Melee Abyss Chaser Guide: Difference between revisions
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= Introduction | = Introduction = | ||
This guide provides an overview of the melee Abyss Chaser build, including recommended stats, traits, skills, equipment, cards, pets and leveling locations. | This guide provides an overview of the melee Abyss Chaser build, including recommended stats, traits, skills, equipment, cards, pets and leveling locations. | ||
The information is intended as a general guideline. Individual builds may vary depending on available equipment, progression and personal requirements. | The information is intended as a general guideline. Individual builds may vary depending on available equipment, progression and personal requirements. | ||
= Stats = | = Stats = | ||
== Basic stats == | == Basic stats == | ||
{| class="wikitable mw-collapsible" style="text-align: center;width: 100%;" | {| class="wikitable mw-collapsible" style="text-align: center;width: 100%;" | ||
|- | |||
|STR | |STR | ||
|120 | |120 | ||
|STR is the primary source of damage for this build. 120 base STR provides a strong foundation without requiring an excessive amount of stat points. | |STR is the primary source of damage for this build. 120 base STR provides a strong foundation without requiring an excessive amount of stat points. | ||
|- | |- | ||
AGI | |AGI | ||
|120 | |120 | ||
|AGI complements the build and is also relevant for several skills. | |AGI complements the build and is also relevant for several skills. | ||
|- | |- | ||
VIT | |VIT | ||
|100 total or more | |100 total or more | ||
|At least 100 total VIT is recommended for stun immunity. | |At least 100 total VIT is recommended for stun immunity. | ||
|- | |- | ||
INT | |INT | ||
|~50 | |~50 | ||
|Remaining stat points can be distributed between LUK and INT depending on the character's requirements. | |Remaining stat points can be distributed between LUK and INT depending on the character's requirements. <br> | ||
INT increases the available SP pool, which is useful for a skill-focused leveling build. | |||
|- | |- | ||
LUK | |LUK | ||
|~90 | |~90 | ||
|LUK provides additional ATK and curse resistance. | |LUK provides additional ATK and curse resistance. | ||
|- | |- | ||
DEX | |DEX | ||
|~80 | |~80 | ||
|Around 80 base DEX provides sufficient accuracy for general progression. | |Around 80 base DEX provides sufficient accuracy for general progression. | ||
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Take a look [[Stats | here]] too. | Take a look [[Stats | here]] too. | ||
== Traits == | == Traits == | ||
{| class="wikitable mw-collapsible" style="text-align: center;width: 100%;" | {| class="wikitable mw-collapsible" style="text-align: center;width: 100%;" | ||
| Line 44: | Line 47: | ||
|STA | |STA | ||
|40 | |40 | ||
|With the current maximum of 110 points per trait, remaining trait points can be distributed according to the character's defensive requirements. <br> STA and WIS are useful options for increasing physical and magical resistance respectively. | | rowspan="2" |With the current maximum of 110 points per trait, remaining trait points can be distributed according to the character's defensive requirements. <br> STA and WIS are useful options for increasing physical and magical resistance respectively. | ||
|- | |- | ||
|WIS | |WIS | ||
|32 | |32 | ||
|} | |} | ||
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|- | |- | ||
|{{#skill:212}} | |{{#skill:212}} | ||
|{{# | |{{#skillDesc:212}} | ||
|A useful early melee skill. When used with a dagger, the skill hits twice instead of once and can deal sufficient damage to defeat many early-level monsters quickly. | |A useful early melee skill. When used with a dagger, the skill hits twice instead of once and can deal sufficient damage to defeat many early-level monsters quickly. | ||
|- | |- | ||
|{{#skill:224}} | |{{#skill:224}} | ||
|{{# | |{{#skillDesc:224}} | ||
|Rogue and Stalker melee builds have relatively few mandatory skills. Haggle can therefore be a useful utility option after the primary combat skills have been obtained. It allows items from applicable NPC shops to be purchased at a reduced price. Some NPC items have fixed prices and are unaffected by Haggle or Discount. | |Rogue and Stalker melee builds have relatively few mandatory skills. Haggle can therefore be a useful utility option after the primary combat skills have been obtained. It allows items from applicable NPC shops to be purchased at a reduced price. Some NPC items have fixed prices and are unaffected by Haggle or Discount. | ||
|- | |- | ||
|{{#skill:475}} | |{{#skill:475}} | ||
|{{# | |{{#skillDesc:475}} | ||
|An important Stalker skill that should be obtained relatively early. Preserve prevents copied skills from being overwritten and provides access to additional skills that can assist with leveling. | |An important Stalker skill that should be obtained relatively early. Preserve prevents copied skills from being overwritten and provides access to additional skills that can assist with leveling. | ||
|- | |- | ||
|{{#skill:389}} | |{{#skill:389}} | ||
|{{# | |{{#skillDesc:389}} | ||
|Provides an alternative method of concealed movement with greater movement speed than Hide with Tunnel Drive. Demon, Insect and Boss Protocol monsters can still detect the character. The skill also provides a temporary STR bonus. When used together with Rogue Spirit, Chase Walk receives additional benefits including increased movement speed and protection from Dispell. | |Provides an alternative method of concealed movement with greater movement speed than Hide with Tunnel Drive. Demon, Insect and Boss Protocol monsters can still detect the character. The skill also provides a temporary STR bonus. When used together with Rogue Spirit, Chase Walk receives additional benefits including increased movement speed and protection from Dispell. | ||
|} | |} | ||
== Shadow Chaser == | == Shadow Chaser == | ||
For a melee Shadow Chaser, only a limited number of skills are essential to the core build. | For a melee Shadow Chaser, only a limited number of skills are essential to the core build. | ||
{| class="wikitable mw-collapsible" style="text-align: center;width: 100%;" | {| class="wikitable mw-collapsible" style="text-align: center;width: 100%;" | ||
|{{#skill:2285}} | |{{#skill:2285}} | ||
|{{# | |{{#skillDesc:2285}} | ||
|Reproduce functions as an advanced version of the copied-skill system. Unlike Preserve, it does not require continuous recasting after the desired skill has been successfully copied. It can also copy supported skills at their maximum available level regardless of the level originally used on the Shadow Chaser. | |Reproduce functions as an advanced version of the copied-skill system. Unlike Preserve, it does not require continuous recasting after the desired skill has been successfully copied. It can also copy supported skills at their maximum available level regardless of the level originally used on the Shadow Chaser. | ||
