Lacruzel's Adventurer Builds and Guide
Jun 9, 2016 14:45:01 GMT
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Post by AianLacruzel on Jun 9, 2016 14:45:01 GMT
Greetings and welcome. I'm Lacruzel, a LVL 310+ Adventurer. Iruna is my first MMORPG and I mained an Adventurer from the very start. Let this Guide and Journal be my way of sharing info with my fellow oddballs out there who are thinking of taking up this challenge.
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When starting a New Game, everyone starts off as an Adventurer. If you took Tilia's tutorial, you can remain an Adventurer by picking the 1st choice of deciding later on a class change.
The Adventurer is arguably the most controversial class in the game. Whenever I get into a party with a stranger, or whenever a new recruit comes to visit my guild, Second Life; I usually get a reaction - may that be a diss, confusion or respect. And it's followed by:
..And rightly so.
Hands down, the Adventurer is the hardest class to use in the game. Naturally, for it's a Handicap Class. Playing as one is like breaking Record Time, doing a Speed Run or getting an Excalibur II. Just remember that if you can't handle it, you can simply change your class to something else. Then make an excuse like, say, "I got bored."
Advents have:
1. Minimal to no Class Bonus. Allegedly at 0 / Lv, but exact amount is NC.
2. No innate skills. Matter of fact, I can confirm for the 1st time that Adventurers have no Mastery Quest in Eldan (anywhere actually) at Lv280.
3. However, by releasing exclusive equipment meant to be used by high-Level Adventurers, Asobimo practically issued playing one as a challenge.
Now, this may be open to debate but IMO, a Full Class Adventurer must use at least 1 group of the below 3 gear groups. More info on these equipment can be found in the next section.
1. Adventurer’s Knife, Traveler Sword, Traveler Staff or Traveler Claw – these weapons are unique.
2. Hachigane II – despite its underpowered nature, Hachigane II’s fixed HP increase makes it unique.
3. Adventurer Garb II, Iron Armor II, Hulam Ries III or Hulam Nemes III - the reason these armors are included is because they overlap Adventurer Garb II’s stats. Adventurer Garb II is not unique and have been made obsolete in this sense. You can say that your Adventurer Build is legit if it will still function if Adventurer Garb II is swapped to the other three armors
The logic behind this is simple: If you're not using any of these, then you might as well change class. Adventurers are defined more by their exclusive equipment and less by their stunted stat growth and lack of innate skills. Without asking or PT (partying), you know someone’s a/n (insert class) because of the skills they use. If they just do AA (autoattack), you won’t know what their class is unless their Passive Skills trigger. How do we recognize an Adventurer then? Answer: by their Adventurer Gear.
If the Adventurer Equips did not have class and class+LV conditions written on them, the Adventurer Challenge would not exist. This is why we don’t see high LV (Apprentice/) Mage or Warrior class challenges - there is no motivation given to do them. Even if you do find such a thread (I can’t), it would be as rare as a ◇Tsuchinoko.
When starting a New Game, everyone starts off as an Adventurer. If you took Tilia's tutorial, you can remain an Adventurer by picking the 1st choice of deciding later on a class change.
The Adventurer is arguably the most controversial class in the game. Whenever I get into a party with a stranger, or whenever a new recruit comes to visit my guild, Second Life; I usually get a reaction - may that be a diss, confusion or respect. And it's followed by:
"Why u still Adventurer? O.O"
..And rightly so.
Hands down, the Adventurer is the hardest class to use in the game. Naturally, for it's a Handicap Class. Playing as one is like breaking Record Time, doing a Speed Run or getting an Excalibur II. Just remember that if you can't handle it, you can simply change your class to something else. Then make an excuse like, say, "I got bored."
Advents have:
1. Minimal to no Class Bonus. Allegedly at 0 / Lv, but exact amount is NC.
2. No innate skills. Matter of fact, I can confirm for the 1st time that Adventurers have no Mastery Quest in Eldan (anywhere actually) at Lv280.
3. However, by releasing exclusive equipment meant to be used by high-Level Adventurers, Asobimo practically issued playing one as a challenge.
Challenge Accepted
What makes an Adventurer?
What makes an Adventurer?
Now, this may be open to debate but IMO, a Full Class Adventurer must use at least 1 group of the below 3 gear groups. More info on these equipment can be found in the next section.
1. Adventurer’s Knife, Traveler Sword, Traveler Staff or Traveler Claw – these weapons are unique.
2. Hachigane II – despite its underpowered nature, Hachigane II’s fixed HP increase makes it unique.
3. Adventurer Garb II, Iron Armor II, Hulam Ries III or Hulam Nemes III - the reason these armors are included is because they overlap Adventurer Garb II’s stats. Adventurer Garb II is not unique and have been made obsolete in this sense. You can say that your Adventurer Build is legit if it will still function if Adventurer Garb II is swapped to the other three armors
The logic behind this is simple: If you're not using any of these, then you might as well change class. Adventurers are defined more by their exclusive equipment and less by their stunted stat growth and lack of innate skills. Without asking or PT (partying), you know someone’s a/n (insert class) because of the skills they use. If they just do AA (autoattack), you won’t know what their class is unless their Passive Skills trigger. How do we recognize an Adventurer then? Answer: by their Adventurer Gear.
If the Adventurer Equips did not have class and class+LV conditions written on them, the Adventurer Challenge would not exist. This is why we don’t see high LV (Apprentice/) Mage or Warrior class challenges - there is no motivation given to do them. Even if you do find such a thread (I can’t), it would be as rare as a ◇Tsuchinoko.
{}
Adventurers have no skills nor class bonuses, but what they do have are exclusive equipments with effects that only activate when worn by an Adventurer. They “grow up” with you as you reach LV 200 or 250.
Adventurer's Knife
Sword. ATK: 200. Always slotted (NC). Tradable. Twice Attack Chance for Adventurer. Twice Attack Chance up for Adventurer if Lv > 199.
Traveler Sword
Sword. Tradable. ATK: 287-302-317 ATK +15%, Critical UP, Autoskill +10% if Adventurer.
Smithing: Lv188 - Lv198
Traveler Staff
Rod. Tradable. ATK: 287-302-317 MATK +20%, Spell Burst +8%, Autoskill +10% if Adventurer.
Carpentry: Lv187 - Lv197
Traveler Claw
Claw. Tradable. ATK: 287-302-317 Critical Damage +17%, MaxHP +6%, Autoskill +10% if Adventurer.
Chasing: Lv190 - Lv200
Adventurer Garb II
Armor. DEF: 3~8. Tradable. MaxHP&DEF up for Adventurer. More MaxHP up if Lv>199 (DEF+15, HP+1000; another HP+1000 at Lv200+)
Hachigane II
Additional. Def: 2-7. Tradable. MaxHP & DEF up for Adventurer. When you are Lv > 249 and attack... (Hachigane DEF +3, HP+1000; at Lv250, chance of [Power Up] = ATK+5% MATK+5% for 10s)
To get a slotted Adventurer Garb and Hachigane, they must be made thru Tailoring. When upgraded, they take on the DEF of the original.
Arguably, Adventurer is the class that spends the least spina on gears specially if you plan to use Adventure Garb and Hachigane.
Adventurers have no skills nor class bonuses, but what they do have are exclusive equipments with effects that only activate when worn by an Adventurer. They “grow up” with you as you reach LV 200 or 250.
Adventurer's Knife
Sword. ATK: 200. Always slotted (NC). Tradable. Twice Attack Chance for Adventurer. Twice Attack Chance up for Adventurer if Lv > 199.
{☞Details}
I did a sample study to get the close approximate AS% of the Knife for the 1st time, along with some of my equipments. Gears, Crysta and Buffs weren't used and Fortune wasn't read while taking attack samples.
Adventurer's Knife Lv < 199 No Line
163 / 1000 or 16.3% ± 1%
Adventurer's Knife Lv > 199 No Line
489 / 1000 or 48.9% ± 1%
A way to interpret this is that Adventurer's Knife raises your Auto Attack's average damage by approximately 49 % if your LV is above 199.
For an indepth breakdown of these numbers, go here:
irunaonline.boards.net/thread/19182/lacruzels-autoskill-sample-study-results
How to Get: Lograth, Fountain in Ruins (tavern). Have a Lv 220+Player take Levia's quest, [Vole's Holes] 99 version. This quest will usually give you an Edge (Magic Sword, xtrade) or the knife as an uncommon reward. I got mine by hiring a mercenary, and it took us 5 tries. Props to him for not running off with my spina.
I did a sample study to get the close approximate AS% of the Knife for the 1st time, along with some of my equipments. Gears, Crysta and Buffs weren't used and Fortune wasn't read while taking attack samples.
Adventurer's Knife Lv < 199 No Line
163 / 1000 or 16.3% ± 1%
Adventurer's Knife Lv > 199 No Line
489 / 1000 or 48.9% ± 1%
A way to interpret this is that Adventurer's Knife raises your Auto Attack's average damage by approximately 49 % if your LV is above 199.
For an indepth breakdown of these numbers, go here:
irunaonline.boards.net/thread/19182/lacruzels-autoskill-sample-study-results
How to Get: Lograth, Fountain in Ruins (tavern). Have a Lv 220+Player take Levia's quest, [Vole's Holes] 99 version. This quest will usually give you an Edge (Magic Sword, xtrade) or the knife as an uncommon reward. I got mine by hiring a mercenary, and it took us 5 tries. Props to him for not running off with my spina.
Traveler Sword
Sword. Tradable. ATK: 287-302-317 ATK +15%, Critical UP, Autoskill +10% if Adventurer.
Smithing: Lv188 - Lv198
Traveler Staff
Rod. Tradable. ATK: 287-302-317 MATK +20%, Spell Burst +8%, Autoskill +10% if Adventurer.
