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The Overall Guide to Random Information

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Well, since I'm pretty bored, I decided to apply my knowledge of Ragnarok to a more beneficial cause. Most of the information I have is most likely outdated or different, since this is mostly from what I've experienced in other servers and not so much in ForsakenRO. Some information I will have gotten from already established guides, and I'll try to do my best to provide links to the guides I obtain my information from. My memory also isn't the best, so I'll forget some things, like the difference between the Forsaken Fields. Any constructive criticism, positive comments, and tips and editing suggestions will be taken (especially the tips and editing, since I'll need some help xD).

Great Links:

The Best Link in the World

A Good Page in the Best Link in the World

Kusanagi's "The quick guide to Everything"

Items

Recommended links:

Forsaken Elite Quest - by Ethereal

Custom Items Master List - by VapoRub

Custom Headgears guide - by VapoRub

Location of Forsaken Elite Elders - by Athena

Forsaken Custom Mob Information - By VapoRub (has drops and card effects too)

Forsaken Elite Quest Guide - By Abstract

Most useful item in this server: Yggdrasil Berries

Moving on...

Forsaken Elite Quests

A lot of people ask questions about this, and though I won't be able to provide all of the necessities, I'll try my best from what I can get from the forums. The Forsaken Elite quests give you access to Elite items, which are custom items that give you a significant boost in power. Love them, for you'll probably have them for a while, if not for the rest of your ForsakenRO lifetime if you don't donate. The first quest may seem like it is, but it isn't completely useless; it gives 200 stat points.

First Quest:

Requires:

Base and Job level 255

3000 Hydra cards (ama_fild01, pay_dun02, pay_dun03, treasure01)

2000 Apples (Tool Dealer, um_in 104 124)

1 MvP card (varies per class)

500 Crystal Blues

Special thanks to .Sushi. for saving me a lot of time by posting here. I also thank and commend Abstract for making a guide on making the Elite items for specific classes (link above).

Assassin Cross Quest:

3,000 Hydra cards (ama_fild01, pay_dun02, pay_dun03, treasure01)

2,000 Carat cards (gl_cas01)

1,000 Aloe Leaflets (for_fild[02,03])

1,000 Apples (Tool Dealer, um_in 104 124)

500 Empty Bottles (anthell01)

1 Phreeoni card (moc_fild15)

Stalker Quest:

3,000 Argos cards (mjolnir_10)

2,000 Poring cards (prt_fild[05,08])

1,000 Apples (Tool Dealer, um_in 104 124)

1,000 Aloe Leaflets (for_fild[02,03])

500 Empty Bottles (anthell01)

1 Osiris card (moc_pryd04)

Champion Quest:

3,000 Rideword cards (c_tower1)

2,000 Stainer cards (mjolnir_06)

1,000 Alarm cards (c_tower3)

1,000 Aloe Leaflets (for_fild[01-06])

500 Empty Bottles (anthell01)

1 Bacsojin card (lou_dun03)

High Priest Quest:

3,000 Andre cards (anthell02)

2,000 Kukre cards (iz_dun01)

1,000 Caramel cards (ein_fild03, mjolnir_01)

1,000 Aloe Leaflets (for_fild[01-06])

500 Empty Bottles (anthell01)

1 Stormy Knight card (xmas_dun02)

Paladin Quest:

3,000 Andre cards (anthell02)

2,000 Desert Wolf cards (moc_fild14)

1,000 Deathword cards (tha_t[03, 07, 08])

1,000 Aloe Leaflets (for_fild[01-06])

500 Empty Bottles (anthell01)

1 Doppelganger card (gef_dun02, gld_dun02)

Lord Knight Quest:

3,000 Argos cards (mjolnir_10)

2,000 Poporing cards (pay_fild04, prt_maze03)

1,000 Leaf Cat cards (ayo_dun01)

1,000 Aloe Leaflets (for_fild[01-06])

500 Empty Bottles (anthell01)

1 Orc Hero card (gef_fild14, gef_fild02)

High Wizard Quest:

3,000 Male Thief Bug cards (prt_sewb4)

2,000 Matyr cards (moc_pryd04)

1,000 Alarm cards (c_tower3)

1,000 Aloe Leaflets (for_fild[01-06])

500 Empty Bottles (anthell01)

1 Evil Snake Lord card (gon_dun03)

Professor Quest:

3,000 Hornet cards (prt_fild00, mjolnir_04)

2,000 Hunter Fly cards (gef_dun00)

1,000 Deathword cards (tha_t[03, 07, 08])

1,000 Aloe Leaflets (for_fild[01-06])

500 Empty Bottles (anthell01)

1 Evil Snake Lord card (gon_dun03)

Creator Quest:

3,000 Lunatic cards (prt_fild01)

2,000 Hunter Fly cards (gef_dun00)

1,000 Metaling cards (lhz_fild01)

1,000 Aloe Leaflets (for_fild[01-06])

500 Empty Bottles (anthell01)

1 Drake card (treasure02)

Whitesmith Quest:

3,000 Lunatic cards (prt_fild01)

2,000 Hunter Fly cards (gef_dun00)

1,000 Mummy cards (moc_pryd04)

1,000 Aloe Leaflets (for_fild[01-06])

500 Empty Bottles (anthell01)

1 Lord of Death card (niflheim)

Sniper Quest:

3,000 Female Thief Bug cards (prt_sewb3)

2,000 False Angel cards (gefenia01)

1,000 Deathword cards (tha_t[03, 07, 08])

1,000 Aloe Leaflets (for_fild[01-06])

500 Empty Bottles (anthell01)

1 Moonlight Flower card (pay_dun04)

Clown Quest:

3,000 Drainliar cards (alde_dun01, in_sphinx1)

