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Berserkerz Crit's Assassin Cross Guide; Version 3.0
Topic Started: Oct 17 2006, 04:41 AM (81,978 Views)
Berserkerz Crit
Member Avatar
Save the World
Table of Contents


α: Credits.
: Introduction.
?: FAQs.
: Skills.
: Stats.
: Builds.
: Equipment.
&: Cards.
θ: Deadly Poison Creation.
d: Hunting For Ingredients.
: Damage Reduction Tips.
: Assassin Quest Skills
~: Soul Link.
: Sage Quest Skills.
: Consumables.
ε: The Art of Assassination.

--------------------

α: Credits

Stat Calculators
http://ro.doddlercon.com/calc/calcx.html
http://ro.doddlercon.com/tempcalc/calcx.html (Updated to Noghaltz)

Skill Simulator
http://sophia.smith.edu/~lyamada/skill/

Forums
http://www.ragnainfo.net/forums

Databases
http://www.amesani.org/ro/index.php
http://roempire.com/database
http://www.ragnainfo.net/wiki

Doddler - because he is the man!!
Yralyn - for the dedication to RO despite all the bad
Yomi - for being a great help to other assassins
Scott - for uncovering different game mechanics
Crimson Death - for giving me the much needed push to finish this
Assassin Cross Showdown - for being menyeks XD

And all the Assassins struggling to be recognized amidst the Chaos.

--------------------

: Introduction

Assassins have come a long way from being mere preys to becoming the predators everyone fears. As new patches come we are made stronger and stronger. But with great power comes great responsibility, so just because you're strong doesn't give you the right to bully or trashtalk other players. ^_^

This revised guide should have been out way way before but RPC got in the way followed by exams. Noghalt was fast approaching so I had to include that update too. Finally, here it is. Enjoy.

--------------------

?: FAQs

Soul Destroyer

Q: Can pneuma block SD?
A: Yes.

Q: Does mdef reduce SD magical part damage?
A: No.

Q: What can reduce SD magical side damage?
A: Cranial, Poo2 Hat, Combat Knife, Alligator Accessories and Assumptio ONLY.

Q: Does EDP stack with SD
A: NO.

Q: Do Katar mastery and Advance Katar Mastery increase SD damage?
A: KM does increase SD when you are using katar type weapon. While AKM does not.

Q: Left and Right Hand Mastery affect SD damage?
A: NO. It only affects your normal attack when dual wielding.

Q: What increases SD damage?
A: Int, Str and +ATK cards such as Andre or Zipper Bear. Racial and Size cards do not.

Q: Does Kyrie block the physical part of SD?
A: Yes.

Q: Does Auto-Guard block SD?
A: No.

Q: Does Defender reduce SD damage?
A: No.

Q: Does Energy Coat reduce SD damage?
A: Yes.

Q: Does element affect SD?
A: Yes. The physical part.

Q: Does SD ignore GR armor?
A: Yes and no. The physical part doesn't unless enchanted or endowed while the magical part is not affected by elements.

Q: Does GTB block SD ?
A: No. SD is not a magical attack even though half of its damage is called the magical part.

Q: Does Kaupe block SD ?
A: Yes, even the magical part.

Enchant Deadly Poison

Q: Will drinking the deadly poison bottle increase ASPD?
A: Yes. The added aspd is equal to approximately 2 aspd, it is like using a Berserk potion. IMO it's not worth it to drink this. Use only on EXTREME circumstances like breaking the Emperium of a 100 econ agit.

Q: Does EDP make your weapon attribute into poison? Will argiope armor pwn you?
A: No. EDP only makes your attack damage x4, it will not change your attack to poison attribute, the one that gives poison attribute is Enchant Poison.

Q: Does Enchant Poison add damage?
A: Yes but only on level 1~2 Earth, Fire, Wind, and Water properties. It also bypasses Raydric or Immune.

Q: Switching weapons will cancel off EDP?
A: No, switch weapon will only cancel off Enchant Poison.

Q: Is EDP x4 damage = 400% or +4x damage = 500%?
A: Is x4 damage = 400%.

Q: Does GR armor reduce EDP damage?
A: Yes unless the weapon is enchanted or endowed with an element.

Q: How long does EDP really last?
A: 60 seconds or 1 minute.

Q: Does EDP wear off when dying or changing maps?
A: No on dying and sometimes when changing maps (it doesn't wear off if you switch maps of the same map server - PvP Room --> Prontera Town).

Q: Can EDP be dispelled??
A: NO. ^^

--------------------

: Skills

Posted Image Improve Dodge: Passive, 10 Levels.
Prerequisites: None.

Increases your flee; no reason not to get this. For Assassins, adds +40 Flee instead of 30 and gives you half of Pecopeco. o_o It still helps outrunning other classes, especially when Cloaking.

1 : +3 Flee, +0.5% walkspeed
2 : +6 Flee, +1.0% walkspeed
3 : +9 Flee, +1.5% walkspeed
4 : +12 Flee, +2.0% walkspeed
5 : +15 Flee, +2.5% walkspeed
6 : +18 Flee, +3.0% walkspeed
7 : +21 Flee, +3.5% walkspeed
8 : +24 Flee, +4.0% walkspeed
9 : +27 Flee, +4.5% walkspeed
10 : +30 Flee, +5.0% walkspeed

Posted Image Double Attack: Passive, 10 Levels.
Prerequisites: None.

Makes your life easier, on any build. Increases dps or damage per second. Allows 1 Agi builds to still be able to break Emperiums fast with an Icepick + Buckler.

1 : 5% Chance, +2% Damage on Left Katar Swing
2 : 10% Chance, +4% Damage on Left Katar Swing
3 : 15% Chance, +6% Damage on Left Katar Swing
4 : 20% Chance, +8% Damage on Left Katar Swing
5 : 25% Chance, +10% Damage on Left Katar Swing
6 : 30% Chance, +12% Damage on Left Katar Swing
7 : 35% Chance, +14% Damage on Left Katar Swing
8 : 40% Chance, +16% Damage on Left Katar Swing
9 : 45% Chance, +18% Damage on Left Katar Swing
10 : 50% Chance, +20% Damage on Left Katar Swing

Posted Image Envenom: Active, 10 Levels.
SP Usage: 12.
Prerequisites: None.

Never misses and stacks with EDP. Great alternative if you're stripped or your up against a high flee monster.

1 : +15 ATK, 14% Chance of Poison
2 : +30 ATK, 18% Chance of Poison
3 : +45 ATK, 22% Chance of Poison
4 : +60 ATK, 26% Chance of Poison
5 : +75 ATK, 30% Chance of Poison
6 : +90 ATK, 34% Chance of Poison
7 : +105 ATK, 38% Chance of Poison
8 : +120 ATK, 42% Chance of Poison
9 : +135 ATK, 46% Chance of Poison
10 : +150 ATK, 50% Chance of Poison

Posted Image Detoxify: Active, 1 Level.
SP Usage: 12.
Prerequisites: Envenom Lv3.

No need for green herbs. Cures poison, helpful when you're dealing with fellow Assassins.

Posted Image
Steal: Active, 10 Levels.
SP Usage: 10.
Prerequisites: None.

You don't have to max this if you have low dex. Helpful in getting additional loots (and sometimes rare) if you have high dex.

Posted Image Hiding: Active, 10 Levels.
SP Usage: 10.
Prerequisites: Steal Lv5.

Hides and stay in position, rendering yourself immobile inexchange for protection from monsters. Demon and Insect race can detect you. Cancels target spells on you if you hid before the spell finished casting.

1 : 30 Seconds, Drains 1 SP per 5 Seconds
2 : 60 Seconds, Drains 1 SP per 6 Seconds
3 : 90 Seconds, Drains 1 SP per 7 Seconds
4 : 120 Seconds, Drains 1 SP per 8 Seconds
5 : 150 Seconds, Drains 1 SP per 9 Seconds
6 : 180 Seconds, Drains 1 SP per 10 Seconds
7 : 210 Seconds, Drains 1 SP per 11 Seconds
8 : 240 Seconds, Drains 1 SP per 12 Seconds
9 : 270 Seconds, Drains 1 SP per 13 Seconds
10 : 300 Seconds, Drains 1 SP per 14 Seconds

Posted Image Find Stone: Active, 1 Level.
SP Usage: 2 SP.
Prerequisites: None for High Theif.

