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		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=58960</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
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		<updated>2026-03-15T18:44:09Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Add mention of yorscalp crown for TFB build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Damage is negligible compared to other options, but it applies a self-buff for 2:30 minutes which will boost the next skill in this list&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Highest dps ranged option for Inquisitor. With Time Gap Knuckle this becomes spammable and can be used to melt bosses. The downside it is single-target only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
While this attack-chain can be tricky to perform correctly, it&#039;s currently known as the dps ceiling for any Inquisitor build in general.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit. This skill is further complemented by Blazing Flame Blast in single-target scenarios.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 80 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120 &amp;lt;br /&amp;gt;Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 0 - 120&amp;lt;br /&amp;gt;Heavily depends on your Cri-needs (see Secondary Stats below). Additionally, certain cards punish higher luk-values to the point where low (or even 0) luk might be preferable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When using {{#item:310682|Star Cluster of Concentration Lv.3}}:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 105&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 77&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB and BFB on cooldown, 50% when using dimension combo (EB-only), 60% with Time Gap (EB+BFB). However in order to be able to snap to the next target, at least 50% or higher is recommended for farming. Another breakpoint happens at 80% ACDR, which enables alternating between EB and BFB for the highest possible dps on ranged build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312753|Acute Jewel Lv5}}&lt;br /&gt;
** {{#item:312700|Time Dimension Jewel (Agility) Lv3}} or {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Agi jewel can be a strong option as overshooting the required minimum ACDR required for EB/BFB can still be useful to get back to snapping faster after the attack and - at very high values (~80%) - allows alternating between both skills for increased dps. ACDR reduction will become even more valuable in the future when Time Gap weapon reduces CD of both skills even further. Inversely, luck jewel will yield a bit higher damage and helps out with boosting Cri. This makes either option viable in their own way.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;preferably high ACDR% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450172|Nebula Suit of Creative}}&lt;br /&gt;
** {{#item:310682|Star Cluster of Concentration Lv.3}} or {{#item:310685|Star Cluster of Creative Lv.3}}&lt;br /&gt;
** {{#item:310732|Nebula of Expert Archer Lv.3}}&lt;br /&gt;
** stat doesn&#039;t matter much&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&lt;br /&gt;
** {{#item:312354}}&lt;br /&gt;
** {{#item:312344}}&lt;br /&gt;
** {{#item:312339}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300524|Yoscopus Guardian Card}}&lt;br /&gt;
* {{#item:300533|Encroached Tan Card}}&lt;br /&gt;
 || Nebula Suit of Creative starts beating Engraved Ice Storm Rune Suit once the matching enchants have been put on the HoL garment/accessory. Depth1 armor may still be favourable for casual farming where another +10% acdr can make things smoother.&lt;br /&gt;
Additionally, Star Cluster of Concentration tends to be slightly stronger than Star Cluster of Creative, given it&#039;s combo&#039;d with the respective Signet enchant. For concrete testing results and additional guidance, please refer to [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide#Min-Maxing_DPS|Eneru&#039;s Crit Inquisitor guide]]. Generally, the Concentration-route lets you share the same trait build for TFB and EB build, while the Creative-route lets you share gears more easily with other crit-builds.&amp;lt;hr /&amp;gt;The new Yoscopus Guardian + Yoster Negotiator combo is very strong, even beating many mvp card options. However, breaking the card combo by replacing the armor card with Encroached Tan Card still yields roughly an +8% damage-increase.&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560072|Time Gap Judgment Knuckle}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
|| &lt;br /&gt;
* {{#item:4608|White Knight Card}} (when using Khalitzburg Knight Card in shield)&lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || Time Gap is generally recommended as it offers the highest dps for both, {{#skill:5244}} and {{#skill:6519}}. While it is a clear winner for {{#skill:6519}}, the Dimensions weapon will actually yield slightly higher damage for {{#skill:5244}} (around ~9%) per use, however dps-wise this is more than compensated by the additional -0.1s CD reduction that Time Gap offers. This basically makes the Dimensions only useful if that slight difference is what&#039;s missing to oneshot a specific target.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 || Elite Rgan Guardian Card is slightly stronger (White Knight Card on weapon then needs to be replaced), but comes with a large luk-penalty&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
* +12 [A] {{#item:480352|Circulation of Life: Winter}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313023|Life of Winter (Creative)}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300517|Yoster Negotiator Card}}&lt;br /&gt;
* {{#item:300473|[MVP] Snow Angel Card}}&lt;br /&gt;
 || Yoster Negotiator Card is usually the best option. Snow Angel may only be worth it, when also using Encroached Tan Card in armor (unverified).&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
* +12 {{#item:470303|Yorscalp Boots}} / {{#item:470260|Gaebolg Boots}}&lt;br /&gt;
** {{#item:313092|Forest Magic Orb (Physical Force)}}&lt;br /&gt;
** {{#item:313094|Forest Magic Orb (Size Attack)}}&lt;br /&gt;
** {{#item:313097|Forest Magic Orb (Firing Shot)}}&lt;br /&gt;
* +12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || &lt;br /&gt;
Rgan can only be used with +12 gear&amp;lt;hr /&amp;gt;For general use, +12A Gaebolg Boots already start beating +12A Ice Rune Boots by about ~4.3% - Ice Rune Boots can still be better in niche cases, where the elemental dmg-enchant can match the current target. Refining Gaebolg Boots is significantly cheaper compared to Yorscalp, so Reforming should generally be the last step.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490135|Creative Stellar Seal}}&lt;br /&gt;
** {{#item:310706|Star of Sharp Lv5}} and/or {{#item:310701|Star of M.Archer Lv5}}&lt;br /&gt;
** {{#item:313028|Star Cluster of Strength}}&lt;br /&gt;
* {{#item:490486|Signet of Circulation: Winter}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312991|Signet of Concentration}} or {{#item:313006|Signet of Creative}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
 || On Stellar Seal, M.Archer tends to be slightly stronger than Sharp, at the cost of getting less CRI from geaers.&amp;lt;br /&amp;gt;Signet enchant needs to match the the Star Cluster enchant in armor. See notes on armor for comparison.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| any slot || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Beware, the midgame section tends to be outdated&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the gears I used while gearing up, and can be considered as a baseline, but definitely also check out the catch-up gears we received afterwards.&amp;lt;br /&amp;gt;&lt;br /&gt;
Namely: [[20_The_Immortal#Dim_Glacier_Armors|Dim Glacier]]/[[20_The_Immortal#Glacier_Armors|Glacier Armors]] and [[21_Age_of_Heroes#Overview_Gaebolg|Gaebolg Armors]], which are frequently dropped pre-refined by endgame players, and therefore usually cheap.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || Use PCC either ungraded or up to +11 [C]. Any further investment is better placed in the endgame garment in above section.&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Zerocell weapon&#039;&#039;&#039; &amp;lt;strong style=&amp;quot;color: #f00&amp;quot;&amp;gt;New&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When using +12 [A] {{#item:560088|Faithful Bandage}}, only First Brand and Second Flame need to be used to cast the full combo. That way, TFB can be casted every 0.7 seconds.&amp;lt;br /&amp;gt;&lt;br /&gt;
Performing the combo can be trivial when setting both skills next to each other on Smart keys (turbo setup).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400723|Yorscalp Crown}}&lt;br /&gt;
** {{#item:313426}}&lt;br /&gt;
** {{#item:313409}} / {{#item:313408}}&lt;br /&gt;
** any&lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312733|Tenacity Jewel Lv5}}&lt;br /&gt;
** {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300528|Yortus Bishop Card}}&lt;br /&gt;
* {{#item:300174|Melted Poring Card}}&lt;br /&gt;
 || &lt;br /&gt;
Yorscalp crown has the highest dmg potential when it procs, but requires {{#item:560088|Faithful Bandage}} to be able to use it. Without the new weapon, TDRC is still necessary.&amp;lt;hr /&amp;gt;Yortus Bishop Card becomes best-in-slot if headgear is +14, and it&#039;s tied with Melted Poring at +10.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&lt;br /&gt;
** {{#item:310676|Star Cluster of Power Lv.3}}&lt;br /&gt;
** {{#item:310744|Nebula of Health Lv.3}}&lt;br /&gt;
** {{#item:4744|Vit+5}}&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
** {{#item:312334}}&lt;br /&gt;
** {{#item:312324}}&lt;br /&gt;
** {{#item:312319}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Nebula Armor of Power is the current best-in-slot option, but slightly behind Engraved Flame Earth Armor until getting the correct enchants on the Hall of Life accessory or garment.&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560088|Faithful Bandage}}&lt;br /&gt;
* +12 [A] {{#item:560060|Dimensions Judgment Knuckle}}&lt;br /&gt;
** {{#item:312800}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
* {{#item:4140|Abysmal Knight Card}}&lt;br /&gt;
* {{#item:300532|Ghost Ship Captain Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || &lt;br /&gt;
Faithful Bandage and Dimensions Judgment Knuckle are relatively similar in damage. Zerocell enchants can make Faithful Bandage slightly stronger, whereas elemental/race-specific enchants can make Dimensions Judgment Knuckle slightly stronger in those situations. However, with general enchants (melee% or p.atk), Faithful Bandage can hit higher damage universally. The biggest advantage of Faithful Bandage is the ease of use (no gear-swap), and that it does not require a specific headgear (use of yorscalp crown is possible).&amp;lt;br /&amp;gt;To give an example, a +14 Faithful Bandage with +29% melee enchants hits for about +11% higher damage than a +15 Dimensions Judgment Knuckle when the elemental/race enchants do *not* apply, however when the elemental enchant applies, D2 weapon surpasses by 5% again, potentially more when also the race enchant applies.&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
With my current setup I found Wanderer Card to be about 0.5% stronger than Punch Bug, but the latter also works against small monsters. For the 2nd slot, Abysmal Knight Card can be ideal as any non-boss usually anyway dies against TFB regardless. Since the release of newest skill-shadow gears, Thanatos is usually only worth it against extremely high def-enemies (reason being that some damage is being sacrificed by keeping new shadow gears on +10/7 to avoid the def-pierce set bonus that breaks thanatos effect).&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&lt;br /&gt;
** {{#item:312095|Intelligence}}&lt;br /&gt;
** {{#item:312093|MRES}}&lt;br /&gt;
** {{#item:312091|Attack}}&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is usually best-in-slot for raw damage, &#039;&#039;&#039;however&#039;&#039;&#039; after recent findings (thanks &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt;) Glacier Guard with the mentioned enchants (flat-atk matters!) can become best-in-slot while Boots of Unknown Life&#039;s +200 vit bonus is active. As it also offers more defensive utility, it makes for a great general use option.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
* +11 [A]{{#item:480349|Circulation of Life Spring}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313012|Life of Spring (Strength)}}&lt;br /&gt;
* +11 [A]{{#item:480231|Glade Rune Manteau}}&lt;br /&gt;
** {{#item:310922|Power of Varmundt Lv3}} &lt;br /&gt;
|| &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;aim for high HP% enchant&lt;br /&gt;
* +12 [A]{{#item:470335|Dimension World Battle Greaves}} &amp;lt;strong style=&amp;quot;color: #f00&amp;quot;&amp;gt;needs testing&amp;lt;/strong&amp;gt;&lt;br /&gt;
* +12 [A]{{#item:470303|Yorscalp Boots}}/{{#item:470260|Gaebolg Boots}}&lt;br /&gt;
** {{#item:313096}}&lt;br /&gt;
** {{#item:313094}}&lt;br /&gt;
** {{#item:313090}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:300667|Glutto Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || &lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&lt;br /&gt;
** {{#item:313028}}&lt;br /&gt;
** {{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490483|Signet of Circulation Spring}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312986|Signet of Power Lv5}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Beware, the midgame section tends to be outdated&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the gears I used while gearing up, and can be considered as a baseline, but definitely also check out the catch-up gears we received afterwards.&amp;lt;br /&amp;gt;&lt;br /&gt;
Namely: [[20_The_Immortal#Dim_Glacier_Armors|Dim Glacier]]/[[20_The_Immortal#Glacier_Armors|Glacier Armors]] and [[21_Age_of_Heroes#Overview_Gaebolg|Gaebolg Armors]], which are frequently dropped pre-refined by endgame players, and therefore usually cheap.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1002100|Sura Stone II (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1002101|Sura Stone II (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1002102|Sura Stone II (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1002103|Inquisitor Stone II (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* Eneru (also visit their [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide|Inquisitor guide]]!)&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=58834</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=58834"/>
		<updated>2026-03-15T03:42:24Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Some ch1 updates for TFB build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Damage is negligible compared to other options, but it applies a self-buff for 2:30 minutes which will boost the next skill in this list&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Highest dps ranged option for Inquisitor. With Time Gap Knuckle this becomes spammable and can be used to melt bosses. The downside it is single-target only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
While this attack-chain can be tricky to perform correctly, it&#039;s currently known as the dps ceiling for any Inquisitor build in general.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit. This skill is further complemented by Blazing Flame Blast in single-target scenarios.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 80 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120 &amp;lt;br /&amp;gt;Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 0 - 120&amp;lt;br /&amp;gt;Heavily depends on your Cri-needs (see Secondary Stats below). Additionally, certain cards punish higher luk-values to the point where low (or even 0) luk might be preferable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When using {{#item:310682|Star Cluster of Concentration Lv.3}}:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 105&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 77&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB and BFB on cooldown, 50% when using dimension combo (EB-only), 60% with Time Gap (EB+BFB). However in order to be able to snap to the next target, at least 50% or higher is recommended for farming. Another breakpoint happens at 80% ACDR, which enables alternating between EB and BFB for the highest possible dps on ranged build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312753|Acute Jewel Lv5}}&lt;br /&gt;
** {{#item:312700|Time Dimension Jewel (Agility) Lv3}} or {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Agi jewel can be a strong option as overshooting the required minimum ACDR required for EB/BFB can still be useful to get back to snapping faster after the attack and - at very high values (~80%) - allows alternating between both skills for increased dps. ACDR reduction will become even more valuable in the future when Time Gap weapon reduces CD of both skills even further. Inversely, luck jewel will yield a bit higher damage and helps out with boosting Cri. This makes either option viable in their own way.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;preferably high ACDR% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450172|Nebula Suit of Creative}}&lt;br /&gt;
** {{#item:310682|Star Cluster of Concentration Lv.3}} or {{#item:310685|Star Cluster of Creative Lv.3}}&lt;br /&gt;
** {{#item:310732|Nebula of Expert Archer Lv.3}}&lt;br /&gt;
** stat doesn&#039;t matter much&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&lt;br /&gt;
** {{#item:312354}}&lt;br /&gt;
** {{#item:312344}}&lt;br /&gt;
** {{#item:312339}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300524|Yoscopus Guardian Card}}&lt;br /&gt;
* {{#item:300533|Encroached Tan Card}}&lt;br /&gt;
 || Nebula Suit of Creative starts beating Engraved Ice Storm Rune Suit once the matching enchants have been put on the HoL garment/accessory. Depth1 armor may still be favourable for casual farming where another +10% acdr can make things smoother.&lt;br /&gt;
Additionally, Star Cluster of Concentration tends to be slightly stronger than Star Cluster of Creative, given it&#039;s combo&#039;d with the respective Signet enchant. For concrete testing results and additional guidance, please refer to [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide#Min-Maxing_DPS|Eneru&#039;s Crit Inquisitor guide]]. Generally, the Concentration-route lets you share the same trait build for TFB and EB build, while the Creative-route lets you share gears more easily with other crit-builds.&amp;lt;hr /&amp;gt;The new Yoscopus Guardian + Yoster Negotiator combo is very strong, even beating many mvp card options. However, breaking the card combo by replacing the armor card with Encroached Tan Card still yields roughly an +8% damage-increase.&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560072|Time Gap Judgment Knuckle}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
|| &lt;br /&gt;
* {{#item:4608|White Knight Card}} (when using Khalitzburg Knight Card in shield)&lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || Time Gap is generally recommended as it offers the highest dps for both, {{#skill:5244}} and {{#skill:6519}}. While it is a clear winner for {{#skill:6519}}, the Dimensions weapon will actually yield slightly higher damage for {{#skill:5244}} (around ~9%) per use, however dps-wise this is more than compensated by the additional -0.1s CD reduction that Time Gap offers. This basically makes the Dimensions only useful if that slight difference is what&#039;s missing to oneshot a specific target.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 || Elite Rgan Guardian Card is slightly stronger (White Knight Card on weapon then needs to be replaced), but comes with a large luk-penalty&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
* +12 [A] {{#item:480352|Circulation of Life: Winter}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313023|Life of Winter (Creative)}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300517|Yoster Negotiator Card}}&lt;br /&gt;
* {{#item:300473|[MVP] Snow Angel Card}}&lt;br /&gt;
 || Yoster Negotiator Card is usually the best option. Snow Angel may only be worth it, when also using Encroached Tan Card in armor (unverified).&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
* +12 {{#item:470303|Yorscalp Boots}} / {{#item:470260|Gaebolg Boots}}&lt;br /&gt;
** {{#item:313092|Forest Magic Orb (Physical Force)}}&lt;br /&gt;
** {{#item:313094|Forest Magic Orb (Size Attack)}}&lt;br /&gt;
** {{#item:313097|Forest Magic Orb (Firing Shot)}}&lt;br /&gt;
* +12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || &lt;br /&gt;
Rgan can only be used with +12 gear&amp;lt;hr /&amp;gt;For general use, +12A Gaebolg Boots already start beating +12A Ice Rune Boots by about ~4.3% - Ice Rune Boots can still be better in niche cases, where the elemental dmg-enchant can match the current target. Refining Gaebolg Boots is significantly cheaper compared to Yorscalp, so Reforming should generally be the last step.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490135|Creative Stellar Seal}}&lt;br /&gt;
** {{#item:310706|Star of Sharp Lv5}} and/or {{#item:310701|Star of M.Archer Lv5}}&lt;br /&gt;
** {{#item:313028|Star Cluster of Strength}}&lt;br /&gt;
* {{#item:490486|Signet of Circulation: Winter}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312991|Signet of Concentration}} or {{#item:313006|Signet of Creative}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
 || On Stellar Seal, M.Archer tends to be slightly stronger than Sharp, at the cost of getting less CRI from geaers.&amp;lt;br /&amp;gt;Signet enchant needs to match the the Star Cluster enchant in armor. See notes on armor for comparison.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| any slot || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Beware, the midgame section tends to be outdated&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the gears I used while gearing up, and can be considered as a baseline, but definitely also check out the catch-up gears we received afterwards.&amp;lt;br /&amp;gt;&lt;br /&gt;
Namely: [[20_The_Immortal#Dim_Glacier_Armors|Dim Glacier]]/[[20_The_Immortal#Glacier_Armors|Glacier Armors]] and [[21_Age_of_Heroes#Overview_Gaebolg|Gaebolg Armors]], which are frequently dropped pre-refined by endgame players, and therefore usually cheap.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || Use PCC either ungraded or up to +11 [C]. Any further investment is better placed in the endgame garment in above section.&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Zerocell weapon&#039;&#039;&#039; &amp;lt;strong style=&amp;quot;color: #f00&amp;quot;&amp;gt;New&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When using +12 [A] {{#item:560088|Faithful Bandage}}, only First Brand and Second Flame need to be used to cast the full combo. That way, TFB can be casted every 0.7 seconds.&amp;lt;br /&amp;gt;&lt;br /&gt;
Performing the combo can be trivial when setting both skills next to each other on Smart keys (turbo setup).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312733|Tenacity Jewel Lv5}}&lt;br /&gt;
** {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300528|Yortus Bishop Card}}&lt;br /&gt;
* {{#item:300174|Melted Poring Card}}&lt;br /&gt;
 || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&amp;lt;hr /&amp;gt;Yortus Bishop Card becomes best-in-slot if headgear is +14, and it&#039;s tied with Melted Poring at +10.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&lt;br /&gt;
** {{#item:310676|Star Cluster of Power Lv.3}}&lt;br /&gt;
** {{#item:310744|Nebula of Health Lv.3}}&lt;br /&gt;
** {{#item:4744|Vit+5}}&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
** {{#item:312334}}&lt;br /&gt;
** {{#item:312324}}&lt;br /&gt;
** {{#item:312319}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Nebula Armor of Power is the current best-in-slot option, but slightly behind Engraved Flame Earth Armor until getting the correct enchants on the Hall of Life accessory or garment.&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560088|Faithful Bandage}}&lt;br /&gt;
+12 [A] {{#item:560060|Dimensions Judgment Knuckle}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
* {{#item:4140|Abysmal Knight Card}}&lt;br /&gt;
* {{#item:300532|Ghost Ship Captain Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || &lt;br /&gt;
Faithful Bandage and Dimensions Judgment Knuckle are relatively similar in damage. Zerocell enchants can make Faithful Bandage slightly stronger, whereas elemental/race-specific enchants can make Dimensions Judgment Knuckle slightly stronger in those situations. However, with general enchants (melee% or p.atk), Faithful Bandage can hit higher damage universally. The biggest advantage of Faithful Bandage is the ease of use (no gear-swap), and that it does not require a specific headgear (use of yorscalp crown is possible).&amp;lt;br /&amp;gt;To give an example, a +14 Faithful Bandage with +29% melee enchants hits for about +11% higher damage than a +15 Dimensions Judgment Knuckle when the elemental/race enchants do *not* apply, however when the elemental enchant applies, D2 weapon surpasses by 5% again, potentially more when also the race enchant applies.&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
With my current setup I found Wanderer Card to be about 0.5% stronger than Punch Bug, but the latter also works against small monsters. For the 2nd slot, Abysmal Knight Card can be ideal as any non-boss usually anyway dies against TFB regardless. Since the release of newest skill-shadow gears, Thanatos is usually only worth it against extremely high def-enemies (reason being that some damage is being sacrificed by keeping new shadow gears on +10/7 to avoid the def-pierce set bonus that breaks thanatos effect).&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&lt;br /&gt;
** {{#item:312095|Intelligence}}&lt;br /&gt;
** {{#item:312093|MRES}}&lt;br /&gt;
** {{#item:312091|Attack}}&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is usually best-in-slot for raw damage, &#039;&#039;&#039;however&#039;&#039;&#039; after recent findings (thanks &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt;) Glacier Guard with the mentioned enchants (flat-atk matters!) can become best-in-slot while Boots of Unknown Life&#039;s +200 vit bonus is active. As it also offers more defensive utility, it makes for a great general use option.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
* +11 [A]{{#item:480349|Circulation of Life Spring}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313012|Life of Spring (Strength)}}&lt;br /&gt;
* +11 [A]{{#item:480231|Glade Rune Manteau}}&lt;br /&gt;
** {{#item:310922|Power of Varmundt Lv3}} &lt;br /&gt;
|| &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;aim for high HP% enchant&lt;br /&gt;
* +12 [A]{{#item:470335|Dimension World Battle Greaves}} &amp;lt;strong style=&amp;quot;color: #f00&amp;quot;&amp;gt;needs testing&amp;lt;/strong&amp;gt;&lt;br /&gt;
* +12 [A]{{#item:470303|Yorscalp Boots}}/{{#item:470260|Gaebolg Boots}}&lt;br /&gt;
** {{#item:313096}}&lt;br /&gt;
** {{#item:313094}}&lt;br /&gt;
** {{#item:313090}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:300667|Glutto Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || &lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&lt;br /&gt;
** {{#item:313028}}&lt;br /&gt;
** {{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490483|Signet of Circulation Spring}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312986|Signet of Power Lv5}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Beware, the midgame section tends to be outdated&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the gears I used while gearing up, and can be considered as a baseline, but definitely also check out the catch-up gears we received afterwards.&amp;lt;br /&amp;gt;&lt;br /&gt;
Namely: [[20_The_Immortal#Dim_Glacier_Armors|Dim Glacier]]/[[20_The_Immortal#Glacier_Armors|Glacier Armors]] and [[21_Age_of_Heroes#Overview_Gaebolg|Gaebolg Armors]], which are frequently dropped pre-refined by endgame players, and therefore usually cheap.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1002100|Sura Stone II (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1002101|Sura Stone II (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1002102|Sura Stone II (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1002103|Inquisitor Stone II (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* Eneru (also visit their [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide|Inquisitor guide]]!)&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=56500</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=56500"/>
		<updated>2026-01-02T04:51:11Z</updated>

		<summary type="html">&lt;p&gt;Cruro: update costume stones for tfb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Damage is negligible compared to other options, but it applies a self-buff for 2:30 minutes which will boost the next skill in this list&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Highest dps ranged option for Inquisitor. With Time Gap Knuckle this becomes spammable and can be used to melt bosses. The downside it is single-target only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
While this attack-chain can be tricky to perform correctly, it&#039;s currently known as the dps ceiling for any Inquisitor build in general.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit. This skill is further complemented by Blazing Flame Blast in single-target scenarios.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 80 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120 &amp;lt;br /&amp;gt;Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 0 - 120&amp;lt;br /&amp;gt;Heavily depends on your Cri-needs (see Secondary Stats below). Additionally, certain cards punish higher luk-values to the point where low (or even 0) luk might be preferable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When using {{#item:310682|Star Cluster of Concentration Lv.3}}:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 105&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 77&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB and BFB on cooldown, 50% when using dimension combo (EB-only), 60% with Time Gap (EB+BFB). However in order to be able to snap to the next target, at least 50% or higher is recommended for farming. Another breakpoint happens at 80% ACDR, which enables alternating between EB and BFB for the highest possible dps on ranged build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312753|Acute Jewel Lv5}}&lt;br /&gt;
** {{#item:312700|Time Dimension Jewel (Agility) Lv3}} or {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Agi jewel can be a strong option as overshooting the required minimum ACDR required for EB/BFB can still be useful to get back to snapping faster after the attack and - at very high values (~80%) - allows alternating between both skills for increased dps. ACDR reduction will become even more valuable in the future when Time Gap weapon reduces CD of both skills even further. Inversely, luck jewel will yield a bit higher damage and helps out with boosting Cri. This makes either option viable in their own way.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;preferably high ACDR% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450172|Nebula Suit of Creative}}&lt;br /&gt;
** {{#item:310682|Star Cluster of Concentration Lv.3}} or {{#item:310685|Star Cluster of Creative Lv.3}}&lt;br /&gt;
** {{#item:310732|Nebula of Expert Archer Lv.3}}&lt;br /&gt;
** stat doesn&#039;t matter much&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&lt;br /&gt;
** {{#item:312354}}&lt;br /&gt;
** {{#item:312344}}&lt;br /&gt;
** {{#item:312339}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300524|Yoscopus Guardian Card}}&lt;br /&gt;
* {{#item:300533|Encroached Tan Card}}&lt;br /&gt;
 || Nebula Suit of Creative starts beating Engraved Ice Storm Rune Suit once the matching enchants have been put on the HoL garment/accessory. Depth1 armor may still be favourable for casual farming where another +10% acdr can make things smoother.&lt;br /&gt;
Additionally, Star Cluster of Concentration tends to be slightly stronger than Star Cluster of Creative, given it&#039;s combo&#039;d with the respective Signet enchant. For concrete testing results and additional guidance, please refer to [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide#Min-Maxing_DPS|Eneru&#039;s Crit Inquisitor guide]]. Generally, the Concentration-route lets you share the same trait build for TFB and EB build, while the Creative-route lets you share gears more easily with other crit-builds.&amp;lt;hr /&amp;gt;The new Yoscopus Guardian + Yoster Negotiator combo is very strong, even beating many mvp card options. However, breaking the card combo by replacing the armor card with Encroached Tan Card still yields roughly an +8% damage-increase.&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560072|Time Gap Judgment Knuckle}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
|| &lt;br /&gt;
* {{#item:4608|White Knight Card}} (when using Khalitzburg Knight Card in shield)&lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || Time Gap is generally recommended as it offers the highest dps for both, {{#skill:5244}} and {{#skill:6519}}. While it is a clear winner for {{#skill:6519}}, the Dimensions weapon will actually yield slightly higher damage for {{#skill:5244}} (around ~9%) per use, however dps-wise this is more than compensated by the additional -0.1s CD reduction that Time Gap offers. This basically makes the Dimensions only useful if that slight difference is what&#039;s missing to oneshot a specific target.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 || Elite Rgan Guardian Card is slightly stronger (White Knight Card on weapon then needs to be replaced), but comes with a large luk-penalty&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
* +12 [A] {{#item:480352|Circulation of Life: Winter}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313023|Life of Winter (Creative)}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300517|Yoster Negotiator Card}}&lt;br /&gt;
* {{#item:300473|[MVP] Snow Angel Card}}&lt;br /&gt;
 || Yoster Negotiator Card is usually the best option. Snow Angel may only be worth it, when also using Encroached Tan Card in armor (unverified).&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
* +12 {{#item:470303|Yorscalp Boots}} / {{#item:470260|Gaebolg Boots}}&lt;br /&gt;
** {{#item:313092|Forest Magic Orb (Physical Force)}}&lt;br /&gt;
** {{#item:313094|Forest Magic Orb (Size Attack)}}&lt;br /&gt;
** {{#item:313097|Forest Magic Orb (Firing Shot)}}&lt;br /&gt;
* +12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || &lt;br /&gt;
Rgan can only be used with +12 gear&amp;lt;hr /&amp;gt;For general use, +12A Gaebolg Boots already start beating +12A Ice Rune Boots by about ~4.3% - Ice Rune Boots can still be better in niche cases, where the elemental dmg-enchant can match the current target. Refining Gaebolg Boots is significantly cheaper compared to Yorscalp, so Reforming should generally be the last step.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490135|Creative Stellar Seal}}&lt;br /&gt;
** {{#item:310706|Star of Sharp Lv5}} and/or {{#item:310701|Star of M.Archer Lv5}}&lt;br /&gt;
** {{#item:313028|Star Cluster of Strength}}&lt;br /&gt;
* {{#item:490486|Signet of Circulation: Winter}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312991|Signet of Concentration}} or {{#item:313006|Signet of Creative}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
 || On Stellar Seal, M.Archer tends to be slightly stronger than Sharp, at the cost of getting less CRI from geaers.&amp;lt;br /&amp;gt;Signet enchant needs to match the the Star Cluster enchant in armor. See notes on armor for comparison.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| any slot || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Beware, the midgame section tends to be outdated&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the gears I used while gearing up, and can be considered as a baseline, but definitely also check out the catch-up gears we received afterwards.&amp;lt;br /&amp;gt;&lt;br /&gt;
Namely: [[20_The_Immortal#Dim_Glacier_Armors|Dim Glacier]]/[[20_The_Immortal#Glacier_Armors|Glacier Armors]] and [[21_Age_of_Heroes#Overview_Gaebolg|Gaebolg Armors]], which are frequently dropped pre-refined by endgame players, and therefore usually cheap.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || Use PCC either ungraded or up to +11 [C]. Any further investment is better placed in the endgame garment in above section.&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312733|Tenacity Jewel Lv5}}&lt;br /&gt;
** {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300528|Yortus Bishop Card}}&lt;br /&gt;
* {{#item:300174|Melted Poring Card}}&lt;br /&gt;
 || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&amp;lt;hr /&amp;gt;Yortus Bishop Card becomes best-in-slot if headgear is +14, and it&#039;s tied with Melted Poring at +10.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&lt;br /&gt;
** {{#item:310676|Star Cluster of Power Lv.3}}&lt;br /&gt;
** {{#item:310744|Nebula of Health Lv.3}}&lt;br /&gt;
** {{#item:4744|Vit+5}}&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
** {{#item:312334}}&lt;br /&gt;
** {{#item:312324}}&lt;br /&gt;
** {{#item:312319}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Nebula Armor of Power is the current best-in-slot option, but slightly behind Engraved Flame Earth Armor until getting the correct enchants on the Hall of Life accessory or garment.&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
* {{#item:4140|Abysmal Knight Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || With my current setup I found Wanderer Card to be about 0.5% stronger than Punch Bug, but the latter also works against small monsters. For the 2nd slot, Abysmal Knight Card can be ideal as any non-boss usually anyway dies against TFB regardless. Thanatos is best-in-slot for virtually most places, if you can get your hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&lt;br /&gt;
** {{#item:312095|Intelligence}}&lt;br /&gt;
** {{#item:312093|MRES}}&lt;br /&gt;
** {{#item:312091|Attack}}&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is usually best-in-slot for raw damage, &#039;&#039;&#039;however&#039;&#039;&#039; after recent findings (thanks &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt;) Glacier Guard with the mentioned enchants (flat-atk matters!) can become best-in-slot while Boots of Unknown Life&#039;s +200 vit bonus is active. As it also offers more defensive utility, it makes for a great general use option.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
* +11 [A]{{#item:480349|Circulation of Life Spring}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313012|Life of Spring (Strength)}}&lt;br /&gt;
* +11 [A]{{#item:480231|Glade Rune Manteau}}&lt;br /&gt;
** {{#item:310922|Power of Varmundt Lv3}} &lt;br /&gt;
|| &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;aim for high HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 6b damage without proc, and 10b damage with proc. Where as with Glade Rune Boots, damage is consistently at 7.3b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&lt;br /&gt;
** {{#item:313028}}&lt;br /&gt;
** {{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490483|Signet of Circulation Spring}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312986|Signet of Power Lv5}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Footgear Card || &lt;br /&gt;
&#039;&#039;&#039;Episode One(?)&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300667|Glutto Card}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/300667/glutto-card Divine Pride Link]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Beware, the midgame section tends to be outdated&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the gears I used while gearing up, and can be considered as a baseline, but definitely also check out the catch-up gears we received afterwards.&amp;lt;br /&amp;gt;&lt;br /&gt;
Namely: [[20_The_Immortal#Dim_Glacier_Armors|Dim Glacier]]/[[20_The_Immortal#Glacier_Armors|Glacier Armors]] and [[21_Age_of_Heroes#Overview_Gaebolg|Gaebolg Armors]], which are frequently dropped pre-refined by endgame players, and therefore usually cheap.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1002100|Sura Stone II (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1002101|Sura Stone II (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1002102|Sura Stone II (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1002103|Inquisitor Stone II (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* Eneru (also visit their [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide|Inquisitor guide]]!)&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=56055</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=56055"/>
		<updated>2025-12-26T01:27:16Z</updated>

