Cheverlotte's Guide to becoming a daring Dragon Knight
Introduction
Dragon Knight is the 4th job variant of Knight branch, specializing in dealing large amounts of damage while being tanky enough to not instantly die. It is currently one of the best damage dealers in the game and its simple gameplay makes it engaging for both fresh and veterans alike.
Pros | Cons | Neutral |
---|---|---|
|
|
Moderate upkeep to deal full damage (Runes) |
Stats and Traits
This is a rundown on what each Stat and Trait does for Dragon Knight and its builds. If you wish to know certain stat allocations, please refer to Build Paths below.
Stats | Notes | |
---|---|---|
STR | Main Damage Stat; Additional Weight | Your primary stat. It affects your melee damage output the most, also useful for carrying more items |
AGI | Attack Speed + Flee | Mainly used to increase attack speed. Also increases the potency of ASPD consumables. Such as Berserk Potion, Enrich Celermine, etc. |
VIT | Max HP; DEF and MDEF | Makes you tankier and increases healing potency of consumables, it also decreases your chance to be hit by certain status effects. |
INT | Max SP; Casting Time, MDEF | Mainly for you to be able to cast your skills more before using consumables. This also affects your casting time mainly used for Dragonic Breath. |
DEX | Ranged ATK, HIT, MATK, Casting Time | Increases your HIT rate. Primary stat for Dragonic Breath as it increases your ranged damage and lowers cast time more than INT |
LUK | Critical HIT, ATK, MATK, Perfect Dodge | Mainly used to increase Critical Chance. It is the primary stat for Critical Hit builds |
Trait | Notes | |
---|---|---|
POW | ATK and P. ATK | Your main trait; all of your 4th Job Skills scale with POW |
STA | RES | Get this if you wish to be more resistant to Physical Damage. If you have access to Parry, you may skip out on this. |
WIS | MRES | Get this if you wish to be more resistant to Magical Damage. This is usually more preferred as you have less MDEF than DEF. |
SPL | MATK and S. MATK | Primary trait of Magic builds. DKs have no magic build so we skip this. |
CON | R HIT, FLEE, P. ATK | Mainly used to increase your P. ATK. This is a tertiary trait for Critical Hit builds and secondary trait for Dragonic Breath. |
CRT | H. Plus and C. Rate | Increases 140% BASE Critical Damage Modifier; 1 C. Rate = +1% Critical Damage, Secondary Trait for Critical Builds |
Skills
This will cover relevant skills mainly used for Leveling and staples skills used up to 4th jobs.
1st Job - Swordsman
Magnum Break - Your main AoE skill during your 1st job phase. Allows you to deal ADDITIONAL 20% Fire property damage for 10 seconds. Highly used in endgame to boost damage vs. bosses
Endure - Ignore stagger/hitstun from normal attacks for 7 normal attacks. Increase MDEF based on skill level.
2nd Job - Knight / Lord Knight
Two-Hand Quicken - Increases CRI, ASPD%, Scaling ASPD, HIT for 5 minutes. (Requires Two-Handed Sword)
Parry - Enable up to 50% chance of blocking physical damage (Requires Two-Handed Sword)
Riding - Enable Mounting (Peco-peco)
Cavalry Mastery - Remove ASPD penalty from mounting
Aura Blade - Buffs damage based on Base Level
Concentration - Increase ATK and Hit; reduces your DEF; receive Endure Level 1
Charge Attack - 14 cell targeted gapcloser
3rd Job - Rune Knight
Rune Mastery - Enable craft and use of Runestones. The potency and crafting chance of runes scale with Rune Mastery Level.
Enchant Blade - Increase Auto Attack damage; bonus also increase with MATK and INT
Dragon Training - Same as
Riding and
Cavalry Mastery but with a Dragon. Required for mounting from 3rd job onward
Skills to use for Leveling
Ranged Build ( Dragonic Breath +
Madness Crusher)
Dragon Breath - 9x9 Ground Target AoE Fire Element
Dragon Breath Water - 9x9 Ground Target AoE Water Element
Critical Hit Build ( Hack and Slasher +
Servant Weapon +
Storm Slash)
Wind Cutter - 7x7 AOE [Lv5] Ignores Defense when using 2 Sword around yourself.
Ignition Break - 9x9 AOE Critical Skill around yourself.
