==>Bowman Guide List<==
Archer Bowman Guide
Table of Contents
1. Born as a Beginner (LVL 1-10)
-Creating the Ideal Archer
-Your Ability Points
2. Living as an Archer (LVL 10-30)
-The Basics of a Bowman
-Skill Tables
-Skill Analysis
-Sample Skill Builds
-Training Spots
-Equipment
3. The Road as a Hunter/Crossbower (LVL 30-70)
-Job Advancement Test
-Hunter or Crossbower?
-The Way of the Hunter/Everything On Crossbow
-Skill Tables
-Skill Analysis
-Sample Skill Builds
-Training Spots
-Equipment
4. The Path of a Ranger/Sniper (LVL 70-120)
-Job Advancement Test
-Your Ability Points
-Path of the Ranger/Sniper's Scope
-Skill Tables
-Skill Analysis
-Sample Skill Builds
-Training Spots
-Equipment
5. Tips
-General Tips
-Quest Help
-Ludibrium Party Quest
6. Frequently Asked Questions
--------------------------------
Born as a Beginner
--------------------------------CREATING THE IDEAL ARCHER
When you create a new character, you are presented with numerous options on your
character's appearance. Really the only thing that makes any sort of difference
is your starting weapon, but even then if doesn't make too much of a difference.
The sword has the most narrow range of damage, while the hand axe and wooden
has a higher maximum and lower minimum damage than the sword. I went with the
hand axe - DEX raises your minimum damage with a melee weapon, and as an archer,
you will naturally have high DEX, so you should have decent damage. In the end,
the starting weapon will not matter because you will only wield it for 8 levels
tops.
On the right side of the screen, you can name your character and generate stats.
The name is whatever you want that's unique, and has to be 4-12 characters in
length, consisting of only letters and numbers - no spaces, underscores, or
symbols.
Now this is the most important part in making the ideal archer - generating
stats. You want to click on the dice to randomize stats over and over until the
INT and LUK are both 4. STR and DEX can be anything, but no matter what, INT and
LUK must be 4 each. This may take as little as one minute, or as long as an hour
or two. It may be tedious, but in the end, it is worth it.
Others will argue that getting a 4 and 5 will suffice. If you don't want to
spend up to a few hours clicking the dice, then you may opt to settle for a 4
and 5. Being a perfectionist, I strongly advise you to keep rolling that dice
until two fours show up for INT and LUK.
YOUR ABILITY POINTS (not to be confused with Skill Points)
Luckily, archers have the easiest time increasing damage at lower levels. Why?
For archers, the only equipment that require STR are:
-most bows
-most crossbows
-all hats from level 25-40
-all shoes from level 15-25
-all Bennis equipment
If you are lazy and don't want to worry about exploiting damage increase at
lower levels, then the general rule of thumb is:
FOR HUNTERS: STR = LVL + 5
FOR CROSSBOWERS: STR = LVL
With this rule, you should only be putting AP into STR when you need it. For
example, for bow users, you need 25 STR when you are level 20. At level 25, you
need 30 STR. So leave STR at 25 from level 20-24, and when you hit level 25,
pump all 5 AP at level 25 into STR. This makes you have more damage earlier,
even though later on, the damage will be the same. Hey, anything to help you
level faster, ehh? Whenever you are not putting AP into STR, put it into DEX.
You always want to try to maximize DEX. You will also notice that you can add
AP to HP and MP. You should NEVER do this because you get a boost to HP and MP
with every level.
This rule will hold for your entire career as an Archer. Never forget how to
raise your AP.
So when you start on Maple Island, go ahead and put all AP for the next few
levels into STR until STR 25. After that, put all your AP into DEX. The reason
for this is so that your melee damage will be high, helping you train with ease
until level 18-20. At level 20, you can continue the normal AP distribution.
At level 10, your stats should look like this:
STR 25
DEX 37
INT 4
LUK 4
To become an archer, you must be level 10 and have more than 25 DEX. Shouldn't
be a problem if you've been following my guide. Leave Maple Island, travel to
Henesys, and locate Athena Pierce. She is in the rightmost building in the
Mushroom Park, which is a portal in the middle of the city.
--------------------------------
Living as an Archer
--------------------------------THE BASICS OF A BOWMAN
I will now cover the skills of an archer, and add my comments.
ML = max/mastered level
The Blessing of Amazon (ML 16) - Increases accuracy
---
This is a passive skill that adds accuracy. This is quite useless to archers
because Archers naturally have high accuracy. This is something that warriors
would love to have, but unfortunately don't. This skill should never exceed
level 3. But do note that Blessing increases ACC for all weapons.
Critical Shot (ML 20) - Allows you to perform a critical attack with a certain
success rate
---
In other words, free extra damage. When maxed, normal shots do double damage.
Contrary to popular belief, Critical Shot only adds 100% damage to the current
attack multiplier, it does not double damage. Because of this, Arrow Blow is
rather inferior to Double Shot. Also, Critical Shot also makes archers' damage
really unstable, even with mastery in the second job. Regardless, all archers
should max this skill.
The Eye of Amazon (ML 8) - Increases the range of attack for both bows and
crossbows
Pre-Requisite - Level 3 The Blessing of Amazon
---
Not a real necessity until you actually use a class-specific weapon around
level 18-20. But this is the skill that makes the archer the unique class that
it is. Even claw thieves can't out-range you when you max this skill. You want
to max this skill before the second job starts.
Focus (ML 20) - Focussing to temporarily increase accuracy and avoidability
Pre-Requisite - Level 3 The Blessing of Amazon
---
The accuracy bonus is negligible (see comments under Blessing), but the bonus
avoidability can really come in handy. Archers who choose not to use Final
Attack in the second job would want to max this skill LATER. That is, don't put
SP into Focus until the late 20's. Note that 4 DEX = 1 EVA. That means that
maxed Focus is the same as gaining 80 DEX's worth of EVA.
Arrow Blow (ML 20) - Fires an arrow with authority. Applies more damage than
usual
---
A nice skill that helps to make higher level monsters flinch. Yes, there are
monsters that do not flinch when attacked - the first monster you may encounter
that doesn't flinch is a Bubbling. You won't really see that high damage until
you have mastery in the second job (2.6 * 30 = low damage). This skill is
considered inferior to Double Shot because with Critical Shot, the multiplier
is 360%, while Double Shot will have 230% * 2. Crossbowers may find utility in
Arrow Blow because the crossbow's higher damage makes for extremely high damage
output, which is generally used to show off those high numbers. In general,
Arrow Blow's usefulness is only limited to flinching/knocking back monsters.
Just remember: killing faster is better than stalling one monster.
Double Shot (ML 20) - Fires two arrows at once to attack an enemy twice
Pre-Requisite - Level 1 Arrow Blow
---
Without Critical Shot, Double Shot has the same damage multiplier as Arrow Blow.
But when you get Critical Shots, you get two hits of 230%. Also, the lower
multiplier allows for consistent damage, while Arrow Blow's damage is rather
unstable. The usefulness of Double Shot doesn't really shine until you get
mastery in the second job - seeing two 1's on a monster is very disappointing.
Also, don't worry about Double Shot using up two arrows - this problem is solved
with Soul Arrow in the second job. Hunters love Double Shot, but that's not to
say that Crossbowers don't benefit from Double Shot. Every archer should max
this skill.
SKILL TABLES
n = Skill level
The Blessing of Amazon
Additional ACC: +n
---
Level 1 - +1 ACC
Level 2 - +2 ACC
Level 3 - +3 ACC
Level 4 - +4 ACC
Level 5 - +5 ACC
Level 6 - +6 ACC
Level 7 - +7 ACC
Level 8 - +8 ACC
Level 9 - +9 ACC
Level 10 - +10 ACC
Level 11 - +11 ACC
Level 12 - +12 ACC
Level 13 - +13 ACC
Level 14 - +14 ACC
Level 15 - +15 ACC
Level 16 - +16 ACC
Critical Shot
Success rate %
Level 1-10: 2 * n + 10
Level 11-20: n + 20
Additional damage %: 5 * n + 100
---
Level 1 - 12% success rate, critical damage 105%
Level 2 - 14% success rate, critical damage 110%
Level 3 - 16% success rate, critical damage 115%
Level 4 - 18% success rate, critical damage 120%
Level 5 - 20% success rate, critical damage 125%
Level 6 - 22% success rate, critical damage 130%
Level 7 - 24% success rate, critical damage 135%
Level 8 - 26% success rate, critical damage 140%
Level 9 - 28% success rate, critical damage 145%
Level 10 - 30% success rate, critical damage 150%
Level 11 - 31% success rate, critical damage 155%
Level 12 - 32% success rate, critical damage 160%
Level 13 - 33% success rate, critical damage 165%
Level 14 - 34% success rate, critical damage 170%
Level 15 - 35% success rate, critical damage 175%
Level 16 - 36% success rate, critical damage 180%
Level 17 - 37% success rate, critical damage 185%
Level 18 - 38% success rate, critical damage 190%
Level 19 - 39% success rate, critical damage 195%
Level 20 - 40% success rate, critical damage 200%
The Eye of Amazon
Additional attack range: 15 * n
---
Level 1 - Range of attack for bows and crossbows +15
Level 2 - Range of attack for bows and crossbows +30
Level 3 - Range of attack for bows and crossbows +45
Level 4 - Range of attack for bows and crossbows +60
Level 5 - Range of attack for bows and crossbows +75
Level 6 - Range of attack for bows and crossbows +90
Level 7 - Range of attack for bows and crossbows +105
Level 8 - Range of attack for bows and crossbows +120
Focus
MP usage
Level 1-5: 8
Level 6-10: 10
Level 11-15: 13
Level 16-20: 16
Additional ACC/EVA: +n
Duration: 10 * n + x
Level 1-5: x = 60
Level 6-10: x = 70
Level 11-15: x = 85
Level 16-20: x = 100
---
Level 1 - MP -8, ACC/EVA +1, lasts 70 seconds
Level 2 - MP -8, ACC/EVA +2, lasts 80 seconds
Level 3 - MP -8, ACC/EVA +3, lasts 90 seconds
Level 4 - MP -8, ACC/EVA +4, lasts 100 seconds
Level 5 - MP -8, ACC/EVA +5, lasts 110 seconds
Level 6 - MP -10, ACC/EVA +6, lasts 130 seconds
Level 7 - MP -10, ACC/EVA +7, lasts 140 seconds
Level 8 - MP -10, ACC/EVA +8, lasts 150 seconds
Level 9 - MP -10, ACC/EVA +9, lasts 160 seconds
Level 10 - MP -10, ACC/EVA +10, lasts 170 seconds
Level 11 - MP -13, ACC/EVA +11, lasts 195 seconds
Level 12 - MP -13, ACC/EVA +12, lasts 205 seconds
Level 13 - MP -13, ACC/EVA +13, lasts 215 seconds
Level 14 - MP -13, ACC/EVA +14, lasts 225 seconds
Level 15 - MP -13, ACC/EVA +15, lasts 235 seconds
Level 16 - MP -16, ACC/EVA +16, lasts 260 seconds
Level 17 - MP -16, ACC/EVA +17, lasts 270 seconds
Level 18 - MP -16, ACC/EVA +18, lasts 280 seconds
Level 19 - MP -16, ACC/EVA +19, lasts 290 seconds
Level 20 - MP -16, ACC/EVA +20, lasts 300 seconds
Arrow Blow
MP usage
Level 1-4: 6
Level 5-7: 7
Level 8-9: 8
Level 10-11: 9
Level 12-13: 10
Level 14-15: 11
Level 16-17: 12
Level 18-19: 13
Level 20: 14
Damage multiplier %: 5 * n + x
Level 1-4: x = 136
Level 5-7: x = 139
Level 8-9: x = 142
Level 10-11: x = 145
Level 12-13: x = 148
Level 14-15: x = 151
Level 16-17: x = 154
Level 18-19: x = 157
Level 20: x = 160
---
Level 1 - MP -6, damage 141%
Level 2 - MP -6, damage 146%
Level 3 - MP -6, damage 151%
Level 4 - MP -6, damage 156%
Level 5 - MP -7, damage 164%
Level 6 - MP -7, damage 169%
Level 7 - MP -7, damage 174%
Level 8 - MP -8, damage 182%
Level 9 - MP -8, damage 187%
Level 10 - MP -9, damage 195%
Level 11 - MP -9, damage 200%
Level 12 - MP -10, damage 208%
Level 13 - MP -10, damage 213%
Level 14 - MP -11, damage 221%
Level 15 - MP -11, damage 226%
Level 16 - MP -12, damage 234%
Level 17 - MP -12, damage 239%
Level 18 - MP -13, damage 247%
Level 19 - MP -13, damage 252%
Level 20 - MP -14, damage 260%
Double Shot
MP usage
Level 1-4: 8
Level 5-7: 9
Level 8-9: 10
Level 10-11: 11
Level 12-13: 12
Level 14-15: 13
Level 16-17: 14
Level 18-19: 15
Level 20: 16
Damage multiplier level %: 2 * n + x
Level 1-4: x = 74
Level 5-7: x = 76
Level 8-9: x = 78
Level 10-11: x = 80
Level 12-13: x = 82
Level 14-15: x = 84
Level 16-17: x = 86
Level 18-19: x = 88
Level 20: x = 90
---
Level 1 - MP -8, damage 76%
Level 2 - MP -8, damage 78%
Level 3 - MP -8, damage 80%
Level 4 - MP -8, damage 82%
Level 5 - MP -9, damage 86%
Level 6 - MP -9, damage 88%
Level 7 - MP -9, damage 90%
Level 8 - MP -10, damage 94%
Level 9 - MP -10, damage 96%
Level 10 - MP -11, damage 100%
Level 11 - MP -11, damage 102%
Level 12 - MP -12, damage 106%
Level 13 - MP -12, damage 108%
Level 14 - MP -13, damage 112%
Level 15 - MP -13, damage 114%
Level 16 - MP -14, damage 118%
Level 17 - MP -14, damage 120%
Level 18 - MP -15, damage 124%
Level 19 - MP -15, damage 126%
Level 20 - MP -16, damage 130%
SKILL ANALYSIS
Here I will analyze how efficient some skills are compared to each other.
*Double Shot* vs. *Arrow Blow*
Recall the main info for each skill:
Double Shot: 130% + 130%
Arrow Blow: 260%
Let's look at these two skills without Critical Shot. Remember that skills with
a lower damage multiplier is usually more stable than a skill with a higher
damage multiplier. The latter usually does one hit, while the former does
multiple hits, like a Bandit's Savage Blow. Test the skills, and you will see
that Double Shot does more consistent damage than Arrow Blow.
Alright, now let's factor Critical Shot into the skills. Recall that Critical
Shot adds 100% to the damage multiplier, not double it. Now look at the skills
with critical:
Double Shot: (130 + 100)% + (130 + 100)% = 230% + 230%
Arrow Blow: (260 + 100)% = 360%
Technically, Double Shot does 460%, which is 28% stronger than Arrow Blow. But
you don't always get Critical Shots. Factor in the percents to get:
Double Shot, both shots added
For # criticals, % chance
0 - 36%
1 - 48%
2 - 16%
Double Shot average damage per single hit with critical
130*0.6+230*0.4 = 170%
Double Shot average damage of both hits to 1 monster with maxed critical
260*0.36+360*0.48+460*0.16 = 340%
Arrow Blow average damage per single hit with critical
260*0.6+360*0.4 = 300%
In the end, Double Shot will outdamage Arrow Blow and be more consistent. But
what about MP usage? At a ratio of 14:16, it's clear to see that Arrow Blow is
more MP efficient than Double Shot. The ratio of 300:340 is higher, meaning that
Arrow Blow gives you more for your MP's worth. However, the inconsistency of
Arrow Blow and low average damage make it an inferior skill compared to Double
Shot.
*Blessing of the Amazon* vs. *Focus* vs. *Arrow Blow*
Some have argued over the use of the last 9 SP in the first job. There are three
skills that the last 9 SP can go to: Blessing, Focus, and Arrow Blow. Of these
skills, Focus is the one most often chosen.
The argument for Focus is that it grants EVA. Archers don't have as much natural
EVA as Thieves do, so having a skill that adds EVA is helpful. It may cost MP
and have a duration, but being more of a defensive skill, it is activated during
training only.
There have been debates about Focus not working. That is, when Focus is active,
sometimes Archers still get damaged even though a MISS appeared. I have never
experienced this glitch, while some have. Archers who have experienced this
glitch will argue against the use of Focus. Also, with the release of Puppet,
some Archers have associated this Focus glitch with Puppet. Some Archers have
experienced the Focus glitch more when Puppet is active.
So if not Focus, what else? There are two choices left then: Arrow Blow or
Blessing.
Main argument against getting Arrow Blow: you will hardly ever use it. Its only
real purpose is for knocking back monsters. However, if Double Shot can kill it
faster, there's no point holding a monster back when you could be killing it.
So that leaves Blessing. It's passive accuracy. This accuracy works for all
weapons, including melee or the other Archer weapon you didn't master. The main
problem here is that Archers have the most amount of accuracy out of all the
classes. Having more accuracy is nice, but not necessary. Because it's passive,
you never need to consume MP for more ACC. But when will you ever need more ACC?
The only times I ever needed more ACC was to fight bosses or snipe higher level
monsters. Because you won't always need more ACC, having Focus is nice because
you can choose when you want more ACC. With Blessing, you always have more ACC,
whether you need it or not. This is why the last 9 SP is better spent elsewhere.
My recommendation: go with Focus. Having more EVA is great. If you ever need
more ACC for bosses or high level monsters, you have Focus. And if you're
experiencing the MISS glitch, just deactivate Focus.
SAMPLE SKILL BUILDS
These are tables of how archers may want to spend their SP. However, do not feel
you have to follow these charts - you are totally free to spend your SP however
you'd like.
These are the overviews of the first job. Use the build number to match with a
build's detail below as noted by the parentheses following the build's name.
Build 1
3 Blessing
8 Eye
20 Critical
9 Focus
1 Arrow Blow
20 Double Shot
Build 2
3 Blessing
8 Eye
20 Critical
0 Focus
10 Arrow Blow
20 Double Shot
Build 3
12 Blessing
8 Eye
20 Critical
0 Focus
1 Arrow Blow
20 Double Shot
The Standard "Cookie cutter" Build (1)
Level SP
10 +1 Blessing 11 +2 Blessing, +1 Eye 12 +3 Eye 13 +3 Eye 14 +1 Eye, +2 Critical 15 +3 Critical 16 +3 Critical 17 +3 Critical 18 +3 Critical 19 +3 Critical 20 +3 Critical 21 +1 Arrow Blow, +2 Double Shot 22 +3 Double Shot 23 +3 Double Shot 24 +3 Double Shot 25 +3 Double Shot 26 +3 Double Shot 27 +3 Double Shot 28 +3 Focus 29 +3 Focus 30 +3 Focus
from monsters when attacking. However, you will probably be fighting with a
melee weapon, so it's not a huge deal. And of course, Critical Shot is maxed at
level 20, which is when you will probably start to use a bow unless you started
to use a crossbow at level 18. Last 9 SP goes into Focus so that maxing it in
the second job will be easier on the SP.