		<summary type="html">&lt;p&gt;Cruro: update note about ranged-build tan-card usage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Damage is negligible compared to other options, but it applies a self-buff for 2:30 minutes which will boost the next skill in this list&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Highest dps ranged option for Inquisitor. With Time Gap Knuckle this becomes spammable and can be used to melt bosses. The downside it is single-target only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
While this attack-chain can be tricky to perform correctly, it&#039;s currently known as the dps ceiling for any Inquisitor build in general.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit. This skill is further complemented by Blazing Flame Blast in single-target scenarios.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 80 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120 &amp;lt;br /&amp;gt;Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 0 - 120&amp;lt;br /&amp;gt;Heavily depends on your Cri-needs (see Secondary Stats below). Additionally, certain cards punish higher luk-values to the point where low (or even 0) luk might be preferable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When using {{#item:310682|Star Cluster of Concentration Lv.3}}:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 105&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 77&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB and BFB on cooldown, 50% when using dimension combo (EB-only), 60% with Time Gap (EB+BFB). However in order to be able to snap to the next target, at least 50% or higher is recommended for farming. Another breakpoint happens at 80% ACDR, which enables alternating between EB and BFB for the highest possible dps on ranged build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312753|Acute Jewel Lv5}}&lt;br /&gt;
** {{#item:312700|Time Dimension Jewel (Agility) Lv3}} or {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Agi jewel can be a strong option as overshooting the required minimum ACDR required for EB/BFB can still be useful to get back to snapping faster after the attack and - at very high values (~80%) - allows alternating between both skills for increased dps. ACDR reduction will become even more valuable in the future when Time Gap weapon reduces CD of both skills even further. Inversely, luck jewel will yield a bit higher damage and helps out with boosting Cri. This makes either option viable in their own way.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;preferably high ACDR% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450172|Nebula Suit of Creative}}&lt;br /&gt;
** {{#item:310682|Star Cluster of Concentration Lv.3}} or {{#item:310685|Star Cluster of Creative Lv.3}}&lt;br /&gt;
** {{#item:310732|Nebula of Expert Archer Lv.3}}&lt;br /&gt;
** stat doesn&#039;t matter much&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&lt;br /&gt;
** {{#item:312354}}&lt;br /&gt;
** {{#item:312344}}&lt;br /&gt;
** {{#item:312339}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300524|Yoscopus Guardian Card}}&lt;br /&gt;
* {{#item:300533|Encroached Tan Card}}&lt;br /&gt;
 || Nebula Suit of Creative starts beating Engraved Ice Storm Rune Suit once the matching enchants have been put on the HoL garment/accessory. Depth1 armor may still be favourable for casual farming where another +10% acdr can make things smoother.&lt;br /&gt;
Additionally, Star Cluster of Concentration tends to be slightly stronger than Star Cluster of Creative, given it&#039;s combo&#039;d with the respective Signet enchant. For concrete testing results and additional guidance, please refer to [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide#Min-Maxing_DPS|Eneru&#039;s Crit Inquisitor guide]]. Generally, the Concentration-route lets you share the same trait build for TFB and EB build, while the Creative-route lets you share gears more easily with other crit-builds.&amp;lt;hr /&amp;gt;The new Yoscopus Guardian + Yoster Negotiator combo is very strong, even beating many mvp card options. However, breaking the card combo by replacing the armor card with Encroached Tan Card still yields roughly an +8% damage-increase.&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560072|Time Gap Judgment Knuckle}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
|| &lt;br /&gt;
* {{#item:4608|White Knight Card}} (when using Khalitzburg Knight Card in shield)&lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || Time Gap is generally recommended as it offers the highest dps for both, {{#skill:5244}} and {{#skill:6519}}. While it is a clear winner for {{#skill:6519}}, the Dimensions weapon will actually yield slightly higher damage for {{#skill:5244}} (around ~9%) per use, however dps-wise this is more than compensated by the additional -0.1s CD reduction that Time Gap offers. This basically makes the Dimensions only useful if that slight difference is what&#039;s missing to oneshot a specific target.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 || Elite Rgan Guardian Card is slightly stronger (White Knight Card on weapon then needs to be replaced), but comes with a large luk-penalty&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
* +12 [A] {{#item:480352|Circulation of Life: Winter}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313023|Life of Winter (Creative)}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300517|Yoster Negotiator Card}}&lt;br /&gt;
* {{#item:300473|[MVP] Snow Angel Card}}&lt;br /&gt;
 || Yoster Negotiator Card is usually the best option. Snow Angel may only be worth it, when also using Encroached Tan Card in armor (unverified).&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
* +12 {{#item:470303|Yorscalp Boots}} / {{#item:470260|Gaebolg Boots}}&lt;br /&gt;
** {{#item:313092|Forest Magic Orb (Physical Force)}}&lt;br /&gt;
** {{#item:313094|Forest Magic Orb (Size Attack)}}&lt;br /&gt;
** {{#item:313097|Forest Magic Orb (Firing Shot)}}&lt;br /&gt;
* +12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || &lt;br /&gt;
Rgan can only be used with +12 gear&amp;lt;hr /&amp;gt;For general use, +12A Gaebolg Boots already start beating +12A Ice Rune Boots by about ~4.3% - Ice Rune Boots can still be better in niche cases, where the elemental dmg-enchant can match the current target. Refining Gaebolg Boots is significantly cheaper compared to Yorscalp, so Reforming should generally be the last step.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490135|Creative Stellar Seal}}&lt;br /&gt;
** {{#item:310706|Star of Sharp Lv5}} and/or {{#item:310701|Star of M.Archer Lv5}}&lt;br /&gt;
** {{#item:313028|Star Cluster of Strength}}&lt;br /&gt;
* {{#item:490486|Signet of Circulation: Winter}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312991|Signet of Concentration}} or {{#item:313006|Signet of Creative}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
 || On Stellar Seal, M.Archer tends to be slightly stronger than Sharp, at the cost of getting less CRI from geaers.&amp;lt;br /&amp;gt;Signet enchant needs to match the the Star Cluster enchant in armor. See notes on armor for comparison.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| any slot || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Beware, the midgame section tends to be outdated&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the gears I used while gearing up, and can be considered as a baseline, but definitely also check out the catch-up gears we received afterwards.&amp;lt;br /&amp;gt;&lt;br /&gt;
Namely: [[20_The_Immortal#Dim_Glacier_Armors|Dim Glacier]]/[[20_The_Immortal#Glacier_Armors|Glacier Armors]] and [[21_Age_of_Heroes#Overview_Gaebolg|Gaebolg Armors]], which are frequently dropped pre-refined by endgame players, and therefore usually cheap.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || Use PCC either ungraded or up to +11 [C]. Any further investment is better placed in the endgame garment in above section.&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312733|Tenacity Jewel Lv5}}&lt;br /&gt;
** {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300528|Yortus Bishop Card}}&lt;br /&gt;
* {{#item:300174|Melted Poring Card}}&lt;br /&gt;
 || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&amp;lt;hr /&amp;gt;Yortus Bishop Card becomes best-in-slot if headgear is +14, and it&#039;s tied with Melted Poring at +10.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&lt;br /&gt;
** {{#item:310676|Star Cluster of Power Lv.3}}&lt;br /&gt;
** {{#item:310744|Nebula of Health Lv.3}}&lt;br /&gt;
** {{#item:4744|Vit+5}}&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
** {{#item:312334}}&lt;br /&gt;
** {{#item:312324}}&lt;br /&gt;
** {{#item:312319}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Nebula Armor of Power is the current best-in-slot option, but slightly behind Engraved Flame Earth Armor until getting the correct enchants on the Hall of Life accessory or garment.&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
* {{#item:4140|Abysmal Knight Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || With my current setup I found Wanderer Card to be about 0.5% stronger than Punch Bug, but the latter also works against small monsters. For the 2nd slot, Abysmal Knight Card can be ideal as any non-boss usually anyway dies against TFB regardless. Thanatos is best-in-slot for virtually most places, if you can get your hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&lt;br /&gt;
** {{#item:312095|Intelligence}}&lt;br /&gt;
** {{#item:312093|MRES}}&lt;br /&gt;
** {{#item:312091|Attack}}&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is usually best-in-slot for raw damage, &#039;&#039;&#039;however&#039;&#039;&#039; after recent findings (thanks &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt;) Glacier Guard with the mentioned enchants (flat-atk matters!) can become best-in-slot while Boots of Unknown Life&#039;s +200 vit bonus is active. As it also offers more defensive utility, it makes for a great general use option.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
* +11 [A]{{#item:480349|Circulation of Life Spring}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313012|Life of Spring (Strength)}}&lt;br /&gt;
* +11 [A]{{#item:480231|Glade Rune Manteau}}&lt;br /&gt;
** {{#item:310922|Power of Varmundt Lv3}} &lt;br /&gt;
|| &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;aim for high HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 6b damage without proc, and 10b damage with proc. Where as with Glade Rune Boots, damage is consistently at 7.3b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&lt;br /&gt;
** {{#item:313028}}&lt;br /&gt;
** {{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490483|Signet of Circulation Spring}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312986|Signet of Power Lv5}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment Costume Stone || {{#item:1002103}} || [https://www.divine-pride.net/database/item/1002103/kROM Divine Pride Link]&lt;br /&gt;
|-&lt;br /&gt;
| Footgear Card || &lt;br /&gt;
&#039;&#039;&#039;Episode One(?)&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300667|Glutto Card}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/300667/glutto-card Divine Pride Link]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Beware, the midgame section tends to be outdated&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the gears I used while gearing up, and can be considered as a baseline, but definitely also check out the catch-up gears we received afterwards.&amp;lt;br /&amp;gt;&lt;br /&gt;
Namely: [[20_The_Immortal#Dim_Glacier_Armors|Dim Glacier]]/[[20_The_Immortal#Glacier_Armors|Glacier Armors]] and [[21_Age_of_Heroes#Overview_Gaebolg|Gaebolg Armors]], which are frequently dropped pre-refined by endgame players, and therefore usually cheap.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* Eneru (also visit their [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide|Inquisitor guide]]!)&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Cursed_Knight_Shield&amp;diff=53171</id>
		<title>Cursed Knight Shield</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Cursed_Knight_Shield&amp;diff=53171"/>
		<updated>2025-10-12T10:14:02Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Add info how enchanting materials are obtained and warning for base-enchant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Equipment Available]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Ausruestung]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Enchantment]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
==Cursed Knight&#039;s Shield==&lt;br /&gt;
While enchanting the base-shield, there&#039;s a chance of transforming Cursed Knight&#039;s Shield into Bloody Knight&#039;s Shield or Purified Knight&#039;s Shield:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;min-width: 1200px&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; |Base Shield&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; |Enchanting Material&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; |Chance&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; |Updated Shield&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; |Updated Enchanting Material&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center&amp;quot; | {{#item:28942|Cursed Knight&#039;s Shield}}&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;font-size: 0.8rem; font-style: italic&amp;quot;&amp;gt;Dropped by&amp;lt;br /&amp;gt;{{#mob:30492}}&amp;lt;br /&amp;gt;in the forgotten land&amp;lt;/span&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center&amp;quot; |{{#item:23545|Silver Statue}}&lt;br /&gt;
| 90%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center&amp;quot; |&#039;&#039;Enchant only, no transformation&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 9.9%&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &#039;&#039;&#039;Transformation into&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{#item:28945|Bloody Knight&#039;s Shield}}&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{#item:23546|Cursed Blood}}&lt;br /&gt;
|-&lt;br /&gt;
| 0.1%&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | &#039;&#039;&#039;Transformation into&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{#item:28946|Purified Knight&#039;s Shield}}&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| {{#item:23547|Gold Statue}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #d77; color: #300; padding: 0.5rem 1rem; display: inline-block&amp;quot;&amp;gt;Keep in mind that using {{#item:23545|Silver Statue}} will remove &#039;&#039;all refines/cards&#039;&#039; from the shield&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enchanting materials can be obtained in the following ways:&lt;br /&gt;
* {{#item:23545|Silver Statue}}&lt;br /&gt;
** Can be dropped from {{#linkmob:30492}}&lt;br /&gt;
** Can be bought from [[Muzaszir]] for 1m zeny or 2x {{#item:6909|Nyangvine Fruit}}&lt;br /&gt;
* {{#item:23546|Cursed Blood}}&lt;br /&gt;
** Can be bought from [[Muzaszir]] for 500k zeny or 1x {{#item:6909|Nyangvine Fruit}}&lt;br /&gt;
* {{#item:23547|Gold Statue}}&lt;br /&gt;
** Can be bought from [[Muzaszir]] for 1m zeny or 2x {{#item:6909|Nyangvine Fruit}}&lt;br /&gt;
&lt;br /&gt;
==Shield Versions==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Base Shield&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Transformation (Cursed)&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Transformation (Purified)&lt;br /&gt;
|-&lt;br /&gt;
| {{#item:28942|Cursed Knight&#039;s Shield}}&amp;lt;br /&amp;gt;{{#itemDesc:28942}}&lt;br /&gt;
| {{#item:28945|Bloody Knight&#039;s Shield}}&amp;lt;br /&amp;gt;{{#itemDesc:28945}}&lt;br /&gt;
| {{#item:28946|Purified Knight&#039;s Shield}}&amp;lt;br /&amp;gt;{{#itemDesc:28946}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enchants==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; |{{#item:28942|Cursed Knight&#039;s Shield}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | 1st enchant list&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Min ~ Max&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | 2nd enchant list&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Min ~ Max&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from demihuman race monster (except player) || 2~7 || %reduces damage taken from demihuman race monster (except player) || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from brute race monster (except player) || 2~7 || %reduces damage taken from brute race monster (except player) || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from demon race monster || 2~7 || %reduces damage taken from demon race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from undead race monster || 2~7 || %reduces damage taken from undead race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from formless race monster || 2~7 || %reduces damage taken from formless race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from insect race monster || 2~7 || %reduces damage taken from insect race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from angel race monster || 2~7 || %reduces damage taken from angel race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from plant race monster || 2~7 || %reduces damage taken from plant race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from fish race monster || 2~7 || %reduces damage taken from fish race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from dragon race monster || 2~7 || %reduces damage taken from dragon race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to demihuman race monster (except player) || 1~5 || %increases physical damage to demihuman race monster (except player) || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to brute race monster || 1~5 || %increases physical damage to brute race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to demon race monster || 1~5 || %increases physical damage to demon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to undead race monster || 1~5 || %increases physical damage to undead race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to formless race monster || 1~5 || %increases physical damage to formless race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to insect race monster || 1~5 || %increases physical damage to insect race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to angel race monster || 1~5 || %increases physical damage to angel race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to plant race monster || 1~5 || %increases physical damage to plant race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to fish race monster || 1~5 || %increases physical damage to fish race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to dragon race monster || 1~5 || %increases physical damage to dragon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to demihuman race monster (except player) || 1~5 || %increases magical damage to demihuman race monster (except player) || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to brute race monster || 1~5 || %increases magical damage to brute race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to demon race monster || 1~5 || %increases magical damage to demon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to undead race monster || 1~5 || %increases magical damage to undead race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to formless race monster || 1~5 || %increases magical damage to formless race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to insect race monster || 1~5 || %increases magical damage to insect race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to angel race monster || 1~5 || %increases magical damage to angel race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to plant race monster || 1~5 || %increases magical damage to plant race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to fish race monster || 1~5 || %increases magical damage to fish race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to dragon race monster || 1~5 || %increases magical damage to dragon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %reduces variable casting time || 1~5 || %reduces delay after attack || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| MaxHP || 100~1000 || MaxHP || 100~1000&lt;br /&gt;
|-&lt;br /&gt;
| MaxSP || 20~200 || MaxSP || 20~200&lt;br /&gt;
|-&lt;br /&gt;
| Def || 3~10 || Def || 3~10&lt;br /&gt;
|-&lt;br /&gt;
| Mdef || 3~10 || Mdef || 3~10&lt;br /&gt;
|-&lt;br /&gt;
| %heal effectiveness || 5~10 || %heal effectiveness || 5~10 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; |{{#item:28945|Bloody Knight&#039;s Shield}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | 1st enchant list&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Min ~ Max&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | 2nd enchant list&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Min ~ Max&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from demihuman race monster (except player) || 2~7 || %reduces damage taken from demihuman race monster (except player) || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from brute race monster (except player) || 2~7 || %reduces damage taken from brute race monster (except player) || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from demon race monster || 2~7 || %reduces damage taken from demon race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from undead race monster || 2~7 || %reduces damage taken from undead race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from formless race monster || 2~7 || %reduces damage taken from formless race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from insect race monster || 2~7 || %reduces damage taken from insect race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from angel race monster || 2~7 || %reduces damage taken from angel race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from plant race monster || 2~7 || %reduces damage taken from plant race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from fish race monster || 2~7 || %reduces damage taken from fish race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from dragon race monster || 2~7 || %reduces damage taken from dragon race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to demihuman race monster (except player) || 1~5 || %increases physical damage to demihuman race monster (except player) || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to brute race monster || 1~5 || %increases physical damage to brute race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to demon race monster || 1~5 || %increases physical damage to demon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to undead race monster || 1~5 || %increases physical damage to undead race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to formless race monster || 1~5 || %increases physical damage to formless race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to insect race monster || 1~5 || %increases physical damage to insect race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to angel race monster || 1~5 || %increases physical damage to angel race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to plant race monster || 1~5 || %increases physical damage to plant race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to fish race monster || 1~5 || %increases physical damage to fish race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to dragon race monster || 1~5 || %increases physical damage to dragon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to demihuman race monster (except player) || 1~5 || %increases magical damage to demihuman race monster (except player) || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to brute race monster || 1~5 || %increases magical damage to brute race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to demon race monster || 1~5 || %increases magical damage to demon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to undead race monster || 1~5 || %increases magical damage to undead race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to formless race monster || 1~5 || %increases magical damage to formless race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to insect race monster || 1~5 || %increases magical damage to insect race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to angel race monster || 1~5 || %increases magical damage to angel race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to plant race monster || 1~5 || %increases magical damage to plant race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to fish race monster || 1~5 || %increases magical damage to fish race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to dragon race monster || 1~5 || %increases magical damage to dragon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %reduces variable casting time || 1~5 || %reduces delay after attack || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| MaxHP || 100~1000 || MaxHP || 100~1000&lt;br /&gt;
|-&lt;br /&gt;
| MaxSP || 20~200 || MaxSP || 20~200&lt;br /&gt;
|-&lt;br /&gt;
| Def || 3~10 || Def || 3~10&lt;br /&gt;
|-&lt;br /&gt;
| Mdef || 3~10 || Mdef || 3~10&lt;br /&gt;
|-&lt;br /&gt;
| %heal effectiveness || 5~10 || %heal effectiveness || 5~10 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; |{{#item:28946|Purified Knight&#039;s Shield}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | 1st enchant list&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Min ~ Max&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | 2nd enchant list&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Min ~ Max&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to demihuman race monster (except player) || 1~5 || %increases physical damage to demihuman race monster (except player)  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to brute race monster || 1~5 || %increases physical damage to brute race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to demon race monster || 1~5 || %increases physical damage to demon race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to undead race monster || 1~5 || %increases physical damage to undead race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to formless race monster || 1~5 || %increases physical damage to formless race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to insect race monster || 1~5 || %increases physical damage to insect race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to angel race monster || 1~5 || %increases physical damage to angel race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to plant race monster || 1~5 || %increases physical damage to plant race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to fish race monster || 1~5 || %increases physical damage to fish race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to dragon race monster || 1~5 || %increases physical damage to dragon race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to demihuman race monster (except player) || 1~5 || %increases magical damage to demihuman race monster (except player)  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to brute race monster || 1~5 || %increases magical damage to brute race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to demon race monster || 1~5 || %increases magical damage to demon race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to undead race monster || 1~5 || %increases magical damage to undead race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to formless race monster || 1~5 || %increases magical damage to formless race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to insect race monster || 1~5 || %increases magical damage to insect race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to angel race monster || 1~5 || %increases magical damage to angel race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to plant race monster || 1~5 || %increases magical damage to plant race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to fish race monster || 1~5 || %increases magical damage to fish race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to dragon race monster || 1~5 || %increases magical damage to dragon race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from demihuman race monster (except player) || 2~7 || %ignores Def of demihuman race monster (except player)|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from brute race monster (except player) || 2~7 || %ignores Def of brute race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from demon race monster || 2~7 || %ignores Def of demon race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from undead race monster || 2~7 || %ignores Def of undead race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from formless race monster || 2~7 || %ignores Def of formless race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from insect race monster || 2~7 || %ignores Def of insect race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from angel race monster || 2~7 || %ignores Def of angel race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from plant race monster || 2~7 || %ignores Def of plant race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from fish race monster || 2~7 || %ignores Def of fish race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from dragon race monster || 2~7 || %ignores Def of dragon race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces variable casting time  || 1-5 || %ignores Mdef of demihuman race monster (except player)|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| MaxHP || 100~1000 || %ignores Mdef of brute race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| MaxSP || 20~200 || %ignores Mdef of demon race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| Def || 3~10 || %ignores Mdef of undead race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| Mdef || 3~10 || %ignores Mdef of formless race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %heal effectiveness || 5~10 || %ignores Mdef of insect race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;9&amp;quot; | || %ignores Mdef of angel race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Mdef of plant race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Mdef of fish race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Mdef of dragon race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Negates size penalty&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Def of normal enemies|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Def of boss monsters|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Mdef of normal enemies|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Mdef of boss monsters|| 30~60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |{{#item:28942}}&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
|Effect&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Enchants&lt;br /&gt;
|-&lt;br /&gt;
|{{#itemDesc:28942}}Cursed Knight&#039;s Shield can be enchanted by using 1x {{#item:23545}} as enchant material. &amp;lt;br&amp;gt; {{#item:23545}} can be bought at NPC [[Muzaszir]] with 1m zeny or 2x {{#item:6909}}. &lt;br /&gt;
|&#039;&#039;&#039;1st enchant list — Min ~ Max&#039;&#039;&#039;&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces variable casting time — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|&#039;&#039;&#039;2nd enchant list — Min ~ Max&#039;&#039;&#039;&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces delay after attack — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |In addition. While enchantment. There is a 9.9% chance of transforming Cursed Knight&#039;s Shield into Bloody Knight&#039;s Shield and 0.1% chance of transforming Cursed Knight&#039;s Shield into Purified Knight&#039;s Shield.&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |{{#item:28945}}&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
|Effect&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Enchants&lt;br /&gt;
|-&lt;br /&gt;
|{{#itemDesc:28945}}Bloody Knight&#039;s Shield can be enchanted by using 1x {{#item:23546}} as enchant material. &amp;lt;br&amp;gt; {{#item:23546}} can be bought at NPC [[Muzaszir]] with 500k zeny or 1x {{#item:6909}}. &lt;br /&gt;
|&#039;&#039;&#039;1st enchant list — Min ~ Max&#039;&#039;&#039;&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces variable casting time — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10 &lt;br /&gt;
|&#039;&#039;&#039;2nd enchant list — Min ~ Max&#039;&#039;&#039;&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces delay after attack — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |{{#item:28946}}&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
|Effect&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Enchants&lt;br /&gt;
|-&lt;br /&gt;
|{{#itemDesc:28946}}Purified Knight&#039;s Shield can be enchanted by using 1x {{#item:23547}} as enchant material. &amp;lt;br&amp;gt; {{#item:23547}} can be bought at NPC [[Muzaszir]] with 1m zeny or 2x {{#item:6909}}. &lt;br /&gt;
|1st and 2nd enchant list — Min ~ Max&lt;br /&gt;
&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces variable casting time — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|&lt;br /&gt;
* 3rd enchant list — Min ~ Max&lt;br /&gt;
** %increases physical damage to demihuman race monster (except player) — 5~10&lt;br /&gt;
** %increases physical damage to brute race monster — 5~10&lt;br /&gt;
** %increases physical damage to demon race monster — 5~10&lt;br /&gt;
** %increases physical damage to undead race monster — 5~10&lt;br /&gt;
** %increases physical damage to formless race monster — 5~10&lt;br /&gt;
** %increases physical damage to insect race monster — 5~10&lt;br /&gt;
** %increases physical damage to angel race monster — 5~10&lt;br /&gt;
** %increases physical damage to plant race monster — 5~10&lt;br /&gt;
** %increases physical damage to fish race monster — 5~10&lt;br /&gt;
** %increases physical damage to dragon race monster — 5~10&lt;br /&gt;
** %increases magical damage to demihuman race monster (except player) — 5~10&lt;br /&gt;
** %increases magical damage to brute race monster — 5~10&lt;br /&gt;
** %increases magical damage to demon race monster — 5~10&lt;br /&gt;
** %increases magical damage to undead race monster — 5~10&lt;br /&gt;
** %increases magical damage to formless race monster — 5~10&lt;br /&gt;
** %increases magical damage to insect race monster — 5~10&lt;br /&gt;
** %increases magical damage to angel race monster — 5~10&lt;br /&gt;
** %increases magical damage to plant race monster — 5~10&lt;br /&gt;
** %increases magical damage to fish race monster — 5~10&lt;br /&gt;
** %increases magical damage to dragon race monster — 5~10&lt;br /&gt;
** %ignores Def of demihuman race monster (except player) — 30~60&lt;br /&gt;
** %ignores Def of brute race monster — 30~60&lt;br /&gt;
** %ignores Def of demon race monster — 30~60&lt;br /&gt;
** %ignores Def of undead race monster — 30~60&lt;br /&gt;
** %ignores Def of formless race monster — 30~60&lt;br /&gt;
** %ignores Def of insect race monster — 30~60&lt;br /&gt;
** %ignores Def of angel race monster — 30~60&lt;br /&gt;
** %ignores Def of plant race monster — 30~60&lt;br /&gt;
** %ignores Def of fish race monster — 30~60&lt;br /&gt;
** %ignores Def of dragon race monster — 30~60&lt;br /&gt;
** %ignores Mdef of demihuman race monster (except player) — 30~60&lt;br /&gt;
** %ignores Mdef of brute race monster — 30~60&lt;br /&gt;
** %ignores Mdef of demon race monster — 30~60&lt;br /&gt;
** %ignores Mdef of undead race monster — 30~60&lt;br /&gt;
** %ignores Mdef of formless race monster — 30~60&lt;br /&gt;
** %ignores Mdef of insect race monster — 30~60&lt;br /&gt;
** %ignores Mdef of angel race monster — 30~60&lt;br /&gt;
** %ignores Mdef of plant race monster — 30~60&lt;br /&gt;
** %ignores Mdef of fish race monster — 30~60&lt;br /&gt;
** %ignores Mdef of dragon race monster — 30~60&lt;br /&gt;
** Negates size penalty&lt;br /&gt;
** %ignores Def of normal enemies — 30~60&lt;br /&gt;
** %ignores Def of boss monsters — 30~60&lt;br /&gt;
** %ignores Mdef of normal enemies — 30~60&lt;br /&gt;
** %ignores Mdef of boss monsters — 30~60&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Cursed_Knight_Shield&amp;diff=53170</id>
		<title>Cursed Knight Shield</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Cursed_Knight_Shield&amp;diff=53170"/>
		<updated>2025-10-12T09:38:26Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Adjust table headers to have same styling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Equipment Available]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Ausruestung]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Enchantment]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
==Cursed Knight&#039;s Shield==&lt;br /&gt;
While enchanting the base-shield, there&#039;s a chance of transforming Cursed Knight&#039;s Shield into Bloody Knight&#039;s Shield or Purified Knight&#039;s Shield:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;min-width: 1200px&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; |Base Shield&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; |Enchanting Material&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; |Chance&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; |Updated Shield&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; |Updated Enchanting Material&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center&amp;quot; | {{#item:28942|Cursed Knight&#039;s Shield}}&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;font-size: 0.8rem; font-style: italic&amp;quot;&amp;gt;Dropped by&amp;lt;br /&amp;gt;{{#mob:30492}}&amp;lt;br /&amp;gt;in the forgotten land&amp;lt;/span&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center&amp;quot; |{{#item:23545|Silver Statue}}&amp;lt;br /&amp;gt;or&amp;lt;br /&amp;gt;2x {{#item:6909|Nyangvine Fruit}}&lt;br /&gt;
| 90%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Enchant only, no transformation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 9.9%&lt;br /&gt;
| &#039;&#039;&#039;Transformation into&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{#item:28945|Bloody Knight&#039;s Shield}}&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{#item:23546|Cursed Blood}}&amp;lt;br /&amp;gt;or&amp;lt;br /&amp;gt;1x {{#item:6909|Nyangvine Fruit}}&lt;br /&gt;
|-&lt;br /&gt;
| 0.1%&lt;br /&gt;
| &#039;&#039;&#039;Transformation into&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{#item:28946|Purified Knight&#039;s Shield}}&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| {{#item:23547}}&amp;lt;br /&amp;gt;or&amp;lt;br /&amp;gt;2x {{#item:6909|Nyangvine Fruit}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shield Versions==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Base Shield&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Transformation (Cursed)&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Transformation (Purified)&lt;br /&gt;
|-&lt;br /&gt;
| {{#item:28942|Cursed Knight&#039;s Shield}}&amp;lt;br /&amp;gt;{{#itemDesc:28942}}&lt;br /&gt;
| {{#item:28945|Bloody Knight&#039;s Shield}}&amp;lt;br /&amp;gt;{{#itemDesc:28945}}&lt;br /&gt;
| {{#item:28946|Purified Knight&#039;s Shield}}&amp;lt;br /&amp;gt;{{#itemDesc:28946}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enchants==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; |{{#item:28942|Cursed Knight&#039;s Shield}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | 1st enchant list&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Min ~ Max&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | 2nd enchant list&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Min ~ Max&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from demihuman race monster (except player) || 2~7 || %reduces damage taken from demihuman race monster (except player) || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from brute race monster (except player) || 2~7 || %reduces damage taken from brute race monster (except player) || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from demon race monster || 2~7 || %reduces damage taken from demon race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from undead race monster || 2~7 || %reduces damage taken from undead race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from formless race monster || 2~7 || %reduces damage taken from formless race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from insect race monster || 2~7 || %reduces damage taken from insect race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from angel race monster || 2~7 || %reduces damage taken from angel race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from plant race monster || 2~7 || %reduces damage taken from plant race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from fish race monster || 2~7 || %reduces damage taken from fish race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from dragon race monster || 2~7 || %reduces damage taken from dragon race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to demihuman race monster (except player) || 1~5 || %increases physical damage to demihuman race monster (except player) || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to brute race monster || 1~5 || %increases physical damage to brute race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to demon race monster || 1~5 || %increases physical damage to demon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to undead race monster || 1~5 || %increases physical damage to undead race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to formless race monster || 1~5 || %increases physical damage to formless race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to insect race monster || 1~5 || %increases physical damage to insect race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to angel race monster || 1~5 || %increases physical damage to angel race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to plant race monster || 1~5 || %increases physical damage to plant race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to fish race monster || 1~5 || %increases physical damage to fish race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to dragon race monster || 1~5 || %increases physical damage to dragon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to demihuman race monster (except player) || 1~5 || %increases magical damage to demihuman race monster (except player) || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to brute race monster || 1~5 || %increases magical damage to brute race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to demon race monster || 1~5 || %increases magical damage to demon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to undead race monster || 1~5 || %increases magical damage to undead race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to formless race monster || 1~5 || %increases magical damage to formless race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to insect race monster || 1~5 || %increases magical damage to insect race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to angel race monster || 1~5 || %increases magical damage to angel race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to plant race monster || 1~5 || %increases magical damage to plant race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to fish race monster || 1~5 || %increases magical damage to fish race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to dragon race monster || 1~5 || %increases magical damage to dragon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %reduces variable casting time || 1~5 || %reduces delay after attack || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| MaxHP || 100~1000 || MaxHP || 100~1000&lt;br /&gt;
|-&lt;br /&gt;
| MaxSP || 20~200 || MaxSP || 20~200&lt;br /&gt;
|-&lt;br /&gt;
| Def || 3~10 || Def || 3~10&lt;br /&gt;
|-&lt;br /&gt;
| Mdef || 3~10 || Mdef || 3~10&lt;br /&gt;
|-&lt;br /&gt;
| %heal effectiveness || 5~10 || %heal effectiveness || 5~10 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; |{{#item:28945|Bloody Knight&#039;s Shield}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | 1st enchant list&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Min ~ Max&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | 2nd enchant list&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Min ~ Max&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from demihuman race monster (except player) || 2~7 || %reduces damage taken from demihuman race monster (except player) || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from brute race monster (except player) || 2~7 || %reduces damage taken from brute race monster (except player) || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from demon race monster || 2~7 || %reduces damage taken from demon race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from undead race monster || 2~7 || %reduces damage taken from undead race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from formless race monster || 2~7 || %reduces damage taken from formless race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from insect race monster || 2~7 || %reduces damage taken from insect race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from angel race monster || 2~7 || %reduces damage taken from angel race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from plant race monster || 2~7 || %reduces damage taken from plant race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from fish race monster || 2~7 || %reduces damage taken from fish race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from dragon race monster || 2~7 || %reduces damage taken from dragon race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to demihuman race monster (except player) || 1~5 || %increases physical damage to demihuman race monster (except player) || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to brute race monster || 1~5 || %increases physical damage to brute race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to demon race monster || 1~5 || %increases physical damage to demon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to undead race monster || 1~5 || %increases physical damage to undead race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to formless race monster || 1~5 || %increases physical damage to formless race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to insect race monster || 1~5 || %increases physical damage to insect race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to angel race monster || 1~5 || %increases physical damage to angel race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to plant race monster || 1~5 || %increases physical damage to plant race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to fish race monster || 1~5 || %increases physical damage to fish race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to dragon race monster || 1~5 || %increases physical damage to dragon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to demihuman race monster (except player) || 1~5 || %increases magical damage to demihuman race monster (except player) || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to brute race monster || 1~5 || %increases magical damage to brute race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to demon race monster || 1~5 || %increases magical damage to demon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to undead race monster || 1~5 || %increases magical damage to undead race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to formless race monster || 1~5 || %increases magical damage to formless race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to insect race monster || 1~5 || %increases magical damage to insect race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to angel race monster || 1~5 || %increases magical damage to angel race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to plant race monster || 1~5 || %increases magical damage to plant race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to fish race monster || 1~5 || %increases magical damage to fish race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to dragon race monster || 1~5 || %increases magical damage to dragon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %reduces variable casting time || 1~5 || %reduces delay after attack || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| MaxHP || 100~1000 || MaxHP || 100~1000&lt;br /&gt;
|-&lt;br /&gt;
| MaxSP || 20~200 || MaxSP || 20~200&lt;br /&gt;
|-&lt;br /&gt;
| Def || 3~10 || Def || 3~10&lt;br /&gt;
|-&lt;br /&gt;
| Mdef || 3~10 || Mdef || 3~10&lt;br /&gt;
|-&lt;br /&gt;
| %heal effectiveness || 5~10 || %heal effectiveness || 5~10 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; |{{#item:28946|Purified Knight&#039;s Shield}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | 1st enchant list&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Min ~ Max&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | 2nd enchant list&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Min ~ Max&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to demihuman race monster (except player) || 1~5 || %increases physical damage to demihuman race monster (except player)  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to brute race monster || 1~5 || %increases physical damage to brute race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to demon race monster || 1~5 || %increases physical damage to demon race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to undead race monster || 1~5 || %increases physical damage to undead race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to formless race monster || 1~5 || %increases physical damage to formless race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to insect race monster || 1~5 || %increases physical damage to insect race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to angel race monster || 1~5 || %increases physical damage to angel race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to plant race monster || 1~5 || %increases physical damage to plant race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to fish race monster || 1~5 || %increases physical damage to fish race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to dragon race monster || 1~5 || %increases physical damage to dragon race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to demihuman race monster (except player) || 1~5 || %increases magical damage to demihuman race monster (except player)  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to brute race monster || 1~5 || %increases magical damage to brute race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to demon race monster || 1~5 || %increases magical damage to demon race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to undead race monster || 1~5 || %increases magical damage to undead race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to formless race monster || 1~5 || %increases magical damage to formless race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to insect race monster || 1~5 || %increases magical damage to insect race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to angel race monster || 1~5 || %increases magical damage to angel race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to plant race monster || 1~5 || %increases magical damage to plant race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to fish race monster || 1~5 || %increases magical damage to fish race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to dragon race monster || 1~5 || %increases magical damage to dragon race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from demihuman race monster (except player) || 2~7 || %ignores Def of demihuman race monster (except player)|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from brute race monster (except player) || 2~7 || %ignores Def of brute race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from demon race monster || 2~7 || %ignores Def of demon race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from undead race monster || 2~7 || %ignores Def of undead race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from formless race monster || 2~7 || %ignores Def of formless race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from insect race monster || 2~7 || %ignores Def of insect race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from angel race monster || 2~7 || %ignores Def of angel race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from plant race monster || 2~7 || %ignores Def of plant race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from fish race monster || 2~7 || %ignores Def of fish race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from dragon race monster || 2~7 || %ignores Def of dragon race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces variable casting time  || 1-5 || %ignores Mdef of demihuman race monster (except player)|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| MaxHP || 100~1000 || %ignores Mdef of brute race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| MaxSP || 20~200 || %ignores Mdef of demon race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| Def || 3~10 || %ignores Mdef of undead race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| Mdef || 3~10 || %ignores Mdef of formless race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %heal effectiveness || 5~10 || %ignores Mdef of insect race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;9&amp;quot; | || %ignores Mdef of angel race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Mdef of plant race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Mdef of fish race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Mdef of dragon race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Negates size penalty&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Def of normal enemies|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Def of boss monsters|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Mdef of normal enemies|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Mdef of boss monsters|| 30~60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |{{#item:28942}}&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
|Effect&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Enchants&lt;br /&gt;
|-&lt;br /&gt;
|{{#itemDesc:28942}}Cursed Knight&#039;s Shield can be enchanted by using 1x {{#item:23545}} as enchant material. &amp;lt;br&amp;gt; {{#item:23545}} can be bought at NPC [[Muzaszir]] with 1m zeny or 2x {{#item:6909}}. &lt;br /&gt;
|&#039;&#039;&#039;1st enchant list — Min ~ Max&#039;&#039;&#039;&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces variable casting time — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|&#039;&#039;&#039;2nd enchant list — Min ~ Max&#039;&#039;&#039;&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces delay after attack — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |In addition. While enchantment. There is a 9.9% chance of transforming Cursed Knight&#039;s Shield into Bloody Knight&#039;s Shield and 0.1% chance of transforming Cursed Knight&#039;s Shield into Purified Knight&#039;s Shield.&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |{{#item:28945}}&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
|Effect&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Enchants&lt;br /&gt;
|-&lt;br /&gt;
|{{#itemDesc:28945}}Bloody Knight&#039;s Shield can be enchanted by using 1x {{#item:23546}} as enchant material. &amp;lt;br&amp;gt; {{#item:23546}} can be bought at NPC [[Muzaszir]] with 500k zeny or 1x {{#item:6909}}. &lt;br /&gt;
|&#039;&#039;&#039;1st enchant list — Min ~ Max&#039;&#039;&#039;&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces variable casting time — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10 &lt;br /&gt;
|&#039;&#039;&#039;2nd enchant list — Min ~ Max&#039;&#039;&#039;&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces delay after attack — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |{{#item:28946}}&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
|Effect&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Enchants&lt;br /&gt;
|-&lt;br /&gt;
|{{#itemDesc:28946}}Purified Knight&#039;s Shield can be enchanted by using 1x {{#item:23547}} as enchant material. &amp;lt;br&amp;gt; {{#item:23547}} can be bought at NPC [[Muzaszir]] with 1m zeny or 2x {{#item:6909}}. &lt;br /&gt;
|1st and 2nd enchant list — Min ~ Max&lt;br /&gt;
&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces variable casting time — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|&lt;br /&gt;
* 3rd enchant list — Min ~ Max&lt;br /&gt;
** %increases physical damage to demihuman race monster (except player) — 5~10&lt;br /&gt;
** %increases physical damage to brute race monster — 5~10&lt;br /&gt;
** %increases physical damage to demon race monster — 5~10&lt;br /&gt;
** %increases physical damage to undead race monster — 5~10&lt;br /&gt;
** %increases physical damage to formless race monster — 5~10&lt;br /&gt;
** %increases physical damage to insect race monster — 5~10&lt;br /&gt;
** %increases physical damage to angel race monster — 5~10&lt;br /&gt;
** %increases physical damage to plant race monster — 5~10&lt;br /&gt;
** %increases physical damage to fish race monster — 5~10&lt;br /&gt;
** %increases physical damage to dragon race monster — 5~10&lt;br /&gt;
** %increases magical damage to demihuman race monster (except player) — 5~10&lt;br /&gt;
** %increases magical damage to brute race monster — 5~10&lt;br /&gt;
** %increases magical damage to demon race monster — 5~10&lt;br /&gt;
** %increases magical damage to undead race monster — 5~10&lt;br /&gt;
** %increases magical damage to formless race monster — 5~10&lt;br /&gt;
** %increases magical damage to insect race monster — 5~10&lt;br /&gt;
** %increases magical damage to angel race monster — 5~10&lt;br /&gt;
** %increases magical damage to plant race monster — 5~10&lt;br /&gt;
** %increases magical damage to fish race monster — 5~10&lt;br /&gt;
** %increases magical damage to dragon race monster — 5~10&lt;br /&gt;
** %ignores Def of demihuman race monster (except player) — 30~60&lt;br /&gt;
** %ignores Def of brute race monster — 30~60&lt;br /&gt;
** %ignores Def of demon race monster — 30~60&lt;br /&gt;
** %ignores Def of undead race monster — 30~60&lt;br /&gt;
** %ignores Def of formless race monster — 30~60&lt;br /&gt;
** %ignores Def of insect race monster — 30~60&lt;br /&gt;
** %ignores Def of angel race monster — 30~60&lt;br /&gt;
** %ignores Def of plant race monster — 30~60&lt;br /&gt;
** %ignores Def of fish race monster — 30~60&lt;br /&gt;
** %ignores Def of dragon race monster — 30~60&lt;br /&gt;
** %ignores Mdef of demihuman race monster (except player) — 30~60&lt;br /&gt;
** %ignores Mdef of brute race monster — 30~60&lt;br /&gt;
** %ignores Mdef of demon race monster — 30~60&lt;br /&gt;
** %ignores Mdef of undead race monster — 30~60&lt;br /&gt;
** %ignores Mdef of formless race monster — 30~60&lt;br /&gt;
** %ignores Mdef of insect race monster — 30~60&lt;br /&gt;
** %ignores Mdef of angel race monster — 30~60&lt;br /&gt;
** %ignores Mdef of plant race monster — 30~60&lt;br /&gt;
** %ignores Mdef of fish race monster — 30~60&lt;br /&gt;
** %ignores Mdef of dragon race monster — 30~60&lt;br /&gt;
** Negates size penalty&lt;br /&gt;
** %ignores Def of normal enemies — 30~60&lt;br /&gt;
** %ignores Def of boss monsters — 30~60&lt;br /&gt;
** %ignores Mdef of normal enemies — 30~60&lt;br /&gt;
** %ignores Mdef of boss monsters — 30~60&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Cursed_Knight_Shield&amp;diff=53169</id>
		<title>Cursed Knight Shield</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Cursed_Knight_Shield&amp;diff=53169"/>
		<updated>2025-10-12T09:30:28Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Rework enchant tables and minor formatting improvements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Equipment Available]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Ausruestung]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Enchantment]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
==Cursed Knight&#039;s Shield==&lt;br /&gt;
While enchanting the base-shield, there&#039;s a chance of transforming Cursed Knight&#039;s Shield into Bloody Knight&#039;s Shield or Purified Knight&#039;s Shield:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;min-width: 1200px&amp;quot;&lt;br /&gt;
|Base Shield&lt;br /&gt;
|Enchanting Material&lt;br /&gt;
|Chance&lt;br /&gt;
|Updated Shield&lt;br /&gt;
|Updated Enchanting Material&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center&amp;quot; | {{#item:28942|Cursed Knight&#039;s Shield}}&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;font-size: 0.8rem; font-style: italic&amp;quot;&amp;gt;Dropped by&amp;lt;br /&amp;gt;{{#mob:30492}}&amp;lt;br /&amp;gt;in the forgotten land&amp;lt;/span&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center&amp;quot; |{{#item:23545|Silver Statue}}&amp;lt;br /&amp;gt;or&amp;lt;br /&amp;gt;2x {{#item:6909|Nyangvine Fruit}}&lt;br /&gt;
| 90%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Enchant only, no transformation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 9.9%&lt;br /&gt;
| &#039;&#039;&#039;Transformation into&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{#item:28945|Bloody Knight&#039;s Shield}}&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{#item:23546|Cursed Blood}}&amp;lt;br /&amp;gt;or&amp;lt;br /&amp;gt;1x {{#item:6909|Nyangvine Fruit}}&lt;br /&gt;
|-&lt;br /&gt;
| 0.1%&lt;br /&gt;
| &#039;&#039;&#039;Transformation into&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{#item:28946|Purified Knight&#039;s Shield}}&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| {{#item:23547}}&amp;lt;br /&amp;gt;or&amp;lt;br /&amp;gt;2x {{#item:6909|Nyangvine Fruit}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shield Versions==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|Base Shield&lt;br /&gt;
|Transformation (Cursed)&lt;br /&gt;
|Transformation (Purified)&lt;br /&gt;
|-&lt;br /&gt;
| {{#item:28942|Cursed Knight&#039;s Shield}}&amp;lt;br /&amp;gt;{{#itemDesc:28942}}&lt;br /&gt;
| {{#item:28945|Bloody Knight&#039;s Shield}}&amp;lt;br /&amp;gt;{{#itemDesc:28945}}&lt;br /&gt;
| {{#item:28946|Purified Knight&#039;s Shield}}&amp;lt;br /&amp;gt;{{#itemDesc:28946}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enchants==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; |{{#item:28942|Cursed Knight&#039;s Shield}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | 1st enchant list&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Min ~ Max&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | 2nd enchant list&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Min ~ Max&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from demihuman race monster (except player) || 2~7 || %reduces damage taken from demihuman race monster (except player) || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from brute race monster (except player) || 2~7 || %reduces damage taken from brute race monster (except player) || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from demon race monster || 2~7 || %reduces damage taken from demon race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from undead race monster || 2~7 || %reduces damage taken from undead race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from formless race monster || 2~7 || %reduces damage taken from formless race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from insect race monster || 2~7 || %reduces damage taken from insect race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from angel race monster || 2~7 || %reduces damage taken from angel race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from plant race monster || 2~7 || %reduces damage taken from plant race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from fish race monster || 2~7 || %reduces damage taken from fish race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from dragon race monster || 2~7 || %reduces damage taken from dragon race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to demihuman race monster (except player) || 1~5 || %increases physical damage to demihuman race monster (except player) || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to brute race monster || 1~5 || %increases physical damage to brute race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to demon race monster || 1~5 || %increases physical damage to demon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to undead race monster || 1~5 || %increases physical damage to undead race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to formless race monster || 1~5 || %increases physical damage to formless race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to insect race monster || 1~5 || %increases physical damage to insect race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to angel race monster || 1~5 || %increases physical damage to angel race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to plant race monster || 1~5 || %increases physical damage to plant race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to fish race monster || 1~5 || %increases physical damage to fish race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to dragon race monster || 1~5 || %increases physical damage to dragon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to demihuman race monster (except player) || 1~5 || %increases magical damage to demihuman race monster (except player) || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to brute race monster || 1~5 || %increases magical damage to brute race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to demon race monster || 1~5 || %increases magical damage to demon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to undead race monster || 1~5 || %increases magical damage to undead race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to formless race monster || 1~5 || %increases magical damage to formless race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to insect race monster || 1~5 || %increases magical damage to insect race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to angel race monster || 1~5 || %increases magical damage to angel race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to plant race monster || 1~5 || %increases magical damage to plant race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to fish race monster || 1~5 || %increases magical damage to fish race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to dragon race monster || 1~5 || %increases magical damage to dragon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %reduces variable casting time || 1~5 || %reduces delay after attack || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| MaxHP || 100~1000 || MaxHP || 100~1000&lt;br /&gt;
|-&lt;br /&gt;
| MaxSP || 20~200 || MaxSP || 20~200&lt;br /&gt;
|-&lt;br /&gt;
| Def || 3~10 || Def || 3~10&lt;br /&gt;
|-&lt;br /&gt;
| Mdef || 3~10 || Mdef || 3~10&lt;br /&gt;
|-&lt;br /&gt;
| %heal effectiveness || 5~10 || %heal effectiveness || 5~10 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; |{{#item:28945|Bloody Knight&#039;s Shield}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | 1st enchant list&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Min ~ Max&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | 2nd enchant list&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Min ~ Max&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from demihuman race monster (except player) || 2~7 || %reduces damage taken from demihuman race monster (except player) || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from brute race monster (except player) || 2~7 || %reduces damage taken from brute race monster (except player) || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from demon race monster || 2~7 || %reduces damage taken from demon race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from undead race monster || 2~7 || %reduces damage taken from undead race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from formless race monster || 2~7 || %reduces damage taken from formless race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from insect race monster || 2~7 || %reduces damage taken from insect race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from angel race monster || 2~7 || %reduces damage taken from angel race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from plant race monster || 2~7 || %reduces damage taken from plant race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from fish race monster || 2~7 || %reduces damage taken from fish race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from dragon race monster || 2~7 || %reduces damage taken from dragon race monster || 2~7&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to demihuman race monster (except player) || 1~5 || %increases physical damage to demihuman race monster (except player) || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to brute race monster || 1~5 || %increases physical damage to brute race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to demon race monster || 1~5 || %increases physical damage to demon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to undead race monster || 1~5 || %increases physical damage to undead race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to formless race monster || 1~5 || %increases physical damage to formless race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to insect race monster || 1~5 || %increases physical damage to insect race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to angel race monster || 1~5 || %increases physical damage to angel race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to plant race monster || 1~5 || %increases physical damage to plant race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to fish race monster || 1~5 || %increases physical damage to fish race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to dragon race monster || 1~5 || %increases physical damage to dragon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to demihuman race monster (except player) || 1~5 || %increases magical damage to demihuman race monster (except player) || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to brute race monster || 1~5 || %increases magical damage to brute race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to demon race monster || 1~5 || %increases magical damage to demon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to undead race monster || 1~5 || %increases magical damage to undead race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to formless race monster || 1~5 || %increases magical damage to formless race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to insect race monster || 1~5 || %increases magical damage to insect race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to angel race monster || 1~5 || %increases magical damage to angel race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to plant race monster || 1~5 || %increases magical damage to plant race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to fish race monster || 1~5 || %increases magical damage to fish race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to dragon race monster || 1~5 || %increases magical damage to dragon race monster || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| %reduces variable casting time || 1~5 || %reduces delay after attack || 1~5&lt;br /&gt;
|-&lt;br /&gt;
| MaxHP || 100~1000 || MaxHP || 100~1000&lt;br /&gt;
|-&lt;br /&gt;
| MaxSP || 20~200 || MaxSP || 20~200&lt;br /&gt;
|-&lt;br /&gt;
| Def || 3~10 || Def || 3~10&lt;br /&gt;
|-&lt;br /&gt;
| Mdef || 3~10 || Mdef || 3~10&lt;br /&gt;
|-&lt;br /&gt;
| %heal effectiveness || 5~10 || %heal effectiveness || 5~10 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; |{{#item:28946|Purified Knight&#039;s Shield}}&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | 1st enchant list&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Min ~ Max&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | 2nd enchant list&lt;br /&gt;
| style=&amp;quot;text-align: center;background-color:#F0E0E5;&amp;quot; | Min ~ Max&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to demihuman race monster (except player) || 1~5 || %increases physical damage to demihuman race monster (except player)  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to brute race monster || 1~5 || %increases physical damage to brute race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to demon race monster || 1~5 || %increases physical damage to demon race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to undead race monster || 1~5 || %increases physical damage to undead race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to formless race monster || 1~5 || %increases physical damage to formless race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to insect race monster || 1~5 || %increases physical damage to insect race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to angel race monster || 1~5 || %increases physical damage to angel race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to plant race monster || 1~5 || %increases physical damage to plant race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to fish race monster || 1~5 || %increases physical damage to fish race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases physical damage to dragon race monster || 1~5 || %increases physical damage to dragon race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to demihuman race monster (except player) || 1~5 || %increases magical damage to demihuman race monster (except player)  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to brute race monster || 1~5 || %increases magical damage to brute race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to demon race monster || 1~5 || %increases magical damage to demon race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to undead race monster || 1~5 || %increases magical damage to undead race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to formless race monster || 1~5 || %increases magical damage to formless race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to insect race monster || 1~5 || %increases magical damage to insect race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to angel race monster || 1~5 || %increases magical damage to angel race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to plant race monster || 1~5 || %increases magical damage to plant race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to fish race monster || 1~5 || %increases magical damage to fish race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %increases magical damage to dragon race monster || 1~5 || %increases magical damage to dragon race monster  || 5-10&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from demihuman race monster (except player) || 2~7 || %ignores Def of demihuman race monster (except player)|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from brute race monster (except player) || 2~7 || %ignores Def of brute race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from demon race monster || 2~7 || %ignores Def of demon race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from undead race monster || 2~7 || %ignores Def of undead race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from formless race monster || 2~7 || %ignores Def of formless race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from insect race monster || 2~7 || %ignores Def of insect race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from angel race monster || 2~7 || %ignores Def of angel race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from plant race monster || 2~7 || %ignores Def of plant race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from fish race monster || 2~7 || %ignores Def of fish race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces damage taken from dragon race monster || 2~7 || %ignores Def of dragon race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %reduces variable casting time  || 1-5 || %ignores Mdef of demihuman race monster (except player)|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| MaxHP || 100~1000 || %ignores Mdef of brute race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| MaxSP || 20~200 || %ignores Mdef of demon race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| Def || 3~10 || %ignores Mdef of undead race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| Mdef || 3~10 || %ignores Mdef of formless race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %heal effectiveness || 5~10 || %ignores Mdef of insect race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;9&amp;quot; | || %ignores Mdef of angel race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Mdef of plant race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Mdef of fish race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Mdef of dragon race monster|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Negates size penalty&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Def of normal enemies|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Def of boss monsters|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Mdef of normal enemies|| 30~60&lt;br /&gt;
|-&lt;br /&gt;
| %ignores Mdef of boss monsters|| 30~60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |{{#item:28942}}&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
|Effect&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Enchants&lt;br /&gt;
|-&lt;br /&gt;
|{{#itemDesc:28942}}Cursed Knight&#039;s Shield can be enchanted by using 1x {{#item:23545}} as enchant material. &amp;lt;br&amp;gt; {{#item:23545}} can be bought at NPC [[Muzaszir]] with 1m zeny or 2x {{#item:6909}}. &lt;br /&gt;
|&#039;&#039;&#039;1st enchant list — Min ~ Max&#039;&#039;&#039;&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces variable casting time — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|&#039;&#039;&#039;2nd enchant list — Min ~ Max&#039;&#039;&#039;&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces delay after attack — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |In addition. While enchantment. There is a 9.9% chance of transforming Cursed Knight&#039;s Shield into Bloody Knight&#039;s Shield and 0.1% chance of transforming Cursed Knight&#039;s Shield into Purified Knight&#039;s Shield.&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |{{#item:28945}}&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
|Effect&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Enchants&lt;br /&gt;
|-&lt;br /&gt;
|{{#itemDesc:28945}}Bloody Knight&#039;s Shield can be enchanted by using 1x {{#item:23546}} as enchant material. &amp;lt;br&amp;gt; {{#item:23546}} can be bought at NPC [[Muzaszir]] with 500k zeny or 1x {{#item:6909}}. &lt;br /&gt;
|&#039;&#039;&#039;1st enchant list — Min ~ Max&#039;&#039;&#039;&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces variable casting time — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10 &lt;br /&gt;
|&#039;&#039;&#039;2nd enchant list — Min ~ Max&#039;&#039;&#039;&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces delay after attack — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |{{#item:28946}}&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
|Effect&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Enchants&lt;br /&gt;
|-&lt;br /&gt;
|{{#itemDesc:28946}}Purified Knight&#039;s Shield can be enchanted by using 1x {{#item:23547}} as enchant material. &amp;lt;br&amp;gt; {{#item:23547}} can be bought at NPC [[Muzaszir]] with 1m zeny or 2x {{#item:6909}}. &lt;br /&gt;
|1st and 2nd enchant list — Min ~ Max&lt;br /&gt;
&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces variable casting time — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|&lt;br /&gt;
* 3rd enchant list — Min ~ Max&lt;br /&gt;
** %increases physical damage to demihuman race monster (except player) — 5~10&lt;br /&gt;
** %increases physical damage to brute race monster — 5~10&lt;br /&gt;
** %increases physical damage to demon race monster — 5~10&lt;br /&gt;
** %increases physical damage to undead race monster — 5~10&lt;br /&gt;
** %increases physical damage to formless race monster — 5~10&lt;br /&gt;
** %increases physical damage to insect race monster — 5~10&lt;br /&gt;
** %increases physical damage to angel race monster — 5~10&lt;br /&gt;
** %increases physical damage to plant race monster — 5~10&lt;br /&gt;
** %increases physical damage to fish race monster — 5~10&lt;br /&gt;
** %increases physical damage to dragon race monster — 5~10&lt;br /&gt;
** %increases magical damage to demihuman race monster (except player) — 5~10&lt;br /&gt;
** %increases magical damage to brute race monster — 5~10&lt;br /&gt;
** %increases magical damage to demon race monster — 5~10&lt;br /&gt;
** %increases magical damage to undead race monster — 5~10&lt;br /&gt;
** %increases magical damage to formless race monster — 5~10&lt;br /&gt;
** %increases magical damage to insect race monster — 5~10&lt;br /&gt;
** %increases magical damage to angel race monster — 5~10&lt;br /&gt;
** %increases magical damage to plant race monster — 5~10&lt;br /&gt;
** %increases magical damage to fish race monster — 5~10&lt;br /&gt;
** %increases magical damage to dragon race monster — 5~10&lt;br /&gt;
** %ignores Def of demihuman race monster (except player) — 30~60&lt;br /&gt;
** %ignores Def of brute race monster — 30~60&lt;br /&gt;
** %ignores Def of demon race monster — 30~60&lt;br /&gt;
** %ignores Def of undead race monster — 30~60&lt;br /&gt;
** %ignores Def of formless race monster — 30~60&lt;br /&gt;
** %ignores Def of insect race monster — 30~60&lt;br /&gt;
** %ignores Def of angel race monster — 30~60&lt;br /&gt;
** %ignores Def of plant race monster — 30~60&lt;br /&gt;
** %ignores Def of fish race monster — 30~60&lt;br /&gt;
** %ignores Def of dragon race monster — 30~60&lt;br /&gt;
** %ignores Mdef of demihuman race monster (except player) — 30~60&lt;br /&gt;
** %ignores Mdef of brute race monster — 30~60&lt;br /&gt;
** %ignores Mdef of demon race monster — 30~60&lt;br /&gt;
** %ignores Mdef of undead race monster — 30~60&lt;br /&gt;
** %ignores Mdef of formless race monster — 30~60&lt;br /&gt;
** %ignores Mdef of insect race monster — 30~60&lt;br /&gt;
** %ignores Mdef of angel race monster — 30~60&lt;br /&gt;
** %ignores Mdef of plant race monster — 30~60&lt;br /&gt;
** %ignores Mdef of fish race monster — 30~60&lt;br /&gt;
** %ignores Mdef of dragon race monster — 30~60&lt;br /&gt;
** Negates size penalty&lt;br /&gt;
** %ignores Def of normal enemies — 30~60&lt;br /&gt;
** %ignores Def of boss monsters — 30~60&lt;br /&gt;
** %ignores Mdef of normal enemies — 30~60&lt;br /&gt;
** %ignores Mdef of boss monsters — 30~60&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Cursed_Knight_Shield&amp;diff=53142</id>
		<title>Cursed Knight Shield</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Cursed_Knight_Shield&amp;diff=53142"/>
		<updated>2025-10-11T21:35:59Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Move shield-info, transformation-process, and enchants in respective tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Equipment Available]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Ausruestung]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Enchantment]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cursed Knight&#039;s Shield===&lt;br /&gt;
While enchanting the base-shield, there&#039;s a chance of transforming Cursed Knight&#039;s Shield into Bloody Knight&#039;s Shield or Purified Knight&#039;s Shield:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;min-width: 1200px&amp;quot;&lt;br /&gt;
|Base Shield&lt;br /&gt;
|Enchanting Material&lt;br /&gt;
|Chance&lt;br /&gt;
|Updated Shield&lt;br /&gt;
|Updated Enchanting Material&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center&amp;quot; | {{#item:28942|Cursed Knight&#039;s Shield}}&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;font-size: 0.8rem; font-style: italic&amp;quot;&amp;gt;Dropped by {{#mob:30492}} in the forgotten land&amp;lt;/span&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center&amp;quot; |{{#item:23545|Silver Statue}}&amp;lt;br /&amp;gt;or&amp;lt;br /&amp;gt;2x {{#item:6909|Nyangvine Fruit}}&lt;br /&gt;
| 90%&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Enchant only, no transformation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 9.9%&lt;br /&gt;
| &#039;&#039;&#039;Transformation into&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{#item:28945|Bloody Knight&#039;s Shield}}&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |{{#item:23546|Cursed Blood}}&amp;lt;br /&amp;gt;or&amp;lt;br /&amp;gt;1x {{#item:6909|Nyangvine Fruit}}&lt;br /&gt;
|-&lt;br /&gt;
| 0.1%&lt;br /&gt;
| &#039;&#039;&#039;Transformation into&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{#item:28946|Purified Knight&#039;s Shield}}&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| {{#item:23547}}&amp;lt;br /&amp;gt;or&amp;lt;br /&amp;gt;2x {{#item:6909|Nyangvine Fruit}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield Versions===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|Base Shield&lt;br /&gt;
|Transformation (Cursed)&lt;br /&gt;
|Transformation (Purified)&lt;br /&gt;
|-&lt;br /&gt;
| {{#item:28942|Cursed Knight&#039;s Shield}}&amp;lt;br /&amp;gt;{{#itemDesc:28942}}&lt;br /&gt;
| {{#item:28945|Bloody Knight&#039;s Shield}}&amp;lt;br /&amp;gt;{{#itemDesc:28945}}&lt;br /&gt;
| {{#item:28946|Purified Knight&#039;s Shield}}&amp;lt;br /&amp;gt;{{#itemDesc:28946}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Enchants===&lt;br /&gt;
&lt;br /&gt;
{{#item:28942|Cursed Knight&#039;s Shield}}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; |1st enchant list — Min ~ Max&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; |2nd enchant list — Min ~ Max&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces variable casting time — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces delay after attack — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#item:28945|Bloody Knight&#039;s Shield}}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; |1st enchant list — Min ~ Max&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; |2nd enchant list — Min ~ Max&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces variable casting time — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10 &lt;br /&gt;
|&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces delay after attack — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#item:28946|Purified Knight&#039;s Shield}}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; |1st and 2nd enchant list — Min ~ Max&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; |3rd enchant list — Min ~ Max&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces variable casting time — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 5~10&lt;br /&gt;
* %increases physical damage to brute race monster — 5~10&lt;br /&gt;
* %increases physical damage to demon race monster — 5~10&lt;br /&gt;
* %increases physical damage to undead race monster — 5~10&lt;br /&gt;
* %increases physical damage to formless race monster — 5~10&lt;br /&gt;
* %increases physical damage to insect race monster — 5~10&lt;br /&gt;
* %increases physical damage to angel race monster — 5~10&lt;br /&gt;
* %increases physical damage to plant race monster — 5~10&lt;br /&gt;
* %increases physical damage to fish race monster — 5~10&lt;br /&gt;
* %increases physical damage to dragon race monster — 5~10&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 5~10&lt;br /&gt;
* %increases magical damage to brute race monster — 5~10&lt;br /&gt;
* %increases magical damage to demon race monster — 5~10&lt;br /&gt;
* %increases magical damage to undead race monster — 5~10&lt;br /&gt;
* %increases magical damage to formless race monster — 5~10&lt;br /&gt;
* %increases magical damage to insect race monster — 5~10&lt;br /&gt;
* %increases magical damage to angel race monster — 5~10&lt;br /&gt;
* %increases magical damage to plant race monster — 5~10&lt;br /&gt;
* %increases magical damage to fish race monster — 5~10&lt;br /&gt;
* %increases magical damage to dragon race monster — 5~10&lt;br /&gt;
* %ignores Def of demihuman race monster (except player) — 30~60&lt;br /&gt;
* %ignores Def of brute race monster — 30~60&lt;br /&gt;
* %ignores Def of demon race monster — 30~60&lt;br /&gt;
* %ignores Def of undead race monster — 30~60&lt;br /&gt;
* %ignores Def of formless race monster — 30~60&lt;br /&gt;
* %ignores Def of insect race monster — 30~60&lt;br /&gt;
* %ignores Def of angel race monster — 30~60&lt;br /&gt;
* %ignores Def of plant race monster — 30~60&lt;br /&gt;
* %ignores Def of fish race monster — 30~60&lt;br /&gt;
* %ignores Def of dragon race monster — 30~60&lt;br /&gt;
* %ignores Mdef of demihuman race monster (except player) — 30~60&lt;br /&gt;
* %ignores Mdef of brute race monster — 30~60&lt;br /&gt;
* %ignores Mdef of demon race monster — 30~60&lt;br /&gt;
* %ignores Mdef of undead race monster — 30~60&lt;br /&gt;
* %ignores Mdef of formless race monster — 30~60&lt;br /&gt;
* %ignores Mdef of insect race monster — 30~60&lt;br /&gt;
* %ignores Mdef of angel race monster — 30~60&lt;br /&gt;
* %ignores Mdef of plant race monster — 30~60&lt;br /&gt;
* %ignores Mdef of fish race monster — 30~60&lt;br /&gt;
* %ignores Mdef of dragon race monster — 30~60&lt;br /&gt;
* Negates size penalty&lt;br /&gt;
* %ignores Def of normal enemies — 30~60&lt;br /&gt;
* %ignores Def of boss monsters — 30~60&lt;br /&gt;
* %ignores Mdef of normal enemies — 30~60&lt;br /&gt;
* %ignores Mdef of boss monsters — 30~60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |{{#item:28942}}&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
|Effect&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Enchants&lt;br /&gt;
|-&lt;br /&gt;
|{{#itemDesc:28942}}Cursed Knight&#039;s Shield can be enchanted by using 1x {{#item:23545}} as enchant material. &amp;lt;br&amp;gt; {{#item:23545}} can be bought at NPC [[Muzaszir]] with 1m zeny or 2x {{#item:6909}}. &lt;br /&gt;
|&#039;&#039;&#039;1st enchant list — Min ~ Max&#039;&#039;&#039;&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces variable casting time — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|&#039;&#039;&#039;2nd enchant list — Min ~ Max&#039;&#039;&#039;&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces delay after attack — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |In addition. While enchantment. There is a 9.9% chance of transforming Cursed Knight&#039;s Shield into Bloody Knight&#039;s Shield and 0.1% chance of transforming Cursed Knight&#039;s Shield into Purified Knight&#039;s Shield.&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |{{#item:28945}}&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
|Effect&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Enchants&lt;br /&gt;
|-&lt;br /&gt;
|{{#itemDesc:28945}}Bloody Knight&#039;s Shield can be enchanted by using 1x {{#item:23546}} as enchant material. &amp;lt;br&amp;gt; {{#item:23546}} can be bought at NPC [[Muzaszir]] with 500k zeny or 1x {{#item:6909}}. &lt;br /&gt;
|&#039;&#039;&#039;1st enchant list — Min ~ Max&#039;&#039;&#039;&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces variable casting time — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10 &lt;br /&gt;
|&#039;&#039;&#039;2nd enchant list — Min ~ Max&#039;&#039;&#039;&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces delay after attack — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |{{#item:28946}}&lt;br /&gt;
|- style=&amp;quot;background-color:#DC143C;color:white;text-align:center;&amp;quot;&lt;br /&gt;
|Effect&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Enchants&lt;br /&gt;
|-&lt;br /&gt;
|{{#itemDesc:28946}}Purified Knight&#039;s Shield can be enchanted by using 1x {{#item:23547}} as enchant material. &amp;lt;br&amp;gt; {{#item:23547}} can be bought at NPC [[Muzaszir]] with 1m zeny or 2x {{#item:6909}}. &lt;br /&gt;
|1st and 2nd enchant list — Min ~ Max&lt;br /&gt;
&lt;br /&gt;
* %reduces damage taken from demihuman race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from brute race monster (except player) — 2~7&lt;br /&gt;
* %reduces damage taken from demon race monster — 2~7&lt;br /&gt;
* %reduces damage taken from undead race monster — 2~7&lt;br /&gt;
* %reduces damage taken from formless race monster — 2~7&lt;br /&gt;
* %reduces damage taken from insect race monster — 2~7&lt;br /&gt;
* %reduces damage taken from angel race monster — 2~7&lt;br /&gt;
* %reduces damage taken from plant race monster — 2~7&lt;br /&gt;
* %reduces damage taken from fish race monster — 2~7&lt;br /&gt;
* %reduces damage taken from dragon race monster — 2~7&lt;br /&gt;
* %increases physical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases physical damage to brute race monster — 1~5&lt;br /&gt;
* %increases physical damage to demon race monster — 1~5&lt;br /&gt;
* %increases physical damage to undead race monster — 1~5&lt;br /&gt;
* %increases physical damage to formless race monster — 1~5&lt;br /&gt;
* %increases physical damage to insect race monster — 1~5&lt;br /&gt;
* %increases physical damage to angel race monster — 1~5&lt;br /&gt;
* %increases physical damage to plant race monster — 1~5&lt;br /&gt;
* %increases physical damage to fish race monster — 1~5&lt;br /&gt;
* %increases physical damage to dragon race monster — 1~5&lt;br /&gt;
* %increases magical damage to demihuman race monster (except player) — 1~5&lt;br /&gt;
* %increases magical damage to brute race monster — 1~5&lt;br /&gt;
* %increases magical damage to demon race monster — 1~5&lt;br /&gt;
* %increases magical damage to undead race monster — 1~5&lt;br /&gt;
* %increases magical damage to formless race monster — 1~5&lt;br /&gt;
* %increases magical damage to insect race monster — 1~5&lt;br /&gt;
* %increases magical damage to angel race monster — 1~5&lt;br /&gt;
* %increases magical damage to plant race monster — 1~5&lt;br /&gt;
* %increases magical damage to fish race monster — 1~5&lt;br /&gt;
* %increases magical damage to dragon race monster — 1~5&lt;br /&gt;
* %reduces variable casting time — 1~5&lt;br /&gt;
* MaxHP — 100~1000&lt;br /&gt;
* MaxSP — 20~200&lt;br /&gt;
* Def — 3~10&lt;br /&gt;
* Mdef — 3~10&lt;br /&gt;
* %heal effectiveness — 5~10&lt;br /&gt;
|&lt;br /&gt;
* 3rd enchant list — Min ~ Max&lt;br /&gt;
** %increases physical damage to demihuman race monster (except player) — 5~10&lt;br /&gt;
** %increases physical damage to brute race monster — 5~10&lt;br /&gt;
** %increases physical damage to demon race monster — 5~10&lt;br /&gt;
** %increases physical damage to undead race monster — 5~10&lt;br /&gt;
** %increases physical damage to formless race monster — 5~10&lt;br /&gt;
** %increases physical damage to insect race monster — 5~10&lt;br /&gt;
** %increases physical damage to angel race monster — 5~10&lt;br /&gt;
** %increases physical damage to plant race monster — 5~10&lt;br /&gt;
** %increases physical damage to fish race monster — 5~10&lt;br /&gt;
** %increases physical damage to dragon race monster — 5~10&lt;br /&gt;
** %increases magical damage to demihuman race monster (except player) — 5~10&lt;br /&gt;
** %increases magical damage to brute race monster — 5~10&lt;br /&gt;
** %increases magical damage to demon race monster — 5~10&lt;br /&gt;
** %increases magical damage to undead race monster — 5~10&lt;br /&gt;
** %increases magical damage to formless race monster — 5~10&lt;br /&gt;
** %increases magical damage to insect race monster — 5~10&lt;br /&gt;
** %increases magical damage to angel race monster — 5~10&lt;br /&gt;
** %increases magical damage to plant race monster — 5~10&lt;br /&gt;
** %increases magical damage to fish race monster — 5~10&lt;br /&gt;
** %increases magical damage to dragon race monster — 5~10&lt;br /&gt;
** %ignores Def of demihuman race monster (except player) — 30~60&lt;br /&gt;
** %ignores Def of brute race monster — 30~60&lt;br /&gt;
** %ignores Def of demon race monster — 30~60&lt;br /&gt;
** %ignores Def of undead race monster — 30~60&lt;br /&gt;
** %ignores Def of formless race monster — 30~60&lt;br /&gt;
** %ignores Def of insect race monster — 30~60&lt;br /&gt;
** %ignores Def of angel race monster — 30~60&lt;br /&gt;
** %ignores Def of plant race monster — 30~60&lt;br /&gt;
** %ignores Def of fish race monster — 30~60&lt;br /&gt;
** %ignores Def of dragon race monster — 30~60&lt;br /&gt;
** %ignores Mdef of demihuman race monster (except player) — 30~60&lt;br /&gt;
** %ignores Mdef of brute race monster — 30~60&lt;br /&gt;
** %ignores Mdef of demon race monster — 30~60&lt;br /&gt;
** %ignores Mdef of undead race monster — 30~60&lt;br /&gt;
** %ignores Mdef of formless race monster — 30~60&lt;br /&gt;
** %ignores Mdef of insect race monster — 30~60&lt;br /&gt;
** %ignores Mdef of angel race monster — 30~60&lt;br /&gt;
** %ignores Mdef of plant race monster — 30~60&lt;br /&gt;
** %ignores Mdef of fish race monster — 30~60&lt;br /&gt;
** %ignores Mdef of dragon race monster — 30~60&lt;br /&gt;
** Negates size penalty&lt;br /&gt;
** %ignores Def of normal enemies — 30~60&lt;br /&gt;
** %ignores Def of boss monsters — 30~60&lt;br /&gt;
** %ignores Mdef of normal enemies — 30~60&lt;br /&gt;
** %ignores Mdef of boss monsters — 30~60&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=How_To_Play_on_Linux&amp;diff=50900</id>
		<title>How To Play on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=How_To_Play_on_Linux&amp;diff=50900"/>
		<updated>2025-08-25T07:47:26Z</updated>