Gets you stones to throw at people.

Posted Image Stone Throw: Active, 1 Level.
SP Usage: 2 SP.
Other Usage: 1 Stone.
Prerequisites: None for High Theif.

Great for stunning 1 vit chars at range... or interrupting Emergency Calls.

Posted Image Sand Attack: Active, 1 Level
SP Usage: 9 SP.
Prerequisites: None for High Theif.

Uhhh... here's sand in your face to get you blind!

Posted Image Backslide: Active, 1 Level.
SP Usage: 7 SP.
Prerequisites: None for High Theif.

Mobbed? Need to escape? Moonwalk with this to safety. Mastering the direction you Backslide into in PvP can save your <word filtered!> a lot of times.

Posted Image Katar Mastery: Passive, 10 Levels.
Prerequisites: None.

More damage plox.

1 : +3 ATK
2 : +6 ATK
3 : +9 ATK
4 : +12 ATK
5 : +15 ATK
6 : +18 ATK
7 : +21 ATK
8 : +24 ATK
9 : +27 ATK
10 : +30 ATK

Posted Image Right Hand Mastery: Passive, 5 Levels.
Prerequisites: None.

If you plan on blowing Emperiums away, or to level up fast, get this at 5 and dual wield your way into uber damage. But if not, 3 is ok for Meteor Assault prerequisite.

Posted Image Left Hand Mastery: Passive, 5 Levels.
Prerequisites: Right Hand Mastery Lv2.

Unless you're a pure dual dagger or you're after the maximum dual slash damage, you're fine without this.

Posted Image Cloaking: Active, 10 Levels.
SP Usage: 15.
Prerequisites: Hiding Lv2.

Ever since this skill was buffed, this has become one of our main tools for killing. Not knowing where your enemy is the greatest advantage given to us. Minimum required to cloak off-walls is Lv3 but higher is recommended, you wouldn't want to cloak at a snail's pace and find out you've been discovered - and killed - just because you didn't move a few paces faster.

1 : 1 SP per 4 secs, 100% on walls, Cannot cloak off walls
2 : 1 SP per 5 secs, 103% on walls, Cannot cloak off walls
3 : 1 SP per 6 secs, 106% on walls, 79% off walls
4 : 1 SP per 7 secs, 109% on walls, 82% off walls
5 : 1 SP per 8 secs, 112% on walls, 85% off walls
6 : 1 SP per 9 secs, 115% on walls, 88% off walls
7 : 1 SP per 10 secs, 118% on walls, 91% off walls
8 : 1 SP per 11 secs, 121% on walls, 94% off walls
9 : 1 SP per 12 secs, 124% on walls, 97% off walls
10 : 1 SP per 13 secs, 125% on walls, 100% off walls

Posted Image Enchant Poison: Active, 10 Levels.
SP Usage: 20.
Prerequisites: Envenom Lv1.

Another great skill, use this to bypass Ghostring-armored players or deal +25% more damage to Lv1-2 Earth, Wind, Fire, Water property monsters. Just remember to switch weapons if your enemy uses an Argiope or Evil Druid armor. Only Lv6 is advised, for Soul Destroyer prerequisite.

1 : 30 seconds, 3% Chance of Poison
2 : 45 seconds, 3% Chance of Poison
3 : 60 seconds, 4% Chance of Poison
4 : 75 seconds, 4% Chance of Poison
5 : 90 seconds, 5% Chance of Poison
6 : 105 seconds, 5% Chance of Poison
7 : 120 seconds, 6% Chance of Poison
8 : 135 seconds, 6% Chance of Poison
9 : 150 seconds, 7% Chance of Poison
10 : 165 seconds, 7% Chance of Poison

Posted Image Grimtooth: Active, 5 Levels.
SP Usage: 2.
Prerequisites: Cloak Lv2, Sonic Blow Lv5.

Underrated but overpowered, with Enchant Deadly Poison this skill rips mobs apart. This skill combines ranged with splash effect, dealing tremendous amount of damage to multiple enemies. High Str and ample amount of Agi is needed to hit hard and fast. Cloak first and scout where your enemies are and then locate a good position near them and Hide and Grimtooth away.

1 : 200% ATK, 3x3 Splash Attack, 3 Tiles Range,
2 : 200% ATK, 3x3 Splash Attack, 4 Tiles Range
3 : 200% ATK, 3x3 Splash Attack, 5 Tiles Range
4 : 200% ATK, 3x3 Splash Attack, 6 Tiles Range
5 : 200% ATK, 3x3 Splash Attack, 7 Tiles Range

Posted Image Sonic Blow: Active, 10 Levels.
Prerequisites: Katar Mastery 4.

The strongest damaging skill we have since it stacks with Enchant Deadly Poison. Even at low Str you can still deal massive damage with the correct weapons, but high Str really makes it more effective. No Assassin shouldn't have this, with future patches buffing this skill to 880% ATK and +50 Hit.

1 : 340% ATK, 12% Stun Chance, 16 SP
2 : 380% ATK, 14% Stun Chance, 18 SP
3 : 420% ATK, 16% Stun Chance, 20 SP
4 : 480% ATK, 18% Stun Chance, 22 SP
5 : 550% ATK, 20% Stun Chance, 24 SP
6 : 600% ATK, 22% Stun Chance, 26 SP
7 : 650% ATK, 24% Stun Chance, 28 SP
8 : 700% ATK, 26% Stun Chance, 30 SP
9 : 750% ATK, 28% Stun Chance, 32 SP
10 : 800% ATK, 30% Stun Chance, 34 SP

Posted Image Poison React: Active, 10 Levels.
Prerequisites: Enchant Poison Lv3.

This is a very powerful defensive skill when used correctly, and its damage also stacks with Enchant Deadly Poison making it very lethal. Poison React was recently changed to include countering non-poison attacks. But its real power only triggers from poison attacks, making its uses very limited and somewhat ineffective in a real chaotic fight. If you're getting this, get it Lv 10 or none.

1 : 1 Envenom Counter, 20 sec Duration, 25 SP
2 : 1 Envenom Counter, 25 sec Duration, 30 SP
3 : 2 Envenom Counters, 30 sec Duration, 35 SP
4 : 2 Envenom Counters, 35 sec Duration, 40 SP
5 : 3 Envenom Counters, 40 sec Duration, 45 SP
6 : 3 Envenom Counters, 45 sec Duration, 50 SP
7 : 4 Envenom Counters, 50 sec Duration, 55 SP
8 : 4 Envenom Counters, 55 sec Duration, 60 SP
9 : 5 Envenom Counters, 60 sec Duration, 60 SP
10 : 5 Envenom Counters, 60 sec Duration, 45 SP

Posted Image Venom Dust: Active, 10 Levels.
SP Usage: 20.
Requirements: 1 Red Gemstone.
Prerequisites: Enchant Poison Lv5.

A good diversionary, annoying and disabling tactic, Venom Dust inflicts poison to enemies at 100% chance unless they are poison-resistant. Use this to lower enemy's def (for Sonic Blow) and/or halt their sp regen (good versus priests and sp-dependent jobs).

1 : 5 Second duration
2 : 10 Second duration
3 : 15 Second duration
4 : 20 Second duration
5 : 25 Second duration
6 : 30 Second duration
7 : 35 Second duration
8 : 40 Second duration
9 : 45 Second duration
10 : 50 Second duration

Posted Image Venom Splasher: Active, 10 Levels.
Requirements: 1 Red Gemstone.
Prerequisites: Poison React Lv5, Vemon Dust Lv5.

Venom Splasher's damage is only affected by ATK and modifiers such as Icepick. It doesn't stack with Enchant Deadly Poison. This skill deals splash damage but it's requirement of 3/4s hp to activate and many prerequisites make it less appealing compared to the other skills we could get.

1 : 660% ATK, 33 SP
2 : 680% ATK, 36 SP
3 : 720% ATK, 39 SP
4 : 760% ATK, 42 SP
5 : 800% ATK, 45 SP
6 : 840% ATK, 48 SP
7 : 880% ATK, 51 SP
8 : 920% ATK, 54 SP
9 : 960% ATK, 57 SP
10 : 1000% ATK, 60 SP

Posted Image Advanced Katar Mastery: Passive, 5 Levels.
Prerequisites: Double Attack Lv5, Katar Mastery Lv7.