2,000 Drops cards (ra_fild[11, 12])

1,000 Deathword cards (tha_t[03, 07, 08])

1,000 Aloe Leaflets (for_fild[02,03])

500 Empty Bottles (anthell01)

1 Eddga card (gld_dun01, pay_fild11)

Gypsy Quest:

3,000 Fabre cards (gef_fild07)

2,000 False Angel cards (gefenia01)

1,000 Deathword cards (tha_t[03, 07, 08])

1,000 Aloe Leaflets (for_fild[02,03])

500 Empty Bottles (anthell01)

1 Eddga card (gld_dun01, pay_fild11)

Ninja Quest:

3,000 Peco Peco Egg cards (moc_fild10)

2,000 Hunter Fly cards (gef_dun00)

1,000 Plankton cards (iz_dun00)

1,000 Aloe Leaflets (for_fild[02,03])

500 Empty Bottles (anthell01)

1 Dracula card (gef_dun01)

Gunslinger Quest:

3,000 Peco Peco Egg cards (moc_fild10)

2,000 Sidewinder cards (ve_fild07)

1,000 Plankton cards (iz_dun00)

1,000 Aloe Leaflets (for_fild[02,03])

500 Empty Bottles (anthell01)

1 Incantation Samurai card (ama_dun03)

Cards

Because there are Elite equipment, an equipment section itself would be pretty pointless. So, I'll just avoid that. I'll list some cards that I know and acknowledge, but not all of them will be useful for all situations, like elemental cards and skill cards. This would be extremely helpful to epic-pro battlemode users, though. It's a little messy, but I couldn't really help it. Just read the bolded parts if you want to get card names, location, and effects. WARNING: some reading required.

Armor:

-Tao Gunka card (beach_dun) - Gives 30% HP and subtracts 50 DEF/MDEF. This card is used for many things overall.

-Ghostring card (pay_fild04, gld_dun04, prt_maze03, treasure02) - This enchants armor with Ghost property, which reduces neutral damage by 75% and is only weak to Ghost. It is used against... lesser players, Sacrifice/Martyr's Reckoning, and Asura Strike.

-Orc Lord card (gef_fild10) - 30% physical damage dealt to you will be returned to the enemy. This card is good for sui-homiciding against Asura Strike Champions. Combined with a Paladin, this card can make your enemy waste a lot more yggs in a ygg battle.

-Marc card (iz_dun03) - This prevents freeze, if you have no means to defend against it with luck or a custom equipment combo.

-Angeling card (pay_fild04, xmas_dun01, yuno_fild03) - Enchants armor with Holy property. Many "basic" elements get their damages reduced against it. Holy does no damage when facing High Priests, so it's good for random things. High Priests can also use Asperio against their opponents and wear an Angeling to not gain any damage. Cursed Waters will hurt, though.

-Swordfish card (iz_dun03) - Enchants armor with Water property. Water is strong against both water and fire, which takes out Boxes of Storms and Flame Converters (which are the easiest converters to get, in my opinion).

-Pasana card (in_sphinx5) - Enchants armor with Fire property. This is well used against Professors, but I don't recommend it too much. It's good to have, since you never know...

-Sandman card (moc_fild16) - Enchants armor with Earth property. I'm pretty sure Hiding and wearing this won't protect you from Heaven's Drive, but this card still will have its uses. It's not a frequently used element, but you never know...

-Argiope card (mjolnir_05) - Enchants armor with Poison property. This is well used against Assassin Crosses and, unlike Undead property, won't get you resurrected dead.

-Dokebi card (pay_dun04) - Enchants armor with Wind property, which is strong against water and wind, which is another frequently used converter.

-Bathory card (alde_dun04) - Enchants armor with Shadow property. This would be useful against Cursed Water users, but it doesn't really do much against other elements.

-RSX 0806 card (ein_dun02) - Prevents getting knocked back. Has many uses; so many that I can't list them. Just be careful, since some people may be able to spam a lot more if you aren't a distance away from them. It's not needed for War of Emperium.

-Garm card (xmas_fild01) - 50% chance to freeze an attacking enemy. It's good if your enemy has no freeze protection, and I recall that the donation armor combo enables freeze protection.

-Puppetring card (for_fild04) - 10% chance to autocast Stone Curse on an attacking enemy. Many people have freezing protection, so this is a good substitute to get on their nerves.

-Detale card (abyss03) - Protection from freeze; 5% chance to autocast Land Protector when gaining magical damage; MDEF -20. Land Protector has more uses than just cancelling magic; you can cancel Loki's Veil in a castle if you get hit enough.

-Goldring card (for_dun01) - 5% chance to autocast Level 10 Bless on oneself when taking physical damage. This is just an option you should be aware of, if you ever want it.

-Gloom Under Night card (ra_san05) - 40% more damage against Holy, Shadow, Angels, and Demons. This card would be a beast when attacking an Emperium, which is Holy element.

-Agav card (ra_san05) - +5% MATK, -10 DEF. If you really don't have anything better to use and you're a Mage class, then this could be of some use.

-Clock card (c_tower2) - 3% chance of autocasting level 3 Auto Guard when receiving physical damage. This would help damage prevention and if you want to be a pain in the ass to kill xD. It would work really well with Parrying...

Garment:

-Assassin Cross card (lhz_dun03) - Enables use of level 3 Cloaking. Cloaking has many uses, and I hope you can imagine them yourself.

-Deviling card (pay_fild04, yuno_fild03) - 30% neutral resistance, 50% more damage from every other element. I don't really like it, but it is really recommended against Sacrifice/Martyr's Reckoning and Asura Strike.

-Raydric card (gl_cas02) - 20% neutral resistance. This is a good card overall if you want mediocre protection with no cost or gamble.