		<summary type="html">&lt;p&gt;Cruro: update download instructions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is heavily work in progress! If you have additional Informations, feel free to add it or inform the Team about it.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
[https://www.winehq.org/ Wine]&amp;lt;br&amp;gt;&lt;br /&gt;
webkit2gtk4.0&amp;lt;br&amp;gt;&lt;br /&gt;
Linux Patcher: [https://patcher.muhro.eu/patches/patcher/linux/Muh_Patcher Muh Patcher Linux]&amp;lt;br&amp;gt;&lt;br /&gt;
winetricks(optional)&lt;br /&gt;
&lt;br /&gt;
== Pre-Requisite Installations ==&lt;br /&gt;
&lt;br /&gt;
==== Wine ====&lt;br /&gt;
Fedora/RHEL: &amp;lt;code&amp;gt;sudo dnf install wine&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Arch Linux: &amp;lt;code&amp;gt;sudo pacman -S wine&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Debian/Ubuntu/Pop_OS/Mint: &amp;lt;code&amp;gt;sudo apt install wine&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If your distribution has a outdated Wine version Download Wine by going to [https://wiki.winehq.org/Download this link] and follow the instructions for your specific Linux distribution to install.&lt;br /&gt;
&lt;br /&gt;
==== Webkit2gtk4.0 ====&lt;br /&gt;
Some distributions do not include this dependancy and must install it manually. The patcher will not launch if this dependancy is not installed.&lt;br /&gt;
 Fedora/RHEL: &amp;lt;code&amp;gt;sudo dnf install webkit2gtk3-devel&amp;lt;/code&amp;gt;&lt;br /&gt;
 Arch Linux : &amp;lt;code&amp;gt;sudo pacman -S webkit2gtk webkit2gtk-4.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Installing MuhRO ==&lt;br /&gt;
If you haven&#039;t already, [https://muhro.eu/?module=account&amp;amp;action=create create a master account] and confirm your email address. &lt;br /&gt;
&lt;br /&gt;
Once you have a master account, and verified through discord, you can download MuhRO by entering &amp;lt;code&amp;gt;/download&amp;lt;/code&amp;gt; (typed, not pasted) in any discord channel.&lt;br /&gt;
&lt;br /&gt;
[[File:Download-command.png|394x394px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Download the Full Client using the mirror of your choice.&lt;br /&gt;
&lt;br /&gt;
Extract the zip file to the location you would like to store the game on your computer.&lt;br /&gt;
&lt;br /&gt;
Navigate to the folder you extracted and double click on Muh_Patcher.  &#039;&#039;&#039;(&#039;&#039;&#039;You may have to go to files properties and mark it as executable in the permissions tab before it will launch).&lt;br /&gt;
&lt;br /&gt;
[[File:Muh Patcher.png|598x598px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first time that you launch it you will need to click Game Setup on the left hand menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Game Setup Option.png|545x545px]]&lt;br /&gt;
&lt;br /&gt;
Configure your settings in the Game Setup menu. Click Apply, then click OK.&lt;br /&gt;
&lt;br /&gt;
[[File:Game Setup Menu.png|394x394px]]&lt;br /&gt;
&lt;br /&gt;
Enter your Master Account Login and select your character account to begin playing.&lt;br /&gt;
&lt;br /&gt;
== Creating an Application Menu Entry (Optional) ==&lt;br /&gt;
Create a new text file named MuhRo.desktop in /home/&#039;&#039;USERNAME&#039;&#039;/.local/share/applications (replace &#039;&#039;USERNAME&#039;&#039; with your local username).&lt;br /&gt;
&lt;br /&gt;
Enter the following into the text file and save it. Make sure to replace &#039;&#039;PATH TO FOLDER CONTAINING GAME FILES&#039;&#039; with the path to the folder containing your game files.&amp;lt;blockquote&amp;gt;[Desktop Entry]&lt;br /&gt;
&lt;br /&gt;
Comment=MuhRo&lt;br /&gt;
&lt;br /&gt;
Exec=&#039;&#039;PATH TO FOLDER CONTAINING GAME FILES&#039;&#039;/Muh_Patcher&lt;br /&gt;
&lt;br /&gt;
Icon=&#039;&#039;PATH TO FOLDER CONTAINING GAME FILES&#039;&#039;/muhro.ico&lt;br /&gt;
&lt;br /&gt;
Name=MuhRo&lt;br /&gt;
&lt;br /&gt;
Path=&#039;&#039;PATH TO FOLDER CONTAINING GAME FILES&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
StartupNotify=true&lt;br /&gt;
&lt;br /&gt;
Terminal=false&lt;br /&gt;
&lt;br /&gt;
Type=Application&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;Make the file executable by either opening the files properties and marking it as executable in the permissions tab or run the following in terminal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;chmod +x PATH_TO_MUHRO.DESKTOP&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replace PATH_TO_MUHRO.DESKTOP with your path to the MuhRo.desktop file.&lt;br /&gt;
&lt;br /&gt;
You may have to log out and back in to see the start menu entry.&lt;br /&gt;
&lt;br /&gt;
If you run the executable in this way, you must run the native Muh_Patcher, before you start it, otherwise you may run into issues, due to an outdated client. &lt;br /&gt;
&lt;br /&gt;
== Winetricks ==&lt;br /&gt;
Winetricks is useful if you want [https://github.com/doitsujin/dxvk DXVK] (run the game with vulkan)&lt;br /&gt;
&lt;br /&gt;
===Install winetricks===&lt;br /&gt;
&lt;br /&gt;
Fedora/RHEL: &amp;lt;code&amp;gt;sudo dnf install winetricks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arch Linux: &amp;lt;code&amp;gt;sudo pacman -S winetricks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Debian/Ubuntu/Pop_OS/Mint: &amp;lt;code&amp;gt;sudo apt install winetricks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Install DXVK : ===&lt;br /&gt;
Open terminal and&lt;br /&gt;
&amp;lt;code&amp;gt;WINEPREFIX=/&amp;lt;path to wineprefix&amp;gt;/ winetricks dxvk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Problems ==&lt;br /&gt;
====Unacceptable TLS certificate====&lt;br /&gt;
This issue seems to affect Ubuntu 22.04 and all other distro based on it (KDE Neon) &amp;lt;br&amp;gt;&lt;br /&gt;
Solution: so far changing distro&lt;br /&gt;
&lt;br /&gt;
====Version `GLIBC_X.XX&#039; not found====&lt;br /&gt;
The distribution used may not come with the dependencies needed for the shipped linux patcher. &amp;lt;br /&amp;gt;&lt;br /&gt;
Solution: Try the alternative patcher linked [https://discord.com/channels/822793286786875403/1129804674594254909/1347879182927134731 here]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=File:Download-command.png&amp;diff=50899</id>
		<title>File:Download-command.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=File:Download-command.png&amp;diff=50899"/>
		<updated>2025-08-25T07:46:06Z</updated>

		<summary type="html">&lt;p&gt;Cruro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;shows an image of discord where /download is entered&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=50623</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=50623"/>
		<updated>2025-08-04T00:37:28Z</updated>