A free Hydra card. Why refuse?

1 : +12% ATK
2 : +14% ATK
3 : +16% ATK
4 : +18% ATK
5 : +20% ATK

Posted Image Create Deadly Poison: Active, 1 Level.
SP Usage: 50.
Prerequisites: Envenom Lv10, Detoxify Lv1.

Used to make a bottle containing Deadly Poison. If the skill fails, the caster will receive an amount of damage equal to 20% of his or her Maximum HP. You won't miss this skill as it is a prerequisite for Enchant Deadly Poison.

Posted Image Enchant Deadly Poison: Active, 5 Levels.
Requirements: Deadly Poison Bottle
Prerequisites: Create Deadly Poison Lv1.

Want to exceed your limits? Become like a super saiyan? Go an a killing spree? This is what you want. Look at the Enchant Deadly Poison FAQs.

1 : 200% ATK, 40 Second Duration, 60 SP
2 : 250% ATK, 45 Second Duration, 70 SP
3 : 300% ATK, 50 Second Duration, 80 SP
4 : 350% ATK, 55 Second Duration, 90 SP
5 : 400% ATK, 60 Second Duration, 100 SP

Posted Image Meteor Assault: Active, 10 Levels.
Prerequisites: Katar Mastery Lv5, Right Hand Mastery Lv3,
Sonic Blow Lv5, Soul Destroyer Lv1.

Deals status effects and damage (affected by ATK and modifiers eg. Icepick) to a small aoe around your Assassin (5x5). Very effective in portal precasts to help stun attackers, or uncloak hidden characters especially Stalkers using Chase Walk. Moderate Dex is needed for efficiency.

1 : 80% ATK, 10% Status, 10 SP
2 : 120% ATK, 15% Status, 12 SP
3 : 160% ATK, 20% Status, 14 SP
4 : 200% ATK, 25% Status, 16 SP
5 : 240% ATK, 30% Status, 18 SP
6 : 280% ATK, 35% Status, 20 SP
7 : 320% ATK, 40% Status, 22 SP
8 : 360% ATK, 45% Status, 24 SP
9 : 400% ATK, 50% Status, 26 SP
10 : 440% ATK, 55% Status, 28 SP

Posted Image Soul Destroyer: Active, 10 Levels.
Prerequisites: Double Attack Lv5, Envenom Lv5, Cloaking Lv3, Enchant Poison Lv6.

Redefining Assassins as casters, this skill gives us the option of going ranged rather than melee. Damage is affected by only Str, Int, +ATK cards, and modifiers such as Icepick. Any build can take advantage of this, even us melees with 1 Int. Great skill.

1 : 1.0 Second After-cast Delay, 20 SP.
2 : 1.2 Second After-cast Delay, 20 SP.
3 : 1.4 Second After-cast Delay, 20 SP.
4 : 1.6 Second After-cast Delay, 20 SP.
5 : 1.8 Second After-cast Delay, 20 SP.
6 : 2.0 Second After-cast Delay, 30 SP.
7 : 2.2 Second After-cast Delay, 30 SP.
8 : 2.4 Second After-cast Delay, 30 SP.
9 : 2.6 Second After-cast Delay, 30 SP.
10 : 2.8 Second After-cast Delay, 30 SP.

Difference between Hide and Cloak:

Posted Image Hide:
-Has a very quick cast time
-Renders user to be immobile (cannot move from hidden cell)
-Cannot use skills or items while in Hide except Grimtooth
-Can be interrupted if being hit while trying to hide
-Targeted spells will not do damage if you hid before the spell finished

Posted Image Cloaking:
-Has quicker casting time (sorta instantaneous)
-Allows user to move while staying invisible (at level 10 movespeed is 105% off-wall and 130% on-wall)
-Can use skills or items while in Cloak
-AoE spells (eg. Stormgust, Magnum Break) will uncloak you
-GTB will protect you from being uncloaked by AoE magic

Range (Ruwach is 5x5 while Sight is 7x7):
= Caster
o = Ruwach / Sight area of effect

o--o--o--o--o--o--o
o--o--o--o--o--o--o
o--o--o--o--o--o--o
o--o--o----o--o--o
o--o--o--o--o--o--o
o--o--o--o--o--o--o
o--o--o--o--o--o--o


--------------------

: Stats

Putting the right stat is important to maximize the potential of an Assassin Cross. The road to 99 the first time was hard, so we have to make sure that this time, we do it right. We don't want to regret making a mistake for the wrong reasons. Also, we have to plan our stat distribution so we can level easier and kill faster at lower levels.

STR - This is the most important stat for a non-SD Sin X. And even if you are an SD build, some find it better to have higher STR than INT because the physical part is stronger with Icepick. STR increases your attack damage and weight capacity. ATK bonuses come in multiples of 10.

AGI - A support stat for all Sin X builds, AGI gives flee and higher aspd. Lots of AGI is needed for Critical builds to achieve a decent killing rate, or a perfect crit-lock. 178 aspd is the number for a perfect crit-lock although 175 is advisable. SD builds can opt to put some stats here if going the hybrid route.

VIT - The most important stat for PvP/WoE, VIT increases your maximum hp, hp regeneration rate, decreases damage and status effect chance and duration. No Sin X should get lower than 30 VIT.

DEX - A support stat for all Sin X builds, DEX gives additional HIT rate, increases minimum damage and aspd every 4 dex. Although some critical builds opt to go for 1 dex, it is not advisable for a Sin X to leave it at 1 with all the HIT-dependent skills we have at our disposal. DEX also increases the brewing success of Deadly Poison. Bonuses come in multiples of 5 and 10.

INT - The primary stat of SD builds, INT increases the damage of Soulbreaker and improves sp regeneration. INT also decreases magical damage. 99 INT for a SBk build is not a must.

LUK - A support stat for critical builds, LUK increases critical rate and damage every 5 LUK. Also increases perfect dodge and decreases status effect chance and duration.

Assassin Cross Job Bonuses: +9 Str, +15 Agi, +3 Vit, +10 Dex, +8 Luk.

1 : +1 Agi.
2 : +1 Str.
3 : +1 Luk.
4 : +1 Agi.
5 : +1 Agi.
6 :
7 : +1 Str.
8 : +1 Luk.
9 : +1 Vit.
10 : +1 Dex.
11 : +1 Str.
12 :
13 :
14 : +1 Agi.
15 : +1 Luk.
16 :
17 : +1 Luk.
18 :
19 : +1 Agi.
20 :
21 : +1 Str.
22 :
23 : +1 Dex.
24 : +1 Agi.
25 : +1 Agi.
26 : +1 Luk.
27 :
28 :
29 : +1 Str.
30 :
31 : +1 Agi.
32 : +1 Agi.
33 : +1 Agi.
34 : +1 Luk.
35 :
36 :
37 : +1 Dex.
38 : +1 Str.
39 : +1 Dex.
40 :
41 :
42 : +1 Agi.
43 : +1 Dex.
44 :
45 :
46 : +1 Agi.
47 : +1 Vit.
48 : +1 Luk.
49 :
50 : +1 Str.
51 : +1 Agi.
52 :
53 : +1 Dex.
54 : +1 Str.
55 :
56 : +1 Agi.
57 : +1 Dex.
58 :
59 :
60 :
61 : +1 Dex.
62 : +1 Agi.
63 :
64 : +1 Dex.
65 : +1 Luk.
66 : +1 Str.
67 :
68 :
69 : +1 Vit.
70 : +1 Dex.

--------------------

: Builds

I don't give exact stats in this guide. It is up to you to create your build, the stats I will post here will be the framework for the type of Sin X that you want. Also, the skills that I put after a build are the ones that complement the build most. Just because a skill isn't there, doesn't mean you shouldn't get it.

Legend:

High = 61-99
Moderate = 31-60
Low = 1-30

Pure Sonic Blow Assassin Cross: This build aims to achieve the highest Sonic Blow damage and not miss on any character as much as possible since this only uses hit-dependent skills for kills. You can get either Int, to help you killl using Soul Breaker and Meteor Assault while leveling or pvping, or Agi, to boost your aspd while leveling melee and have the option of spamming Grimtooth.