|- | |- | ||
|{{#skill:2054}} | |{{#skill:2054}} | ||
|{{# | |{{#skillDesc:2054}} | ||
|Can supplement normal attacks during early Shadow Chaser progression and provides additional damage for melee-oriented characters. | |Can supplement normal attacks during early Shadow Chaser progression and provides additional damage for melee-oriented characters. | ||
|- | |- | ||
|{{#skill:2006}} | |{{#skill:2006}} | ||
|{{# | |{{#skillDesc:2006}} | ||
|Can be used as an alternative leveling skill. A one-handed sword may be used if appropriate for the skill's weapon modifiers, although other leveling options remain available. | |Can be used as an alternative leveling skill. A one-handed sword may be used if appropriate for the skill's weapon modifiers, although other leveling options remain available. | ||
|- | |- | ||
|{{#skill:2284}} | |{{#skill:2284}} | ||
|{{# | |{{#skillDesc:2284}} | ||
| Following its skill rebalance, Fatal Menace is a strong leveling option for dagger-based melee Shadow Chasers. It hits twice when used with a dagger and receives additional damage from AGI. Its relatively high usability and available equipment support make it suitable for progression toward Base Level 200. | | Following its skill rebalance, Fatal Menace is a strong leveling option for dagger-based melee Shadow Chasers. It hits twice when used with a dagger and receives additional damage from AGI. Its relatively high usability and available equipment support make it suitable for progression toward Base Level 200. | ||
After the primary melee skills have been obtained, remaining Shadow Chaser skill points can be allocated according to utility requirements. The Masquerade skill tree is generally less important for a PvE-focused melee build. | After the primary melee skills have been obtained, remaining Shadow Chaser skill points can be allocated according to utility requirements. The Masquerade skill tree is generally less important for a PvE-focused melee build. | ||
|} | |} | ||
== Abyss Chaser== | == Abyss Chaser== | ||
The Abyss Chaser skill tree is divided primarily into bow, melee and magic-oriented options. This guide focuses on the melee branch. | The Abyss Chaser skill tree is divided primarily into bow, melee and magic-oriented options. This guide focuses on the melee branch. | ||
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|- | |- | ||
|{{#skill:6513}} | |{{#skill:6513}} | ||
{{#skillDesc:6513}} | |{{#skillDesc:6513}} | ||
|Another melee mobility and damage skill. Its damage is increased while the Chasing buff from Hit and Sliding is active, making the two skills suitable for combination. | |Another melee mobility and damage skill. Its damage is increased while the Chasing buff from Hit and Sliding is active, making the two skills suitable for combination. | ||
At maximum Job Level, a melee Abyss Chaser will generally have additional skill points available after obtaining the primary skills. | At maximum Job Level, a melee Abyss Chaser will generally have additional skill points available after obtaining the primary skills. | ||
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|- | |- | ||
|The Eden equipment available to new characters is sufficient for early Rogue progression. An upgraded dagger can be obtained after changing to Rogue. At Level 99 as a Stalker, collect {{#item:7200}} from Wootan Shooters, {{#item:1034}} from Kobolds and {{#item:7318}} Old Picks from Pitmen to obtain the Advanced Eden equipment set at Level 100. | |The Eden equipment available to new characters is sufficient for early Rogue progression. An upgraded dagger can be obtained after changing to Rogue. At Level 99 as a Stalker, collect {{#item:7200}} from Wootan Shooters, {{#item:1034}} from Kobolds and {{#item:7318}} Old Picks from Pitmen to obtain the Advanced Eden equipment set at Level 100. | ||
| colspan="2" |The Grace equipment set becomes available in Cor after completing the Episode 17.1 main story. For a melee Shadow Chaser, the set supporting Fatal Menace is the relevant option. Each equipment piece costs 20x {{#item:25669}}. The same NPC provides +9 refinement tickets for 20x {{#item:25723}} each. This provides an accessible upgrade for Fatal Menace during early progression. More detailed information can be found [ | | colspan="2" |The Grace equipment set becomes available in Cor after completing the Episode 17.1 main story. For a melee Shadow Chaser, the set supporting Fatal Menace is the relevant option. Each equipment piece costs 20x {{#item:25669}}. The same NPC provides +9 refinement tickets for 20x {{#item:25723}} each. This provides an accessible upgrade for Fatal Menace during early progression. More detailed information can be found [[Grace Set]]. | ||
| colspan="2" |Automatic equipment becomes available after completing the Episode 17.2 main story and obtaining access to Varmundt's Mansion. Creating Automatic equipment requires the corresponding Illusion equipment to be refined to +9 before it can be upgraded using {{#item:1000103}}. This set can improve Fatal Menace damage but is not mandatory for progression. More detailed information can be found [ | | colspan="2" |Automatic equipment becomes available after completing the Episode 17.2 main story and obtaining access to Varmundt's Mansion. Creating Automatic equipment requires the corresponding Illusion equipment to be refined to +9 before it can be upgraded using {{#item:1000103}}. This set can improve Fatal Menace damage but is not mandatory for progression. More detailed information can be found [[Automatic Equipment (17.2)]]. | ||
|- | |- | ||
| rowspan="4" |Late Game Gears | | rowspan="4" |Late Game Gears | ||
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|Varmundt gears | |Varmundt gears | ||
|- | |- | ||
|Episode 18 provides Amethyst Fragments that can be used to purchase Gray Wolf equipment. These items provide access to stronger enchantments, with several bonuses improving at higher refinement levels, particularly +11. As Level 1 armor, refinement tickets can also be used if the required reputation for Gray Wolf refinement boxes has not yet been obtained. More detailed information | |Episode 18 provides Amethyst Fragments that can be used to purchase Gray Wolf equipment. These items provide access to stronger enchantments, with several bonuses improving at higher refinement levels, particularly +11. As Level 1 armor, refinement tickets can also be used if the required reputation for Gray Wolf refinement boxes has not yet been obtained. More detailed information: [[Gray Wolf Equipment]]. | ||