Dual Attack Build (2)
Not used by many archers anymore, but it's put here for reference.
Level SP
10 +1 Blessing 11 +2 Blessing, +1 Eye 12 +3 Eye 13 +3 Eye 14 +1 Eye, +2 Critical 15 +3 Critical 16 +3 Critical 17 +3 Critical 18 +3 Critical 19 +3 Critical 20 +3 Critical 21 +1 Arrow Blow, +2 Double Shot 22 +3 Double Shot 23 +3 Double Shot 24 +3 Double Shot 25 +3 Double Shot 26 +3 Double Shot 27 +3 Double Shot 28 +3 Arrow Blow 29 +3 Arrow Blow 30 +3 Arrow Blow
that at really high levels (like 100+) 20 EVA won't make much difference because
really high level archers have so much DEX to negate the 20 EVA bonus. With this
build, Arrow Blow may be maxed later during the second job.
Non-Focus Build (3)
For those against casting Focus for extra EVA.
Level SP
10 +1 Blessing
11 +2 Blessing, +1 Eye
12 +3 Eye
13 +3 Eye
14 +1 Eye, +2 Critical
15 +3 Critical
16 +3 Critical
17 +3 Critical
18 +3 Critical
19 +3 Critical
20 +3 Critical
21 +1 Arrow Blow, +2 Double Shot
22 +3 Double Shot
23 +3 Double Shot
24 +3 Double Shot
25 +3 Double Shot
26 +3 Double Shot
27 +3 Double Shot
28 +3 Blessing
29 +3 Blessing
30 +3 Blessing
works out best for FA Archers because non-FA Archers will have to dump remaining
SP on either Blessing or Arrow Blow.
No-PQ/Really Unfunded Build (1)
This build is for archers not wanting to PQ until the late 20's, or not at all.
Level SP 10 +1 Blessing
11 +2 Blessing, +1 Eye
12 +3 Eye
13 +3 Eye
14 +1 Eye, +2 Critical
15 +3 Critical
16 +3 Critical
17 +3 Critical
18 +3 Critical
19 +3 Critical
20 +3 Critical
21 +3 Focus
22 +3 Focus
23 +3 Focus
24 +1 Arrow Blow, +2 Double Shot
25 +3 Double Shot
26 +3 Double Shot
27 +3 Double Shot
28 +3 Double Shot
29 +3 Double Shot
30 +3 Double Shot
train until the second job. You may also choose to put SP into Focus at level 24
through 27 and Double Shot at level 21 if want an attack skill first. Archers
wanting to PQ need to max Double Shot ASAP, which is why this is a no-PQ build.
Funded Archers Build (1)
This build doesn't tie in with the theme of this guide (for new archers), but
it's here anyways.
Level SP
10 +1 Critical
11 +3 Critical
12 +3 Critical
13 +3 Critical
14 +3 Critical
15 +3 Critical
16 +3 Critical
17 +1 Critical, +1 Arrow Blow, +1 Double Shot
18 +3 Double Shot
19 +3 Double Shot
20 +3 Double Shot
21 +3 Double Shot
22 +3 Double Shot
23 +3 Double Shot
24 +1 Double Shot, +2 Blessing
25 +1 Blessing, +2 Eye
26 +3 Eye
27 +3 Eye 28 +3 Focus/Arrow Blow
29 +3 Focus/Arrow Blow
30 +3 Focus/Arrow Blow
You get eye later, then you choose between Focus or Arrow Blow (see above
builds). With this build, you will be consuming many potions: HP potions because
you have low range, MP potions because you'll be using Double Shot to train.
My Personal Build (1)
This is just to show that you are free to add your SP any way you'd like.
Level SP
10 +1 Blessing
11 +2 Blessing, +1 Eye
12 +3 Critical
13 +3 Critical
14 +3 Critical
15 +3 Critical
16 +3 Critical
17 +3 Critical
18 +2 Critical, +1 Arrow Blow
19 +3 Eye
20 +3 Eye
21 +1 Eye, +2 Double Shot
22 +2 Double Shot
23 +3 Double Shot
24 +4 Double Shot
25 +2 Double Shot
26 +4 Double Shot
27 +3 Double Shot
28 +3 Focus
29 +2 Focus
30 +4 Focus
I got the Battle Crossbow at level 18, so I wanted Critical to be maxed. Level
1 Arrow Blow is pretty good in the first job without mastery. All those strange
numbers around Double Shot is because of the way MP usage changes at level up.
If MP usage isn't a big deal to you, then just add the 3 SP per level.
TRAINING SPOTS
Whenever applicable, I'll add in a SNIPING SPOT. This is a training spot where
you can attack monsters with your class-specific weapon without fear of being
hit. Also, because you are safely attacking, you may conserve MP and just attack
normally. Using attack skills from Sniper Spaces is optional.
In the summary of each section, the starred ( * ) monster is the recommended one
to train on.
Level 1-5
Most likely you will get to level 5 as you travel from Mushroom Town to Amherst.
Don't forget to speak with Maria and do her favor for a free headpiece.
Level 5-9
Your STR should be 24/25 by now, and all other AP should go into DEX. Start
taking on Orange Mushrooms around Amherst. You need the caps for Bigg, who will
give you a new weapon. Save 10 Spores and 40 Caps for a quest later.
Level 8-10
Stay on the screen with Maria and fight the snails and shrooms. There are many
safe spots to idle-heal, and you should take down monsters with ease.
Level 10-15
Stay on the first floor of the Henesys Hunting Ground. You may get into
conflicts with other players training, but do your best. Or try the map that is
one screen east of Henesys. Remember, you are using a melee weapon to conserve
arrows, which is probably the weapon Bigg gave you.
Once in a while, feel free to ascend to the second floor to take on Slimes. They
may do some good damage to you, so don't linger around there too long. If a Blue
Snail dropped level 11 clothes, you can take a few more hits from those Slimes.
Henesys Hunting Ground is usually full, so if you're feeling adventurous, try
the Field Up North of Ellinia. There are Slimes and Stumps here, both of which
drop items for quests. These do quite a bit of damage without decent armor, so
do try to avoid attacking multiple monsters at once. Save 120 Squishy Liquids,
100 Tree Branches, and 30 Slime Bubbles for quests. Sell the rest, or keep some
branches for Processed Wood.
SUMMARY: Snail, Blue Snail, Red Snail, Shroom, Slime*, Stump
Level 15-18/20
By this point, you should have a decent melee weapon. I recommend a Metal Axe or
Leather Purse.
Travel to the Tree That Grew, which is a map two screens north of Ellinia. There
should be A LOT of Slimes there, which should do 1 damage per hit now.
If there are too many players there for you to train peacefully, go to Southern
Forest I. From Ellinia, go south 3 screens, and enter the leftmost tree. There
should be A LOT of Slimes here as well. There is only one safe spot to idle-heal
here, and you should be able to find it because lots of players will be standing
there.
Another alternative is Mushroom Garden. Two screens west of Henesys is a large
map with pigs in it. Climb up to the top floor, and on the right platform are
three little mushroom huts. Enter the middle hut to find yourself in the garden,
which has Red Snails, Shrooms, and Orange Mushrooms.
I stayed at the Field Up North of Ellinia because I still needed branches for
Processed Wood.
SNIPING SPOT: In Henesys Hunting Ground I, on the left side of the map are some
platforms to the side. You can stand on those and attack Mushrooms to the right.
Beware, some Slimes from below can jump up to your position, so pay attention to
those.
SUMMARY: Shroom, Red Snail, Stump, Slime*, Orange Mushroom
Level 18/20-25
By now you should have a class-specific weapon, so you can attack from afar.
SNIPING SPOT: A good monster to attack would be Green Mushrooms. Around Ellinia,
you will find trees you can enter. Some of these trees contain Green and Horned
Mushrooms. These trees have platforms where you can safely attack mushrooms
without fear of getting hit by one. I trained here for 4 levels.
Another place to train would be Pig Beach. However, this place is very
unfriendly to archers, and I myself never trained there as an archer. Still, you
may want to pay a visit there because Ribbon Pigs drop Stiff Feathers which you
need to make arrows with. If Pig Beach doesn't suit you, go 2 screens east of
Henesys. This small map houses Pigs of both kind. Because it's small, it may be
difficult to train here because of others around you. But since it's flat, using
a class-specific weapon to train here is rather efficient. It would behoove you
to spend some time here to collect Stiff Feathers.
Blue Mushroom Forest is a very archer-friendly place. In the Forest East of
Henesys, go to the top platform and look for a woodpost on the left side. Hit up
there to enter Blue Mushroom Forest. The Blue Mushrooms here are great training.
Unfortunately there are many other weaker monsters around to block shots.
I went to Perion Street Corner and circled the map. Every monster drops an item
you need, whether it's for quests or Processed Wood. This is no place for a
melee weapon, so make sure you bring a class-specific weapon!
At level 22-24, you might want to start hunting monsters that correspond to any
quests you may have activated. It takes a while to find everything to complete
every quest available, but you get good money and EXP for it. At level 24, I
even went to Deep Ant Tunnel II to get Evil Eye Tails.
SUMMARY: Pig, Ribbon Pig, Dark Stump, Axe Stump, Green Mushroom*, Horned
Mushroom*, Blue Mushroom
Level 25-30
Your damage output should be high with all new equipment. There aren't many new
places to train; I myself stayed at the mushroom trees until level 30.
At this point, most players will begin accepting you into their parties for the
PQ. Make sure you have the best equipment available, otherwise you will have a
harder time getting into a party.
While hanging around Kerning City, head into the Subway. Two monsters here are
good training: Bubblings and Stirges. Watch out for clusters of monsters though.
You can now train at Ant Tunnel without fear of dying. However, mages love this
place, and they will probably steal your kills here.
SNIPING SPOT: In Ant Tunnel I, near the portal to Ant Tunnel II are two small
platforms. Stand on the right platform, face left, and start attacking. You can
hit most monsters from here, and you're relatively safe from Zombie Mushrooms.
The top floor of Burnt Land I holds many Dark Axe Stumps, which drop the level
35 armors, among other good items. Once in a while, a Fire Boar may spawn up
there, and it's rather powerful for your level, so be careful. To get here, go
2 maps south of Perion, then look for a cave with a sign reading "Burning Zone"
on top. The Burning Zone consists of five maps; however, only the first two are
alright for training. Don't go to the second map until level 35.
Try a map called Over The Wall, which has many stump-type monsters. They are
slow, there are platforms for you to attack from, and they drop the level 35
armors for males.
If you have spare money to burn, load up on arrows and travel to Ossyria. Right
inside Orbis Tower are Jr. Sentinels. These last a long time before dying, but
do very little damage for their level. Keep in mind that you cannot make arrows
in Orbis.
Aqua Road contains some training areas, but getting there at this point would be
too tough because of the monsters on the way there. I suggest not going to Aqua
Road for a few more levels.
There is one place in Ludibrium that can possibly work for training. In EOS
Tower, there is a great sniping spot on the 71st floor. Right by the bottom door
are three Trixters. Stand by the door and fire away. They will keep respawning,
so be careful when collecting your loot. The biggest problem is not only getting
here alive, but getting back alive.
SUMMARY: Kerning City PQ*, Green Mushroom, Horned Mushroom, Bubbling, Stirge,
Zombie Mushroom, Axe Stump, Dark Axe Stump, Jr. Sentinel, Trixter
EQUIPMENT
Probably the main reason why I made this guide, this is the section on how to be
efficient with spending while still having good equipment. If you are funded,
skip this section.
Level 1-10
Be sure to do Maria's quest to snag a free hat. Do not buy anything from the
shops on this island. Potions are NOT necessary - if your HP is below 40 and you
need health, just die and revive with 50 HP since you don't lose EXP.
For Bigg's quest, don't hunt Orange Mushrooms until STR is 24/25. Once you
complete Bigg's quest, you can open up shop... literally. Start fighting Orange
Mushrooms for their caps, and you could sell the caps to other beginners
(especially mages and thieves; I sell caps at 20 mesos each). If you got a Fruit
Knife, then congrats; if you got a Razor... well continue on - it's still better
than your first weapon.
Once you hit level 10, shank your way to Victoria (no pun intended?). You are
going to walk to Henesys to advance as an archer. Why pay for transportation
when Henesys is the easiest town to reach from Lith Harbor of the other 4 towns?
When you reach "A Hill West of Henesys," don't be afraid to die to Pigs. Not
only do you not suffer EXP loss, but you will respawn in Henesys. If, however,
you don't die, then props to you.
So you've met Athena, and she jazzed you up as an archer. I'll bet you're
itching to start shooting your bow off at the snails that have been haunting you
for the past 10 levels. But judging from your resources, you probably can't even
afford a weapon, much less armor. However, armor is your best bet, since you
just got a good weapon from Bigg. The armors at level 15 are much better. If you
must buy one thing, purchase a Winter Hat. It's cheap and adds +1 EVA. I don't
suggest buying a top or bottom yet because all it does is add little defense.
As for your weapon, continue to use the weapon Bigg gave you. As you train, you
may get lucky with drops. Most notably, hunt Red Snails and Slimes, which drop
Wooden Swords and Metal Axes, respectively. If you have sufficient funds, buy a
Metal Axe or Wooden Mallet, and use that until you find a better one from a
Slime. You can buy one from the Kerning or Perion Weapon stores.
Level 11-16
At level 11, travel to Kerning City and purchase a Gomushin, color doesn't
matter. The +2 SPD is more handy than you think.
If defense is important and you can afford it, buy a level 11 shirt from Lith
Harbor.
Do not make the Basic Archer Gloves because Nella will give you a Blue Diros for
her quest. At level 15, do not buy a new hat yet.
MALE: Buy the Leather Hoodwear at level 15. The color doesn't matter because
that one point of STR or DEX added makes a very little difference at such a low
level.
For pants, buy something from Lith Harbor. Grey Thick Sweat Pants, Sand-Blasted
Jeans, Ice Jeans, it doesn't really matter what you get. I bought the Sand-
Blasted Jeans for my archer.
FEMALE: Buy a top and a bottom from Henesys at level 15. The top provides DEX,
the bottom provides MP.
As for weapon, stick with whatever you can get. Hopefully, a Red Snail or Slime
dropped something you can use by now.
Level 18-22
At level 20, there's not much else to buy. Buy a Robin Hat. Keep in mind which
color adds HP or MP. The level 20 armors for males and females provide the same
stat bonuses that the level 15/16 armors did. Spending a lot more for just a few
extra WDEF is not very efficient. That and the level 20 armor for males is butt-
ugly. So don't buy a top or bottom at level 20.
If you did Nella's quest, then congrats on a free Blue Diros. Try upgrading it
to Green Diros for a sexy +2 DEX bonus. This should last until the Gold Scalers
that John gives to you at level 30. This requires 2 Emeralds, which is 20 ores.
If you can't afford the ores, then just keep it unupgraded. 2 DEX makes little
difference at this level anyways.
For Crossbowers, buy the Battle Crossbow at level 18, then the Balanche at level
22. For bowers, try making the Hunter's Bow, which requires 50 Red Snail Shells
and 30 Processed Woods (300 branches or 150 firewood). If you're too lazy to get
the materials, just buy it. I went ahead and just bought it because I needed the
Processed Woods for making arrows.
Level 25-26
The one thing every level 25 archer must have is a Green Bamboo Hat. Try earning
one through a PQ, or buy one from another player, but do not pay more than 15k
for one. This hat will last for a very long time.
Buy the complete Bennis Chainmail set now, the pants and the top. These provide
the same DEX boost as the level 30 armor, but cost way less.
Buy a pair of Whitebottom Shoes from Henesys for more speed.
Keep the Diros from before (if you got it).
Complete Winston's and Dr. Betty's quests to receive a Leaf Earring. This
earring is awesome sauce. Getting the Weighted Earrings required for the quest
will either cost time at Wild Boars or money for buying it. Don't pay more than
15k for a Weighted Earrings.
Complete the Niora Hospital quest for an Old Raggedy Cape that adds 10 EVA. The
quest is easy and good training.
Level 28-30
By this point, you should be buying your weapons, either a Battle Bow or a
Mountain Crossbow. Hunting for your next weapon may not be practical as monsters
that drop them are tough so that you have to be above the level of the weapon
you are trying to hunt.
Do your best to try to get a Ryden. Ryden prices are significantly greater than
Battle Bow prices. If you are unable to obtain a Ryden, stick with the Battle
Bow. It gives you more speed over some power.
At level 30, the armors are way too expensive and they provide the same DEX
bonuses as the Bennis set. The Green Bamboo Hat is still better than a Hawkeye.
The Green Diros still rocks. Are you buying anything at level 30? No. Doing
Nella's quest should give you a Green Hunter's Boots though, but the
Whitebottoms are still just so much better than 1 DEX. Don't make gloves because
you get free Gold Scalers from John.
Money challenge: try to complete Mr. Wetbottom's quest at level 30 for a Sauna
Robe. If you complete it, buy ten 100% Overall DEX scrolls from Tulcas in the
Swamp of Despair II and add it to the Sauna Robe. This will last at least 20
levels.
--------------------------------
The Road as a Hunter/Crossbower
--------------------------------JOB ADVANCEMENT TEST
Once you are level 30, you will be able to take Athena Pierce's test to advance
to the second job. Bring a handful of White/Orange and Blue Potions. I say bring
at least 25 of each. Also, your equipment should be up-to-date. Nothing should
be below level 20. In terms of stats, your STR/DEX distribution should be like
so: Hunters should have 35/127, Crossbowers should have 30/132.
Once you have gathered your supplies, go speak with Athena in Henesys. She will
give you a letter and instruct you to see her correspondant nearby Henesys. Take
this to Road to the Dungeon, which is the top right exit of Henesys. At the top
right of the map, above a pit of Blue Mushrooms, is the Bowman Job Instructor,
decked out in a Blue Feather Hat and Blue Able Skirt. Talk to her, and you will
be transported to Ant Tunnel For Bowman.
Your objective: Kill monsters and collect 30 Dark Marbles.
You will spot two monsters in here: Zombie Mushrooms and Evil Eyes. Don't worry,
these are not the same ones you find inside the real Ant Tunnel. They have been
adjusted to not award EXP nor drop anything except for Dark Marbles. Both being
level 35, their stats are as follows (as taken from the Sauna):
Zombie Mushroom
HP: 600
Accuracy: 50
Avoidability: 15
Weapon attack: 110
Weapon defense: 30
Evil Eye
HP: 800
Accuracy: 50
Avoidability: 18
Weapon attack: 110
Weapon defense: 50
From my experience, Zombie Mushrooms take 2 DS to kill, while Evil Eyes take 2-3
DS to kill. That is, only if you get upper tier damage. The drop rate is roughly
1 drop out of 2 kills. Once you have your 30 Dark Marbles, speak with the job
instructor to exit, then report back to Athena. Before you talk with her, stand
on the side of the screen so you can see the cool animation you get for job
advancing. Congratulations!
