robes, the mage class armor is also a must purchase armor early on, buy it and train the class at level 10 inmmediately.

At level 15 Werepyre Form is a great purchase, having excellent earth and darkness defense, and great attack, easily this armor can substitute Aerodu Armor as your main attack armor. Other good class armors to purchase and train at this time are Rogue Armor and Ninja. Those armors should comftrably take you to level 30 where you will spend quite a bit of gold on wizard robes.

At level 30 one the most important upgrades to mages comes by: Wizard Robes. Each robe costs 426 gold and is a great armor that will last you a long time, basically a steal. You should get elemental robes first on elements that you don’t cover with your current selection (which at this point isn’t very impressive), important robes are Pyromancer, and Geomancer Robes. Adventurers can opt to get Necromancer Class and train them to get access to a mana heal ability (since they cant use dharana) and as a darkness armor. Night Hunter armor also shows up at these levels and should easily be your darkness armor of choice. By level 50 your armors should look like this:

Armors (0-50)
No- Drop Armor
Mage Robes
Hydromancer Robes
Geomancer Robes
Aeromancer Robes
Lumineomancer Robes
Pyromancer Robes
Night Hunter

Mid Levels- level 51-89

The Wizard robes will last you for a huge amount of time; they are amazing armors and the crux for the mid level mage success. One thing you will want to do is swap your old Mage Robes for Generalist’s Robe, the reason you hadn’t done so earlier is that you still didn’t have a full spell inventory back then, now with a full inventory generalist is the better armor.

Two armors to get at level 70 are Whispering Raiment the Assasin Class armor and Dracopyre of Night ; Whispering Raiment will take Hydromancer’s Robe spot thanks to its great water , wind and earth defense, Dracopyre goes on Night Hunter’s slot thanks to its great Darkness Defense, but dont switch them until you have a FULLY trained Dracomancer. Both armors have to be trained fully and you should take most of your time doing so.

By level 89 your Armors should look like this:

Armors (level 51-89)
No Drop Armor
Generalist Robes
Dracopyre of Night
Whispering Raiment
Lumineomancer Robe
Aeromancer Robes
Pyromancer Robes
Cryomancer Robes

 

Armors: High Level Armor Selection

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At level 90 the wizard robe setup starts being inneficient, to the point that you simply too much trouble for normal gameplay in the next few levels. At this point it is best to move into a inventory selection that has a focused armor in each element so you can safely attack with the armor once you run out of mana. Below the section will cover the best armors you should use in each element for both guardians and adventurers, all it takes is to pay attention and upgrade each respective armor at the intervals that the series allows.

There are, in many cases, various choices other than the ones listed below. There are also plenty of great seasonal rare, token or rares that can be used instead BUT THEY WILL NOT BE LISTED because not everyone can get them. The list below shows the suggested armors avaialable to all in game but if you want a different opinion or want to know how well another armor would be the Equipment Comparison section of the forums or Questions and Answers will surely help you in your choice.

Fire

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Guardians: Overlord Series (90, 105, 120, 135, 150)

Adventurers: Overlord Series (90, 105, 135)

The Overlord series is the perfect solution for fire protection. Its simply effective, and like many other Mastercraft sets it is at a perfect range of level intervals and has a pretty nifty ability.

Water

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Guardians: Snide Armor Series** (100, 114, 134, 144G)

Adventurers: Snide Armor (100)**—> Desert Conqueror (118)–> Snide Armor(134)**

A shallow selection of water armors leads to Snide Armors being the viable choice in water armor selection. Luckily for mages this is the perfect armor choice and it means they get an additional slot to carry Generalist Robes (Adventurers) or another armor (using Snide opens two slots in armors for guardians).