Sonic Wave - Single Target Critical Skill .
4th Job - Dragon Knight
Two Handed Defense - Reduces damage taken when using 2-Hand weapons
Vigor - Uses AP to give 2 types of buffs:
1st: Drastically Increase Auto-attack damage
2nd: Increase damage vs. Demi-Human and Angel race up to 100% (This applies to skills as well). Highly useful for certain areas such as Biosphere Temple
Critical Hit Build ( Hack and Slasher +
Servant Weapon +
Storm Slash)
Storm Slash - Single Target Critical Skill; has a chance to double damage when used with
Turisus Runestone (12731)
Hack and Slasher - Targetted 7x7 AOE Critical Skill.
Servant Weapon - Summons swords that deal additional damage while auto-attacking this skill can crit.
Servant Weapon - Sign - Shoots a
Servant Weapon at an enemy to mark them as a
Servant Weapon - Demolition and
Servant Weapon - Phantom
Servant Weapon - Demolition - Uses all
Servant Weapon to hit targets marked by
Servant Weapon - Sign around you in a 13x13 AOE (Can deal critical damage)
Servant Weapon - Phantom - Gapcloser that hits all targets marked by
Servant Weapon - Sign and the 5x5 area around the targets hits (Can deal critical damage)
Ranged Build ( Dragonic Breath +
Madness Crusher)
Charging Pierce - Gives a charge stack for each use of a ranged, non-
Dragonic Breath skill, mainly
Madness Crusher. Doubles the damage of the skill used at the 10th.
Madness Crusher - 7x7 AOE Ranged Skill (Requires 2H Weapon)
Dragonic Breath- 9x9 AOE ranged skill that also scales well with HP and SP.
Dragonic Aura - AOE ranged skill that inflicts big damage and greatly buffs
Dragonic Breath, and
Dragon Breath +
Dragon Breath Water
Runes
Runes are consumables that buff your character. It is highly recommended to farm for them, especially the staples, as they essentially double the damage that you can do.
Runes | ||
---|---|---|
Rune | Effect | Staple? |
![]() |
STR +30, 30% to increase Auto Attack Damage by 150% and Base Damage of Skill by 250% (125% for PVP) for 15 minutes | YES |
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Increase Weapon ATK and Scaling ASPD for 15 minutes | YES |
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Significantly increases the damage of your next auto attack, has a chance to destroy your weapon by 20% | PVP |
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7x7 AOE skill around you. Can crit. | NO |
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Remove and become immune to the following debuffs: Stun, Sleep, Curse, Stone Curse, Poison, Blind, Silence, Bleeding, Confusion, Frozen, Deep Sleep, Burning, Freezing, Guillotine Cross Poisons, Marsh of Abyss, and Mandragora Howling. For 60 seconds |
Situational |
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Consume 20% MaxHP. 30% of destroying weapons (Players) or decrease 25% ATK (Monsters) for 10 seconds [Bosses Unaffected] Increase DEF and MDEF for 15 minutes | YES |
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Randomly summon 2~4 shields. Shields share your DEF and MDEF and have 1000 HP. Shield will be destroyed if taking more than 1000HP damage, but any excess damage will be ignored. Lasts 15 minutes | Situational |
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Increase INCOMING healing effects by 50% Decrease reflected melee damage by 50% for 15 mins | Situational |
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Recover 60 SP every 10 seconds for 15 minutes | NO |
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+30% vs All Size, +30% melee and ranged damage, +30% critical damage, +30% MaxHP and MaxSP | YESYESYES |
Where to FarmStaple Runes are written in BOLD and ITALICIZED |
|||||
---|---|---|---|---|---|