-Myst card (mjo_dun03) - 30% Poison resistance. This is a great card against Assassin Crosses.

-Pouring card (for_dun01) - Inflict 10% more damage with Double Strafing, Sharpshooting, and Arrow Shower. This is an out there card. Snipers could use it if they REALLY want power.

-Aquaring card (for_fild01) - 33% resistance against Water property. Use this, instead of a Marse card, against Boxes of Storms, which is highly used.

-Firering card (for_fild01) - 33% resistance against Fire property. Good against Flame Converters and Professors.

-Leafring card (for_fild[02,03]) - 33% resistance against Wind property. Good for Jupiter Thunder and other wind stuff.

-Hode card (moc_fild17) - 30% resistance against Earth property. I think you get it now, but anyway, earth is a lesser used converter (to the extent of my knowledge) and element overall. It's still good to have because you never know...

-Isis card (moc_pryd06) - 30% Shadow resistance. This would work well against Cursed Water users.

-Noxious card (ein_dun01) - 10% range and Neutral resistance. This could be good if you can't identify your enemy's element or just want to screw over a Sniper's damage that badly, but an Errende card (Pneuma) would work better.

-Skoll card (for_fild[04, 05]) - Increase max HP by 6%, Vitality DEF -40. This is good if you want more HP without getting owned by Thanatos and Ice Pick users.

-Salamander card (thor_v03) - 40% more damage when using Fire Pillar and Meteor Storm. If you like protecting castles, using Meteor Storm, and have a hell of a lot of Kiel-D-01 cards, then go wild with this.

-Chung E card (lou_dun03) - -5 LUK, but increase LUK and Critical rate by 1 for every refine rate on the compounded garment. If you get your hands on a +10 garment (preferably a Valkyrie Manteau in this situation), then this card could be used if you're desperate for Critical rate.

Shoes:

-Variant Shoes [0] (Beelzebub, abbey03) - +20% Max HP/SP; -1% HP/SP per refine rate, but +1 DEF every 2 refine rate. I have no idea if these shoes are implemented or not, or if they even are dropped by Beelzebub, but they seem worth it if they are.

-Fallen Bishop Hibram card (abbey02) - Inflict 50% more damage against Demihumans, -50% SP. Great for more damage and great combined with yggs; that's all I can say and all you need to know.

-Antique Firelock Soldier card (ama_dun02) - +2 STR and if refine rate is 9~10 increase HP and SP by 10%. A pretty useful card, but not that worth it if you don't refine stuff.

-Matyr card (moc_pryd04) - 10% more max HP. If you don't want to have to get high refine rate, then use this instead of an Antique Firelock.

-General Egnigem Cenia card (lhz_dun02) - +10% maximum HP and SP, heal 50 HP and 10 SP every 10 seconds. A pretty useful card, being better than most of the non-MvP cards. It's probably easier to get than a few other MvP cards, so it's a good start.

-Lady Tanee card (ayo_dun02) - 50% more SP, 40% less HP. If you're an Asura Strike Champion who can't get an FBH card, then use this substitute, but be mindful that any SP over 6,000 will stop being a factor in Asura Strike calculations. This card should be stronger than FBH in terms of Asura Strike, but remember that your HP will decrease.

-Amon Ra card (moc_pryd06) - +1 all stats, 3% chance (10% with 99+ INT) to autocast level 10 Kyrie Eleison when receiving physical damage. When was it 10%?! I thought it was 1%... well this card obivously has great uses and I recommend it. Combine it with Parrying and you'll annoy the hell out of people xD.

-Dragoon Warlord card (for_fild06) - Maximum HP/SP +5%, 10% chance to autocast level 10 Kyrie Eleison when receiving physical damage. A good substitute for Amon Ra, well actually more like Amon Ra is a good substitute for this. This gives more HP/SP and +1 all stats isn't all that much; you don't need 99 INT as well.

-Moonlight Flower card (pay_dun04) - Makes you faster. Yes, that's pretty much the description. Well, it's good because speed is good for a number of things, even in straightforward PvP.

-Alarm card (c_tower3) - 20% chance of autocasting level 1 Sight when receiving physical damage. If you're too lazy to use a Horong card, this card could be useful... but by the time this works and you see your opponent you'll be almost dead xD.

-Dark Lord card (gld_dun04, gl_chyard) - 10% chance of autocasting level 5 Meteor Storm when receiving physical damage. This card COULD be useful, but unless you have some INT you won't be doing that much damage.

Accessories:

-STR/DEX/INT/VIT/LUK/AGI Belt (100 Donation Coupons) - +40 of the designated stat, no slots. I know, this isn't a card, but it's a choice well considered if you want just raw power. It's still nice to have some cards, since some accessory cards are important. If you're going to choose this belt, then I suggest it to follow a very high stat.

-Mixed A/B Belt (100 Donation Coupons) - ...I forgot what exact stats these belts increased, but I do know it was +20 to three stats. Just because this belt has +60 stats and the other belt has +40 doesn't make this belt the smartest choice; you must also consider the number of stat points used (like you need 40ish stat points to increase a 290ish stat). This would be better if you have more balanced stats.

-Horong card (pay_dun04) - Enables use of level 1 Sight. Before I say anything, I EXTREMELY recommend this for Lord Knights fighting against Sonic Blow Assassins so you can use Bowling Bash to knock them back before they even get a chance to hit you and so you can get them out of Grimtooth. This is an example of how Sight is useful.

-Errende Ebecee card (lhz_dun02) - 5% chance to autocast Pneuma when getting physical damage. This is useful against many ranged classes in extended battles, especially Champions.

-Mantis card (lou_fild01) - +3 STR. A poor substitute for a belt, but it's not like you'd get one anytime soon.

-Zerom card (in_sphinx02) - +3 DEX. Same as above.