**Snide Armors are the temporary armor you equip when you initially use the Snide Transformation misc.

Wind

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Guardians: Stiltwalker (105)—> Guardian Stiltwalker (125G)—> Cyclone Wyvern Rider (133G)—> Guardian Stiltwalker (145G)

Adventurers: Stiltwalker (105)—> Cyclone Wyvern Rider (123)—> Stiltwalker (135)

Stiltwalker series and Cyclone Wyvern Rider series are the place to go for wind protection. Both are unimpressive but they get the job done and are the best armors available currently. Adventurers and Guardians both have to switch between the sets at one point or another so be on the lookout for those upgrade points. The selection of Wind armors is one of the main reasons Guardians choose wind as their no drop element (both Ultra Guardian and Awe armors are better than these two.)

Ice

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Guardians: Horo-Show Void Vigilante (88, 108, 128G, 148G)

Adventurers: Nemesis Series (90, 105, 120, 135)

Different selections for guardians and adventurers. Adventurers get Nemesis series at its respective intervals, a dual resist neutral offense darkness/ice armor that will help greatly with the need for extra slots to cover the bad no-drop armor. Guardians get the fully offensive void vigilante set from the 10th anniversary quest, simply the best ice armor choice.

Earth

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Guardians: Morningstar series (90, 105, 120, 135)—> Ep-Pig G (145G)

Adventurers: Morningstar series (90, 105, 120, 135)

Another mastercraft series that will be the one to pick for both guardians and adventurers, Morningstar is a fully offensive earth armor that does little else and sometimes that is all you need. Guardians get Ep-Pig at level 145 since thats the highest level earth armor available right now.

Energy

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Guardians: Taladosian Robes series (90, 105, 135, 150)

Adventurers: Taladosian Robes series (90, 105, 135)

Like Overlord series, Taladosian Robes are your one stop for energy armors for both Adventurers or Guardians.

Light

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Guardians: Shadow of Doubt series (102, 122, 137G, 147G)

Adventurers: Solaris Plate series (90, 110, 130)

Solaris series is a no fuss offensive light armor that should be your choice if you are an Adventurer. Guardians should get Shadow of Doubt series, doing so will open a slot to keep using Generalist Robes and another extra armor, it is also the cheaper approach since you already get Shadow of Doubt as your darkness armor and excellent utility since shadow creatures are fairly common. If you don’t mind losing the Generalist Robes or the additional armor and don’t mind paying the additional costs then you should use the Solaris series instead but it is heavily suggested you don’t ever get rid of Generalist Robes.

Darkness

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Guardians: Shadow of Doubt series (102, 122, 137G, 147G)

Adventurers: Nemesis series (90, 105, 120, 135)

Adventurers already have a darkness armor in Nemesis series which doubles as your ice armor choice. Guardians similarly should use Shadow of Doubt which doubles as your light armor.

Shield Section
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After armors, shields are your second source of defense. While they don’t provide as much defense as armors proper shields should always be at hand as they are an indispensable part of the game. Luckily shields are mostly inexpensive and easy to get, but this also means there is no excuse to have a bad shield selection.

For Adventurers, the No Drop shield won’t be a problem until the higher levels (around level 80), at that point it will be important to find a good dual resist option to compensate and even more dual resists if they want to have an utility shield active. Guardians again have their shield follow their no drop alignment which depending on what you choose will cover an elements completely and only worry if they want utility.

the suggested setups below sometimes suggest the bare minimum so the setup is good; it is advised that if you find yourself with enough spare gold you should use it to upgrade your shields more often than suggested below.

Shields to have by level 75 

Earth: Elven Barrier (60)
Wind: Gust Shield (55)
Fire: Fur of Igneus (73)
Ice: Fur of Igneus (73)
Water: Whitecap Shield (70)
Energy: Spark shield (55)
Light: Holy Paladin Guard (70)
Darkness: Holy Paladin Guard (70) 
Utility Offensive: Ironthorn (75)

A simple shield setup, shield tend to be inexpensive and a good buy, at these levels even a armor that doesn’t have great elemental defense against a certain element can be extremely useful with the proper shield. A Utility shield has already shown themselves at these level: Ironthorn, a shield that will increase the damage you do at the cost of accuracy.