Rune | Material | ||||
![]() |
![]()
[ALL STAGES] Use [unless you want to do the pre-quest AND run around a maze every time you need to farm] |
![]()
[Early Game] (Splendide > Right > Right) [Late Game] (Biosphere Grass) |
![]()
[ALL STAGES] (Ice Dungeon > Down Portal) |
![]() ![]() Kobold (1133) [ANY] [ALL STAGES] (Lighthalzen > Top > Top > Left) | |
![]() |
![]()
[Early Game] (Abyss Lakes > Left > Top) or Abyss Lakes 4
[Mid Game] (Thanatos Tower > F9 > F10) QUEST REQUIRED |
![]()
[ALL STAGES] (Clock Tower > Middle > TopMid > BottomLeft Box) or | |||
![]() |
![]()
OR Knight Dealer NPC via Main Office | ||||
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![]()
[Early Game] (Aldebaran > Down > Down > Left)
[Late Game] (Clock Tower Unknown Basement) | ||||
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![]() [ALL STAGES] (Magma Dungeon 2 OR Magma Dungeon 3) |
![]()
[Early Game] (Niflheim > Left > Left)
[Late Game] (Niflheim Dungeon 2F) | |||
![]() |
![]()
[ALL STAGES] Use |
![]()
[Early Game] (Moscovia Dungeon > Top > Right)
[Midgame] (Thanatos Tower > F9 > F10) QUEST REQUIRED | |||
![]() |
![]()
[Early Game] (See High Orc > Lower Right)
[Late Game] (Clock Tower Unknown Basement) |
![]() [ALL STAGES] (Magma Dungeon 2 OR Magma Dungeon 3) | |||
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![]()
[Early Game] (Niflheim > Left > Left) | ||||
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![]()
[ALL STAGES] (Thor Volcano > Down) | ||||
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[ALL STAGES] (Payon > Down> Left) |
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[ALL STAGES] (Beach Dungeon > Beach Dungeon 1) |
Critical Hit Build (
Hack and Slasher +
Servant Weapon +
Storm Slash)
Early Game Gears | |||
---|---|---|---|
Position | Gear | Enchant | Notes |
Upper | ![]() |
||
+11 ![]() |
![]() ![]() |
Must be comboed with ![]() Requires at least +7 to effectively replace Advanced Paradise Cap | |
Middle | ![]() |
Can be bought from other players for relatively cheap | |
Lower | ![]() |
Can be bought from other players for relatively cheap | |
Armor | ![]() |
||
+9 ![]() |
|||
+11 ![]() |
![]() ![]() |
Must be comboed with ![]() Requires at least +9 to effectively replace Grace SET | |
Weapon | ![]() |
||
+11 ![]() |
Requires at least +9 to effectively replace Paradise RK. (Non-crit) Wind Cutter
Requires at least +11 to effectively replace Paradise RK (Crit) | ||
+9 ![]() |
![]()
|
First main priority upgrade. Best bought from other players.
Best weapon to get prior to getting your Dim Glacier weapon. | |
Garment | ![]() |
||
+9 ![]() |
|||
+11 ![]() |
![]() ![]() |
Must be comboed with ![]() Requires at least +9 Refine to effectively replace Grace SET | |
Footwear | ![]() |
||
+9 ![]() |
|||
+11 ![]() |
![]() ![]() |
Must be comboed with ![]() Requires at least +9 Refine to effectively replace Grace SET | |
Right Accessory | ![]() |
||
![]() |
|||
![]() |
Completed +9 Illusion Morrigane+Sprint is preferred to replace Grace SET | ||
Left Accessory | ![]() |
||
![]() |
Middle-game/Late-game Transition Gears | |||
---|---|---|---|
Position | Gear | Enchant | Notes |
Upper | ![]() |
![]()
|
Can be kept up to late-game provided the Acute enchant is at least ![]() otherwise stick with |
![]() |
You can get the MVP materials from ![]() ![]() | ||
Middle | ![]() |
Can be bought from other players for relatively cheap | |
Lower | ![]() |
Can be bought from other players for relatively cheap | |
Armor | ![]() |
![]()
|
You can start farming ![]() |
![]() |
![]()
|
Only get if you want to buy from other players. While potentially cheaper and marginally better than ![]() ![]() | |
![]() |
![]()
|
Constellation Tower Gear.