Str : High
Agi : Low-Moderate
Vit : Low-Moderate
Dex : High
Int : Low-Moderate
Luk : Low

Primary Skills : Sonic Blow
Complementary Skills : Soul Destroyer, Meteor Assault or Grimtooth

Soul Destroyer Assassin Cross: This build deals the highest ranged damage at the cheapest cost - SP although has a 2.8 second cast-delay (reduced by Bragi's Poem). Int does not need to be 99 because there is no bonus damage for multiples of Int, only sp regen bonus at multiples of 6. Getting more Str than 99 Int is better since it will increase both your damage from Soul Destroyer and Sonic Blow.

Str : Moderate-High
Agi : Low
Vit : Low-Moderate
Dex : Moderate
Int : High
Luk : Low

Primary Skills : Soul Destroyer, Sonic Blow
Complementary Skills : Meteor Assault

Speed Critical Assassin Cross aka Crit Lock: This build aims to crit-lock enemies rendering them immobile while still dealing decent damage. You can get either Str, to boost your Sonic Blow and critical damage, or Luk higher to increase your critical rate allowing you to use less Soldier Skeleton cards and instead use the new Einbroch crit cards.

Str : Moderate
Agi : High
Vit : Low-Moderate
Dex : Low
Int : Low
Luk : Moderate-High

Primary Skills : Sonic Blow, Grimtooth
Complementary Skills : Meteor Assault, Soul Destroyer

Natural Critical Assassin Cross: The evolved version of the Equip Critical build (which is outdated in this time and age), this build plays a balancing act to achieve the best DPS or damage per second in leveling or pvp while using katars.

Str : High
Agi : Moderate-High
Vit : Low-Moderate
Dex : Low-Moderate
Int : Low
Luk : Moderate-High

Primary Skills : Sonic Blow, Grimtooth
Complementary Skills : Meteor Assault, Soul Destroyer

Dual Dagger Assassin Cross: This build really pwns the leveling department, with Icepick totally cementing a Dual Dagger's reputation as the fastest leveler. You can get either Int, to boost damage of and use Soul Destroyer from time to time, or more Dex just because you can never get enough Hit, or even a little bit of Luk so you can slap on a crit-carded Jur to use versus high flee-high def enemies.

Str : High
Agi : Moderate
Vit : Low-Moderate
Dex : Moderate-High
Int : Low-Moderate
Luk : Low

Primary Skills : Sonic Blow, Grimtooth
Complementary Skills : Meteor Assault, Soul Destroyer

Hybrid Hit-Lock Assassin Cross: This build utilizes the power of the Sidewinder Card to deal fast and crushing damage. It aims to lock down enemies using normal attacks instead of criticals. It focuses on aspd more than damage, pumping both Agi and Dex to achieve hit-lock.

Str : Moderate
Agi : High
Vit : Low-Moderate
Dex : Moderate-High
Int : Low
Luk : Low

Primary Skills : Sonic Blow, Grimtooth
Complementary Skills : Meteor Assault, Soul Destroyer
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Berserkerz Crit
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: Equipment

Clothes make the man, or in this case, equipments make the character.

Headgears: There's a smorgasbord of headgears to choose from but I'll only showcase here those that can help us the most (and at the lowest cost).

Upper:

Posted Image Cap[1]: 4 def. 15 weight. Easy to upgrade (plentiful), put a useful card.
Posted Image Gemmed Sallet[1]: 4 def. 3 mdef. 50 weight. Scarce, but has 3 more mdef than Cap. And the sprite doesn't show up, which can confuse your enemies into thinking you have no headger lol.
Posted Image Orc Helm: 5 def. 50 weight. Cheap but useful, get an overupgraded one.
Posted Image Spiky Band: 6 def. 100 weight. 1 more base def than Orc Helm in exchange for more zennies? Not worth it IMO. Too much def is not in anymore.
Posted Image Ghost Bandana: +2 Agi. -10% damage from ghost. 10 weight. Great for PvM to boost aspd and flee. <3
Posted Image Apple of Archer: +3 Dex. 20 weight. Leveling or brewing, this is great. DD sins must have this.
Posted Image Poo Poo Hat: -10% damage from demi-human, can't be upgraded. 70 weight. All the gold in Ragnarok can't compare to this sh~t.
Posted Image Jewel Crown: 4 def. 3 mdef. +2 Int, +1 Luk. 60 weight. Good for SD sins.
Posted Image Joker Jester: 1 def. 5 mdef. +2 Luk. 10 weight. One of the favorites of Crit sins during beta days, although we have Gambler's Hat (+5 Luk) in pRO.
Posted Image Grand Circlet: 3 def. 4 mdef. +1 Str, +1 Int, +1 Luk. 20 weight. Good for either SD or Crit sin.
Posted Image Solar God Helm: 4 def. +3 Str, +2 Int. 240 weight. Very expensive but SD sins can make use of the Str and Int while showing off (wearing this is comparable to Hyperband + Evil Ears + Erudite Sunglasses).
Posted Image Angel Helm: 5 def. 3 mdef. +1 Agi, +1 Luk. 160 weight. Good def and mdef with additional stats, one of my faves for Crit sins.
Posted Image Incubus Horn: 4 def. 10 mdef. +1 Agi. 80 weight. Good for melee builds.
Posted Image Succubus Horn: 4 def. 10 mdef. +1 Int. 80 weight. Ok for SD sins.
Posted Image Drooping Cat: 1 def. 15 mdef. +30 resistance from curse. 50 weight. The best WoE headgear next to Poo Poo Hat, tank precasts with this. Curse resistance is also sweet.
Posted Image Red Ribbon: 1 def. 10 mdef. 20 weight. Cheaper and less effective version of Drooping Cat.
Posted Image Hyperband: 1 def. +2 Str. 10 weight. Helps to hit the next Str bonus. We always love to get a Str bonus.
Posted Image Crown of Mistress: +2 Int. +100 SP. Indestructible. 10 weight. Great for SD sins, boosts damage and cannot be broken.
Posted Image Zherltsh Mask: -5% damage from demi-human. +5% damage to demi-human. A hybrid of Poo Poo Hat and Masquerade. Damage lovers go for this.

Middle:

Posted Image Angelears / Posted Image Evilears: 1 def. +1 Str. Good for closing Str while looking good, best used on an SD sin's final stat build.
Posted Image Masquerade: +3% damage to demi-human. Great partner with Poo Poo Hat, best used on melee builds.
Posted Image Sunglasses[1]: 0 def. +5% blind resistance. Very costly, put a card in wisely.
Posted Image Glasses[1]: 0 def. Cheaper alternative to Sunnies but less attractive.
Posted Image Alarm Mask: 2 def. +50% blind resistance. Very useful, since it also makes you look scary.
Posted Image Blinker: 100% blind resistance. Makes you look good while protecting you from LoV's blind status effect.
Posted Image Dark Blinker: 100% blind resistance. +2% tolerance to stun. Improved version of Blinker, wear together with an assassin mask for +1000 coolness.
Posted Image Mr. Smile: 1 def. Good for concealing your emotions, usually distracts the enemy in battle with the smile. Use as a diversion or to confuse your enemies into thinking you are weak.

Lower:

Posted Image Cigar: +3% insect damage resistance. No smoking below 18. Lol.
Posted Image Pipe: +3% insect damage resistance. No tobacco below 18.
Posted Image Gangster Mask: +15% resistance to silence. Best lower headgear for me.
Posted Image Assassin Mask: 0 def. Makes you feel like a true assassin, at an exorbitant cost.
Posted Image Oxygen Mask: 0 def. +20% resistance to poison. This does not reduce poison property attacks, I repeat this does not reduce poison property attacks. Read again.
Posted Image Crunch Toast: 0 def. Hungry? Put some butter.
Posted Image Baby Pacifier: 0 def. Suck this instead of your thumb.
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Armory: Choose the armor that you can afford but still gives you the most out of your zeny. Also, learn to armor switch. You'll need it to be effective in PvP or WoE.