		<summary type="html">&lt;p&gt;Cruro: update outdated dmg example in explanation for boots of unknown life&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Damage is negligible compared to other options, but it applies a self-buff for 2:30 minutes which will boost the next skill in this list&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Highest dps ranged option for Inquisitor. With Time Gap Knuckle this becomes spammable and can be used to melt bosses. The downside it is single-target only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
While this attack-chain can be tricky to perform correctly, it&#039;s currently known as the dps ceiling for any Inquisitor build in general.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit. This skill is further complemented by Blazing Flame Blast in single-target scenarios.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 80 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120 &amp;lt;br /&amp;gt;Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 0 - 120&amp;lt;br /&amp;gt;Heavily depends on your Cri-needs (see Secondary Stats below). Additionally, certain cards punish higher luk-values to the point where low (or even 0) luk might be preferable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When using {{#item:310682|Star Cluster of Concentration Lv.3}}:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 105&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 77&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB and BFB on cooldown, 50% when using dimension combo (EB-only), 60% with Time Gap (EB+BFB). However in order to be able to snap to the next target, at least 50% or higher is recommended for farming. Another breakpoint happens at 80% ACDR, which enables alternating between EB and BFB for the highest possible dps on ranged build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312753|Acute Jewel Lv5}}&lt;br /&gt;
** {{#item:312700|Time Dimension Jewel (Agility) Lv3}} or {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Agi jewel can be a strong option as overshooting the required minimum ACDR required for EB/BFB can still be useful to get back to snapping faster after the attack and - at very high values (~80%) - allows alternating between both skills for increased dps. ACDR reduction will become even more valuable in the future when Time Gap weapon reduces CD of both skills even further. Inversely, luck jewel will yield a bit higher damage and helps out with boosting Cri. This makes either option viable in their own way.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;preferably high ACDR% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450172|Nebula Suit of Creative}}&lt;br /&gt;
** {{#item:310682|Star Cluster of Concentration Lv.3}} or {{#item:310685|Star Cluster of Creative Lv.3}}&lt;br /&gt;
** {{#item:310732|Nebula of Expert Archer Lv.3}}&lt;br /&gt;
** stat doesn&#039;t matter much&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&lt;br /&gt;
** {{#item:312354}}&lt;br /&gt;
** {{#item:312344}}&lt;br /&gt;
** {{#item:312339}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300524|Yoscopus Guardian Card}}&lt;br /&gt;
* {{#item:300533|Encroached Tan Card}}&lt;br /&gt;
 || Nebula Suit of Creative starts beating Engraved Ice Storm Rune Suit once the matching enchants have been put on the HoL garment/accessory. Depth1 armor may still be favourable for casual farming where another +10% acdr can make things smoother.&lt;br /&gt;
Additionally, Star Cluster of Concentration tends to be slightly stronger than Star Cluster of Creative, given it&#039;s combo&#039;d with the respective Signet enchant. For concrete testing results and additional guidance, please refer to [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide#Min-Maxing_DPS|Eneru&#039;s Crit Inquisitor guide]]. Generally, the Concentration-route lets you share the same trait build for TFB and EB build, while the Creative-route lets you share gears more easily with other crit-builds.&amp;lt;hr /&amp;gt;The new Yoscopus Guardian + Yoster Negotiator combo is very strong, even beating many mvp card options. Encroached Tan Card may only start beating it when also having Snow Angel Mvp Card (&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;unverified&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560072|Time Gap Judgment Knuckle}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
|| &lt;br /&gt;
* {{#item:4608|White Knight Card}} (when using Khalitzburg Knight Card in shield)&lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || Time Gap is generally recommended as it offers the highest dps for both, {{#skill:5244}} and {{#skill:6519}}. While it is a clear winner for {{#skill:6519}}, the Dimensions weapon will actually yield slightly higher damage for {{#skill:5244}} (around ~9%) per use, however dps-wise this is more than compensated by the additional -0.1s CD reduction that Time Gap offers. This basically makes the Dimensions only useful if that slight difference is what&#039;s missing to oneshot a specific target.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 || Elite Rgan Guardian Card is slightly stronger (White Knight Card on weapon then needs to be replaced), but comes with a large luk-penalty&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
* +12 [A] {{#item:480352|Circulation of Life: Winter}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313023|Life of Winter (Creative)}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300517|Yoster Negotiator Card}}&lt;br /&gt;
* {{#item:300473|[MVP] Snow Angel Card}}&lt;br /&gt;
 || Yoster Negotiator Card is usually the best option, see note for armor card above&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
* +12 {{#item:470303|Yorscalp Boots}} / {{#item:470260|Gaebolg Boots}}&lt;br /&gt;
** {{#item:313092|Forest Magic Orb (Physical Force)}}&lt;br /&gt;
** {{#item:313094|Forest Magic Orb (Size Attack)}}&lt;br /&gt;
** {{#item:313097|Forest Magic Orb (Firing Shot)}}&lt;br /&gt;
* +12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || &lt;br /&gt;
Rgan can only be used with +12 gear&amp;lt;hr /&amp;gt;For general use, +12A Gaebolg Boots already start beating +12A Ice Rune Boots by about ~4.3% - Ice Rune Boots can still be better in niche cases, where the elemental dmg-enchant can match the current target. Refining Gaebolg Boots is significantly cheaper compared to Yorscalp, so Reforming should generally be the last step.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490135|Creative Stellar Seal}}&lt;br /&gt;
** {{#item:310706|Star of Sharp Lv5}} and/or {{#item:310701|Star of M.Archer Lv5}}&lt;br /&gt;
** {{#item:313028|Star Cluster of Strength}}&lt;br /&gt;
* {{#item:490486|Signet of Circulation: Winter}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312991|Signet of Concentration}} or {{#item:313006|Signet of Creative}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
 || On Stellar Seal, M.Archer tends to be slightly stronger than Sharp, at the cost of getting less CRI from geaers.&amp;lt;br /&amp;gt;Signet enchant needs to match the the Star Cluster enchant in armor. See notes on armor for comparison.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| any slot || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Beware, the midgame section tends to be outdated&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the gears I used while gearing up, and can be considered as a baseline, but definitely also check out the catch-up gears we received afterwards.&amp;lt;br /&amp;gt;&lt;br /&gt;
Namely: [[20_The_Immortal#Dim_Glacier_Armors|Dim Glacier]]/[[20_The_Immortal#Glacier_Armors|Glacier Armors]] and [[21_Age_of_Heroes#Overview_Gaebolg|Gaebolg Armors]], which are frequently dropped pre-refined by endgame players, and therefore usually cheap.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || Use PCC either ungraded or up to +11 [C]. Any further investment is better placed in the endgame garment in above section.&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312733|Tenacity Jewel Lv5}}&lt;br /&gt;
** {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300528|Yortus Bishop Card}}&lt;br /&gt;
* {{#item:300174|Melted Poring Card}}&lt;br /&gt;
 || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&amp;lt;hr /&amp;gt;Yortus Bishop Card becomes best-in-slot if headgear is +14, and it&#039;s tied with Melted Poring at +10.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&lt;br /&gt;
** {{#item:310676|Star Cluster of Power Lv.3}}&lt;br /&gt;
** {{#item:310744|Nebula of Health Lv.3}}&lt;br /&gt;
** {{#item:4744|Vit+5}}&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
** {{#item:312334}}&lt;br /&gt;
** {{#item:312324}}&lt;br /&gt;
** {{#item:312319}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Nebula Armor of Power is the current best-in-slot option, but slightly behind Engraved Flame Earth Armor until getting the correct enchants on the Hall of Life accessory or garment.&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
* {{#item:4140|Abysmal Knight Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || With my current setup I found Wanderer Card to be about 0.5% stronger than Punch Bug, but the latter also works against small monsters. For the 2nd slot, Abysmal Knight Card can be ideal as any non-boss usually anyway dies against TFB regardless. Thanatos is best-in-slot for virtually most places, if you can get your hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&lt;br /&gt;
** {{#item:312095|Intelligence}}&lt;br /&gt;
** {{#item:312093|MRES}}&lt;br /&gt;
** {{#item:312091|Attack}}&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is usually best-in-slot for raw damage, &#039;&#039;&#039;however&#039;&#039;&#039; after recent findings (thanks &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt;) Glacier Guard with the mentioned enchants (flat-atk matters!) can become best-in-slot while Boots of Unknown Life&#039;s +200 vit bonus is active. As it also offers more defensive utility, it makes for a great general use option.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
* +11 [A]{{#item:480349|Circulation of Life Spring}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313012|Life of Spring (Strength)}}&lt;br /&gt;
* +11 [A]{{#item:480231|Glade Rune Manteau}}&lt;br /&gt;
** {{#item:310922|Power of Varmundt Lv3}} &lt;br /&gt;
|| &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;aim for high HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 6b damage without proc, and 10b damage with proc. Where as with Glade Rune Boots, damage is consistently at 7.3b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&lt;br /&gt;
** {{#item:313028}}&lt;br /&gt;
** {{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490483|Signet of Circulation Spring}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312986|Signet of Power Lv5}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment Costume Stone || {{#item:1002103}} || [https://www.divine-pride.net/database/item/1002103/kROM Divine Pride Link]&lt;br /&gt;
|-&lt;br /&gt;
| Footgear Card || &lt;br /&gt;
&#039;&#039;&#039;Episode One(?)&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300667|Glutto Card}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/300667/glutto-card Divine Pride Link]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Beware, the midgame section tends to be outdated&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the gears I used while gearing up, and can be considered as a baseline, but definitely also check out the catch-up gears we received afterwards.&amp;lt;br /&amp;gt;&lt;br /&gt;
Namely: [[20_The_Immortal#Dim_Glacier_Armors|Dim Glacier]]/[[20_The_Immortal#Glacier_Armors|Glacier Armors]] and [[21_Age_of_Heroes#Overview_Gaebolg|Gaebolg Armors]], which are frequently dropped pre-refined by endgame players, and therefore usually cheap.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* Eneru (also visit their [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide|Inquisitor guide]]!)&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=50538</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=50538"/>
		<updated>2025-07-31T12:11:32Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Added note about partially outdated midgame sections for either build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Damage is negligible compared to other options, but it applies a self-buff for 2:30 minutes which will boost the next skill in this list&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Highest dps ranged option for Inquisitor. With Time Gap Knuckle this becomes spammable and can be used to melt bosses. The downside it is single-target only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
While this attack-chain can be tricky to perform correctly, it&#039;s currently known as the dps ceiling for any Inquisitor build in general.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit. This skill is further complemented by Blazing Flame Blast in single-target scenarios.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 80 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120 &amp;lt;br /&amp;gt;Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 0 - 120&amp;lt;br /&amp;gt;Heavily depends on your Cri-needs (see Secondary Stats below). Additionally, certain cards punish higher luk-values to the point where low (or even 0) luk might be preferable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When using {{#item:310682|Star Cluster of Concentration Lv.3}}:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 105&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 77&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB and BFB on cooldown, 50% when using dimension combo (EB-only), 60% with Time Gap (EB+BFB). However in order to be able to snap to the next target, at least 50% or higher is recommended for farming. Another breakpoint happens at 80% ACDR, which enables alternating between EB and BFB for the highest possible dps on ranged build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312753|Acute Jewel Lv5}}&lt;br /&gt;
** {{#item:312700|Time Dimension Jewel (Agility) Lv3}} or {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Agi jewel can be a strong option as overshooting the required minimum ACDR required for EB/BFB can still be useful to get back to snapping faster after the attack and - at very high values (~80%) - allows alternating between both skills for increased dps. ACDR reduction will become even more valuable in the future when Time Gap weapon reduces CD of both skills even further. Inversely, luck jewel will yield a bit higher damage and helps out with boosting Cri. This makes either option viable in their own way.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;preferably high ACDR% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450172|Nebula Suit of Creative}}&lt;br /&gt;
** {{#item:310682|Star Cluster of Concentration Lv.3}} or {{#item:310685|Star Cluster of Creative Lv.3}}&lt;br /&gt;
** {{#item:310732|Nebula of Expert Archer Lv.3}}&lt;br /&gt;
** stat doesn&#039;t matter much&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&lt;br /&gt;
** {{#item:312354}}&lt;br /&gt;
** {{#item:312344}}&lt;br /&gt;
** {{#item:312339}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300524|Yoscopus Guardian Card}}&lt;br /&gt;
* {{#item:300533|Encroached Tan Card}}&lt;br /&gt;
 || Nebula Suit of Creative starts beating Engraved Ice Storm Rune Suit once the matching enchants have been put on the HoL garment/accessory. Depth1 armor may still be favourable for casual farming where another +10% acdr can make things smoother.&lt;br /&gt;
Additionally, Star Cluster of Concentration tends to be slightly stronger than Star Cluster of Creative, given it&#039;s combo&#039;d with the respective Signet enchant. For concrete testing results and additional guidance, please refer to [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide#Min-Maxing_DPS|Eneru&#039;s Crit Inquisitor guide]]. Generally, the Concentration-route lets you share the same trait build for TFB and EB build, while the Creative-route lets you share gears more easily with other crit-builds.&amp;lt;hr /&amp;gt;The new Yoscopus Guardian + Yoster Negotiator combo is very strong, even beating many mvp card options. Encroached Tan Card may only start beating it when also having Snow Angel Mvp Card (&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;unverified&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560072|Time Gap Judgment Knuckle}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
|| &lt;br /&gt;
* {{#item:4608|White Knight Card}} (when using Khalitzburg Knight Card in shield)&lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || Time Gap is generally recommended as it offers the highest dps for both, {{#skill:5244}} and {{#skill:6519}}. While it is a clear winner for {{#skill:6519}}, the Dimensions weapon will actually yield slightly higher damage for {{#skill:5244}} (around ~9%) per use, however dps-wise this is more than compensated by the additional -0.1s CD reduction that Time Gap offers. This basically makes the Dimensions only useful if that slight difference is what&#039;s missing to oneshot a specific target.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 || Elite Rgan Guardian Card is slightly stronger (White Knight Card on weapon then needs to be replaced), but comes with a large luk-penalty&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
* +12 [A] {{#item:480352|Circulation of Life: Winter}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313023|Life of Winter (Creative)}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300517|Yoster Negotiator Card}}&lt;br /&gt;
* {{#item:300473|[MVP] Snow Angel Card}}&lt;br /&gt;
 || Yoster Negotiator Card is usually the best option, see note for armor card above&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
* +12 {{#item:470303|Yorscalp Boots}} / {{#item:470260|Gaebolg Boots}}&lt;br /&gt;
** {{#item:313092|Forest Magic Orb (Physical Force)}}&lt;br /&gt;
** {{#item:313094|Forest Magic Orb (Size Attack)}}&lt;br /&gt;
** {{#item:313097|Forest Magic Orb (Firing Shot)}}&lt;br /&gt;
* +12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || &lt;br /&gt;
Rgan can only be used with +12 gear&amp;lt;hr /&amp;gt;For general use, +12A Gaebolg Boots already start beating +12A Ice Rune Boots by about ~4.3% - Ice Rune Boots can still be better in niche cases, where the elemental dmg-enchant can match the current target. Refining Gaebolg Boots is significantly cheaper compared to Yorscalp, so Reforming should generally be the last step.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490135|Creative Stellar Seal}}&lt;br /&gt;
** {{#item:310706|Star of Sharp Lv5}} and/or {{#item:310701|Star of M.Archer Lv5}}&lt;br /&gt;
** {{#item:313028|Star Cluster of Strength}}&lt;br /&gt;
* {{#item:490486|Signet of Circulation: Winter}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312991|Signet of Concentration}} or {{#item:313006|Signet of Creative}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
 || On Stellar Seal, M.Archer tends to be slightly stronger than Sharp, at the cost of getting less CRI from geaers.&amp;lt;br /&amp;gt;Signet enchant needs to match the the Star Cluster enchant in armor. See notes on armor for comparison.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| any slot || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Beware, the midgame section tends to be outdated&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the gears I used while gearing up, and can be considered as a baseline, but definitely also check out the catch-up gears we received afterwards.&amp;lt;br /&amp;gt;&lt;br /&gt;
Namely: [[20_The_Immortal#Dim_Glacier_Armors|Dim Glacier]]/[[20_The_Immortal#Glacier_Armors|Glacier Armors]] and [[21_Age_of_Heroes#Overview_Gaebolg|Gaebolg Armors]], which are frequently dropped pre-refined by endgame players, and therefore usually cheap.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || Use PCC either ungraded or up to +11 [C]. Any further investment is better placed in the endgame garment in above section.&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312733|Tenacity Jewel Lv5}}&lt;br /&gt;
** {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300528|Yortus Bishop Card}}&lt;br /&gt;
* {{#item:300174|Melted Poring Card}}&lt;br /&gt;
 || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&amp;lt;hr /&amp;gt;Yortus Bishop Card becomes best-in-slot if headgear is +14, and it&#039;s tied with Melted Poring at +10.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&lt;br /&gt;
** {{#item:310676|Star Cluster of Power Lv.3}}&lt;br /&gt;
** {{#item:310744|Nebula of Health Lv.3}}&lt;br /&gt;
** {{#item:4744|Vit+5}}&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
** {{#item:312334}}&lt;br /&gt;
** {{#item:312324}}&lt;br /&gt;
** {{#item:312319}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Nebula Armor of Power is the current best-in-slot option, but slightly behind Engraved Flame Earth Armor until getting the correct enchants on the Hall of Life accessory or garment.&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
* {{#item:4140|Abysmal Knight Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || With my current setup I found Wanderer Card to be about 0.5% stronger than Punch Bug, but the latter also works against small monsters. For the 2nd slot, Abysmal Knight Card can be ideal as any non-boss usually anyway dies against TFB regardless. Thanatos is best-in-slot for virtually most places, if you can get your hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&lt;br /&gt;
** {{#item:312095|Intelligence}}&lt;br /&gt;
** {{#item:312093|MRES}}&lt;br /&gt;
** {{#item:312091|Attack}}&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is usually best-in-slot for raw damage, &#039;&#039;&#039;however&#039;&#039;&#039; after recent findings (thanks &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt;) Glacier Guard with the mentioned enchants (flat-atk matters!) can become best-in-slot while Boots of Unknown Life&#039;s +200 vit bonus is active. As it also offers more defensive utility, it makes for a great general use option.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
* +11 [A]{{#item:480349|Circulation of Life Spring}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313012|Life of Spring (Strength)}}&lt;br /&gt;
* +11 [A]{{#item:480231|Glade Rune Manteau}}&lt;br /&gt;
** {{#item:310922|Power of Varmundt Lv3}} &lt;br /&gt;
|| &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;aim for high HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&lt;br /&gt;
** {{#item:313028}}&lt;br /&gt;
** {{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490483|Signet of Circulation Spring}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312986|Signet of Power Lv5}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment Costume Stone || {{#item:1002103}} || [https://www.divine-pride.net/database/item/1002103/kROM Divine Pride Link]&lt;br /&gt;
|-&lt;br /&gt;
| Footgear Card || &lt;br /&gt;
&#039;&#039;&#039;Episode One(?)&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300667|Glutto Card}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/300667/glutto-card Divine Pride Link]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Beware, the midgame section tends to be outdated&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the gears I used while gearing up, and can be considered as a baseline, but definitely also check out the catch-up gears we received afterwards.&amp;lt;br /&amp;gt;&lt;br /&gt;
Namely: [[20_The_Immortal#Dim_Glacier_Armors|Dim Glacier]]/[[20_The_Immortal#Glacier_Armors|Glacier Armors]] and [[21_Age_of_Heroes#Overview_Gaebolg|Gaebolg Armors]], which are frequently dropped pre-refined by endgame players, and therefore usually cheap.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* Eneru (also visit their [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide|Inquisitor guide]]!)&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=50535</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=50535"/>
		<updated>2025-07-31T01:53:41Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Minor updates to ranged footgear and tfb shield slots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Damage is negligible compared to other options, but it applies a self-buff for 2:30 minutes which will boost the next skill in this list&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Highest dps ranged option for Inquisitor. With Time Gap Knuckle this becomes spammable and can be used to melt bosses. The downside it is single-target only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
While this attack-chain can be tricky to perform correctly, it&#039;s currently known as the dps ceiling for any Inquisitor build in general.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit. This skill is further complemented by Blazing Flame Blast in single-target scenarios.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 80 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120 &amp;lt;br /&amp;gt;Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 0 - 120&amp;lt;br /&amp;gt;Heavily depends on your Cri-needs (see Secondary Stats below). Additionally, certain cards punish higher luk-values to the point where low (or even 0) luk might be preferable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When using {{#item:310682|Star Cluster of Concentration Lv.3}}:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 105&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 77&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB and BFB on cooldown, 50% when using dimension combo (EB-only), 60% with Time Gap (EB+BFB). However in order to be able to snap to the next target, at least 50% or higher is recommended for farming. Another breakpoint happens at 80% ACDR, which enables alternating between EB and BFB for the highest possible dps on ranged build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312753|Acute Jewel Lv5}}&lt;br /&gt;
** {{#item:312700|Time Dimension Jewel (Agility) Lv3}} or {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Agi jewel can be a strong option as overshooting the required minimum ACDR required for EB/BFB can still be useful to get back to snapping faster after the attack and - at very high values (~80%) - allows alternating between both skills for increased dps. ACDR reduction will become even more valuable in the future when Time Gap weapon reduces CD of both skills even further. Inversely, luck jewel will yield a bit higher damage and helps out with boosting Cri. This makes either option viable in their own way.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;preferably high ACDR% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450172|Nebula Suit of Creative}}&lt;br /&gt;
** {{#item:310682|Star Cluster of Concentration Lv.3}} or {{#item:310685|Star Cluster of Creative Lv.3}}&lt;br /&gt;
** {{#item:310732|Nebula of Expert Archer Lv.3}}&lt;br /&gt;
** stat doesn&#039;t matter much&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&lt;br /&gt;
** {{#item:312354}}&lt;br /&gt;
** {{#item:312344}}&lt;br /&gt;
** {{#item:312339}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300524|Yoscopus Guardian Card}}&lt;br /&gt;
* {{#item:300533|Encroached Tan Card}}&lt;br /&gt;
 || Nebula Suit of Creative starts beating Engraved Ice Storm Rune Suit once the matching enchants have been put on the HoL garment/accessory. Depth1 armor may still be favourable for casual farming where another +10% acdr can make things smoother.&lt;br /&gt;
Additionally, Star Cluster of Concentration tends to be slightly stronger than Star Cluster of Creative, given it&#039;s combo&#039;d with the respective Signet enchant. For concrete testing results and additional guidance, please refer to [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide#Min-Maxing_DPS|Eneru&#039;s Crit Inquisitor guide]]. Generally, the Concentration-route lets you share the same trait build for TFB and EB build, while the Creative-route lets you share gears more easily with other crit-builds.&amp;lt;hr /&amp;gt;The new Yoscopus Guardian + Yoster Negotiator combo is very strong, even beating many mvp card options. Encroached Tan Card may only start beating it when also having Snow Angel Mvp Card (&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;unverified&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560072|Time Gap Judgment Knuckle}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
|| &lt;br /&gt;
* {{#item:4608|White Knight Card}} (when using Khalitzburg Knight Card in shield)&lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || Time Gap is generally recommended as it offers the highest dps for both, {{#skill:5244}} and {{#skill:6519}}. While it is a clear winner for {{#skill:6519}}, the Dimensions weapon will actually yield slightly higher damage for {{#skill:5244}} (around ~9%) per use, however dps-wise this is more than compensated by the additional -0.1s CD reduction that Time Gap offers. This basically makes the Dimensions only useful if that slight difference is what&#039;s missing to oneshot a specific target.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 || Elite Rgan Guardian Card is slightly stronger (White Knight Card on weapon then needs to be replaced), but comes with a large luk-penalty&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
* +12 [A] {{#item:480352|Circulation of Life: Winter}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313023|Life of Winter (Creative)}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300517|Yoster Negotiator Card}}&lt;br /&gt;
* {{#item:300473|[MVP] Snow Angel Card}}&lt;br /&gt;
 || Yoster Negotiator Card is usually the best option, see note for armor card above&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
* +12 {{#item:470303|Yorscalp Boots}} / {{#item:470260|Gaebolg Boots}}&lt;br /&gt;
** {{#item:313092|Forest Magic Orb (Physical Force)}}&lt;br /&gt;
** {{#item:313094|Forest Magic Orb (Size Attack)}}&lt;br /&gt;
** {{#item:313097|Forest Magic Orb (Firing Shot)}}&lt;br /&gt;
* +12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || &lt;br /&gt;
Rgan can only be used with +12 gear&amp;lt;hr /&amp;gt;For general use, +12A Gaebolg Boots already start beating +12A Ice Rune Boots by about ~4.3% - Ice Rune Boots can still be better in niche cases, where the elemental dmg-enchant can match the current target. Refining Gaebolg Boots is significantly cheaper compared to Yorscalp, so Reforming should generally be the last step.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490135|Creative Stellar Seal}}&lt;br /&gt;
** {{#item:310706|Star of Sharp Lv5}} and/or {{#item:310701|Star of M.Archer Lv5}}&lt;br /&gt;
** {{#item:313028|Star Cluster of Strength}}&lt;br /&gt;
* {{#item:490486|Signet of Circulation: Winter}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312991|Signet of Concentration}} or {{#item:313006|Signet of Creative}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
 || On Stellar Seal, M.Archer tends to be slightly stronger than Sharp, at the cost of getting less CRI from geaers.&amp;lt;br /&amp;gt;Signet enchant needs to match the the Star Cluster enchant in armor. See notes on armor for comparison.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| any slot || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || Use PCC either ungraded or up to +11 [C]. Any further investment is better placed in the endgame garment in above section.&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312733|Tenacity Jewel Lv5}}&lt;br /&gt;
** {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300528|Yortus Bishop Card}}&lt;br /&gt;
* {{#item:300174|Melted Poring Card}}&lt;br /&gt;
 || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&amp;lt;hr /&amp;gt;Yortus Bishop Card becomes best-in-slot if headgear is +14, and it&#039;s tied with Melted Poring at +10.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&lt;br /&gt;
** {{#item:310676|Star Cluster of Power Lv.3}}&lt;br /&gt;
** {{#item:310744|Nebula of Health Lv.3}}&lt;br /&gt;
** {{#item:4744|Vit+5}}&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
** {{#item:312334}}&lt;br /&gt;
** {{#item:312324}}&lt;br /&gt;
** {{#item:312319}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Nebula Armor of Power is the current best-in-slot option, but slightly behind Engraved Flame Earth Armor until getting the correct enchants on the Hall of Life accessory or garment.&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
* {{#item:4140|Abysmal Knight Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || With my current setup I found Wanderer Card to be about 0.5% stronger than Punch Bug, but the latter also works against small monsters. For the 2nd slot, Abysmal Knight Card can be ideal as any non-boss usually anyway dies against TFB regardless. Thanatos is best-in-slot for virtually most places, if you can get your hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&lt;br /&gt;
** {{#item:312095|Intelligence}}&lt;br /&gt;
** {{#item:312093|MRES}}&lt;br /&gt;
** {{#item:312091|Attack}}&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is usually best-in-slot for raw damage, &#039;&#039;&#039;however&#039;&#039;&#039; after recent findings (thanks &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt;) Glacier Guard with the mentioned enchants (flat-atk matters!) can become best-in-slot while Boots of Unknown Life&#039;s +200 vit bonus is active. As it also offers more defensive utility, it makes for a great general use option.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
* +11 [A]{{#item:480349|Circulation of Life Spring}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313012|Life of Spring (Strength)}}&lt;br /&gt;
* +11 [A]{{#item:480231|Glade Rune Manteau}}&lt;br /&gt;
** {{#item:310922|Power of Varmundt Lv3}} &lt;br /&gt;
|| &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;aim for high HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&lt;br /&gt;
** {{#item:313028}}&lt;br /&gt;
** {{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490483|Signet of Circulation Spring}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312986|Signet of Power Lv5}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment Costume Stone || {{#item:1002103}} || [https://www.divine-pride.net/database/item/1002103/kROM Divine Pride Link]&lt;br /&gt;
|-&lt;br /&gt;
| Footgear Card || &lt;br /&gt;
&#039;&#039;&#039;Episode One(?)&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300667|Glutto Card}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/300667/glutto-card Divine Pride Link]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* Eneru (also visit their [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide|Inquisitor guide]]!)&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=48485</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=48485"/>
		<updated>2025-06-23T10:04:07Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Minor update to TFB future gears section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Damage is negligible compared to other options, but it applies a self-buff for 2:30 minutes which will boost the next skill in this list&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Highest dps ranged option for Inquisitor. With Time Gap Knuckle this becomes spammable and can be used to melt bosses. The downside it is single-target only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
While this attack-chain can be tricky to perform correctly, it&#039;s currently known as the dps ceiling for any Inquisitor build in general.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit. This skill is further complemented by Blazing Flame Blast in single-target scenarios.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 80 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120 &amp;lt;br /&amp;gt;Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 0 - 120&amp;lt;br /&amp;gt;Heavily depends on your Cri-needs (see Secondary Stats below). Additionally, certain cards punish higher luk-values to the point where low (or even 0) luk might be preferable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When using {{#item:310682|Star Cluster of Concentration Lv.3}}:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 105&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 77&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB and BFB on cooldown, 50% when using dimension combo (EB-only), 60% with Time Gap (EB+BFB). However in order to be able to snap to the next target, at least 50% or higher is recommended for farming. Another breakpoint happens at 80% ACDR, which enables alternating between EB and BFB for the highest possible dps on ranged build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312753|Acute Jewel Lv5}}&lt;br /&gt;
** {{#item:312700|Time Dimension Jewel (Agility) Lv3}} or {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Agi jewel can be a strong option as overshooting the required minimum ACDR required for EB/BFB can still be useful to get back to snapping faster after the attack and - at very high values (~80%) - allows alternating between both skills for increased dps. ACDR reduction will become even more valuable in the future when Time Gap weapon reduces CD of both skills even further. Inversely, luck jewel will yield a bit higher damage and helps out with boosting Cri. This makes either option viable in their own way.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;preferably high ACDR% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450172|Nebula Suit of Creative}}&lt;br /&gt;
** {{#item:310682|Star Cluster of Concentration Lv.3}} or {{#item:310685|Star Cluster of Creative Lv.3}}&lt;br /&gt;
** {{#item:310732|Nebula of Expert Archer Lv.3}}&lt;br /&gt;
** stat doesn&#039;t matter much&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&lt;br /&gt;
** {{#item:312354}}&lt;br /&gt;
** {{#item:312344}}&lt;br /&gt;
** {{#item:312339}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300524|Yoscopus Guardian Card}}&lt;br /&gt;
* {{#item:300533|Encroached Tan Card}}&lt;br /&gt;
 || Nebula Suit of Creative starts beating Engraved Ice Storm Rune Suit once the matching enchants have been put on the HoL garment/accessory. Depth1 armor may still be favourable for casual farming where another +10% acdr can make things smoother.&lt;br /&gt;
Additionally, Star Cluster of Concentration tends to be slightly stronger than Star Cluster of Creative, given it&#039;s combo&#039;d with the respective Signet enchant. For concrete testing results and additional guidance, please refer to [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide#Min-Maxing_DPS|Eneru&#039;s Crit Inquisitor guide]]. Generally, the Concentration-route lets you share the same trait build for TFB and EB build, while the Creative-route lets you share gears more easily with other crit-builds.&amp;lt;hr /&amp;gt;The new Yoscopus Guardian + Yoster Negotiator combo is very strong, even beating many mvp card options. Encroached Tan Card may only start beating it when also having Snow Angel Mvp Card (&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;unverified&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560072|Time Gap Judgment Knuckle}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
|| &lt;br /&gt;
* {{#item:4608|White Knight Card}} (when using Khalitzburg Knight Card in shield)&lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || Time Gap is generally recommended as it offers the highest dps for both, {{#skill:5244}} and {{#skill:6519}}. While it is a clear winner for {{#skill:6519}}, the Dimensions weapon will actually yield slightly higher damage for {{#skill:5244}} (around ~9%) per use, however dps-wise this is more than compensated by the additional -0.1s CD reduction that Time Gap offers. This basically makes the Dimensions only useful if that slight difference is what&#039;s missing to oneshot a specific target.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 || Elite Rgan Guardian Card is slightly stronger (White Knight Card on weapon then needs to be replaced), but comes with a large luk-penalty&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
* +12 [A] {{#item:480352|Circulation of Life: Winter}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313023|Life of Winter (Creative)}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300517|Yoster Negotiator Card}}&lt;br /&gt;
* {{#item:300473|[MVP] Snow Angel Card}}&lt;br /&gt;
 || Yoster Negotiator Card is usually the best option, see note for armor card above&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
* +12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
* (&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;unverified&amp;lt;/span&amp;gt;) +12 {{#item:470303|Yorscalp Boots}}&lt;br /&gt;
** {{#item:313092|Forest Magic Orb (Physical Force)}}&lt;br /&gt;
** {{#item:313094|Forest Magic Orb (Size Attack)}}&lt;br /&gt;
** {{#item:313097|Forest Magic Orb (Firing Shot)}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || &lt;br /&gt;
Rgan can only be used with +12 gear&amp;lt;hr /&amp;gt;The new Yorscalp boots may beat Ice Rune boots, this section will be updated once verified.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490135|Creative Stellar Seal}}&lt;br /&gt;
** {{#item:310706|Star of Sharp Lv5}} and/or {{#item:310701|Star of M.Archer Lv5}}&lt;br /&gt;
** {{#item:313028|Star Cluster of Strength}}&lt;br /&gt;
* {{#item:490486|Signet of Circulation: Winter}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312991|Signet of Concentration}} or {{#item:313006|Signet of Creative}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
 || On Stellar Seal, M.Archer tends to be slightly stronger than Sharp, at the cost of getting less CRI from geaers.&amp;lt;br /&amp;gt;Signet enchant needs to match the the Star Cluster enchant in armor. See notes on armor for comparison.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| any slot || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || Use PCC either ungraded or up to +11 [C]. Any further investment is better placed in the endgame garment in above section.&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312733|Tenacity Jewel Lv5}}&lt;br /&gt;
** {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300528|Yortus Bishop Card}}&lt;br /&gt;
* {{#item:300174|Melted Poring Card}}&lt;br /&gt;
 || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&amp;lt;hr /&amp;gt;Yortus Bishop Card becomes best-in-slot if headgear is +14, and it&#039;s tied with Melted Poring at +10.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&lt;br /&gt;
** {{#item:310676|Star Cluster of Power Lv.3}}&lt;br /&gt;
** {{#item:310744|Nebula of Health Lv.3}}&lt;br /&gt;
** {{#item:4744|Vit+5}}&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
** {{#item:312334}}&lt;br /&gt;
** {{#item:312324}}&lt;br /&gt;
** {{#item:312319}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Nebula Armor of Power is the current best-in-slot option, but slightly behind Engraved Flame Earth Armor until getting the correct enchants on the Hall of Life accessory or garment.&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
* {{#item:4140|Abysmal Knight Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || With my current setup I found Wanderer Card to be about 0.5% stronger than Punch Bug, but the latter also works against small monsters. For the 2nd slot, Abysmal Knight Card can be ideal as any non-boss usually anyway dies against TFB regardless. Thanatos is best-in-slot for virtually most places, if you can get your hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&lt;br /&gt;
** {{#item:312095|Intelligence}}&lt;br /&gt;
** {{#item:312093|MRES}}&lt;br /&gt;
** {{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
* +11 [A]{{#item:480349|Circulation of Life Spring}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313012|Life of Spring (Strength)}}&lt;br /&gt;
* +11 [A]{{#item:480231|Glade Rune Manteau}}&lt;br /&gt;
** {{#item:310922|Power of Varmundt Lv3}} &lt;br /&gt;
|| &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;aim for high HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&lt;br /&gt;
** {{#item:313028}}&lt;br /&gt;
** {{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490483|Signet of Circulation Spring}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312986|Signet of Power Lv5}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment Costume Stone || {{#item:1002103}} || [https://www.divine-pride.net/database/item/1002103/kROM Divine Pride Link]&lt;br /&gt;
|-&lt;br /&gt;
| Footgear Card || &lt;br /&gt;
&#039;&#039;&#039;Episode One(?)&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300667|Glutto Card}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/300667/glutto-card Divine Pride Link]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* Eneru (also visit their [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide|Inquisitor guide]]!)&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=48472</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=48472"/>
		<updated>2025-06-21T13:24:26Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Updates after ep21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
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    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Damage is negligible compared to other options, but it applies a self-buff for 2:30 minutes which will boost the next skill in this list&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Highest dps ranged option for Inquisitor. With Time Gap Knuckle this becomes spammable and can be used to melt bosses. The downside it is single-target only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
While this attack-chain can be tricky to perform correctly, it&#039;s currently known as the dps ceiling for any Inquisitor build in general.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit. This skill is further complemented by Blazing Flame Blast in single-target scenarios.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 80 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120 &amp;lt;br /&amp;gt;Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 0 - 120&amp;lt;br /&amp;gt;Heavily depends on your Cri-needs (see Secondary Stats below). Additionally, certain cards punish higher luk-values to the point where low (or even 0) luk might be preferable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When using {{#item:310682|Star Cluster of Concentration Lv.3}}:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 105&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 77&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB and BFB on cooldown, 50% when using dimension combo (EB-only), 60% with Time Gap (EB+BFB). However in order to be able to snap to the next target, at least 50% or higher is recommended for farming. Another breakpoint happens at 80% ACDR, which enables alternating between EB and BFB for the highest possible dps on ranged build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312753|Acute Jewel Lv5}}&lt;br /&gt;
** {{#item:312700|Time Dimension Jewel (Agility) Lv3}} or {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Agi jewel can be a strong option as overshooting the required minimum ACDR required for EB/BFB can still be useful to get back to snapping faster after the attack and - at very high values (~80%) - allows alternating between both skills for increased dps. ACDR reduction will become even more valuable in the future when Time Gap weapon reduces CD of both skills even further. Inversely, luck jewel will yield a bit higher damage and helps out with boosting Cri. This makes either option viable in their own way.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;preferably high ACDR% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450172|Nebula Suit of Creative}}&lt;br /&gt;
** {{#item:310682|Star Cluster of Concentration Lv.3}} or {{#item:310685|Star Cluster of Creative Lv.3}}&lt;br /&gt;
** {{#item:310732|Nebula of Expert Archer Lv.3}}&lt;br /&gt;
** stat doesn&#039;t matter much&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&lt;br /&gt;
** {{#item:312354}}&lt;br /&gt;
** {{#item:312344}}&lt;br /&gt;
** {{#item:312339}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300524|Yoscopus Guardian Card}}&lt;br /&gt;
* {{#item:300533|Encroached Tan Card}}&lt;br /&gt;
 || Nebula Suit of Creative starts beating Engraved Ice Storm Rune Suit once the matching enchants have been put on the HoL garment/accessory. Depth1 armor may still be favourable for casual farming where another +10% acdr can make things smoother.&lt;br /&gt;
Additionally, Star Cluster of Concentration tends to be slightly stronger than Star Cluster of Creative, given it&#039;s combo&#039;d with the respective Signet enchant. For concrete testing results and additional guidance, please refer to [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide#Min-Maxing_DPS|Eneru&#039;s Crit Inquisitor guide]]. Generally, the Concentration-route lets you share the same trait build for TFB and EB build, while the Creative-route lets you share gears more easily with other crit-builds.&amp;lt;hr /&amp;gt;The new Yoscopus Guardian + Yoster Negotiator combo is very strong, even beating many mvp card options. Encroached Tan Card may only start beating it when also having Snow Angel Mvp Card (&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;unverified&amp;lt;/span&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560072|Time Gap Judgment Knuckle}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
|| &lt;br /&gt;
* {{#item:4608|White Knight Card}} (when using Khalitzburg Knight Card in shield)&lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || Time Gap is generally recommended as it offers the highest dps for both, {{#skill:5244}} and {{#skill:6519}}. While it is a clear winner for {{#skill:6519}}, the Dimensions weapon will actually yield slightly higher damage for {{#skill:5244}} (around ~9%) per use, however dps-wise this is more than compensated by the additional -0.1s CD reduction that Time Gap offers. This basically makes the Dimensions only useful if that slight difference is what&#039;s missing to oneshot a specific target.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 || Elite Rgan Guardian Card is slightly stronger (White Knight Card on weapon then needs to be replaced), but comes with a large luk-penalty&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
* +12 [A] {{#item:480352|Circulation of Life: Winter}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313023|Life of Winter (Creative)}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300517|Yoster Negotiator Card}}&lt;br /&gt;
* {{#item:300473|[MVP] Snow Angel Card}}&lt;br /&gt;
 || Yoster Negotiator Card is usually the best option, see note for armor card above&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
* +12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
* (&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;unverified&amp;lt;/span&amp;gt;) +12 {{#item:470303|Yorscalp Boots}}&lt;br /&gt;
** {{#item:313092|Forest Magic Orb (Physical Force)}}&lt;br /&gt;
** {{#item:313094|Forest Magic Orb (Size Attack)}}&lt;br /&gt;
** {{#item:313097|Forest Magic Orb (Firing Shot)}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || &lt;br /&gt;
Rgan can only be used with +12 gear&amp;lt;hr /&amp;gt;The new Yorscalp boots may beat Ice Rune boots, this section will be updated once verified.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490135|Creative Stellar Seal}}&lt;br /&gt;
** {{#item:310706|Star of Sharp Lv5}} and/or {{#item:310701|Star of M.Archer Lv5}}&lt;br /&gt;
** {{#item:313028|Star Cluster of Strength}}&lt;br /&gt;
* {{#item:490486|Signet of Circulation: Winter}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312991|Signet of Concentration}} or {{#item:313006|Signet of Creative}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
 || On Stellar Seal, M.Archer tends to be slightly stronger than Sharp, at the cost of getting less CRI from geaers.&amp;lt;br /&amp;gt;Signet enchant needs to match the the Star Cluster enchant in armor. See notes on armor for comparison.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| any slot || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || Use PCC either ungraded or up to +11 [C]. Any further investment is better placed in the endgame garment in above section.&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312733|Tenacity Jewel Lv5}}&lt;br /&gt;
** {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300528|Yortus Bishop Card}}&lt;br /&gt;
* {{#item:300174|Melted Poring Card}}&lt;br /&gt;
 || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&amp;lt;hr /&amp;gt;Yortus Bishop Card becomes best-in-slot if headgear is +14, and it&#039;s tied with Melted Poring at +10.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&lt;br /&gt;
** {{#item:310676|Star Cluster of Power Lv.3}}&lt;br /&gt;
** {{#item:310744|Nebula of Health Lv.3}}&lt;br /&gt;
** {{#item:4744|Vit+5}}&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
** {{#item:312334}}&lt;br /&gt;
** {{#item:312324}}&lt;br /&gt;
** {{#item:312319}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Nebula Armor of Power is the current best-in-slot option, but slightly behind Engraved Flame Earth Armor until getting the correct enchants on the Hall of Life accessory or garment.&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
* {{#item:4140|Abysmal Knight Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || With my current setup I found Wanderer Card to be about 0.5% stronger than Punch Bug, but the latter also works against small monsters. For the 2nd slot, Abysmal Knight Card can be ideal as any non-boss usually anyway dies against TFB regardless. Thanatos is best-in-slot for virtually most places, if you can get your hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&lt;br /&gt;
** {{#item:312095|Intelligence}}&lt;br /&gt;
** {{#item:312093|MRES}}&lt;br /&gt;
** {{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
* +11 [A]{{#item:480349|Circulation of Life Spring}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313012|Life of Spring (Strength)}}&lt;br /&gt;
* +11 [A]{{#item:480231|Glade Rune Manteau}}&lt;br /&gt;
** {{#item:310922|Power of Varmundt Lv3}} &lt;br /&gt;
|| &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;aim for high HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&lt;br /&gt;
** {{#item:313028}}&lt;br /&gt;
** {{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490483|Signet of Circulation Spring}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312986|Signet of Power Lv5}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment Costume Stone || {{#item:1002103}} || [https://www.divine-pride.net/database/item/1002103/kROM Divine Pride Link]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* Eneru (also visit their [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide|Inquisitor guide]]!)&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=45218</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=45218"/>
		<updated>2025-05-21T13:18:41Z</updated>