The armor itself, and/or the materials used are best bought from other players, as Constellation Tower is a party-based instance. Getting this is fully enchanted, graded and refined is required if you wish to farm Biosphere Depth F1 on your own. | |
Weapon | ![]()
|
![]() |
Only replace ![]() |
![]()
|
![]() | ||
![]()
|
![]()
|
Only get if you're ready to commit to ![]() | |
Garment | ![]() |
You can get the MVP materials from ![]() ![]() | |
![]() |
![]()
|
Best in slot manteau in terms of damage once you got your CRI stat managed. ![]() ![]() | |
Footwear | ![]() |
![]()
|
2nd Slot, ![]() ![]() |
![]() |
![]()
|
Best in slot boots in terms of damage once you got your CRI stat managed. ![]() ![]() | |
Right Accessory | ![]()
OR ANY 10% ATK THANATOS RING |
![]() ![]()
|
Can be bought for relatively cheap from players. Materials for crafting is farmable from Thanatos Floor 10 onwards. Only use as a placeholder as ![]() |
![]() |
![]()
|
Can easily solve your CRI problems in the midgame. Feel free to transition into ![]() | |
Left Accessory | ![]()
OR ANY 10% ATK THANATOS RING |
![]()
|
Can be bought for relatively cheap from players. Materials for crafting is farmable from Thanatos Floor 10 onwards. Only use as a placeholder as ![]() |
![]() |
![]()
|
Can easily solve your CRI problems in the midgame. Feel free to transition into ![]() |
Late-game/End-game Gears | |||
---|---|---|---|
Position | Gear | Enchant | Notes |
Upper | ![]() |
![]() ![]()
|
Got the Acute enchant to at least ![]() Stick with |
+12 [A] ![]() |
The best generic critical headgear out there. If you have it lying around, this is a good choice. | ||
+12 [A] ![]() |
![]()
|
- While it is the best headgear in terms of damage for ![]() ![]() ![]() ![]() ![]() - | |
![]() |
![]()
|
- Combos with ![]() ![]() ![]() - Can also be used as a standalone headgear for | |
Middle | ![]() |
||
Lower | ![]() |
||
Armor | +12 [A] ![]() |
![]()
|
Though it is best in terms of damage, the -15 CRI penalty can hurt and makes crit management trickier. Feel free to choose this if you can handle the penalty, or happen to have one this around. |
+12 [A] ![]() |
![]()
|
Best in terms of comfort. Makes crit management easier in exchange of losing a wee bit of damage | |
Weapon | ![]() +12 [A] |
ANY BIOSPHERE GEM
ANY VARMUNDT CRYSTAL
|
- Combos with ![]() ![]() ![]() ![]() - Adjust the Biosphere Gem and Varmundt Crystal based on your needs. |
![]() +12 [A] |
![]() |
||
![]() +12 [A] |
![]()
|
The main weapon for ![]() ![]() | |
Garment | +12 [A] ![]() |
Best GENERIC garment for critical jobs. While not the best in terms of damage, it can make crit management easier and can be used among all crit jobs, both ranged and melee. It can also be used up until endgame | |
+12 [A] ![]() |
![]()
|
Best in slot manteau in terms of damage once you got your CRI stat managed. ![]() ![]() | |
Footwear | +12 [A] ![]() |
![]()
|
Best in slot boots in terms of damage once you got your CRI stat managed. ![]() ![]() |
+12 [A] ![]() |
![]()
|
- Comboes with ![]() ![]() ![]() ![]() ![]() - While is still technically the best by a very small margin (<1%) when comboed with | |
Right Accessory | ![]() |
![]()
|
Feel free to use any 2nd Slot Racial based on your needs. ![]()
|
Left Accessory | ![]() |
![]()
|
Shadow Gear / Costume Stones | |||
---|---|---|---|
Position | Gear | Enchant | Notes |
Upper | ![]() |
Combos with ![]() | |
Middle | ![]() |
Gives +5% Melee and Ranged damage with Lv. 10 ![]() | |
Lower | ![]() |
Combos with ![]() | |
Garment | ![]() |
+15% Critical Damage; Required to combo ![]() ![]() | |
Dual | ![]() |
+10 CRI; +10% Critical Damage | |
Armor | +10 ![]() |
Melee +5% or ANY
C. Rate 5 (Priority) |
Increases damage dealt. Combos with ![]() Interchangeable with |
Weapon | +10 ![]() |
Mainly used to nullify damage penalty from Size, as 2H Sword deals 25% less against Small and Medium enemies | |
Shield | +10 ![]() |
Increases your attack speed and the damage you deal with crit. | |
Footwear | +10 ![]() |
Interchangeable with ![]() | |
Right Accessory | +10 ![]() |