Carpentry: Lv187 - Lv197
Traveler Claw
Claw. Tradable. ATK: 287-302-317 Critical Damage +17%, MaxHP +6%, Autoskill +10% if Adventurer.
Chasing: Lv190 - Lv200
Adventurer Garb II
Armor. DEF: 3~8. Tradable. MaxHP&DEF up for Adventurer. More MaxHP up if Lv>199 (DEF+15, HP+1000; another HP+1000 at Lv200+)
{☞Details}
How to get: Upgraded by Dyron in Fort Bailune. Requires 1 Adventurer Garb...
10 Silk Thread (Noble, Labilan Sector)
10 Spirit Silk (Fire Element, Scorched Tunnels)
10 Puffy Pelt (Jakow, Oof Plains)
...and 777 spina.
Pros: Novice Tailors can make and strengthen one.
How to get: Upgraded by Dyron in Fort Bailune. Requires 1 Adventurer Garb...
10 Silk Thread (Noble, Labilan Sector)
10 Spirit Silk (Fire Element, Scorched Tunnels)
10 Puffy Pelt (Jakow, Oof Plains)
...and 777 spina.
Pros: Novice Tailors can make and strengthen one.
Hachigane II
Additional. Def: 2-7. Tradable. MaxHP & DEF up for Adventurer. When you are Lv > 249 and attack... (Hachigane DEF +3, HP+1000; at Lv250, chance of [Power Up] = ATK+5% MATK+5% for 10s)
{☞Details}
How to get: Upgraded by Mufunji in Port Spargas. Requires 1 Hachigane...
10 Fine Needle (Army Ant, Living Forest)
10 Broken Headgear (Goblin, Draftol)
10 Strong Cloth (Masked Soldier - Green, Bow - Dragon Emperor's Palace)
...and 7,777 spina.
Interesting. I have a theory about this, no proof whatsoever - but isn't 7 a lucky number? Straight 7s is a lucky combination in a slot machine. Perhaps developers may be hinting that Adventurer Garb II and Hachigane II have luck-related hidden effect(s)? 1. In Iruna buff terms, [Luck] or [Fortune] refers to CRT-R up. (NC) 2. With Daily Fortune, it affects numerous parameters. 3. Drop % Increase. Case 3 is hardest to prove.
Pros: Novice Tailors can make and strengthen one.
How to get: Upgraded by Mufunji in Port Spargas. Requires 1 Hachigane...
10 Fine Needle (Army Ant, Living Forest)
10 Broken Headgear (Goblin, Draftol)
10 Strong Cloth (Masked Soldier - Green, Bow - Dragon Emperor's Palace)
...and 7,777 spina.
Interesting. I have a theory about this, no proof whatsoever - but isn't 7 a lucky number? Straight 7s is a lucky combination in a slot machine. Perhaps developers may be hinting that Adventurer Garb II and Hachigane II have luck-related hidden effect(s)? 1. In Iruna buff terms, [Luck] or [Fortune] refers to CRT-R up. (NC) 2. With Daily Fortune, it affects numerous parameters. 3. Drop % Increase. Case 3 is hardest to prove.
Pros: Novice Tailors can make and strengthen one.
To get a slotted Adventurer Garb and Hachigane, they must be made thru Tailoring. When upgraded, they take on the DEF of the original.
Arguably, Adventurer is the class that spends the least spina on gears specially if you plan to use Adventure Garb and Hachigane.
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{Build Requirements}
1. The builds must make use of at least one Adventurer Gear for reasons mentioned in the previous section.
2. Price is a non-issue. However, alternatives will be provided for extremely rare items (examples: Lucioscudo, ◇Interfike, some 2-slolt Specials).
3. The Stat Distribution is done in a way that will accommodate both newbies and experienced players.
4. Must be able to solo Grind Mobs
5. Must be able to solo Bosses
2. Price is a non-issue. However, alternatives will be provided for extremely rare items (examples: Lucioscudo, ◇Interfike, some 2-slolt Specials).
3. The Stat Distribution is done in a way that will accommodate both newbies and experienced players.
4. Must be able to solo Grind Mobs
5. Must be able to solo Bosses
{Interpreting the Builds}
1. Distribute your stats in order from left to right.
2. A stat without a number is assumed to have been capped (256). ex: STR
3. A stat preceded by a number means it requires at least that amount in total. ex: 170 VIT
4. A stat with a plus sign means that that particular stat is overcapped. ex: INT+
5. Apostolia line configurations like 8R corresponds to the # of lines (here, 8) with such color (R for Red).
6. The Apostolia letters correspond to R-ed, B-lue, G-reen, P-urple, Y-ellow and C-yan - for those who miss the obvious.
7. The builds are listed in order of DPS - highest (top) to lowest (bottom) for each weapon type.
8. DM stands for Dual Mode which is discussed further on the next section.
9. The setups I will list are just examples. As updates happen, guides get old over time and better equipment will replace anything that I list. Instead of specific gear setups, what’s important is the core concept of the build.
2. A stat without a number is assumed to have been capped (256). ex: STR
3. A stat preceded by a number means it requires at least that amount in total. ex: 170 VIT
4. A stat with a plus sign means that that particular stat is overcapped. ex: INT+
5. Apostolia line configurations like 8R corresponds to the # of lines (here, 8) with such color (R for Red).
6. The Apostolia letters correspond to R-ed, B-lue, G-reen, P-urple, Y-ellow and C-yan - for those who miss the obvious.
7. The builds are listed in order of DPS - highest (top) to lowest (bottom) for each weapon type.
8. DM stands for Dual Mode which is discussed further on the next section.
9. The setups I will list are just examples. As updates happen, guides get old over time and better equipment will replace anything that I list. Instead of specific gear setups, what’s important is the core concept of the build.
{Helpful Formulas}
*Cap Break not applied.
*Cap Break not applied.
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There are no Adventurer-exclusive weapons that give M/ATK increments for the VIT stat. Therefore, the usage of VIT on some of these builds are primarily motivated by 2 factors: Struggler’s hidden effect and Survival. How much VIT is up to player preference.
VIT 001 Glassy or Evasive (with 256 AGI)
↓
VIT 175 Maximum required (NC) for Struggler (Mage armor)
↓
VIT 256 Dual Mode (with Absorb Set), Survivalist (with 256 AGI) or Dual Mode Survivalist (with 256 AGI and Absorb Set)
↓
VIT Cap Dual Mode Tank (with Absorb Set) and Dual Mode Evasive Tank (with 256 AGI and Absorb Set)
If the Adventurer build you chose has lots of VIT on it, using my Dual Mode system will make life way easier for you. The Dual Mode Build is a natural evolution of the Cursed Bangle Build that I mained a long time ago. I call it Dual Mode because my Adventurer's playing style now often shifts between Attack and Defense depending on the situation. Well, I switch gears a lot in general. For example, I usually use a Dual Blow 10-Hit Set for Attacking and an Absorb Set (more popularly known as a Negate Set) for Defense. This can happen mid-battle. Don't get me wrong though, I mix and match my gears and thus have multiple Dual Mode setups.
Credit to Tyranull on his Absorb Set:
irunaonline.boards.net/thread/3885/counter-enchanter
It came about after I made a set that included Dragon Horn, Absorb Gears (Body and Additional) and Cursed Bangle for a more defensive healing. I thought, one more and I have an Absorb Set. So I bought a Judgement. Soon after, I wanted a faster way to farm (without making an Alt) and devised the Tag Farm/Grind Method which made use of any Counter Set, of which an Absorb Set is one.
irunaonline.boards.net/thread/25736/tag-farm-grind-rate-classes
From then on, the Absorb Set became part of my repertoire and I found its usefulness in many other situations.
Newbies (not Smurfs) can start out by investing in just one Mode.
There are no Adventurer-exclusive weapons that give M/ATK increments for the VIT stat. Therefore, the usage of VIT on some of these builds are primarily motivated by 2 factors: Struggler’s hidden effect and Survival. How much VIT is up to player preference.
VIT 001 Glassy or Evasive (with 256 AGI)
↓
VIT 175 Maximum required (NC) for Struggler (Mage armor)
↓
VIT 256 Dual Mode (with Absorb Set), Survivalist (with 256 AGI) or Dual Mode Survivalist (with 256 AGI and Absorb Set)
↓
VIT Cap Dual Mode Tank (with Absorb Set) and Dual Mode Evasive Tank (with 256 AGI and Absorb Set)
If the Adventurer build you chose has lots of VIT on it, using my Dual Mode system will make life way easier for you. The Dual Mode Build is a natural evolution of the Cursed Bangle Build that I mained a long time ago. I call it Dual Mode because my Adventurer's playing style now often shifts between Attack and Defense depending on the situation. Well, I switch gears a lot in general. For example, I usually use a Dual Blow 10-Hit Set for Attacking and an Absorb Set (more popularly known as a Negate Set) for Defense. This can happen mid-battle. Don't get me wrong though, I mix and match my gears and thus have multiple Dual Mode setups.
Credit to Tyranull on his Absorb Set:
irunaonline.boards.net/thread/3885/counter-enchanter
It came about after I made a set that included Dragon Horn, Absorb Gears (Body and Additional) and Cursed Bangle for a more defensive healing. I thought, one more and I have an Absorb Set. So I bought a Judgement. Soon after, I wanted a faster way to farm (without making an Alt) and devised the Tag Farm/Grind Method which made use of any Counter Set, of which an Absorb Set is one.
irunaonline.boards.net/thread/25736/tag-farm-grind-rate-classes
From then on, the Absorb Set became part of my repertoire and I found its usefulness in many other situations.