-Bongun card (pay_dun02) - 2% chance of autocasting level 1 Bash on an attacking enemy; Bash knocks enemies 5 cells back. If you use this with a Cutlus (enable use of level 5 Bash), it could hold some slight potential.

-Marine Sphere card (iz_dun03) - Enables use of level 3 Magnum Break. This is good against Stalkers if you have no AoE attack... yes I know this card sucks but it's an out there option xD.

-Wikebine Tres card (lhz_dun02) - 5% chance of autocasting level 1 Strip Armor when attacking. This would be really useful in crippling your enemy.

-Imp card (thor_v01) - Fire Bolt does 25% more damage. For an accessory card, this is a great damage increase. It would really help Professors if you can't get an INT belt.

-Siroma card (ice_dun01) - Cold Bolt does 25% more damage. This is the same as the card above, except with Cold Bolt.

-Owl Baron card (tha_t06) - 3% chance of autocasting Lex Aeterna on an enemy when receiving physical damage. Lex Aeterna could really help your damage if you don't have a better card to use. Maybe using it as an Asura Strike Champion would work really well.

-Smokie card (pay_fild09) - Enables use of level 1 Hiding. Even if it only lasts 30 seconds, you wouldn't believe its usefulness. Most skills (except for a few Earth ones) cannot hit Hiding, so the main option is to use Sight, which many people don't usually have. An example of this card's usefulness is against Berserk/Frenzied players.

-Violy card (gefenia[02, 03]) - 2% chance of autocasting level 1 Frost Joker when attacking (if you have level 5, then it uses level 5). Good for freezing. Even if Frost Joker has a somewhat low chance of success, it targets everyone on the map, so it could work against a lot of people or something.

Headgears:

-Maya Purple card (gld_dun03) - Enables visibility of normally invisible foes. An oxymoron, but it does make sense. This is a must-have effect, especially against Assassin Crosses.

-Kiel D-01 card (kh_dun02) - 30% skill delay reduction. If you didn't know, skill delay is the thing that prevents someone from madly casting skills like Acid Demonstration all over the place 5 times per second. That means this card is good, but you still won't be able to do that. Anymore than three of these is kinda pointless.

-Lord Knight card (lhz_dun03) - Enables use of level 1 Berserk/Frenzy, but -50% HP. This card would work well with melee builds, but I don't like it since you can't really use Sight, rebuff, etc. This would be good against an Emperium, though. If you absolutely don't do anything except melee (Snipers against High Wizards?), then this card could work well.

-Mistress card (mjolnir_04) - Use no Gemstones when casting skills, but these skills cost 25% more SP. ...That's pretty much it; go crazy.

-Pharaoh card (in_sphinx5) - 30% less SP consumption. A card when you have nothing better to get or want to save ygging for SP.

-Giearth card (mjo_dun03) - Confusion immunity, +15% Earth resistance. I have no idea what Confusion is, but the Earth resistance could be good if you have no cards to put on your headgear and you want to use Wind armor. Combine it with a Hode card and you'll have some pretty good elemental immunity.

-Forsaken Soldier card (WoE chests)- 100% Stone Curse immunity. Stone Curse can be a pain in the ass sometimes, so this card can really help.

-Gemini-S58 card (lhz_dun02) - 50% Stone Curse and Sleep immunity if you have 80+ Vitality and 30% Stun and Silence if you have 90+ Agility. This card is another one that you could get if you have nothing better to get, but it could come in handy.

-Vanberk card (ra_san02) - +2 STR; +100 Critical Rate for 5 seconds when attacking an enemy. I'm not sure, but I don't think the Critical increase is used all the time, but it could help with Critical builds. Try to test it to see if you can depend on it first. If you prefer to melee instead of use skills, it would be a good replacement for Kiel cards.

-Arc Angeling card (yuno_fild05) - Regenerate 100% more HP/SP. If you stack a few of these, you could save quite a few yggs, but you should use it for the Swordsmen class, who have Moving HP Recovery. I saw some people on one server who managed to regen more than people damaged; it was really amusing.

-Bacsojin card (lou_dun03) - Heal. Sanctuary, and Potion Pitcher heal 30% more; but all skills cost 15% more SP. This card is kinda useless when everyone is spamming yggs like they're in a seizure or something, but if you have Heal and quite a few of these, you could heal probably over 30,000 HP per; if you are being attacked, your Heal/second increases to about four/five Heals a second. You can do the math.

-Carat card (gl_cas01) - +2 INT. If you REALLY have nothing to use your slots on... but Evil Snake Lord gives +3 INT.

-Giant Hornet card (gld_dun02) - +10% Wind resistance. OK, really, half of these are virtually useless so I won't even put commentary on them.

-Grand Peco card (yuno_fild08) - Autocast level 1 Gloria with a 5% chance when receiving physical damage. If you really want to be that big of a pain in the ass with a PD build, then this card could work.

-High Wizard card (lhz_dun03) - Ignore MDEF when using magic, but casting time and SP use is doubled. No one uses MDEF, only GTB, so this card isn't that useful.

-Leaf Cat card (ayo_dun01) - +10% Water resistance. Use for Boxes of Storms users or something.

-Leib Olmai card (gld_dun03) - +10% Fire resistance. ...

-Permeter card (tur_dun[02, 05]) - +15% Shadow and Undead resistance. Yay, this one's 15%; good for Cursed Water users.

Shields:

-Usakoring card (for_dun01) - 35% less damage from Demihumans. This is the basic shield card for PvP and is better than the Thara Frog card.

-Golden Thief Bug card (prt_sewb4) - Nullify all magic, but all skills cost double the SP. This card will prevent you from getting owned from Mage classes and nullifies Coma as well. Some buffs shouldn't work when you have it on, so you should watch out.