Allows you to ignore the enemy's defense stats. Combos with ![]() Interchangeable with | |
Left Accessory | +10 ![]() |
Interchangeable with ![]() |
Stats / TraitsNote: 120 is the usually the threshold for highest stat allocation efficiency, going above 120 is usually a loss barring some exceptions. | ||
---|---|---|
Stats | Allocation | Notes |
STR | 120+ | Your main damage scaling for stats. Also increases your weight capacity allowing you to carry more items |
AGI | 95-110 | Allows you to attack faster, which means you can output more skills for damage |
VIT | 100-120 | Makes you less squishy. Having VIT at 100 renders you immune to certain status ailments (e.g. Stun) hence the 100 minimum. |
INT | 70-100 / Leftover points | Allows you to cast more skills before replenishing it. |
DEX | 1 | Your build is centered around dealing crits, and crits DO NOT MISS, hence DEX can be left untouched. If you are still in the early game though, feel free to allocate some DEX as critical chance is not abundant early in the game. |
LUK | 120-125 | Increases your chance to deal critical hit damage. Decreases your chance to get hit by Curse status. Only allocate 125 LUK if and only if you run ![]() |
Trait | Allocation | Notes |
POW | 100 | Your main damage scaling for Traits. Max this one first especially if you are leveling. |
STA | Leftover | Physical Damage Resist. Put leftover points if you want more tankiness vs. Physical |
WIS | Leftover | Magical Damage Resist. Put leftover points if you want more tankiness vs. Magical. |
SPL | 0 | You don't deal magic damage sadly |
CON | 35 / Leftover | Mostly used for increasing P. ATK. Allocate your points here if you wish to deal more damage once you maxed out POW/CRT |
CRT | 100 | Your secondary scaling for Traits. Increases your chance to deal critical hit damage, as well as increases your base critical damage modifier (C.Rate) (Ex: Base crit damage is 200%. Having 30 C.Rate makes it 230%) |
CARDS | ||
---|---|---|
Position | Gear | Notes |
Upper | ![]() |
Main combo component for ![]() |
![]() |
Budget offensive headgear card | |
![]() |
Combo with ![]() Best non-MVP HG card for Critical DK | |
Middle | ![]() |
Combo with ![]() |
![]() |
Budget offensive headgear card | |
![]() |
Best non-MVP HG card for Critical DK | |
Armor | ![]() |
Combo with ![]() |
![]() |
+4% Melee per 3 refine and +1 P. ATK
Combo with | |
Weapon | ![]() |
+30% vs Medium and Large |
![]() |
+5% ATK; +10% Melee if on 2H Sword; +2% Melee per 3 refine; +3% Melee per 3 refine and if Base Level 200.
Performs as much and scales better than | |
Garment | ![]() |
+2 CRI per 10 Base LUK
+30% Crit Damage if Base LUK is at least 125 |
![]() |
Combo with ![]() +10% Melee; +15% Melee per 40 base STR if combo and base level 200 | |
Footwear | ![]() |
Your main card for shoes until you get ![]() +15% Critical Damage if combo with |
![]() |
+5 CRI
If below +12: -15 CRI; -10% Crit Damage If +12 or above: +15 CRI; +10% Crit Damage; C. Rate +5 Only use if footwear is +12 above, otherwise you lose on stats | |
Right Accessory | ![]() |
+15% Critical Damage |
Left Accessory | ![]() |
+15% Critical Damage |
PETS | |
---|---|
Pet | Notes |
![]() Incubus (1374) |
If you prefer SP sustain |
![]() Succubus (1370) |
If you prefer HP sustain |
![]() Eddga (1115) |
If you prefer CRI (+8) and C. Rate (+3) |
![]() Corrupted Wanderer (20420) |
If you prefer Critical Damage (+7%) and some CRI (+3) |
![]() Orc Hero (1087) |
If you prefer ATK (+7%) and some Critical Damage (+3%) |
Ranged Build (
Dragonic Breath +
Madness Crusher)
Early Game Gears | |||
---|---|---|---|
Position | Gear | Enchant | Notes |
Upper | ![]() |
||
+11 ![]() |
![]() ![]() |
Must be comboed with:
Requires at least +9 to effectively replace Advanced Paradise Cap | |
Middle | ![]() |
Can be bought from other players for relatively cheap | |
Lower | ![]() |
Can be bought from other players for relatively cheap | |
Armor | ![]() |
||
+9 ![]() |
|||
+11 ![]() |
![]() ![]() |
Requires at least +9 Refine AND FULL COMBO to effectively replace Grace SET | |
Weapon | ![]() |
||
+11 ![]() |
Requires at least +9 to effectively replace Paradise RK.