Newbies (not Smurfs) can start out by investing in just one Mode.
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It is important to know that these three are interconnected. Just keep in mind these facts when balancing your setups:
1. ASPD makes your swings go faster. How much ASPD is needed depends on your weapon type.
2. Interval Cut makes your swings go twice as fast. As an Adventurer, you can get this from Booster, some Specials and ◇Interfike.
3. Your current Swing Speed (a term I coin which is ASPD + Interval Cut) reflects on your Dual Blow (Pet Skill).
4. You need 120% ASPD with Swords and Claws, and 160% ASPD with Rods.
5. 12 AGI = 10% ASPD.
6. High Cycle (Pet Skill) = 100% ASPD. Keep in mind though that it costs 510 MP and lasts only 1 minute. By default, without INT, an Adventurer only has around 200~300 MaxMP.
7. Evasion (Pet Skill) gives you 16 AGI for 3 minutes for 48 MP. This is equal to 10% ASPD.
8. You have 1 AGI by default.
9. If you have a Guild, you get All Stats +1 for every 20 Guild Level.
10. Don’t forget that Pets can learn AGI+X skills too.
11. Food and Consumables can modify your stats too. Only 1 Food Buff can be active at a time (they usually last 10 minutes and say Food Effect), while Consumables may or may not stack with each other.
12. You can always add AGI points to the builds I made to better suit your situation.
It is important to know that these three are interconnected. Just keep in mind these facts when balancing your setups:
1. ASPD makes your swings go faster. How much ASPD is needed depends on your weapon type.
2. Interval Cut makes your swings go twice as fast. As an Adventurer, you can get this from Booster, some Specials and ◇Interfike.
3. Your current Swing Speed (a term I coin which is ASPD + Interval Cut) reflects on your Dual Blow (Pet Skill).
4. You need 120% ASPD with Swords and Claws, and 160% ASPD with Rods.
5. 12 AGI = 10% ASPD.
6. High Cycle (Pet Skill) = 100% ASPD. Keep in mind though that it costs 510 MP and lasts only 1 minute. By default, without INT, an Adventurer only has around 200~300 MaxMP.
7. Evasion (Pet Skill) gives you 16 AGI for 3 minutes for 48 MP. This is equal to 10% ASPD.
8. You have 1 AGI by default.
9. If you have a Guild, you get All Stats +1 for every 20 Guild Level.
10. Don’t forget that Pets can learn AGI+X skills too.
11. Food and Consumables can modify your stats too. Only 1 Food Buff can be active at a time (they usually last 10 minutes and say Food Effect), while Consumables may or may not stack with each other.
12. You can always add AGI points to the builds I made to better suit your situation.
{}
Requires:
• -3s Items Delay
• Booster or Interval Cut Special
• 160% ASPD and/or Dual Blow
Pros:
• Highest Attack Mode DPS
Cons:
• Lowest Defense Mode DPS
On Defense Mode, it is recommended to always use an attack-based magic autoskill on your Special to keep DPS up. Dual Blow can help too. Otherwise, use a counterattack magic autoskill on your Special.
Requires:
• -3s Items Delay
• ◇Dajarte x3
• Booster or Interval Cut Special
• 60% ASPD
Pros:
• Balanced DPS outputs for Attack and Defense Modes
Cons:
• Restricted to ◇Dajarte’s dark element
Takes advantage of ◇Dajarte’s formula - allegedly: Dark Magic damage ~ (ATK × 2 ) + (MATK × 4).
Requires:
• -3s Items Delay
• Booster or Interval Cut Specials
These are relatively safe builds to try out. I recommend trying Evasive Magic Adventurer Build first then decide from there if you need more survivability.
Requires:
• -3s Items Delay
• Booster or Interval Cut Special
• 160% ASPD and/or Dual Blow
Pros:
• Highest Attack Mode DPS
Cons:
• Lowest Defense Mode DPS
On Defense Mode, it is recommended to always use an attack-based magic autoskill on your Special to keep DPS up. Dual Blow can help too. Otherwise, use a counterattack magic autoskill on your Special.
Requires:
• -3s Items Delay
• ◇Dajarte x3
• Booster or Interval Cut Special
• 60% ASPD
Pros:
• Balanced DPS outputs for Attack and Defense Modes
Cons:
• Restricted to ◇Dajarte’s dark element
Takes advantage of ◇Dajarte’s formula - allegedly: Dark Magic damage ~ (ATK × 2 ) + (MATK × 4).
Requires:
• -3s Items Delay
• Booster or Interval Cut Specials
These are relatively safe builds to try out. I recommend trying Evasive Magic Adventurer Build first then decide from there if you need more survivability.
{▲ Al Crysta}
Various
▲ Sauro II (Melee +3% to all elements, All magic +3%, Delay -0.5 sec, Autoskill +2%)
▲ Gatekeeper (Apply each effect for every stat > 350: STR: STR +3 ATK+ ~2% Melee +300 INT: INT+3 MATK +2% MaxMP +5% VIT: VIT +3 MaxHP +5% AGI: AGI +3 Evasion +5% DEX: DEX +3 Skill Delay-0.1s CRT: CRT +3 Critical Damage +3%)
MATK
▲ Seele Zauga II MATK +5% Spell burst +3% MaxMP +3% Melee R -25%
▲ Jusal MATK +4% Water magic +4% Cast time -4%
▲ Parazaia MATK +20 MATK +3% Auto MP recovery +25%
▲ Bergen MATK +3% ATK -3%, Magic evasion +2%
▲ Douin MATK +2% Melee R +2%, Heal recovery +5%
ATK · MATK
▲ Enina Small ATK & MATK UP by LV, Absolute evasion -10%, Magic evasion -10% Note: ATK · MATK + Lv ÷ 4
▲ Ouvel ATK +6% MATK +6% MaxHP -10% MaxMP -10%
▲ Zazel ATK +15 ATK +2% MATK +30 MATK +2%
Autoskill
▲ Halios Autoskill +5% Hate rise +20% ASPD +20%
▲ Jahoel Autoskill +5% Cast Defense +10% INT +5 Auto HP and MP recovery +100% Ignite in the Range cut +5%
▲ Sauro II Melee +3% to All Elements, All magic +3% Delay -0.5 sec Autoskill +2%
▲ Ster Accuracy Rate -30% Melee & Magic pierce +10% Melee & Magic damage +250
Spell Burst
▲ Seele Zauga Dark R +5% Spell Burst +5% MaxMP -10%
Elemental Magic
▲ Rita MP cost +40%, Fire & Water & Wind & Earth magic +10%
▲ Rua Melee +5% to Fire, Fire magic +5%
▲ Rua II Melee +10% to Fire, Fire magic +10%
▲ Jusal MATK +4% Water magic +4% Cast time -4%
▲ Meelis Melee +5% to Water, Water magic +5%
▲ Dim Melee +10% to Water, Water magic +10%
▲ Anis Melee +10% to Wind. Wind magic +10%
▲ Theru Melee +5% to Earth, Earth magic +5%
▲ Theru II Melee +10% to Earth, Earth magic +10%
▲ Biflog Melee +5% to Light, Light magic +5%
▲ Enina II Melee +10% to Light, Light magic +10%
▲ Lunange Melee +5% to Dark, Dark magic +5%
▲ Zolte Melee +5% to Neutral, Neutral magic +5%
ASPD
▲ Halios (Hate Rise + 20% ASPD +20% Autoskill +5%)
▲ Maelriel (ASPD +10% Cast Time -10% Delay -0.5s)
▲ Cerbera (ASPD +10%, Absolute evasion +5% Magic evasion +5%)
Delay
▲ Sauro II (Autoskill +2% Physical Element Damage +3% Element Magic +10% Delay -0.5s)
▲ Maelriel (ASPD +10% Cast Time -10% Delay -0.5s)
-Item Delay
▲ Meligia (Item Delay -1.0s, Skill Delay +0.5s)
▲ Octocur (HP+7% Item Delay -0.5s)
-Skill Delay
▲ Cheltil (Skill Delay -1.0s, Item delay +0.5s)
▲ Sauro II (Melee +3% to all elements, All magic +3%, Delay -0.5 sec, Autoskill +2%)
▲ Gatekeeper (Apply each effect for every stat > 350: STR: STR +3 ATK+ ~2% Melee +300 INT: INT+3 MATK +2% MaxMP +5% VIT: VIT +3 MaxHP +5% AGI: AGI +3 Evasion +5% DEX: DEX +3 Skill Delay-0.1s CRT: CRT +3 Critical Damage +3%)
MATK
▲ Seele Zauga II MATK +5% Spell burst +3% MaxMP +3% Melee R -25%
▲ Jusal MATK +4% Water magic +4% Cast time -4%
▲ Parazaia MATK +20 MATK +3% Auto MP recovery +25%
▲ Bergen MATK +3% ATK -3%, Magic evasion +2%
▲ Douin MATK +2% Melee R +2%, Heal recovery +5%
ATK · MATK
▲ Enina Small ATK & MATK UP by LV, Absolute evasion -10%, Magic evasion -10% Note: ATK · MATK + Lv ÷ 4
▲ Ouvel ATK +6% MATK +6% MaxHP -10% MaxMP -10%
▲ Zazel ATK +15 ATK +2% MATK +30 MATK +2%
Autoskill
▲ Halios Autoskill +5% Hate rise +20% ASPD +20%
▲ Jahoel Autoskill +5% Cast Defense +10% INT +5 Auto HP and MP recovery +100% Ignite in the Range cut +5%
▲ Sauro II Melee +3% to All Elements, All magic +3% Delay -0.5 sec Autoskill +2%
▲ Ster Accuracy Rate -30% Melee & Magic pierce +10% Melee & Magic damage +250
Spell Burst
▲ Seele Zauga Dark R +5% Spell Burst +5% MaxMP -10%
Elemental Magic
▲ Rita MP cost +40%, Fire & Water & Wind & Earth magic +10%
▲ Rua Melee +5% to Fire, Fire magic +5%
▲ Rua II Melee +10% to Fire, Fire magic +10%
▲ Jusal MATK +4% Water magic +4% Cast time -4%
▲ Meelis Melee +5% to Water, Water magic +5%
▲ Dim Melee +10% to Water, Water magic +10%
▲ Anis Melee +10% to Wind. Wind magic +10%
▲ Theru Melee +5% to Earth, Earth magic +5%
▲ Theru II Melee +10% to Earth, Earth magic +10%
▲ Biflog Melee +5% to Light, Light magic +5%
▲ Enina II Melee +10% to Light, Light magic +10%
▲ Lunange Melee +5% to Dark, Dark magic +5%
▲ Zolte Melee +5% to Neutral, Neutral magic +5%
ASPD
▲ Halios (Hate Rise + 20% ASPD +20% Autoskill +5%)
▲ Maelriel (ASPD +10% Cast Time -10% Delay -0.5s)
▲ Cerbera (ASPD +10%, Absolute evasion +5% Magic evasion +5%)
Delay
▲ Sauro II (Autoskill +2% Physical Element Damage +3% Element Magic +10% Delay -0.5s)
▲ Maelriel (ASPD +10% Cast Time -10% Delay -0.5s)
-Item Delay
▲ Meligia (Item Delay -1.0s, Skill Delay +0.5s)
▲ Octocur (HP+7% Item Delay -0.5s)
-Skill Delay
▲ Cheltil (Skill Delay -1.0s, Item delay +0.5s)
{Crysta}
Attack Mode
Weapon ◇Dajarte > ◇Enfar ◇Gewalt ◇Ifrit ◇Leviathan ◇Pretortoise ◇Cherose
Body ◇Dajarte > ◇Enfar ◇Gewalt ◇Ifrit ◇Leviathan ◇Pretortoise ◇Cherose
Additional ◇Dunkelis II Ushilth > ◇Tarna > ◇Mezzaluna > ◇Isurugi Statue > ◇False Grecia
Special ◇President Mezzaluna > ◇Agira Jama
*Place your choice of ◇Dajarte > ◇Enfar ◇Gewalt ◇Ifrit ◇Leviathan ◇Pretortoise or ◇Cherose on equipments without an Autoskill effect.