Posted Image Pantie: 4 def. No briefs in RO. >_>
Posted Image Ninja Suit: 7 def. 3 mdef. +1 Agi. If only it were slotted. In time. Slash gg.
Posted Image Coat[1]: 5 def. More common than Formal Suit and better resale value than Mantle. A little bit heavy but we have the Str to carry stuffs anyway.
Posted Image Formal Suit[1]: 5 def. Lightweight, in-demand but scarce. Best choice next to Thief Clothes.
Posted Image Mink Coat[1]: 6 def. Bulky. Not advisable because it reduces too much weight reserved for pots, especially if you carry a bunch of different equipments. If you want more def, the next one is better.
Posted Image Chainmail[1]: 8 def. Heavy but tough. If you need more defense, wear this.
Posted Image Thief Clothes[1]: 6 def. +1 Agi. Lightweight, durable but rare. If you get your hands on an overupgraded one, don't let go.
Posted Image Glittering Jacket[1]: 7 def. 5 mdef. +3% chance to inflict blind on attackers. The only armor with mdef we can wear until Ninja Suits get a slot, but extremely rare. The weight is tolerable in exchange for all the benefits. Think of an Unfrozen Glittering Jacket. /drool

Shield:

Posted Image Guard[1]: 2 def. Use only when you have cards that should be used by other characters, like GTB. :D
Posted Image Buckler[1]: 4 def. One word - overupgraded.

Robe:

Posted Image Ragamuffin Manteau: 1 def. 10 mdef. Indestructible. I found this useful during... RPC matches. Helps against being frozen. For damage reduction, you're better off with the next ones.
Posted Image Hood[1]: 1 def. Lowest def but easiest to obtain, you can make an elemental garment set (Marse, Jakk, Dustiness etc).
Posted Image Muffler[1]: 2 def. Use alternately with Hoods to switch faster.
Posted Image Manteau[1]: 4 def. Raydric cards usually go here but I prefer slotting other cards as well.
Posted Image Pauldron: 5 def. Only 1 def higher than a Manteau but very scarce, if you do get an overupgraded one, be wise about the card you put in it.

Footgear:

Posted Image Crystal Pumps: 0 def. 10 mdef. Luk +5. Useful for brewing poison bottles.
Posted Image Shoes[1]: 2 def. Cheaper alternative to Boots.
Posted Image Boots[1]: 4 def. Best for your footsies.

Weaponry: What you wield decides what you can kill. A wrong weapon of choice (Fat Boy Slim's song comes into mind) can spell the difference between being the prey and predator.

Swords:

Posted Image Saber[3]: 115 atk. More accessible and higher damage output than Haedonggum for high Str SD sins.
Posted Image Haedonggum[2]: 120 atk. +3 Int. Dropped only by Drake, this is the weapon for high Int SD sins.
Posted Image Ice Falchion: 100 atk. Water property. Automatically casts Level 3 Cold Bolt by chance. Enables use of Level 3 Cold Bolt. Freeze monsters by 5% chance when hit. Freeze its owner by 1% chance when used. Fancy but not that great.
Posted Image Fireblend: 100 atk. Fire property. Automatically casts Level 3 Fire Bolt by chance. Enables use of Level 3 Fire Bolt. Fancy weapon as well but can be put to good use by SD sins in PvP to hurt ED-wearing characters and bypass SD delay when FB autocasts.
Posted Image Excalibur: 150 atk. Holy Property. LUK +10 DEX -1. Great weapon for SD sins for leveling and PvP. Only obtainable through the hellish Class A/S Quest.
Posted Image Mysteltainn: 170 atk. Shadow Property. Causes Stone Curse effect by low chance. Increase damage inflicted on Ghost property by 15%. DEX +3. Great weapon for SD sins to kill GR users and angel/holy monsters.
Posted Image Byeollungum: 150 atk. Increase damage inflicted on boss monsters by 5%. Increase damage received by normal monsters by 10%. All Stats +2. Great weapon but not for SD sins or otherwise.
Posted Image Immaterial Sword: 140 atk. Ghost property. Drains 30% of target's SP by a low chance. Each attack drains 1 SP from owner. Indestructible. Another alternative for SD sins to kill GR users plus more.

Daggers:

Posted Image Knife[4]: 17 atk. Doesn't matter if it's just a knife, you can get it from a Poring, has 4 slots, and doesn't differ much from a Main Gauche.
Posted Image Main Gauche[4]: 43 atk. The best left handed weapon for DD sins, perfectionists have a set of +10s in their storage.
Posted Image Stilleto[3]: 87 atk. Good for starting out, dispose of it when you get your hands on a Gladius.
Posted Image Gladius[3]: 105 atk. Highest damage output among the normal daggers, get an overupgraded one.
Posted Image Damascus[2]: 118 atk. Indestructible. Good weapon to wear in the right hand when facing Master Smiths and Biochemists while breaking Emperiums (Icepick on the left).
Posted Image Fortune Sword: 90 atk. Perfect Dodge + 20 Luk + 5. Best weapon to increase PD. Lets you escape from being locked by crits and hits.
Posted Image Kitchen Knife: 75 atk. Critical rate +30% Increases damage against Demihuman monsters by 3%. Adds 50% additional chance of dropping Meat each time a Brute monster is killed. Best weapon to use for the 4th Seal Quest.
Posted Image Bazerald: 70 atk. Fire property. Int +5 Matk +10%. Not for SD sins, you're much better off using a Haedonggum.
Posted Image Assassin Dagger: 140 atk. Shadow Property. Slightly increases Attack Speed. Max SP +15% Max HP +20%. Can be used to boost hp to tank precasts in WoE or combined with Icepick while breaking Emps (addt'l damage traded for hp boost).
Posted Image Moonlight Dagger: 50 atk. Regain 3 SP with each attack. Max SP +10%. Best weapon to regain SP using Meteor Assault 1. Speeds up your leveling in TI with an Icepick.
Posted Image Sucsamad: 140 atk. Increases damage inflicted on Earth property by 10%. Increases damage inflicted on Wind property by 10%. Indestructible. Use againt Earth and Wind monsters.
Posted Image Grimtooth: 180 atk. Reduces all Defenses applied to owner by half. Decreases all defenses applied to its owner by half. Dodge rate +10% Perfect dodge +5. Two of this boosts your flee greatly in exchange for higher damage received.
Posted Image Exorciser: 90 atk. Pierces Defense of Demon monsters. 5% additional tolerance against Demon monsters. Increases damage from Demihuman monsters by 10%. Description says it all.
Posted Image Dragon Killer: 110 atk. Ignores the Defense of Dragon monsters and increases experience reward for defeating Dragon monsters by 10%. Two words - Abyss Lake.
Posted Image Swordbreaker: 70 atk. A powerful dagger that is specially constructed to destroy the enemy's weapon by a low chance. Need I say more?
Posted Image Mailbreaker: 40 atk. An incredibly sharp dagger built to puncture and destroy an enemy's armor by a low chance. Look just above.
Posted Image Icepick: 80 atk. Deals more damage depending on the target's Defense. Modifies Atk to Atk * [(Vit + Def) / 100]. We all know how great it is already, but if you're new, it's the best weapon to break an Emperium with. And it speeds up your leveling on high def monsters insanely.
Posted Image Combat Knife: 80 atk. +10% damage inflicted on Demihuman monsters, -10% damage received from Demihuman monsters, +10% damage received from Demon monsters. Pierces Defense of Demihuman monsters. Coveted by everyone more for the "Poopoo in your hands" advantage than its defense piercing ability. Goodluck getting one, and if you do, keep it.

Katars:

Posted Image Specialty Jur[4]: 90 atk. Getting one of this is tough, getting a +10 is a whole other story. Best jur to put cards in. Just make sure not to put a Poring Card in. >_<
Posted Image Jur[3]: 125 atk. Until more Specialty Jurs are available, make do with putting cards in this.
Posted Image Katar[2]: 148 atk. Dex +1. Inferior to Jurs but nevertheless still ok to use.
Posted Image Infiltrator: 140 atk. +50% more damage on Demihuman monsters. DEF +3, Dodge Rate +5% Perfect Dodge +2. You think it can't get any better? Wait until it gets a slot.
Posted Image Bloody Roar: 120 atk. Ignores Defense of Demihuman monsters. Decreases Flee greatly. Prevents natural HP/SP restoration of its user. This may seem godly but is not. You're much better off finding a +10 Infiltrator than a Bloody Roar, where the former trumps the latter in all aspects. Why ignore def when you can surpass it?