Do note that 2H Sword has size penalty | ||
+9 ![]() |
![]()
|
First main priority upgrade. Best bought from other players.
Best weapon to get prior to getting your Dim Glacier weapon. Why not Because all the enchants gain additional benefits if slotted on a 2H Weapon, and the DPS gain is much better than having a shield. | |
Garment | ![]() |
||
+9 ![]() |
|||
+11 ![]() |
![]() ![]() |
Requires at least +9 Refine AND FULL COMBO to effectively replace Grace SET | |
Footwear | ![]() |
||
+9 ![]() |
|||
+11 ![]() |
![]() ![]() |
Requires at least +9 Refine AND FULL COMBO to effectively replace Grace SET | |
Right Accessory | ![]() |
||
![]() |
|||
![]() |
Use this once you've replaced Grace set | ||
Left Accessory | ![]() |
||
![]() |
Feel free to use once you've gotten Grace set |
Middle-game/Late-game Transition Gears | |||
---|---|---|---|
Position | Gear | Enchant | Notes |
Upper | ![]() |
You can get the MVP materials from ![]() ![]() | |
Middle | ![]() |
Can be bought from other players for relatively cheap | |
Lower | ![]() |
Can be bought from other players for relatively cheap | |
Armor | ![]() |
![]()
|
You can start farming ![]() |
![]() |
![]()
|
Only get if you want to buy from other players. While potentially cheaper and marginally better than ![]() ![]() | |
![]() |
![]()
|
Constellation Tower Gear.
The armor itself, and/or the materials used are best bought from other players, as Constellation Tower is a party-based instance. Getting this is fully enchanted, graded and refined is required if you wish to farm Biosphere Depth F1 on your own. | |
Weapon | ![]()
|
![]() |
Only replace ![]() For Prioritize getting |
![]()
|
![]() | ||
![]()
|
ANY BIOSPHERE GEM
ANY VARMUNDT CRYSTAL |
Immediately replace ![]() Best bought from other players as getting it at your current progression point is impossible, it should be relatively cheap as well to get the base weapon. | |
Shield | ![]() |
![]() |
Feel free to get once you transition into ![]() |
Garment | ![]() |
This will serve as placeholder gear prior to getting Varmundt Manteaus. Refine to +11 if you wish | |
![]() |
![]()
|
More niche equipment for ![]() ![]() | |
![]() |
Only get and/or use if you want it to be shared between other jobs (e.g. Ranged Shinkiro/Shiranui, Mayhemic Thorns Biolo, etc)
Only best for | ||
Footwear | ![]() |
![]()
|
![]() |
![]() |
ANY HP / ANY MAX HP | Transition gear that can be brought into endgame because when you get this to proc it can effectively double your damage output. Its inconsistency can be off-putting for some though. | |
![]() |
![]()
|
More niche equipment for ![]() | |
![]() |
![]()
|
Only get and/or use if you want it to be shared between other jobs (e.g. Ranged Shinkiro/Shiranui, Mayhemic Thorns Biolo, etc)
Not the best for | |
Right Accessory | ![]()
OR ANY 10% ATK THANATOS RING |
![]() ![]()
|
Can be bought for relatively cheap from players. Materials for crafting is farmable from Thanatos Floor 10 onwards. |
![]() |
![]()
|
The best Midgame accessory prior to getting ![]() | |
Left Accessory | ![]()
OR ANY 10% ATK THANATOS RING |
![]() ![]()
|
Can be bought for relatively cheap from players. Materials for crafting is farmable from Thanatos Floor 10 onwards. |
![]() |
![]()
|
The best Midgame accessory prior to getting ![]() |
Late-game/End-game Gears | |||
---|---|---|---|
Position | Gear | Enchant | Notes |
Upper | +12 [A] ![]() |
Fully upgrading this headgear is still worthwhile, as ![]() | |
+12 [A] ![]() |
![]()
|
- Comboes with ![]() ![]() - Beats | |
Middle | ![]() |
5% MaxHP / 5% MaxHP | |
Lower | ![]() |
+5 Dex / Long Range 7 | |
Armor | +12 [A] ![]() |