Defense Mode – Absorb Set
Weapon ◇Frederico > ◇Ziddu
Body ◇Praldy ◇Simcracker
Additional ◇Pole ◇Rudolf
Special ◇Jahoel ◇Douin
Special ◇Dajarte > ◇Enfar ◇Gewalt ◇Ifrit ◇Leviathan ◇Pretortoise ◇Cherose
Defense Mode – Resist
Weapon ◇Iniliba ◇Wizard ◇Specia ◇Morbeelzem
Body ◇Iniliba ◇Wizard ◇Specia ◇Morbeelzem
Additional ◇Dooms ◇Iniliba ◇Wizard ◇Specia ◇Morbeelzem
Special ◇Douin ◇Crescent ◇Iniliba ◇Wizard ◇Specia ◇Morbeelzem
Specialized
Delay ◇Pulis (Weapon) -0.5s ◇Eldas -0.3s
Item Delay ◇Pulis (Weapon) -0.7s ◇Octocur -0.5s ◇Leese (Body) -0.5s
Skill Delay ◇Kagan (Weapon) -0.5s ◇Ushilth (Additional) -0.5s ◇Metalbrow -0.6s
ASPD ◇Beelzedam (weapon) ◇Belial (body) ◇Wyn
Accuracy ◇Vasaria ◇Tarante ◇Accuracy+#
Weapon ◇Dajarte > ◇Enfar ◇Gewalt ◇Ifrit ◇Leviathan ◇Pretortoise ◇Cherose
Body ◇Dajarte > ◇Enfar ◇Gewalt ◇Ifrit ◇Leviathan ◇Pretortoise ◇Cherose
Additional ◇Dunkelis II Ushilth > ◇Tarna > ◇Mezzaluna > ◇Isurugi Statue > ◇False Grecia
Special ◇President Mezzaluna > ◇Agira Jama
*Place your choice of ◇Dajarte > ◇Enfar ◇Gewalt ◇Ifrit ◇Leviathan ◇Pretortoise or ◇Cherose on equipments without an Autoskill effect.
Defense Mode – Absorb Set
Weapon ◇Frederico > ◇Ziddu
Body ◇Praldy ◇Simcracker
Additional ◇Pole ◇Rudolf
Special ◇Jahoel ◇Douin
Special ◇Dajarte > ◇Enfar ◇Gewalt ◇Ifrit ◇Leviathan ◇Pretortoise ◇Cherose
Defense Mode – Resist
Weapon ◇Iniliba ◇Wizard ◇Specia ◇Morbeelzem
Body ◇Iniliba ◇Wizard ◇Specia ◇Morbeelzem
Additional ◇Dooms ◇Iniliba ◇Wizard ◇Specia ◇Morbeelzem
Special ◇Douin ◇Crescent ◇Iniliba ◇Wizard ◇Specia ◇Morbeelzem
Specialized
Delay ◇Pulis (Weapon) -0.5s ◇Eldas -0.3s
Item Delay ◇Pulis (Weapon) -0.7s ◇Octocur -0.5s ◇Leese (Body) -0.5s
Skill Delay ◇Kagan (Weapon) -0.5s ◇Ushilth (Additional) -0.5s ◇Metalbrow -0.6s
ASPD ◇Beelzedam (weapon) ◇Belial (body) ◇Wyn
Accuracy ◇Vasaria ◇Tarante ◇Accuracy+#
{Star Ability}
MATK ☆Magic ☆Intelligence ☆Fixed Magic
Autoskill ☆Autoskill
ASPD ☆Wild Dance (Use LV 1 only) ☆Agility (to supplement missing AGI for 10% ASPD)
-Item Delay ☆Quick Use (start with LV 1)
-Skill Delay ☆Quick Cool (for Dual Blow; try not to use)
HP ☆HP (for Defense Mode)
Autoskill ☆Autoskill
ASPD ☆Wild Dance (Use LV 1 only) ☆Agility (to supplement missing AGI for 10% ASPD)
-Item Delay ☆Quick Use (start with LV 1)
-Skill Delay ☆Quick Cool (for Dual Blow; try not to use)
HP ☆HP (for Defense Mode)
{}
Requires:
• -3s Items Delay
• 20% ASPD
*6Y2R will give you more HP and DEF while 6Y2G will give you more Evasion.
Requires:
• -3s Items Delay
• 120% ASPD and/or Dual Blow
*6Y2R will give you more HP and DEF while 6Y2G will give you more Evasion.
Adventurer Sword Builds
Requires:
• -3s Items Delay
• 20% ASPD
*6Y2R will give you more HP and DEF while 6Y2G will give you more Evasion.
Requires:
• -3s Items Delay
• 120% ASPD and/or Dual Blow
Adventurer Claw Builds
*6Y2R will give you more HP and DEF while 6Y2G will give you more Evasion.
{Autoskill-Type Vs ATK-Type}
Autoskill-Type
1. Higher ADPS (Average Damage per Second) in theory
2. Higher Autoskill %
3. Always have at least 100% ASPD
4. Able to use IraDai - Ira III + Daiginjo (Holiday) II, by themselves without missing frequently (CRT-R approx 83.25); For better performance use at least 1 of Technique 5, ◇Festival Colon or ▲Mamonea.
5. If IraDai is not in use, has a lot of CRT-R to spend on other things.
6. Defense Mode is more effective
7. Recommended Type if you don’t have High Cycle
ATK-Type
1. Higher ATK, Melee and Physical Pierce
2. Physical Skills usually deal more Damage
3. You can achieve 120% ASPD with 1 AGI by min-maxing or you can use High Cycle (Pet Skill; gives 100% ASPD).
4. 120% ASPD is not required if you can spam Dual Blow (Pet Skill).
1. Higher ADPS (Average Damage per Second) in theory
2. Higher Autoskill %
3. Always have at least 100% ASPD
4. Able to use IraDai - Ira III + Daiginjo (Holiday) II, by themselves without missing frequently (CRT-R approx 83.25); For better performance use at least 1 of Technique 5, ◇Festival Colon or ▲Mamonea.
5. If IraDai is not in use, has a lot of CRT-R to spend on other things.
6. Defense Mode is more effective
7. Recommended Type if you don’t have High Cycle
ATK-Type
1. Higher ATK, Melee and Physical Pierce
2. Physical Skills usually deal more Damage
3. You can achieve 120% ASPD with 1 AGI by min-maxing or you can use High Cycle (Pet Skill; gives 100% ASPD).
4. 120% ASPD is not required if you can spam Dual Blow (Pet Skill).