		<summary type="html">&lt;p&gt;Cruro: updates future-gears section for TFB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Damage is negligible compared to other options, but it applies a self-buff for 2:30 minutes which will boost the next skill in this list&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Highest dps ranged option for Inquisitor. With Time Gap Knuckle this becomes spammable and can be used to melt bosses. The downside it is single-target only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
While this attack-chain can be tricky to perform correctly, it&#039;s currently known as the dps ceiling for any Inquisitor build in general.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit. This skill is further complemented by Blazing Flame Blast in single-target scenarios.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 80 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120 &amp;lt;br /&amp;gt;Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 0 - 120&amp;lt;br /&amp;gt;Heavily depends on your Cri-needs (see Secondary Stats below). Additionally, certain cards punish higher luk-values to the point where low (or even 0) luk might be preferable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When using {{#item:310682|Star Cluster of Concentration Lv.3}}:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 105&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 77&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB and BFB on cooldown, 50% when using dimension combo (EB-only), 60% with Time Gap (EB+BFB). However in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312753|Acute Jewel Lv5}}&lt;br /&gt;
** {{#item:312700|Time Dimension Jewel (Agility) Lv3}} or {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Agi jewel can be a strong option as overshooting the required minimum ACDR required for EB/BFB can still be useful to get back to snapping faster after the attack and - at very high values (~80%) - allows alternating between both skills for increased dps. ACDR reduction will become even more valuable in the future when Time Gap weapon reduces CD of both skills even further. Inversely, luck jewel will yield a bit higher damage and helps out with boosting Cri. This makes either option viable in their own way.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;preferably high ACDR% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450172|Nebula Suit of Creative}}&lt;br /&gt;
** {{#item:310682|Star Cluster of Concentration Lv.3}} or {{#item:310685|Star Cluster of Creative Lv.3}}&lt;br /&gt;
** {{#item:310732|Nebula of Expert Archer Lv.3}}&lt;br /&gt;
** stat doesn&#039;t matter much&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&lt;br /&gt;
** {{#item:312354}}&lt;br /&gt;
** {{#item:312344}}&lt;br /&gt;
** {{#item:312339}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || Nebula Suit of Creative starts beating Engraved Ice Storm Rune Suit once the matching enchants have been put on the HoL garment/accessory. Depth1 armor may still be favourable for casual farming where another +10% acdr can make things smoother.&lt;br /&gt;
Additionally, Star Cluster of Concentration tends to be slightly stronger than Star Cluster of Creative, given it&#039;s combo&#039;d with the respective Signet enchant. For concrete testing results and additional guidance, please refer to [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide#Min-Maxing_DPS|Eneru&#039;s Crit Inquisitor guide]]. Generally, the Concentration-route lets you share the same trait build for TFB and EB build, while the Creative-route lets you share gears more easily with other crit-builds.&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560072|Time Gap Judgment Knuckle}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
|| &lt;br /&gt;
* {{#item:4608|White Knight Card}} (when using Khalitzburg Knight Card in shield)&lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || Time Gap is generally recommended as it offers the highest dps for both, {{#skill:5244}} and {{#skill:6519}}. While it is a clear winner for {{#skill:6519}}, the Dimensions weapon will actually yield slightly higher damage for {{#skill:5244}} (around ~9%) per use, however dps-wise this is more than compensated by the additional -0.1s CD reduction that Time Gap offers. This basically makes the Dimensions only useful if that slight difference is what&#039;s missing to oneshot a specific target.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 || Elite Rgan Guardian Card is slightly stronger (White Knight Card on weapon then needs to be replaced), but comes with a large luk-penalty&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
* +12 [A] {{#item:480352|Circulation of Life: Winter}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313023|Life of Winter (Creative)}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
* {{#item:300473|[MVP] Snow Angel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490135|Creative Stellar Seal}}&lt;br /&gt;
** {{#item:310706|Star of Sharp Lv5}} and/or {{#item:310701|Star of M.Archer Lv5}}&lt;br /&gt;
** {{#item:313028|Star Cluster of Strength}}&lt;br /&gt;
* {{#item:490486|Signet of Circulation: Winter}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312991|Signet of Concentration}} or {{#item:313006|Signet of Creative}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
 || On Stellar Seal, M.Archer tends to be slightly stronger than Sharp, at the cost of getting less CRI from geaers.&amp;lt;br /&amp;gt;Signet enchant needs to match the the Star Cluster enchant in armor. See notes on armor for comparison.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Cards || &lt;br /&gt;
&#039;&#039;&#039;Episode 21&#039;&#039;&#039;&lt;br /&gt;
* Garment: {{#item:300517|Yoster Negotiator Card}}&lt;br /&gt;
* Armor: {{#item:300524|Yoscopus Guardian Card}}&lt;br /&gt;
 || &lt;br /&gt;
[https://www.divine-pride.net/database/item/300517/kROM Divine Pride: Yoster Negotiator Card]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.divine-pride.net/database/item/300524/yoscopus-guardian-card Divine Pride: Yoscopus Guardian Card]&amp;lt;br /&amp;gt;&lt;br /&gt;
Full combo grants the following offensive bonuses (assuming +12 garment and 120 base str):&amp;lt;br /&amp;gt;&lt;br /&gt;
* 53% range dmg&lt;br /&gt;
* 15% all property dmg&lt;br /&gt;
* 10 P.Atk&lt;br /&gt;
* 24% atk&lt;br /&gt;
This should make it a very competitive option even compared to certain MVP Cards.&lt;br /&gt;
|-&lt;br /&gt;
| Footgear ||&lt;br /&gt;
&#039;&#039;&#039;Episode 21&#039;&#039;&#039;&lt;br /&gt;
* {{#item:470303|Yorscalp Boots}}&lt;br /&gt;
** {{#item:313092|Forest Magic Orb (Physical Force)}}&lt;br /&gt;
** {{#item:313094|Forest Magic Orb (Size Attack)}}&lt;br /&gt;
** {{#item:313097|Forest Magic Orb (Firing Shot)}}&lt;br /&gt;
|| &lt;br /&gt;
[https://www.divine-pride.net/database/item/470303/yorscalp-boots-1 Divine Pride: Yorscalp Boots]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.divine-pride.net/database/item/313092 Divine Pride: Forest Magic Orb (Physical Force)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.divine-pride.net/database/item/313094 Divine Pride: Forest Magic Orb (Size Attack)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.divine-pride.net/database/item/313097 Divine Pride: Forest Magic Orb (Firing Shot)]&amp;lt;br /&amp;gt;&lt;br /&gt;
Take concrete enchants with a grain of salt until actually implemented.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || Use PCC either ungraded or up to +11 [C]. Any further investment is better placed in the endgame garment in above section.&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312733|Tenacity Jewel Lv5}}&lt;br /&gt;
** {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&lt;br /&gt;
** {{#item:310676|Star Cluster of Power Lv.3}}&lt;br /&gt;
** {{#item:310744|Nebula of Health Lv.3}}&lt;br /&gt;
** {{#item:4744|Vit+5}}&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
** {{#item:312334}}&lt;br /&gt;
** {{#item:312324}}&lt;br /&gt;
** {{#item:312319}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Nebula Armor of Power is the current best-in-slot option, but slightly behind Engraved Flame Earth Armor until getting the correct enchants on the Hall of Life accessory or garment.&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
* {{#item:4140|Abysmal Knight Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || With my current setup I found Wanderer Card to be about 0.5% stronger than Punch Bug, but the latter also works against small monsters. For the 2nd slot, Abysmal Knight Card can be ideal as any non-boss usually anyway dies against TFB regardless. Thanatos is best-in-slot for virtually most places, if you can get your hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&lt;br /&gt;
** {{#item:312095|Intelligence}}&lt;br /&gt;
** {{#item:312093|MRES}}&lt;br /&gt;
** {{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
* +11 [A]{{#item:480349|Circulation of Life Spring}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313012|Life of Spring (Strength)}}&lt;br /&gt;
* +11 [A]{{#item:480231|Glade Rune Manteau}}&lt;br /&gt;
** {{#item:310922|Power of Varmundt Lv3}} &lt;br /&gt;
|| &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;aim for high HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&lt;br /&gt;
** {{#item:313028}}&lt;br /&gt;
** {{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490483|Signet of Circulation Spring}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312986|Signet of Power Lv5}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear Card || {{#item:300528}} || Minor upgrade over Melted Poring if headgear is +14&lt;br /&gt;
|-&lt;br /&gt;
| Garment Costume Stone || {{#item:1002103}} || [https://www.divine-pride.net/database/item/1002103/kROM Divine Pride Link]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* Eneru (also visit their [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide|Inquisitor guide]]!)&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=How_To_Play_on_Linux&amp;diff=42891</id>
		<title>How To Play on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=How_To_Play_on_Linux&amp;diff=42891"/>
		<updated>2025-04-22T16:37:29Z</updated>

		<summary type="html">&lt;p&gt;Cruro: adds troubleshoot for outdated glibc version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is heavily work in progress! If you have additional Informations, feel free to add it or inform the Team about it.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
[https://www.winehq.org/ Wine]&amp;lt;br&amp;gt;&lt;br /&gt;
webkit2gtk4.0&amp;lt;br&amp;gt;&lt;br /&gt;
Linux Patcher: [https://patcher.muhro.eu/patches/patcher/linux/Muh_Patcher Muh Patcher Linux]&amp;lt;br&amp;gt;&lt;br /&gt;
winetricks(optional)&lt;br /&gt;
&lt;br /&gt;
== Pre-Requisite Installations ==&lt;br /&gt;
&lt;br /&gt;
==== Wine ====&lt;br /&gt;
Fedora/RHEL: &amp;lt;code&amp;gt;sudo dnf install wine&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Arch Linux: &amp;lt;code&amp;gt;sudo pacman -S wine&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Debian/Ubuntu/Pop_OS/Mint: &amp;lt;code&amp;gt;sudo apt install wine&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If your distribution has a outdated Wine version Download Wine by going to [https://wiki.winehq.org/Download this link] and follow the instructions for your specific Linux distribution to install.&lt;br /&gt;
&lt;br /&gt;
==== Webkit2gtk4.0 ====&lt;br /&gt;
Some distributions do not include this dependancy and must install it manually. The patcher will not launch if this dependancy is not installed.&lt;br /&gt;
 Fedora/RHEL: &amp;lt;code&amp;gt;sudo dnf install webkit2gtk3-devel&amp;lt;/code&amp;gt;&lt;br /&gt;
 Arch Linux : &amp;lt;code&amp;gt;sudo pacman -S webkit2gtk webkit2gtk-4.1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Installing MuhRO ==&lt;br /&gt;
If you haven&#039;t already, [https://muhro.eu/?module=account&amp;amp;action=create create a master account] and confirm your email address. &lt;br /&gt;
&lt;br /&gt;
Once you have a master account, you have confirmed your email address and logged in, you can [https://muhro.eu/?module=other&amp;amp;action=downloads download] MuhRO by clicking Main Menu &amp;gt; Downloads.&lt;br /&gt;
&lt;br /&gt;
[[File:Downloads_Navigation.png|204x204px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Download the Full Client using the mirror of your choice.&lt;br /&gt;
&lt;br /&gt;
Extract the zip file to the location you would like to store the game on your computer.&lt;br /&gt;
&lt;br /&gt;
Navigate to the folder you extracted and double click on Muh_Patcher.  &#039;&#039;&#039;(&#039;&#039;&#039;You may have to go to files properties and mark it as executable in the permissions tab before it will launch).&lt;br /&gt;
&lt;br /&gt;
[[File:Muh Patcher.png|598x598px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first time that you launch it you will need to click Game Setup on the left hand menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Game Setup Option.png|545x545px]]&lt;br /&gt;
&lt;br /&gt;
Configure your settings in the Game Setup menu. Click Apply, then click OK.&lt;br /&gt;
&lt;br /&gt;
[[File:Game Setup Menu.png|394x394px]]&lt;br /&gt;
&lt;br /&gt;
Enter your Master Account Login and select your character account to begin playing.&lt;br /&gt;
&lt;br /&gt;
== Creating an Application Menu Entry (Optional) ==&lt;br /&gt;
Create a new text file named MuhRo.desktop in /home/&#039;&#039;USERNAME&#039;&#039;/.local/share/applications (replace &#039;&#039;USERNAME&#039;&#039; with your local username).&lt;br /&gt;
&lt;br /&gt;
Enter the following into the text file and save it. Make sure to replace &#039;&#039;PATH TO FOLDER CONTAINING GAME FILES&#039;&#039; with the path to the folder containing your game files.&amp;lt;blockquote&amp;gt;[Desktop Entry]&lt;br /&gt;
&lt;br /&gt;
Comment=MuhRo&lt;br /&gt;
&lt;br /&gt;
Exec=&#039;&#039;PATH TO FOLDER CONTAINING GAME FILES&#039;&#039;/Muh_Patcher&lt;br /&gt;
&lt;br /&gt;
Icon=&#039;&#039;PATH TO FOLDER CONTAINING GAME FILES&#039;&#039;/muhro.ico&lt;br /&gt;
&lt;br /&gt;
Name=MuhRo&lt;br /&gt;
&lt;br /&gt;
Path=&#039;&#039;PATH TO FOLDER CONTAINING GAME FILES&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
StartupNotify=true&lt;br /&gt;
&lt;br /&gt;
Terminal=false&lt;br /&gt;
&lt;br /&gt;
Type=Application&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;Make the file executable by either opening the files properties and marking it as executable in the permissions tab or run the following in terminal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;chmod +x PATH_TO_MUHRO.DESKTOP&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Replace PATH_TO_MUHRO.DESKTOP with your path to the MuhRo.desktop file.&lt;br /&gt;
&lt;br /&gt;
You may have to log out and back in to see the start menu entry.&lt;br /&gt;
&lt;br /&gt;
If you run the executable in this way, you must run the native Muh_Patcher, before you start it, otherwise you may run into issues, due to an outdated client. &lt;br /&gt;
&lt;br /&gt;
== Winetricks ==&lt;br /&gt;
Winetricks is useful if you want [https://github.com/doitsujin/dxvk DXVK] (run the game with vulkan)&lt;br /&gt;
&lt;br /&gt;
===Install winetricks===&lt;br /&gt;
&lt;br /&gt;
Fedora/RHEL: &amp;lt;code&amp;gt;sudo dnf install winetricks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arch Linux: &amp;lt;code&amp;gt;sudo pacman -S winetricks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Debian/Ubuntu/Pop_OS/Mint: &amp;lt;code&amp;gt;sudo apt install winetricks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Install DXVK : ===&lt;br /&gt;
Open terminal and&lt;br /&gt;
&amp;lt;code&amp;gt;WINEPREFIX=/&amp;lt;path to wineprefix&amp;gt;/ winetricks dxvk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Known Problems ==&lt;br /&gt;
====Unacceptable TLS certificate====&lt;br /&gt;
This issue seems to affect Ubuntu 22.04 and all other distro based on it (KDE Neon) &amp;lt;br&amp;gt;&lt;br /&gt;
Solution: so far changing distro&lt;br /&gt;
&lt;br /&gt;
====Version `GLIBC_X.XX&#039; not found====&lt;br /&gt;
The distribution used may not come with the dependencies needed for the shipped linux patcher. &amp;lt;br /&amp;gt;&lt;br /&gt;
Solution: Try the alternative patcher linked [https://discord.com/channels/822793286786875403/1129804674594254909/1347879182927134731 here]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=42176</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=42176"/>
		<updated>2025-04-11T15:04:43Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Update EB/BFB section after Time Gap release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Damage is negligible compared to other options, but it applies a self-buff for 2:30 minutes which will boost the next skill in this list&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Highest dps ranged option for Inquisitor. With Time Gap Knuckle this becomes spammable and can be used to melt bosses. The downside it is single-target only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
While this attack-chain can be tricky to perform correctly, it&#039;s currently known as the dps ceiling for any Inquisitor build in general.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit. This skill is further complemented by Blazing Flame Blast in single-target scenarios.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 80 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120 &amp;lt;br /&amp;gt;Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 0 - 120&amp;lt;br /&amp;gt;Heavily depends on your Cri-needs (see Secondary Stats below). Additionally, certain cards punish higher luk-values to the point where low (or even 0) luk might be preferable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When using {{#item:310682|Star Cluster of Concentration Lv.3}}:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 105&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 77&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB and BFB on cooldown, 50% when using dimension combo (EB-only), 60% with Time Gap (EB+BFB). However in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312753|Acute Jewel Lv5}}&lt;br /&gt;
** {{#item:312700|Time Dimension Jewel (Agility) Lv3}} or {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Agi jewel can be a strong option as overshooting the required minimum ACDR required for EB/BFB can still be useful to get back to snapping faster after the attack and - at very high values (~80%) - allows alternating between both skills for increased dps. ACDR reduction will become even more valuable in the future when Time Gap weapon reduces CD of both skills even further. Inversely, luck jewel will yield a bit higher damage and helps out with boosting Cri. This makes either option viable in their own way.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;preferably high ACDR% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450172|Nebula Suit of Creative}}&lt;br /&gt;
** {{#item:310682|Star Cluster of Concentration Lv.3}} or {{#item:310685|Star Cluster of Creative Lv.3}}&lt;br /&gt;
** {{#item:310732|Nebula of Expert Archer Lv.3}}&lt;br /&gt;
** stat doesn&#039;t matter much&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&lt;br /&gt;
** {{#item:312354}}&lt;br /&gt;
** {{#item:312344}}&lt;br /&gt;
** {{#item:312339}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || Nebula Suit of Creative starts beating Engraved Ice Storm Rune Suit once the matching enchants have been put on the HoL garment/accessory. Depth1 armor may still be favourable for casual farming where another +10% acdr can make things smoother.&lt;br /&gt;
Additionally, Star Cluster of Concentration tends to be slightly stronger than Star Cluster of Creative, given it&#039;s combo&#039;d with the respective Signet enchant. For concrete testing results and additional guidance, please refer to [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide#Min-Maxing_DPS|Eneru&#039;s Crit Inquisitor guide]]. Generally, the Concentration-route lets you share the same trait build for TFB and EB build, while the Creative-route lets you share gears more easily with other crit-builds.&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560072|Time Gap Judgment Knuckle}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
|| &lt;br /&gt;
* {{#item:4608|White Knight Card}} (when using Khalitzburg Knight Card in shield)&lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || Time Gap is generally recommended as it offers the highest dps for both, {{#skill:5244}} and {{#skill:6519}}. While it is a clear winner for {{#skill:6519}}, the Dimensions weapon will actually yield slightly higher damage for {{#skill:5244}} (around ~9%) per use, however dps-wise this is more than compensated by the additional -0.1s CD reduction that Time Gap offers. This basically makes the Dimensions only useful if that slight difference is what&#039;s missing to oneshot a specific target.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 || Elite Rgan Guardian Card is slightly stronger (White Knight Card on weapon then needs to be replaced), but comes with a large luk-penalty&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
* +12 [A] {{#item:480352|Circulation of Life: Winter}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313023|Life of Winter (Creative)}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
* {{#item:300473|[MVP] Snow Angel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490135|Creative Stellar Seal}}&lt;br /&gt;
** {{#item:310706|Star of Sharp Lv5}} and/or {{#item:310701|Star of M.Archer Lv5}}&lt;br /&gt;
** {{#item:313028|Star Cluster of Strength}}&lt;br /&gt;
* {{#item:490486|Signet of Circulation: Winter}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312991|Signet of Concentration}} or {{#item:313006|Signet of Creative}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
 || On Stellar Seal, M.Archer tends to be slightly stronger than Sharp, at the cost of getting less CRI from geaers.&amp;lt;br /&amp;gt;Signet enchant needs to match the the Star Cluster enchant in armor. See notes on armor for comparison.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Cards || &lt;br /&gt;
&#039;&#039;&#039;Episode 21&#039;&#039;&#039;&lt;br /&gt;
* Garment: {{#item:300517|Yoster Negotiator Card}}&lt;br /&gt;
* Armor: {{#item:300524|Yoscopus Guardian Card}}&lt;br /&gt;
 || &lt;br /&gt;
[https://www.divine-pride.net/database/item/300517/kROM Divine Pride: Yoster Negotiator Card]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.divine-pride.net/database/item/300524/yoscopus-guardian-card Divine Pride: Yoscopus Guardian Card]&amp;lt;br /&amp;gt;&lt;br /&gt;
Full combo grants the following offensive bonuses (assuming +12 garment and 120 base str):&amp;lt;br /&amp;gt;&lt;br /&gt;
* 53% range dmg&lt;br /&gt;
* 15% all property dmg&lt;br /&gt;
* 10 P.Atk&lt;br /&gt;
* 24% atk&lt;br /&gt;
This should make it a very competitive option even compared to certain MVP Cards.&lt;br /&gt;
|-&lt;br /&gt;
| Footgear ||&lt;br /&gt;
&#039;&#039;&#039;Episode 21&#039;&#039;&#039;&lt;br /&gt;
* {{#item:470303|Yorscalp Boots}}&lt;br /&gt;
** {{#item:313092|Forest Magic Orb (Physical Force)}}&lt;br /&gt;
** {{#item:313094|Forest Magic Orb (Size Attack)}}&lt;br /&gt;
** {{#item:313097|Forest Magic Orb (Firing Shot)}}&lt;br /&gt;
|| &lt;br /&gt;
[https://www.divine-pride.net/database/item/470303/yorscalp-boots-1 Divine Pride: Yorscalp Boots]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.divine-pride.net/database/item/313092 Divine Pride: Forest Magic Orb (Physical Force)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.divine-pride.net/database/item/313094 Divine Pride: Forest Magic Orb (Size Attack)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.divine-pride.net/database/item/313097 Divine Pride: Forest Magic Orb (Firing Shot)]&amp;lt;br /&amp;gt;&lt;br /&gt;
Take concrete enchants with a grain of salt until actually implemented.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || Use PCC either ungraded or up to +11 [C]. Any further investment is better placed in the endgame garment in above section.&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312733|Tenacity Jewel Lv5}}&lt;br /&gt;
** {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&lt;br /&gt;
** {{#item:310676|Star Cluster of Power Lv.3}}&lt;br /&gt;
** {{#item:310744|Nebula of Health Lv.3}}&lt;br /&gt;
** {{#item:4744|Vit+5}}&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
** {{#item:312334}}&lt;br /&gt;
** {{#item:312324}}&lt;br /&gt;
** {{#item:312319}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Nebula Armor of Power is the current best-in-slot option, but slightly behind Engraved Flame Earth Armor until getting the correct enchants on the Hall of Life accessory or garment.&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
* {{#item:4140|Abysmal Knight Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || With my current setup I found Wanderer Card to be about 0.5% stronger than Punch Bug, but the latter also works against small monsters. For the 2nd slot, Abysmal Knight Card can be ideal as any non-boss usually anyway dies against TFB regardless. Thanatos is best-in-slot for virtually most places, if you can get your hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&lt;br /&gt;
** {{#item:312095|Intelligence}}&lt;br /&gt;
** {{#item:312093|MRES}}&lt;br /&gt;
** {{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
* +11 [A]{{#item:480349|Circulation of Life Spring}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313012|Life of Spring (Strength)}}&lt;br /&gt;
* +11 [A]{{#item:480231|Glade Rune Manteau}}&lt;br /&gt;
** {{#item:310922|Power of Varmundt Lv3}} &lt;br /&gt;
|| &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;aim for high HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&lt;br /&gt;
** {{#item:313028}}&lt;br /&gt;
** {{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490483|Signet of Circulation Spring}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312986|Signet of Power Lv5}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| n/a || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* Eneru (also visit their [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide|Inquisitor guide]]!)&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=41823</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=41823"/>
		<updated>2025-04-08T20:42:08Z</updated>

		<summary type="html">&lt;p&gt;Cruro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
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    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Currently deals slightly less damage than EB on it&#039;s own, while also being single-targeted, but with future gears this will become the strongest ranged skill. As of now it has very niche use for builds with very high aftercastdelay reduction, as you can alternate between EB and BFB during their individual 0.5s cooldowns to reach higher dps than either skill could do on its own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 80 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120 &amp;lt;br /&amp;gt;Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 0 - 120&amp;lt;br /&amp;gt;Heavily depends on your Cri-needs (see Secondary Stats below). Additionally, certain cards punish higher luk-values to the point where low (or even 0) luk might be preferable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When using {{#item:310682|Star Cluster of Concentration Lv.3}}:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 105&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 77&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown (50% when using dimension combo, 60% in the future), however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312753|Acute Jewel Lv5}}&lt;br /&gt;
** {{#item:312700|Time Dimension Jewel (Agility) Lv3}} or {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Agi jewel can be a strong option as overshooting the required minimum ACDR required for EB/BFB can still be useful to get back to snapping faster after the attack and - at very high values (~80%) - allows alternating between both skills for increased dps. ACDR reduction will become even more valuable in the future when Time Gap weapon reduces CD of both skills even further. Inversely, luck jewel will yield a bit higher damage and helps out with boosting Cri. This makes either option viable in their own way.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;preferably high ACDR% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450172|Nebula Suit of Creative}}&lt;br /&gt;
** {{#item:310682|Star Cluster of Concentration Lv.3}} or {{#item:310685|Star Cluster of Creative Lv.3}}&lt;br /&gt;
** {{#item:310732|Nebula of Expert Archer Lv.3}}&lt;br /&gt;
** stat doesn&#039;t matter much&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&lt;br /&gt;
** {{#item:312354}}&lt;br /&gt;
** {{#item:312344}}&lt;br /&gt;
** {{#item:312339}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || Nebula Suit of Creative starts beating Engraved Ice Storm Rune Suit once the matching enchants have been put on the HoL garment/accessory. Depth1 armor may still be favourable for casual farming where another +10% acdr can make things smoother.&lt;br /&gt;
Additionally, Star Cluster of Concentration tends to be slightly stronger than Star Cluster of Creative, given it&#039;s combo&#039;d with the respective Signet enchant. For concrete testing results and additional guidance, please refer to [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide#Min-Maxing_DPS|Eneru&#039;s Crit Inquisitor guide]]. Generally, the Concentration-route lets you share the same trait build for TFB and EB build, while the Creative-route lets you share gears more easily with other crit-builds.&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
|| &lt;br /&gt;
* {{#item:4608|White Knight Card}} (when using Khalitzburg Knight Card in shield)&lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 || Elite Rgan Guardian Card is slightly stronger (White Knight Card on weapon then needs to be replaced), but comes with a large luk-penalty&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
* +12 [A] {{#item:480352|Circulation of Life: Winter}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313023|Life of Winter (Creative)}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
* {{#item:300473|[MVP] Snow Angel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490135|Creative Stellar Seal}}&lt;br /&gt;
** {{#item:310706|Star of Sharp Lv5}} and/or {{#item:310701|Star of M.Archer Lv5}}&lt;br /&gt;
** {{#item:313028|Star Cluster of Strength}}&lt;br /&gt;
* {{#item:490486|Signet of Circulation: Winter}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312991|Signet of Concentration}} or {{#item:313006|Signet of Creative}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
 || On Stellar Seal, M.Archer tends to be slightly stronger than Sharp, at the cost of getting less CRI from geaers.&amp;lt;br /&amp;gt;Signet enchant needs to match the the Star Cluster enchant in armor. See notes on armor for comparison.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
{{#item:560072|Time Gap Judgment Knuckle}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/560072/time-gap-judgment-knuckle-2 Divine Pride description]&amp;lt;br /&amp;gt;Will beat current best-in-slot weapon for EB slightly when combo&#039;d with Time Dimension Rune Crown and both are at least +11, while also decreasing EB cooldown even further to 0.4s (from 0.5s with D2 weapon). Additionally, it will buff up {{#skill:6519}} to the point where it&#039;s becoming the best option for single-target use (e.g. killing bosses).&lt;br /&gt;
|-&lt;br /&gt;
| Cards || &lt;br /&gt;
&#039;&#039;&#039;Episode 21&#039;&#039;&#039;&lt;br /&gt;
* Garment: {{#item:300517|Yoster Negotiator Card}}&lt;br /&gt;
* Armor: {{#item:300524|Yoscopus Guardian Card}}&lt;br /&gt;
 || &lt;br /&gt;
[https://www.divine-pride.net/database/item/300517/kROM Divine Pride: Yoster Negotiator Card]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.divine-pride.net/database/item/300524/yoscopus-guardian-card Divine Pride: Yoscopus Guardian Card]&amp;lt;br /&amp;gt;&lt;br /&gt;
Full combo grants the following offensive bonuses (assuming +12 garment and 120 base str):&amp;lt;br /&amp;gt;&lt;br /&gt;
* 53% range dmg&lt;br /&gt;
* 15% all property dmg&lt;br /&gt;
* 10 P.Atk&lt;br /&gt;
* 24% atk&lt;br /&gt;
This should make it a very competitive option even compared to certain MVP Cards.&lt;br /&gt;
|-&lt;br /&gt;
| Footgear ||&lt;br /&gt;
&#039;&#039;&#039;Episode 21&#039;&#039;&#039;&lt;br /&gt;
* {{#item:470303|Yorscalp Boots}}&lt;br /&gt;
** {{#item:313092|Forest Magic Orb (Physical Force)}}&lt;br /&gt;
** {{#item:313094|Forest Magic Orb (Size Attack)}}&lt;br /&gt;
** {{#item:313097|Forest Magic Orb (Firing Shot)}}&lt;br /&gt;
|| &lt;br /&gt;
[https://www.divine-pride.net/database/item/470303/yorscalp-boots-1 Divine Pride: Yorscalp Boots]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.divine-pride.net/database/item/313092 Divine Pride: Forest Magic Orb (Physical Force)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.divine-pride.net/database/item/313094 Divine Pride: Forest Magic Orb (Size Attack)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.divine-pride.net/database/item/313097 Divine Pride: Forest Magic Orb (Firing Shot)]&amp;lt;br /&amp;gt;&lt;br /&gt;
Take concrete enchants with a grain of salt until actually implemented.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || Use PCC either ungraded or up to +11 [C]. Any further investment is better placed in the endgame garment in above section.&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312733|Tenacity Jewel Lv5}}&lt;br /&gt;
** {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&lt;br /&gt;
** {{#item:310676|Star Cluster of Power Lv.3}}&lt;br /&gt;
** {{#item:310744|Nebula of Health Lv.3}}&lt;br /&gt;
** {{#item:4744|Vit+5}}&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
** {{#item:312334}}&lt;br /&gt;
** {{#item:312324}}&lt;br /&gt;
** {{#item:312319}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Nebula Armor of Power is the current best-in-slot option, but slightly behind Engraved Flame Earth Armor until getting the correct enchants on the Hall of Life accessory or garment.&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
* {{#item:4140|Abysmal Knight Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || With my current setup I found Wanderer Card to be about 0.5% stronger than Punch Bug, but the latter also works against small monsters. For the 2nd slot, Abysmal Knight Card can be ideal as any non-boss usually anyway dies against TFB regardless. Thanatos is best-in-slot for virtually most places, if you can get your hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&lt;br /&gt;
** {{#item:312095|Intelligence}}&lt;br /&gt;
** {{#item:312093|MRES}}&lt;br /&gt;
** {{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
* +11 [A]{{#item:480349|Circulation of Life Spring}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313012|Life of Spring (Strength)}}&lt;br /&gt;
* +11 [A]{{#item:480231|Glade Rune Manteau}}&lt;br /&gt;
** {{#item:310922|Power of Varmundt Lv3}} &lt;br /&gt;
|| &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;aim for high HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&lt;br /&gt;
** {{#item:313028}}&lt;br /&gt;
** {{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490483|Signet of Circulation Spring}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312986|Signet of Power Lv5}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| n/a || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* Eneru (also visit their [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide|Inquisitor guide]]!)&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=41822</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=41822"/>
		<updated>2025-04-08T20:41:21Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Adds episode 21 items to EB future gears section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Currently deals slightly less damage than EB on it&#039;s own, while also being single-targeted, but with future gears this will become the strongest ranged skill. As of now it has very niche use for builds with very high aftercastdelay reduction, as you can alternate between EB and BFB during their individual 0.5s cooldowns to reach higher dps than either skill could do on its own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 80 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120 &amp;lt;br /&amp;gt;Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 0 - 120&amp;lt;br /&amp;gt;Heavily depends on your Cri-needs (see Secondary Stats below). Additionally, certain cards punish higher luk-values to the point where low (or even 0) luk might be preferable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When using {{#item:310682|Star Cluster of Concentration Lv.3}}:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 105&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 77&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown (50% when using dimension combo, 60% in the future), however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312753|Acute Jewel Lv5}}&lt;br /&gt;
** {{#item:312700|Time Dimension Jewel (Agility) Lv3}} or {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Agi jewel can be a strong option as overshooting the required minimum ACDR required for EB/BFB can still be useful to get back to snapping faster after the attack and - at very high values (~80%) - allows alternating between both skills for increased dps. ACDR reduction will become even more valuable in the future when Time Gap weapon reduces CD of both skills even further. Inversely, luck jewel will yield a bit higher damage and helps out with boosting Cri. This makes either option viable in their own way.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;preferably high ACDR% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450172|Nebula Suit of Creative}}&lt;br /&gt;
** {{#item:310682|Star Cluster of Concentration Lv.3}} or {{#item:310685|Star Cluster of Creative Lv.3}}&lt;br /&gt;
** {{#item:310732|Nebula of Expert Archer Lv.3}}&lt;br /&gt;
** stat doesn&#039;t matter much&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&lt;br /&gt;
** {{#item:312354}}&lt;br /&gt;
** {{#item:312344}}&lt;br /&gt;
** {{#item:312339}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || Nebula Suit of Creative starts beating Engraved Ice Storm Rune Suit once the matching enchants have been put on the HoL garment/accessory. Depth1 armor may still be favourable for casual farming where another +10% acdr can make things smoother.&lt;br /&gt;
Additionally, Star Cluster of Concentration tends to be slightly stronger than Star Cluster of Creative, given it&#039;s combo&#039;d with the respective Signet enchant. For concrete testing results and additional guidance, please refer to [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide#Min-Maxing_DPS|Eneru&#039;s Crit Inquisitor guide]]. Generally, the Concentration-route lets you share the same trait build for TFB and EB build, while the Creative-route lets you share gears more easily with other crit-builds.&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
|| &lt;br /&gt;
* {{#item:4608|White Knight Card}} (when using Khalitzburg Knight Card in shield)&lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 || Elite Rgan Guardian Card is slightly stronger (White Knight Card on weapon then needs to be replaced), but comes with a large luk-penalty&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
* +12 [A] {{#item:480352|Circulation of Life: Winter}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313023|Life of Winter (Creative)}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
* {{#item:300473|[MVP] Snow Angel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490135|Creative Stellar Seal}}&lt;br /&gt;
** {{#item:310706|Star of Sharp Lv5}} and/or {{#item:310701|Star of M.Archer Lv5}}&lt;br /&gt;
** {{#item:313028|Star Cluster of Strength}}&lt;br /&gt;
* {{#item:490486|Signet of Circulation: Winter}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312991|Signet of Concentration}} or {{#item:313006|Signet of Creative}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
 || On Stellar Seal, M.Archer tends to be slightly stronger than Sharp, at the cost of getting less CRI from geaers.&amp;lt;br /&amp;gt;Signet enchant needs to match the the Star Cluster enchant in armor. See notes on armor for comparison.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
{{#item:560072|Time Gap Judgment Knuckle}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/560072/time-gap-judgment-knuckle-2 Divine Pride description]&amp;lt;br /&amp;gt;Will beat current best-in-slot weapon for EB slightly when combo&#039;d with Time Dimension Rune Crown and both are at least +11, while also decreasing EB cooldown even further to 0.4s (from 0.5s with D2 weapon). Additionally, it will buff up {{#skill:6519}} to the point where it&#039;s becoming the best option for single-target use (e.g. killing bosses).&lt;br /&gt;
|-&lt;br /&gt;
| Cards || &lt;br /&gt;
&#039;&#039;&#039;Episode 21&#039;&#039;&#039;&lt;br /&gt;
* Garment: {{#item:300517|Yoster Negotiator Card}}&lt;br /&gt;
* Armor: {{#item:300524|Yoscopus Guardian Card}}&lt;br /&gt;
 || &lt;br /&gt;
[https://www.divine-pride.net/database/item/300517/kROM Divine Pride: Yoster Negotiator Card]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.divine-pride.net/database/item/300524/yoscopus-guardian-card Divine Pride: Yoscopus Guardian Card]&amp;lt;br /&amp;gt;&lt;br /&gt;
Full combo grants the following offensive bonuses (assuming +12 garment and 120 base str):&amp;lt;br /&amp;gt;&lt;br /&gt;
* +53% range dmg&lt;br /&gt;
* +15% all property dmg&lt;br /&gt;
* +10 P.Atk&lt;br /&gt;
* 24% atk&lt;br /&gt;
This should make it a very competitive option even compared to certain MVP Cards.&lt;br /&gt;
|-&lt;br /&gt;
| Footgear ||&lt;br /&gt;
&#039;&#039;&#039;Episode 21&#039;&#039;&#039;&lt;br /&gt;
* {{#item:470303|Yorscalp Boots}}&lt;br /&gt;
** {{#item:313092|Forest Magic Orb (Physical Force)}}&lt;br /&gt;
** {{#item:313094|Forest Magic Orb (Size Attack)}}&lt;br /&gt;
** {{#item:313097|Forest Magic Orb (Firing Shot)}}&lt;br /&gt;
|| &lt;br /&gt;
[https://www.divine-pride.net/database/item/470303/yorscalp-boots-1 Divine Pride: Yorscalp Boots]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.divine-pride.net/database/item/313092 Divine Pride: Forest Magic Orb (Physical Force)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.divine-pride.net/database/item/313094 Divine Pride: Forest Magic Orb (Size Attack)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.divine-pride.net/database/item/313097 Divine Pride: Forest Magic Orb (Firing Shot)]&amp;lt;br /&amp;gt;&lt;br /&gt;
Take concrete enchants with a grain of salt until actually implemented.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || Use PCC either ungraded or up to +11 [C]. Any further investment is better placed in the endgame garment in above section.&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312733|Tenacity Jewel Lv5}}&lt;br /&gt;
** {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&lt;br /&gt;
** {{#item:310676|Star Cluster of Power Lv.3}}&lt;br /&gt;
** {{#item:310744|Nebula of Health Lv.3}}&lt;br /&gt;
** {{#item:4744|Vit+5}}&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
** {{#item:312334}}&lt;br /&gt;
** {{#item:312324}}&lt;br /&gt;
** {{#item:312319}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Nebula Armor of Power is the current best-in-slot option, but slightly behind Engraved Flame Earth Armor until getting the correct enchants on the Hall of Life accessory or garment.&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
* {{#item:4140|Abysmal Knight Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || With my current setup I found Wanderer Card to be about 0.5% stronger than Punch Bug, but the latter also works against small monsters. For the 2nd slot, Abysmal Knight Card can be ideal as any non-boss usually anyway dies against TFB regardless. Thanatos is best-in-slot for virtually most places, if you can get your hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&lt;br /&gt;
** {{#item:312095|Intelligence}}&lt;br /&gt;
** {{#item:312093|MRES}}&lt;br /&gt;
** {{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
* +11 [A]{{#item:480349|Circulation of Life Spring}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313012|Life of Spring (Strength)}}&lt;br /&gt;
* +11 [A]{{#item:480231|Glade Rune Manteau}}&lt;br /&gt;
** {{#item:310922|Power of Varmundt Lv3}} &lt;br /&gt;
|| &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;aim for high HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&lt;br /&gt;
** {{#item:313028}}&lt;br /&gt;
** {{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490483|Signet of Circulation Spring}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312986|Signet of Power Lv5}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| n/a || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* Eneru (also visit their [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide|Inquisitor guide]]!)&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=41783</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=41783"/>
		<updated>2025-04-08T09:09:26Z</updated>