![]()
|
Best in slot armor. Better than ![]() |
Weapon | ![]() +12 [A] |
![]() |
While it is still a good weapon, it is highly outclassed by ![]() |
![]() +12 [A] |
ANY BIOSPHERE GEM
ANY VARMUNDT CRYSTAL |
- Combos with ![]() ![]() -YOU WILL NEED INSTANT CAST AND AT LEAST 183+ ASPD TO MAXIMIZE YOUR SPAM RATE - Adjust the Biosphere Gem and Varmundt Crystal based on your needs. -This is a Two-Handed Weapon, you are unable to equip any shields such as | |
![]() +12 [A] |
![]() |
||
Shield | +12 ![]() |
2x ![]() |
|
+12 [A] ![]() |
![]() |
- While only marginally better than ![]() | |
Garment | +12 [A]![]() |
![]()
|
More niche equipment for ![]() ![]() |
+12 [A] ![]() |
Only get and/or use if you want it to be shared between other jobs (e.g. Ranged Shinkiro/Shiranui, Mayhemic Thorns Biolo, etc)
Only best for | ||
Footwear | +11 [C]![]() |
Can highly increase (almost double) your damage output if it procs. If you don't like inconsistency,
you may swap out to | |
+12 [A] ![]() |
![]()
|
More niche equipment for ![]() | |
+12 [A]![]() |
![]()
|
Only get and/or use if you want it to be shared between other jobs (e.g. Ranged Shinkiro/Shiranui, Mayhemic Thorns Biolo, etc)
Not the best for | |
Right Accessory | ![]() |
![]()
|
Feel free to use any 2nd Slot Racial based on your needs. ![]() but is definitely the most expensive part to min-max |
Left Accessory | ![]() |
![]()
|
Shadow Gear / Costume Stones | |||
---|---|---|---|
Position | Gear | Enchant | Notes |
Upper | ![]() |
Up to +5% Ranged per level of ![]() | |
Middle | ![]() |
Combos with ![]() | |
Lower | ![]() |
Combo with ![]() | |
Garment | ![]() |
Required for ![]() ![]() | |
Dual | ![]() |
+5 POW | |
Armor | +10 ![]() |
Ranged +5% or ANY
POW 5 (Priority) |
Increases damage dealt. Combos with ![]() Interchangeable with |
+ 10https://muhro.eu/flux/data/items/icons/24764.png Lord Bearer's Shadow Armor (24764) | Double Lord Bearer's combo deals more damage compared to ![]() ![]() | ||
Weapon | +10 ![]() |
Added Leech effect at +10 refine use this if you want more sustain over the damage of ![]() | |
+10 ![]() |
More damage. | ||
Shield | +10 ![]() |
Added Leech effect at +10 refine use this if you want more sustain over the damage of ![]() | |
+10 ![]() |
More damage. | ||
Footwear | +10 ![]() |
Interchangeable with ![]() | |
+10 ![]() |
Combos with ![]() | ||
Right Accessory | +10 ![]() |
Combos with ![]() Refine to +10 both pieces to remove HP Penalty Interchangeable with | |
+10 ![]() |
With the coming of ![]() ![]() ![]() | ||
Left Accessory | +10 ![]() |
Interchangeable with ![]() | |
+10 ![]() |
With the coming of ![]() ![]() ![]() | ||
Alternative | |||
Upper | ![]() |
Up to +5% Ranged per level of ![]() | |
Middle | ![]() |
Gives +5% Melee and Ranged damage with Lv. 10 ![]() | |
Lower | ![]() |
If you're using ![]() I chose | |
Garment | ![]() |
If you're using ![]() | |
Dual | ![]() |
+5 POW | |
Weapon | +10 ![]() |
![]() |
Can function independently by themselves to provide more damage. ![]() |
Shield | +10 ![]() | ||
Armor | +10 ![]() |
![]()
|
Combos with ![]() ![]() If all Master Shadow pieces are equipped, gives 20% magical and physical RESISTANCE pierce by 20% |
Footwear | +10 ![]() |
Required for ![]() | |
Right Accessory | +10 ![]() |
Combos with ![]() ![]() | |
Left Accessory | +10 ![]() |
Required for ![]() | |
NOTES:> While Blue Shadows are better, the Master Shadow set is also good if you wish to focus on > The costume stones shown here is for when you're using |
Stats / TraitsNote: 120 is the usually the threshold for highest stat allocation efficiency, going above 120 is usually a loss barring some exceptions. | ||