|Snow Flower equipment is a suitable option during early Abyss Chaser progression. Episode 19 quests provide Snow Flower Petals, which are used to purchase the equipment and obtain Ice Flower Magic Stones for enchanting. The enchantment stones are randomized, although desired stones may also be obtained through player trading. More detailed information | |Snow Flower equipment is a suitable option during early Abyss Chaser progression. Episode 19 quests provide Snow Flower Petals, which are used to purchase the equipment and obtain Ice Flower Magic Stones for enchanting. The enchantment stones are randomized, although desired stones may also be obtained through player trading. More detailed information: [[Issgard Equipment]]. | ||
|Issgard provides Glacier and Dim Glacier weapons for Abyss Chaser progression. A standard Glacier weapon can initially be used as a more accessible option. A Dim Glacier Rogue Knife [1] is a later upgrade specifically suitable for increasing Deft Stab damage. | |Issgard provides Glacier and Dim Glacier weapons for Abyss Chaser progression. A standard Glacier weapon can initially be used as a more accessible option. A Dim Glacier Rogue Knife [1] is a later upgrade specifically suitable for increasing Deft Stab damage. | ||
Enchanting materials can be farmed in Snake's Nest after unlocking the relevant Issgard quests. Abandoned Pit Floor 1 provides another farming option once the character is sufficiently equipped. | Enchanting materials can be farmed in Snake's Nest after unlocking the relevant Issgard quests. Abandoned Pit Floor 1 provides another farming option once the character is sufficiently equipped. | ||
More detailed information about farming, enchanting and refining Dim Glacier weapons | More detailed information about farming, enchanting and refining Dim Glacier weapons: [[Glacier And Dim Glacier Weapons For Dummies]]. | ||
|Glacier armor provides another progression option alongside Snow Flower equipment. Its enchantments focus more broadly on offensive statistics such as ATK and MATK rather than individual skill damage. | |Glacier armor provides another progression option alongside Snow Flower equipment. Its enchantments focus more broadly on offensive statistics such as ATK and MATK rather than individual skill damage. | ||
The grading requirements are comparatively accessible because only two grades are involved. {{#item:460040}} is also an equipment option worth considering as progression continues. | The grading requirements are comparatively accessible because only two grades are involved. {{#item:460040}} is also an equipment option worth considering as progression continues. | ||
|Varmundt Rune equipment represents a significant later-game upgrade. Reforming and enchanting the equipment requires substantial materials and progression. | |Varmundt Rune equipment represents a significant later-game upgrade. Reforming and enchanting the equipment requires substantial materials and progression. | ||
For a melee build, the Fire Rune set provides relevant traits and melee physical damage bonuses. Unlike Snow Flower equipment, which focuses more strongly on Deft Stab skill damage, the Fire Rune equipment increases broader offensive statistics. | For a melee build, the Fire Rune set provides relevant traits and melee physical damage bonuses. Unlike Snow Flower equipment, which focuses more strongly on Deft Stab skill damage, the Fire Rune equipment increases broader offensive statistics. | ||
Detailed information about reforming, grading and enchanting | Detailed information about reforming, grading and enchanting: [[Varmundt Rune Stone Equipment]]. | ||
Varmundt content also introduces Venom Rings. Their base crafting materials are obtained from the Temple, Soul and Venom Biosphere dungeons. Information about their enchantment system | Varmundt content also introduces Venom Rings. Their base crafting materials are obtained from the Temple, Soul and Venom Biosphere dungeons. Information about their enchantment system: [[Soul Temple Venom Ring Enchant]]. | ||
|- | |- | ||
|Depth 1 armor | |Depth 1 armor | ||
| Line 177: | Line 180: | ||
|Sky Rune set | |Sky Rune set | ||
|- | |- | ||
|After progressing beyond Fire Rune equipment, [ | |After progressing beyond Fire Rune equipment, [[Varmundt's Biosphere Depth]] armor becomes another available upgrade. | ||
Depth 1 monsters have substantial HP and defensive effects, making party-based 30-minute runs useful during early progression. | Depth 1 monsters have substantial HP and defensive effects, making party-based 30-minute runs useful during early progression. | ||
Reputation is required to craft, engrave and enchant the armor. Engraving makes the armor Master Account bound and improves its stats. A reputation value of 3,500 is required to reverse the engraving and make the item tradable again. | Reputation is required to craft, engrave and enchant the armor. Engraving makes the armor Master Account bound and improves its stats. A reputation value of 3,500 is required to reverse the engraving and make the item tradable again. | ||
|The Dimensional gear set from [ | |The Dimensional gear set from [[Varmundt's Biosphere Depth 2]] is one of the strongest available equipment options for Deft Stab builds. | ||
For non-critical Deft Stab damage, Power Level 3 combined with the highest practical Fierce enchant level is an effective enchantment combination for the Time Dimension Rune Crown. | For non-critical Deft Stab damage, Power Level 3 combined with the highest practical Fierce enchant level is an effective enchantment combination for the Time Dimension Rune Crown. | ||
|Hall of Life and Nebula equipment can provide another high-end combination for melee Abyss Chaser builds. | |Hall of Life and Nebula equipment can provide another high-end combination for melee Abyss Chaser builds. | ||
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|Informations | |Informations | ||
|- | |- | ||
|{{#item: | |{{#item:18975}} | ||
|{{#itemdesc: | |{{#itemdesc:18975}} | ||
|A suitable introductory headgear primarily because of its [https://wiki.muhro.eu/Bio_5_Headgears enchanting] options. The Tenacity enchant provides melee physical damage, reaching +20% at Level 5. The headgear can also be farmed through Bio 5 content once sufficient equipment and consumables are available. | |A suitable introductory headgear primarily because of its [https://wiki.muhro.eu/Bio_5_Headgears enchanting] options. The Tenacity enchant provides melee physical damage, reaching +20% at Level 5. The headgear can also be farmed through Bio 5 content once sufficient equipment and consumables are available. | ||
|- | |- | ||
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|A potential intermediate option before progressing into Dimensional equipment. This headgear is designed to be used together with its corresponding weapon. Additional information can be found [https://wiki.muhro.eu/Good_and_Evil_Headgears here]. | |A potential intermediate option before progressing into Dimensional equipment. This headgear is designed to be used together with its corresponding weapon. Additional information can be found [https://wiki.muhro.eu/Good_and_Evil_Headgears here]. | ||