		<summary type="html">&lt;p&gt;Cruro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Currently deals slightly less damage than EB on it&#039;s own, while also being single-targeted, but with future gears this will become the strongest ranged skill. As of now it has very niche use for builds with very high aftercastdelay reduction, as you can alternate between EB and BFB during their individual 0.5s cooldowns to reach higher dps than either skill could do on its own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 80 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120 &amp;lt;br /&amp;gt;Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 0 - 120&amp;lt;br /&amp;gt;Heavily depends on your Cri-needs (see Secondary Stats below). Additionally, certain cards punish higher luk-values to the point where low (or even 0) luk might be preferable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When using {{#item:310682|Star Cluster of Concentration Lv.3}}:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 105&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 77&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown (50% when using dimension combo, 60% in the future), however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312753|Acute Jewel Lv5}}&lt;br /&gt;
** {{#item:312700|Time Dimension Jewel (Agility) Lv3}} or {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Agi jewel can be a strong option as overshooting the required minimum ACDR required for EB/BFB can still be useful to get back to snapping faster after the attack and - at very high values (~80%) - allows alternating between both skills for increased dps. ACDR reduction will become even more valuable in the future when Time Gap weapon reduces CD of both skills even further. Inversely, luck jewel will yield a bit higher damage and helps out with boosting Cri. This makes either option viable in their own way.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;preferably high ACDR% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450172|Nebula Suit of Creative}}&lt;br /&gt;
** {{#item:310682|Star Cluster of Concentration Lv.3}} or {{#item:310685|Star Cluster of Creative Lv.3}}&lt;br /&gt;
** {{#item:310732|Nebula of Expert Archer Lv.3}}&lt;br /&gt;
** stat doesn&#039;t matter much&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&lt;br /&gt;
** {{#item:312354}}&lt;br /&gt;
** {{#item:312344}}&lt;br /&gt;
** {{#item:312339}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || Nebula Suit of Creative starts beating Engraved Ice Storm Rune Suit once the matching enchants have been put on the HoL garment/accessory. Depth1 armor may still be favourable for casual farming where another +10% acdr can make things smoother.&lt;br /&gt;
Additionally, Star Cluster of Concentration tends to be slightly stronger than Star Cluster of Creative, given it&#039;s combo&#039;d with the respective Signet enchant. For concrete testing results and additional guidance, please refer to [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide#Min-Maxing_DPS|Eneru&#039;s Crit Inquisitor guide]]. Generally, the Concentration-route lets you share the same trait build for TFB and EB build, while the Creative-route lets you share gears more easily with other crit-builds.&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
|| &lt;br /&gt;
* {{#item:4608|White Knight Card}} (when using Khalitzburg Knight Card in shield)&lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 || Elite Rgan Guardian Card is slightly stronger (White Knight Card on weapon then needs to be replaced), but comes with a large luk-penalty&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
* +12 [A] {{#item:480352|Circulation of Life: Winter}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313023|Life of Winter (Creative)}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
* {{#item:300473|[MVP] Snow Angel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490135|Creative Stellar Seal}}&lt;br /&gt;
** {{#item:310706|Star of Sharp Lv5}} and/or {{#item:310701|Star of M.Archer Lv5}}&lt;br /&gt;
** {{#item:313028|Star Cluster of Strength}}&lt;br /&gt;
* {{#item:490486|Signet of Circulation: Winter}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312991|Signet of Concentration}} or {{#item:313006|Signet of Creative}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
 || On Stellar Seal, M.Archer tends to be slightly stronger than Sharp, at the cost of getting less CRI from geaers.&amp;lt;br /&amp;gt;Signet enchant needs to match the the Star Cluster enchant in armor. See notes on armor for comparison.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
{{#item:560072|Time Gap Judgment Knuckle}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/560072/time-gap-judgment-knuckle-2 Divine Pride description]&amp;lt;br /&amp;gt;Will beat current best-in-slot weapon for EB slightly when combo&#039;d with Time Dimension Rune Crown and both are at least +11, while also decreasing EB cooldown even further to 0.4s (from 0.5s with D2 weapon). Additionally, it will buff up {{#skill:6519}} to the point where it&#039;s becoming the best option for single-target use (e.g. killing bosses).&lt;br /&gt;
|-&lt;br /&gt;
| Footgear ||&lt;br /&gt;
{{#item:470303|Yorscalp Boots}}&lt;br /&gt;
|| &#039;&#039;&#039;Episode 21&#039;&#039;&#039; (?) [https://www.divine-pride.net/database/item/470303/yorscalp-boots-1 Divine Pride description] This also comes with enchants, didn&#039;t look too deep yet (most likely far future)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || Use PCC either ungraded or up to +11 [C]. Any further investment is better placed in the endgame garment in above section.&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312733|Tenacity Jewel Lv5}}&lt;br /&gt;
** {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&lt;br /&gt;
** {{#item:310676|Star Cluster of Power Lv.3}}&lt;br /&gt;
** {{#item:310744|Nebula of Health Lv.3}}&lt;br /&gt;
** {{#item:4744|Vit+5}}&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
** {{#item:312334}}&lt;br /&gt;
** {{#item:312324}}&lt;br /&gt;
** {{#item:312319}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Nebula Armor of Power is the current best-in-slot option, but slightly behind Engraved Flame Earth Armor until getting the correct enchants on the Hall of Life accessory or garment.&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
* {{#item:4140|Abysmal Knight Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || With my current setup I found Wanderer Card to be about 0.5% stronger than Punch Bug, but the latter also works against small monsters. For the 2nd slot, Abysmal Knight Card can be ideal as any non-boss usually anyway dies against TFB regardless. Thanatos is best-in-slot for virtually most places, if you can get your hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&lt;br /&gt;
** {{#item:312095|Intelligence}}&lt;br /&gt;
** {{#item:312093|MRES}}&lt;br /&gt;
** {{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
* +11 [A]{{#item:480349|Circulation of Life Spring}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313012|Life of Spring (Strength)}}&lt;br /&gt;
* +11 [A]{{#item:480231|Glade Rune Manteau}}&lt;br /&gt;
** {{#item:310922|Power of Varmundt Lv3}} &lt;br /&gt;
|| &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;aim for high HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&lt;br /&gt;
** {{#item:313028}}&lt;br /&gt;
** {{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490483|Signet of Circulation Spring}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312986|Signet of Power Lv5}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| n/a || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* Eneru (also visit their [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide|Inquisitor guide]]!)&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=41782</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=41782"/>
		<updated>2025-04-08T08:55:52Z</updated>

		<summary type="html">&lt;p&gt;Cruro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Currently deals slightly less damage than EB on it&#039;s own, while also being single-targeted, but with future gears this will become the strongest ranged skill. As of now it has very niche use for builds with very high aftercastdelay reduction, as you can alternate between EB and BFB during their individual 0.5s cooldowns to reach higher dps than either skill could do on its own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 80 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120 &amp;lt;br /&amp;gt;Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 0 - 120&amp;lt;br /&amp;gt;Heavily depends on your Cri-needs (see Secondary Stats below). Additionally, certain cards punish higher luk-values to the point where low (or even 0) luk might be preferable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When using {{#item:310682|Star Cluster of Concentration Lv.3}}:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 105&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 77&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown (50% when using dimension combo, 60% in the future), however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312753|Acute Jewel Lv5}}&lt;br /&gt;
** {{#item:312700|Time Dimension Jewel (Agility) Lv3}} or {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Agi jewel can be a strong option as overshooting the required minimum ACDR required for EB/BFB can still be hopeful to get back to snapping faster after the attack. ACDR reduction will become even more valuable in the future when Time Gap weapon reduces CD of both skills even further. Inversely, luck jewel will yield a bit higher damage and helps out with boosting Cri. This makes either option viable in their own way.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;preferably high ACDR% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450172|Nebula Suit of Creative}}&lt;br /&gt;
** {{#item:310682|Star Cluster of Concentration Lv.3}} or {{#item:310685|Star Cluster of Creative Lv.3}}&lt;br /&gt;
** {{#item:310732|Nebula of Expert Archer Lv.3}}&lt;br /&gt;
** stat doesn&#039;t matter much&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&lt;br /&gt;
** {{#item:312354}}&lt;br /&gt;
** {{#item:312344}}&lt;br /&gt;
** {{#item:312339}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || Nebula Suit of Creative starts beating Engraved Ice Storm Rune Suit once the matching enchants have been put on the HoL garment/accessory. Depth1 armor may still be favourable for casual farming where another +10% acdr can make things smoother.&lt;br /&gt;
Additionally, Star Cluster of Concentration tends to be slightly stronger than Star Cluster of Creative, given it&#039;s combo&#039;d with the respective Signet enchant. For concrete testing results and additional guidance, please refer to [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide#Min-Maxing_DPS|Eneru&#039;s Crit Inquisitor guide]]. Generally, the Concentration-route lets you share the same trait build for TFB and EB build, while the Creative-route lets you share gears more easily with other crit-builds.&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
|| &lt;br /&gt;
* {{#item:4608|White Knight Card}} (when using Khalitzburg Knight Card in shield)&lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 || Elite Rgan Guardian Card is slightly stronger (White Knight Card on weapon then needs to be replaced), but comes with a large luk-penalty&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
* +12 [A] {{#item:480352|Circulation of Life: Winter}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313023|Life of Winter (Creative)}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
* {{#item:300473|[MVP] Snow Angel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490135|Creative Stellar Seal}}&lt;br /&gt;
** {{#item:310706|Star of Sharp Lv5}} and/or {{#item:310701|Star of M.Archer Lv5}}&lt;br /&gt;
** {{#item:313028|Star Cluster of Strength}}&lt;br /&gt;
* {{#item:490486|Signet of Circulation: Winter}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312991|Signet of Concentration}} or {{#item:313006|Signet of Creative}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
 || On Stellar Seal, M.Archer tends to be slightly stronger than Sharp, at the cost of getting less CRI from geaers.&amp;lt;br /&amp;gt;Signet enchant needs to match the the Star Cluster enchant in armor. See notes on armor for comparison.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
{{#item:560072|Time Gap Judgment Knuckle}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/560072/time-gap-judgment-knuckle-2 Divine Pride description]&amp;lt;br /&amp;gt;Will beat current best-in-slot weapon for EB slightly when combo&#039;d with Time Dimension Rune Crown and both are at least +11, while also decreasing EB cooldown even further to 0.4s (from 0.5s with D2 weapon). Additionally, it will buff up {{#skill:6519}} to the point where it&#039;s becoming the best option for single-target use (e.g. killing bosses).&lt;br /&gt;
|-&lt;br /&gt;
| Footgear ||&lt;br /&gt;
{{#item:470303|Yorscalp Boots}}&lt;br /&gt;
|| &#039;&#039;&#039;Episode 21&#039;&#039;&#039; (?) [https://www.divine-pride.net/database/item/470303/yorscalp-boots-1 Divine Pride description] This also comes with enchants, didn&#039;t look too deep yet (most likely far future)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || Use PCC either ungraded or up to +11 [C]. Any further investment is better placed in the endgame garment in above section.&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312733|Tenacity Jewel Lv5}}&lt;br /&gt;
** {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&lt;br /&gt;
** {{#item:310676|Star Cluster of Power Lv.3}}&lt;br /&gt;
** {{#item:310744|Nebula of Health Lv.3}}&lt;br /&gt;
** {{#item:4744|Vit+5}}&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
** {{#item:312334}}&lt;br /&gt;
** {{#item:312324}}&lt;br /&gt;
** {{#item:312319}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Nebula Armor of Power is the current best-in-slot option, but slightly behind Engraved Flame Earth Armor until getting the correct enchants on the Hall of Life accessory or garment.&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
* {{#item:4140|Abysmal Knight Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || With my current setup I found Wanderer Card to be about 0.5% stronger than Punch Bug, but the latter also works against small monsters. For the 2nd slot, Abysmal Knight Card can be ideal as any non-boss usually anyway dies against TFB regardless. Thanatos is best-in-slot for virtually most places, if you can get your hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&lt;br /&gt;
** {{#item:312095|Intelligence}}&lt;br /&gt;
** {{#item:312093|MRES}}&lt;br /&gt;
** {{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
* +11 [A]{{#item:480349|Circulation of Life Spring}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313012|Life of Spring (Strength)}}&lt;br /&gt;
* +11 [A]{{#item:480231|Glade Rune Manteau}}&lt;br /&gt;
** {{#item:310922|Power of Varmundt Lv3}} &lt;br /&gt;
|| &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;aim for high HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&lt;br /&gt;
** {{#item:313028}}&lt;br /&gt;
** {{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490483|Signet of Circulation Spring}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312986|Signet of Power Lv5}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| n/a || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* Eneru (also visit their [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide|Inquisitor guide]]!)&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=41781</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=41781"/>
		<updated>2025-04-08T08:53:41Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Small updates and corrections on EB build (Thanks to Eneru)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Currently deals slightly less damage than EB on it&#039;s own, while also being single-targeted, but with future gears this will become the strongest ranged skill. As of now it has very niche use for builds with very high aftercastdelay reduction, as you can alternate between EB and BFB during their individual 0.5s cooldowns to reach higher dps than either skill could do on its own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 80 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120 &amp;lt;br /&amp;gt;Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 0 - 120&amp;lt;br /&amp;gt;Heavily depends on your Cri-needs (see Secondary Stats below). Additionally, certain cards punish higher luk-values to the point where low (or even 0) luk might be preferable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When using {{#item:310682|Star Cluster of Concentration Lv.3}}:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 105&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 77&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown (50% when using dimension combo, 60% in the future), however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312753|Acute Jewel Lv5}}&lt;br /&gt;
** {{#item:312700|Time Dimension Jewel (Agility) Lv3}} or {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Agi jewel can be a strong option as overshooting the required minimum ACDR required for EB/BFB can still be hopeful to get back to snapping faster after the attack. ACDR reduction will become even more valuable in the future when Time Gap weapon reduces CD of both skills even further. Inversely, luck jewel will yield a bit higher damage and helps out with boosting Cri. This makes either option viable in their own way.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;preferably high ACDR% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450172|Nebula Suit of Creative}}&lt;br /&gt;
** {{#item:310682|Star Cluster of Concentration Lv.3}} or {{#item:310685|Star Cluster of Creative Lv.3}}&lt;br /&gt;
** {{#item:310732|Nebula of Expert Archer Lv.3}}&lt;br /&gt;
** stat doesn&#039;t matter much&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&lt;br /&gt;
** {{#item:312354}}&lt;br /&gt;
** {{#item:312344}}&lt;br /&gt;
** {{#item:312339}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || Nebula Suit of Creative starts beating Engraved Ice Storm Rune Suit once the matching enchants have been put on the HoL garment/accessory. Depth1 armor may still be favourable for casual farming where another +10% acdr can make things smoother.&lt;br /&gt;
Additionally, Star Cluster of Concentration tends to be slightly stronger than Star Cluster of Creative, given as it&#039;s combo&#039;d with the respective Signet enchant. For concrete testing results and additional guidance, please refer to [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide#Min-Maxing_DPS|Eneru&#039;s Crit Inquisitor guide]]. Generally, the Concentration-route lets you share the same trait build for TFB and EB build, while the Creative-route lets you share gears more easily with other crit-builds.&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
|| &lt;br /&gt;
* {{#item:4608|White Knight Card}} (when using Khalitzburg Knight Card in shield)&lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 || Elite Rgan Guardian Card is slightly stronger (White Knight Card on weapon then needs to be replaced), but comes with a large luk-penalty&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
* +12 [A] {{#item:480352|Circulation of Life: Winter}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313023|Life of Winter (Creative)}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490135|Creative Stellar Seal}}&lt;br /&gt;
** {{#item:310706|Star of Sharp Lv5}} and/or {{#item:310701|Star of M.Archer Lv5}}&lt;br /&gt;
** {{#item:313028|Star Cluster of Strength}}&lt;br /&gt;
* {{#item:490486|Signet of Circulation: Winter}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312991|Signet of Concentration}} or {{#item:313006|Signet of Creative}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
 || On Stellar Seal, M.Archer tends to be slightly stronger than Sharp, at the cost of getting less CRI from geaers.&amp;lt;br /&amp;gt;Signet enchant needs to match the the Star Cluster enchant in armor. See notes on armor for comparison.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
{{#item:560072|Time Gap Judgment Knuckle}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/560072/time-gap-judgment-knuckle-2 Divine Pride description]&amp;lt;br /&amp;gt;Will beat current best-in-slot weapon for EB slightly when combo&#039;d with Time Dimension Rune Crown and both are at least +11, while also decreasing EB cooldown even further to 0.4s (from 0.5s with D2 weapon). Additionally, it will buff up {{#skill:6519}} to the point where it&#039;s becoming the best option for single-target use (e.g. killing bosses).&lt;br /&gt;
|-&lt;br /&gt;
| Footgear ||&lt;br /&gt;
{{#item:470303|Yorscalp Boots}}&lt;br /&gt;
|| &#039;&#039;&#039;Episode 21&#039;&#039;&#039; (?) [https://www.divine-pride.net/database/item/470303/yorscalp-boots-1 Divine Pride description] This also comes with enchants, didn&#039;t look too deep yet (most likely far future)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || Use PCC either ungraded or up to +11 [C]. Any further investment is better placed in the endgame garment in above section.&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312733|Tenacity Jewel Lv5}}&lt;br /&gt;
** {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&lt;br /&gt;
** {{#item:310676|Star Cluster of Power Lv.3}}&lt;br /&gt;
** {{#item:310744|Nebula of Health Lv.3}}&lt;br /&gt;
** {{#item:4744|Vit+5}}&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
** {{#item:312334}}&lt;br /&gt;
** {{#item:312324}}&lt;br /&gt;
** {{#item:312319}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Nebula Armor of Power is the current best-in-slot option, but slightly behind Engraved Flame Earth Armor until getting the correct enchants on the Hall of Life accessory or garment.&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
* {{#item:4140|Abysmal Knight Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || With my current setup I found Wanderer Card to be about 0.5% stronger than Punch Bug, but the latter also works against small monsters. For the 2nd slot, Abysmal Knight Card can be ideal as any non-boss usually anyway dies against TFB regardless. Thanatos is best-in-slot for virtually most places, if you can get your hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&lt;br /&gt;
** {{#item:312095|Intelligence}}&lt;br /&gt;
** {{#item:312093|MRES}}&lt;br /&gt;
** {{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
* +11 [A]{{#item:480349|Circulation of Life Spring}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313012|Life of Spring (Strength)}}&lt;br /&gt;
* +11 [A]{{#item:480231|Glade Rune Manteau}}&lt;br /&gt;
** {{#item:310922|Power of Varmundt Lv3}} &lt;br /&gt;
|| &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;aim for high HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&lt;br /&gt;
** {{#item:313028}}&lt;br /&gt;
** {{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490483|Signet of Circulation Spring}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312986|Signet of Power Lv5}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| n/a || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* Eneru (also visit their [[Nobody_expects_Eneru%27s_Inquisition_-_An_Inquisitor_Crit_Guide|Inquisitor guide]]!)&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=33768</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=33768"/>
		<updated>2025-02-20T01:45:24Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Additional info on nebula enchants for ranged build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Currently deals slightly less damage than EB on it&#039;s own, while also being single-targeted, but with future gears this will become the strongest ranged skill. As of now it has very niche use for builds with very high aftercastdelay reduction, as you can alternate between EB and BFB during their individual 0.5s cooldowns to reach higher dps than either skill could do on its own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 105 and Crt: 67 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown (50% when using dimension combo), however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312753|Acute Jewel Lv5}}&lt;br /&gt;
** {{#item:312700|Time Dimension Jewel (Agility) Lv3}} or {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Agi jewel can be a strong option as overshooting the required minimum ACDR required for EB/BFB can still be hopeful to get back to snapping faster after the attack. ACDR reduction will become even more valuable in the future when Time Gap weapon reduces CD of both skills even further. Inversely, luck jewel will yield a bit higher damage and helps out with boosting Cri. This makes either option viable in their own way.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;preferably high ACDR% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450172|Nebula Suit of Creative}}&lt;br /&gt;
** {{#item:310685|Star Cluster of Creative Lv.3}} or {{#item:310682|Star Cluster of Concentration Lv.3}}&lt;br /&gt;
** {{#item:310732|Nebula of Expert Archer Lv.3}}&lt;br /&gt;
** stat doesn&#039;t matter much&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&lt;br /&gt;
** {{#item:312354}}&lt;br /&gt;
** {{#item:312344}}&lt;br /&gt;
** {{#item:312339}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;The following has not yet been validated ingame and is based on informed guessing and comparing to kRO players&amp;lt;/span&amp;gt; Nebula Suit of Creative will &#039;&#039;most likely&#039;&#039; start to beat Engraved Ice Storm Rune Suit once the matching enchants have been put on the HoL garment/accessory. Depth1 armor may still be favourable for casual farming where another +10% acdr can make things smoother.&lt;br /&gt;
Additionally, Star Cluster of Concentration &amp;lt;em&amp;gt;might&amp;lt;/em&amp;gt; be the better pick overall when comboing with the HoL Signet enchant, but this is untested.&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
|| {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
* +12 [A] {{#item:480352|Circulation of Life: Winter}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313023|Life of Winter (Creative)}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490135|Creative Stellar Seal}}&lt;br /&gt;
** {{#item:310706|Star of Sharp Lv5}} and/or {{#item:310701|Star of M.Archer Lv5}}&lt;br /&gt;
** {{#item:313028|Star Cluster of Strength}} or {{#item:313033|Star Cluster of Luck}}&lt;br /&gt;
* {{#item:490486|Signet of Circulation: Winter}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:313006|Signet of Creative}} / {{#item:312991|Signet of Concentration}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
 || Signet of Creative is most likely prefered, Signet of Concentration (with Star Cluster of Concentration in armor) &#039;&#039;may&#039;&#039; also work (&amp;lt;span color=&amp;quot;red&amp;quot;&amp;gt;untested&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
{{#item:560072|Time Gap Judgment Knuckle}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/560072/time-gap-judgment-knuckle-2 Divine Pride description]&amp;lt;br /&amp;gt;Will beat current best-in-slot weapon for EB slightly when combo&#039;d with Time Dimension Rune Crown and both are at least +11, while also decreasing EB cooldown even further to 0.4s (from 0.5s with D2 weapon). Additionally, it will buff up {{#skill:6519}} to the point where it&#039;s becoming the best option for single-target use (e.g. killing bosses).&lt;br /&gt;
|-&lt;br /&gt;
| Footgear ||&lt;br /&gt;
{{#item:470303|Yorscalp Boots}}&lt;br /&gt;
|| &#039;&#039;&#039;Episode 21&#039;&#039;&#039; (?) [https://www.divine-pride.net/database/item/470303/yorscalp-boots-1 Divine Pride description] This also comes with enchants, didn&#039;t look too deep yet (most likely far future)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || Use PCC either ungraded or up to +11 [C]. Any further investment is better placed in the endgame garment in above section.&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312733|Tenacity Jewel Lv5}}&lt;br /&gt;
** {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&lt;br /&gt;
** {{#item:310676|Star Cluster of Power Lv.3}}&lt;br /&gt;
** {{#item:310744|Nebula of Health Lv.3}}&lt;br /&gt;
** {{#item:4744|Vit+5}}&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
** {{#item:312334}}&lt;br /&gt;
** {{#item:312324}}&lt;br /&gt;
** {{#item:312319}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Nebula Armor of Power is the current best-in-slot option, but slightly behind Engraved Flame Earth Armor until getting the correct enchants on the Hall of Life accessory or garment.&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
* {{#item:4140|Abysmal Knight Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || With my current setup I found Wanderer Card to be about 0.5% stronger than Punch Bug, but the latter also works against small monsters. For the 2nd slot, Abysmal Knight Card can be ideal as any non-boss usually anyway dies against TFB regardless. Thanatos is best-in-slot for virtually most places, if you can get your hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&lt;br /&gt;
** {{#item:312095|Intelligence}}&lt;br /&gt;
** {{#item:312093|MRES}}&lt;br /&gt;
** {{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
* +11 [A]{{#item:480349|Circulation of Life Spring}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313012|Life of Spring (Strength)}}&lt;br /&gt;
* +11 [A]{{#item:480231|Glade Rune Manteau}}&lt;br /&gt;
** {{#item:310922|Power of Varmundt Lv3}} &lt;br /&gt;
|| &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;aim for high HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&lt;br /&gt;
** {{#item:313028}}&lt;br /&gt;
** {{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490483|Signet of Circulation Spring}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312986|Signet of Power Lv5}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| n/a || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=32999</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=32999"/>
		<updated>2025-02-03T10:23:19Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Rework EB/BFB endgame gears and future gears section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Currently deals slightly less damage than EB on it&#039;s own, while also being single-targeted, but with future gears this will become the strongest ranged skill. As of now it has very niche use for builds with very high aftercastdelay reduction, as you can alternate between EB and BFB during their individual 0.5s cooldowns to reach higher dps than either skill could do on its own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 105 and Crt: 67 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown (50% when using dimension combo), however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312753|Acute Jewel Lv5}}&lt;br /&gt;
** {{#item:312700|Time Dimension Jewel (Agility) Lv3}} or {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Agi jewel can be a strong option as overshooting the required minimum ACDR required for EB/BFB can still be hopeful to get back to snapping faster after the attack. ACDR reduction will become even more valuable in the future when Time Gap weapon reduces CD of both skills even further. Inversely, luck jewel will yield a bit higher damage and helps out with boosting Cri. This makes either option viable in their own way.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;preferably high ACDR% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450172|Nebula Suit of Creative}}&lt;br /&gt;
** {{#item:310685|Star Cluster of Creative Lv.3}}&lt;br /&gt;
** {{#item:310732|Nebula of Expert Archer Lv.3}}&lt;br /&gt;
** stat doesn&#039;t matter much&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&lt;br /&gt;
** {{#item:312354}}&lt;br /&gt;
** {{#item:312344}}&lt;br /&gt;
** {{#item:312339}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;The following has not yet been validated ingame and is based on informed guessing and comparing to kRO players&amp;lt;/span&amp;gt; Nebula Suit of Creative will &#039;&#039;most likely&#039;&#039; start to beat Engraved Ice Storm Rune Suit once the matching enchants have been put on the HoL garment/accessory. Depth1 armor may still be favourable for casual farming where another +10% acdr can make things smoother.&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
|| {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
* +12 [A] {{#item:480352|Circulation of Life: Winter}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313023|Life of Winter (Creative)}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490135|Creative Stellar Seal}}&lt;br /&gt;
** {{#item:310706|Star of Sharp Lv5}} and/or {{#item:310701|Star of M.Archer Lv5}}&lt;br /&gt;
** {{#item:313028|Star Cluster of Strength}} or {{#item:313033|Star Cluster of Luck}}&lt;br /&gt;
* {{#item:490486|Signet of Circulation: Winter}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:313006|Signet of Creative}} / {{#item:312991|Signet of Concentration}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
 || Signet of Creative is most likely prefered, Signet of Concentration (with Star Cluster of Concentration in armor) &#039;&#039;may&#039;&#039; also work (&amp;lt;span color=&amp;quot;red&amp;quot;&amp;gt;untested&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
{{#item:560072|Time Gap Judgment Knuckle}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/560072/time-gap-judgment-knuckle-2 Divine Pride description]&amp;lt;br /&amp;gt;Will beat current best-in-slot weapon for EB slightly when combo&#039;d with Time Dimension Rune Crown and both are at least +11, while also decreasing EB cooldown even further to 0.4s (from 0.5s with D2 weapon). Additionally, it will buff up {{#skill:6519}} to the point where it&#039;s becoming the best option for single-target use (e.g. killing bosses).&lt;br /&gt;
|-&lt;br /&gt;
| Footgear ||&lt;br /&gt;
{{#item:470303|Yorscalp Boots}}&lt;br /&gt;
|| &#039;&#039;&#039;Episode 21&#039;&#039;&#039; (?) [https://www.divine-pride.net/database/item/470303/yorscalp-boots-1 Divine Pride description] This also comes with enchants, didn&#039;t look too deep yet (most likely far future)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || Use PCC either ungraded or up to +11 [C]. Any further investment is better placed in the endgame garment in above section.&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&lt;br /&gt;
** {{#item:312733|Tenacity Jewel Lv5}}&lt;br /&gt;
** {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&lt;br /&gt;
** {{#item:310676|Star Cluster of Power Lv.3}}&lt;br /&gt;
** {{#item:310744|Nebula of Health Lv.3}}&lt;br /&gt;
** {{#item:4744|Vit+5}}&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
** {{#item:312334}}&lt;br /&gt;
** {{#item:312324}}&lt;br /&gt;
** {{#item:312319}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Nebula Armor of Power is the current best-in-slot option, but slightly behind Engraved Flame Earth Armor until getting the correct enchants on the Hall of Life accessory or garment.&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
* {{#item:4140|Abysmal Knight Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || With my current setup I found Wanderer Card to be about 0.5% stronger than Punch Bug, but the latter also works against small monsters. For the 2nd slot, Abysmal Knight Card can be ideal as any non-boss usually anyway dies against TFB regardless. Thanatos is best-in-slot for virtually most places, if you can get your hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
** {{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&lt;br /&gt;
** {{#item:312095|Intelligence}}&lt;br /&gt;
** {{#item:312093|MRES}}&lt;br /&gt;
** {{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
* +11 [A]{{#item:480349|Circulation of Life Spring}}&lt;br /&gt;
** {{#item:312513|Physical Flower Lv5}}&lt;br /&gt;
** {{#item:312538|Physical Fruit Lv20}}&lt;br /&gt;
** {{#item:313012|Life of Spring (Strength)}}&lt;br /&gt;
* +11 [A]{{#item:480231|Glade Rune Manteau}}&lt;br /&gt;
** {{#item:310922|Power of Varmundt Lv3}} &lt;br /&gt;
|| &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;aim for high HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&lt;br /&gt;
** {{#item:313028}}&lt;br /&gt;
** {{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490483|Signet of Circulation Spring}}&lt;br /&gt;
** {{#item:312981|Token of Life}}&lt;br /&gt;
** {{#item:312986|Signet of Power Lv5}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| n/a || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=32566</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=32566"/>
		<updated>2025-01-25T15:27:32Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Update endgame gears in TFB-section to include HoL items/enchants and remove some outdated gears&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Currently deals slightly less damage than EB on it&#039;s own, while also being single-targeted, but with future gears this will become the strongest ranged skill. As of now it has very niche use for builds with very high aftercastdelay reduction, as you can alternate between EB and BFB during their individual 0.5s cooldowns to reach higher dps than either skill could do on its own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 105 and Crt: 67 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown (50% when using dimension combo), however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;{{#item:312354}}&amp;lt;br /&amp;gt;{{#item:312344}}&amp;lt;br /&amp;gt;{{#item:312339}}&lt;br /&gt;
* +11/12 [A] {{#item:450171|Nebula Suit of Concentration}}&amp;lt;br /&amp;gt;{{#item:310682|Star Cluster of Concentration Lv.3}}&amp;lt;br /&amp;gt;{{#item:310732|Nebula of Expert Archer Lv.3}}&amp;lt;br /&amp;gt;Any stat&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || Engraved Ice Storm Rune Suit is currently the &#039;&#039;&#039;best-in-slot&#039;&#039;&#039; option&amp;lt;br /&amp;gt;However, &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;at this point in time I&#039;d recommend going Nebula of Concentration instead&amp;lt;/span&amp;gt; when starting from scratch, as it will likely be best-in-slot when Hall of Life is released (soon™). &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Still needs testing vs Nebula of Creative&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this changes when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
 || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
{{#item:560072|Time Gap Judgment Knuckle}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/560072/time-gap-judgment-knuckle-2 Divine Pride description]&amp;lt;br /&amp;gt;Will beat current best-in-slot weapon for EB slightly when combo&#039;d with Time Dimension Rune Crown and both are at least +11, while also decreasing EB cooldown even further to 0.4s (from 0.5s with D2 weapon). Additionally, it will buff up {{#skill:6519}} to the point where it&#039;s becoming the best option for single-target use (e.g. killing bosses).&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
+12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&amp;lt;br /&amp;gt;{{#item:312334}}&amp;lt;br /&amp;gt;{{#item:312324}}&amp;lt;br /&amp;gt;{{#item:312319}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Nebula Armor of Power is the current best-in-slot option, but slightly behind Engraved Flame Earth Armor until getting the correct enchants on the Hall of Life accessory or garment.&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
* {{#item:4140|Abysmal Knight Card}}&lt;br /&gt;
* {{#item:4399|Memory of Thanatos Card}}&lt;br /&gt;
 || With my current setup I found Wanderer Card to be about 0.5% stronger than Punch Bug, but the latter also works against small monsters. For the 2nd slot, Abysmal Knight Card can be ideal as any non-boss usually anyway dies against TFB regardless. Thanatos is best-in-slot for virtually most places, if you can get your hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&amp;lt;br /&amp;gt;{{#item:312095|Intelligence}}&amp;lt;br /&amp;gt;{{#item:312093|MRES}}&amp;lt;br /&amp;gt;{{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
* +11 [A]{{#item:480349|Circulation of Life Spring}}&amp;lt;br /&amp;gt;{{#item:312513|Physical Flower Lv5}}&amp;lt;br /&amp;gt;{{#item:312538|Physical Fruit Lv20}}&amp;lt;br /&amp;gt;{{#item:313012|Life of Spring (Strength)}}&lt;br /&gt;
* +11 [A]{{#item:480231|Glade Rune Manteau}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}} &lt;br /&gt;
|| &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&amp;lt;br /&amp;gt;{{#item:313028}}&amp;lt;br /&amp;gt;{{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490483|Signet of Circulation Spring}}&amp;lt;br /&amp;gt;{{#item:312981|Token of Life}}&amp;lt;br /&amp;gt;{{#item:312986|Signet of Power Lv5}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| n/a || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
* {{#item:102803|Force Booster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=27291</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=27291"/>
		<updated>2024-12-19T18:02:39Z</updated>

		<summary type="html">&lt;p&gt;Cruro: update EB showcase gif&lt;/p&gt;
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&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
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    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Currently deals slightly less damage than EB on it&#039;s own, while also being single-targeted, but with future gears this will become the strongest ranged skill. As of now it has very niche use for builds with very high aftercastdelay reduction, as you can alternate between EB and BFB during their individual 0.5s cooldowns to reach higher dps than either skill could do on its own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Eb-bfb-alt-farming.gif|thumb|600x600px|High ACDR EB farming showcase (with BFB thrown inbetween cooldowns)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 105 and Crt: 67 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown (50% when using dimension combo), however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;{{#item:312354}}&amp;lt;br /&amp;gt;{{#item:312344}}&amp;lt;br /&amp;gt;{{#item:312339}}&lt;br /&gt;
* +11/12 [A] {{#item:450171|Nebula Suit of Concentration}}&amp;lt;br /&amp;gt;{{#item:310682|Star Cluster of Concentration Lv.3}}&amp;lt;br /&amp;gt;{{#item:310732|Nebula of Expert Archer Lv.3}}&amp;lt;br /&amp;gt;Any stat&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || Engraved Ice Storm Rune Suit is currently the &#039;&#039;&#039;best-in-slot&#039;&#039;&#039; option&amp;lt;br /&amp;gt;However, &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;at this point in time I&#039;d recommend going Nebula of Concentration instead&amp;lt;/span&amp;gt; when starting from scratch, as it will likely be best-in-slot when Hall of Life is released (soon™). &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Still needs testing vs Nebula of Creative&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this changes when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
 || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
{{#item:560072|Time Gap Judgment Knuckle}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/560072/time-gap-judgment-knuckle-2 Divine Pride description]&amp;lt;br /&amp;gt;Will beat current best-in-slot weapon for EB slightly when combo&#039;d with Time Dimension Rune Crown and both are at least +11, while also decreasing EB cooldown even further to 0.4s (from 0.5s with D2 weapon). Additionally, it will buff up {{#skill:6519}} to the point where it&#039;s becoming the best option for single-target use (e.g. killing bosses).&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&amp;lt;br /&amp;gt;{{#item:312334}}&amp;lt;br /&amp;gt;{{#item:312324}}&amp;lt;br /&amp;gt;{{#item:312319}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Engraved Flame Earth Armor is currently the &#039;&#039;&#039;best-in-slot&#039;&#039;&#039; option&amp;lt;br /&amp;gt;However, &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;at this point in time I&#039;d recommend going Nebula of Power instead&amp;lt;/span&amp;gt; when starting from scratch, as it will be best-in-slot when Hall of Life is released (soon™).&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&amp;lt;br /&amp;gt;{{#item:312095|Intelligence}}&amp;lt;br /&amp;gt;{{#item:312093|MRES}}&amp;lt;br /&amp;gt;{{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&amp;lt;br /&amp;gt;{{#item:313028}}&amp;lt;br /&amp;gt;{{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=File:Eb-bfb-alt-farming.gif&amp;diff=27290</id>
		<title>File:Eb-bfb-alt-farming.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=File:Eb-bfb-alt-farming.gif&amp;diff=27290"/>
		<updated>2024-12-19T17:59:53Z</updated>