Mace:

Posted Image Mjolnir: 250 atk. Increases Attack Speed. DEX +40 , STR +15. If you have one, will you lend me? Just for kicks haha.
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Accessory: Like in fashion, this can make or break you. The right one will complement your stat build and make you stand out while the wrong one will just hamper your style.

Posted Image Clip[1]: SP + 10. Most common slotted accessory.
Posted Image Nile Rose[1]: HP +10. Obtainable only thru a quest, I don't see the very small additional hp to be of any help. Although this makes switching from more than 2 clips easier.
Posted Image Ring[1]: Str +1. It's usually a Mantis or a Kobold card here.
Posted Image Brooch[1]: Agi +1. Add a Kukre card and you have an Agi wh0re.
Posted Image Necklace[1]: Vit +1. Does anyone use this? :p
Posted Image Earring[1]: Int +1. It's a toss between more Str or Dex for SD sins.
Posted Image Glove[1]: Dex +1. Slap a Zerom card and start brewing those bottles.
Posted Image Rosary: 5 mdef. Luk +2. Unlike the other accessories, I included a no slot Rosary here because of the 5 mdef. It is a big help to resist Frozen and Stone Curse status, especially during RPC matches. Or if you're just starting out, you can WoE with this.
Posted Image Rosary[1]: 3 mdef. Luk +1. It was always a Kobold card paired with this before(offensive/defensive), but now Alligator card seems better (defensive/tanking).
Posted Image Safety Ring: 3 def. 3 mdef. Not as great as before, but it's still good.
Posted Image Critical Ring: 5 critical rate. Best accessory to boost crit rate without a drawback.
Posted Image Goddess' Fortune Cursed Brooch: 6 critical rate. Has a low chance of auto casting the Curse effect on its owner in battle. This Curses too often to be effective (Curse = -25% atk and 0 Luk) unless your total Luk is higher than your base level (= Curse Immunity).
Posted Image The Sign: +5% atk/matk. Increases Sonic Blow damage quite noticeably.
Posted Image Megingjard: 7 mdef. Str +40. T'is but a dream... T_T But we're all free to dream. /gg
Posted Image Brisingamen: 5 mdef. Str +3. Agi +3. Int +3. Vit +3. A good accessory to have but it's still nothing close to a Megingjard. :p
Posted Image Vesper Core 1: 1 def. 3 mdef. Int +2. Max SP + 5%. This is better off with a Champion. The next ones though are for us.
Posted Image Vesper Core 2: 1 def. 3 mdef. Str +3. Atk +10. If you can't get a Megingjard, you can try getting this one instead.
Posted Image Vesper Core 3: 1 def. 3 mdef. Agi +3. Flee +3. The Vesper Cores are like Safety Rings with stats.
Posted Image Vesper Core 4: 1 def. 3 mdef. Dex +3. Hit +10. Since our damage is already incredulously high what with EDP, SA and Spirit of Assassin, boosting hit rate would be the next best thing.

--------------------

&: Cards

Headgears: We don't usually use carded headgears because Poopoo rules, but if we do, here are the cards we should use.

Posted Image Cramp Card: Add the chance of gaining a certain amount of Zeny each time a monster is killed. If the user is equipped with an item compounded to the Tarou card, it adds STR +3.
Posted Image Evil Snake Lord Card: Never be affected by Chaos and Curse effect. INT +3. Put into Sunnies, and use 2 Goddess' Fortune Cursed Brooch.
Posted Image Maya Purple Card: Enable its user to detect hidden monsters. OMG.
Posted Image Nightmare Card: Gain immunity to the Sleep status. AGI +1. Some people do use Sleep status.
Posted Image Orc Hero Card: Gain immunity to the Stun status. VIT +3. Stun isn't much of a problem anymore this days (unless you got low Vit) except against a HSCR Master Smith but being immune to Stun is great nonetheless.

Armor: This is one of the most important aspects of the card system in RO because usually it is here where you get the ability to resist the most damage thanks to elemental property and disabling cards.

Posted Image Angeling Card: Blesses an Armor with the Holy property. Good to switch against hard to guess elemental users. When against a specific element, use the proper elemental armor (Pasana, Swordfish, Dokkaebi etc).
Posted Image Bathory Card: Enchant an Armor with the Shadow property. Very effective in Geffen GD vs Mini Demon's JT, and other shadow attacks (Life Drain etc).
Posted Image Dark Frame Card: Add the chance of auto casting 'Stone Curse' on an enemy when the user receives Physical Damage. The Pest card for non-SD sins, great for tanking mobs that eat your Flee rate.
Posted Image Evil Druid Card: Enchant an Armor with the Undead property. INT +1, DEF +1. Never be Frozen, Stone Cursed, Provoked, Aspersio, and hit with Poison and Shadow property attacks, this is more effective than Marc card for Emperium breakers.
Posted Image Ghostring Card: Enchant an Armor with the Ghost property. Reduce HP Recovery by 25%. A must have in this days of AB, EF, and Sacrifice.
Posted Image Marc Card: Gain protection from the Frozen status and increase resistance to Water property by 5%. One of the earliest most common armors.
Posted Image Pest Card: Add the chance of auto casting Stone Curse on an enemy when the user receives Physical Damage. The chance is increased if the user has 77 or more INT points. Very effective for escaping or trapping enemies.
Posted Image Picky Card: STR +1 ATK +10. A staple for leveling.
Posted Image Rocker Card: DEX +1 ATK +5. This or Poring card for brewing.

Weaponry: Take note of the fact that in combing cards, cards of the same kind stack while different ones multiply. That's why a 2-2 combination is more effective than 4-0, and sometimes than 3-1 (depends on Str and cards).

Posted Image Hydra Card: Increase damage on Demihuman monsters by 20%. For other race or property monsters, use the appropriate cards.
Posted Image Skel Worker Card: Increase damage inflicted on Medium size monsters by 15%. ATK +5. For other size monsters, use the appropriate cards.
Posted Image Assaulter Card: Inflict 10% more damage with Critical Attack. Critical +7 on Demi Human monsters. For other races, use the appropriate crit cards.
Posted Image Drops Card: DEX +1 Accuracy +3. Use for brewing.
Posted Image Golem Card: Make a weapon indestructible in battle. ATK +5. No to Melt Down and Acid Bomb.
Posted Image Phreeoni Card: Accuracy +100. Wait until Infiltrators and Icepicks get a slot.
Posted Image Samurai Spector Card: Ignore normal monster's defense when attacking. Disable its user's natural HP recovery and drain 666 HP every 10 seconds. Drain 999 HP as the weapon is unequipped. Oh my god, sell me one if you have one.
Posted Image Sidewinder Card: Enable Level 1 Double Attack on compounded weapon. If character has learned Double Attack, that skill's level affects this card's effect. This has created a new build (see above) and improved our leveling with the use of katars. Dual wielding may still be the fastest in some areas but Hybrid Jurs can match if not exceed the former against low def monsters.
Posted Image Zipper Bear Card: ATK +30. Drain 1 SP each time the user is attacking. If worn by Merchant Class characters, their weapons cannot be damaged. SD sins choice of card.

Shield: Katars hinder us from wearing shields but thankfully daggers don't. Icepick + Shield = ^_^. But even if you are using a Katar, switch to shields when being mobbed, tanking precasts, or in a tight situation.

Posted Image Thara Frog Card: Reduce damage from Demihuman monsters by 30%. The best all-around PvP/WoE shield. Don't leave Kafra without it.
Posted Image Golden Thiefbug Card: Nullify all magic spells, including supportive skills, that target character at the cost of doubling SP Consumption cost when using skills. Godly, people kill (supposedly) just to get their hands on this insect.
Posted Image Horn Card: Reduce damage from long ranged attacks by 35%. More specific than Thara Frog, this can greatly increase your chances of survival against AB, SD, GT, DS, and Spiral but leaves you prone to melee attacks. Again, switching is the key.