{▲ Al Crysta}
Various
▲ Sauro II (Melee +3% to all elements, All magic +3%, Delay -0.5 sec, Autoskill +2%)
▲ Gatekeeper (Apply each effect for every stat > 350: STR: STR +3 ATK+ ~2% Melee +300 INT: INT+3 MATK +2% MaxMP +5% VIT: VIT +3 MaxHP +5% AGI: AGI +3 Evasion +5% DEX: DEX +3 Skill Delay-0.1s CRT: CRT +3 Critical Damage +3%)
ATK
▲ Muscle (ATK +10 ATK +3% HP Natural Recovery +25%)
▲ Valtia (ATK +3% Absolute Evasion +2% MATK -3%)
▲ Teo (ATK +2% Critical Damage +3% Absolute Evasion -5%)
▲ Merario (VIT +5, ATK +2%, DEF +140)
▲ Zazel (ATK +15 ATK +2% MATK +30 MATK +2%)
Autoskill
▲ Halios (Hate Rise + 20% ASPD +20% Autoskill +5%)
▲ Ouvel (ATK +6%, MATK +6%, MaxHP -10%, MaxMP -10%)
▲ Cordal (Autoskill +3%, Critical Damage +3%)
Melee Pierce
▲ Behemoth (Melee Pierce +10% ATK -4%)
▲ Malti (Rate Cut +10%, Melee Pierce +10%, Abnormal Resistance +5%)
▲ Ster (Accuracy Rate -30%, Melee and Magic Pierce +10% Melee and Magic Power +250)
ASPD
▲ Halios (Hate Rise + 20% ASPD +20% Autoskill +5%)
▲ Maelriel (ASPD +10% Cast Time -10% Delay -0.5s)
▲ Cerbera (ASPD +10%, Absolute evasion +5% Magic evasion +5%)
Delay
▲ Sauro II (Autoskill +2% Physical Element Damage +3% Element Magic +10% Delay -0.5s)
▲ Maelriel (ASPD +10% Cast Time -10% Delay -0.5s)
-Item Delay
▲ Meligia (Item Delay -1.0s, Skill Delay +0.5s)
▲ Octocur (HP+7% Item Delay -0.5s)
-Skill Delay
▲ Cheltil (Skill Delay -1.0s, Item delay +0.5s)
Critical Rate
▲ Mamonea (Critical Damage +5% Critical Rate +10% Magic Resistance -10%)
▲ Sauro II (Melee +3% to all elements, All magic +3%, Delay -0.5 sec, Autoskill +2%)
▲ Gatekeeper (Apply each effect for every stat > 350: STR: STR +3 ATK+ ~2% Melee +300 INT: INT+3 MATK +2% MaxMP +5% VIT: VIT +3 MaxHP +5% AGI: AGI +3 Evasion +5% DEX: DEX +3 Skill Delay-0.1s CRT: CRT +3 Critical Damage +3%)
ATK
▲ Muscle (ATK +10 ATK +3% HP Natural Recovery +25%)
▲ Valtia (ATK +3% Absolute Evasion +2% MATK -3%)
▲ Teo (ATK +2% Critical Damage +3% Absolute Evasion -5%)
▲ Merario (VIT +5, ATK +2%, DEF +140)
▲ Zazel (ATK +15 ATK +2% MATK +30 MATK +2%)
Autoskill
▲ Halios (Hate Rise + 20% ASPD +20% Autoskill +5%)
▲ Ouvel (ATK +6%, MATK +6%, MaxHP -10%, MaxMP -10%)
▲ Cordal (Autoskill +3%, Critical Damage +3%)
Melee Pierce
▲ Behemoth (Melee Pierce +10% ATK -4%)
▲ Malti (Rate Cut +10%, Melee Pierce +10%, Abnormal Resistance +5%)
▲ Ster (Accuracy Rate -30%, Melee and Magic Pierce +10% Melee and Magic Power +250)
ASPD
▲ Halios (Hate Rise + 20% ASPD +20% Autoskill +5%)
▲ Maelriel (ASPD +10% Cast Time -10% Delay -0.5s)
▲ Cerbera (ASPD +10%, Absolute evasion +5% Magic evasion +5%)
Delay
▲ Sauro II (Autoskill +2% Physical Element Damage +3% Element Magic +10% Delay -0.5s)
▲ Maelriel (ASPD +10% Cast Time -10% Delay -0.5s)
-Item Delay
▲ Meligia (Item Delay -1.0s, Skill Delay +0.5s)
▲ Octocur (HP+7% Item Delay -0.5s)
-Skill Delay
▲ Cheltil (Skill Delay -1.0s, Item delay +0.5s)
Critical Rate
▲ Mamonea (Critical Damage +5% Critical Rate +10% Magic Resistance -10%)
{Crysta}
Weapon ◇Sauro II ◇Bancho Muscle ◇Pulis ◇Wyn ◇Raguel ◇Gilgobble ◇Veleno Rosa ◇Ziddu > ◇Grapagos ◇Oritius > ◇Plazuda
Body ◇Iniliba ◇Dorry ◇Simcracker ◇Wyn ◇Gilgobble ◇Veleno Rosa ◇Muscle Tomato ◇Leese > ◇Magonza ◇Belial > ◇Minenaga
Additional ◇Raton ◇Rudolf ◇Wyn ◇Gilgobble ◇Veleno Rosa > ◇Steiner ◇Vida ◇Cerberus
Special ◇Telon ◇Beelzenoid ◇Ganei ◇Jahoel ◇Warrior of Light ◇Wyn ◇Gilgobble ◇Veleno Rosa
*Use ◇Veleno Rosa preferably with poison-inducing consumables instead of equipment.
Defense Mode – Absorb Set
Weapon ◇Ziddu
Body ◇Simcracker
Additional ◇Rudolf
Special ◇Telon ◇Douin
Special ◇Irai ◇Wyn ◇Warrior of Light ◇Gilgobble
Defense Mode – Resist
Weapon ◇Raguel ◇Iniliba ◇Wizard ◇Specia ◇Morbeelzem
Body ◇Iniliba ◇Wizard ◇Specia ◇Morbeelzem
Additional ◇Dooms ◇Iniliba ◇Wizard ◇Specia ◇Morbeelzem
Special ◇Douin ◇Crescent ◇Iniliba ◇Wizard ◇Specia ◇Morbeelzem
Specialized
Melee ◇Dullahan (by base ASPD)
Delay ◇Pulis (Weapon) -0.5s ◇Eldas -0.3s
Item Delay ◇Pulis (Weapon) -0.7s ◇Octocur -0.5s ◇Leese (Body) -0.5s
Skill Delay ◇Kagan (Weapon) -0.5s ◇Ushilth (Additional) -0.5s ◇Metalbrow -0.6s
ASPD ◇Beelzedam (weapon) ◇Wyn ◇Blaiard II ◇Catafnia ◇Flammel ◇Belial (body)
Accuracy ◇Vasaria ◇Tarante ◇Accuracy+#
Critical Rate ◇Festival Colon ◇Xeltysis ◇Hydra ◇Aello ◇Lost Knight
Body ◇Iniliba ◇Dorry ◇Simcracker ◇Wyn ◇Gilgobble ◇Veleno Rosa ◇Muscle Tomato ◇Leese > ◇Magonza ◇Belial > ◇Minenaga
Additional ◇Raton ◇Rudolf ◇Wyn ◇Gilgobble ◇Veleno Rosa > ◇Steiner ◇Vida ◇Cerberus
Special ◇Telon ◇Beelzenoid ◇Ganei ◇Jahoel ◇Warrior of Light ◇Wyn ◇Gilgobble ◇Veleno Rosa
*Use ◇Veleno Rosa preferably with poison-inducing consumables instead of equipment.
Defense Mode – Absorb Set
Weapon ◇Ziddu
Body ◇Simcracker
Additional ◇Rudolf
Special ◇Telon ◇Douin
Special ◇Irai ◇Wyn ◇Warrior of Light ◇Gilgobble
Defense Mode – Resist
Weapon ◇Raguel ◇Iniliba ◇Wizard ◇Specia ◇Morbeelzem
Body ◇Iniliba ◇Wizard ◇Specia ◇Morbeelzem
Additional ◇Dooms ◇Iniliba ◇Wizard ◇Specia ◇Morbeelzem
Special ◇Douin ◇Crescent ◇Iniliba ◇Wizard ◇Specia ◇Morbeelzem
Specialized
Melee ◇Dullahan (by base ASPD)
Delay ◇Pulis (Weapon) -0.5s ◇Eldas -0.3s
Item Delay ◇Pulis (Weapon) -0.7s ◇Octocur -0.5s ◇Leese (Body) -0.5s
Skill Delay ◇Kagan (Weapon) -0.5s ◇Ushilth (Additional) -0.5s ◇Metalbrow -0.6s
ASPD ◇Beelzedam (weapon) ◇Wyn ◇Blaiard II ◇Catafnia ◇Flammel ◇Belial (body)
Accuracy ◇Vasaria ◇Tarante ◇Accuracy+#
Critical Rate ◇Festival Colon ◇Xeltysis ◇Hydra ◇Aello ◇Lost Knight
{Star Abilities}
ATK ☆Attack ☆Fixed Melee
Autoskill ☆Autoskill
ASPD ☆Wild Dance ☆Agility (to supplement missing AGI for 10% ASPD)
HIT ☆Accuracy
Critical Rate ☆Technique
-Item Delay ☆Quick Use
-Skill Delay ☆Quick Cool (for Dual Blow; try not to use) ☆Strength
HP ☆HP (for Defense Mode)
Autoskill ☆Autoskill
ASPD ☆Wild Dance ☆Agility (to supplement missing AGI for 10% ASPD)
HIT ☆Accuracy
Critical Rate ☆Technique
-Item Delay ☆Quick Use
-Skill Delay ☆Quick Cool (for Dual Blow; try not to use) ☆Strength
HP ☆HP (for Defense Mode)
{}
{Weapons}
Judgement (Claw) absorbs damage and deals Counter damage based on Level. Note: Absorb Counters work by: 1. receiving the damage, 2. healing for the same amount. Thus, if 2 or more Absorb Counters trigger, not only will you absorb the damage, you'll also heal HP.