Shields to have by level 90

Earth: Shadowslayer Shield (90)
Wind: Gale Shield (80)
Fire: Prince’s Fable (90)
Ice: Horo-Show Void Vindicator (88)
Water: Hydro Shield (80)
Energy: Zap Shield (80)
Light: Dazzling Solaris Shield (90)
Darkness: Shadowslayer Shield (90)
Utility Offensive: Ironthorn (75)

Not much to say, just simple upgrades. Do note that the only dual element shield suggested is Shadowslayer Shield which means that guardians will Ironthorn while adventurers wouldnt (since they have a useless no drop) unless you pick up another compression shield.

Shields to have by level 110

Earth: Bac-ler (110)
Wind: Tornado Shield (105)
Fire: King’s Epic (105)
Ice: Horo-Show Void Vindicator(108)
Water: Bac-ler (110)
Energy: Prophet’s Taladosian Ward (105)
Light: Radiant Solaris (110)
Darkness: Eventide’s Standard (105)
Utility Offensive: Chieftain’s Ironthorn (100)

By now the upgrades have gotten simple, all you really want is to have a shield for each element with the maximum allowed resistance. At level 100 Chieftain’s Ironthorn shows up, a shield which is far better than the level 75 version it can be useful in more than a couple of fights and is a great tool for some in game farming spots, pick it up even if you do store it you never know when youll need it. Upgrade each shield as necessary as their next versions show up.

Top Level Shield Choices

Guardians:
Earth: Bac-ler (130)–> Bac-ler G (145G)
Wind: Cyclone Shield (130)
Fire: Overlord’s Legend (135)—> Supreme Overlord’s Legend (150)
Ice: Horo-Show Void Vindicator (128G)—> Horo-Show Void Vindicator (148G)
Water: Bac-ler (130)–> Bac-ler G (145G)
Energy: Oracle’s Taladosian Ward (135)—> High Oraacle’s Taladosian Ward (150)
Light: Blazing Solaris (130)
Darkness: Twilight’s Regalia (135)–> Eternal Twilight’s Regalia (150)
Utility Offensive: Chieftain’s Ironthorn (100)

Adventurers:
Earth: Bac-ler (130)
Wind: Cyclone Shield (130)
Fire: Overlord’s Legend (135)
Ice: Horo-Show Void Vindicator (133)
Water: Bac-ler (130)
Energy: Oracle’s Taladosian Ward (135)
Light: Blazing Solaris (130)
Darkness: Twilight’s Regalia (135)
Utility Offensive: Chieftain’s Ironthorn (100)

The top level shield choices are mainly upgrades in each area to focus as much as you can in each element. The level 130 shields found in Adler’s forge are in this respect the best focused shields in game save for a few exceptions like Nemesis Shield or Daylight Savings Time.

Adventurers of course will have to pick another double resist shield if they want to still use any utility shield (Luminous Shield or Chieftain’s Ironthorn) since the use of Bac-ler will only cover their bad no drop.

Shields: Multi-element Shields and Inventory Compression 

Often times while leveling your character you will find yourself with very little active inventory to cover all 8 elements and have space for inventory shields. Adventurers have it even worse by only having 7 shield slots to work with since their no drop shield will be rather useless. To solve these issues one often uses Multi-element shields to cover weak spots and “compress” their inventory.

The first thing to understand about multi-element shields is that they are never quite as good as single element shields. This is of course understandable, since single element shields would have little purpose should multi element shields work the same way they do. Usually a dual element shield is a good 3% behind a what a single element shield can get, it might not seem like much but at higher levels that “small” 3% can mean around 22% more damage recieved. For this reason its good to take your time and analyze exactly what Multi-element shield you will use and what exactly you will sacrifice for it. The notable exception to this rule is Daylight Savings Shield and Bac-ler series thanks to their switchable resists.