Garment: Next to Armor cards, you can increase your survival chances by using and switching to the most appropriate Garment card.

Posted Image Bapho Jr. Card: AGI +3 Critical Rate +1%. Even if you're not a Crit sin, the 3 more Agi really boosts your Aspd when leveling.
Posted Image Deviling Card: Deviling Card. Add 50% more tolerance against Neutral Property Attack. Receive 50% more damage from other Property Attack. Very rare but not very effective. You'll be trading 50% less damage from Neutral attacks to 50% more damage on everything else. With endows being common, this isn't too appealing as it was before.
Posted Image Giant Whisper Card: Flee Rate+10. ATK +20 if the user has 80 or more STR points. Max HP +3% if the user has 80 or more VIT points. Critical +3 if the user has 80 or more LUK points. I would love to get my hands on one of this for the additional atk.
Posted Image Nine Tail Card: AGI +2. Add Flee Rate +20 if the garment is upgraded up to +9 or higher. Improved version of the Whisper card, but more costly. This is great in PvM and even in PvP (for Flee purposes).
Posted Image Raydric Card: Increase resistance to Neutral property attacks by 20%. Use appropriate card for other property attacks. I find Jakk card the next best all-around Garment card (many strong attacks use Fire element).
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Foot Gear: Only a few cards are worth mentioning. Basically it's costs vs benefits.

Posted Image Firelock Soldier Card: STR +2. Max HP and Max SP +10% if the shoes is upgraded up to +9 or higher. For high Str sins this is the better choice since you can save up 2 more stats to reach the next Str bonus. Although the price of +9/10 Boots is high, it's worth it.
Posted Image Matyr Card: Max HP +10% AGI +1. Good for leveling and if you can't afford the one above.
Posted Image Moonlight Flower Card: Enable faster Movement Speed so long as the Footgear to which this card is compounded is equipped. With the advent of Speed Potions and the abundance of Badges this no longer interests many people but it is still a good piece of equipment to have.

Accessory: One piece of advice I always give to those who ask for help in their builds is not to make their stats depend on accessories, so they can be free to choose what accessory to use depending on the situation.

Posted Image Alligator Card: Receive 5% less damage from Long Ranged Physical Attack. Best accessory card for me since it helps reduce the damage of AB etc. Also unknown to many, magic attacks are also long range attacks. Best paired with a Rosary (for mdef).
Posted Image Horong Card: Enable use of Level 1 Sight. Help your guildmates catch those sneaky Stalkers and Sins.
Posted Image Kobold Card: Critical Rate +4% STR +1. Was once the staple crit accessory for Sins, this has been overshadowed by the crit and defensive accessories. Although this is still good for Sins who are just starting out.
Posted Image Mantis Card: STR +3. Best paired with a Ring[1]. Don't depend on this to always hit your next Str bonus.
Posted Image Owl Baron Card: Add the chance of auto casting level 1 Lex Aeterna on an enemy when doing Physical Attack. This procs quite often so it is very helpful in leveling. Also sometimes useful in PvP and WoE but it's not very often we use normal attacks to kill enemies anymore.
Posted Image Vitata Card: Enable use of Level 1 Heal. Increase SP consumption of all skills by 25%. An essential part of your leveling gears.
Posted Image Zerom Card: DEX +3. Best paired with a Glove[1]. Useful for brewing and leveling.

--------------------

θ: Deadly Poison Creation

Posted Image

Posted Image = Base Rate + [ (Base Rate * DEX/50) + (Base Rate * LUK/100) ]

Things to increase your success chance:

1. Decent base Dex and Luk.
2. Blessing.
3. Gloria.
4. Marionette Control. (skill of Clown/Gypsy that transfers their stats to you)
5. Battle Chant. (+20 stats)
6. Guild Skill Sharp Hawk Eyes (+5 Dex at Lv 5)
7. Equipments: Apple of Archer (+3 Dex), Lucky Mantle (+2 Luk), Quad Dexterous Knife x2 (+8 Dex), Crystal Pumps (+5 Luk), Nimble Gloves x2 (+8 Dex)

Tips:

1.Wear the equipments above and ask for Blessing only after Marionette Control has been casted on you so you'll get the full Dex bonus.
2. Have a priest standby to heal you.
3. You can ask a Bard to use Bragi's Poem to speed up your brewing session.
4. Only brew when you have either a Priest or Marionette Control so those precious Karvodailnirols won't be wasted. $.$

--------------------

d: Hunting For Ingredients

Posted Image Berserk Potion : If you're leveling in Sphinx Basement, Minorous drop lots of these. Luckily, you can buy this in Comodo Tool Dealer Shop.

Posted Image Venom Canine : Snakes, Anacondaqs and Sidewinders drop this. You can find a lot of them in moc_fild13 which is four maps east of Morroc or three maps south of Prontera.

Posted Image Cactus's Needle : Muka's are few, but best places to hunt them en masse would be two maps south of Morroc where Dragon Fly resides (you might get Clips as well) or north east of Morroc to hunt for Pecopeco cards while collecting needles.

Posted Image Bee Sting : There are a lot of Hornets at a certain map, the problem is Mistress is there. Just avoid her and you'll do fine. Or you can go two maps east and one north of Geffen, where there are Hornets and Poison Spores.

Posted Image Poison Spore : You shouldn't worry about this. It's the other drop of Poison Spore that you want more of.

Posted Image Empty Bottle : You can get this from different sources but take note that Muka's drop them as well, so while you're collecting cactus needles you'll also be collecting empty bottles. Hit two birds, or one cactus, with one stone.

Posted Image Karvonidailrol : The most problematic to hunt. Pay_fild05 will be your best bet for massive Poison Spore hunting, even though there are Dragon Tails albeit few. Lighthalzen offers an alternative in Biolabs 1 and 2. Removers and Gemini drop karvo at 0.5% and 1.25% rate respectively.

Another option is the Creators' skill called Plant Cultivation, which at level 1 allows them to summon red or black mushrooms by chance using one mushroom spore. Red mushrooms are the ones you want since they drop karvo at 0.5% rate. So start collecting those mushroom spores as well.

--------------------

: Damage Reduction Tips

How to decrease Soul Destroyer's damage:

1. Pneuma (complete SD miss)
2. Kaupe (same as 1)
3. Assumptio (33.3% physical + "magical" reduction)
4. Thara Frog Card (30% physical + "magical" reduction)
5. Poopoo Hat (10% physical + "magical" reduction)
6. Appropriate Carded Garment (dependent on enemy's element use)
7. Alligator Accessories (5% physical reduction)
8. Flee (complete miss of physical part)
9. Wall of Fog (skill failed)
10. Long Mace (10% physical reduction, for aco class only)


How to decrease Enchant Deadly Poison's damage:

1. Safety Wall (melee attack miss)
2. Kaupe (blocks targeted attacks)
3. Assumptio (33.3% reduction)
4. Thara Frog Card (30% reduction)
5. Poopoo Hat (10% reduction)
6. Appropriate Carded Garment (dependent on enemy's element use)
7. Over Upgrades (damage reduction versus non def-ignoring skills)
8. Appropriate Armor (Ghostring for neutral property, Argiope or Evil Druid for poison property)
9. Flee (melee attack miss)
10. Wall of Fog (skill failed but normal attacks do not miss)
11. Auto Guard (chance for attack or skill to miss)

--------------------

>: Assassin Quest Skills

Posted Image Venom Knife: Active, 1 Level.
Prerequisites: None.

Description: Throws a venom knife at long range to deal damage and poison the enemy. Venom Knife does damage based on your base attack, and does not count race/size/element cards or EDP. The chance to poison is based on your level of envenom. Venom Knives are an arrow type equipment and can be purchased from the Assassin Guild for 50z. If you do not have any Venom Knives equipped, the skill will fail.

Quest: Go to Assassin Temple (2 South and 2 East of Morroc Town - Refer to Image below). Simply talk to Ismil inside the Assassin Guild. Continue the conversation until you are prompted to Learn Venom Knife. Voila you've learned it.

Posted Image

Posted Image

Comments: This skill per se isn't really something to rave about, but the side effects of it is. Because Venom Knife works like an Arrow in your Equipment Window, you can now also equip arrows used by the Archer class. The only skill we have that will benefit from this is Grimtooth because arrows only work with long range attacks. Soul Destroyer doesn't count because SD isn't affected by racial/status cards.