|} | |} | ||
== Costume enchant stones == | == Costume enchant stones == | ||
Costume enchant stones become relevant during Shadow Chaser progression. <br> | Costume enchant stones become relevant during Shadow Chaser progression. <br> | ||
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|- | |- | ||
|{{#item:25807}} | |{{#item:25807}} | ||
|{{# | |{{#itemdesc:25807}} | ||
|- | |- | ||
|{{#item:1002280}} | |{{#item:1002280}} | ||
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|{{#itemDesc:1002278}} | |{{#itemDesc:1002278}} | ||
|} | |} | ||
== Shadow gears == | == Shadow gears == | ||
The first Shadow Gear set can be obtained as a free rental from the Eden Group and is sufficient for early progression toward Abyss Chaser. | The first Shadow Gear set can be obtained as a free rental from the Eden Group and is sufficient for early progression toward Abyss Chaser. | ||
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|- | |- | ||
|Infinity Shadow Weapon <br> | |Infinity Shadow Weapon <br> | ||
{{#item: | {{#item:24386}} | ||
|{{#itemDesc: | |{{#itemDesc:24386}} | ||
|- | |- | ||
|Full Penetration Shadow Accessories <br> | |Full Penetration Shadow Accessories <br> | ||
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|{{#itemDesc:24685}} | |{{#itemDesc:24685}} | ||
|} | |} | ||
= Useful cards = | = Useful cards = | ||
{| class="wikitable mw-collapsible" style="text-align: center;width: 100%;" | {| class="wikitable mw-collapsible" style="text-align: center;width: 100%;" | ||
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|The Thanatos Card gives your weapon attacks the defense-piercing effect of Investigate. It does not autocast the skill. Your physical attacks ignore the target's DEF and gain bonus damage based on 50% of its hard DEF, making the card especially effective against high-DEF enemies. Each damaging attack consumes 1 SP. It also reduces your DEF and FLEE by 30. | |The Thanatos Card gives your weapon attacks the defense-piercing effect of Investigate. It does not autocast the skill. Your physical attacks ignore the target's DEF and gain bonus damage based on 50% of its hard DEF, making the card especially effective against high-DEF enemies. Each damaging attack consumes 1 SP. It also reduces your DEF and FLEE by 30. | ||
|} | |} | ||
= Pets = | |||
Several pets can provide useful bonuses depending on the character's equipment and required statistics. | Several pets can provide useful bonuses depending on the character's equipment and required statistics. | ||
{| class="wikitable mw-collapsible" style="text-align: center;width: 100%;" | {| class="wikitable mw-collapsible" style="text-align: center;width: 100%;" | ||
| Line 457: | Line 463: | ||
Note: The current Orc Hero item description says ATK +3% at Cordial, but the server script actually grants ATK +4%. The Incubus script also grants its Max SP +3% and SP recovery effect below Cordial intimacy. | Note: The current Orc Hero item description says ATK +3% at Cordial, but the server script actually grants ATK +4%. The Incubus script also grants its Max SP +3% and SP recovery effect below Cordial intimacy. | ||
|} | |} | ||
= Leveling = | = Leveling = | ||
The following locations are intended as general leveling guidelines rather than strict requirements. | The following locations are intended as general leveling guidelines rather than strict requirements. | ||
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| [[Abyss Lake]] <br> The entrance to Abyss Lake F4 is in Abyss Lake F3 in the middle of the map. <br> | | [[Abyss Lake]] <br> The entrance to Abyss Lake F4 is in Abyss Lake F3 in the middle of the map. <br> | ||
[[Rudus]] <br> You can enter Rudus F4 by talking to the Rebellion NPC {{#navi:sp_rudus3|380|42}} in Rudus F3 at the bottom right of the map. <br> | [[Rudus]] <br> You can enter Rudus F4 by talking to the Rebellion NPC {{#navi:sp_rudus3|380|42}} in Rudus F3 at the bottom right of the map. <br> | ||
[[Niflheim]] <br> Use @go niflheim and walk to Mila {{ | [[Niflheim]] <br> Use @go niflheim and walk to Mila {{#navi:niflheim|164|102}} to unlock Warper. | ||
|- | |- | ||
|210 ~ 230 | |210 ~ 230 | ||
|Episode 19 fields like Snake's Nest 1 & 2, Amicitia 1 | |Episode 19 fields like Snake's Nest 1 & 2, Amicitia 1 | ||
|For Snake's Nest use Warper > Dungeons > Snake's Nest <br> | |For Snake's Nest use Warper > Dungeons > Snake's Nest <br> | ||
[[Amicitia]] <br> @go einbroch, leave the map south, walk to Lara {{ | [[Amicitia]] <br> @go einbroch, leave the map south, walk to Lara {{#navi:ein_fild08|156|96}} to unlock the Warper. | ||
|- | |- | ||
|230 ~ 240 | |230 ~ 240 | ||
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|Niflheim dungeon 2, Power Twisted Plains, Mjolnir Underground Cave, Clock Tower Unknown Basement, Varmundt Biospheres, Depth 1 | |Niflheim dungeon 2, Power Twisted Plains, Mjolnir Underground Cave, Clock Tower Unknown Basement, Varmundt Biospheres, Depth 1 | ||
|Niflheim Dungeon entrance is on Level 1 south. <br> | |Niflheim Dungeon entrance is on Level 1 south. <br> | ||
[[Power Twisted Plains]] To unlock in Warper, use Warper > Oz Dungeon > Climb Robe, Talk to NPC at {{ | [[Power Twisted Plains]] To unlock in Warper, use Warper > Oz Dungeon > Climb Robe, Talk to NPC at {{#navi:ra_fild10|352|341}} (Top right of the map). <br> | ||
[[Mjolnir Underground Cave]] <br> @go einbroch, leave the map south, walk to Rebellion {{ | [[Mjolnir Underground Cave]] <br> @go einbroch, leave the map south, walk to Rebellion {{#navi:ein_fild08|192|49}} to unlock the Warper. <br> | ||
[[Clock Tower Unknown Basement]] <br> Use Warper > Dungeons > Clock Tower, a lil bit to the right you will find a wheel at the wall, enter the dungeon {{ | [[Clock Tower Unknown Basement]] <br> Use Warper > Dungeons > Clock Tower, a lil bit to the right you will find a wheel at the wall, enter the dungeon {{#navi:c_tower1|243|202}} to unlock the Warper. <br> | ||
[[Varmundt's Biosphere]] Use Warper > Dungeons > Varmundt Dungeons <br> | [[Varmundt's Biosphere]] Use Warper > Dungeons > Varmundt Dungeons <br> | ||
[[Varmundt's Biosphere Depth]] Depth 1 Dungeons can only be entered via Varmundt Dungeons. <br> | [[Varmundt's Biosphere Depth]] Depth 1 Dungeons can only be entered via Varmundt Dungeons. <br> | ||
[[Varmundt's Biosphere Depth 2]] @go Varmundt, at {{ | [[Varmundt's Biosphere Depth 2]] @go Varmundt, at {{#navi:ba_maison|242|122}} you can enter it. You need 2000 Reputation in Depth 1. | ||
|} | |} | ||
[[Category:Abyss Chaser]] | [[Category:Abyss Chaser]] | ||
Latest revision as of 13:27, 28 August 2026
Introduction
This guide provides an overview of the melee Abyss Chaser build, including recommended stats, traits, skills, equipment, cards, pets and leveling locations. The information is intended as a general guideline. Individual builds may vary depending on available equipment, progression and personal requirements.