HUNTER OR CROSSBOWER?
This question is asked many times over. Remember the key difference is speed vs.
power. Hunters attack faster than Crossbowers, while Crossbowers do more damage.
Many prefer speed over power (that is why there are so many Assassins), so most
choose the Hunter. There is no worse class, it just depends on how others
perceive the class. I enjoy using both classes because gameplay is so much
different. You wouldn't believe how different playing both classes are.
As a reference, here is how damage is calculated for bows and crossbows:
Bow:
WATK * (DEX * X * 3.4 * M + STR) / 100
Crossbow:
WATK * (DEX * X * 3.6 * M + STR) / 100
X = 1 for maximum damage, x = 0.9 for minimum damage
M = 1 for maximum damage, M = current mastery for minimum damage
*Mastery is converted to a decimal
So as you can see, Crossbows will do more damage per hit no matter what. Also
note that Crossbows require less STR than bows, so Crossbowers will almost
always have more DEX than Hunters.
Another key difference is the skills. In the second job, only Arrow Bomb and
Iron Arrow separate the classes. The third job skill that separates the classes
are Inferno and Blizzard. Blizzard alone makes Crossbows look very appealing.
However, the release of third jobs has also pushed up the Spearmen population,
so Crossbow items are still cheap as ever.
THE WAY OF THE HUNTER/EVERYTHING ON CROSSBOW
I will now cover the skills of a second job archer, and add my comments.
ML = max/mastered level
Bow/Crossbow Mastery (ML 20) - Increases the bow/crossbow mastery and accuracy.
It only applies when a bow/crossbow is in hand.
---
Every class has some sort of mastery. What is Mastery? Mastery is a skill that
increases your minimum damage. Notice how sometimes you do hundreds of damage
with one shot, while other times you hit 1? Your mastery of your class-specific
weapon prevents you from hitting very low damage on monsters. Getting a Critical
Shot with a base 30 damage isn't very exciting, but when mastery is high,
getting a Critical Shot with a base 150 damage is noticable. Also note that
using Arrow Blow without mastery may result in 260% of 10 damage... pitiful.
Mastery is another reason why Double Shot is preferred over Arrow Blow -
consistent damage. Mastery should not exceed level 19 because you get your full
mastery of 60% there. Level 20 only adds 1 point of accuracy, so that last SP is
better spent elsewhere. Also, the accuracy given by increasing Mastery only
affects the weapon that Mastery gives.
Final Attack: Bow/Crossbow (ML 30) - With a certain success rate, another attack
follows after performing an attacking skill. Only works with a bow/crossbow in
hand.
Pre-Requisite - Level 3 Mastery
---
This skill is difficult to explain. After you use an attack skill (AB/DS/Bomb/
IA), there is a chance that a second, more powerful arrow will come out at no
expense other than one arrow. It comes out at random, but it costs no MP. Like
Critical Shot, it's basically free extra damage. On the plus side, Final Attack
allows all Archers to flinch higher level monsters when Double Shot won't quite
reach the minimum damage needed to flinch. This also speeds up training
drastically. The biggest downside is that it takes time to fire, about a half
second more. This could mean life or death when fighting high level monsters,
especially bosses. Many Archers today agree that the 30 SP needed to max Final
Attack is better spent elsewhere because Final Attack does NOT work with third
job skills. However, there are still some Archers today who choose to max Final
Attack. Maxing it or not is all a matter of preference. More on Final Attack
below in the Skill Analysis section.
Bow/Crossbow Booster (ML 20) - Uses HP and MP to temporarily boost up the
attacking speed of the bow/crossbow. It only works with a bow/crossbow in hand.
Pre-Requisite - Level 5 Mastery
---
You attack faster. Do I need to argue more? Booster is generally not maxed until
higher levels because there are other second job skills that are more important
than Booster. As important as Booster is, it's good to get some SP into Booster
early on, along with Soul Arrow. After maxing the other important skills, turn
back to maxing this and Soul Arrow. Remember that all levels of Booster adds the
same amount of speed (with the exception of the Battle Crossbow), so you don't
need to put too much SP into Booster early, but just some.
Power Knock-Back (ML 20) - Improves the success rate of knocking back the
enemies far when swinging the bow/crossbow. The higher the level, the higher the
number of enemies the character can knock down.
---
This is a fun attack. It's more of a support skill than attack. Power Knock-Back
(PKB) increases your chance to push monsters back when swinging your weapon at
some MP cost. Also, PKB is multi-targetting. Maxed PKB is similar to a Warrior's
Slash Blast. PKB is an essential skill that all Archers should max because you
will eventually need to push monsters away to gain room to attack. PKB only adds
to the current weapon's rate of pushback; if PKB fails to push monsters back,
then the same rate is used in making the monsters flinch. The only real downside
is that PKB is NOT passive. You have to set it to a button to activate it. You
might accidentally do a second PKB after pushing the monsters back and end up
hitting air.
Soul Arrow: Bow/Crossbow (ML 20) - Temporarily allows the character to fire
bow/crossbow arrows without using up the arrows. Only works with a bow/crossbow
in hand.
Pre-Requisite - Level 5 Booster
---
When you use Soul Arrow, your bolts are replaced by a large golden lance. You
can't see this when using other skills except for Double Shot, where you get two
large golden lances. This is cool in itself. Soul Arrow free up inventory space,
allowing you to carry more potions and scrolls, allowing for longer training
sessions. The only problem with Soul Arrow is that it does not take the attack
bonus of stronger arrows, like Bronze and Steel. If it did, Archers would be too
imbalanced. Get a decent level Soul Arrow that lasts a while. Level 10 is fine,
but nothing is stopping you from maxing it.
Arrow Bomb: Bow (ML 30) - Fires arrows with bombs attached to it. If struck
cleanly, the bomb explodes on the enemy, knocking out some of the enemies around
with a certain success rate. Can't attack more than 6 at once, and it only works
with a bow in hand.
---
This is the Hunter's main multi-hit attack. It's a ranged area-of-effect attack.
If you see a group of monsters near each other, shoot some bombs at them. In
addition to damage, Arrow Bomb can stun monsters. This stun is overrated yet
underestimated. There are times when you don't want to stun monsters, like when
you are trying to herd them together. Also, Arrow Bomb seems to have fixed
accuracy, because sometimes your bombs will MISS completely. Being an attack,
this skill should definitely be maxed.
Also, it is worth mentioning that the damage for Arrow Bomb is completely unique
in terms of damage and how it is applied. This will be covered fully below.
Iron Arrow: Crossbow (ML 30) - The arrow that's fired will go through a monster
and attack another one behind it. The damage decreases for every monster the
arrow goes through. Can damage up to 6 monsters at once.
---
This is the Crossbower's main multi-hit attack. You fire an arrow in a straight
line, piercing all monsters. Because it goes in a straight line, you can't hit
monsters above or below your Y-axis. You will almost always miss Jr. Neckis. On
the plus side, Iron Arrow flies through walls, just like a Magician's Magic
Claw. This is beneficial in maps with monsters behind walls like Gollems or
Chronos. Though damage decreases with each monster hit, the decrease is barely
noticable, not to mention that you may get a critical hit. Max it because no
other classes get something like this in the second job.
SKILL TABLES
Unlike the first job, the second job skills are much more simple to understand.
n = skill level
Bow/Crossbow Mastery
Mastery %: (n / 2) * 5 + 10
(n / 2) is always rounded up
Additional accuracy: +n
---
Level 1 - mastery 15%, ACC +1
Level 2 - mastery 15%, ACC +2
Level 3 - mastery 20%, ACC +3
Level 4 - mastery 20%, ACC +4
Level 5 - mastery 25%, ACC +5
Level 6 - mastery 25%, ACC +6
Level 7 - mastery 30%, ACC +7
Level 8 - mastery 30%, ACC +8
Level 9 - mastery 35%, ACC +9
Level 10 - mastery 35%, ACC +10
Level 11 - mastery 40%, ACC +11
Level 12 - mastery 40%, ACC +12
Level 13 - mastery 45%, ACC +13
Level 14 - mastery 45%, ACC +14
Level 15 - mastery 50%, ACC +15
Level 16 - mastery 50%, ACC +16
Level 17 - mastery 55%, ACC +17
Level 18 - mastery 55%, ACC +18
Level 19 - mastery 60%, ACC +19
Level 20 - mastery 60%, ACC +20
Final Attack: Bow/Crossbow
Success rate %: n * 2
Final Attack damage %: 100 + n * 5
---
Level 1 - success rate 2%, damage 105%
Level 2 - success rate 4%, damage 110%
Level 3 - success rate 6%, damage 115%
Level 4 - success rate 8%, damage 120%
Level 5 - success rate 10%, damage 125%
Level 6 - success rate 12%, damage 130%
Level 7 - success rate 14%, damage 135%
Level 8 - success rate 16%, damage 140%
Level 9 - success rate 18%, damage 145%
Level 10 - success rate 20%, damage 150%
Level 11 - success rate 22%, damage 155%
Level 12 - success rate 24%, damage 160%
Level 13 - success rate 26%, damage 165%
Level 14 - success rate 28%, damage 170%
Level 15 - success rate 30%, damage 175%
Level 16 - success rate 32%, damage 180%
Level 17 - success rate 34%, damage 185%
Level 18 - success rate 36%, damage 190%
Level 19 - success rate 38%, damage 195%
Level 20 - success rate 40%, damage 200%
Level 21 - success rate 42%, damage 205%
Level 22 - success rate 44%, damage 210%
Level 23 - success rate 46%, damage 215%
Level 24 - success rate 48%, damage 220%
Level 25 - success rate 50%, damage 225%
Level 26 - success rate 52%, damage 230%
Level 27 - success rate 54%, damage 235%
Level 28 - success rate 56%, damage 240%
Level 29 - success rate 58%, damage 245%
Level 30 - success rate 60%, damage 250%
Bow/Crossbow Booster
HP/MP usage: 30 - n
Duration: 10 * n
---
Level 1 - HP/MP -29, lasts 10 seconds
Level 2 - HP/MP -28, lasts 20 seconds
Level 3 - HP/MP -27, lasts 30 seconds
Level 4 - HP/MP -26, lasts 40 seconds
Level 5 - HP/MP -25, lasts 50 seconds
Level 6 - HP/MP -24, lasts 60 seconds
Level 7 - HP/MP -23, lasts 70 seconds
Level 8 - HP/MP -22, lasts 80 seconds
Level 9 - HP/MP -21, lasts 90 seconds
Level 10 - HP/MP -20, lasts 100 seconds
Level 11 - HP/MP -19, lasts 110 seconds
Level 12 - HP/MP -18, lasts 120 seconds
Level 13 - HP/MP -17, lasts 130 seconds
Level 14 - HP/MP -16, lasts 140 seconds
Level 15 - HP/MP -15, lasts 150 seconds
Level 16 - HP/MP -14, lasts 160 seconds
Level 17 - HP/MP -13, lasts 170 seconds
Level 18 - HP/MP -12, lasts 180 seconds
Level 19 - HP/MP -11, lasts 190 seconds
Level 20 - HP/MP -10, lasts 200 seconds
Power Knock-Back
MP usage
Level 1-10: 8
Level 11-20: 15
Knock-back rate %: 2 * n
Damage %: 100 + n * 5
# of monsters hit: ((n - 1) / 5) + 2
((n - 1) / 5) is truncated except for level 20
---
Level 1 - MP -8, knock-back +2%, damage 105%, push 2 monsters back
Level 2 - MP -8, knock-back +4%, damage 110%, push 2 monsters back
Level 3 - MP -8, knock-back +6%, damage 115%, push 2 monsters back
Level 4 - MP -8, knock-back +8%, damage 120%, push 2 monsters back
Level 5 - MP -8, knock-back +10%, damage 125%, push 2 monsters back
Level 6 - MP -8, knock-back +12%, damage 130%, push 3 monsters back
Level 7 - MP -8, knock-back +14%, damage 135%, push 3 monsters back
Level 8 - MP -8, knock-back +16%, damage 140%, push 3 monsters back
Level 9 - MP -8, knock-back +18%, damage 145%, push 3 monsters back
Level 10 - MP -8, knock-back +20%, damage 150%, push 3 monsters back
Level 11 - MP -15, knock-back +22%, damage 155%, push 4 monsters back
Level 12 - MP -15, knock-back +24%, damage 160%, push 4 monsters back
Level 13 - MP -15, knock-back +26%, damage 165%, push 4 monsters back
Level 14 - MP -15, knock-back +28%, damage 170%, push 4 monsters back
Level 15 - MP -15, knock-back +30%, damage 175%, push 4 monsters back
Level 16 - MP -15, knock-back +32%, damage 180%, push 5 monsters back
Level 17 - MP -15, knock-back +34%, damage 185%, push 5 monsters back
Level 18 - MP -15, knock-back +36%, damage 190%, push 5 monsters back
Level 19 - MP -15, knock-back +38%, damage 195%, push 5 monsters back
Level 20 - MP -15, knock-back +40%, damage 200%, push 6 monsters back
Soul Arrow: Bow/Crossbow
MP usage
Level 1-10: 15
Level 11-20: 20
Duration: n * 30
---
Level 1 - MP -15, lasts 30 seconds
Level 2 - MP -15, lasts 60 seconds
Level 3 - MP -15, lasts 90 seconds
Level 4 - MP -15, lasts 120 seconds
Level 5 - MP -15, lasts 150 seconds
Level 6 - MP -15, lasts 180 seconds
Level 7 - MP -15, lasts 210 seconds
Level 8 - MP -15, lasts 240 seconds
Level 9 - MP -15, lasts 270 seconds
Level 10 - MP -15, lasts 300 seconds
Level 11 - MP -20, lasts 330 seconds
Level 12 - MP -20, lasts 360 seconds
Level 13 - MP -20, lasts 390 seconds
Level 14 - MP -20, lasts 420 seconds
Level 15 - MP -20, lasts 450 seconds
Level 16 - MP -20, lasts 480 seconds
Level 17 - MP -20, lasts 510 seconds
Level 18 - MP -20, lasts 540 seconds
Level 19 - MP -20, lasts 570 seconds
Level 20 - MP -20, lasts 600 seconds
Arrow Bomb: Bow
MP usage
Level 1-15: 14
Level 16-30: 28
Stun duration: (((n - 1) / 10) + 1) * 2
((n - 1) / 10) is truncated
Success rate %: 30 + n
Damage %: 70 + 2 * n
---
Level 1 - MP -14, stun for 2 seconds at 31% success rate, damage 72%
Level 2 - MP -14, stun for 2 seconds at 32% success rate, damage 74%
Level 3 - MP -14, stun for 2 seconds at 33% success rate, damage 76%
Level 4 - MP -14, stun for 2 seconds at 34% success rate, damage 78%
Level 5 - MP -14, stun for 2 seconds at 35% success rate, damage 80%
Level 6 - MP -14, stun for 2 seconds at 36% success rate, damage 82%
Level 7 - MP -14, stun for 2 seconds at 37% success rate, damage 84%
Level 8 - MP -14, stun for 2 seconds at 38% success rate, damage 86%
Level 9 - MP -14, stun for 2 seconds at 39% success rate, damage 88%
Level 10 - MP -14, stun for 2 seconds at 40% success rate, damage 90%
Level 11 - MP -14, stun for 4 seconds at 41% success rate, damage 92%
Level 12 - MP -14, stun for 4 seconds at 42% success rate, damage 94%
Level 13 - MP -14, stun for 4 seconds at 43% success rate, damage 96%
Level 14 - MP -14, stun for 4 seconds at 44% success rate, damage 98%
Level 15 - MP -14, stun for 4 seconds at 45% success rate, damage 100%
Level 16 - MP -28, stun for 4 seconds at 46% success rate, damage 102%
Level 17 - MP -28, stun for 4 seconds at 47% success rate, damage 104%
Level 18 - MP -28, stun for 4 seconds at 48% success rate, damage 106%
Level 19 - MP -28, stun for 4 seconds at 49% success rate, damage 108%
Level 20 - MP -28, stun for 4 seconds at 50% success rate, damage 110%
Level 21 - MP -28, stun for 6 seconds at 51% success rate, damage 112%
Level 22 - MP -28, stun for 6 seconds at 52% success rate, damage 114%
Level 23 - MP -28, stun for 6 seconds at 53% success rate, damage 116%
Level 24 - MP -28, stun for 6 seconds at 54% success rate, damage 118%
Level 25 - MP -28, stun for 6 seconds at 55% success rate, damage 120%
Level 26 - MP -28, stun for 6 seconds at 56% success rate, damage 122%
Level 27 - MP -28, stun for 6 seconds at 57% success rate, damage 124%
Level 28 - MP -28, stun for 6 seconds at 58% success rate, damage 126%
Level 29 - MP -28, stun for 6 seconds at 59% success rate, damage 128%
Level 30 - MP -28, stun for 6 seconds at 60% success rate, damage 130%
Iron Arrow: Crossbow
MP usage
Level 1-15: 14
Level 16-30: 28
Damage %: 60 + 4 * n
---
Level 1 - MP -14, damage 64%
Level 2 - MP -14, damage 68%
Level 3 - MP -14, damage 72%
Level 4 - MP -14, damage 76%
Level 5 - MP -14, damage 80%
Level 6 - MP -14, damage 84%
Level 7 - MP -14, damage 88%
Level 8 - MP -14, damage 92%
Level 9 - MP -14, damage 96%
Level 10 - MP -14, damage 100%
Level 11 - MP -14, damage 104%
Level 12 - MP -14, damage 108%
Level 13 - MP -14, damage 112%
Level 14 - MP -14, damage 116%
Level 15 - MP -14, damage 120%
Level 16 - MP -28, damage 124%
Level 17 - MP -28, damage 128%
Level 18 - MP -28, damage 132%
Level 19 - MP -28, damage 136%
Level 20 - MP -28, damage 140%
Level 21 - MP -28, damage 144%
Level 22 - MP -28, damage 148%
Level 23 - MP -28, damage 152%
Level 24 - MP -28, damage 156%
Level 25 - MP -28, damage 160%
Level 26 - MP -28, damage 164%
Level 27 - MP -28, damage 168%
Level 28 - MP -28, damage 172%
Level 29 - MP -28, damage 176%
Level 30 - MP -28, damage 180%
SKILL ANALYSIS
*Double Shot* vs. *Arrow Bomb*
Recall the main info for each skill:
Double Shot
16 MP
130% + 130%, 1 target only
Arrow Bomb
28 MP
130%, up to 6 targets
For now, let's ignore Critical Shot.