---|---|---|
Stats | Allocation | Notes |
STR | 100-120 | One of your main damage stats. Also increases your weight capacity allowing you to carry more items. |
AGI | 70-110 | Allows you to attack faster, which means you can output more skills for damage. Prioritize this last as ASPD is prioritized less in the early game. Once you hit the late game, you need to hit at least 183 ASPD to maximize ![]() |
VIT | 120-130 | Makes you less squishy. Having VIT at 100 renders you immune to certain status ailments (e.g. Stun) hence the 100 minimum. |
INT | 100-120 | Allows you to cast more skills before replenishing it. This stat is also included for cast time reduction via stats (Int+Dex(2)=530) |
DEX | 100-120 | Increases your HIT rate. ![]() ![]() In the early game you may prioritize this for smoother movement / kiting. |
LUK | 1 | No need LUK as your skills cannot crit. |
Trait | Allocation | Notes |
POW | 100 | Your main damage scaling for Traits. Max this one first especially if you are leveling. |
STA | Leftover | Physical Damage Resist. Put leftover points if you want more tankiness vs. Physical |
WIS | Leftover | Magical Damage Resist. Put leftover points if you want more tankiness vs. Magical. |
SPL | 0 | You don't deal magic damage sadly. |
CON | 100 | Mostly used for increasing P. ATK. Allocate your points here after maxing out POW |
CRT | 0 | You don't need CRT as it is mainly for critical based builds. Feel free to put leftover points here if you wish to get a non-significant damage boost |
CARDS | ||
---|---|---|
Position | Gear | Notes |
Upper | ![]() |
+10% MaxHP. Best Non-MVP card that increases MaxHP |
Middle | ![]() |
+10% MaxHP. Best Non-MVP card that increases MaxHP |
Armor | ![]() |
Combo with ![]() |
![]() |
+100 Def, +50 RES
If below +12: -30% MaxHP; -10% ATK, -10% MATK If +12 or above: +30% MaxHP; -10% ATK, -10% MATK Only use if armor is +12 above, otherwise you lose on stats. | |
Weapon | ![]() |
+30% vs Medium and Large |
![]() |
+15 ATK, +20% vs. Medium and Large; IF COMBO with ![]() | |
![]() |
+5% ATK; +10% Ranged if on 2H Spear; +2% Ranged per 3 refine; +3% Ranged per 3 refine and if Base Level 200.
Performs as much and scales better than | |
Shield | ![]() |
+10% MaxSP; +1%MaxHP per refine |
![]() |
+20 DEF, -25% damage taken vs Medium and Large; IF COMBO with ![]() | |
Garment | ![]() |
Combo with ![]() +10% Ranged; +15% Ranged per 40 base DEX if combo and base level 200 |
![]() |
+10% damage taken vs Neutral Element; +5% Ranged; +4% ranged per 2 refine | |
Footwear | ![]() |
+2 Dex; +10% MaxHP and 10% MaxSP |
Right Accessory | ![]() |
+2 Dex and +1 Vit; +10%MHP |
Left Accessory | ![]() |
+2 Dex and +1 Vit; +10%MHP |
PETS | |
---|---|
Pet | Notes |
![]() Incubus (1374) |
If you prefer SP sustain |
![]() Succubus (1370) |
If you prefer HP sustain |
![]() Blue Moon Loli Ruri (20940) |
For ![]() If you prefer more HP (+5%) and VIT (+4)
Be careful of its |
![]() Baphomet (1039) |
If you prefer +5% Ranged and +7% MaxSP |
Epilogue
That should be all for now. Feel free to reach out to me via ping in MuhRO discord at the #swordsman channel.
Video showcase and other updates coming soon provided I'm free.
Suggestions and comments that would help improve the guide are highly appreciated as well!
Special Thanks
Special thanks to the following:
- Nihilo Guild for being the OGs and bringing me to MuhRO
- yamiobsura and Nkkpgpbgbg of Nihilo for their insight on
Dragonic Breath build
- Endless Paradise and Shady Communication for socialization
- Muh, Icecold and the rest of the MuhRO team for all the hard work.