Eclaire (Claw) Heal Reward
Dragon Horn (Rod), Sacrifice (with ) MaxMP -100%
Lamia HP Absorption chance by attack
Judgement (Claw) absorbs damage and deals Counter damage based on Level. Note: Absorb Counters work by: 1. receiving the damage, 2. healing for the same amount. Thus, if 2 or more Absorb Counters trigger, not only will you absorb the damage, you'll also heal HP.
Eclaire (Claw) Heal Reward
Eclaire (Claw) Heal Reward
Dragon Horn (Rod), Sacrifice (with ) MaxMP -100%
Lamia HP Absorption chance by attack
Judgement (Claw) absorbs damage and deals Counter damage based on Level. Note: Absorb Counters work by: 1. receiving the damage, 2. healing for the same amount. Thus, if 2 or more Absorb Counters trigger, not only will you absorb the damage, you'll also heal HP.
Eclaire (Claw) Heal Reward
{Body}
-0.5s Amartier, Licht Armor, Timorier -1.0s Bellow of Order, Ultimi III Delay reduction
-1.0s Chain Mail IV, Saltus IV -1.4s Hulam Ries III Item Delay reduction
-1.8s Exelis IV -2.0s Tentacion Skill Delay reduction
Iron Armor II, Hulam Ries Adventurer Garb II successors - MaxHP UP
Dragon Mail, Schwermer Absorbs damage and deals Counter damage based on Level
Ira exceptional Attack and Autoskill % UP at the cost of Melee Resistance; used by Autoskill-Types
Leather Coat III Heal Reward
-1.0s Chain Mail IV, Saltus IV -1.4s Hulam Ries III Item Delay reduction
-1.8s Exelis IV -2.0s Tentacion Skill Delay reduction
Iron Armor II, Hulam Ries Adventurer Garb II successors - MaxHP UP
Dragon Mail, Schwermer Absorbs damage and deals Counter damage based on Level
Ira exceptional Attack and Autoskill % UP at the cost of Melee Resistance; used by Autoskill-Types
Leather Coat III Heal Reward
{Additional}
Pink Scarf MaxMP - 400
-0.5s Mainspring -0.6s Separation Arrow II -0.7s Ride Snow Man II, Sage Hat III -1.0s Green Cat Ears -1.5s Montol Colliet III Delay Reduction
-0.5s Black Glasses, Travel Sack, Wisdom Crown -1.0s Mortal Hood, Yellow Hair Band -1.2s Day Pack II
-1.5s Survival Pouch, Travel Pouch II, Gloot II Item Delay reduction
-0.5s Medic Pouch, Scalpello, Yellow Twin Ribbons -0.6s Wolf Ears II -1.0s Arelta II, Blue Epaulettes, Orange Goggles, Pratzen II -1.2s Arbus Shield II, Barbarotita III, Monty Beret II -1.5s Gloot II -2.0s Ardour Cachenez, Mask of Collapse -2.5s Evil Dragon Wings II Skill Delay Reduction
Daiginjo (Holiday), Dark Red Scarf, Medim Corona, Passion Robe for Damage
Damage:Level Gewitter 33% Fighter Gauntlet 50% Crimson Eyepatch, Garde Scythe 67% Duel Shield II 200% Nasturtium "Additional Attack" gears by damage %
Booster chance to halve Attack Interval in exchange for halved damage
Ensis Shield, Blue Epaulettes Absorbs damage and deals Counter damage based on Level
Scarlet Ribbon gives 100% of 120% ASPD; An option when using other line configurations other than 6P without spending on AGI. The best way to compensate for the Accuracy & CRT-R loss is by using some of the crysta listed in the Crysta Section. For a partial formula of this Accuracy penalty, go here:
irunaonline.boards.net/thread/19182/lacruzels-autoskill-sample-study-results
Pierrot Hat Autoskill +6%, has a 1% chance of causing a Shell break, Spell Burst, Parry, Counter, Additional 9999 or 99999 Physical Damage (NC). Balanced offense and defense.
Miselatis Heal Reward
-0.5s Mainspring -0.6s Separation Arrow II -0.7s Ride Snow Man II, Sage Hat III -1.0s Green Cat Ears -1.5s Montol Colliet III Delay Reduction
-0.5s Black Glasses, Travel Sack, Wisdom Crown -1.0s Mortal Hood, Yellow Hair Band -1.2s Day Pack II
-1.5s Survival Pouch, Travel Pouch II, Gloot II Item Delay reduction
-0.5s Medic Pouch, Scalpello, Yellow Twin Ribbons -0.6s Wolf Ears II -1.0s Arelta II, Blue Epaulettes, Orange Goggles, Pratzen II -1.2s Arbus Shield II, Barbarotita III, Monty Beret II -1.5s Gloot II -2.0s Ardour Cachenez, Mask of Collapse -2.5s Evil Dragon Wings II Skill Delay Reduction
Daiginjo (Holiday), Dark Red Scarf, Medim Corona, Passion Robe for Damage
Damage:Level Gewitter 33% Fighter Gauntlet 50% Crimson Eyepatch, Garde Scythe 67% Duel Shield II 200% Nasturtium "Additional Attack" gears by damage %
Booster chance to halve Attack Interval in exchange for halved damage
Ensis Shield, Blue Epaulettes Absorbs damage and deals Counter damage based on Level
Scarlet Ribbon gives 100% of 120% ASPD; An option when using other line configurations other than 6P without spending on AGI. The best way to compensate for the Accuracy & CRT-R loss is by using some of the crysta listed in the Crysta Section. For a partial formula of this Accuracy penalty, go here:
irunaonline.boards.net/thread/19182/lacruzels-autoskill-sample-study-results
Pierrot Hat Autoskill +6%, has a 1% chance of causing a Shell break, Spell Burst, Parry, Counter, Additional 9999 or 99999 Physical Damage (NC). Balanced offense and defense.
Miselatis Heal Reward
{Special}
1~100% Mason Gloves 67% Staring Evil Eye 200% Showy Bangle "Additional Attack" gears by damage
Boost Ring, Javali Bangle, Reduce Bangle, Quick Gauntlet Interval Cut chance by Attack but Damage is halved
5% Actsin Guard, Lotus Seed, Monkey Tail 7% Aconitum Autoskill Up
Cursed Bangle chance to swap MaxHP and MaxMP percentages when current HP is below 50%, by defense
Seahorse Bangle HP+1500 MP Recovery-100%; and cheaper than Warped Stone Figurine
Myrica Wristlet VIT +LV/2 with Swords; rumored to have Rate Cut -20%.
Necklace of Mortification MP -30% Melee & Magic Resist +8% Rate Cut +8%
Diel Bangle Chance to get a Diel Medicine after a normal attack slay. Use it when farming weak mobs.
Sake Ladle Chance to get liquor (Sake Gourd, Revita Ale, or SP Revita Ale) after a normal attack slay; an alternative to Diel Bangle. Used mainly for getting Sake Gourd, which is very good intermittent HP recovery.
Friend Bangle Pet Heal+1000 but cannot revive you. Combo with a fast healing pet
Knight Necklace Heal Reward (optional for Heal Set)
Boost Ring, Javali Bangle, Reduce Bangle, Quick Gauntlet Interval Cut chance by Attack but Damage is halved
5% Actsin Guard, Lotus Seed, Monkey Tail 7% Aconitum Autoskill Up
Cursed Bangle chance to swap MaxHP and MaxMP percentages when current HP is below 50%, by defense
Seahorse Bangle HP+1500 MP Recovery-100%; and cheaper than Warped Stone Figurine
Myrica Wristlet VIT +LV/2 with Swords; rumored to have Rate Cut -20%.
Necklace of Mortification MP -30% Melee & Magic Resist +8% Rate Cut +8%
Diel Bangle Chance to get a Diel Medicine after a normal attack slay. Use it when farming weak mobs.
Sake Ladle Chance to get liquor (Sake Gourd, Revita Ale, or SP Revita Ale) after a normal attack slay; an alternative to Diel Bangle. Used mainly for getting Sake Gourd, which is very good intermittent HP recovery.
Friend Bangle Pet Heal+1000 but cannot revive you. Combo with a fast healing pet
Knight Necklace Heal Reward (optional for Heal Set)
{}
{Skill Crysta}
Adventurers have no skills, but you can use Crysta to acquire some. Take into consideration that Adventurers have very low MaxMP. Without INT, you only have around 200~300 MaxMP. You will want to manage your MaxMP, MP Cost and/or MP Recovery first.
◇Passive
◆Active/Manual Use
◇Provoke for tanking purposes (Sofya – Elua the Merchant)
◆Spell Boost (MP 20%)MATK +40% MATK UP by LV; Evasion and MDEF DOWN for a short period based on DEX. (Elban – Rulea the Merchant)
◆Veltria (MP 18) lets you use Mini Heal for self-healing or for reviving party members (Divine Tower, dropped by Veltria)
◆Vampire Blow (MP 56) Heal yourself for ~33% of damage dealt to the enemy. (Saterica – Rizlo the Merchant)
◆Aid (MP 10%)Heals yourself based on LV and MaxMP. Self only. Use this with Builds using INT and DEX. Heal Reward does not work with Aid. (Rokoko – Fortune Teller’s - Maya)
◇Passive
◆Active/Manual Use
◇Provoke for tanking purposes (Sofya – Elua the Merchant)
◆Spell Boost (MP 20%)MATK +40% MATK UP by LV; Evasion and MDEF DOWN for a short period based on DEX. (Elban – Rulea the Merchant)
◆Veltria (MP 18) lets you use Mini Heal for self-healing or for reviving party members (Divine Tower, dropped by Veltria)
◆Vampire Blow (MP 56) Heal yourself for ~33% of damage dealt to the enemy. (Saterica – Rizlo the Merchant)
◆Aid (MP 10%)Heals yourself based on LV and MaxMP. Self only. Use this with Builds using INT and DEX. Heal Reward does not work with Aid. (Rokoko – Fortune Teller’s - Maya)
{Pet Skills}
Your pet will learn a Skill once it reaches Lv50 with max affinity. If you wanna get a different skill, you hafta make it forget the current one by spending 500 island points. The Skill can be used for as long as your pet is roaming around your island.