You want to aim to attain 260% per 16 MP. Arrow Bomb costs 75% more MP than
Double Shot. 260% * 1.75 = 455% per 28 MP. If Arrow Bomb can deal at least 455%
per usage, it is more effective than Double Shot. How do you obtain 455%?
455% ÷ 130% = 3.5
Basically, if you can hit at least 4 monsters with Arrow Bomb, you're getting
more for your MP than by using Double Shot to take them out individually. Using
Arrow Bomb on 3 monsters or less will result in lost MP.
But this is without critical shot. Now let's factor critical shot in.
Recall the percent chance to get a critcal hit with Double Shot.
For # criticals, % chance
0 - 36%
1 - 48%
2 - 16%
Now what are the chances of getting criticals with Arrow Bomb? Assuming you hit
6 monsters...
For # criticals, % chance
0 - 4.67%
1 - 18.66%
2 - 31.10%
3 - 27.65%
4 - 13.82%
5 - 3.69%
6 - 0.41%
For the sake of simplicity (and because I'm lazy), we will average the chance to
score a critical hit among all outcomes possible.
Double Shot average damage per single hit with critical = 170%
Arrow Bomb average damage per single hit with critical = 182%
Now a new variable has to be factored in, number of hits.
Double Shot average damage of both hits to 1 monster with maxed critical
260*0.36+360*0.48+460*0.16 = 340%
Arrow Bomb total average damage of all 6 hits in a 6-hit shot with maxed
critical
36.426+164.208+304.78+298.62+163.076+47.232+5.658 = 1020%
Arrow Bomb average damage to 1 target in a 6-hit shot with maxed critical = 170%
Six hits with Arrow Bomb is equal to three Double Shots. When you factor
critical shot in, you must hit at least 3 monsters with Arrow Bomb to get your
MP's worth.
*Arrow Bomb*
There is one more unsolved issue that needs to be addressed: impact damage.
Recall that Arrow Bomb is split into two damage calculations: impact and bomb.
When you fire a Bomb, the first monster that gets hit takes impact damage. Any
nearby monster will take damage from the explosion, the bomb damage. The problem
is that the impact damage is significantly lower than bomb damage. The actual
damage caused by the impact damage is unknown at the time, but is estimated to
be about 40%. The above calculations will assume that impact damage is the same
as bomb damage. Calculating the damage with the impact damage factored in leads
to many times more calculations because each hit has to calculated individually.
Also, there is one more thing that makes Arrow Bomb so unique. It appears that
Arrow Bomb is the only skill that factors Critical Shots differently. Instead of
the usual +100% from Critical, Arrow Bomb's damage actually doubles, not adds.
So Critical Shots for Arrow Bomb are *2, not +100%. This means that impact
damage on critical will do 80%, while the bomb damage does 260%.
Average damage of Arrow Bomb with Critical Shot for # monsters hit:
1 - 0.56
2 - 2.38
3 - 4.2
4 - 6.02
5 - 7.84
6 - 9.66
In other words, the average damage for hitting 6 monsters is 966%.
If Arrow Bomb wasn't completely different like so, Arrow Bomb would have a much
higher average damage. But weak impact damage paired with unique critical
damage makes Arrow Bomb weaker than other multi-hit skills, like Arrow Rain.
*Double Shot* vs. *Iron Arrow*
Using the same calculations as presented before, the results show that you must
hit at least 2 monsters with Iron Arrow to get your MP's worth thanks to Iron
Arrow's higher damage multiplier.
*Iron Arrow*
The amount of damage that Iron Arrow reduces by is unknown at the time. Whether
the damage is subtracted or multiplied away is debatable. There are two ways
that the damage reduces:
-For each monster hit: damage -10%
-For each monster hit: damage *0.9
The modifiers are unknown, but these are the two ways that Iron Arrow might
reduce damage per hit.
*Final Attack*
So what is Final Attack (FA) really? Explaining what FA really is requires deep
understanding. In a nutshell, FA gives you a chance to release another arrow
immediately following a skill with a certain rate and fixed damage that can take
a critical hit. This arrow costs no MP, but requires a split second extra to
fire. In terms of efficiency, FA is the best in the entire game. FA itself does
not consume MP, but you have to use a MP-consuming skill to trigger it.
For example, let's take level 30 Final Attack. There is a 60% chance that after
a skill is used, another arrow will fire sequentially with a 250% damage
modifier. This arrow costs nothing and can also strike critical, resulting in a
whopping 350% arrow.
An Archer with Final Attack is powerful early on. With Double Shot, you're
dealing at least 510% damage (130% + 130% + 250%), and that turns to 810% if
Critical Shot kicks in three times. FA allows Archers to train on bigger tougher
monsters earlier than most other players can.
Keep in mind that this final arrow can come out randomly and out of any of the
four attacking skills: Arrow Blow, Double Shot, Arrow Bomb, Iron Arrow. The use
of Final Attack when used with each skill differs. When used with the solo-
targetting skills (AB/DS), FA is wonderful because it's pure power against the
monster being attacked. However, introduce FA to the multi-targetting skills and
you create some problems.
An Archer's FA is not the same as a Warrior's. When a Warrior uses Slash Blast
with Final Attack, the damage from Final Attack is spread among all the monsters
hit. Archers don't have an attack like Slash Blast that hits multiple monster.
Archers' multi-target skills are unique. When an Archer uses a multi-target
skill, FA comes out as one arrow. That arrow will strike the monster closest to
the Archer. If an Archer is using a multi-target skill to tame a mob of
monsters, if FA comes out, the extra time that FA needs to fire will allow all
the other monsters that didn't get the final arrow to keep running toward the
Archer. FA is a burden to multi-target skills because it does not spread the
damage evenly among all the monsters like Warriors can.
The main argument against Final Attack is that extra split second required to
fire the arrow. That extra time hurts when using multi-target skills. It's even
worse when taking on bosses, because Archers use hit-and-run tactics against
most bosses. If FA triggers, it makes running after attacking more difficult.
Final Attack is based on the player's style of training. Mobbers will want to
stay away from Final Attack. Archers who use Double Shot to train might want to
max Final Attack to have something to knock back with. Final Attack is an
all-or-nothing skill: either you max it or don't touch it. Also note that FA
will not trigger if the Archer is not grounded. If you jumpshoot or fall off a
ledge while attacking, FA won't come out.
SAMPLE SKILL BUILDS
The notation of "Bomb/IA" will be used for the class-specific skill.
Build 1
11 Focus
20 Mastery
0 Final Attack
20 Booster
20 Power Knock-Back
20 Soul Arrow
30 Bomb/IA
Build 2
1 Focus
20 Mastery
30 Final Attack
15 Booster
20 Power Knock-Back
5 Soul Arrow
30 Bomb/IA
Build 3
11 Focus
19 Mastery
30 Final Attack
8 Booster
20 Power Knock-Back
3 Soul Arrow
30 Bomb/IA
Build 4
1 Blessing
11 Focus
19 Arrow Blow
20 Mastery
0 Final Attack
15 Booster
20 Power Knock-Back
5 Soul Arrow
30 Bomb/IA
Build 5
9 Focus
19 Arrow Blow
19 Mastery
0 Final Attack
18 Booster
20 Power Knock-Back
6 Soul Arrow
30 Bomb/IA
Standard No-FA build 1 (1)
Level SP
30 +1 Bomb/IA
31 +3 Mastery
32 +3 Mastery
33 +3 Mastery
34 +3 Mastery
35 +3 Mastery
36 +3 Mastery
37 +1 Mastery, +2 Booster
38 +3 Booster
39 +1 Booster, +2 Soul Arrow
40 +1 Power Knock-Back, +2 Bomb/IA
41 +3 Bomb/IA
42 +3 Bomb/IA
43 +3 Bomb/IA
44 +3 Bomb/IA
45
46
47
48
49 +15 Bomb/IA
50 +3 Power Knock-Back
51 +3 Power Knock-Back
52 +3 Power Knock-Back
53
54
55 +9 Power Knock-Back
56 +1 Power Knock-Back, +2 Booster
57 +1 Soul Arrow, +2 Booster
58 +1 Soul Arrow, +2 Booster
59 +1 Soul Arrow, +2 Booster
60 +1 Booster, +2 Focus
61 +3 Focus
62 +3 Focus
63 +3 Focus
64 +2 Soul Arrow, +1 Booster
65 +2 Soul Arrow, +1 Booster
66 +2 Soul Arrow, +1 Booster
67 +2 Soul Arrow, +1 Booster
68 +2 Soul Arrow, +1 Booster
69 +3 Soul Arrow
70 +2 Soul Arrow, +1 Mastery
Bomb/IA is obtained to have a new skill to use in training. PKB is essential.
After that, Booster, Soul Arrow, and Focus can be maxed in any order. I simply
chose to mix it all up. This is assuming you got 9 Focus in the first job. The
next build is the same as this one, but in a different order.
Standard No-FA build 2 (1)
Level SP
30 +1 Bomb/IA
31 +3 Mastery
32 +3 Mastery
33 +3 Mastery
34 +3 Mastery
35 +3 Mastery
36 +3 Mastery
37 +1 Mastery, +2 Booster
38 +3 Booster
39 +1 Booster, +2 Soul Arrow
40 +3 Power Knock-Back
41 +3 Power Knock-Back
42 +3 Power Knock-Back
43 +1 Power Knock-Back, +1 Bomb/IA
44
45
46 +10 Power Knock-Back
47 +3 Bomb/IA
48 +3 Bomb/IA
49 +3 Bomb/IA
50 +3 Bomb/IA
51 +1 Bomb/IA
52
53
54
55 +14 Bomb/IA
56 +1 Bomb/IA, +2 Soul Arrow
57 +1 Soul Arrow, +2 Booster
58 +3 Booster
59 +3 Booster
60 +3 Booster
61 +3 Booster
62 +3 Soul Arrow
63 +3 Soul Arrow
64 +2 Soul Arrow
65 +2 Soul Arrow
66 +2 Soul Arrow
67 +3 Focus
68 +3 Focus
69 +3 Focus
70 +2 Focus, +1 Mastery
a good attacking skill for some time. However, this build is perfect for those
who will be PQing in Ludibrium during the level 40-50 stage because you will
have maxed PKB to assist in the boss stages. Lack of a mob skill may hurt, but
Bomb/IA is really only needed in two stages. Again, the buffs can be maxed in
any order you want.
Standard FA build (2)
Level SP
30 +1 Bomb/IA
31 +3 Mastery
32 +3 Mastery
33 +3 Mastery
34 +3 Mastery
35 +3 Mastery
36 +3 Mastery
37 +1 Mastery, +2 Booster
38 +3 Booster
39 +1 Booster, +2 Soul Arrow
40 +3 Final Attack
41 +3 Final Attack
42 +3 Final Attack
43 +3 Final Attack
44 +3 Final Attack
45 +3 Final Attack
46 +3 Final Attack
47 +3 Final Attack
48 +3 Final Attack
49 +3 Final Attack
50 +3 Power Knock-Back
51 +3 Power Knock-Back
52 +3 Power Knock-Back
53 +1 Power Knock-Back
54
55 +8 Power Knock-Back
56 +2 Power Knock-Back, +1 Bomb/IA
57 +3 Bomb/IA
58 +3 Bomb/IA
59 +3 Bomb/IA
60 +3 Bomb/IA
61 +1 Bomb/IA
62
63
64
65 +14 Bomb/IA
66 +1 Bomb/IA, +2 Booster
67 +3 Soul Arrow
68 +3 Booster
69 +3 Booster
70 +1 Booster, +1 Mastery, +1 Focus
compliment to Final Attack, so it should be maxed right after. Again with the
buffs, they can be built in any order.
FA/Focus build (3)
Level SP
30 +1 Bomb/IA
31 +3 Mastery
32 +3 Mastery
33 +3 Mastery
34 +3 Mastery
35 +3 Mastery
36 +3 Mastery
37 +1 Mastery, +2 Booster
38 +3 Booster
39 +1 Booster, +2 Soul Arrow
40 +3 Final Attack
41 +3 Final Attack
42 +3 Final Attack
43 +3 Final Attack
44 +3 Final Attack
45 +3 Final Attack
46 +3 Final Attack
47 +3 Final Attack
48 +3 Final Attack
49 +3 Final Attack
50 +3 Power Knock-Back
51 +3 Power Knock-Back
52 +3 Power Knock-Back
53 +1 Power Knock-Back
54
55 +8 Power Knock-Back
56 +2 Power Knock-Back, +1 Bomb/IA
57 +3 Bomb/IA
58 +3 Bomb/IA
59 +3 Bomb/IA
60 +3 Bomb/IA
61 +1 Bomb/IA
62
63
64
65 +14 Bomb/IA
66 +1 Bomb/IA, +2 Booster
67 +1 Soul Arrow, +2 Focus
68 +3 Focus
69 +3 Focus
70 +3 Focus
such a build, but I met someone with this build before.
Skill Hybrid build (4 & 5)
Level SP
30 +1 Bomb/IA
31 +3 Mastery
32 +3 Mastery
33 +3 Mastery
34 +3 Mastery
35 +3 Mastery
36 +3 Mastery
37 +1 Mastery, +2 Booster
38 +3 Booster
39 +1 Booster, +2 Soul Arrow
40 +1 Power Knock-Back, +2 Bomb/IA
41 +3 Bomb/IA
42 +3 Bomb/IA
43 +3 Bomb/IA
44 +3 Bomb/IA
45
46
47
48
49 +15 Bomb/IA
50 +3 Power Knock-Back
51 +3 Power Knock-Back
52 +3 Power Knock-Back
53
54
55 +9 Power Knock-Back
56 +1 Power Knock-Back, +2 Booster
57 +1 Soul Arrow, +1 Booster, +1 Arrow Blow
58 +3 Arrow Blow
59 +3 Arrow Blow
60 +3 Arrow Blow
61 +3 Arrow Blow
62 +3 Arrow Blow
63 +3 Arrow Blow
64 +3 Booster
65 +3 Booster
66 +2 Soul Arrow, +1 Focus
67 +3 Focus
68 +3 Focus
TWO CHOICES:
Build 4
69 +3 Focus
70 +1 Focus, +1 Mastery, +1 Blessing
Build 5
69 +2 Focus, +1 Soul Arrow
70 +3 Booster
the ability to flinch monsters with that high damage multiplier. The problem is
that you get is late, so you solve this by using the Non-Focus build presented
in the first job section. In the end, you can sacrifice 2 SP from Focus into
extending your buffs, or max Focus and get 2 extra accuracy. It's your choice.
Arrow Blow can be maxed right after Mastery, then push everything else back.
My personal build
Level SP
30 +1 Bomb/IA
31 +3 Mastery
32 +2 Mastery, +1 Booster
33 +3 Booster
34 +1 Booster, +2 Soul Arrow
35 +1 Soul Arrow, +2 Mastery
36 +3 Mastery
37 +3 Mastery
38 +3 Mastery
39 +3 Mastery
40 +2 Bomb/IA, +1 Booster
41 +3 Bomb/IA
42 +3 Bomb/IA
43 +3 Bomb/IA
44 +3 Bomb/IA
45
46
47
48
49 +15 Bomb/IA
50 +3 Booster
51 +3 Booster
52 +3 Booster
53 +2 Soul Arrow, +1 Power Knock-Back
54 +3 Power Knock-Back
55 +3 Power Knock-Back
56 +3 Power Knock-Back
57 +2 Booster
58
59
60 +10 Power Knock-Back
61 +3 Booster
62 +3 Soul Arrow
63 +3 Soul Arrow
64 +3 Soul Arrow
65 +3 Soul Arrow
66 +3 Soul Arrow
67 +3 Focus
68 +3 Focus
69 +3 Focus
70 +2 Focus, +1 Arrow Blow
similar to the Standard No-FA build 1. I like buffs better than PKB, so I got
more buffs before maxing PKB. Why the last SP to Arrow Blow? I felt that one
point of accuracy wouldn't make a big difference. Also, Arrow Blow's low MP cost
coupled with a higher damage multiplier than one of Double Shot's hit has led me
to replace my normal attack with Arrow Blow.
TRAINING SPOTS
Level 31-35
A number of areas have opened up to you. You might still be training in Ant
Tunnel for a while longer.
SNIPING SPOT: In Ant Tunnel I, near the portal to Ant Tunnel II are two small
platforms. Stand on the right platform, face left, and start attacking. You can
hit most monsters from here, and you're relatively safe from Zombie Mushrooms.
Over The Wall is still a good choice. The drops aren't that great anymore.
Wild Boars is tough, but possible. If you can, wait until level 35 for these.
In Orbis, you can definitely do Jr. Sentinels now.
If you descend the tower, the Leatties at the bottom are good snipable monsters.
Now is a good time to explore Aqua Road. Right when you enter though, the
monsters might be tough. Try not to attack these monsters as you make your way
to the Aquarium. Go east from the Aquarium until you reach warm water (the water
will be green, not blue), a map called Blue Seaweed Road. All monsters from this
point are what you are looking for to train on. Krappis, Cicles, and Cicos won't
fight back when attacked, but Pinbooms attack when approached. Shouldn't be a
problem since you have range, so just attack from a good distance away. Keep in mind that your HP
will decrease steadily while underwater without Air Bubbles, which is an extra
fund. If you are low on money, you should not train here because of having to
deal with the HP loss.
In Ludibrium, Trixters are nice and snipable. I was at Trixters for this period.
You can now try Ratz or Brown Teddies. They are slower versions of Fire Boars.
The Chirppies outside of EOS Tower is nice because you have the range to keep
hitting them. Be aware that they are fast and do quite a bit of damage.
SNIPING SPOT: In EOS Tower Floor 71, drop down to the bottom, right next to the
portal. There are two Trixters and a Green Trixter on the other side from the
portal. Stand on the screw closest to the portal, face right, and attack.
SUMMARY:
VICTORIA: Horned Mushroom, Zombie Mushroom, Wild Boar, Dark Axe Stump
OSSYRIA: Jr. Sentinel*, Cicle, Cico, Krappi, Pinboom
LUDIBRIUM: Ratz, Trixter, Green Trixter
Level 35-40
Ant Tunnel is still good, but the EXP may be slowing down unless you are able to
constantly fight Zombie Mushrooms without the Horned Mushrooms.
Most Archers will go to Wild Boars now. It takes just one Double Shot or Arrow
Blow to kill one. Either Wild Boar Land will do.
If Wild Boars are too weak, head over to Fire Boars. Watch out here because you
may get mobbed, so prepare your multi-hit skill. Burnt Land I or II is good.
In Orbis, Dark Leatties are the place to be. I was here for 4 levels. The 3rd
floor has the best spawn. However, though slow, it doesn't drop anything
worth much.