-Maya card (anthell02, gld_dun03) - Reflect single target magic at 50% success rate. This card is very useful against Professors and is considered more offensive than GTB. Watch out for AoE spells, though.

Weapons:

PvP Damage:

-Goldenring card (for_dun01) - 25% more damage on Demihumans. Even though it has more damage percentage than the Hydra card, I heard that it doesn't stack well. I've tested it and I haven't seen anything wrong... with four slots at least.

-Civil Servant card (lou_dun03) - 20% more damage on Ghosts. This is good for all those people who use Ghostring, but I'd rather use a Hydra card instead.

-Hydra card (ama_fild01, pay_dun02, pay_dun03, treasure01) - 20% more damage to Demihumans. This is the base of all PvP weapons. Try not to use more than two per weapon.

-Incantation Samurai card (ama_dun03) - Ignore an enemy's defense when attacking; reduce HP recovery by 100%. This card is really good because it ignores Vitality defense. People tend to block quite a bit of damage with 200 Vitality defense.

-Skeleton Worker card (mjo_dun03) - 15% more damage against medium sized enemies. Most players are medium sized, so this is a good card to use if you have nothing else to use for damage.

-Sword Guardian card (thor_v03) - 25% more damage with Bowling Bash if used with a sword. Many sword Lord Knights only use Bowling Bash or use it as their main skill, so this card should help a lot.

-Turtle General card (tur_dun03) - 20% more physical damage and add a 5% chance of autocasting Magnum Break when attacking. This is an overall good card and should be used when given the chance when competing against other 20% more damage cards. Magnum Break also adds a 30% damage increase in the Fire property, so this card would be prefered over a Goldenring card if you are using straight up melee.

-Zipper Bear card (gon_dun01) - +30 ATK; drain 1 SP per melee attack. This card works well with Soul Breaker, which doesn't have percent cards apply to it.

-Kingring card (for_fild04) - +3% MATK. Of course, use this if you're a Mage class.

PvP Other:

-Whitesmith card (lhz_dun03) - 10% chance of breaking an enemy's weapon and 7% chance of breaking an enemy's armor when attacking. This is the most annoying card ever and will screw your opponent over and over again. Use it :).

-Valkyrie Randgris card (odin_tem03) - 1% chance of autocasting Dispell when attacking; makes weapon indestructible; 10% more physical damage. Dispell is really useful against a lot of classes, but it doesn't get FCP and EDP, I think.

-Stormy Knight card (xmas_dun02) - 20% chance of freezing an enemy and 2% chance of autocasting level 2 Storm Gust when attacking. If your opponent doesn't have anti-freeze equipment, this card will screw them over immensely.

-Phreeoni card (moc_fild15) - +100 HIT. This really saves you from having to get 100 DEX as a replacement, but getting 100 DEX and using a percent damage card instead should do more damage if done right.

-Lord of Death card (niflheim) - Add a 0.1% chance of auto casting 'Coma' on an enemy and add a 5% chance of auto casting 'Stun, Curse, Silence, Poison or External Bleeding' on the enemy when attacking. Since when was it 0.1%; it used to be 0.3%. Well, this card is good for annoying the crap out of people.

-Dragoon Warlord card (for_fild[01, 05]) - 5% chance of autocasting level 1 Strip Shield when attacking. Not as useful as the other strip skills, since not all classes have shields, but shields are really useful for some classes. Paladins depend on shields for most of their buffing skills (though they can just Gospel to lose their strip).

-Dark Priest card (not implemented) - 5% chance of decreasing enemy's SP by 10% when attacking. I've seen this card used somewhere, so I think it's implemented somewhere. Unfortunately, I don't know where. This card could be good at making your enemy waste yggs xD.

-Metaling card (lhz_fild01) - Autocast level 1 Strip Weapon at a 5% chance when attacking. Combine this with other strip cards and you'll be a real pain in the ass xD.

Criticals:

-Assaulter card (tur_dun03) - 10% more damage with Criticals; +7 Critical rate. Use this card if you want more Critical rate, but still some damage.

-Mobster card (cmd_fild02) - 15% more Critcal damage and if you are a Thief class +4 Critical rate. This is if you want more Critical damage, but still some Critical rate.

-The Paper card (ama_dun03) - 20% more Critical damage, but drain 1 SP per attack. Even if it's the same percentage, I find that this card does slightly more damage than a Hydra card. Use it if you want Critical damage and don't need Critical rate.

-Eremes Guile card (lhz_dun03) - +10 Critical rate. If you're really desperate for Critical rate, then use this card.

Other:

-Thanatos card - An Ice Pick in card form that drains 1 SP per hit and has -30 DEF and Flee. This is probably the rarest and most expensive thing you'll find. If you have it, then go and have fun.

-Sniper card (lhz_dun03) - 5% chance of gaining 20% of inflicted damage as HP when attacking; -100% HP recovery. This would work pretty well in War of Emperium.

-Abysmal Knight card (gefenia[01-04]) - 25% more damage on Boss monsters. ...Good against Boss monsters? Self explanatory.

-Baphomet card (prt_maze03) - Physical attacks hit everything in a 3x3 range. This is good for mobbing monsters with melee.

-Desert Wolf card (moc_fild14) - 15% more damage on Small monsters. I'm pretty sure the Emperium is small sized, so this card could work for it. I think there are better cards to inflict damage to it, though.

-Orc Skeleton card (orcsdun02) - 20% more damage against Holy. This is the Hydra card of Emperium-breaking weapons.

Classes

A lot of classes use very certain skills or strategies to defeat people. Many classes also have advantages and disadvantages over other classes as well. I'll try to explain the most used skills and the strengths and weaknesses of a class overall. Results may vary, because this is only an overall view. People may use different strategies, equipments, or may have different approaches to many methods. Don't depend everything on this information; just be aware of the stuff listed.