Stats
Basic stats
| STR | 120 | STR is the primary source of damage for this build. 120 base STR provides a strong foundation without requiring an excessive amount of stat points. |
| AGI | 120 | AGI complements the build and is also relevant for several skills. |
| VIT | 100 total or more | At least 100 total VIT is recommended for stun immunity. |
| INT | ~50 | Remaining stat points can be distributed between LUK and INT depending on the character's requirements. INT increases the available SP pool, which is useful for a skill-focused leveling build. |
| LUK | ~90 | LUK provides additional ATK and curse resistance. |
| DEX | ~80 | Around 80 base DEX provides sufficient accuracy for general progression. |
Take a look here too.
Traits
| POW | 110 | POW should generally receive the highest priority because it provides the primary offensive benefit for physical skill damage. |
| CON | 110 | CON is another important trait because it provides accuracy, FLEE, P.ATK and S.MATK. After POW has been allocated, CON is therefore a suitable secondary offensive trait. |
| STA | 40 | With the current maximum of 110 points per trait, remaining trait points can be distributed according to the character's defensive requirements. STA and WIS are useful options for increasing physical and magical resistance respectively. |
| WIS | 32 |
Skill point distribution
Rogue & Stalker
The early Rogue and Stalker skill trees provide considerable flexibility. Several skills can nevertheless make progression easier.
| Skill | Description | Explanation |
Max Level: 10 Requirement: Steal Coin 4 Skill Form: Active Type: Physical Melee Target: 1 Character Description: Back Stab teleports the caster immediatly behind the enemy to deal physical melee damage. This skill's accuracy depends on it's skill level. When used with a Bow class weapon this skill's damage is reduced by half. When equipped with a Dagger class weapon damage occurs twice. Back Stab can't be used when in Hiding status. [Lv 1]: ATK 340%, ATK 170% with Bow [Lv 2]: ATK 380%, ATK 190% with Bow [Lv 3]: ATK 420%, ATK 210% with Bow [Lv 4]: ATK 460%, ATK 230% with Bow [Lv 5]: ATK 500%, ATK 250% with Bow [Lv 6]: ATK 540%, ATK 270% with Bow [Lv 7]: ATK 580%, ATK 290% with Bow [Lv 8]: ATK 620%, ATK 310% with Bow [Lv 9]: ATK 660%, ATK 330% with Bow [Lv 10]: ATK 700%, ATK 350% with Bow |
A useful early melee skill. When used with a dagger, the skill hits twice instead of once and can deal sufficient damage to defeat many early-level monsters quickly. | |
Max Level: 5 Requirement: Gangster Paradise 1 Skill Form: Passive Description: Purchases item from NPC shops at lower prices. [Lv 1]: 9% Discount [Lv 2]: 13% Discount [Lv 3]: 17% Discount [Lv 4]: 21% Discount [Lv 5]: 25% Discount |
Rogue and Stalker melee builds have relatively few mandatory skills. Haggle can therefore be a useful utility option after the primary combat skills have been obtained. It allows items from applicable NPC shops to be purchased at a reduced price. Some NPC items have fixed prices and are unaffected by Haggle or Discount. | |
Max Level: 1 Requirement: Plagiarism 10 Skill Form: Active Type: Supportive Target: Caster Description: Prevents the automatic copying of skills through the Plagiarism skill for 10 minutes in order to preserve the last skill copied through Plagiarism. |
An important Stalker skill that should be obtained relatively early. Preserve prevents copied skills from being overwritten and provides access to additional skills that can assist with leveling. | |
Max Level: 5 Requirement: Hiding 5, Tunnel Drive 3 Skill Form: Active Type: Supportive Target: Caster Description: Enters a special Hiding status in which caster can move without being detected by skills. However, the caster will leave footprints and can be damaged by skills that target the ground. Ineffective against Insect, Demon and Boss monsters. During WoE, this skill will consume 5 times as much SP. [Lv 1]: 70% Movement Speed, 12 SP/10 sec, +1 STR after 10 seconds. [Lv 2]: 75% Movement Speed, 14 SP/10 sec, +2 STR after 10 seconds. [Lv 3]: 80% Movement Speed, 16 SP/10 sec, +4 STR after 10 seconds. [Lv 4]: 85% Movement Speed, 18 SP/10 sec, +8 STR after 10 seconds. [Lv 5]: 90% Movement Speed, 20 SP/10 sec, +16 STR after 10 seconds. |
Provides an alternative method of concealed movement with greater movement speed than Hide with Tunnel Drive. Demon, Insect and Boss Protocol monsters can still detect the character. The skill also provides a temporary STR bonus. When used together with Rogue Spirit, Chase Walk receives additional benefits including increased movement speed and protection from Dispell. |
Shadow Chaser
For a melee Shadow Chaser, only a limited number of skills are essential to the core build.