If you don't like getting no drops from Leatties, try your luck at kittens. They
are closer to Orbis than El Nath, but they move fast and tend to travel in mobs.
They don't do much damage, compared to Leatties.
SNIPING SPOT: In Orbis Tower Floor 1, there are three places you can snipe Jr.
Pepes from. At the top of the map, by the portal going up, there is a ledge on
the left with Jr. Pepes that you can snipe from the nearby platform. At the
bottom of the map by the portal going out, there is a ledge right above the
portal with a small ledge to the left you can snipe from. Finally, above that
is another ledge on the left that you can snipe from.
On the way to Aqua Road, you will encounter Scuba Pepes in Orbis Tower Floor B2.
Unlike Jr. Pepes, these are just a tad bit tougher. However, you now have the
advantage of being able to attack without getting hit because you can swim, and
Scuba Pepes are grounded monsters.
In Aqua Road, the same monsters are still good training from the previous level
range. Blue Seaweed Road and beyond works great, but now you can add two more
monsters to your training. Two maps prior contain Flowerfish and Bubblefish.
Slightly stronger than Evil Eyes, but they are much easier to kill because they
don't mob up like Evil Eyes do and you have a lot of space to attack from. Sand
Castle Playground or Big Fish Playground are both nice maps. I personally prefer
the prior.
Ludibrium has many monsters available for training now. Almost anything here is
training material.
Inside EOS Tower, Ratz, Black Ratz, Trixters, and Green Trixters are good
training. Outside EOS Tower, Chirppies, Hellies, and Drum Bunnies are slow and
easy training. Bloctopusses are not a good idea, so stay away if you can.
The Toy Factory presents more monsters to train on. Brown Teddies and Pink
Teddies are easy training. Roloducks and Toy Trojans are a little harder, but
easily snipable. You probably can't take on Panda Teddies yet.
Ludibrium Party Quest: you can do this as soon as level 35. However, you will
most likely be too weak to be of real use to stronger parties. You can try to
find others below level 40 and form a farming party. This is a party that goes
through the quest until the boss, because the boss is too strong. The party will
leave at the final stage, then attempt to get back in. This is the fastest EXP
for this level period, but results in absolutely NO money made.
SUMMARY:
VICTORIA: Horned Mushroom, Zombie Mushroom, Wild Boar*, Fire Boar
OSSYRIA: Jr. Sentinel, Leatty, Dark Leatty, Jr. Pepe, Scuba Pepe, Pinboom, Cico,
Cicle, Krappi*, Flowerfish, Bubblefish
LUDIBRIUM: Ratz, Black Ratz, Trixter, Green Trixter, Chirppy, Helly, Drum Bunny,
Brown Teddy, Pink Teddy, Roloduck
Level 40-45
You will probably be at the same monsters from the last five levels. Fire Boars
are definitely the way to go... if you're in Victoria. Good drops, fast spawn,
but too many people here. Burnt Land II is the best map for Fire Boars.
Another alternative is Ligators. Ligators are slower but stronger and tougher
than Fire Boars. They reward the same amount of EXP, but the drops aren't that
great. The Jr. Neckis mobbing on the ground floor are a nice bonus for the skins
to sell.
While still near Kerning, you can train on Jr. Wraiths in the Subway. They are
a little powerful at first, so you might need to get stronger before coming here
to steal the monsters from Clerics and Fizards. I recommend waiting a few levels
to tackle Jr. Wraiths.
SNIPING SPOT: In The Tunnel That Lost Light II, head to the highest ledge on the
left wall. From the edge, face right to find Drakes and Cold Eyes. You can snipe
monsters from this perch without fear of getting hit.
When you head for Ossyria, your choices are the same from the last five levels.
Dark Leatties are still okay with the good EXP and good drops. However, the
spawn rate is slow, and having to climb up and down a vertical map takes time.
The best place to train is at kittens. With a new weapon, it takes one Double
Shot plus a normal shot to kill a kitten. The drops are okay, the EXP is awesome
here. Be prepared to share maps though. I was at kittens for 4 levels.
If you have a high attack weapon and an attack glove, give Star Pixies a chance.
Watch out for their magic attack though. A Blue Moon from an Orbis quest will
help with the added MDEF.
In Aqua Road, Flowerfish and Bubblefish are one-hit kills. Other monsters to pay
attention to are Krips and Mask Fish. Fortunately, you can find both of these
monsters at the Seaweed Tower. Both should be near one-hit kills.
If you can consistently one-hit kill Mask Fishes, go to Forked Road: West Sea,
where only Mask Fish spawn.
Closer to Orbis Tower, you will find such monsters as Scuba Pepes, Jr. Seals,
Poopas, and Poison Poopas. The former are two-hit kills, while the Poopas may
require more than two hits. My recommendation is Ocean I.C., since this map has
three of the previously mentioned monsters (no Poison Poopas). Know that Poopas
will attack back once aggravated, but their range is short, so it shouldn't get
close to you unless you attack more than one.
Ludibrium is brimming with monsters for the 4X period. You can train on any of
the monsters in the Terrace maps. I recommend Pink Teddies and Roloducks. If you
fight Ticks, you'll have to share the map with Tick-Tocks, which are annoying
because of high defense.
At the EOS Tower, Ratz and Black Ratz are good, but it starts to slow down. Go
snipe some Chirppies and Hellies out of the air. Fight some Drum Bunnies too,
because they drop good stuff.
Ludibrium Party Quest: With decent equipment, you might make it into boss
parties. Try to find boss parties, as this is where you make your money. If you
aren't strong, then you'll have to stick to farming parties. I recommend being
at least level 42 to be in boss parties.
Level 40 is the minimum level I recommend before you head down to Omega Sector.
The weakest monster here is equivalent to a Nependeath. Mateons in the first
map outside of Omega Sector are 2-hit kills. The map is very nice because it is
long and flat. You'll want to consider training here because you'll need many
Mateon Tentacles. The map is called Off Limits, and it's right outside the town.
There is another map in Omega Sector with weaker monsters. The problem is that
you might die getting there. In a hidden street further from Omega Sector, there
are many Barnard Grays with the occasional Chief Gray. Barnard Grays are just a
little weaker than Mateons, but their special attack is harder to evade. To get
to the hidden street, follow the bottom path from Off Limits, and at the third
map, enter the rock at the bottom middle of the map.
SUMMARY:
VICTORIA: Fire Boar, Jr. Wraith, Ligator
OSSYRIA: Kittens*, Dark Leatty, Star Pixie, Flowerfish, Bubblefish, Krip, Mask
Fish*, Scuba Pepe, Jr. Seal, Poopa, Poison Poopa
LUDIBRIUM: Pink Teddy, Roloduck, Toy Trojan, Tick, Tick-Tock, Ratz, Black Ratz,
Chirppy, Helly, Drum Bunny, Propelly, Mateon, Barnard Gray
Level 45-50
FA Archers will want to head to Stone Gollems now. The extra pow from Final
Attack will allow you to flinch them. Gollem's Temple II is the best map.
Still near Perion, Copper Drakes become an option. In Dangerous Valley I, you
will find these monsters with Fire Boars. This is a map designed for parties. If
you plan on soloing this map, good luck. Do your best to find a party though.
In Victoria, Jr. Wraiths are now 1-hit kills. The Subway maps to find these are
Line 1 Area 2, and Line 2 Area 1. The latter contains Jr. Neckis as well, so you
might want to spend time there.
If you need another monster, Curse Eyes might be okay. There isn't a good map
for Archers to train in, so you might want to hold off on Curse Eyes. If
anything, try Forest Up North IX for Curse Eyes.
Florina Beach is finally possible to train at. With a solid new skill, fighting
here will be a breeze. Watch out for wary Lightning Wizards.
SNIPING SPOT: In The Tunnel That Lost Light II, drop all the way to the bottom
left corner. There is a small rock you can stand on that's just left of the
leftmost geyser. Clear out the monsters nearby, then face right and shoot. You
can hit Wild Cargos from this spot.
A few more monsters are available for this level period in Ossyria. Nependeaths
is now good training (since when has it never been good since you can outrange
them?). Stick to Strolling Path I.
Lunar Pixies are tough, but drop great stuff. Cloud Park IV is the best map.
Jr. Pepes are annoying, but people need fish. And they drop level 40 weapons.
Have some fun with the Fizards here. Be careful around Jr. Pepe because they do
over 100 damage, move fast, and do not flinch without Arrow Blow or Final Attack
(by the time you can flinch them, you'll kill them). You should snipe them from
mini platforms in the 1st floor of Orbis Tower.
SNIPING SPOT: By some Red Bean Porridges and potions, because you'll need them.
Travel east from El Nath until you reach Ice Valley I. From the entrance, climb
to the first ledge on the left wall. If there are too many monsters on that
level, change channels. Try to clear out the left ledge first, then focus on the
right side. You can shoot facing right from the left ledge through that platform
in the middle, attacking White Pangs and Yetis with ease. Just watch out for any
that spawn on your ledge.
Higher up in Ice Valley I is another sniper spot. From the previous spot, look
at the mini-map to see a tiny platform without a tree at the top middle. Get
there, clear out the ledge above you so that they don't jump on you, then attack
to the left. Don't stand too close to the left because a Yeti can still hurt you
from there.
At this point, you will be training mostly west of the Aquarium in Aqua Road. My
map of choice is Forked Road: West Sea. Here you will find Freezers and
Sparkers. Both are nearly identical in stats, taking two Double Shots to kill.
Be sure to complete Nanuke's quest while training here.
All monsters west of here are good training too. They include Scuba Pepes, Jr.
Seals, Poopas, and Poison Poopas.
Ludibrium presents a few more monsters to train on.
The strongest monster in the Terrace, Toy Trojans, are your next target. Don't
expect good drops though.
In the toy factory, Panda Teddies are now good training. These are like kitten
replacements. Tobos are okay, but their high defense makes it an effort to kill.
The new popular place to train is at Platoon Chronos. They are slow and easy to
fight, and they drop expensive items. Don't expect to find an empty map though.
The lesser version, Chronos, are just as good, but don't drop expensive stuff.
Gold and DEX ores are nice to have.
The EOS Tower only adds a few more monster to train on - Bloctopuses. They move
like Boars, but unfortunately don't drop anything good. Outside the tower, any
of the various flying monsters are good. All of them don't have a minimum damage
to flinch, so hitting them is simple. Keep in mind that Tweeters drop the best
ores - Black Crystal and DEX.
Ludibrium Party Quest: it gets better as you get stronger. Parties will easily
add you for the stages that require ranged characters. In fact, I recommend that
you join parties for this until level 51.
In Omega Sector, you can fight Mateons and Barnard Grays. The next level of the
respective monsters can be taken out in two hits as well. Plateons do not have a
special attack like Mateons, so fighting them might be easier. Zeta Grays can
fly, so fighting them can be difficult. These should be 2 hit kills, so try to
isolate one from a group.
SUMMARY:
VICTORIA: Stone Gollem, Fire Boar, Copper Drake, Jr. Wraith, Curse Eye, Lupin,
Lorang
OSSYRIA: Kittens, Nependeath, Star Pixie, Lunar Pixie*, Jr. Pepe, Scuba Pepe,
Jr. Seal, Poopa, Poison Poopa, Freezer*, Sparker*
LUDIBRIUM: Ludibrium PQ*, Toy Trojans, Panda Teddy, Robo, Chronos, Bloctopus,
Tweeter, Planey, Mateon, Plateon, Barnard Gray, Zeta Grey
Level 50-55
Level 50 marks a huge landmark. A number of training spots have now opened up.
FA Archers will now want to move on to Dark Stone Gollems and Mix Gollems. By
this point, FA should be maxed, and PKB should be able to push Gollems back.
Deeper into Ant Tunnel are Drakes. The first Drake map, Drake Hunting Ground,
has many Drakes and the occasional Jr. Boogie. Here, Jr. Boogies are your
friends! These should now be one-DS kills, resulting in an easy 150 EXP! The
Drakes themselves should take 2-3 Double Shots to kill.
A monster that is rarely hunted is Crocos. Unfortunately, Crocos do not single
spawn, so you have to deal with other monsters. Dangerous Croco II has Slimes
and Jr. Neckis, so you can give that a try. Crocos take about three Double Shots
to kill. Since the maps have been improved, Crossbowers can now utilize Iron
Arrow here. Croco drops are expensive due to lack of people training here.
If you are still near Kerning, head deep into the Subway to find Wraiths. You
will find them at the end of the lines. Subway Line 2 Area 3 is the map that
contains only Wraiths. These should take two Double Shots to kill.
One more Victoria spot is available: Clangs and Torties. You can find these at
Hot Sand. This is a popular map for Lightning Wizards, but don't be discouraged.
The bottom is long and flat, easy to attack from. Both monsters take 2-3 Double
Shots to kill. If you aren't strong enough, come back in a few levels.
SNIPING SPOT: Delve down to Sanctuary Entrance III. To the left of the edge of
the cliff is a stone pillar that you can stand on. Face right, and you can snipe
Taurospears. Stand directly in the middle of the pillar because they have a
ranged attack that can hit you if you stray too far right. Also, Cold Eyes spawn
on the arch to your left, and when they jump down, they will tackle you if you
stand too far left.
Ossyria now presents a new area to explore for those level 50 and over.
Previously, you were not allowed to enter the map beyond Ice Valley II if you
weren't level 50 or above. But now you can.
If you don't have snowshoes, you should avoid El Nath. A great place to train is
the end of Cloud Park. The last two maps of Cloud Park house Luster Pixies.
Luster Pixies are a favorite among Bowmen and Assassins because they can be
sniped easily, especially at Cloud Park VI. The bottom floors of both maps allow
for easy mobbing. Luster Pixies drop lots of mesos, good items, and their own
leftover, a Piece of Sun. What's best is that Magicians can't effectively hurt
Luster Pixies, and the leftovers can be exchanged for an item they need. Cloud
Park VI is highly recommended for this level period and beyond. Luster Pixies
take usually three Double Shots to kill, while Lunar Pixies take two.
If you have maxed Bomb/IA and you have snowshoes, head for El Nath. The east
exit out of town leads to Jr. Yetis. This is a popular training area for all
classes, so finding an empty map is difficult. The method here is to herd a
group together using Bomb/IA, then blast them all once the mob is made. It is
recommended to have a solid PKB to use here.
SNIPING SPOT: Climb to the top of Sharp Cliff II. Directly below the portal to
Wolf Territory I is a bridge where half of it is built with a fallen tree. Here
the monsters can walk left over the bridge, but not right. Stand right of the
bridge and attack the Dark Yetis and Dark Pepes to the left. Beware, Dark Jr.
Yetis can jump over that gap, so lure them to the left before attacking; that
way, if it transforms, it can't reach you.
This may be the last time you train in Aqua Road until the sunken ship is
released. The strongest monsters are Freezers and Sparkers. They are definite
two-hit kills, with an occasional one-hit. The EXP may be slow, so don't spend
too much time here.
Ludibrium places are limited to just a few places now. Chronos and Platoon
Chronos are one-DS kills. However, the terrain is bad because of the climbing
around. You should consider heading to Ossyria or going down to Omega Sector.
There is a hidden street that contains many Toy Trojans. The main problem is
lack of sniping spots, so you'll be taking damage. The advantage of this map is
the great mobbing potential. To find this map, go to the toy factory and locate
Rocky the Repairman. Head east one map, climb up the first platform, then the
next. There should be a box on this platform. Break it to be warped to Secret
Factory. There are no monsters in this map until you break one of the many toy
boxes scattered in the room. Each box releases many Toy Trojans, so once you
break a box, escape then start using Bomb/IA!
In Omega Sector, every monster is training material now. Everything except the
bosses should be 2 hit kills. The training now includes Mecateons and Ultra
Grays. Feel free to take on MT-09 or Chief Gray if you see one.
SUMMARY:
VICTORIA: Stone Gollem, Dark Stone Gollem, Mix Gollem, Drake, Croco, Clang,
Tortie, Wraith
OSSYRIA: Lunar Pixie, Luster Pixie*, Jr. Yeti, Freezer, Sparker
LUDIBRIUM: Chronos, Platoon Chronos, Toy Trojan, Mateon, Plateon, Mecateon,
Barnard Gray, Zeta Gray, Ultra Gray
Level 55-60
No real changes. Hot Sand is looking better now that you're stronger. So is
Cloud Park VI.
Ossyria adds one place to train to this period. Hectors are 3-DS kills at this
point. You'll want to head to Cold Field I to find a lot of Hectors.
SUMMARY:
VICTORIA: Dark Stone Gollem, Mix Gollem, Drake, Croco, Clang, Tortie
OSSYRIA: Luster Pixie*, Jr. Yeti, Hector
LUDIBRIUM: Chronos, Platoon Chronos, Mateon, Plateon, Mecateon, Barnard Gray,
Zeta Gray, Ultra Gray
Level 60-70
This is it! Ten more levels until the third job! Some new training areas have
opened up to you.
Dark Stone Gollems are decent for all Archers now, FA or not. The spawn isn't
that great though, since there is a lot of climbing involved and too many lesser
monsters spawn too.
With good magic defense, you can try Red Drakes. You can only find these in
Dangerous Valley II. These should be 3-4 DS kills. Watch out for Ice Wizards and
Assassins here, as they are searching for Steelies.
FA Archers should have Bomb/IA maxed by this point. Dark Stone Gollems are still
okay, but there's a better place to go. Descend down Ant Tunnel, past the Tunnel
That Lost Light to arrive at the Wild Cargo's Area. You need PKB and Bomb/IA
maxed to clear out the wayward Cold Eyes to make room to attack Wild Cargos.
These take about 2-4 Double Shots, depending on FA triggering.
Further down in the dungeon is the Sanctuary Entrance. Here are mobs of Cold
Eyes and some Tauromacis. The Tauromacis are not to be taken lightly - their
magic attack does upwards of 700 damage. Sanctuary Entrance II is very Bomb/IA
friendly. The map terrain allows for great mobbing when the Tauromacis aren't in
your way. PKB is a must to create some room to attack the masses of Cold Eyes.
PKB is also necessary when fighting Tauromacis.
Ossyria holds many places for this level period. Many places from the previous
training period still hold up, though you can now kill them in less hits.
For a map of all Yetis, head to Icy Cold Field. Yetis are slow and tough. They
don't flinch easily, and if they get too close, they'll pound the ground,
causing a quake attack. You can outrange the quakes, so sniping is great here.
SNIPING SPOT: Go to the top of Ice Valley II, where Glibber is. Climb down the
rope, and there might be a Yeti & Pepe there. Run to the right side, then jump
up to the rock ledge, then snipe away.
Dark Jr. Yetis have a higher transform chance than normal Jr. Yetis. At Sharp
Cliff I, you will find many Jr. Yetis of both kinds. An occasional Dark Yeti may
spawn, and since their drops are so rare, they can be very profitable.