Only status arrows work with Grimtooth that's why don't count on using elemental arrows to imbue your GT attacks with an element. There are Elemental Converters for that. So what this means is that while we are dealing uber damage with EDP-GT, we can inflich status effects at the same time!

Posted Image Sonic Acceleration: Passive, 1 Level.
Prerequisites: None.

Description: Increases the hit and attack power of the skill Sonic Blow. Gives Sonic Blow +50% hit, and increases the damage by 10% for all skill levels.

Quest: After learning Venom Knife, talk to Kiltin. She will teach you only after you've passsed her Jewel Hunt challenge. She will either send you to Sphinx Temple or the Pyramids. There are two coffin sites located in Sphinx Level 2 (refer to image below) and one at Pyramids Level 4 (refer to image below). You will have to choose an action that will get you the jewel, sometimes inflicting a status effect (so bring some potions and remedies). Continue on one action and sooner or later you will get a jewel. Bring it back to Kiltin and she will teach you Sonic Acceleration.

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Comments: Sonic Acceleration really blows the competiton out of the water because it not only increases our damage, but also the ability to connect that damage. Many are confused about the increase in Hit SA gives so to clarify, first, it doesn't give a flat +50 Hit. If your status window Hit is 100, SA won't make it to 150 when you use Sonic Blow.

SA gives +50% hit, which means it increases your accuracy rate by half. If your hit was 100 and your enemy's flee is 150, you only have 30% accuracy rate. When you use Sonic Blow, SA increases that 30% to 45%. So before you go cutting down on Dex in your build because of SA, take note of this.

--------------------

~: Soul Link

Posted Image Spirit of the Assassin: Active, 5 Levels.

Description: Imbues an Assassin character with the spirits of ancient masters of thier profession. An imbued Assassin gains the following buffs:

* Doubles the damage of the Assassin skill Sonic Blow, and halves the delay after the skill's usage. In WoE however, the bonus damage is reduced to 1.5 times, and there is no after-cast delay reduction.

All the skills and effects granted by this skill are removed when the Spirit skill ends.

Comments: You'd think Gravity has already atoned for its sin of making the Assassin class underdog to Hunters and Wizards by giving us EDP and SD. But they think that still isn't enough, and to show us their love, they give us this. When buffed by this skill by a Soul Linker, this puts Sonic Blow at par if not above Extrimity Fist in some areas. OMG.

--------------------

: Sage Quest Skills

Posted Image Elemental Converter: Active, 1 Level.

Description: Creates an elemental converter. You can create an elemental converter of any of the 4 elements, fire, earth, wind, and water. These converters can be used with the skill Elemental Change or used on thier own to endow yourself with an element for a short period or time. The chance of success is based on your level of that elemental endow, as well as your Dex, Int, and Job level.

Posted Image Fire Elemental Converter: 3 Scorpion Tails + 1 Blank Scroll. Temporarily enchant the user's weapon with the Fire property.
Posted Image Water Elemental Converter: 3 Snail's Shells + 1 Blank Scroll. Temporarily enchant the user's weapon with the Water property.
Posted Image Earth Elemental Converter: 3 Horn + 1 Blank Scroll. Temporarily enchant the user's weapon with the Earth property.
Posted Image Wind Elemental Converter: 3 Rainbow Shells + 1 Blank Scroll. Temporarily enchant the user's weapon with the Wind property.

Comments: Now we don't have to depend on Sages or Profs for endows (just depend on them on making these for us)! Think of this as an expansion set of Cursed Waters. Because of this it will be very easy to counter ED-GR armor switchers but at the same time also make it very hard for you to predict an enemy's element as well. On the PvM front, this will speed up our leveling grind.
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Berserkerz Crit
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Save the World
Enjoy!

>Reserved<
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amakusa69
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nakampotah
waheheehhe nice guide BC /no1

hehehehe ipon na ako mga gamit para sa sinx ko .... :D
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eReBoS
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missing my bebe
pako pako :yahoo:
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[]-Yomi-[]
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Stainer


Doddler's calculator version 10.3 (it has sonic acceleration and other new skills tsaka yung mga expanded classes)

http://ro.doddlercon.com/tempcalc/calcx.html

;)
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DemonFury
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Poporing
nice Guide.. ehehehehe! lapit n ako mag 99.. konting tyaga n lng.. hahahaha!

@Offtopic
kita kits tayo sa kuhanan ng CLASS CARDS ah.. txt or pm mo n lng ako sa YM ok?
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gr3nd3l01
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~ 71-80 ~ Gobernador
BC prang mali ung nkalagay sa Combat knife, tolerance dpat hndi increase damage to demihuman. ganun kse nka lagay sa combat ko..
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staple
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Driller
aaahh..

so nde nga gumagana ang stone fling with status arrows.. hehehe... un kc iniisip ko eh. :rofl:
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amakusa69
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nakampotah
[
 
-Yomi-[],Oct 17 2006, 06:59 AM] Doddler's calculator version 10.3 (it has sonic acceleration and other new skills tsaka yung mga expanded classes)

http://ro.doddlercon.com/tempcalc/calcx.html

;)

wahehehehe :rofl: grabe meron ako nakita kakaiba sa bago calc na 2 ... SL with sinx + SA + EDP + SB + right weapon vs monster = parang AB narin ... .katakot sinx /wah
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Im blind not deaf
Nice guide BC! Binasa ko xa kahit hindi ako sinx.

Takot (Asar) kasi ako sa mga SD Sinx.

Daya! Bat ang lakas nyo? :pardon:

Question po, San po nakukuha ung Vesper Core 03?
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RFZ
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Verm *_*
aus toh a, galing ng pagkagawa detalyado lahat may side comments pa heh...amp ngaun ko lng nalaman na parang pupu hat pla combat knife :rofl: magkanu b un
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Im blind not deaf
Madami din ako natutunan dito! Thank you BC!
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gr3nd3l01
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~ 71-80 ~ Gobernador
last offer skin sa combat knife is 1.5B.. oh well dko na lng bebenta very usefull kse sa SD sin x ko.. by the way nice guide BC (IDOL!!!!)
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Berserkerz Crit
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Oct 18 2006, 08:09 AM
Nice guide BC! Binasa ko xa kahit hindi ako sinx.

Takot (Asar) kasi ako sa mga SD Sinx.

Daya! Bat ang lakas nyo? :pardon:

Question po, San po nakukuha ung Vesper Core 03?

Kay Vesper po yung MvP sa Juperos Dungeon.

@Grendel

Inayus ko na po yung description para mas madaling intindihin. It does increase damage on demihuman monsters. ^_^

Thanks peeps! :D
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.dats.
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Ahab Maundrell

Fire Elemental Converter: 3 Scorpion Tails + 1 Blank Scroll
Water Elemental Converter: 3 Snail's Shells + 1 Blank Scroll
Earth Elemental Converter: 3 Horn + 1 Blank Scroll
Wind Elemental Converter: 3 Rainbow Shells + 1 Blank Scroll


pede gawin to?? pede gamitin ng ibang jobs? hehehe! at san pede gawin kng pede itong gawin! sensya na sa tanong sobrang wala n tlga ak alam sa mga ngyayari sa RO!

tnx apo! hahaha! pachu!
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[Moderator]marts
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Caramel
.dats.
Oct 18 2006, 05:53 PM
Fire Elemental Converter: 3 Scorpion Tails + 1 Blank Scroll
Water Elemental Converter: 3 Snail's Shells + 1 Blank Scroll
Earth Elemental Converter: 3 Horn + 1 Blank Scroll
Wind Elemental Converter: 3 Rainbow Shells + 1 Blank Scroll


pede gawin to?? pede gamitin ng ibang jobs? hehehe! at san pede gawin kng pede itong gawin! sensya na sa tanong sobrang wala n tlga ak alam sa mga ngyayari sa RO!

tnx apo! hahaha! pachu!

yup ginagamet ko na yan. may nagbebenta sa pront for about 60k ea. it lasts for around 20 seconds.

i use it pag pvp. wala na mashadong use yung GR armors nowadays.
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