Lord Knights:

Irrelevante's LK guide

Summary:

Lord Knights are one of the more used classes and tend to be one of the hardest classes to take down. The highest VIT:HP ratio, shield usage, knock-back ability, Parrying, and Berserk/Frenzy make these guys particularly hard to kill. The damage they inflict is adequate, but can be both used for attack and defense. Spiral Pierce has consistent and not amazing damage, but it has long range for a close range attack, so it will do some damage before you can reach the Lord Knight. This skill's range advantage will immobilize/slow an enemy trying to melee in Sight range, if you have a Kiel. Bowling Bash does an above average amount of damage (the highest damage per hit with a Lord Knight) and knocks people back, both saving you from spam and preventing you from touching a Lord Knight well. Bash will murder you if you don't have enough VIT to have anti-stun, since Bash's stun percentage is 45%. The spam rate and damage is also decent, so it can kill pretty well. Long range attacks have slight effectiveness, but Charge Attack will bring the battle to close quarters. In long lasting battles, like ones with Yggdrasil Berries, Lord Knights can cripple their enemy to a great extent with Joint Beat. It has varied effects, ranging from dereasing your enemy's attack speed to decreasing their movement speed, so it's useful for many things. Assassin Cross cards work wonders with Lord Knights.

Using a Lord Knight:

When using a Lord Knight against an Assassin Cross, Parrying tends to work well. You must play on the defensive and just Spiral Pierce them when they get close (if you have the chance) and knock them back when they get in range for attacking. If they resort to Soul Breaker, then go on the offensive and Charge Attack then Bowling Bash them. When in a wall battle, stay a good 4 cells away from the wall so that they have to come closer to hit you, but you can still spam at a fast rate.

When against Champions, use neutral reductions. If you do that and are aware of their Asura Strike damage, then it should be pretty easy. They sometimes get the chance to use Asura Strike before you can Bowling Bash them, so be careful. Charge Attack a lot, but carefully.

Against Paladins, be aware of their Sacrifice damage and wear reductions. Spiral Pierce won't work well because of Defending Aura, so you'll have to use Bowling Bash a lot. If they use Shield Chain, use Charge Attack-Bowling Bash combos.

Lord Knight battles are tricky, and defeat goes to the one who Berserks/Frenzies first. Most of the time, the battle will turn into a Bowling Bash contest. Spear Stab could help a bit, since its range is greater than Bowling Bash, but if the attacked is blocked (miss, Parrying, etc), then the attack won't knock the enemy back; Spear Stab also doesn't do much damage most of the time. It could work with special circumstances. Two-handed swords do well because of Parrying, and if you use an RSX then you can hit them with a Bowling Bash if they hit you once, instead of being knocked back and dealing no damage at all; just be sure they don't get two hits on you at once. Try not to charge at them, and just time your spamming right.

When against Creators, just get neutral reductions on, try to keep Charge Attacking and Bowling Bashing them, and just hope they can't target you well so you can kill them first. If your reductions are godly, then just stick to Spiral Piercing.

When facing Snipers, just slap an RSX card on, Charge Attack to them, and use Spiral Pierce/Bowling Bash. If you don't have an RSX, then you'll just have to depend on Charge Attacking them.

For Gunslingers, try not to let them get too far from you. It will be hard, since they probably will Disarm you, so just slap on a shield if you lose your two-handed weapon. Don't let them get close enough to Desperado you, but don't let them get far enough to get four solid hits of Bullet shower/Shotgun Frenzy either. Use Bowling Bash and Charge Attack respectfully to solve these problems.

Against a Lord Knight:

Weaknesses for a well-made Lord Knight are quite hard to find. Most tend to have high VIT, so Creators do pretty well against them. If they don't have Sight, then Sonic Blow Assassin Crosses tend to have a good chance. If they do have Sight, then they will be able to knock you back before you can even hit them. Outdamaging their Spiral Pierce with ranged attacks, like Soul Breaker, Finger Offensive/Throw Spirit Spheres, and Shield Chain, could work, since using Bowling Bash against a ranged enemy will put them at a disadvantage, but you should consider that they could have more HP than you. RSX cards have varied effects against Lord Knights, but if they don't have Kiel cards then it will be pretty easy to defeat them. DO NOT get into a wall when against a Lord Knight that has a Kiel. 90% of the time you will lose if they know what they are doing. Against two-handed Lord Knights, magic seems to work well, but don't depend on it since they most likely will have the ability to switch to a shield. Try to find a weakness in the preparedness of a Lord Knight, like its reductions, counters (Sight, for example), and aliment resistances, then take advantage of them.

Assassin Crosses:

How odd... there's no Assassin Cross guide pinned...

Summary:

Assassin Crosses are well-known for their build versatility and high damage. Their main skill, Enchant Deadly Poison, makes their damage one of the highest DPM, if not the highest, in the entire game. Their HP is... average. It's higher than Champions, but sometimes not enough to survive a few good hits. In many cases, if you are in a melee battle with them, you'll get outdamaged. Their ability to get eight slots and 2% Coma chance (two Edges) makes them dangerous as well. The four main builds used by Assassin Crosses are melee, critical, Sonic Blow, and Soul Breaker. Melee has great versatility, usually being able to use part of all four builds and most of their skills. Most of the time, if you get close to your enemy you should be able to kill them, so that's your main goal. Critical tends to do more damage than regular melee, but they have very low HIT and sometimes low HP. They are pretty much pure melee, since skills can't really critical. Sonic Blow Assassin Crosses usually are hit-and-run types, doing a great amount of damage at one moment and then running. They are good anti-yggers, but they have low HP themselves most of the time. You should Backslide SOME after doing a volley (or you're a sitting duck), but don't spam it or the enemy will have a chance to set up or calm down. During War of Emperium, just alternate between spamming Hiding and Cloaking xD. Soul Breaker can do a lot of damage, if it has a good spam rate. They may be open and have low HP, but they can inflict aliments very well, because their left hand weapon doesn't contribute damage (they can put aliment cards or Coma into that hand). Keeping a good distance is key to using that build. Personally, I don't go pure Soul Breaker, but I've seen some pretty good people with it.