White Pangs are now decent training. Think of these as a Coolie substitute, but
with a slower spawn rate. At Wolf Territory V, you will find nothing but White
Pangs. These should take about 3 Double Shots to kill.
SNIPING SPOT: Go to Wolf Territory I from Sharp Cliff II. On the level right
above the portal is the Small Tomb with a Werewolf looming over it. That
Werewolf cannot pass the tree bridge. Clear out the Hectors and White Pangs,
then you have a clear shot at the Werewolf.
This is the absolute lowest level if you want to go train at Coolie Zombies.
This place is not for the weak. Coolies are the most populated training areas.
The further you go, the more people you will find. If you get lucky, you can
solo a map. But don't count on it. Coolie Zombies should be 2-3 DS kills for a
good amount of EXP. The EXP-to-HP ratio is why so many people train here.
If Coolie Zombies are too much for you to handle, try Minor Zombies. These are
just like Coolie Zombies, but they do less damage and walk faster. The thing
about Minor Zombies is that they do not spawn anywhere as fast as Coolie Zombies
do... in fact, they spawn way slower. Dead Mine II is my map of choice because
of the sniping potential. Lingering Flyeyes are one hit kills.
SNIPING SPOT: Jump down to The Cave of Trial III, where Bains live. Make your
way to the small platforms over the third lava pit. Be careful because Bains can
kill you in one hit. Once over the third lava pit, get on the center platform,
which should be lower than the other two. Face left, and you can attack Bains
without getting hit. You can get hit if you attack right though.
In Ludibrium... still no good places to train. Platoon Chronos are 1-DS kills.
Master Chronos might be too.
Omega Sector is starting to slow down now. You should consider going to Ossyria
now to train. If you like being able to 1 hit kill some of the weaker monsters,
then by all means stay in Omega Sector.
SUMMARY:
VICTORIA: Dark Stone Gollem, Mix Gollem, Red Drake, Cold Eye, Wild Cargo,
Tauromacis
OSSYRIA: Luster Pixie, Jr. Yeti, Hector, Dark Jr. Yeti, Yeti, White Pang, Coolie
Zombie*, Minor Zombie
LUDIBRIUM: Platoon Chronos, Master Chronos, Mateon, Plateon, Mecateon, Barnard
Gray, Zeta Gray, Ultra Gray
EQUIPMENT
Now that you are in your second job, things are becoming different now. I'll
show you what you need, and how to save money while doing it. Instead of going
level-by-level as in the first job, I'm breaking it up into equipment type.
HAT
When you reach level 30, you should be wearing a Green Bamboo Hat. It gives 3
DEX, which is something you won't be getting until level 50, or level 40 if you
find an above average Distinction. The defense lost to a Hawkeye or Pole-Feather
Hat is negligible, only resulting in about 4 damage taken more.
At level 40, you have the option of changing to a Distinction. You lose 1 DEX,
but gain 12 defense, which is 5 damage reduced. From level 40-50, 1 DEX is about
3-5 damage added, depending on your weapon attack. So this is your choice:
5 more damage applied, or 5 less damage taken? Note that Distinctions cost more.
Beginning at level 50, you should be wearing your specific hat: Maro,
Polyfeather Hat, then Patriot. Any one with an above average stat can be used to
skip the next hat if desired. For example, a 4 DEX Black Maro can skip the
Polyfeather Hat.
Also, you never need to scroll your hats. There aren't any good helmet scrolls
anyway.
EARRING
Earrings are irrelevant. You can either wear a Leaf Earring for 50 MP, or just
wear an earring that you think looks good.
OVERALL/TOP/BOTTOM
If you get lucky in the Kerning City PQ and make lots of money, try to complete
Mr. Wetbottom's quest to obtain a Sauna Robe. Once you have this, use
combinations of 100% and 10% Overall DEX scrolls on it. Aim for a robe with at
least 10 DEX on it. To be safe (and save money), use ten 100% scrolls. If you
got 10% scrolls from the PQ, then you are free to try your luck.
If you can't afford a DEX Sauna Robe, then you'll have to stick with normal
armors. Do NOT buy level 30 armors. It's a waste of money for just 7 defense
more. Read the FAQ for an explanation.
You'll want to buy a Legolier/Legolia set. Green, Red, and Dark all add DEX.
Blue and Brown add STR, so you'll have to not add STR at that level to
compensate for the extra STR. If you don't want to go through that trouble, then
just get a DEX set. The total green set adds all DEX, while the red set matches
best with a Red Viper. The choice is yours.
At level 40, get the Piette/Piettra set. Females get a White set that adds DEX,
while males get a Brown set that adds DEX. Both get a Dark set that adds DEX.
Don't bother with the STR armor now.
Beginning at level 50, start buying overalls and scrolling them with Overall DEX
scrolls. The safest route is to use 100% scrolls, but you are free to use 10% if
you'd like. Males go Kismet > Tai > Linnex, females go Lumati > Choro > Lineros.
At level 70, you may consider using 10% Overall DEX scrolls as well.
SHOES
You'll be happy to know that you don't ever need to synthesize shoes. Stick with
the Whitebottom shoe from Henesys until you can afford Green Snowshoes from El
Nath. What you want to do is scroll these for Shoe Jump. These scrolls add DEX
to shoes. Ironically, Shoe DEX scrolls don't add DEX. Use 10% and 60% Shoe Jump
scrolls on snowshoes for a shoe that adds DEX for your damage. Aim to get at
least 5 DEX on it. The reason why to scroll snowshoes is explained in the FAQ.
Level 50 is the perfect time to begin this project.
GLOVE
Stick with your Diros until level 35, then switch to a Gold Scaler from John's
level 35 quest. After this, you will want to invest in glove scrolls. If you
aren't that rich, buy Glove DEX scrolls. For the rich, go with glove attack.
Once you have your scrolls, start collecting lots of Leather. These are for
making Work Gloves from JM in Kerning. The plan is to scroll Work Gloves with
whatever you have. An explanation on why is in the FAQ. For a DEX glove, aim for
at least 4 DEX. For glove attack, try to get at least 5 ATK. A perfect time to
start this project is level 50.
CAPE
The Old Raggedy Cape is your only option until level 42. At level 42, wrap up
the last of Icarus' quest, and he'll give you an Icarus Cape that adds either
EVA, Speed, or Jump. The Speed cape is worth the most, while the EVA and Jump
capes are worth very little. Hope that you get EVA or speed, because I think
that jump is useless.
At level 50, Napoleons are available. Wear one only if you didn't do Icarus'
quests. Since Napoleons are so cheap now, you want to try to scroll these with
Cape DEX scrolls. Use 10% and 60% Cape DEX scrolls for a decent DEX cape. Aim
for a cape with at least 7 DEX. Remember that Black Napoleons match with any
outfit. A high-DEX cape is better than the speed cape.
WEAPON
This goes without saying that you should be getting every weapon available to
your specific class. With the addition of the Ludibrium PQ, things are a little
different now. You no longer have to scroll level 40/42 weapons to train. In
fact, you can get by with the respective Fast weapon, Red Viper or Heckler,
unscrolled. This means that you will be doing no training, just PQs until level
50 when you can get your next weapon.
Beginning at level 50, you should be getting every weapon available to you and
scrolling them with 60% scrolls. Keep in mind the rarity of weapons so that you
can get an above average weapon from the previous level tier. For example,
Asianic Bows are rarer than Hinkels, so try to get a great Olympus and scroll it
well. In case you reach level 60 and can't find or afford an Asianic Bow, at
least you will have a decent Olympus.
--------------------------------
The Path of a Ranger/Sniper
--------------------------------JOB ADVANCEMENT TEST
At level 70, you will be able to take the third job advancement test, as long as
you have used all your SP gained up to this point. Before you proceed to take
the test, you will need to prepare yourself, as there will be fighting involved.
Aside from the usual Unagis and Pure Waters, bring some Warrior Pills, Drake's
Bloods, Speed Pills, Bronze/Steel Arrows, and Tonics. All your necessary
equipment should be scrolled too; specifically, your weapon, overall, glove,
shoe, and cape should all be scrolled to your benefit.
**For every time you take this test, you will need a refined Dark Crystal**
To begin, head to the Chief's Residence in El Nath, which is the house on the
hill above Jade. Speak with Rene and ask to take the third job advancement test.
Next, travel back to Henesys and speak with Athena Pierce. Now head to Sleepy
Dungeon V and locate the Door of Dimension, which will transport you to the Dark
Realm. Since you are in this realm, you will have 30 minutes until you will be
sent back outside. Continue through the hall to arrive at the Other Dimension.
At the bottom, you will encounter a familiar person.
Athena Pierce's Clone
Experience: 2,400
HP: 120,000
MP: 510
Accuracy: 210
Avoidability: 25
Weapon attack: 260
Weapon defense: 260
Knockback: 1,500
With that knockback, don't expect to make her flinch unless you've got Final
Attack or Arrow Blow. You will need to utilize all your items and skills to
defeat her. The terrain is generally flat, with just a small hill in the middle.
Athena has four skills. Her main attack is just to fire an arrow at you, a la
Arrow Blow. This arrow is very slow, but over twice as powerful as bumping into
her. Like monsters with projectile skills (like Pixies), she will keep running
for you, stopping to shoot when you get in front of her. Her support skill is
Attack-UP level 2. She can inflict Weaken on you, so make good use of the Tonics
I mentioned to bring. Lastly, when she gets to below half health, she may summon
Tauromacis. It is suggested that you ignore these when they are summoned because
after you defeat Athena, they will still attack you.
After you defeat Athena, pick up the Black Charm, then exit via the Sparkling
Crystal. Return to Athena, then head to El Nath and speak with Rene. Next, go to
Sharp Cliff II, climb to the stop, then spot the wooden door across from the
portal leading to Wolf Territory I. Drop to the bottom to find the Holy Stone.
When you click on the Holy Stone, it will consume your Dark Crystal. The Holy
Stone will ask you questions in a quiz, just like some of the Beginner's quests.
They are questions based on the game, so it shouldn't be hard. Should you
struggle to answer, make sure you have a Red Bean Porridge on so you can ask for
help somehow (you can't talk while taking the quiz). You cannot answer any
questions incorrectly.
**If you get one question wrong, you will need another Dark Crystal**
When you complete the quiz, return to Rene, and she will advance you to the next
job! Congratulations!
YOUR ABILITY POINTS
As your level grows, you will have limited equipment. You will also notice that
most equipment now add DEX and STR. You may need to accomodate for the extra STR
by adding less AP. Your STR and DEX bases will differ depending on what you wear
for your overall and hat, and sometimes shoes and gloves.
For example, at level 70, if you wear a Green Linnex and Green Patriot, the
combined STR bonus is 3. You can keep STR at 72 if you're a Ranger, then you
will have 75 STR total for a Hinkel.
Another example, at level 70, you have a Beige Lineros and a Beige Patriot. The
total STR bonus is 7. Keeping your STR at 63 is enough STR needed for a Gross
Jaeger.
With the release of AP Reset Scrolls, you are free to build your SP however you
would like. Just remember that level 80 weapons are the highest to obtain, so
you should adjust your AP according to the weapon you wield and your armors.
Though level 90 weapons have been released, these are extremely rare, so you may
not need to add more STR after level 80.
PATH OF THE RANGER/SNIPER'S SCOPE
Most skills are shared between the classes. I will point out any differences.
Thrust (ML 20) - Boosts up the moving speed
---
This is a passive skill that adds speed. Sounds useful, but it isn't as useful
as it sounds. The reason being is that you can get speed elsewhere. You can use
speed items like potions and pills to add speed. You can also scroll armors for
speed. The point is, you shouldn't waste SP on something that everyone else can
get (and that is speed), espeicially third job SP.
Mortal Blow (ML 20) - For a certain rate, allows you to fire arrows even at a
very close range. Even kills a monster with one shot every once in a while.
---
This is a passive skill that gives you a chance to shoot an arrow instead of
swing your weapon at close range. With this skill, you don't go shooting at
melee range. Think of Mortal Blow as a defensive skill that protects you if a
monster gets too close while you're shooting. When maxed, it's a very useful
skill to have because it will save you if a monster gets too close. It cannot be
compared to PKB because PKB has a different use - to push monsters away. Mortal
Blow just helps if monsters get close, so Mortal Blow is a defensive skill. The
instant kill rate is a bonus to having Mortal Blow. Some may choose not to max
it, but it's totally preference. The one hit kill thing is just an added bonus.
Puppet (ML 20) - Summons a puppet (your other self) for a certain amount of
time. While the puppet is around, the monsters will attack the puppet, not you.
---
In other words, a decoy or distraction. Monsters you attack will be lured to the
puppet you set up. The puppet has high defense, much higher than you will ever
have. More SP increases the timer and HP of the puppet. This becomes useful once
you max it and start training in Ludibrium or on the high level monsters of El
Nath. Remember that monsters won't be lured to the puppet until AFTER you attack
them. At least level 6 is recommended.
Inferno (ML 30) - Uses fire-based arrows to attack up to 6 monsters at once.
Only works when equipped with a bow.
---
This is a Ranger exclusive skill. Think of this as a stronger Arrow Bomb with an
element and without the stun. Because of this change, many Rangers do not choose
to have Inferno. There aren't many monsters weak to fire in high levels. Also,
because it cannot stun, it is looked down on. However, it does decent damage to
mobs of fire-weak monsters, and it can critical, unlike Blizzard.
Blizzard (ML 30) - Uses ice-based arrows to attack up to 6 monsters at once.
Only works when equipped with a crossbow.
---
This is a Sniper exclusive skill. Think of this as Arrow Bomb, without the stun,
but with the power to freeze. This freezing ability makes Blizzard great even at
level 1. Most Snipers get level 1 Blizzard early to get the power to freeze. The
damage is nothing to be proud of, and Blizzard cannot critical. The weak damage
of Blizzard causes most Snipers to leave Blizzard at level 21, where Blizzard
freezes monsters for 3 seconds.
Arrow Rain (ML 30) - Fires a number of arrows into the sky, attacking upto 6
monsters at once on its way down. Only available when equipped with a bow.
Arrow Eruption (ML 30) - Fires a number of arrows into the ground, attacking
upto 6 monsters at once on its way up. Only available when equipped with a
crossbow.
Pre-Requisite - Level 5 Mortal Blow
---
Arrow Rain/Eruption are essentially the same skill with different names and
appearances. This is an area of effect attack skill that hits up to 6 monsters
around the user. Arrow Rain/Eruption is not a ranged attack, but rather a close
combat skill. Because of this, there is no minimum range, so you don't have to
worry about swinging your weapon. This is like a Cleric's Heal or Fire Mage's
Explosion. Arrow Rain/Eruption is melee-range mob killing, and should not be
skipped.
Silver Hawk (ML 30) - Summons a silver hawk. The hawk will be hovering around
you, attacking monsters nearby.
Golden Eagle (ML 30) - Summons a golden eagle. The eagle will be hovering around
you, attacking monsters nearby.
Pre-Requisite - Level 5 Puppet
---
Similar to Arrow Rain/Eruption, Silver Hawk and Golden Eagle are the exact same
skill with appearance changes. This skil summons a bird that hovers above you
and attacks nearby monsters. You can't control it, but since it stays near you,
you can sort of guide it. The damage is pitiful, but the stun rate is awesome.
For Snipers who lacked a method to stun, this skill will be a pleasure. It also
attacks automatically, so it's more protection for your back. It is recommended
to have at least level 21, the more the better.
Strafe (ML 30) - Fires 4 arrows at an enemy.
---
This is the main skill of choice. It will replace AB and DS from the first job.
Shooting 4 arrows means 4 chances of critical hits, and that is pure power. Also
know that Strafe comes out much faster than normal skills, almost one weapon
speed up. Max it ASAP.
SKILL TABLES
The third job skills do not have an equation to go by.