		<summary type="html">&lt;p&gt;Cruro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=27256</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=27256"/>
		<updated>2024-12-18T00:16:10Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Add mention of Blazing Flame Blast and adds related weapon to EB future gears section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:6519}}:&#039;&#039;&#039; Currently deals slightly less damage than EB on it&#039;s own, while also being single-targeted, but with future gears this will become the strongest ranged skill. As of now it has very niche use for builds with very high aftercastdelay reduction, as you can alternate between EB and BFB during their individual 0.5s cooldowns to reach higher dps than either skill could do on its own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Explosion-blaster-farming.gif|thumb|600x600px|EB farming showcase using droprate gears (reduced damage/aftercastdelay)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 105 and Crt: 67 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown (50% when using dimension combo), however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;{{#item:312354}}&amp;lt;br /&amp;gt;{{#item:312344}}&amp;lt;br /&amp;gt;{{#item:312339}}&lt;br /&gt;
* +11/12 [A] {{#item:450171|Nebula Suit of Concentration}}&amp;lt;br /&amp;gt;{{#item:310682|Star Cluster of Concentration Lv.3}}&amp;lt;br /&amp;gt;{{#item:310732|Nebula of Expert Archer Lv.3}}&amp;lt;br /&amp;gt;Any stat&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || Engraved Ice Storm Rune Suit is currently the &#039;&#039;&#039;best-in-slot&#039;&#039;&#039; option&amp;lt;br /&amp;gt;However, &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;at this point in time I&#039;d recommend going Nebula of Concentration instead&amp;lt;/span&amp;gt; when starting from scratch, as it will likely be best-in-slot when Hall of Life is released (soon™). &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Still needs testing vs Nebula of Creative&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this changes when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
 || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
{{#item:560072|Time Gap Judgment Knuckle}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/560072/time-gap-judgment-knuckle-2 Divine Pride description]&amp;lt;br /&amp;gt;Will beat current best-in-slot weapon for EB slightly when combo&#039;d with Time Dimension Rune Crown and both are at least +11, while also decreasing EB cooldown even further to 0.4s (from 0.5s with D2 weapon). Additionally, it will buff up {{#skill:6519}} to the point where it&#039;s becoming the best option for single-target use (e.g. killing bosses).&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&amp;lt;br /&amp;gt;{{#item:312334}}&amp;lt;br /&amp;gt;{{#item:312324}}&amp;lt;br /&amp;gt;{{#item:312319}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Engraved Flame Earth Armor is currently the &#039;&#039;&#039;best-in-slot&#039;&#039;&#039; option&amp;lt;br /&amp;gt;However, &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;at this point in time I&#039;d recommend going Nebula of Power instead&amp;lt;/span&amp;gt; when starting from scratch, as it will be best-in-slot when Hall of Life is released (soon™).&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&amp;lt;br /&amp;gt;{{#item:312095|Intelligence}}&amp;lt;br /&amp;gt;{{#item:312093|MRES}}&amp;lt;br /&amp;gt;{{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&amp;lt;br /&amp;gt;{{#item:313028}}&amp;lt;br /&amp;gt;{{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=26511</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=26511"/>
		<updated>2024-12-10T00:36:01Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Update recommended self-buffs after hp%-fix and update TFB endgame accessory (right)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}} (which is still a slightly better offensive option).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with {{#skill:5239}} (which after recent hp% buff fixes is not worth using anymore for either build).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Explosion-blaster-farming.gif|thumb|600x600px|EB farming showcase using droprate gears (reduced damage/aftercastdelay)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 105 and Crt: 67 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown (50% when using dimension combo), however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;{{#item:312354}}&amp;lt;br /&amp;gt;{{#item:312344}}&amp;lt;br /&amp;gt;{{#item:312339}}&lt;br /&gt;
* +11/12 [A] {{#item:450171|Nebula Suit of Concentration}}&amp;lt;br /&amp;gt;{{#item:310682|Star Cluster of Concentration Lv.3}}&amp;lt;br /&amp;gt;{{#item:310732|Nebula of Expert Archer Lv.3}}&amp;lt;br /&amp;gt;Any stat&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || Engraved Ice Storm Rune Suit is currently the &#039;&#039;&#039;best-in-slot&#039;&#039;&#039; option&amp;lt;br /&amp;gt;However, &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;at this point in time I&#039;d recommend going Nebula of Concentration instead&amp;lt;/span&amp;gt; when starting from scratch, as it will likely be best-in-slot when Hall of Life is released (soon™). &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Still needs testing vs Nebula of Creative&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this changes when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
 || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&amp;lt;br /&amp;gt;{{#item:312334}}&amp;lt;br /&amp;gt;{{#item:312324}}&amp;lt;br /&amp;gt;{{#item:312319}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Engraved Flame Earth Armor is currently the &#039;&#039;&#039;best-in-slot&#039;&#039;&#039; option&amp;lt;br /&amp;gt;However, &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;at this point in time I&#039;d recommend going Nebula of Power instead&amp;lt;/span&amp;gt; when starting from scratch, as it will be best-in-slot when Hall of Life is released (soon™).&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&amp;lt;br /&amp;gt;{{#item:312095|Intelligence}}&amp;lt;br /&amp;gt;{{#item:312093|MRES}}&amp;lt;br /&amp;gt;{{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490132}}&amp;lt;br /&amp;gt;{{#item:313028}}&amp;lt;br /&amp;gt;{{#item:310696}} or {{#item:310721}} (any mix or double)&lt;br /&gt;
* {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): A slightly stronger option than {{#skill:2348}} while also buffing aspd slightly.&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=24514</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=24514"/>
		<updated>2024-10-29T00:35:50Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Update trait builds for new max-level and add warnings for upcoming best-in-slot changes for armors of both builds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5239}}:&#039;&#039;&#039; Increases MaxHp%. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:5238}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Very strong buff during early- and mid-game where there are not many sources of P.Atk from gears yet. Still decent in end-game. Cannot be used together with {{#skill:5239}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Explosion-blaster-farming.gif|thumb|600x600px|EB farming showcase using droprate gears (reduced damage/aftercastdelay)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 72&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 110&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 105 and Crt: 67 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown (50% when using dimension combo), however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A] {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;{{#item:312354}}&amp;lt;br /&amp;gt;{{#item:312344}}&amp;lt;br /&amp;gt;{{#item:312339}}&lt;br /&gt;
* +11/12 [A] {{#item:450171|Nebula Suit of Concentration}}&amp;lt;br /&amp;gt;{{#item:310682|Star Cluster of Concentration Lv.3}}&amp;lt;br /&amp;gt;{{#item:310732|Nebula of Expert Archer Lv.3}}&amp;lt;br /&amp;gt;Any stat&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || Engraved Ice Storm Rune Suit is currently the &#039;&#039;&#039;best-in-slot&#039;&#039;&#039; option&amp;lt;br /&amp;gt;However, &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;at this point in time I&#039;d recommend going Nebula of Concentration instead&amp;lt;/span&amp;gt; when starting from scratch, as it will likely be best-in-slot when Hall of Life is released (soon™). &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Still needs testing vs Nebula of Creative&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this changes when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
 || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 110&lt;br /&gt;
* &#039;&#039;&#039;Crt/Wis/Sta:&#039;&#039;&#039; 72&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&amp;lt;br /&amp;gt;{{#item:312334}}&amp;lt;br /&amp;gt;{{#item:312324}}&amp;lt;br /&amp;gt;{{#item:312319}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Engraved Flame Earth Armor is currently the &#039;&#039;&#039;best-in-slot&#039;&#039;&#039; option&amp;lt;br /&amp;gt;However, &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;at this point in time I&#039;d recommend going Nebula of Power instead&amp;lt;/span&amp;gt; when starting from scratch, as it will be best-in-slot when Hall of Life is released (soon™).&amp;lt;hr/&amp;gt;Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&amp;lt;br /&amp;gt;{{#item:312095|Intelligence}}&amp;lt;br /&amp;gt;{{#item:312093|MRES}}&amp;lt;br /&amp;gt;{{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490303|Venom Rune Ring}} / {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2348}} (Sura): Another +10% maxhp.&lt;br /&gt;
* {{#skill:5239}} &#039;&#039;&#039;or&#039;&#039;&#039; {{#skill:5238}} (Inquisitor): Firm Faith will win in the end when you have high hp% amounts from gear, but Powerful Faith is usually better during early/mid game.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=24348</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=24348"/>
		<updated>2024-10-12T12:03:08Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Remove outdated item suggestion from tfb future section (did not end up being a good option)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5239}}:&#039;&#039;&#039; Increases MaxHp%. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:5238}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Very strong buff during early- and mid-game where there are not many sources of P.Atk from gears yet. Still decent in end-game. Cannot be used together with {{#skill:5239}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Explosion-blaster-farming.gif|thumb|600x600px|EB farming showcase using droprate gears (reduced damage/aftercastdelay)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 35&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 100&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 90 and Crt: 45 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown (50% when using dimension combo), however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A]  {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* +11/12 [A] {{#item:450285|Engraved Corruption Poison Rune Cloth}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this changes when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
 || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Crt/any:&#039;&#039;&#039; 35&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&amp;lt;br /&amp;gt;{{#item:312095|Intelligence}}&amp;lt;br /&amp;gt;{{#item:312093|MRES}}&amp;lt;br /&amp;gt;{{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490303|Venom Rune Ring}} / {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2348}} (Sura): Another +10% maxhp.&lt;br /&gt;
* {{#skill:5239}} &#039;&#039;&#039;or&#039;&#039;&#039; {{#skill:5238}} (Inquisitor): Firm Faith will win in the end when you have high hp% amounts from gear, but Powerful Faith is usually better during early/mid game.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=24317</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=24317"/>
		<updated>2024-10-10T10:55:59Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Update costume stones for both builds after release of 4th job garment stones&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5239}}:&#039;&#039;&#039; Increases MaxHp%. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:5238}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Very strong buff during early- and mid-game where there are not many sources of P.Atk from gears yet. Still decent in end-game. Cannot be used together with {{#skill:5239}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Explosion-blaster-farming.gif|thumb|600x600px|EB farming showcase using droprate gears (reduced damage/aftercastdelay)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 35&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 100&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 90 and Crt: 45 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown (50% when using dimension combo), however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A]  {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* +11/12 [A] {{#item:450285|Engraved Corruption Poison Rune Cloth}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this changes when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
 || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || {{#skill:5240}} Lv10 is necessary for maximum benefit&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Crt/any:&#039;&#039;&#039; 35&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&amp;lt;br /&amp;gt;{{#item:312095|Intelligence}}&amp;lt;br /&amp;gt;{{#item:312093|MRES}}&amp;lt;br /&amp;gt;{{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490303|Venom Rune Ring}} / {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessory (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300467}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000968|Sura Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000970|Sura Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001738|Inquisitor Stone (Garment)}} and &lt;br /&gt;
* {{#item:1000524|Melee Stone (Dual)}} or&lt;br /&gt;
* {{#item:1001055|Power Stone (Dual)}}&lt;br /&gt;
 || Keep in mind that {{#skill:5240}} Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2348}} (Sura): Another +10% maxhp.&lt;br /&gt;
* {{#skill:5239}} &#039;&#039;&#039;or&#039;&#039;&#039; {{#skill:5238}} (Inquisitor): Firm Faith will win in the end when you have high hp% amounts from gear, but Powerful Faith is usually better during early/mid game.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=23606</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=23606"/>
		<updated>2024-09-09T15:38:39Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Update costume stones for TFB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5239}}:&#039;&#039;&#039; Increases MaxHp%. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:5238}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Very strong buff during early- and mid-game where there are not many sources of P.Atk from gears yet. Still decent in end-game. Cannot be used together with {{#skill:5239}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Explosion-blaster-farming.gif|thumb|600x600px|EB farming showcase using droprate gears (reduced damage/aftercastdelay)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 35&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 100&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 90 and Crt: 45 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown (50% when using dimension combo), however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A]  {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* +11/12 [A] {{#item:450285|Engraved Corruption Poison Rune Cloth}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this changes when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
 || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000222|Assassin Cross Stone II (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:25060|Critical Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000976|Guillotine Cross Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1000221|Guillotine Cross Stone II (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Crt/any:&#039;&#039;&#039; 35&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&amp;lt;br /&amp;gt;{{#item:312095|Intelligence}}&amp;lt;br /&amp;gt;{{#item:312093|MRES}}&amp;lt;br /&amp;gt;{{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490303|Venom Rune Ring}} / {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessory (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300467}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* {{#item:1000377|Melee Stone (Top)}}&lt;br /&gt;
* {{#item:1000968|Sura Stone (Top)}}&lt;br /&gt;
 || Melee Stone is a tiny bit stronger, but Sura Stone can help with 0.5 FCT when e.g. using Unknown Boots that don&#039;t grant any FCT.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000969|Sura Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000862|Ranger Stone (Low)}} || Combo&#039;s with Ranger Garment Stone for a nice +15% dmg against all sizes&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1000011|Ranger Stone II (Garment)}} and {{#item:1000524|Melee Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2348}} (Sura): Another +10% maxhp.&lt;br /&gt;
* {{#skill:5239}} &#039;&#039;&#039;or&#039;&#039;&#039; {{#skill:5238}} (Inquisitor): Firm Faith will win in the end when you have high hp% amounts from gear, but Powerful Faith is usually better during early/mid game.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=22616</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=22616"/>
		<updated>2024-07-21T17:08:39Z</updated>

		<summary type="html">&lt;p&gt;Cruro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5239}}:&#039;&#039;&#039; Increases MaxHp%. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:5238}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Very strong buff during early- and mid-game where there are not many sources of P.Atk from gears yet. Still decent in end-game. Cannot be used together with {{#skill:5239}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Explosion-blaster-farming.gif|thumb|600x600px|EB farming showcase using droprate gears (reduced damage/aftercastdelay)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 35&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 100&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 90 and Crt: 45 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown (50% when using dimension combo), however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A]  {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* +11/12 [A] {{#item:450285|Engraved Corruption Poison Rune Cloth}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this should change when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(needs testing)&amp;lt;/span&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
 || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000222|Assassin Cross Stone II (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:25060|Critical Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000976|Guillotine Cross Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1000221|Guillotine Cross Stone II (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Crt/any:&#039;&#039;&#039; 35&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&amp;lt;br /&amp;gt;{{#item:312095|Intelligence}}&amp;lt;br /&amp;gt;{{#item:312093|MRES}}&amp;lt;br /&amp;gt;{{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490303|Venom Rune Ring}} / {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessory (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300467}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000377|Melee Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000378|Melee Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000379|Melee (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001053|Melee Physical Attack Stone (Garment)}} and {{#item:1000524|Melee Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2348}} (Sura): Another +10% maxhp.&lt;br /&gt;
* {{#skill:5239}} &#039;&#039;&#039;or&#039;&#039;&#039; {{#skill:5238}} (Inquisitor): Firm Faith will win in the end when you have high hp% amounts from gear, but Powerful Faith is usually better during early/mid game.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=22615</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=22615"/>
		<updated>2024-07-21T17:08:01Z</updated>

		<summary type="html">&lt;p&gt;Cruro: fix image placement&lt;/p&gt;
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&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
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    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5239}}:&#039;&#039;&#039; Increases MaxHp%. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:5238}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Very strong buff during early- and mid-game where there are not many sources of P.Atk from gears yet. Still decent in end-game. Cannot be used together with {{#skill:5239}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Explosion-blaster-farming.gif|thumb|600x600px|EB farming showcase using droprate gears (reduced damage/aftercastdelay)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 35&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 100&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 90 and Crt: 45 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown (50% when using dimension combo), however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A]  {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* +11/12 [A] {{#item:450285|Engraved Corruption Poison Rune Cloth}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this should change when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(needs testing)&amp;lt;/span&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
 || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000222|Assassin Cross Stone II (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:25060|Critical Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000976|Guillotine Cross Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1000221|Guillotine Cross Stone II (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb|left|Red slots use smart-keys]]&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Crt/any:&#039;&#039;&#039; 35&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&amp;lt;br /&amp;gt;{{#item:312095|Intelligence}}&amp;lt;br /&amp;gt;{{#item:312093|MRES}}&amp;lt;br /&amp;gt;{{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490303|Venom Rune Ring}} / {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessory (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300467}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000377|Melee Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000378|Melee Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000379|Melee (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001053|Melee Physical Attack Stone (Garment)}} and {{#item:1000524|Melee Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2348}} (Sura): Another +10% maxhp.&lt;br /&gt;
* {{#skill:5239}} &#039;&#039;&#039;or&#039;&#039;&#039; {{#skill:5238}} (Inquisitor): Firm Faith will win in the end when you have high hp% amounts from gear, but Powerful Faith is usually better during early/mid game.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=22614</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=22614"/>
		<updated>2024-07-21T17:05:04Z</updated>

		<summary type="html">&lt;p&gt;Cruro: TFB build: add seperate section to explain dimension gear swap in depth, add more alternative gears and notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5239}}:&#039;&#039;&#039; Increases MaxHp%. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:5238}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Very strong buff during early- and mid-game where there are not many sources of P.Atk from gears yet. Still decent in end-game. Cannot be used together with {{#skill:5239}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Explosion-blaster-farming.gif|thumb|600x600px|EB farming showcase using droprate gears (reduced damage/aftercastdelay)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 35&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 100&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 90 and Crt: 45 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown (50% when using dimension combo), however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A]  {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* +11/12 [A] {{#item:450285|Engraved Corruption Poison Rune Cloth}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this should change when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(needs testing)&amp;lt;/span&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
 || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000222|Assassin Cross Stone II (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:25060|Critical Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000976|Guillotine Cross Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1000221|Guillotine Cross Stone II (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Flame Bomb with Dimensions gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the introduction of Dimensions gear ({{#item:400538}} + {{#item:560060}}) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:&lt;br /&gt;
* &#039;&#039;&#039;One-Button TFB&#039;&#039;&#039;: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn&#039;t need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don&#039;t gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).&lt;br /&gt;
* &#039;&#039;&#039;Gear-Swap combo&#039;&#039;&#039;: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it&#039;s also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand &#039;&#039;without&#039;&#039; the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.&lt;br /&gt;
See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it&#039;s possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it&#039;ll be autocasted after Second Flame.&lt;br /&gt;
The example shows swapping of weapons, but usually it&#039;s better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players [https://www.youtube.com/watch?v=vEWq2txLCzs on kRO].&lt;br /&gt;
[[File:Smart keys setup for using TFB with dimension gear swap.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Crt/any:&#039;&#039;&#039; 35&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 0% or 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then &#039;&#039;&#039;0% aftercastdelay reduction is needed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB.&lt;br /&gt;
Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it&#039;s highly recommended to learn the swap-way instead).&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&lt;br /&gt;
* +11 [C]{{#item:460040|Glacier Guard}}&amp;lt;br /&amp;gt;{{#item:312095|Intelligence}}&amp;lt;br /&amp;gt;{{#item:312093|MRES}}&amp;lt;br /&amp;gt;{{#item:312090|Defense}}&lt;br /&gt;
 ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || &lt;br /&gt;
* +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant&lt;br /&gt;
* +11 [A]{{#item:470174|Glade Rune Boots}}&amp;lt;br /&amp;gt;{{#item:310922|Power of Varmundt Lv3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.&amp;lt;br /&amp;gt;E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490303|Venom Rune Ring}} / {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessory (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300467}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000377|Melee Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000378|Melee Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000379|Melee (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001053|Melee Physical Attack Stone (Garment)}} and {{#item:1000524|Melee Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2348}} (Sura): Another +10% maxhp.&lt;br /&gt;
* {{#skill:5239}} &#039;&#039;&#039;or&#039;&#039;&#039; {{#skill:5238}} (Inquisitor): Firm Faith will win in the end when you have high hp% amounts from gear, but Powerful Faith is usually better during early/mid game.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=File:Smart_keys_setup_for_using_TFB_with_dimension_gear_swap.png&amp;diff=22613</id>
		<title>File:Smart keys setup for using TFB with dimension gear swap.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=File:Smart_keys_setup_for_using_TFB_with_dimension_gear_swap.png&amp;diff=22613"/>
		<updated>2024-07-21T16:33:40Z</updated>

		<summary type="html">&lt;p&gt;Cruro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The slots marked in red need to have smart keys active, so that a press will also automatically perform a click on the target.&lt;br /&gt;
This allows casting of the full combo by effectively pressing both keys in the upper row, followed by pressing both keys in the lower row&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=22231</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=22231"/>
		<updated>2024-05-31T15:36:06Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Update headgear/accessory card for EB after EP20&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5239}}:&#039;&#039;&#039; Increases MaxHp%. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:5238}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Very strong buff during early- and mid-game where there are not many sources of P.Atk from gears yet. Still decent in end-game. Cannot be used together with {{#skill:5239}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Explosion-blaster-farming.gif|thumb|600x600px|EB farming showcase using droprate gears (reduced damage/aftercastdelay)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 35&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 100&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 90 and Crt: 45 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown, however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:300456|Icewind Egg Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A]  {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* +11/12 [A] {{#item:450285|Engraved Corruption Poison Rune Cloth}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this should change when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(needs testing)&amp;lt;/span&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300278|Void Mimic Card}} (Left)&lt;br /&gt;
* {{#item:300468|Snow Rabbit Iceslug Card}} (Right)&lt;br /&gt;
 || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000222|Assassin Cross Stone II (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:25060|Critical Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000976|Guillotine Cross Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1000221|Guillotine Cross Stone II (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Crt/any:&#039;&#039;&#039; 35&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
Using the dimensions headgear+weapon would normally be a dps-loss as First Brand cooldown gets increased to 1.8s.&amp;lt;br /&amp;gt;However there&#039;s the following tech as [https://www.youtube.com/watch?v=vEWq2txLCzs seen on kRO] to circumvent this downside completely by swapping to the headgear mid-combo:&amp;lt;br /&amp;gt;Swap to non-crown headgear -&amp;gt; use First Brand -&amp;gt; Swap to crown -&amp;gt; use Second Flame (this now autocasts Third Flame Bomb) -&amp;gt; repeat&amp;lt;br /&amp;gt;This effectively makes the full TFB-combo possible every 0.7s.&amp;lt;br /&amp;gt;However without the gear swap tech, using Beelzebub Crown would still be the better dps.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || The boots proc often (especially when mobbing) and roughly double the damage of TFB&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490303|Venom Rune Ring}} / {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessory (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300467}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000377|Melee Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000378|Melee Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000379|Melee (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is stronger, but Reload helps with the recently added 0.7s ACD in TFB&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001053|Melee Physical Attack Stone (Garment)}} and {{#item:1000524|Melee Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2348}} (Sura): Another +10% maxhp.&lt;br /&gt;
* {{#skill:5239}} &#039;&#039;&#039;or&#039;&#039;&#039; {{#skill:5238}} (Inquisitor): Firm Faith will win in the end when you have high hp% amounts from gear, but Powerful Faith is usually better during early/mid game.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=22230</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=22230"/>
		<updated>2024-05-31T15:13:09Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Update weapon/shield card for TFB after EP20&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5239}}:&#039;&#039;&#039; Increases MaxHp%. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:5238}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Very strong buff during early- and mid-game where there are not many sources of P.Atk from gears yet. Still decent in end-game. Cannot be used together with {{#skill:5239}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Explosion-blaster-farming.gif|thumb|600x600px|EB farming showcase using droprate gears (reduced damage/aftercastdelay)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 35&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 100&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 90 and Crt: 45 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown, however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A]  {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* +11/12 [A] {{#item:450285|Engraved Corruption Poison Rune Cloth}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this should change when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(needs testing)&amp;lt;/span&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300456}}&lt;br /&gt;
 || Should give 7% ACDR when put into a +10 armor-lv2 headgear, according to divine-pride (item description might be currently incomplete here)&amp;lt;br /&amp;gt;That would make it the best non-mvp card for ACD reduction.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessory-right (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300468}}&lt;br /&gt;
 || 15% range easily beats 15% crit-dmg (from previous Void Mimic Card), since EB only uses half of crit-dmg modifier&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000222|Assassin Cross Stone II (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:25060|Critical Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000976|Guillotine Cross Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1000221|Guillotine Cross Stone II (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Crt/any:&#039;&#039;&#039; 35&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
Using the dimensions headgear+weapon would normally be a dps-loss as First Brand cooldown gets increased to 1.8s.&amp;lt;br /&amp;gt;However there&#039;s the following tech as [https://www.youtube.com/watch?v=vEWq2txLCzs seen on kRO] to circumvent this downside completely by swapping to the headgear mid-combo:&amp;lt;br /&amp;gt;Swap to non-crown headgear -&amp;gt; use First Brand -&amp;gt; Swap to crown -&amp;gt; use Second Flame (this now autocasts Third Flame Bomb) -&amp;gt; repeat&amp;lt;br /&amp;gt;This effectively makes the full TFB-combo possible every 0.7s.&amp;lt;br /&amp;gt;However without the gear swap tech, using Beelzebub Crown would still be the better dps.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} ||&lt;br /&gt;
* {{#item:300465|Elite Rgan Guardian Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || The boots proc often (especially when mobbing) and roughly double the damage of TFB&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490303|Venom Rune Ring}} / {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessory (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300467}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300465|Elite Rgan Guardian Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000377|Melee Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000378|Melee Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000379|Melee (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is stronger, but Reload helps with the recently added 0.7s ACD in TFB&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001053|Melee Physical Attack Stone (Garment)}} and {{#item:1000524|Melee Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2348}} (Sura): Another +10% maxhp.&lt;br /&gt;
* {{#skill:5239}} &#039;&#039;&#039;or&#039;&#039;&#039; {{#skill:5238}} (Inquisitor): Firm Faith will win in the end when you have high hp% amounts from gear, but Powerful Faith is usually better during early/mid game.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=21830</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=21830"/>
		<updated>2024-05-08T08:08:39Z</updated>

		<summary type="html">&lt;p&gt;Cruro: minor update to EB future gears section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5239}}:&#039;&#039;&#039; Increases MaxHp%. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:5238}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Very strong buff during early- and mid-game where there are not many sources of P.Atk from gears yet. Still decent in end-game. Cannot be used together with {{#skill:5239}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Explosion-blaster-farming.gif|thumb|600x600px|EB farming showcase using droprate gears (reduced damage/aftercastdelay)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 35&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 100&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 90 and Crt: 45 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown, however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A]  {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* +11/12 [A] {{#item:450285|Engraved Corruption Poison Rune Cloth}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this should change when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(needs testing)&amp;lt;/span&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300456}}&lt;br /&gt;
 || Should give 7% ACDR when put into a +10 armor-lv2 headgear, according to divine-pride (item description might be currently incomplete here)&amp;lt;br /&amp;gt;That would make it the best non-mvp card for ACD reduction.&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessory-right (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300468}}&lt;br /&gt;
 || 15% range easily beats 15% crit-dmg (from previous Void Mimic Card), since EB only uses half of crit-dmg modifier&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000222|Assassin Cross Stone II (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:25060|Critical Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000976|Guillotine Cross Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1000221|Guillotine Cross Stone II (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Crt/any:&#039;&#039;&#039; 35&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
Using the dimensions headgear+weapon would normally be a dps-loss as First Brand cooldown gets increased to 1.8s.&amp;lt;br /&amp;gt;However there&#039;s the following tech as [https://www.youtube.com/watch?v=vEWq2txLCzs seen on kRO] to circumvent this downside completely by swapping to the headgear mid-combo:&amp;lt;br /&amp;gt;Swap to non-crown headgear -&amp;gt; use First Brand -&amp;gt; Swap to crown -&amp;gt; use Second Flame (this now autocasts Third Flame Bomb) -&amp;gt; repeat&amp;lt;br /&amp;gt;This effectively makes the full TFB-combo possible every 0.7s.&amp;lt;br /&amp;gt;However without the gear swap tech, using Beelzebub Crown would still be the better dps.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4608|White Knight Card}} (if using Khalitzburg shield-card)&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} ||&lt;br /&gt;
* {{#item:300235|Mushy Ant Egg Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 ||&lt;br /&gt;
Mushy Ant Egg gives slightly higher damage, but the all-size dmg reduction from Khalitzburg Knight Card&amp;lt;br /&amp;gt;helps immensely in surviving endgame places like depth 1 + 2 (thanks for the hint &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || The boots proc often (especially when mobbing) and roughly double the damage of TFB&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490303|Venom Rune Ring}} / {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Shield (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:300465}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessory (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300467}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300235|Mushy Ant Egg Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000377|Melee Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000378|Melee Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000379|Melee (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is stronger, but Reload helps with the recently added 0.7s ACD in TFB&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001053|Melee Physical Attack Stone (Garment)}} and {{#item:1000524|Melee Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2348}} (Sura): Another +10% maxhp.&lt;br /&gt;
* {{#skill:5239}} &#039;&#039;&#039;or&#039;&#039;&#039; {{#skill:5238}} (Inquisitor): Firm Faith will win in the end when you have high hp% amounts from gear, but Powerful Faith is usually better during early/mid game.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=21820</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=21820"/>
		<updated>2024-05-07T08:22:39Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Add mention of Massive Flame Blaster as a viable attack skill under certain circumstances&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5239}}:&#039;&#039;&#039; Increases MaxHp%. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:5238}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Very strong buff during early- and mid-game where there are not many sources of P.Atk from gears yet. Still decent in end-game. Cannot be used together with {{#skill:5239}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5243}}:&#039;&#039;&#039; Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb &#039;&#039;&#039;and&#039;&#039;&#039; when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.&lt;br /&gt;
&lt;br /&gt;
That combo boosts Massive Flame Blaster enough to be noticably stronger than {{#skill:5244}}. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Explosion-blaster-farming.gif|thumb|600x600px|EB farming showcase using droprate gears (reduced damage/aftercastdelay)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 35&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 100&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 90 and Crt: 45 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown, however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A]  {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* +11/12 [A] {{#item:450285|Engraved Corruption Poison Rune Cloth}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this should change when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(needs testing)&amp;lt;/span&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessory-right (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300468}}&lt;br /&gt;
 || 15% range easily beats 15% crit-dmg (from previous Void Mimic Card), since EB only uses half of crit-dmg modifier&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000222|Assassin Cross Stone II (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:25060|Critical Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000976|Guillotine Cross Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1000221|Guillotine Cross Stone II (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Crt/any:&#039;&#039;&#039; 35&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312706|Time Dimension Jewel (Vitality) 3Lv}} or {{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
Using the dimensions headgear+weapon would normally be a dps-loss as First Brand cooldown gets increased to 1.8s.&amp;lt;br /&amp;gt;However there&#039;s the following tech as [https://www.youtube.com/watch?v=vEWq2txLCzs seen on kRO] to circumvent this downside completely by swapping to the headgear mid-combo:&amp;lt;br /&amp;gt;Swap to non-crown headgear -&amp;gt; use First Brand -&amp;gt; Swap to crown -&amp;gt; use Second Flame (this now autocasts Third Flame Bomb) -&amp;gt; repeat&amp;lt;br /&amp;gt;This effectively makes the full TFB-combo possible every 0.7s.&amp;lt;br /&amp;gt;However without the gear swap tech, using Beelzebub Crown would still be the better dps.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4608|White Knight Card}} (if using Khalitzburg shield-card)&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} ||&lt;br /&gt;
* {{#item:300235|Mushy Ant Egg Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 ||&lt;br /&gt;
Mushy Ant Egg gives slightly higher damage, but the all-size dmg reduction from Khalitzburg Knight Card&amp;lt;br /&amp;gt;helps immensely in surviving endgame places like depth 1 + 2 (thanks for the hint &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || The boots proc often (especially when mobbing) and roughly double the damage of TFB&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490303|Venom Rune Ring}} / {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Shield (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:300465}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessory (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300467}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300235|Mushy Ant Egg Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000377|Melee Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000378|Melee Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000379|Melee (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is stronger, but Reload helps with the recently added 0.7s ACD in TFB&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001053|Melee Physical Attack Stone (Garment)}} and {{#item:1000524|Melee Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2348}} (Sura): Another +10% maxhp.&lt;br /&gt;
* {{#skill:5239}} &#039;&#039;&#039;or&#039;&#039;&#039; {{#skill:5238}} (Inquisitor): Firm Faith will win in the end when you have high hp% amounts from gear, but Powerful Faith is usually better during early/mid game.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=21701</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=21701"/>
		<updated>2024-05-06T16:17:10Z</updated>

		<summary type="html">&lt;p&gt;Cruro: add relevant episode 20 cards to EB future gears-section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5239}}:&#039;&#039;&#039; Increases MaxHp%. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:5238}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Very strong buff during early- and mid-game where there are not many sources of P.Atk from gears yet. Still decent in end-game. Cannot be used together with {{#skill:5239}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Explosion-blaster-farming.gif|thumb|600x600px|EB farming showcase using droprate gears (reduced damage/aftercastdelay)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 35&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 100&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 90 and Crt: 45 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown, however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A]  {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* +11/12 [A] {{#item:450285|Engraved Corruption Poison Rune Cloth}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this should change when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(needs testing)&amp;lt;/span&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessory-right (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300468}}&lt;br /&gt;
 || 15% range easily beats 15% crit-dmg (from previous Void Mimic Card), since EB only uses half of crit-dmg modifier&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000222|Assassin Cross Stone II (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:25060|Critical Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000976|Guillotine Cross Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1000221|Guillotine Cross Stone II (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Crt/any:&#039;&#039;&#039; 35&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312697|Time Dimension Jewel (Strength) Lv3}} / {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
Using the dimensions headgear+weapon would normally be a dps-loss as First Brand cooldown gets increased to 1.8s.&amp;lt;br /&amp;gt;However there&#039;s the following tech as [https://www.youtube.com/watch?v=vEWq2txLCzs seen on kRO] to circumvent this downside completely by swapping to the headgear mid-combo:&amp;lt;br /&amp;gt;Swap to non-crown headgear -&amp;gt; use First Brand -&amp;gt; Swap to crown -&amp;gt; use Second Flame (this now autocasts Third Flame Bomb) -&amp;gt; repeat&amp;lt;br /&amp;gt;This effectively makes the full TFB-combo possible every 0.7s.&amp;lt;br /&amp;gt;However without the gear swap tech, using Beelzebub Crown would still be the better dps.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4608|White Knight Card}} (if using Khalitzburg shield-card)&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} ||&lt;br /&gt;
* {{#item:300235|Mushy Ant Egg Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 ||&lt;br /&gt;
Mushy Ant Egg gives slightly higher damage, but the all-size dmg reduction from Khalitzburg Knight Card&amp;lt;br /&amp;gt;helps immensely in surviving endgame places like depth 1 + 2 (thanks for the hint &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || The boots proc often (especially when mobbing) and roughly double the damage of TFB&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490303|Venom Rune Ring}} / {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Shield (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:300465}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessory (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300467}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300235|Mushy Ant Egg Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000377|Melee Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000378|Melee Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000379|Melee (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is stronger, but Reload helps with the recently added 0.7s ACD in TFB&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001053|Melee Physical Attack Stone (Garment)}} and {{#item:1000524|Melee Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2348}} (Sura): Another +10% maxhp.&lt;br /&gt;
* {{#skill:5239}} &#039;&#039;&#039;or&#039;&#039;&#039; {{#skill:5238}} (Inquisitor): Firm Faith will win in the end when you have high hp% amounts from gear, but Powerful Faith is usually better during early/mid game.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=21700</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=21700"/>
		<updated>2024-05-06T16:11:07Z</updated>

		<summary type="html">&lt;p&gt;Cruro: add relevant episode 20 cards to TFB future gears-section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
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* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
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* &#039;&#039;&#039;{{#skill:5239}}:&#039;&#039;&#039; Increases MaxHp%. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:5238}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Very strong buff during early- and mid-game where there are not many sources of P.Atk from gears yet. Still decent in end-game. Cannot be used together with {{#skill:5239}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
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For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Explosion-blaster-farming.gif|thumb|600x600px|EB farming showcase using droprate gears (reduced damage/aftercastdelay)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
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=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 35&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 100&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 90 and Crt: 45 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown, however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A]  {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* +11/12 [A] {{#item:450285|Engraved Corruption Poison Rune Cloth}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this should change when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(needs testing)&amp;lt;/span&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000222|Assassin Cross Stone II (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:25060|Critical Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000976|Guillotine Cross Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1000221|Guillotine Cross Stone II (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Crt/any:&#039;&#039;&#039; 35&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312697|Time Dimension Jewel (Strength) Lv3}} / {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
Using the dimensions headgear+weapon would normally be a dps-loss as First Brand cooldown gets increased to 1.8s.&amp;lt;br /&amp;gt;However there&#039;s the following tech as [https://www.youtube.com/watch?v=vEWq2txLCzs seen on kRO] to circumvent this downside completely by swapping to the headgear mid-combo:&amp;lt;br /&amp;gt;Swap to non-crown headgear -&amp;gt; use First Brand -&amp;gt; Swap to crown -&amp;gt; use Second Flame (this now autocasts Third Flame Bomb) -&amp;gt; repeat&amp;lt;br /&amp;gt;This effectively makes the full TFB-combo possible every 0.7s.&amp;lt;br /&amp;gt;However without the gear swap tech, using Beelzebub Crown would still be the better dps.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4608|White Knight Card}} (if using Khalitzburg shield-card)&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} ||&lt;br /&gt;
* {{#item:300235|Mushy Ant Egg Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 ||&lt;br /&gt;
Mushy Ant Egg gives slightly higher damage, but the all-size dmg reduction from Khalitzburg Knight Card&amp;lt;br /&amp;gt;helps immensely in surviving endgame places like depth 1 + 2 (thanks for the hint &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || The boots proc often (especially when mobbing) and roughly double the damage of TFB&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490303|Venom Rune Ring}} / {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Shield (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:300465}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessory (Card) ||&lt;br /&gt;
&#039;&#039;&#039;Episode 20&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#item:300467}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300235|Mushy Ant Egg Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000377|Melee Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000378|Melee Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000379|Melee (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is stronger, but Reload helps with the recently added 0.7s ACD in TFB&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001053|Melee Physical Attack Stone (Garment)}} and {{#item:1000524|Melee Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2348}} (Sura): Another +10% maxhp.&lt;br /&gt;
* {{#skill:5239}} &#039;&#039;&#039;or&#039;&#039;&#039; {{#skill:5238}} (Inquisitor): Firm Faith will win in the end when you have high hp% amounts from gear, but Powerful Faith is usually better during early/mid game.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Varmundt%27s_Biosphere_Depth_2&amp;diff=21502</id>
		<title>Varmundt&#039;s Biosphere Depth 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Varmundt%27s_Biosphere_Depth_2&amp;diff=21502"/>
		<updated>2024-05-02T07:57:24Z</updated>

		<summary type="html">&lt;p&gt;Cruro: add 3000 kill quest and reward&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dungeons]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Varmundt Biosphere Depth 2 (Depth Abyss) is the harder version of Varmundt Biosphere Depth 1 and be accessed at: {{#navi:ba_maison|242|122}}&lt;br /&gt;
&amp;lt;br&amp;gt; Requirements:&lt;br /&gt;
* Minumum Level: 250&lt;br /&gt;
* Minumum Biosphere Depth 1 Reputation: 2000&lt;br /&gt;
&lt;br /&gt;
==Reputation Quests==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 90%;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#D4D7FB;&amp;quot;&lt;br /&gt;
|NPC &amp;lt;br&amp;gt;&lt;br /&gt;
|Location&lt;br /&gt;
|Quest&lt;br /&gt;
|Level Requirement&lt;br /&gt;
|Reward&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; |&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; | {{#navi:ba_chess|25|13}} &lt;br /&gt;
| Hunt 450 any monsters in Depth Level 2&lt;br /&gt;
| 250&lt;br /&gt;
| Base/Job Experience&amp;lt;br&amp;gt;20 Reputation&amp;lt;br&amp;gt;1x {{#Item:1001556}}&lt;br /&gt;
|-&lt;br /&gt;
| Hunt 25 specific monster (10 quests)&lt;br /&gt;
| 250&lt;br /&gt;
| Base/Job Experience&amp;lt;br&amp;gt;2 Reputation&amp;lt;br&amp;gt;1x {{#Item:1001554}}&lt;br /&gt;
|-&lt;br /&gt;
| Hunt 3000 any monsters in Depth Level 2&lt;br /&gt;
| 250&lt;br /&gt;
| Base/Job Experience&amp;lt;br&amp;gt;1x {{#Item:102717}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dungeon Mechanics==&lt;br /&gt;
* Increased Health, ATK, MATK, DEF and MDEF. In addition to RES and MRES.&lt;br /&gt;
* Monster are above Level 250. This increases probability of inducing Status Debuffs on players.&lt;br /&gt;
* Race, Size, Element remains unchanged from their original counterparts.&lt;br /&gt;
* All monsters are boss&lt;br /&gt;
* All monster have 90% reduction&lt;br /&gt;
* No teleporting, saving, relogging, memoing&lt;br /&gt;
* Upon entering certain buffs will be removed: Competentia, Musical Interlude, Moonlight Serenade, Talisman of Protection / Warrrior / Magician, Soul of Heaven Earth, Talisman of Five Elements, Spell Enchanting, Defensive Machine&lt;br /&gt;
&lt;br /&gt;
==Monsters Info==&lt;br /&gt;
{| style=&amp;quot;background: #CD96CD; width: 100%; border-style: none  none  none  none;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |[[File:Bl depth2.png|150x150px]] Varmundt&#039;s Biosphere - Depth 2&lt;br /&gt;
|{{#mob:22252}} &amp;lt;br&amp;gt; 166,986,400 HP &amp;lt;br&amp;gt; Fire 3 &amp;lt;br&amp;gt; Demi-Human &amp;lt;br&amp;gt; Large&lt;br /&gt;
|{{#mob:22253}} &amp;lt;br&amp;gt; 181,266,750 HP &amp;lt;br&amp;gt; Earth 2 &amp;lt;br&amp;gt; Brute &amp;lt;br&amp;gt; Large&lt;br /&gt;
|{{#mob:22255}} &amp;lt;br&amp;gt; 178,600,800 HP &amp;lt;br&amp;gt; Earth 3 &amp;lt;br&amp;gt; Fish &amp;lt;br&amp;gt; Medium&lt;br /&gt;
|{{#mob:22256}} &amp;lt;br&amp;gt; 162,858,710 HP &amp;lt;br&amp;gt; Water 3 &amp;lt;br&amp;gt; Demon &amp;lt;br&amp;gt; Medium&lt;br /&gt;
|-&lt;br /&gt;
|{{#mob:22257}} &amp;lt;br&amp;gt; 159,779,165 HP &amp;lt;br&amp;gt; Fire 2 &amp;lt;br&amp;gt; Undead &amp;lt;br&amp;gt; Medium&lt;br /&gt;
|{{#mob:22258}} &amp;lt;br&amp;gt; 171,678,990 HP &amp;lt;br&amp;gt; Wind 2 &amp;lt;br&amp;gt; Dragon &amp;lt;br&amp;gt; Large&lt;br /&gt;
|{{#mob:22259}} &amp;lt;br&amp;gt; 155,392,230 HP &amp;lt;br&amp;gt; Dark 1 &amp;lt;br&amp;gt; Angel &amp;lt;br&amp;gt; Large&lt;br /&gt;
|{{#mob:22260}} &amp;lt;br&amp;gt; 155,742,230 HP &amp;lt;br&amp;gt; Fire 2 &amp;lt;br&amp;gt; Formless &amp;lt;br&amp;gt; Large&lt;br /&gt;
|-&lt;br /&gt;
|{{#mob:22261}} &amp;lt;br&amp;gt; 155,812,230 HP &amp;lt;br&amp;gt; Wind 3 &amp;lt;br&amp;gt; Insect &amp;lt;br&amp;gt; Medium&lt;br /&gt;
|{{#mob:22254}} &amp;lt;br&amp;gt; 164,463,460 HP &amp;lt;br&amp;gt; Earth 2 &amp;lt;br&amp;gt; Plant &amp;lt;br&amp;gt; Large&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Materials Exchange==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Material&lt;br /&gt;
!Item Required&lt;br /&gt;
!Zeny&lt;br /&gt;
|-&lt;br /&gt;
|{{#item:1001552}}&lt;br /&gt;
|10x {{#item:1001550}}&lt;br /&gt;
|10,000z&lt;br /&gt;
|-&lt;br /&gt;
|{{#item:1001553}}&lt;br /&gt;
|10x {{#item:1001551}}&lt;br /&gt;
|10,000z&lt;br /&gt;
|-&lt;br /&gt;
|{{#item:1001554}}&lt;br /&gt;
|10x {{#item:1001552}} &amp;lt;br&amp;gt;10x {{#item:1001553}}&lt;br /&gt;
|20,000z&lt;br /&gt;
|-&lt;br /&gt;
|{{#item:1001555}}&lt;br /&gt;
|5x {{#item:1001554}} &amp;lt;br&amp;gt;5x {{#item:6607}}&lt;br /&gt;
|30,000z&lt;br /&gt;
|-&lt;br /&gt;
|{{#item:1001556}}&lt;br /&gt;
|5x {{#item:1001555}} &amp;lt;br&amp;gt;5x {{#item:6608}} &amp;lt;br&amp;gt;5x {{#item:6755}} &amp;lt;br&amp;gt;3x {{#item:25866}}&lt;br /&gt;
|50,000z&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{:Dimension Weapons}}&lt;br /&gt;
&lt;br /&gt;
{{:Dimensions Rune Crowns}}&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Varmundt%27s_Biosphere_Depth_2&amp;diff=21501</id>
		<title>Varmundt&#039;s Biosphere Depth 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Varmundt%27s_Biosphere_Depth_2&amp;diff=21501"/>
		<updated>2024-05-02T07:48:57Z</updated>