Max Level: 10 Requirement: Plagiarism 5 Skill Form: Active Toggle(Buff) Description: Learns the last skill that was inflicted by an enemy. If the caster uses this skill one more time, then the skill effect disappears and caster can keep the newly acquired skill. Caster can learn only 1 skill and level learned depends on Reproduce's skill level. The skill acquired by reproduce consumes an extra 30% of normal SP. Since this skill is not a skill that invested the actual points, special effects such as the item to bring the learned level and the skill of the linker can not be used. |
Reproduce functions as an advanced version of the copied-skill system. Unlike Preserve, it does not require continuous recasting after the desired skill has been successfully copied. It can also copy supported skills at their maximum available level regardless of the level originally used on the Shadow Chaser. | |
Max Level: 10 Requirement: Aspersio 1 Skill Form: Active Type: Supportive Target: Caster Description: Summons two sacred lights, Violet Granium Light and Yellow Merriam Light, assisting the caster in battle. When caster attacks in melee, the target has a chance of taking additional physical and magical damage. [Lv 1]: ATK +165%, MATK +440%, Duration: 90 seconds [Lv 2]: ATK +180%, MATK +480%, Duration: 120 seconds [Lv 3]: ATK +195%, MATK +520%, Duration: 150 seconds [Lv 4]: ATK +210%, MATK +560%, Duration: 180 seconds [Lv 5]: ATK +225%, MATK +600%, Duration: 210 seconds [Lv 6]: ATK +240%, MATK +640%, Duration: 240 seconds [Lv 7]: ATK +255%, MATK +680%, Duration: 270 seconds [Lv 8]: ATK +270%, MATK +720%, Duration: 300 seconds [Lv 9]: ATK +285%, MATK +760%, Duration: 330 seconds [Lv 10]: ATK +300%, MATK +800%, Duration: 360 seconds |
Can supplement normal attacks during early Shadow Chaser progression and provides additional damage for melee-oriented characters. | |
Max Level: 5 Requirement: Sonic Wave 2, Wind Cutter 3, Death Bound 5 Skill Form: Active Type: Physical Melee Property: Based on Weapon Target: Self Description: Strike your weapon into the ground causing a large explosion in a 9x9 AoE around you, and dealing damage to all nearby enemies. Base damage of this skill is multiplied by (BaseLevel / 100). This skill can deal Critical Hits. Critical Chance for this skill is based on your Critical Rate. Requires Dagger, Spear, One-Handed Sword, Two-Handed Sword. [Lv 1]: ATK 450% [Lv 2]: ATK 900% [Lv 3]: ATK 1350% [Lv 4]: ATK 1800% [Lv 5]: ATK 2250% |
Can be used as an alternative leveling skill. A one-handed sword may be used if appropriate for the skill's weapon modifiers, although other leveling options remain available. | |
Max Level: 10 Requirement: Intimidate 5 Skill Form: Active Type: Physical Melee Target: 1 Character Description: 1 target and all enemies around the target are damaged. If a Dagger class weapon is equipped, the skill hits twice. Damage additionally increases according to the caster's Base Level. [Lv 1]: ATK 120%, HIT -30, AoE: 3x3 cells [Lv 2]: ATK 240%, HIT -25, AoE: 3x3 cells [Lv 3]: ATK 360%, HIT -20, AoE: 3x3 cells [Lv 4]: ATK 480%, HIT -15, AoE: 3x3 cells [Lv 5]: ATK 600%, HIT -10, AoE: 3x3 cells [Lv 6]: ATK 720%, HIT +0, AoE: 5x5 cells [Lv 7]: ATK 840%, HIT +5, AoE: 5x5 cells [Lv 8]: ATK 960%, HIT +10, AoE: 5x5 cells [Lv 9]: ATK 1080%, HIT +15, AoE: 5x5 cells [Lv 10]: ATK 1200%, HIT +20, AoE: 5x5 cells |
Following its skill rebalance, Fatal Menace is a strong leveling option for dagger-based melee Shadow Chasers. It hits twice when used with a dagger and receives additional damage from AGI. Its relatively high usability and available equipment support make it suitable for progression toward Base Level 200.
After the primary melee skills have been obtained, remaining Shadow Chaser skill points can be allocated according to utility requirements. The Masquerade skill tree is generally less important for a PvE-focused melee build. |
Abyss Chaser
The Abyss Chaser skill tree is divided primarily into bow, melee and magic-oriented options. This guide focuses on the melee branch.
Max Level: 10 Skill Form: Passive Description: Increases physical damage against enemies of their size when equipped with a Dagger or Bow. [Lv 1]: Small +1%, Medium +2%, Large +2% [Lv 2]: Small +2%, Medium +3%, Large +4% [Lv 3]: Small +3%, Medium +5%, Large +6% [Lv 4]: Small +4%, Medium +6%, Large +8% [Lv 5]: Small +5%, Medium +8%, Large +10% [Lv 6]: Small +6%, Medium +9%, Large +12% [Lv 7]: Small +7%, Medium +11%, Large +14% [Lv 8]: Small +8%, Medium +12%, Large +16% [Lv 9]: Small +9%, Medium +14%, Large +18% [Lv 10]: Small +10%, Medium +15%, Large +20% |
One of the starting skills for the Abyss Chaser tree. When using a dagger, it increases damage depending on the target's size. It is an important prerequisite but does not necessarily need to be maximized before obtaining the primary offensive skills. | |
Max Level: 5 Requirement: Fatal Menace 5, Dagger & Bow Mastery 3 Skill Form: Active Type: Physical Melee Target: Caster Description: Inflicts melee physical damage to nearby targets within 7x7 cells around the caster. Increases damage of Fatal Menace during the skill duration. The damage further increases based on the caster's Base Level and POW. Base damage is increased by 5% every 1 POW. Requires a Dagger or One-Handed Sword. [Lv 1]: ATK 1750% per hit, Duration: 3 seconds [Lv 2]: ATK 3150% per hit, Duration: 6 seconds [Lv 3]: ATK 4550% per hit, Duration: 9 seconds [Lv 4]: ATK 5950% per hit, Duration: 12 seconds [Lv 5]: ATK 7350% per hit, Duration: 15 seconds |
A secondary melee skill that can be used between Deft Stab cooldowns. It creates a small area-of-effect attack around the character and does not require a selected target. After use, it also temporarily increases Fatal Menace damage. | |
Max Level: 10 Requirement: Abyss Dagger 3, Dagger & Bow Mastery 5 Skill Form: Active Type: Physical Melee Target: 1 Character AP Recovery: 3 Description: Quickly attacks the target and its surroundings 5 times inflicting melee physical damage. Damage additionally increases according to the caster's Base Level and 7xPOW. [Lv 1]: ATK 1250%, AoE: 5x5 cells [Lv 2]: ATK 1800%, AoE: 5x5 cells [Lv 3]: ATK 2350%, AoE: 5x5 cells [Lv 4]: ATK 2900%, AoE: 5x5 cells [Lv 5]: ATK 3450%, AoE: 5x5 cells [Lv 6]: ATK 4000%, AoE: 7x7 cells [Lv 7]: ATK 4550%, AoE: 7x7 cells [Lv 8]: ATK 5100%, AoE: 7x7 cells [Lv 9]: ATK 5650%, AoE: 7x7 cells [Lv10]: ATK 6200%, AoE: 7x7 cells |