Again, Adventurers have very low MaxMP. Without INT, you only have around 200~300 MaxMP. You will want to manage your MaxMP, MP Cost and/or MP Recovery first.
High Cycle (Coin) (MP 500 - AGI) ASPD + 100%
Evasion (MP 48) AGI + 16
Quick Turn (Coin) (MP 96 or remaining MP) Your Evasion temporarily increases.
Dual Blow (MP 62) A very sought after skill. Perform a normal attack twice - Autoskills included.
Double Attack (Passive) (Coin) Additional Attack chance for 1.2x damage. Note: Double Attack does not stack with Twice Attack
Hide Attack (Passive) (Coin) Critical rate = 100% if Hate is 0. Affects some skills.
Spell Boost (MP 20%)MATK +40% MATK UP by LV; Evasion and MDEF DOWN for a short period based on DEX.
Large Shield (Coin) (MP 50) Temporarily reduce the damage you receive by 25% by decreasing your ATK • MATK. You must have a Shield as an Accessory or Additional for the skill to work.
All Around (Coin) (MP 110) Melee + 1% to All Elements; All Element Resistance +5%
Vampire Blow (MP 56) Heal yourself for ~33% of damage dealt to the enemy.
Aid (MP 10%) Heals yourself based on LV and MaxMP. Self only. Use this with Builds using INT and DEX. Heal Reward does not work with Aid.
Again, Adventurers have very low MaxMP. Without INT, you only have around 200~300 MaxMP. You will want to manage your MaxMP, MP Cost and/or MP Recovery first.
High Cycle (Coin) (MP 500 - AGI) ASPD + 100%
Evasion (MP 48) AGI + 16
Quick Turn (Coin) (MP 96 or remaining MP) Your Evasion temporarily increases.
Dual Blow (MP 62) A very sought after skill. Perform a normal attack twice - Autoskills included.
Double Attack (Passive) (Coin) Additional Attack chance for 1.2x damage. Note: Double Attack does not stack with Twice Attack
Hide Attack (Passive) (Coin) Critical rate = 100% if Hate is 0. Affects some skills.
Spell Boost (MP 20%)MATK +40% MATK UP by LV; Evasion and MDEF DOWN for a short period based on DEX.
Large Shield (Coin) (MP 50) Temporarily reduce the damage you receive by 25% by decreasing your ATK • MATK. You must have a Shield as an Accessory or Additional for the skill to work.
All Around (Coin) (MP 110) Melee + 1% to All Elements; All Element Resistance +5%
Vampire Blow (MP 56) Heal yourself for ~33% of damage dealt to the enemy.
Aid (MP 10%) Heals yourself based on LV and MaxMP. Self only. Use this with Builds using INT and DEX. Heal Reward does not work with Aid.
{}
Survivability is one of the most important things to consider when playing as an Adventurer. Since Adventurers don't have innate skills, Pay extra attention to equipment, pet skills, al crysta, crysta, food and consumables. Make the most out of every little thing the World of Iruna has to offer. This kind of mindset actually makes one appreciate the game more. Here, I have listed the many ways to restore HP in order of common usage (mid-battle, retains DPS, no consumables) to emergency measures (field, DPS drop, consumable use).
Cursed Bangle
Optional:: + Pink Scarf or + Dragon Horn
Switches your HP and MP percentages
Pros: Restores HP quickly with minimal DPS reduction. Autoskill-based.
Cons: At least 50% MP Loss.
Friend Bangle + Pet
Optional:: High-Speed Heal Pet
Pros: Retains DPS. Pet Heal-based.
Cons: Solo only. Requires a Pet. Your Pet shouldn't get KOed. Your Pet cannot revive you.
Equipment that Restore HP by attack
Some examples are Saltus (armor), Huge Cherry Blossom (additional) and Dracula Ring (special).
Pros: Quite easy to use. Autoskill-based.
Cons: DPS Drops.
Absorb Set + Life Charge (Pet Skill)
Pros: Very fast healing. You can acquire new targets to attack if they're close enough. Autoskill-based.
Cons: DPS goes down. Requires a Coin Pet to learn the Skill. Not available vs Bosses
Absorb Set
If multiple Absorbs trigger from the same monster attack, the 2nd and 3rd ones heal your HP instead. Autoskill-based.
Pros: Very Safe. Autoskill-based.
Cons: Can be slower depending on mob damage. DPS takes a hit especially if using Yellow Lines
Cursed Bangle + Dragon Horn + Absorb Gears (Body and Additional)
Pros: Safe. Restores HP faster than just Absorb Set. Autoskill-based.
Cons: DPS goes down. At least 50% MP Loss.
◇Aid
Pros: ◇Aid Self only. INT, DEX, MaxMP & Skill Delay-based.
Cons: DPS takes a hit. Most effective to heal yourself with when outside of battle.
◇Veltria + Heal Reward Set
Pros: ◇Veltria can revive other players. More effective with a healer or reviver in the party. Skill Delay-based.
Cons: DPS takes a hit. Most effective to heal yourself with when outside of battle.
Life Charge (Pet Skill)
Used outside of battle in this context.
Pros: Restores HP to full at the same amount of time regardless of MaxHP. Possibly more accessible to beginners than the ◇Veltria + Heal Reward Set.
Cons: Since it's used outside of battle, it naturally brings down DPS to 0. Requires a Coin Pet to learn the Skill. Not available vs Bosses
Cursed Bangle + Absorb Set
Pros: Very Safe. Restores HP faster than just Absorb Set. Autoskill-based.
Cons: DPS goes down. MP Loss. Harder to recover MP since Dragon Mail raises MaxMP greatly.
Consumable Usage
Pros: Instant. Retains DPS. Item-Delay and Item Recovery-based.
Cons: Item Usage.
Survivability is one of the most important things to consider when playing as an Adventurer. Since Adventurers don't have innate skills, Pay extra attention to equipment, pet skills, al crysta, crysta, food and consumables. Make the most out of every little thing the World of Iruna has to offer. This kind of mindset actually makes one appreciate the game more. Here, I have listed the many ways to restore HP in order of common usage (mid-battle, retains DPS, no consumables) to emergency measures (field, DPS drop, consumable use).
Cursed Bangle
Optional:: + Pink Scarf or + Dragon Horn
Switches your HP and MP percentages
Pros: Restores HP quickly with minimal DPS reduction. Autoskill-based.
Cons: At least 50% MP Loss.
Friend Bangle + Pet
Optional:: High-Speed Heal Pet
Pros: Retains DPS. Pet Heal-based.
Cons: Solo only. Requires a Pet. Your Pet shouldn't get KOed. Your Pet cannot revive you.
Equipment that Restore HP by attack
Some examples are Saltus (armor), Huge Cherry Blossom (additional) and Dracula Ring (special).
Pros: Quite easy to use. Autoskill-based.
Cons: DPS Drops.
Absorb Set + Life Charge (Pet Skill)
Pros: Very fast healing. You can acquire new targets to attack if they're close enough. Autoskill-based.
Cons: DPS goes down. Requires a Coin Pet to learn the Skill. Not available vs Bosses
Absorb Set
If multiple Absorbs trigger from the same monster attack, the 2nd and 3rd ones heal your HP instead. Autoskill-based.
Pros: Very Safe. Autoskill-based.
Cons: Can be slower depending on mob damage. DPS takes a hit especially if using Yellow Lines
Cursed Bangle + Dragon Horn + Absorb Gears (Body and Additional)
Pros: Safe. Restores HP faster than just Absorb Set. Autoskill-based.
Cons: DPS goes down. At least 50% MP Loss.
◇Aid
Pros: ◇Aid Self only. INT, DEX, MaxMP & Skill Delay-based.
Cons: DPS takes a hit. Most effective to heal yourself with when outside of battle.
◇Veltria + Heal Reward Set
Pros: ◇Veltria can revive other players. More effective with a healer or reviver in the party. Skill Delay-based.
Cons: DPS takes a hit. Most effective to heal yourself with when outside of battle.
Life Charge (Pet Skill)
Used outside of battle in this context.
Pros: Restores HP to full at the same amount of time regardless of MaxHP. Possibly more accessible to beginners than the ◇Veltria + Heal Reward Set.
Cons: Since it's used outside of battle, it naturally brings down DPS to 0. Requires a Coin Pet to learn the Skill. Not available vs Bosses
Cursed Bangle + Absorb Set
Pros: Very Safe. Restores HP faster than just Absorb Set. Autoskill-based.
Cons: DPS goes down. MP Loss. Harder to recover MP since Dragon Mail raises MaxMP greatly.
Consumable Usage
Pros: Instant. Retains DPS. Item-Delay and Item Recovery-based.
Cons: Item Usage.
{Food and Consumables}
It is important to know which is food and which are consumables. Food Effects (a telltale sign is the 10 min duration) don't stack but Consumable effects do. There may be exceptions. Some people overlook them because they take up bag space. But think of it this way – if you can easily restock on them and you have spares on your mailbox, then Food and Consumables may as well be equipment. Take caution though and remember that buffs can be deleted by some bosses so making these a core part of your build does carry some risk.
Here's a list of some that I recommend:
Revita L for healing light wounds at lower LVs; Cheap & accessible if synthesized by NPCs. In Port Spargas for example, 2 Flower Nectars and 1 Frozen Nut makes 20 of these for 3500s. It is worth learning to Cook up to LV26 so that you can make your own Flower Nectars.