		<summary type="html">&lt;p&gt;Cruro: update materials exchange to reflect recent changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Dungeons]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Varmundt Biosphere Depth 2 (Depth Abyss) is the harder version of Varmundt Biosphere Depth 1 and be accessed at: {{#navi:ba_maison|242|122}}&lt;br /&gt;
&amp;lt;br&amp;gt; Requirements:&lt;br /&gt;
* Minumum Level: 250&lt;br /&gt;
* Minumum Biosphere Depth 1 Reputation: 2000&lt;br /&gt;
&lt;br /&gt;
==Reputation Quests==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 90%;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#D4D7FB;&amp;quot;&lt;br /&gt;
|NPC &amp;lt;br&amp;gt;&lt;br /&gt;
|Location&lt;br /&gt;
|Quest&lt;br /&gt;
|Level Requirement&lt;br /&gt;
|Reward&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; |&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; | {{#navi:ba_chess|25|13}} &lt;br /&gt;
| Hunt 450 any monsters in Depth Level 2&lt;br /&gt;
| 250&lt;br /&gt;
| Base/Job Experience&amp;lt;br&amp;gt;20 Reputation&amp;lt;br&amp;gt;1x {{#Item:1001556}}&lt;br /&gt;
|-&lt;br /&gt;
| Hunt 25 specific monster (10 quests)&lt;br /&gt;
| 250&lt;br /&gt;
| Base/Job Experience&amp;lt;br&amp;gt;2 Reputation&amp;lt;br&amp;gt;1x {{#Item:1001554}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dungeon Mechanics==&lt;br /&gt;
* Increased Health, ATK, MATK, DEF and MDEF. In addition to RES and MRES.&lt;br /&gt;
* Monster are above Level 250. This increases probability of inducing Status Debuffs on players.&lt;br /&gt;
* Race, Size, Element remains unchanged from their original counterparts.&lt;br /&gt;
* All monsters are boss&lt;br /&gt;
* All monster have 90% reduction&lt;br /&gt;
* No teleporting, saving, relogging, memoing&lt;br /&gt;
* Upon entering certain buffs will be removed: Competentia, Musical Interlude, Moonlight Serenade, Talisman of Protection / Warrrior / Magician, Soul of Heaven Earth, Talisman of Five Elements, Spell Enchanting, Defensive Machine&lt;br /&gt;
&lt;br /&gt;
==Monsters Info==&lt;br /&gt;
{| style=&amp;quot;background: #CD96CD; width: 100%; border-style: none  none  none  none;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |[[File:Bl depth2.png|150x150px]] Varmundt&#039;s Biosphere - Depth 2&lt;br /&gt;
|{{#mob:22252}} &amp;lt;br&amp;gt; 166,986,400 HP &amp;lt;br&amp;gt; Fire 3 &amp;lt;br&amp;gt; Demi-Human &amp;lt;br&amp;gt; Large&lt;br /&gt;
|{{#mob:22253}} &amp;lt;br&amp;gt; 181,266,750 HP &amp;lt;br&amp;gt; Earth 2 &amp;lt;br&amp;gt; Brute &amp;lt;br&amp;gt; Large&lt;br /&gt;
|{{#mob:22255}} &amp;lt;br&amp;gt; 178,600,800 HP &amp;lt;br&amp;gt; Earth 3 &amp;lt;br&amp;gt; Fish &amp;lt;br&amp;gt; Medium&lt;br /&gt;
|{{#mob:22256}} &amp;lt;br&amp;gt; 162,858,710 HP &amp;lt;br&amp;gt; Water 3 &amp;lt;br&amp;gt; Demon &amp;lt;br&amp;gt; Medium&lt;br /&gt;
|-&lt;br /&gt;
|{{#mob:22257}} &amp;lt;br&amp;gt; 159,779,165 HP &amp;lt;br&amp;gt; Fire 2 &amp;lt;br&amp;gt; Undead &amp;lt;br&amp;gt; Medium&lt;br /&gt;
|{{#mob:22258}} &amp;lt;br&amp;gt; 171,678,990 HP &amp;lt;br&amp;gt; Wind 2 &amp;lt;br&amp;gt; Dragon &amp;lt;br&amp;gt; Large&lt;br /&gt;
|{{#mob:22259}} &amp;lt;br&amp;gt; 155,392,230 HP &amp;lt;br&amp;gt; Dark 1 &amp;lt;br&amp;gt; Angel &amp;lt;br&amp;gt; Large&lt;br /&gt;
|{{#mob:22260}} &amp;lt;br&amp;gt; 155,742,230 HP &amp;lt;br&amp;gt; Fire 2 &amp;lt;br&amp;gt; Formless &amp;lt;br&amp;gt; Large&lt;br /&gt;
|-&lt;br /&gt;
|{{#mob:22261}} &amp;lt;br&amp;gt; 155,812,230 HP &amp;lt;br&amp;gt; Wind 3 &amp;lt;br&amp;gt; Insect &amp;lt;br&amp;gt; Medium&lt;br /&gt;
|{{#mob:22254}} &amp;lt;br&amp;gt; 164,463,460 HP &amp;lt;br&amp;gt; Earth 2 &amp;lt;br&amp;gt; Plant &amp;lt;br&amp;gt; Large&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Materials Exchange==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Material&lt;br /&gt;
!Item Required&lt;br /&gt;
!Zeny&lt;br /&gt;
|-&lt;br /&gt;
|{{#item:1001552}}&lt;br /&gt;
|10x {{#item:1001550}}&lt;br /&gt;
|10,000z&lt;br /&gt;
|-&lt;br /&gt;
|{{#item:1001553}}&lt;br /&gt;
|10x {{#item:1001551}}&lt;br /&gt;
|10,000z&lt;br /&gt;
|-&lt;br /&gt;
|{{#item:1001554}}&lt;br /&gt;
|10x {{#item:1001552}} &amp;lt;br&amp;gt;10x {{#item:1001553}}&lt;br /&gt;
|20,000z&lt;br /&gt;
|-&lt;br /&gt;
|{{#item:1001555}}&lt;br /&gt;
|5x {{#item:1001554}} &amp;lt;br&amp;gt;5x {{#item:6607}}&lt;br /&gt;
|30,000z&lt;br /&gt;
|-&lt;br /&gt;
|{{#item:1001556}}&lt;br /&gt;
|5x {{#item:1001555}} &amp;lt;br&amp;gt;5x {{#item:6608}} &amp;lt;br&amp;gt;5x {{#item:6755}} &amp;lt;br&amp;gt;3x {{#item:25866}}&lt;br /&gt;
|50,000z&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{:Dimension Weapons}}&lt;br /&gt;
&lt;br /&gt;
{{:Dimensions Rune Crowns}}&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=21278</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=21278"/>
		<updated>2024-04-16T01:23:46Z</updated>

		<summary type="html">&lt;p&gt;Cruro: add slightly more defensive shield option for tfb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5239}}:&#039;&#039;&#039; Increases MaxHp%. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:5238}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Very strong buff during early- and mid-game where there are not many sources of P.Atk from gears yet. Still decent in end-game. Cannot be used together with {{#skill:5239}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Explosion-blaster-farming.gif|thumb|600x600px|EB farming showcase using droprate gears (reduced damage/aftercastdelay)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 35&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 100&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 90 and Crt: 45 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown, however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A]  {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* +11/12 [A] {{#item:450285|Engraved Corruption Poison Rune Cloth}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this should change when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(needs testing)&amp;lt;/span&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000222|Assassin Cross Stone II (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:25060|Critical Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000976|Guillotine Cross Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1000221|Guillotine Cross Stone II (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Crt/any:&#039;&#039;&#039; 35&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312697|Time Dimension Jewel (Strength) Lv3}} / {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
Using the dimensions headgear+weapon would normally be a dps-loss as First Brand cooldown gets increased to 1.8s.&amp;lt;br /&amp;gt;However there&#039;s the following tech as [https://www.youtube.com/watch?v=vEWq2txLCzs seen on kRO] to circumvent this downside completely by swapping to the headgear mid-combo:&amp;lt;br /&amp;gt;Swap to non-crown headgear -&amp;gt; use First Brand -&amp;gt; Swap to crown -&amp;gt; use Second Flame (this now autocasts Third Flame Bomb) -&amp;gt; repeat&amp;lt;br /&amp;gt;This effectively makes the full TFB-combo possible every 0.7s.&amp;lt;br /&amp;gt;However without the gear swap tech, using Beelzebub Crown would still be the better dps.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:4608|White Knight Card}} (if using Khalitzburg shield-card)&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} ||&lt;br /&gt;
* {{#item:300235|Mushy Ant Egg Card}}&lt;br /&gt;
* {{#item:4609|Khalitzburg Knight Card}}&lt;br /&gt;
 ||&lt;br /&gt;
Mushy Ant Egg gives slightly higher damage, but the all-size dmg reduction from Khalitzburg Knight Card&amp;lt;br /&amp;gt;helps immensely in surviving endgame places like depth 1 + 2 (thanks for the hint &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || The boots proc often (especially when mobbing) and roughly double the damage of TFB&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490303|Venom Rune Ring}} / {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300235|Mushy Ant Egg Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000377|Melee Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000378|Melee Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000379|Melee (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is stronger, but Reload helps with the recently added 0.7s ACD in TFB&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001053|Melee Physical Attack Stone (Garment)}} and {{#item:1000524|Melee Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2348}} (Sura): Another +10% maxhp.&lt;br /&gt;
* {{#skill:5239}} &#039;&#039;&#039;or&#039;&#039;&#039; {{#skill:5238}} (Inquisitor): Firm Faith will win in the end when you have high hp% amounts from gear, but Powerful Faith is usually better during early/mid game.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=21265</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=21265"/>
		<updated>2024-04-15T01:02:48Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Adds vit jewel as another option for TFB Headgear and slightly adjust notes for tfb depth2 combo to confirm that 0.7s combo&amp;#039;s are possible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5239}}:&#039;&#039;&#039; Increases MaxHp%. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:5238}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Very strong buff during early- and mid-game where there are not many sources of P.Atk from gears yet. Still decent in end-game. Cannot be used together with {{#skill:5239}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Explosion-blaster-farming.gif|thumb|600x600px|EB farming showcase using droprate gears (reduced damage/aftercastdelay)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 35&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 100&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 90 and Crt: 45 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown, however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A]  {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* +11/12 [A] {{#item:450285|Engraved Corruption Poison Rune Cloth}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this should change when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(needs testing)&amp;lt;/span&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000222|Assassin Cross Stone II (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:25060|Critical Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000976|Guillotine Cross Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1000221|Guillotine Cross Stone II (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Crt/any:&#039;&#039;&#039; 35&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312697|Time Dimension Jewel (Strength) Lv3}} / {{#item:312706|Time Dimension Jewel (Vitality) 3Lv}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
Using the dimensions headgear+weapon would normally be a dps-loss as First Brand cooldown gets increased to 1.8s.&amp;lt;br /&amp;gt;However there&#039;s the following tech as [https://www.youtube.com/watch?v=vEWq2txLCzs seen on kRO] to circumvent this downside completely by swapping to the headgear mid-combo:&amp;lt;br /&amp;gt;Swap to non-crown headgear -&amp;gt; use First Brand -&amp;gt; Swap to crown -&amp;gt; use Second Flame (this now autocasts Third Flame Bomb) -&amp;gt; repeat&amp;lt;br /&amp;gt;This effectively makes the full TFB-combo possible every 0.7s.&amp;lt;br /&amp;gt;However without the gear swap tech, using Beelzebub Crown would still be the better dps.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300235|Mushy Ant Egg Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || The boots proc often (especially when mobbing) and roughly double the damage of TFB&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490303|Venom Rune Ring}} / {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300235|Mushy Ant Egg Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000377|Melee Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000378|Melee Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000379|Melee (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is stronger, but Reload helps with the recently added 0.7s ACD in TFB&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001053|Melee Physical Attack Stone (Garment)}} and {{#item:1000524|Melee Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2348}} (Sura): Another +10% maxhp.&lt;br /&gt;
* {{#skill:5239}} &#039;&#039;&#039;or&#039;&#039;&#039; {{#skill:5238}} (Inquisitor): Firm Faith will win in the end when you have high hp% amounts from gear, but Powerful Faith is usually better during early/mid game.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=21216</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=21216"/>
		<updated>2024-04-13T12:57:47Z</updated>

		<summary type="html">&lt;p&gt;Cruro: adjust some notes for dimension weapon/headgears&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5239}}:&#039;&#039;&#039; Increases MaxHp%. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:5238}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Very strong buff during early- and mid-game where there are not many sources of P.Atk from gears yet. Still decent in end-game. Cannot be used together with {{#skill:5239}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Explosion-blaster-farming.gif|thumb|600x600px|EB farming showcase using droprate gears (reduced damage/aftercastdelay)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 35&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 100&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 90 and Crt: 45 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown, however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A]  {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* +11/12 [A] {{#item:450285|Engraved Corruption Poison Rune Cloth}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension weapon) || &lt;br /&gt;
Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,&amp;lt;br /&amp;gt;while also having useful secondary stats like ACDR and aspd.&amp;lt;br /&amp;gt;However, this should change when Dimensions Crown comes into play with it&#039;s unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(needs testing)&amp;lt;/span&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000222|Assassin Cross Stone II (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:25060|Critical Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000976|Guillotine Cross Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1000221|Guillotine Cross Stone II (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Crt/any:&#039;&#039;&#039; 35&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
Using the dimensions headgear+weapon would normally be a dps-loss as First Brand cooldown gets increased to 1.8s.&amp;lt;br /&amp;gt;However there&#039;s the following tech as [https://www.youtube.com/watch?v=vEWq2txLCzs seen on kRO] to circumvent this downside completely by swapping to the headgear mid-combo:&amp;lt;br /&amp;gt;Swap to non-crown headgear -&amp;gt; use First Brand -&amp;gt; Swap to crown -&amp;gt; use Second Flame (this now autocasts Third Flame Bomb) -&amp;gt; repeat&amp;lt;br /&amp;gt;This should effectively make it possible to use the TFB-combo every 0.7s (with decent ACD reductions, needs testing).&amp;lt;br /&amp;gt;However without the gear swap tech, using Beelzebub Crown should still be the better dps.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300235|Mushy Ant Egg Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || The boots proc often (especially when mobbing) and roughly double the damage of TFB&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490303|Venom Rune Ring}} / {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300235|Mushy Ant Egg Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000377|Melee Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000378|Melee Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000379|Melee (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is stronger, but Reload helps with the recently added 0.7s ACD in TFB&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001053|Melee Physical Attack Stone (Garment)}} and {{#item:1000524|Melee Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2348}} (Sura): Another +10% maxhp.&lt;br /&gt;
* {{#skill:5239}} &#039;&#039;&#039;or&#039;&#039;&#039; {{#skill:5238}} (Inquisitor): Firm Faith will win in the end when you have high hp% amounts from gear, but Powerful Faith is usually better during early/mid game.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=21196</id>
		<title>Flame of Annihilation - An Inquisitor Guide by Cruro</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Flame_of_Annihilation_-_An_Inquisitor_Guide_by_Cruro&amp;diff=21196"/>
		<updated>2024-04-12T13:43:14Z</updated>

		<summary type="html">&lt;p&gt;Cruro: Remove divine-pride link for depth2 crowns as name/description is now fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; background-color: #000; position: relative;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position: absolute; left: 50%; top: 40%; transform: translate(-50%, -50%); color: #fff;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;font-weight: bold; font-size: 2rem; text-shadow: 0 0 5px crimson;&amp;quot;&amp;gt;Flame of Annihilation&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;&amp;quot;&amp;gt;an Inquisitor guide by Cruro&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;p style=&amp;quot;opacity: 0.4; margin-bottom: 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Cruro inquisitorguide tfb teaser.gif|frameless|640x640px]]&lt;br /&gt;
  &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1rem; background-color: #cc9; text-align: center; margin-bottom: 2rem&amp;quot;&amp;gt;&lt;br /&gt;
I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments:&lt;br /&gt;
[https://discord.gg/PzkCSdHAF8 See #acolyte in muhro-discord]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prologue ==&lt;br /&gt;
Inquisitor is the 4th job class that follows the tree of: &#039;&#039;&#039;Acolyte&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Monk/Champion&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Sura&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Inquisitor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.&lt;br /&gt;
&lt;br /&gt;
Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Fastest movement in the game with Snap&lt;br /&gt;
* Active and engaging gameplay that can feel satisfying to use&lt;br /&gt;
* Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)&lt;br /&gt;
* Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)&lt;br /&gt;
* Hybrid build is possible to cover either builds weaknesses for the most part&lt;br /&gt;
* Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)&lt;br /&gt;
|| &lt;br /&gt;
* Very expensive to gear if you want to utilize both builds&lt;br /&gt;
* Far from a one-button class -&amp;gt; can be tiring in long farming sessions&lt;br /&gt;
* Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)&lt;br /&gt;
* Third Flame Bomb can be mechanically tricky to use consistently&lt;br /&gt;
* Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beginner Chapter: Basic Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Stats and Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300271|Happy Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; Increases aspd and flee. Aspd is important to fluently chain skills. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; Increases your maximum health and resistance to certain status effects. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120.&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 60 - 90.&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; Reduces variable cast time and increases hit. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 90 - 120 (120 when using {{#item:300270|Empathize Card}}-combo).&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 30 - 120 (depending on Cri-needs)&lt;br /&gt;
&lt;br /&gt;
For traits, only the following matter for offense:&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. &amp;quot;Cri&amp;quot;). &#039;&#039;&#039;Recommended&#039;&#039;&#039;: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Relevant Skills ===&lt;br /&gt;
&#039;&#039;&#039;Buffs and utility skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:264}} (Snap):&#039;&#039;&#039; This is &#039;&#039;the&#039;&#039; reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039; Make sure to set &#039;&#039;/camera&#039;&#039; to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.&lt;br /&gt;
&lt;br /&gt;
Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2338}}:&#039;&#039;&#039; Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into &amp;quot;Explosion Spirits&amp;quot;-state which removes sphere-consumption from Snap.&lt;br /&gt;
&lt;br /&gt;
The first skill you are going to press before doing anything and mandatory to keep up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:401}}:&#039;&#039;&#039; Instantly calls the maximum amount of spheres. If you&#039;re missing spheres, this is the basic tool to gain them back, pretty straight-forward.&lt;br /&gt;
&lt;br /&gt;
Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast {{#skill:2338}} again if it&#039;s off cooldown as it has no cast time that can be interrupted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2340}}:&#039;&#039;&#039; Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:26}}:&#039;&#039;&#039; Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:29}}:&#039;&#039;&#039; The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:34}}:&#039;&#039;&#039; A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2345}}:&#039;&#039;&#039; Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). &#039;&#039;&#039;This skill can even be casted while Frozen/Stone-cursed yourself&#039;&#039;&#039;, which is extremely rare and valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2348}}:&#039;&#039;&#039; Increases Max HP by 10% and also boosts Def/HP-recovery. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:2347}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:2347}}:&#039;&#039;&#039; Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with {{#skill:2348}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5239}}:&#039;&#039;&#039; Increases MaxHp%. Useful for HP-scaling skills like {{#skill:2330}} and {{#skill:5252}}. Cannot be used together with {{#skill:5238}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5238}}:&#039;&#039;&#039; Adds +15 P.Atk. Very strong buff during early- and mid-game where there are not many sources of P.Atk from gears yet. Still decent in end-game. Cannot be used together with {{#skill:5239}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5246}}:&#039;&#039;&#039; Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for {{#skill:5247}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5247}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for {{#skill:5254}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5254}}:&#039;&#039;&#039; AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of {{#skill:5252}}-combo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5241}}:&#039;&#039;&#039; Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).&lt;br /&gt;
&lt;br /&gt;
Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5244}}:&#039;&#039;&#039; Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the {{#skill:5241}} debuff.&lt;br /&gt;
&lt;br /&gt;
This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#Intermediate_Chapter:_Explosion_Blaster|Intermediate Chapter: Explosion Blaster]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5245}}:&#039;&#039;&#039; Initial starter for Third Flame Bomb combo. Applies &amp;quot;Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5248}}:&#039;&#039;&#039; Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Brand&amp;quot;-status. Applies the upgraded &amp;quot;Judgement Brand&amp;quot;-status on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{#skill:5252}}:&#039;&#039;&#039; Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the &amp;quot;Judgement Brand&amp;quot;-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires {{#skill:5254}} to be active.&lt;br /&gt;
&lt;br /&gt;
This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).&lt;br /&gt;
&lt;br /&gt;
For more in-depth information, check [[#The_Final_Chapter:_Third_Flame_Bomb|The Final Chapter: Third Flame Bomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sphere Management ===&lt;br /&gt;
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.&lt;br /&gt;
&lt;br /&gt;
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}.&lt;br /&gt;
&lt;br /&gt;
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly.&lt;br /&gt;
&lt;br /&gt;
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you&#039;re in &amp;quot;Explosion Spirits&amp;quot;-state (usually by using {{#skill:2338}}, or if it&#039;s currently in cooldown, alternatively {{#skill:270}}).&lt;br /&gt;
&lt;br /&gt;
For that reason alone, the &amp;quot;Explosion Spirit&amp;quot;-state should be kept up at all times.&lt;br /&gt;
&lt;br /&gt;
The original maximum spheres used to be &#039;&#039;&#039;5 spheres&#039;&#039;&#039;, at least until you&#039;re Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to &#039;&#039;&#039;15 Spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it&#039;s highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that&#039;s usually just by Gentle-Touch buffs or Power Absorb).&lt;br /&gt;
&lt;br /&gt;
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Chapter: {{#skill:5244}} ==&lt;br /&gt;
[[File:Explosion-blaster-farming.gif|thumb|600x600px|EB farming showcase using droprate gears (reduced damage/aftercastdelay)]]&lt;br /&gt;
[[File:Cruro_EB.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.&lt;br /&gt;
&lt;br /&gt;
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 90+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 120&lt;br /&gt;
Needed when using {{#item:300270|Empathize Card}} combo, can be lower otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30 - 120&lt;br /&gt;
Heavily depends on your Cri-needs (see Secondary Stats below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 35&lt;br /&gt;
* &#039;&#039;&#039;Crt:&#039;&#039;&#039; 100&lt;br /&gt;
&lt;br /&gt;
Beware that if you plan to use any Nebula Armor with {{#item:310682|Star Cluster of Concentration Lv.3}}, it should be Con: 90 and Crt: 45 instead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cri:&#039;&#039;&#039; 140+&lt;br /&gt;
The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that&#039;s why overshooting 100 Cri is often necessary.&lt;br /&gt;
Concrete values can be checked by using &#039;&#039;@mi &amp;lt;monster-name-or-id&amp;gt;&#039;&#039; ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that&#039;s relatively rare.&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 30 - 86%&lt;br /&gt;
30% is the bare minimum to use EB on cooldown, however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}}&amp;lt;br /&amp;gt;{{#item:312753|Acute Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312700|Time Dimension Jewel (Agility) Lv3}} / {{#item:312712|Time Dimension Jewel (Luck) Lv3}}&lt;br /&gt;
* +12 {{#item:19481|Temporal Circlet (Sura)}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}&amp;lt;br /&amp;gt;{{#item:29689|Temporal Jewel (LUK) Lv 3}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300363|Limacina Card}}&lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it&#039;s 15% ACDR enchant)&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
{{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;ACDR, Range%, or Crit% enchants&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
* {{#item:4480|Sealed Kiel Card}}&lt;br /&gt;
* {{#item:4403|[MVP] Kiel Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420220|Ace of Diamonds in Mouth (Long Ranged Physical)}}&amp;lt;br /&amp;gt;Range% enchant&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +11/12 [A]  {{#item:450283|Engraved Ice Storm Rune Suit}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* +11/12 [A] {{#item:450285|Engraved Corruption Poison Rune Cloth}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:4392|Observation Card}}&lt;br /&gt;
* {{#item:300381|Hearthunter AT Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560061}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311306|Explosion Blaster}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || {{#item:4608|White Knight Card}} (+ {{#item:27361|Polluted Wanderer Man Card}} for Dimension Weapon) || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+12 [A] {{#item:460020|Mad Bunny-LT}}&amp;lt;br /&amp;gt;{{#item:310853|After Cast Delay Lv.3}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+12 [A] {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300270|Empathize Card}}&lt;br /&gt;
* {{#item:300426|Crux Findel Card}}&lt;br /&gt;
 || Empathize Card is mandatory when using Observation Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+12 [A] {{#item:470175|Ice Rune Boots}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300380|Entangled Intermediate Rgan Card}}&lt;br /&gt;
 || Rgan can only be used with +12 gear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490305|Soul Magic Ring}} / {{#item:490302|Soul Rune Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480352}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312638}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480352/kROM Circulation of Life: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490486}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:313006}} / {{#item:312991}}&amp;lt;br /&amp;gt;{{#item:313023}} / {{#item:313022}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490486/kROM Signet of Circulation: Winter]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
{{#item:18979}}&amp;lt;br /&amp;gt;{{#item:29085|Acute Lv5}}, any stats&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300150|Abysmal King Dramoh Card}}&lt;br /&gt;
 || Bio5 headgear with acute is a decent filler until Temporal Circlet&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &lt;br /&gt;
* {{#item:410094|Sealed Chain}}&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{#item:18813|New Wave Sunglasses}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:27396|Isaac Wigner Card}}&lt;br /&gt;
 || Any other mid headgear with ACDR-enchant can also be useful here&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
* {{#item:420076}}&lt;br /&gt;
 || - || Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177}}&amp;lt;br /&amp;gt;{{#item:310533}}&amp;lt;br /&amp;gt;{{#item:310508}}&amp;lt;br /&amp;gt;{{#item:310505}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4392|Observation Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
+9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}}&lt;br /&gt;
 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
+11 {{#item:460018|Illusion Silver Guard}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&amp;lt;br /&amp;gt;{{#item:4995|Rune of Strength Lv2}}&lt;br /&gt;
 || {{#item:4609|Khalitzburg Knight Card}} || Illusion Silver Guard is close to the best-in-slot option in raw damage&lt;br /&gt;
|-&lt;br /&gt;
| Garment ||&lt;br /&gt;
+9 {{#item:480174|Pirate Captain&#039;s Coat}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300270|Empathize Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes ||&lt;br /&gt;
+11 {{#item:470066}}&amp;lt;br /&amp;gt;{{#item:4995}}&amp;lt;br /&amp;gt;{{#item:4995}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:300144|Abysmal Merman Card}}&lt;br /&gt;
 ||{{#item:300144}} requires to also use {{#item:300150}} in headgear&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
* {{#item:490024}} / {{#item:490025}}&amp;lt;br /&amp;gt;{{#item:310120}}&amp;lt;br /&amp;gt;{{#item:310095}}&amp;lt;br /&amp;gt;{{#item:310094}}&lt;br /&gt;
* {{#item:490107|Gray Wolf Ring}}&lt;br /&gt;
 || {{#item:300278|Void Mimic Card}} || &lt;br /&gt;
Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules&amp;lt;br /&amp;gt;&lt;br /&gt;
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000222|Assassin Cross Stone II (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:25060|Critical Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000976|Guillotine Cross Stone (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +9/10 {{#item:24746|Separate Reload Shadow Shield}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1000221|Guillotine Cross Stone II (Garment)}} and {{#item:1000855|Critical Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2347}} (Sura): Minor attack (flat and percentage) boost&lt;br /&gt;
* {{#skill:5238}} (Inquisitor): Nice +15 P.Atk for free&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}: Faster aspd = faster movement&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}: More damage if necessary&lt;br /&gt;
* {{#item:14536|Abrasive}}: Only necessary when &#039;&#039;really&#039;&#039; struggling with getting enough Cri&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Final Chapter: {{#skill:5252}} ==&lt;br /&gt;
[[File:Third-flame-bomb-cogh.gif|thumb|600x600px|Third Flame Bomb vs COGH Level 10 Amdarais]]&lt;br /&gt;
[[File:Cruro_tfb.jpg|border|280x280px]]&lt;br /&gt;
&lt;br /&gt;
Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.&lt;br /&gt;
&lt;br /&gt;
To be able to use the combo, it&#039;s necessary to activate the following three buffs in order: {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}}&lt;br /&gt;
&lt;br /&gt;
While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.&lt;br /&gt;
&lt;br /&gt;
The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it&#039;s a self-targeted skill it can be used at anytime without requiring a target monster.&lt;br /&gt;
However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brand Mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The combo itself uses a &amp;quot;brand&amp;quot;-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill.&lt;br /&gt;
The general flow is:&lt;br /&gt;
* {{#skill:5245}} will apply &amp;quot;Brand&amp;quot;-status on all monsters in a 7x7 area around the target&lt;br /&gt;
* {{#skill:5248}} can only be used against targets with &amp;quot;Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area receive the &amp;quot;Judgement Brand&amp;quot;-status (regardless if they had any brand on them previously). This will remove the &amp;quot;Brand&amp;quot;-status.&lt;br /&gt;
* {{#skill:5252}} can only be used against targets with &amp;quot;Judgement Brand&amp;quot;-status. When hitting the target, all monsters in a 7x7 area will receive &#039;&#039;drastic&#039;&#039; damage. This will remove the &amp;quot;Judgement Brand&amp;quot;-status.&lt;br /&gt;
&lt;br /&gt;
With the brand-mechanics in mind, the following two limitations may appear:&lt;br /&gt;
* On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly &amp;quot;branded&amp;quot; monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.&lt;br /&gt;
* Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Str:&#039;&#039;&#039; 120&lt;br /&gt;
* &#039;&#039;&#039;Agi:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
Getting to 190+ aspd is highly recommended for a smoother combo&lt;br /&gt;
* &#039;&#039;&#039;Vit:&#039;&#039;&#039; 120+&lt;br /&gt;
* &#039;&#039;&#039;Int:&#039;&#039;&#039; 60 - 90&lt;br /&gt;
* &#039;&#039;&#039;Dex:&#039;&#039;&#039; 90&lt;br /&gt;
* &#039;&#039;&#039;Luk:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pow:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Con:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Crt/any:&#039;&#039;&#039; 35&lt;br /&gt;
After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aftercastdelay reduction:&#039;&#039;&#039; 40%+&lt;br /&gt;
The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough.&lt;br /&gt;
Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor)&lt;br /&gt;
Separate Reload Shadow Shield can also be used to compensate missing gears to some extend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gears ===&lt;br /&gt;
&#039;&#039;&#039;Endgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || &lt;br /&gt;
* +12 [A] {{#item:400538}} &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;Needs Testing&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;{{#item:312733|Tenacity Jewel Lv5}}&amp;lt;br /&amp;gt;{{#item:312697|Time Dimension Jewel (Strength) Lv3}}&lt;br /&gt;
* +11/12 [A] {{#item:400110|Crown of Beelzebub}}&lt;br /&gt;
 || {{#item:300174|Melted Poring Card}} || &lt;br /&gt;
Using the dimensions headgear+weapon would normally be a dps-loss as First Brand cooldown gets increased to 1.8s.&amp;lt;br /&amp;gt;However there&#039;s the following tech as [https://www.youtube.com/watch?v=vEWq2txLCzs seen on kRO] to circumvent this downside completely by swapping to the headgear mid-combo:&amp;lt;br /&amp;gt;Swap to non-crown headgear -&amp;gt; use First Brand -&amp;gt; Swap to crown -&amp;gt; use Second Flame (this now autocasts Third Flame Bomb) -&amp;gt; repeat&amp;lt;br /&amp;gt;This should effectively make it possible to use the TFB-combo every 0.7s (with decent ACD reductions, needs testing). &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;This mechanic still needs to be verified on MuhRO&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;However without the gear swap tech, using Beelzebub Crown should still be the better dps.&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:410233|Gambler&#039;s Seal}}&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:300174|Melted Poring Card}} || Alternatively any mid-headgear with hp% enchants&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420210|Ace of Hearts in Mouth (Melee Physical)}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
* +12 [A] {{#item:450282|Engraved Flame Earth Armor}}&lt;br /&gt;
* +12 [A] {{#item:450169|Nebula Armor of Power}}&amp;lt;br /&amp;gt;{{#item:310676|Star Cluster of Power Lv.3}}&amp;lt;br /&amp;gt;{{#item:310744|Nebula of Health Lv.3}}&amp;lt;br /&amp;gt;{{#item:4744|Vit+5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:300376|Two Eyes Dollocaris Card}}&lt;br /&gt;
* {{#item:4393|Shelter Card}}&lt;br /&gt;
* {{#item:4493|Sealed Tao Gunka Card}}&lt;br /&gt;
* {{#item:4302|[MVP] Tao Gunka Card}}&lt;br /&gt;
 || Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || &lt;br /&gt;
* +12 [A] {{#item:560060}}&amp;lt;br /&amp;gt;{{#item:312800}}&lt;br /&gt;
* +12 [A] {{#item:560037|Dim Glacier Knuckle}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311305|Third Flame Bomb}}&amp;lt;br /&amp;gt;{{#item:311453|Physical Grade Lv5}}&lt;br /&gt;
 || &lt;br /&gt;
* {{#item:27361|Polluted Wanderer Man Card}}&lt;br /&gt;
* {{#item:300446|Punch Bug Card}}&lt;br /&gt;
 || Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.&amp;lt;br /&amp;gt;However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.&amp;lt;br /&amp;gt;Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).&amp;lt;hr /&amp;gt;With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300235|Mushy Ant Egg Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 [A]{{#item:480231|Glade Rune Manteau}} || &lt;br /&gt;
* {{#item:300422|Catherine Gaebolg Card}}&lt;br /&gt;
* {{#item:300271|Happy Card}}&lt;br /&gt;
* {{#item:4672|[MVP] Sura Chen Card}}&lt;br /&gt;
 || Happy Card is required when using Shelter Card in Armor&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +11 [C]{{#item:470073|Boots of Unknown Life}}&amp;lt;br /&amp;gt;HP% enchant || &lt;br /&gt;
* {{#item:4381|Green Ferus Card}}&lt;br /&gt;
* {{#item:27150|[MVP] Venom Chimera Card}}&lt;br /&gt;
 || The boots proc often (especially when mobbing) and roughly double the damage of TFB&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490303|Venom Rune Ring}} / {{#item:490306|Venom Magic Ring}}&amp;lt;br /&amp;gt;{{#item:311953}}, any&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future gears &amp;lt;span style=&amp;quot;color: crimson&amp;quot;&amp;gt;(currently not obtainable)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Garment || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:480349}}&amp;lt;br /&amp;gt;{{#item:312488}}&amp;lt;br /&amp;gt;{{#item:312503}}&amp;lt;br /&amp;gt;{{#item:312513}}&amp;lt;br /&amp;gt;{{#item:312538}}&amp;lt;br /&amp;gt;{{#item:312578}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/480349/kROM Circulation of Life: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-13688 Info by Sigma]&amp;lt;br /&amp;gt;No idea yet how these enchants work, how they level, which slots etc.&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
&#039;&#039;&#039;Hall of Life&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{#item:490483}}&amp;lt;br /&amp;gt;{{#item:312981}}&amp;lt;br /&amp;gt;{{#item:312986}}&amp;lt;br /&amp;gt;{{#item:313012}}&lt;br /&gt;
 || [https://www.divine-pride.net/database/item/490483/kROM Signet of Circulation: Spring]&amp;lt;br /&amp;gt;[https://www.divine-pride.net/forum/index.php?/topic/4014-kro-in-game-items/page/2/#comment-14033 Info by Sigma]&amp;lt;br /&amp;gt;Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Midgame&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Items !! Cards !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || +9 {{#item:400110|Crown of Beelzebub}} || {{#item:4582|Bungisngis Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || &#039;&#039;&#039;Any slotted midheadgear&#039;&#039;&#039;&amp;lt;br /&amp;gt;Melee% or HP% enchants || {{#item:27351|Rigid Sky Deleter Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || &lt;br /&gt;
* {{#item:420031|Ninja&#039;s Blue Mask}}&lt;br /&gt;
* {{#item:18754|Blood Sucker}}&lt;br /&gt;
 || - || Blood Sucker is especially strong on TFB build - extremely high sustain&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||&lt;br /&gt;
+11 {{#item:450177|Gray Wolf Suit}}&amp;lt;br /&amp;gt;{{#item:310542}}&amp;lt;br /&amp;gt;{{#item:310509}}&amp;lt;br /&amp;gt;{{#item:310506}}&lt;br /&gt;
 || &lt;br /&gt;
{{#item:4393|Shelter Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +9 {{#item:560032}}&amp;lt;br /&amp;gt;{{#item:311352}}&amp;lt;br /&amp;gt;{{#item:311350}}&amp;lt;br /&amp;gt;{{#item:311348}}&amp;lt;br /&amp;gt;{{#item:311342}} || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield || +11 {{#item:460017|Illusion Guard}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}}&amp;lt;br /&amp;gt;{{#item:29010|Rune of Vitality Lv2}} || {{#item:300235|Mushy Ant Egg Card}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Garment || +11 {{#item:480124|Convertible Physical Wing}} || &lt;br /&gt;
{{#item:300271|Happy Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +9 {{#item:470115|Snow Flower Boots}}&amp;lt;br /&amp;gt;{{#item:311120}}&amp;lt;br /&amp;gt;{{#item:311119}}&amp;lt;br /&amp;gt;{{#item:311113}} || &lt;br /&gt;
{{#item:4381|Green Ferus Card}}&lt;br /&gt;
 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || &lt;br /&gt;
{{#item:490056|Brilliant Light Ruby Ring}} / {{#item:490057|Brilliant Light Ruby Necklace}}&amp;lt;br /&amp;gt;{{#item:310236}}&lt;br /&gt;
 || {{#item:300076|Broken Beta Guards Card}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gears and Costume Stones ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Top) || {{#item:1000377|Melee Stone (Top)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Mid) || {{#item:1000378|Melee Stone (Mid)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Headgear (Low) || {{#item:1000379|Melee (Low)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || +10 {{#item:24679|Maximum Mammoth Shadow Armor}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon || +10 {{#item:24386|Infinity Shadow Weapon}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shield ||&lt;br /&gt;
* +9/10 {{#item:24746|Separate Reload Shadow Shield}}&lt;br /&gt;
* +10 {{#item:24735|Durable Shadow Shield}}&lt;br /&gt;
 || Durable Shadow Shield is stronger, but Reload helps with the recently added 0.7s ACD in TFB&lt;br /&gt;
|-&lt;br /&gt;
| Garment || {{#item:1001053|Melee Physical Attack Stone (Garment)}} and {{#item:1000524|Melee Stone (Dual)}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || +10 {{#item:24680|Maximum Mammoth Shadow Shoes}} || -&lt;br /&gt;
|-&lt;br /&gt;
| Accessories || +9/10 {{#item:24661|Full Penetration Shadow Earring}} and +9/10 {{#item:24662|Full Penetration Shadow Pendant}} || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), &amp;lt;del&amp;gt;but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge thanks to &amp;lt;span style=&amp;quot;color: darkcyan&amp;quot;&amp;gt;Binho&amp;lt;/span&amp;gt; who was able to provide some numbers here&#039;&#039;&#039;: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buffs and Consumables ===&lt;br /&gt;
&lt;br /&gt;
* {{#skill:2348}} (Sura): Another +10% maxhp.&lt;br /&gt;
* {{#skill:5239}} &#039;&#039;&#039;or&#039;&#039;&#039; {{#skill:5238}} (Inquisitor): Firm Faith will win in the end when you have high hp% amounts from gear, but Powerful Faith is usually better during early/mid game.&lt;br /&gt;
&lt;br /&gt;
* {{#skill:5246}} -&amp;gt; {{#skill:5247}} -&amp;gt; {{#skill:5254}} (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.&lt;br /&gt;
&lt;br /&gt;
* {{#item:656|Awakening Potion}} / {{#item:12885|Infinite Awakening Potion}}&lt;br /&gt;
* {{#item:12424|HP Increase Potion (Large)}}&lt;br /&gt;
* {{#item:100232|Red Herb Activator}}&lt;br /&gt;
* {{#item:11592|Trans Candy Red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:&lt;br /&gt;
* Binho&lt;br /&gt;
* IntrepidEnigma&lt;br /&gt;
* Rgasm&lt;br /&gt;
* Toru&lt;br /&gt;
* Zapallo&lt;br /&gt;
And another huge thanks to the GM team and their dedication!&lt;br /&gt;
&lt;br /&gt;
[[Category:Inquisitor]]&lt;/div&gt;</summary>
		<author><name>Cruro</name></author>
	</entry>
</feed>