As a general rule you will want to avoid sacrificing far better shields than you have to. For example Twilight’s Mantle (135) covers both darkness at -25 and has an incredibly powerful Mastercraft effect, Overlord’s Legend (135) does almost the same and as such picking Demon Breaker (138) instead of those shields isnt a good choice. This is a huge contrast to Sublime Tower Shield which would only take the spot of Cyclone Shield (130) and Sprite Lightning Shield (130), both shields which are good but lack any additional bonuses and as such elements prime to get compressed. Again Daylight Savings breaks this since it has -25 to light and darkness and as such the only notable losses are the MC bonuses but no defense.

One thing multiple element shields will do better than single element focused shield is protect against enemies that hit with multiple element attacks. As a result another thing to take into consideration is the frequency you might see multi-element monsters on those elements. Good examples of this policy are Golden Shield/Luminous Shield thanks to shadow monsters and Shadowslayer’s Shield thanks to vampires/werewolves/dracopyres/werepyres.

All of this being said here is a small list of the best multi-element shields available and what they cover, adventurers should look at lower level versions of the shields listed below if they cant get them:

Light/Darkness: Daylight Savings Time or Guardian Luminous Shield 
Wind/Earth: Guardian Shield of Sands 
Dark/Earth: Shadowslayer’s Shield 
Light/Earth: Sackelberry Safeguard 
Wind/Energy: Sublime Tower Shield 
Water/Ice: Spell Barricade 
Ice/Fire: Fur of Igneus 
Earth/Water: Bac-ler

Shields: Ironthorn and Chieftain’s Ironthorn

Unique shields that have horrible defenses but get a great effect that boosts weapon damage done while they are equipped; the ironthorn shield series is often not thought as a mage friendly choice. While this stands true considering mages don’t depend on (or at least shouldn’t depend on) weapon attacks, the increased damage can be rather useful on more than one occasion, the earth defense on the shields isn’t great but not bad either so it can be used as a earth shield in a pinch.

Pet Section
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Pets are a small help to most builds and an essential part to others (beastmaster builds), the one thing to remember is that pets are always useful in some way or another to all builds. As per the new update to pets training difficulty (CHA affecting pet attack rate) is a thing of the past, and slowly beastmaster builds will have similar pet builds to other builds alike.

There are 3 pets which thanks to their ability to heal are often better choices than attacking pets for both Beastmaster and non Beastmaster builds. This is due to an issue with pet BTH and pet power that makes them less powerful than standards dictate but the healing pets get around this by never dealing with the monster. Those 3 pets are: Retro Twilly, Nightmaregon and Fairy Godmother. Twilly only regenerates HP, Nightmaregon doubles as your darkness pet (he attacks anyways) and heals SP (even if the attack misses), Fairy Godmother can heal MP and HP and on top of that has the option to attack. Non Beastmaster builds have little reason to get any other pet but others are still listed for completion purposes (there is absolutely no way damage pets can ourperform healing pets), beastmaster builds have more of a reason but can still get away with being more effective by healing (for example using FGM to heal MP to cast spells > pet attack damage at 200 CHA anyways).

If you get any pets make sure you get at least 2 of the healing pets (Nightmaregon + Retro Twilly or Fairy Godmother), or if you want to save up (by not buying many pets) get all 3.

Non- Beastmaster Pets
Fire: Overlord pet series
Ice: Jr. Archmage Series
Water: Sea Squirt Series
Energy: Sacragon Pet series
Earth: Flogg (15)–> MogZard (60)–> Mogzard (85)–> Disgusting Eye Spy (105)–> Mogzard G (110)–> Hideous Eye Spy (135) or Mogzard G (136)–> Gaia Vampragon (145G)
Wind: Gong of the Wind! (65) –> Quog Series 
Light: Communicant’s Oath Series
Darkness: Nightmaregon Series

Healing: Retro Twilly Series(HP), Fairy Godmother series (MP), Nightmaregon Series (SP) 

Beastmaster Pets
Fire: Overlord pet series
Ice: Nerfkitten (10)–> Nerfkitten (50)–> Nerfkitten (90)
Water: Sea Squirt Series
Energy: Sacragon Pet series
Earth: Flogg (15)–> MogZard Series]–> Gaia Vampragon (145G)
Wind: Quog Series
Light: Communicant’s Oath Series
Darkness: Nightmaregon Series