The primary damage skill for a melee Abyss Chaser and one of the highest-priority skills to maximize. After Deft Stab has been obtained, additional prerequisite and supporting skills can be developed. | |
Max Level: 10 Requirement: Abyss Dagger 5, Deft Stab 5 Skill Form: Active(AP) Type: Supportive Target: Caster Dispellable: No AP Cost: 120 Description: Endows the caster's body with the power of abyss for 300 seconds. Restores 100% HP / SP upon usage and increases the caster's abilities drastically. [Lv 1]: P.ATK/S.MATK +12, HIT +120 [Lv 2]: P.ATK/S.MATK +14, HIT +140 [Lv 3]: P.ATK/S.MATK +16, HIT +160 [Lv 4]: P.ATK/S.MATK +18, HIT +180 [Lv 5]: P.ATK/S.MATK +20, HIT +200 [Lv 6]: P.ATK/S.MATK +22, HIT +220 [Lv 7]: P.ATK/S.MATK +24, HIT +240 [Lv 8]: P.ATK/S.MATK +26, HIT +260 [Lv 9]: P.ATK/S.MATK +28, HIT +280 [Lv 10]: P.ATK/S.MATK +30, HIT +300 |
The Abyss Chaser AP-based buff. It increases P.ATK and S.MATK by 30 and provides an additional 300 HIT while active. This can be especially useful against monsters with high FLEE or AGI Up. The skill costs 120 AP and has a one-minute cooldown. Deft Stab restores 3 AP per use, allowing AP to be generated consistently during combat. | |
Max Level: 5 Requirement: Abyss Dagger 3, Dagger & Bow Mastery 4 Skill Form: Active Type: Physical Melee Target: 1 Character Description: Instantly dashes to the target and inflicts melee physical damage, which also has a chance to inflict Unlucky status on the target. Damage additionally increases according to the caster's Base Level and POW. Base damage is increased by 5% every 1 POW. [Lv 1]: ATK 400%, Unlucky Chance: 40% [Lv 2]: ATK 7000%, Unlucky Chance: 50% [Lv 3]: ATK 1000%, Unlucky Chance: 60% [Lv 4]: ATK 1300%, Unlucky Chance: 70% [Lv 5]: ATK 1600%, Unlucky Chance: 80% |
An optional mobility and damage skill. It allows the Abyss Chaser to rapidly approach a target while dealing damage based on Base Level and POW. It can be particularly useful against ranged monsters or when repositioning during combat. | |
Max Level: 5 Requirement: Dagger & Bow Mastery 3 Skill Form: Active Type: Physical Melee Target: 1 Character AP Recovery: 2 Description: Deals melee physical damage to the target and moves backward. If a bow is equipped, deals ranged physical damage instead. Grants the Chasing effect for 60 seconds. Damage increases based on the caster's base level and POW. Base damage is increased by 5% every 1 POW. [Lv 1] : ATK 3500%/ 1 cell movement [Lv 2] : ATK 7000%/ 2 cells movement [Lv 3] : ATK 10500%/ 3 cells movement [Lv 4] : ATK 14000%/ 4 cells movement [Lv 5] : ATK 17500%/ 5 cells movement [Chasing Effect] While the Chasing effect is active, the following skills gain increased damage: [Unlucky Rush] : +(Unlucky Rush Lv x2500)% [Chain Reaction Shot Secondary Damage] : +(Chain Reaction Shot Lv x1100)% |
Provides the Chasing buff and additional mobility. While Chasing is active, Unlucky Rush receives increased damage. | |
Max Level: 5 Requirement: Hit and Sliding 3 Skill Form: Active Type: Physical Melee Target: 1 Character AP Recovery: 2 Description: Chase and rush toward the target, dealing melee physical damage 5 times to the target and enemies in the surrounding area. If the Chasing effect is active, deals even greater damage 7 times. Damage increases based on the caster's base level and POW. Base damage is increased by 5% every 1 POW. [Lv 1] : ATK 2000%/ 2250%(Chasing) AoE: 5x5 cells [Lv 2] : ATK 2450%/ 2750%(Chasing) AoE: 5x5 cells [Lv 3] : ATK 2900%/ 3250%(Chasing) AoE: 5x5 cells [Lv 4] : ATK 3350%/ 3750%(Chasing) AoE: 7x7 cells [Lv 5] : ATK 3800%/ 4250%(Chasing) AoE: 7x7 cells |
Another melee mobility and damage skill. Its damage is increased while the Chasing buff from Hit and Sliding is active, making the two skills suitable for combination.
At maximum Job Level, a melee Abyss Chaser will generally have additional skill points available after obtaining the primary skills. |
| Possible utility options include: | |
| Stalker | Compulsion Discount and Sword Mastery can provide additional utility. Compulsion Discount reduces prices at supported NPC shops, while Sword Mastery provides a small damage increase when applicable. Additional points may also be used to obtain prerequisites for utility skills such as Manhole. |
| Shadow Chaser | Body Painting can reveal hidden enemies, while Masquerade Ignorance can provide situational SP recovery. Feint Bomb provides an additional escape and repositioning option. Other utility skills can be selected depending on the intended content. |
| Abyss Chaser | After obtaining the primary melee skills, remaining points can be invested into Hit and Sliding, Chasing Break or other utility and mobility skills according to the intended build. |
Gears
| Starter Gears | Eden gears | Grace set | Automatic gears | ||
| The Eden equipment available to new characters is sufficient for early Rogue progression. An upgraded dagger can be obtained after changing to Rogue. At Level 99 as a Stalker, collect |
The Grace equipment set becomes available in Cor after completing the Episode 17.1 main story. For a melee Shadow Chaser, the set supporting Fatal Menace is the relevant option. Each equipment piece costs 20x |
Automatic equipment becomes available after completing the Episode 17.2 main story and obtaining access to Varmundt's Mansion. Creating Automatic equipment requires the corresponding Illusion equipment to be refined to +9 before it can be upgraded using | |||
| Late Game Gears | Gray Wolf gears | Snow Flower gears | Dim Glacier weapons | Glacier armors | Varmundt gears |
| Episode 18 provides Amethyst Fragments that can be used to purchase Gray Wolf equipment. These items provide access to stronger enchantments, with several bonuses improving at higher refinement levels, particularly +11. As Level 1 armor, refinement tickets can also be used if the required reputation for Gray Wolf refinement boxes has not yet been obtained. More detailed information: Gray Wolf Equipment. | Snow Flower equipment is a suitable option during early Abyss Chaser progression. Episode 19 quests provide Snow Flower Petals, which are used to purchase the equipment and obtain Ice Flower Magic Stones for enchanting. The enchantment stones are randomized, although desired stones may also be obtained through player trading. More detailed information: Issgard Equipment. | Issgard provides Glacier and Dim Glacier weapons for Abyss Chaser progression. A standard Glacier weapon can initially be used as a more accessible option. A Dim Glacier Rogue Knife [1] is a later upgrade specifically suitable for increasing Deft Stab damage.