Using an Assassin Cross:

Most of the time, an Assassin Cross's goal is to get close to their enemy. When against other Assassin Crosses, Sonic Blow tends to work well, especially against melee builds. When melee versus melee, you must catch your opponent off-guard and get the first strike. If you can hit them for a few seconds before they hit you, you will get a great advantage over them. It mostly depends on how you prepared for the battle beforehand, though. When facing a Sonic Blow build with melee, try to get the jump on them (ready ones will Backslide though...) or use an aliment on them; you'll be at a disadvantage against them, so I can't suggest much in that situation. Cloaking is the main weakness of Soul Breaker, since they'll have to use Sight up close to get you revealed.

Lord Knights seem to almost be the natural enemy of Assassin Crosses. Their knock back makes you unable to consistently damage them in most situations. If you see one, let it knock you back once, making it think it can knock you back. Wear a RSX card right after and charge in and melee it; the Lord Knight should only do one Bowling Bash and be off guard after that. This only works once, though xD. If it doesn't have Sight, use Grimtooth, but Sonic Blow could still do a lot if it doesn't have Sight anyway. Parrying and high HP will prevent first strike kill for Sonic Blow, though.Soul Breaker seems to have a good chance against one, if used right. If he Parries, try to use double Edges and Coma Soul Breaker him. Ice Picks could also work pretty well.

Paladins are always a pain in the ass to kill. Neutral resistance is your trump card, and you have to just be sure to ygg well. Just hope he Sacrifices/Martyr's Reckoning himself to death by accident because of your damage from melee, but this could advantage is also a disadvantage to you. Be sure not to let yourself get too much damage from Shield Reflect and get quickly killed by some Sacrifices. Soul Breaker is pretty much dead, since Defending Aura will take out a good chunk of your damage. Sonic Blow doesn't work too well because of Auto Guard and their high HP.

Champions can counter a lot of an Assassin Crosses attacks. Pneuma blocks Soul Breaker and Grimtooth, Ruwach prevents first hits, and Blade Stop prevents meleeing. Meteor Assault with neutral reductions could work well and prevent an Asura Strike from killing you, but Raging Palm Strike (which can have an element, to the extent of my knowledge) combined with an Asura Strike could kill you before you kill it. Get enough reductions to live from an Asura Strike, and you won't really have to worry about Blade Stop. What could they do after they stop you? Just watch out for getting teamed xD. Sonic Blow is your best bet at killing a Champion, but Asura Strike will most likely Asura kill you while you're spamming if you don't have enough HP, even with reductions. Since Champions have pretty low HP, you have a good chance to kill them in one round of it. Ruwach tends to have a little delay because of the hit, so you can use that chance however you want.

Cloaking is your best friend against Creators. If you can live from one or two hits of Acid Demonstration, then you should be able to kill them from up close, Sight or not. Just try not to fall victim to a random aliment, for that could mean death. Because Acid Demonstration's range is shortened in this server (?, not 100% sure), just stay far from them when Soul Breakering and retreat when they get close.

Mage Class battles are pretty tricky. If you have a GTB card, then it's easy enough. Without it, you'll have a hell of a hard time. Sonic Blow pretty much fails in this regard, but if the Mage you're against doesn't know how to use Heaven's Drive, then you should Hide and wait for him to approach, then Grimtooth him. Critical classes are pretty much dead without GTB, since they will most likely have cast time. Soul Breakering has a good chance for survival. If you just HAVE to melee, then at least try to Backslide right up to him and get him by surprise. For High Wizards, just wait for them to cast an AoE spell a good distance away from them, then use Backsliding to get close and attack during the delay (if they don't have a Kiel card). Professors are a bit harder, but since many of them are stationary, Backslide works pretty well. A Maya card will work wonders against them as well. An RSX card could help, or it could screw you over if they have a Kiel card and you don't manage to kill the Mage before he Jupiter Thunder's you to death.

Snipers are very troublesome. They can reveal you from a distance and do some pretty hard hits. A smart Sniper will also Charge Arrow you with Sight up when you get close. An RSX card would be the easy way to beat these guys, especially since once you get in melee range of these guys, they're pretty much dead. There's a delay in Detecting, so try to make them use it and get up close to them. Speed is an important factor in this battle. Backsliding into them is also an OK option. Soul Breaker will have a hard time, since their range is slightly greater than Soul Breaker. Hopefully, you can outdamage them or outlive them.

Against an Assassin Cross:

In a lot of scenarios, you would fare best to keep your distance. In front up combat, an Assassin Cross will most likely win. Anti-poison equipment could work. When against a Sonic Blow Assassin Cross, rely on ranged attacks and try to keep your distance, or just use knock back skills. Sight is usually a must-have. Lord Knights completely own Assassin Crosses. Bowling Bash does good damage and gives the distance needed to avoid damage. Paladins could do well too, since Auto Guard and Shrink will really annoy an Assassin Cross. Shield Chain won't be too bad, but when using Sacrifice try to watch your health because of their damage. Champions can counter most of their attacks, except for Sonic Blow. Asura Strike sometimes takes care of that, but a delay in Ruwach will screw you over, so try to use Sight to Asura them before they Sonic Blow you. Snipers with Sight, Charge Arrow, and a lot of Kiels will have an easy time if they are fast. Always keep Sight up, Charge Arrow when they're close, and Detect and Double Strafe when they are far away. Detecting up close will get you because of a slight delay. High Wizards with Kiels against GTBless Assassin Crosses will win most of the time.