Healing: Retro Twilly Series(HP), Fairy Godmother series (MP), Nightmaregon Series (SP) 

Mage Guest Tip: Poelala

often a question shows up of what guest, if any, should you use as a mage. If you are a guardian then the answer is simple: always pick Poelala. The guest has no upkeep cost and the effect will amplify both magic weapon damage and spell damage which is a huge gain in the long run; considering all it takes is a small detour every log in this is among the best effects you can get. Adventurers can also get this guest but only through the summon Poelala spell which is not worth sacrificing a spell slot to keep active.

Misc. Item Section
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Miscellaneous Items are often the difference between victory and defeat. Very varied in effects you can adapt your misc. inventory to whatever most suits you, below there will be a listing of the best misc items for mage builds but do notice the selection is much larger and you should look at the MISC ITEM PEDIA LIST to fully cover all available options to you.

– Rejuvenating Necklace: Simply amazing. This misc item will net you do much mana regen that it will give you quite a boost in offensive capabilities as a mage. Remember that the regen applies to all damage including spells, but attacks will generate better returns.

– Staff Master Emblem: This misc will improve the damage of all STAFF weapons quite heftily. The advantage of using this misc comes from its low upkeep and large effect, the issue is the restriction to only staves. While not universal it is to note that some of the top weapons you get are already staves (Zombie Bane, Summertide, Talados Rod, Custom Staff, Staff of Awe) but it is to note that Rejuvenating Necklace is usually a better idea.

– Pendant of the ‘Galin: Another amazing item, it includes a hefty END boost and a hefty CHA boost, both which help greatly for survival (specially when paired with Retro Twilly). The greatest bonus it has is the hefty BTH bonus it gives and the random resistance to an element which can be extremely helpful if you get lucky.

– Power Shard VI: Dr. Boom: An all around great item for mages. The large increment to INT means more damage and BTH in spells and magic weapons, all for a very sustainable SP cost per turn. Additionally it gives you access to the Dr. Voltabot’s Lightning spell when you click on it, the highest version of it will be a a fine lightning spell for a while as well. Always keep this at hand as a mage.

– Snide Transformation: a misc that is used in a strange way- its really your water armor. The misc itself can be unequipped or switched once you have the armor it gives (and you should since you benefit more from other miscs), but if you decide to keep it it at least has a small bonus to the damage you deal in the armor.

– Amulet of Drakonnan: Expensive upkeep makes this item barely worth it. In reality all you are going to use this item for is to regenerate some MP, since you can get MUCH better fire resist miscs or INT boost items (for a much lower SP cost).

– Legendary Shadow Crystal V1: An amazing item with very powerful properties, 3 of which are helpful to mages all around (Naga, Minotaur, Hydra) with one of those 3 being a superpowered version of the best misc item or mages. Definitely worth it unless you dont want to mess with the gimmicky way it works.

– Evil Eyeglasses: A light resistance item giving a huge boost of -10 light defense (the maximum any misc can provide to a single element), its “cold” effect can also be useful depending on your alignment but you mainly want it as for the great light defense.

– Head of Raydius Dragon (G): A misc item that provides TWO -10 bonuses (to earth and darkness) as well as a +10 boost to ranged defense. You have to pay a few tokens to do the quest but they are well worth it since the cost is nowhere near the price the other prime treasures have.

– Urn of Prevailing Winds: a wind resistance item and the best in that category, the DEX bonus can also be useful to many builds.

– Helm of DrakonnanDrakonnas (G): fire and energy resistance miscs respectively they also provide bonus to magic defense, definitely something worth getting for those who cant purchase the prime treasures.

– Urn of Daryngod: a misc that provides -10 defense to fire and energy and +10 to magic defense. Like Head of Raydius Dragon simply one of the best resistance miscs to have, the difference is that it is token only and comes at a hefty cost of tokens (even if its worth it)

– Everfrozen Shard: the second prime treasure and partner to the Urn of Daryngod, this misc provides -10 to ice and water resistance and +10 to melee defense. Again simply one of the best items the main issue being its price.