n = skill level
Thrust
---
Level 1 - Speed +2
Level 2 - Speed +4
Level 3 - Speed +6
Level 4 - Speed +8
Level 5 - Speed +10
Level 6 - Speed +12
Level 7 - Speed +14
Level 8 - Speed +16
Level 9 - Speed +18
Level 10 - Speed +20
Level 11 - Speed +21
Level 12 - Speed +22
Level 13 - Speed +23
Level 14 - Speed +24
Level 15 - Speed +25
Level 16 - Speed +26
Level 17 - Speed +27
Level 18 - Speed +28
Level 19 - Speed +29
Level 20 - Speed +30
Mortal Blow
---
Level 1 - 32% success rate, damage 110%, 1% instant kill chance at <20% HP
Level 2 - 34% success rate, damage 120%, 1% instant kill chance at <23% HP
Level 3 - 36% success rate, damage 130%, 2% instant kill chance at <23% HP
Level 4 - 38% success rate, damage 140%, 2% instant kill chance at <26% HP
Level 5 - 40% success rate, damage 150%, 3% instant kill chance at <26% HP
Level 6 - 42% success rate, damage 160%, 3% instant kill chance at <29% HP
Level 7 - 44% success rate, damage 170%, 4% instant kill chance at <29% HP
Level 8 - 46% success rate, damage 180%, 4% instant kill chance at <32% HP
Level 9 - 48% success rate, damage 190%, 5% instant kill chance at <32% HP
Level 10 - 50% success rate, damage 200%, 5% instant kill chance at <35% HP
Level 11 - 52% success rate, damage 205%, 6% instant kill chance at <35% HP
Level 12 - 54% success rate, damage 210%, 6% instant kill chance at <38% HP
Level 13 - 56% success rate, damage 215%, 7% instant kill chance at <38% HP
Level 14 - 58% success rate, damage 220%, 7% instant kill chance at <41% HP
Level 15 - 60% success rate, damage 225%, 8% instant kill chance at <41% HP
Level 16 - 62% success rate, damage 230%, 8% instant kill chance at <44% HP
Level 17 - 64% success rate, damage 235%, 9% instant kill chance at <44% HP
Level 18 - 66% success rate, damage 240%, 9% instant kill chance at <47% HP
Level 19 - 68% success rate, damage 245%, 10% instant kill chance at <47% HP
Level 20 - 70% success rate, damage 250%, 10% instant kill chance at <50% HP
Puppet
---
Level 1 - MP -23, lasts 5 seconds, has 500 HP
Level 2 - MP -23, lasts 5 seconds, has 600 HP
Level 3 - MP -23, lasts 10 seconds, has 700 HP
Level 4 - MP -23, lasts 10 seconds, has 800 HP
Level 5 - MP -23, lasts 10 seconds, has 900 HP
Level 6 - MP -26, lasts 20 seconds, has 1000 HP
Level 7 - MP -26, lasts 20 seconds, has 1200 HP
Level 8 - MP -26, lasts 20 seconds, has 1400 HP
Level 9 - MP -26, lasts 30 seconds, has 1600 HP
Level 10 - MP -26, lasts 30 seconds, has 1800 HP
Level 11 - MP -29, lasts 30 seconds, has 2000 HP
Level 12 - MP -29, lasts 40 seconds, has 2400 HP
Level 13 - MP -29, lasts 40 seconds, has 2800 HP
Level 14 - MP -29, lasts 40 seconds, has 3200 HP
Level 15 - MP -29, lasts 50 seconds, has 3600 HP
Level 16 - MP -32, lasts 50 seconds, has 4000 HP
Level 17 - MP -32, lasts 50 seconds, has 4500 HP
Level 18 - MP -32, lasts 60 seconds, has 5000 HP
Level 19 - MP -32, lasts 60 seconds, has 5500 HP
Level 20 - MP -32, lasts 60 seconds, has 6000 HP
Inferno
---
Level 1 - MP -20, damage 50%
Level 2 - MP -20, damage 55%
Level 3 - MP -20, damage 60%
Level 4 - MP -20, damage 65%
Level 5 - MP -20, damage 70%
Level 6 - MP -20, damage 75%
Level 7 - MP -20, damage 80%
Level 8 - MP -20, damage 85%
Level 9 - MP -20, damage 90%
Level 10 - MP -20, damage 95%
Level 11 - MP -25, damage 100%
Level 12 - MP -25, damage 103%
Level 13 - MP -25, damage 106%
Level 14 - MP -25, damage 109%
Level 15 - MP -25, damage 112%
Level 16 - MP -25, damage 115%
Level 17 - MP -25, damage 118%
Level 18 - MP -25, damage 121%
Level 19 - MP -25, damage 124%
Level 20 - MP -25, damage 127%
Level 21 - MP -30, damage 130%
Level 22 - MP -30, damage 133%
Level 23 - MP -30, damage 136%
Level 24 - MP -30, damage 139%
Level 25 - MP -30, damage 142%
Level 26 - MP -30, damage 144%
Level 27 - MP -30, damage 146%
Level 28 - MP -30, damage 148%
Level 29 - MP -30, damage 149%
Level 30 - MP -30, damage 150%
Blizzard
---
Level 1 - MP -20, damage 100%, freezes for 1 second
Level 2 - MP -20, damage 102%, freezes for 1 second
Level 3 - MP -20, damage 104%, freezes for 1 second
Level 4 - MP -20, damage 106%, freezes for 1 second
Level 5 - MP -20, damage 108%, freezes for 1 second
Level 6 - MP -20, damage 110%, freezes for 1 second
Level 7 - MP -20, damage 112%, freezes for 1 second
Level 8 - MP -20, damage 114%, freezes for 1 second
Level 9 - MP -20, damage 116%, freezes for 1 second
Level 10 - MP -20, damage 118%, freezes for 1 second
Level 11 - MP -25, damage 120%, freezes for 2 seconds
Level 12 - MP -25, damage 122%, freezes for 2 seconds
Level 13 - MP -25, damage 124%, freezes for 2 seconds
Level 14 - MP -25, damage 126%, freezes for 2 seconds
Level 15 - MP -25, damage 128%, freezes for 2 seconds
Level 16 - MP -25, damage 130%, freezes for 2 seconds
Level 17 - MP -25, damage 131%, freezes for 2 seconds
Level 18 - MP -25, damage 132%, freezes for 2 seconds
Level 19 - MP -25, damage 133%, freezes for 2 seconds
Level 20 - MP -25, damage 134%, freezes for 2 seconds
Level 21 - MP -30, damage 135%, freezes for 3 seconds
Level 22 - MP -30, damage 136%, freezes for 3 seconds
Level 23 - MP -30, damage 136%, freezes for 3 seconds
Level 24 - MP -30, damage 137%, freezes for 3 seconds
Level 25 - MP -30, damage 137%, freezes for 3 seconds
Level 26 - MP -30, damage 138%, freezes for 3 seconds
Level 27 - MP -30, damage 138%, freezes for 3 seconds
Level 28 - MP -30, damage 139%, freezes for 3 seconds
Level 29 - MP -30, damage 139%, freezes for 3 seconds
Level 30 - MP -30, damage 140%, freezes for 3 seconds
Arrow Rain/Eruption
---
Level 1 - MP -18, damage 60%
Level 2 - MP -18, damage 65%
Level 3 - MP -18, damage 70%
Level 4 - MP -18, damage 75%
Level 5 - MP -18, damage 80%
Level 6 - MP -18, damage 85%
Level 7 - MP -18, damage 90%
Level 8 - MP -18, damage 95%
Level 9 - MP -18, damage 100%
Level 10 - MP -18, damage 105%
Level 11 - MP -23, damage 110%
Level 12 - MP -23, damage 113%
Level 13 - MP -23, damage 116%
Level 14 - MP -23, damage 119%
Level 15 - MP -23, damage 122%
Level 16 - MP -23, damage 125%
Level 17 - MP -23, damage 128%
Level 18 - MP -23, damage 131%
Level 19 - MP -23, damage 134%
Level 20 - MP -23, damage 137%
Level 21 - MP -28, damage 140%
Level 22 - MP -28, damage 143%
Level 23 - MP -28, damage 146%
Level 24 - MP -28, damage 149%
Level 25 - MP -28, damage 152%
Level 26 - MP -28, damage 154%
Level 27 - MP -28, damage 156%
Level 28 - MP -28, damage 158%
Level 29 - MP -28, damage 159%
Level 30 - MP -28, damage 160%
Silver Hawk/Golden Eagle
---
Level 1 - MP -32, attack +23, stun rate 50%, lasts 103 seconds
Level 2 - MP -34, attack +26, stun rate 53%, lasts 106 seconds
Level 3 - MP -36, attack +29, stun rate 56%, lasts 109 seconds
Level 4 - MP -38, attack +32, stun rate 59%, lasts 112 seconds
Level 5 - MP -40, attack +35, stun rate 62%, lasts 115 seconds
Level 6 - MP -42, attack +38, stun rate 65%, lasts 118 seconds
Level 7 - MP -44, attack +41, stun rate 68%, lasts 121 seconds
Level 8 - MP -46, attack +44, stun rate 71%, lasts 124 seconds
Level 9 - MP -48, attack +47, stun rate 74%, lasts 127 seconds
Level 10 - MP -50, attack +50, stun rate 77%, lasts 130 seconds
Level 11 - MP -52, attack +53, stun rate 80%, lasts 133 seconds
Level 12 - MP -54, attack +56, stun rate 82%, lasts 136 seconds
Level 13 - MP -56, attack +59, stun rate 84%, lasts 139 seconds
Level 14 - MP -58, attack +62, stun rate 86%, lasts 142 seconds
Level 15 - MP -60, attack +65, stun rate 88%, lasts 145 seconds
Level 16 - MP -62, attack +68, stun rate 90%, lasts 148 seconds
Level 17 - MP -64, attack +71, stun rate 91%, lasts 151 seconds
Level 18 - MP -66, attack +74, stun rate 92%, lasts 154 seconds
Level 19 - MP -68, attack +77, stun rate 93%, lasts 157 seconds
Level 20 - MP -70, attack +80, stun rate 94%, lasts 160 seconds
Level 21 - MP -71, attack +82, stun rate 95%, lasts 162 seconds
Level 22 - MP -72, attack +84, stun rate 95%, lasts 164 seconds
Level 23 - MP -73, attack +86, stun rate 96%, lasts 166 seconds
Level 24 - MP -74, attack +88, stun rate 96%, lasts 168 seconds
Level 25 - MP -75, attack +90, stun rate 97%, lasts 170 seconds
Level 26 - MP -76, attack +92, stun rate 97%, lasts 172 seconds
Level 27 - MP -77, attack +94, stun rate 98%, lasts 174 seconds
Level 28 - MP -78, attack +96, stun rate 98%, lasts 176 seconds
Level 29 - MP -79, attack +98, stun rate 99%, lasts 178 seconds
Level 30 - MP -80, attack +100, stun rate 99%, lasts 180 seconds
Strafe
---
Level 1 - MP -26, damage 52%
Level 2 - MP -26, damage 54%
Level 3 - MP -26, damage 56%
Level 4 - MP -26, damage 58%
Level 5 - MP -26, damage 60%
Level 6 - MP -26, damage 62%
Level 7 - MP -26, damage 64%
Level 8 - MP -26, damage 66%
Level 9 - MP -26, damage 68%
Level 10 - MP -26, damage 70%
Level 11 - MP -26, damage 72%
Level 12 - MP -26, damage 74%
Level 13 - MP -26, damage 76%
Level 14 - MP -26, damage 78%
Level 15 - MP -26, damage 80%
Level 16 - MP -32, damage 82%
Level 17 - MP -32, damage 84%
Level 18 - MP -32, damage 86%
Level 19 - MP -32, damage 88%
Level 20 - MP -32, damage 90%
Level 21 - MP -32, damage 91%
Level 22 - MP -32, damage 92%
Level 23 - MP -32, damage 93%
Level 24 - MP -32, damage 94%
Level 25 - MP -32, damage 95%
Level 26 - MP -32, damage 96%
Level 27 - MP -32, damage 97%
Level 28 - MP -32, damage 98%
Level 29 - MP -32, damage 99%
Level 30 - MP -32, damage 100%
SKILL ANALYSIS
This time, I am only looking at one skill, because you will mostly be using one
skill your entire third job. Then I will compare Strafe to other skills.
*Strafe*
For 32 MP, shoot 4 normal arrows
For # criticals, % chance
0 - 12.96%
1 - 34.56%
2 - 34.56%
3 - 15.36%
4 - 2.56%
In other words, your chances of getting 4 critical hits are slim.
So on average, how much damage does Strafe do? We must factor in chances to get
a critical hit in order to do so.
4.0 * 0.1296 = 0.5184
5.0 * 0.3456 = 1.7280
6.0 * 0.3456 = 2.0736
7.0 * 0.1536 = 1.0752
8.0 * 0.0256 = 0.2048
+ ______
5.6000
meat of the damage comes from the ghigh chance of getting two critical hits.
*Strafe* vs. *Double Shot*
This is a pointless argument, but here I will explain why.
Recall the average damage of both skills with critical hits factored.
Strafe
32 MP, 560% damage
Double Shot
16 MP, 340% damage
Just doubling Double Shot will result in 32 MP, 680% damage. Though Double Shot
is more MP efficient, there is more to it: attack speed. Remember that Strafe
is a special skill that comes out much faster than any old attacks. In the time
you shoot two Double Shots, a third Strafe is just beginning. Strafe is used
for its time saving capability.
*Strafe* vs. *Arrow Rain/Eruption*
Borrowing some elements from the Arrow Bomb debate, we will see how to attain
better MP efficiency between these two skills.
Recall the main info for each skill:
Strafe
32 MP
100% + 100% + 100% + 100%, 1 target
Arrow Rain/Eruption
28 MP
160%, up to 6 targets
You want to reach 400% damage in 32 MP. Since Arrow Rain/Eruption costs less,
the MP to damage ratio can be reduced to 350% per 28 MP. Now let's add Critical
Shot in:
Strafe
For # criticals, % chance
0 - 12.96%
1 - 34.56%
2 - 34.56%
3 - 15.36%
4 - 2.56%
Arrow Rain/Eruption
For # criticals, % chance
0 - 4.67%
1 - 18.66%
2 - 31.10%
3 - 27.65%
4 - 13.82%
5 - 3.69%
6 - 0.41%
Remember that Strafe's average damage is 560%. If we reduce the damage to
reflect the MP to damage ratio, we get 490% in 28 MP for Strafe. Now it's time
to calculate the total damage for Arrow Rain/Eruption.
Damage from # critical in total damage over 6 hits
0 - 0.44832
1 - 1.97796
2 - 3.60760
3 - 3.48390
4 - 1.87952
5 - 0.53874
6 - 0.06396
+ _______
12.00000
Arrow Rain/Eruption average damage to 1 monster: 200%
Two hits from Arrow Rain/Eruption is less than a Strafe, while three exceeds
Strafe's damage. Attacking three or more monsters with Arrow Rain/Eruption is
more MP efficient than using Strafe alone.
*Arrow Rain* vs. *Arrow Bomb*
Recall the average damage for Arrow Bomb:
Average damage of Arrow Bomb with Critical Shot for # monsters hit:
1 - 0.56
2 - 2.38
3 - 4.2
4 - 6.02
5 - 7.84
6 - 9.66
Average damage of Arrow Rain with Critical Shot for # monsters hit:
1 - 2.0
2 - 4.0
3 - 6.0
4 - 8.0
5 - 10.0
6 - 12.0
Remember that Arrow Rain's damage is the same across all hits, whereas Arrow
Bomb has two ways to damage. Arrow Rain's consistency gives it a higher average
damage, and no matter how many monsters are hit, Arrow Rain always does more
damage than Arrow Bomb.
SAMPLE SKILL BUILDS
Alright, here's the thing: since Archers have so many great skills in the third
job, there is no definitive skill build. There is no such thing as a good skill
build, but there are some no-nos to look out for.
The bare minimum to have for each skill:
Thrust: 0
Mortal Blow: 20
Puppet: 6
Inferno: 0
Blizzard: 21
Arrow Rain/Eruption: 30
Hawk/Eagle: 21
Strafe: 30
After that, alott the remaining SP to the skill of your choice.
Is there a specific order to add SP? No! Like I said, there is no definitive
skill build for third job Archers. Everybody has their own skill builds. I can
provide some suggestions:
-The first SP goes into Strafe. No questions asked
-Strafe gets maxed ASAP. Sometime in the level 80's period is fine
-Sometime while maxing Strafe, shove a level 1 Blizzard in there
-5 Mortal Blow unlocks Arrow Rain/Eruption, which should then be maxed
-Get some Puppet in there. Level 6 is good enough
TRAINING SPOTS
Training spots are quite limited in the third job. Much more limited than the
second job.
Level 70-75
So you've just gotten Strafe. You have a level 1 power skill. Guess what? Double
Shot still outpowers it for a few more levels. Wherever you choose to train, you
must choose whether or not you want to use Strafe or Double Shot, because Strafe
costs 10 MP more for about the same damage as Double Shot.
Because of this, you will be training in the same locations as the previous
level period.
The Forest of Gollem has monsters that are 2 hit kills. I don't recommend Red
Drakes until Strafe gets stronger. You also shouldn't be picking fights with
Wild Cargos yet either.
If you still like to mob monsters, all mobbing spots are still available. Pixies
are still great mobbing. Jr. Yetis are good mobbing. Cold Eye mobbing starts to
slow down, so I don't recommend it.
For most players, DS or Strafe will be the skill of choice. The best places to
use solo-target skills are Coolie Zombies, Mecateons, or Ultra Grays. Zombies
are still 2 hit kills, while the Omega Sector monsters are now 1 hit kills,
especially with Strafe. Since Strafe is about the same as Double Shot, you want
to aim for MP efficiency. Double Shot is best used against Zombies, while Strafe
is best used against Omega Sector monsters.
SUMMARY:
VICTORIA: Dark Stone Gollem, Mix Gollem, Cold Eye
OSSYRIA: Luster Pixie, Jr. Yeti, Hector, Dark Jr. Yeti, Yeti, White Fang, Coolie
Zombie*, Minor Zombie
LUDIBRIUM: Platoon Chronos, Master Chronos, Mateon, Plateon, Mecateon, Barnard
Gray, Zeta Gray, Ultra Gray
Level 75-80
Now your Strafe should be much stronger, if not equal to two Double Shots. You
are looking for monsters whose HPs are near the average damage of Strafe.
Probably the best place to go for 1-Strafe kills is Coolie Zombies. At this
level, Coolie Zombies are the most efficient EXP monsters for your damage.
If the Coolie Zombie maps are all full, consider hunting Hectors. Strafe does
the same damage to Hectors, but give less EXP.
Other monsters that should perish to one Strafe: Croco, Luster Pixie, Cellion,
Lioner, Grupin, Stone Gollem, Malady, and Dark Jr. Yeti.
The problem with all these monsters is that they all spawn with another monster
in their respective maps. Because you're either using normal shots to kill them
or using Strafe and wasting MP, these monsters aren't so effective.
SUMMARY:
VICTORIA:
OSSYRIA: Hector, Coolie Zombie*, Minor Zombie
LUDIBRIUM:
Level 80-85
With Strafe maxed, a couple of options open up.
Coolie Zombies are guaranteed 1-Strafe kills now. This is the place you want to
be if you still want to make some money while training. Though it will be boring
for another five levels, it's the most efficient place.
If Zombies don't float your boat, take a boat ride to Ludibrium. The monster you
are looking for are Death Teddies. The Death Teddy map has some sniping spots
that are just out of their attack ranges. Expect 6-8 Strafes to kill one though,
meaning that you will lose money from potions for the sake of training faster.
Once you have some Puppet and Arrow Rain/Eruption, you may venture to your new
home for the next 30-40 levels. On the other side of the clock tower from Death
Teddies are Spirit Vikings, not to be confused with Ghost Pirates. It is
suggested that you do not take on Vikings until the next level tier.
SUMMARY:
VICTORIA:
OSSYRIA: Coolie Zombie
LUDIBRIUM: Death Teddy*, Spirit Viking
Level 85+
From here on out, there is only one place you should be training, and that is
Spirit Vikings.
Spirit Vikings are huge. Don't count on making one flinch unless you're using
maxed Arrow Blow or Final Attack. They are slow and do a lot of damage. If you
are still low leveled, you might not survive a hit from a Viking. Fortunately
their special attack is direct: just a projectile that can be avoided, like
Pixies.
So why are Vikings so popular? The sniping potential. The Spirit Viking map has
many sniping spots for both Strafe and Arrow Rain/Eruption. Using Puppet only
makes things better if used to lure. Spirit Vikings also drop nice items, so you
will be making good money depending on your luck with drops.
If you ever find that you are losing money because of potion funds, then you
should go back to Coolie Zombies. They may be boring, but you will make money
slowly here.
SUMMARY:
VICTORIA:
OSSYRIA: Coolie Zombie
LUDIBRIUM: Spirit Viking*
EQUIPMENT
It goes without saying that you will want to have the best equipment available.
Beginning at level 80, start looking for the best equipment available. Your
level 70 equipment needs to be good enough to last you ten levels, but you don't
have to spend a fortune on it.
HAT
If you were lucky enough to find an above average Maro or even Polyfeather, then
you can stick with it at level 70. Patriots, the level 70 hat, adds 4 stats as
well as 15 MP. The hats that add less DEX are more common because they drop from
a weaker monster than the one that drops the hats that add more DEX. Patriots
look nice... not as nice as the Maro, but they look good for the level. It is
suggested to buy a Patriot.
Falcons, the level 80 hat, are the first hat to have 5 stats on average. Look
for a Falcon with 6 or 7 stats, as that will be your permanent hat. Unfortunate
that Falcons look like buckets on your head.