Thick Revita M For healing heavy wounds. This is the most accessible size.
SP Revita Ale for very hard boss fights at higher LVs; hard to come by...
Guild Revita Restores HP completely; rare and expensive.
Regera L You can use this as a passive healing buff
Sake Gourd A stronger healing buff than Regera L. Does 1000 heal on the 0th, 7th & 15th seconds for a total of 3000.
Remagic S for refilling MP when MP is 1
Remagic L This is all you need to fully restore MP. It's handy to have a stk to periodically "bridge the gaps" while using Coconut Water and/or Cracked Mage Ore. Just like Revita L, you can synthesize it easily in Port Spargas. They're not as expensive though and you use less of these so I just buy from NPC.
Coconut Water restores 50 MP / 10s for 10min; works great by itself for spamming Dual Blow but better if you combine it with...
Cracked Mage Ore for refilling MP; recovers 1%+10MP every 10s for 30min. Works best if you have higher MP than default.
Vita Plus L Good for classes with not much VIT. Does not stack with...
Octopus Tentacles HP+20%. A Consumable-type. Therefore, stacks with Food-types like...
Dried Squid -HP+5%. Cooking LV6. Accessible early and still useful at higher LVs. There are more potent yet expensive Food available in the game.
Light Green Egg survive KO with 1 HP. Deletes previous buffs upon use. Previously thought of as a bug, I have confirmed personally from Asobimo that the revival/survival effect is a TRUE hidden effect.
irunaonline.boards.net/thread/27376/asobimos-reply-lacruzel-light-effect
Here's a list of some that I recommend:
Revita L for healing light wounds at lower LVs; Cheap & accessible if synthesized by NPCs. In Port Spargas for example, 2 Flower Nectars and 1 Frozen Nut makes 20 of these for 3500s. It is worth learning to Cook up to LV26 so that you can make your own Flower Nectars.
Thick Revita M For healing heavy wounds. This is the most accessible size.
SP Revita Ale for very hard boss fights at higher LVs; hard to come by...
Guild Revita Restores HP completely; rare and expensive.
Regera L You can use this as a passive healing buff
Sake Gourd A stronger healing buff than Regera L. Does 1000 heal on the 0th, 7th & 15th seconds for a total of 3000.
Remagic S for refilling MP when MP is 1
Remagic L This is all you need to fully restore MP. It's handy to have a stk to periodically "bridge the gaps" while using Coconut Water and/or Cracked Mage Ore. Just like Revita L, you can synthesize it easily in Port Spargas. They're not as expensive though and you use less of these so I just buy from NPC.
Coconut Water restores 50 MP / 10s for 10min; works great by itself for spamming Dual Blow but better if you combine it with...
Cracked Mage Ore for refilling MP; recovers 1%+10MP every 10s for 30min. Works best if you have higher MP than default.
Vita Plus L Good for classes with not much VIT. Does not stack with...
Octopus Tentacles HP+20%. A Consumable-type. Therefore, stacks with Food-types like...
Dried Squid -HP+5%. Cooking LV6. Accessible early and still useful at higher LVs. There are more potent yet expensive Food available in the game.
Light Green Egg survive KO with 1 HP. Deletes previous buffs upon use. Previously thought of as a bug, I have confirmed personally from Asobimo that the revival/survival effect is a TRUE hidden effect.
irunaonline.boards.net/thread/27376/asobimos-reply-lacruzel-light-effect
{}
Q: What reward(s) do Adventurers receive upon reaching Level 200?
A: None. I get asked this a lot. It seems there's false info floating around that Advents receive some kind of "gift" when they reach this Level. However, there is a reward for finishing [Teaus Reconciliation] MQ in Saterica as an Adventurer – Resolve Ring. Its effects take even if worn by other classes. As such, I don’t consider it to be an Adventurer-exclusive gear.
Q: Do Adventurers have Job Mastery?
A: No. I've talked to all current NPCs, not just those in Eldan.
Q: Do Adventurers have special NPC triggers for being Level 300?
A: No. I've talked to all current NPCs.
Q: Do the Adventurer Exclusive Gears have further upgrades and (hidden) effects at Level 300?
A: No . I've talked to all current NPCs and have tested all of them for any hidden effects.
Q: Do the other Adventurer-named Gears have upgrades and (hidden) effects? at Level 300?
A: No. I've talked to all current NPCs and have tested all of them for any hidden effects.
Q: What happens when an Advent wears Ring of Tide? In other words, is Adventurer a Warrior, a Wizard, both or neither?
A: A VIT>STR>CRT Adventurer is classified as a Warrior ONLY and gains Ring of Tide's respective effect.
A: None. I get asked this a lot. It seems there's false info floating around that Advents receive some kind of "gift" when they reach this Level. However, there is a reward for finishing [Teaus Reconciliation] MQ in Saterica as an Adventurer – Resolve Ring. Its effects take even if worn by other classes. As such, I don’t consider it to be an Adventurer-exclusive gear.
Resolve Ring.
Special. xTrade. Always slotted. MP Cost +100%, Reflect +5%
Special. xTrade. Always slotted. MP Cost +100%, Reflect +5%
Q: Do Adventurers have Job Mastery?
A: No. I've talked to all current NPCs, not just those in Eldan.
Q: Do Adventurers have special NPC triggers for being Level 300?
A: No. I've talked to all current NPCs.
Q: Do the Adventurer Exclusive Gears have further upgrades and (hidden) effects at Level 300?
A: No . I've talked to all current NPCs and have tested all of them for any hidden effects.
Q: Do the other Adventurer-named Gears have upgrades and (hidden) effects? at Level 300?
A: No. I've talked to all current NPCs and have tested all of them for any hidden effects.
Q: What happens when an Advent wears Ring of Tide? In other words, is Adventurer a Warrior, a Wizard, both or neither?
A: A VIT>STR>CRT Adventurer is classified as a Warrior ONLY and gains Ring of Tide's respective effect.
{Update History}
2017 Aug 25
• added ◇Iniliba to all Resist Set equipment slots
• reinclude ◇Veleno Rosa to Knife, Sword & Claw Build’s Crysta List
• corrected ◇Bancho Colon to ◇Bancho Muscle
• added Quick Gauntlet to Special List
2017 Aug 16
• updated aesthetics
• changed Adventurer Class to The Full Class Adventurer
• changed how to be an Adventurer from the 3rd choice to the 1st
• re-worded Adventurer’s defining characteristics and moved up
• added info for Traveler Sword, Staff and Claw
• removed Resolve Ring from Adventurer Gear list to avoid confusion
• expanded on Build Requirements & Interpretation
• restructured and streamlined Adventurer Builds
• moved Magic Adventurer Builds up
• added Knife, Sword & Claw Builds
• Removed Progression for Beginners
• added ATK / MATK Scaling Chart for each Adventurer Weapon Type
• Added separate Al Crysta and Crysta sections for Mages and Warriors
• changed Pet Skill section to Skill Acquisition
• merged Healing Methods; and Food and Consumables
• retired and deleted old alternate builds made obsolete by Traveler Claw
• added Q & A for Resolve Ring
2017 Jun 22
• added FAQ
• added ▲Teo to the list of Recommended Al Crysta
• changed Light Green Egg's status from "possible bug" to "legitimate game mechanic"
• added Light Green Egg as a recommended survival option for Glass Knife build
2017 May 02
• added Update History
• added Build Guildlines
• added Autoskill-Mode vs ATK Mode
• added Progression for Beginners
• added Healing Methods
• added and changed Main Build to Dual Mode
• changed Intro to reflect reaching Lv300, a minor feat and goal
• added flag for Magic Builds including Resist Set/Build
• removed section for non-6P builds; info there can be found in Autoskill-Mode vs ATK Mode
• added guide links
• added ◇Iniliba to all Resist Set equipment slots
• reinclude ◇Veleno Rosa to Knife, Sword & Claw Build’s Crysta List
• corrected ◇Bancho Colon to ◇Bancho Muscle
• added Quick Gauntlet to Special List
2017 Aug 16
• updated aesthetics
• changed Adventurer Class to The Full Class Adventurer
• changed how to be an Adventurer from the 3rd choice to the 1st
• re-worded Adventurer’s defining characteristics and moved up
• added info for Traveler Sword, Staff and Claw
• removed Resolve Ring from Adventurer Gear list to avoid confusion
• expanded on Build Requirements & Interpretation
• restructured and streamlined Adventurer Builds
• moved Magic Adventurer Builds up
• added Knife, Sword & Claw Builds
• Removed Progression for Beginners
• added ATK / MATK Scaling Chart for each Adventurer Weapon Type
• Added separate Al Crysta and Crysta sections for Mages and Warriors
• changed Pet Skill section to Skill Acquisition
• merged Healing Methods; and Food and Consumables
• retired and deleted old alternate builds made obsolete by Traveler Claw
• added Q & A for Resolve Ring
2017 Jun 22
• added FAQ
• added ▲Teo to the list of Recommended Al Crysta
• changed Light Green Egg's status from "possible bug" to "legitimate game mechanic"
• added Light Green Egg as a recommended survival option for Glass Knife build
2017 May 02
• added Update History
• added Build Guildlines
• added Autoskill-Mode vs ATK Mode
• added Progression for Beginners
• added Healing Methods
• added and changed Main Build to Dual Mode
• changed Intro to reflect reaching Lv300, a minor feat and goal
• added flag for Magic Builds including Resist Set/Build
• removed section for non-6P builds; info there can be found in Autoskill-Mode vs ATK Mode
• added guide links
First Post: 2016 Jun 09
Updated: 2017 Aug 25
+8 GMT
END