– Scrumptious Bora’jee: a misc item whose power comes from the healing spell it provides for SP; if you buy the portal to Trescol for 1500 tokens (and you have a house to use the painting) then you can acquire this item, then if you wish you can sell the portal and only loose 150 tokens in the process.

– Pearapplos Basket: this misc provides +15 cha and +9 BTH to all pets. This bonus is especially strong to any beastmaster build but can also help any build with the huge BTH bonus to pets.

– Power Shard: Invincible Hogg: providing STR and END this item generally isn’t thought of as useful for a mage but it surprisingly does. For one the END bonus increases your HP immediately giving you a hefty boost that can make the battle for you, additionally this END bonus helps healing spells heal a bit extra which does come in handy. The STR boost is mostly lost, that is unless you are using Ranged weapons that will get a nice boost in damage from this misc.

– Scope: A misc item series that boost the damage and BTH of any ranged weapon, simply a must have item to anyone using ranged weapons.

– Crystal Of Restless Shadows: A misc that lowers your damage (to 80%) but heals you, it an be very useful in many cases and you should have it on call if you dont have other misc options for healing

Recommended Misc Set-Ups: 
The following are two set-ups for Guardians and Adventurers for their misc items. Each section has taken the best possible items while giving a varied assortment of effects including resistance, healing and damage boosting. Do remember that misc item setups can be very varied and yours can differ greatly from the ones suggested.

Guardians:

Rejuvenating Necklace
Pendant of the ‘Galin
Snide Transformation OR Amulet of Drakonnan
Power Shard VI: Dr. Boom
Urn of Prevailing Winds
Head of Raydius Dragon
Helm of Drakonnas
Helm of Drakonnan

Adventurers 

Rejuvenating Necklace
Snide Transformation Formula
Pendant of the ‘Galin
Power Shard: Dr. Boom
Crystal of Restless Shadows
Evil Eyeglasses
[Resistance Item]
[Resistance Item]

End Notes 

With the last section the Guide has come to an end, I hope you find this guide useful in making a mage character and have fun playing. As always anything said above is merely a guideline and under no reason should anyone stop themselves from testing different items, play styles or ideas, remember that making the game your own is half the fun.

As new items show up this guide will be updated with them, do be patient with new releases since the guide will be updated as soon as it’s within my time to do so. To keep post at a minimum please try not to post “when will THIS ITEM be added into the guide” or “how about adding this recently released item”, likely they will be added when you least expect them. At most I will try to guarantee ill keep the guide updated MONTHLY the date of the last monthly check will show up in the change log bellow and it’s a fair assumption items released prior to the last monthly check are taken into account.

Helpful ideas and suggestions to the guide are appreciated and you can either post below or PM me about it, if you do please explain the reasons behind the idea so they can be appropriately taken into consideration and keep post spam minimal (i.e. try not to post “you should add THIS ITEM” and leave it at that). Post or PMs like this will be simply ignored and hurt the guide more than it is any help. I thank anyone who takes the time to do this. Other constructive comments are always appreciated and may be posted below.

Also before suggesting an existing item make sure you have read ALL the guide and the considerations taken, a lot of the time an item isn’t precisely the STRONGEST item available but its the one that provides the best value and as such is OPTIMAL. This is specially true for weapons and spells where options are varied and the chance a slightly stronger item exists but isn’t suggested here because “upgrading” to that item is wasteful and rarely worth it. Good examples of this include things Old Spells vs New Spells, Shadow of Doubt G (or Nightmare Wyvern) vs Nemesis Testament, and Tsunami Shield vs Inundating Shield.

Questions about how good anything is for a certain build or questions involving comparisons between two or more items wont be taken into consideration either as there are appropriate areas of the forums where they can be posted (meaning not in this guide). The exception is any questions/comparisons that are necessary in a discussion about why an item should or shouldn’t get included into the guide.

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