The level 90 hats, Arlic Helmets, are the last hats released in Global MS. The
Dark color is currently unavailable. They also add 5 stats like the Falcon. As
this is the last hat your will get, try to secure one for level 90 unless you
have a 6-7 stat Falcon.
EARRING
Consider getting earrings for the added magic defense that you will need for
fighting higher level monsters. You don't really need a good earring until level
80 though.
OVERALL
Get a level 70 overall and play around with 10% Overall DEX scrolls. If you
can't afford the scrolls or don't want to risk it, just use 100% scrolls.
All overalls from level 80 on should be scrolled with 60% Overall DEX scrolls.
If your budget allows, try some 10% scrolls out.
SHOES
You should have a Snowshoes scrolled with Shoe Jump scrolls. If it has 8 DEX or
more, keep it. Otherwise, consider synthesizing level 80 boots and scrolling
with 60% Shoe Jump scrolls. Get at least three scrolls to work.
GLOVES
You should have some Work Gloves scrolled with either ATK or DEX. If you have a
DEX glove, synthesize either level 70 or 80 gloves. Blue Eyes are quite cheap to
come by, so you can upgrade it and scroll it for ATK. If you have an ATK glove,
keep it or make the level 70 glove and scroll that.
A final option is to synthesize the level 80 glove. Dark Cordons add 6 stats, 2
more than Dark Eyes. However, these are very expensive to make, and a scrolling
mistake will cost a lot. If you have one, scroll it with 60% Glove ATK and aim
for at least 8 ATK on it, because it will be your last glove.
CAPE
If you scrolled an Icarus Cape for DEX, you may keep it. Another option is to
get a higher level cape and scroll that for DEX. The highest level cape released
in Global MS is the Seraph Cape for level 75. Scroll that one for DEX, and aim
for 8 DEX or greater.
WEAPON
The level 70 weapon should be scrolled with 60% scrolls, no quetions asked.
The level 90 weapons are the highest weapons released in Global MS, but is
dropped so rarely that it is less costly to scroll level 80 weapons. You need to
have luck with 10% scrolls on these. For Arunds, get one with 87 ATT or greater
so that a 10% scroll success would give it a chance to be at least 100 ATK.
Ravens are easier to get to 100, so just find an average one and get a 10%
scroll on there. Since these are the highest weapons out, 100 ATK is the goal.
Of course, this is all based on your budget. Using 10% scrolls requires more
money, as more failures will happen, leading to more weapons being NPC'd.
--------------------------------
Tips
--------------------------------General Tips
-Before level 50, you want to try to wear equipment that increase your max MP.
This is because you might be using higher MP potions. For example, if you have
786 MP at one point, a Leaf Earring that adds 50 MP will give you enough MP for
you to be able to use Pure Waters. Once you are set with whatever MP potion you
will use, then you don't have to focus on having more MP.
-On that note, from level 50 on, you should try to make getting more max HP a
concern. Having more HP will allow you to take a few more hits before dying.
-NEVER apply AP to HP or MP.
-Know where to find the cheapest potions. Ellinia sells cheaper MP potions than
other towns. Jane sells the cheapest healing items on Victoria. Ludibrium sells
all potions cheaper than Ossyria or Victoria, but the cheapest potions are sold
in Omega Sector.
-Most quests are useful for the level given. Some quests are musts because of
the rewards. That said, you should try to do every quest you can, no matter how
minuscule it is.
-Vicious is useless. With the exception of making arrows, you really shouldn't
ever need to make anything else from him.
-If you are entering a new area for the first time, make sure you know if you
can survive being in the area. Don't be afraid to ask others how tough the local
monsters are. Pack some useable items in case the going gets rough.
-If you are doing a quest that requires you to kill monsters, you can complete
the quest while in a party. You will get credit for the quest even if your party
member(s) do all the work. This works out especially if you find someone else
who needs to do the same quest.
-If you buy a Cash Shop weapon, you can only wear it if and only if you are
holding the appropriate weapon. So if you're wielding a bow with a Slingshot and
you want to switch to a Red Whip, you have to open the Equipment window and
remove the Slingshot first, then you can change to the Red Whip. Personally, I
feel that this wastes time, so I don't recommend getting Cash Shop weapons.
-There is a pet upgrade in-game. You have to be at least level 30, and your pet
has to be at least level 15. Once this is reached, complete the Kenta's Advice
quest. The pet upgrade makes your pet have the same speed and jump as you, so
your pet will be able to keep up with you if you move faster than it.
-There is a speed glitch with the Battle Crossbow, the level 18 Crossbow. When
used normally, the speed is slightly faster than normal Crossbows, but slower
than fast Crossbows like Hecklers. When used with Booster though, it becomes as
fast as a boosted Heckler. Few weapons in the game have Booster glitches, but
since this is a low level weapon, nobody has really bothered to check it out.
-A Bandit with Steal makes ranged characters completely useless in the Ludibrium
Party Quest. Stolen passes can be used to skip stages where range is needed.
Quest Help
This section is to provide some tips specific to Archers in some quests. This is
not a complete quest guide, it is here just to help some Archers get through the
questing phase.
Dollhouse
What you are looking for is a dollhouse with a 3D handle. Pay attention to the
handlebar on top of the dollhouses, and you will find one with a handle that
appears 3D. That's the one you're looking for.
Mr. Wetbottom's Secret Book
For a level 30 quest, the items you have to gather are difficult to get.
-1 Diamond: Get some from the Kerning PQ. Otherwise, you're stuck having to buy
these ores.
-5 Pig Heads: You should have saved these from your training on Pigs ten levels
ago. Hopefully you did save some.
-50 Curse Eye Tails: Luckily you can hit them at level 29. Find Tree Dungeon,
Forest Up North IX, a map full of Curse Eyes. They take a long time to kill, but
fortunately this isn't the hardest item to gather.
-50 Lupin Bananas: You can hit them at level 29, but the problem is killing them
fast enough before they kill you. As soon as you hit one, it attacks back with
an unavoidable attack. The best map to find Lupins sparse is Sleepy Dungeon I.
Food Hunting for Moppie
Head to Orbis Tower Floor 1. There are three spots where you can kill Jr. Pepes
in safety.
1. At the top of the map, by the top portal
2. From the bottom, climb up two ropes to the small ledge
3. At the bottom, the ledge by the first rope
Remember that you need 600 fish total.
Kenta's Advice
Though Kenta says that there are papers near the sunken ship, you don't have to
go down there. All five papers can be found in Aqua Road, though the last few
papers you find will take a while, no matter which ones they are. Also, papers
only come out of treasure chests, not clams. In other words, don't go beyond Big
Fish Valley.
Special Taste of Florina Beach
For a level 35 quest, the monsters are hard to fight. I suggest waiting until at
least level 50 to start on this.
Rowen the Fairy And The Cursed Dolls
The best advice I have is to gather 2300 exchange items, like Solid Horns, and
offer to trade someone for the Cursed Dolls. I did this with 2300 Nependeath
Seeds.
Protect Nero!
This quest does not keep track of your kills, so you have to somehow keep track
yourself. What I did was collect 50 Solid Horns from the three gardens. Not
every kill will give you a Solid Horn, so by getting 50, that means you'll have
killed more than 50. Also, since the quest requires that you give 50 Solid
Horns, you will have 100 leftover, which you can use to exchange.
Peace at EOS Tower
Find a channel that you think has been uninhabited for some time. Kill just one
monster, then climb up to the second from top platform. If you don't see Rombot,
change channels or wait it out.
Ready for Revival
Can't find Shammos? He is in the basement of the Chief's Residence of El Nath.
After talking to Manji, go back and start fighting Zombies, either Coolie or
Minor. Being a quest item, the Contract won't take long to drop. Keep in mind
that by completing the quest, you lose 2 fame.
Quests you don't need to do (because it's not worth your time)
There are some quests that you should never do. Sometimes it's because the
rewards aren't worth it, or the time you spend on it outweighs the EXP made.
Any Part II quest of "The Rememberer"
Part I quests are easy if they are part of training. Part II quests require
killing 999 monsters, which take a very long time. The final rewards aren't
worth the time.
Maya And The Weird Medicine, Reward: Brown Bamboo Hat
You get very little EXP, and the reward sells for less than you can make by
selling the Leaves and Charms for the quest.
Luke The Security Guy, Reward: random refined jewel, no Black Crystal
You can sell the Jr. Necki Skins for a lot more than the reward sells for.
Arwen And The Glass Shoe, Reward: Piece of Ice -or- Fairy's Wing
Well the reward is absolutely useless to Archers. It's made even more useless
by the fact that the reward isn't even needed to make higher level equipment
anymore.
Nella & Kerning City Citizen's Request (2), Rewards: Bronze & Steel Plate,
level 30 shoe (Green Hunter Boots)
Part 2 requires harder to get items, and the rewards aren't worth it.
Eliminating the Drumming Bunny, Reward: level 35 hat (Green Pole-Feather Hat)
This quest will drive you insane. Drum Bunnies do not spawn much. Consider that
you need to collect 1000 leftovers for this quest, which will take days. And the
reward is just a level 35 hat. Avoid this quest by all means.
Hughes' Weird Invention, Reward: Oxygen Tank (CANNOT BE TRADED)
Steel and Screws cost a lot, especially if you're going to use it for a quest
that gives you a reward that you cannot sell or trade. You might as well use the
money you save from not buying Steel and Screws on Air Bubbles.
The Chaos behind Alfonse Green and the Nependeath Juice, Reward: Bone Helm
With this quest, the reward is worth a lot. However, one required item, the
Nependeath Honey, costs more than the reward itself. The chances of finding your
own honey is less than finding other expensive items, like Steelies.
Manji's Ragged Gladius, Reward: Skull Earrings -or- Hero's Gladius
This quest has been made useless thanks to Ludibrium. The rewards are worth very
little, while the quest items cost over ten times as much.
A Spell that Seals Up a Critical Danger II, Reward: 30 Power Elixirs
Part I is simple because Cold Eyes spawn in masses. However, the monsters you
fight for part II are too difficult to fight without a Cleric and Spearman.
Also, the reward isn't worth the trouble.
Collecting For Maya, Reward: random level 60 shoe
Wastes too much time for very little EXP, and the final reward isn't worth much.
Ludibrium Party Quest
This is a section that tells how useful Archers are during the Ludibrium Party
Quest.
STAGE 1
Your role is the same as Warriors': kill monsters and pick up passes. To finish
this stage, a Magician with Teleport or a person with high Speed and Jump is
required; a Thief with good Haste can fix the latter. Though you can attack any
monster here, you can't necessarily reach the passes.
STAGE 2
Your role here is the same as everyone else's.
STAGE 3
You should have a small advantage in this stage. Bloctopusses will mass up at
the bottom of the stage, allowing for easy 6-hit attacking. Hunters can stand on
the screw and shoot Bombs, while Crossbowers have to be level to shoot Irons.
STAGE 4
Only two doors have physical-weak monsters, but with Critical, any door is
possible. The monsters require 200 damage to flinch, and that's where Critical
and Booster will come into play. If you can successfully flinch in succession,
as long as you attack while the monster is in its flinched stage, it will never
retreat to the darkness. With Critical, even the magic-weak monsters will flinch
to Double Shot.
STAGE 5
You have to do normal doors, so you have no advantage here.
STAGE 6
All roles are shared.
STAGE 7
Here is where your range is needed. While the rest of the party gather at the
bottom, you have to kill monsters above that only Archers and Assassins can
reach. For a strong party, kill all three in one go. For weaker parties, kill
one at a time, dropping down to assist the party with the mini-boss between
kills above. A Bandit with Steal allows the party to skip this stage, rendering
ranged characters completely useless.
STAGE 8
All roles are shared.
FINAL STAGE
Once again, range is needed. However, a Magician, Spearman, or Bandit can take
care of that as well. Once that part is over, Alishar will appear. Being able to
apply high damage from afar is a definite advantage. For best results, stand on
the perch where the NPCs are. From up here, you will be hitting Alishar instead
of the Chronos summoned.
BONUS STAGE
You have the same advantage as Warriors, which is none. Ask a Thief to Haste you
to make this stage better.
IMPORTANT: Many believe that Archers or Assassins are needed to complete the PQ.
However, a Bandit with Steal can completely take care of all areas where range
is needed. With at least 4 passes stolen, Stage 7 can be skipped. One pass at
the final stage can be dropped on the platform above, as long as someone in the
party has high Jump.
--------------------------------
Frequently Asked Questions
--------------------------------Q: How do I advance from a Beginner to an Archer?
A: To become an archer, you must be level 10 and have more than 25 DEX.
Shouldn't be a problem if you've been following my guide. Leave Maple
Island, and travel to Henesys from Lith Harbor, which is where you are when
you land from the boat from Maple Island. You may either pay up 80 mesos to
be transported there instantly, or walk. Henesys is easy to reach from Lith
Harbor - just head due east. Don't worry about dying - in fact, if you die
because of a pig, chances are you will respawn in Henesys. Once inside, find
the portal to Henesys Park, which is a portal in the middle of the city.
Go to the rightmost building in Henesys Park, a large tree with a door. You
will find Athena Pierce inside. Speak with her, and she will advance you as
an archer.
Q: What is EVA?
A: EVA, or evasion, is the game's way of abbreviating avoidability.
Q: What inventory expansions do Archers get?
A: At the first job advance, Archers get 4 more slots to the Equip and Use tabs.
At the second job advance, Archers get 4 more slots to the Etc tab.
Q: Why you do recommend skipping armor at level 30?
A: IMO getting the level 30 armors is for the perfectionists of the game who
insist on getting every single thing upon level up. Stat-wise, the difference
between the level 25 armor and level 30 armor is very small. Price-wise, you
end up paying for a large difference. Looking at just the pants and top, at
level 25, you get 40 WDEF and +3 DEX for 28k mesos. At level 30, you get 45
WDEF and +3 DEX for 94k mesos. So you are paying 66k more mesos for 5 WDEF,
which is about 2 HP damage reduction. Being an archer, you are attacking from
far away - having 5 extra WDEF is meaningless. You can buy level 35 armor at
that price from other players anyway.
Let's look at another situation - Green Diros versus Dark Savata. Both gloves
provide +2 DEX, the difference being only 2 WDEF. Now let's see the resources
used to make each glove. Green Diros requires some common ores like Steel and
Emerald. Dark Savata requires expensive ores like Gold and Black Crystal. Do
you believe 2 extra WDEF is worth the price of those expensive ores?
Shoes are a different situation. You can buy shoes that provide SPD bonuses
for a low price. Level 25 and 30 archer shoes provide +1 DEX. However, Nella
gives you level 30 shoes as a reward for her quest, so synthesizing shoes is
unnecessary. If you didn't complete Nella's quest, the Whitebottom Shoes from
Henesys is just as good.
Q: Why should I scroll a Sauna Robe instead of getting armor?
A: The Sauna Robe is an overall. Unlike tops and bottoms, overalls can be
scrolled with more than just defense. Adding ten 100% Overall DEX scrolls
basically adds two levels' worth of damage. Though it could be argued that
Sauna Robes have less defense, but offense > defense. Oh, and Sauna Robes add
10 EVA anyways. Though the quest and scrolls are expensive, the robe will be
used for at least 20 levels, making up for the money you would have spent on
armor between then.
Q: Why should I scroll Snowshoes instead of higher level shoes that add DEX?
A: The Green Snowshoes, which is the color snowshoe for Archers, come with seven
available upgrades, like all snowshoes. This allows for greater scrolling
opportunities. It could be argued that scrolling higher level shoes produces
the same results, but you wouldn't have as much jump or speed as scrolling
snowshoes. The cheap price of snowshoes also allows for easy 10% scrolling.
Also, snowshoes are necessary for training at El Nath.
Q: Why scroll Work Gloves? Wny not scroll higher level gloves?
Two reasons: 1) Work Gloves can be used by every class, so it has awesome
resell value, and 2) the level requirement is low, so you can take advantage
of the benefits of scrolls at a low level. If you are rich at a high level,
you are free to scroll a high level glove for attack. The recommended glove
for glove scrolling is the level 80 glove, the Dark Cordon.
Q: You seem to prioritize offense over defense. Why?
A: Offense is always more important than defense. Why sit around and take damage
when you can be the one dishing the damage? Offense is even more important to
a ranged character. Melee characters need defense since they fight up close.
Being ranged, your role is to attack from afar, killing monsters before they
reach you. And if your offense is high, you can kill them quickly before they
reach you.
Q: What is a "PQ"?
A: PQ stands for Party Quest. Currently in Global MS, there are two PQs, one for
level 21-30 characters, and one for level 35-50 players. As the name implies,
this is a quest that requires players to be in a party in order to
participate in it. The reason why this is so popular is because for each
successful PQ, each player earns great amounts of EXP in addition to prizes
for completing it. Most of the prizes are worth the wait to PQ, as there are
numerous players trying to enter a PQ with only 20 channels available. These
PQs are the reason for low prices on the prizes available.
Q: I want to make gloves from Vicious, but the materials are too expensive to
get! Where can I get gloves for cheap?
A: Gloves are expensive because they can be upgraded with stats other than
defense, like weapon attack and DEX. That and they look good. Many players go
broke because they get gloves every 5 levels, which wastes precious resources
that can be used for better things. For example, the level 25 glove, Dark
Savata, uses up Gold Plates and a Black Crystal. Those expensive ores can be
used to make higher level gloves. The Green Diros not only looks good, but is
cheap to make and provides the same DEX bonus.
Q: The Blue Diros is hard to make! Steel ores are expensive! How do I get a pair
for free?
A: In essence, it's not totally free, but it saves you some ores. You have to
speak with Nella in Kerning City. She is by the hair salon, in the center of
the city, above JM From Tha Streetz. Pay her 1,000 mesos, then do all her
favors. After the third favor, she will give you a Blue Diros!
Q: I want to make shoes from Chrishrama, but the materials are hard to get!
A: As with gloves, shoes provide good stat bonuses, and can be upgraded with DEX
stats like speed and jump. The first shoes that can be synthesized come at
level 25, but then the Whitebottom Shoes are just as good for the +3 speed.
You can do Nella's quest at level 25 to get free level 30 shoes.
Q: Are Bronze Arrows worth it?
A: IMO no. One Bronze Plate is not worth having only 900 arrows just for +1 to
weapon attack. And they do not work with Soul Arrow. And they can't be
recharged at armor stores like stars can. Even at third job, Strafe will eat
up countless arrows.
Q: How do you deactivate buffs like Focus or Meditate?
A: Simply right-click on the icon of the buff you want to deactivate at the top
right corner.
Q: Crossbower? That's not even a word! Why don't you say Crossbowman?
A: Because not all Crossbowmen are "men." They could be girls. Besides, it's
rare to find a Crossbowman who is actually a man, so they are all boys.
Q: Why do you call it "flinch"? It's called knockback!
A: I can call it whatever I want to.
==>Bowman Guide List<==
No comments:
Post a Comment