7,090 words!

As of now, this guide is incomplete and I am posting it now to save the information so I don't have to do it all over again. It could go into the General Discussion section, now that I think about it. Well, I'll try to put other class information down, but my knowledge varies per class. Please add in advice when you can, since it's not like I know everything about everything.

Posted

Wow. How bored were you to make something like this? Anyways Nice guide lulz. :thumbsup_still:

Posted
Wow. How bored were you to make something like this? Anyways Nice guide lulz. :thumbsup_still:

I'm waiting for someone to go on, and you wouldn't believe how bored I get...

*Bump*.

Posted

Updated: Lord Knight and Assassin Cross information added.

There will probably be a lot of controversy over this, but please try to make the criticism constructive. I'm trying my best.

Posted

It will be better if you put some cards combination for LK and Sinx or what cards do you prefer

But your guide is Awesome, it burns a lot of time to do that

Posted

You left out a few details concerning Some of the cards. That is in the Sniper aspect. If you need me to help write a part for Snipers here I will but anyway......

Turtle General- 20% damage and a 5% chance to cast Magnum break. Magnum break is important because that is what makes TG so important it increases Fire dmg by 30% which basically means it increases all dmg by 30% but by a bigger number vs Earth elemental mobs. TG should only be considered over Goldenring when someone hits alot then that way 2x Tg is better than 2x Golden ring since it increases your chances of casting Magnum and with Magnum activated that is a +70% dmg inc and 2x Goldenring is 50% but if you don't attack alot and use skills like Asura only and Double Strafe and don't use regular attacks then you simply get 40% from two Tgens and 50% from 2x Goldenrings so Goldenring would be better.

Gloom - It is good for snipers aswell Vs. Most Mvps.

Tanee- While this card is better than FBH it is useless if your max SP is above6k on Monk since that is all that is calculated in the Asura formula. Most people use FBH Tanee combo so they can keep their 6k Sp and do 50% more dmg on demihumans. JUST FOR ANYONE WHO DOESNT HAVE 6K SP TANEE IS BETTER SINCE SP PLAYS A BIGGER ROLE IN THE ASURA CALCULATOR THAN A +50% CARD WOULD :) kk thx.

Lord Knight- Is best used for Snipers especially in MVP circumstances.

Vanberk - Very Vital to Sniper MVP :) VERY VERY VITAL Two is better but one will suffice.

Add:

Chung E Useful for Sniper Mvp

Pouring Useful for DS pvp builds :)

Ill add some more later when I have time :D

Posted

xBiscuit: Argiope is for people who use Enchant Poison, not Enchant Deadly. Quite a few people use Poison since not many people counter it and because they may be too lazy to get other elements.

death...: Thanks, maybe if I get the time I'll consider it.

Kuyuti: I only included effects that I thought were important, but I didn't know too much about Magnum Break. I thought that it only increased damage by 5%... I'll add it in though. I think the Gloom Under Night card would be useful in any case that it would work. As for the Lady Tanee, I didn't know that either. I find that Berserk really leaves characters open, so I don't really like it for PvP... but I guess it's good if they don't have any other skills to use. It'll definitely be good in MvPing, but I didn't really include that factor in my guide. It's worth looking into though. I did add the Pouring card already.

I'll add those cards and the others... later, since I don't have much time right now (look at posting time). Thanks for your advice.

Posted

My guide goes for more of a PvP based view, but your guide is broader, so it is better in that aspect. The more the merrier, though xD.

Posted

Well if you are looking for MVP sniper i can't fully help you there yet I just know a few useful things but yes the TG factor is true. most people just throw it on being like "Oh Mvp card it has to be better" but unless you plan on doing normal attacks with it isn't :/

Posted

awsome guide! i couldnt imagine myself doing this no matter how much time i had left /no1

Posted

Someone had tons of time on there hands, Great work.

Posted

edit deviling's effect, its 30% neutral reduct.

as for shoes, u forgot about the lhz2 swordie mvp (the general something)

and for headgear, this might be rare, Forsaken Soldier Card: available via woe, give 100% immune to stone curse.

Posted

Is Deviling having 30% neutral reduction custom to the server because of all the other reductions you could get from things like the Forsaken King set? I just want to verify. Well, I didn't think that it would be worth the trouble of getting a General Egnigem Cenia card when you could just get another card if you're going to MvP, but I guess I should add it anyway because it has a decent effect. Could you specify how exactly to get the Forsaken Soldier card? Does it come from one of the treasure boxes?

Well anyway, thanks for your contributions.

Posted
agripoe doesn't work on assassin cross's.

read the enchant deadly poison.

It will because some AssasinCrosses uses Enchant Poison, not EDP. Even though they have EDP, their main weapon element is still poison, so it's going to be miss when used against a Poison armor.

Posted

ohh? how about adding this one =D

first quest:

sinx - osi

stalker - phree

LK - doppel

champ - DL

HW - DL

HP - Bacso

Paladin - OH

clown - garm

gypsy - moonie

sniper - eddga

prof - ESL

creator - LOD

WS - drake

ninja - incan

GS - drac

SL - bapho

thnx

Posted
It will because some AssasinCrosses uses Enchant Poison, not EDP. Even though they have EDP, their main weapon element is still poison, so it's going to be miss when used against a Poison armor.

Sidenote*

If you were to put on Undead Armor, posion will actually heal you.

Take it off as soon as your opponent realizes it's undead and not poison though, as, if they're smart,

they'll one shot you with a Ygg Leaf.



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