Enchanting materials can be farmed in Snake's Nest after unlocking the relevant Issgard quests. Abandoned Pit Floor 1 provides another farming option once the character is sufficiently equipped. More detailed information about farming, enchanting and refining Dim Glacier weapons: Glacier And Dim Glacier Weapons For Dummies. |
Glacier armor provides another progression option alongside Snow Flower equipment. Its enchantments focus more broadly on offensive statistics such as ATK and MATK rather than individual skill damage.
The grading requirements are comparatively accessible because only two grades are involved. |
Varmundt Rune equipment represents a significant later-game upgrade. Reforming and enchanting the equipment requires substantial materials and progression.
For a melee build, the Fire Rune set provides relevant traits and melee physical damage bonuses. Unlike Snow Flower equipment, which focuses more strongly on Deft Stab skill damage, the Fire Rune equipment increases broader offensive statistics. Detailed information about reforming, grading and enchanting: Varmundt Rune Stone Equipment. Varmundt content also introduces Venom Rings. Their base crafting materials are obtained from the Temple, Soul and Venom Biosphere dungeons. Information about their enchantment system: Soul Temple Venom Ring Enchant. | |
| Depth 1 armor | Depth 2 Dimensional gear set | Hall of Life + Nebula gears combo | Episode 21 Gaebolg/Yorscalp gears | Sky Rune set | |
| After progressing beyond Fire Rune equipment, Varmundt's Biosphere Depth armor becomes another available upgrade.
Depth 1 monsters have substantial HP and defensive effects, making party-based 30-minute runs useful during early progression. Reputation is required to craft, engrave and enchant the armor. Engraving makes the armor Master Account bound and improves its stats. A reputation value of 3,500 is required to reverse the engraving and make the item tradable again. |
The Dimensional gear set from Varmundt's Biosphere Depth 2 is one of the strongest available equipment options for Deft Stab builds.
For non-critical Deft Stab damage, Power Level 3 combined with the highest practical Fierce enchant level is an effective enchantment combination for the Time Dimension Rune Crown. |
Hall of Life and Nebula equipment can provide another high-end combination for melee Abyss Chaser builds.
Relevant equipment includes: Spring Garment Spring Accessory Nebula Armor of Power Stellar Power Seal Materials for Spring equipment are obtained from Lake of Fire. Depending on the player market, Spring materials may also be available through trades for other seasonal materials. Enchanting these items requires a significant amount of resources. The Signet of Circulation Spring provides an option to select the desired Slot 3 enchant directly instead of relying entirely on random enchantment results, although this method requires additional materials. |
Episode 21: Age of Heroes introduces Gaebolg and Yorscalp equipment.
Gaebolg Boots are a relevant option for melee builds. When fully enchanted, Grade A and refined to +12, they can outperform Flame Rune Boots from Biosphere content. The reformed Yorscalp version provides additional defensive statistics and represents the later progression path for this equipment. |
The Sky Rune set is another available progression option. It is comparatively accessible to refine, grade and enchant and can be equipped from Level 240.
For maximum Deft Stab damage, however, the available Fierce enchant is limited to Level 3. This can cause the set to perform below a fully developed Time Dimension setup. It is therefore better suited as an accessible progression or farming set rather than the highest-damage endgame option. | |
Headgears
When selecting a headgear for a melee Abyss Chaser, it is important to note that Deft Stab does not critically hit. Headgears primarily focused on Critical Damage, such as
Boitata Hat [1] (400109), therefore provide limited value to this build.
| Item | Description | Informations |
| An old, abandoned shadow handicraft that emanates a mysterious aura. _______________________ All Basic Stats +1 _______________________ For each Refine Level: ATK +4 MATK +4 _______________________ For each 2 Refine Levels: MaxHP +1% MaxSP +1% Increases damage of Triangle Shot by 25%. _______________________ Refine Level +6: Decreases Masquerade Enervation and Masquerade Unlucky skill cooldown by 1 second. _______________________ Refine Level +8: Decreases Masquerade Laziness and Masquerade Weakness skill cooldown by 1 second. _______________________ Refine Level +10: Decreases Masquerade Ignorance and Masquerade Gloomy skill cooldown by 1 second. _______________________ Enchantable: Yes _______________________ Class Restrictions: Shadow Chaser _______________________ Type: Armor Position: Head Top Defense: 10 Armor Level: 1 Refinable Weight: 10 Required Level: 170 |
A suitable introductory headgear primarily because of its enchanting options. The Tenacity enchant provides melee physical damage, reaching +20% at Level 5. The headgear can also be farmed through Bio 5 content once sufficient equipment and consumables are available. | |
| A crown of MVP Beelzebub from nameless island. It gives noble atmosphere around its wearer. _______________________ From: Source _______________________ Type: Costume Position: Head Top Recolor: Not available |
A strong general-purpose headgear option that can also benefit from grading. Both unrefined and upgraded versions may be available through the player market. | |
| A special energy was given to the circlet, which was made of ores and gemstones from the gaps of time by Hugin. _______________________ For each 2 Refine Levels: ATK +15 _______________________ For each 3 Refine Levels: Increases Attack Speed by 2%. Increases damage of Fatal Menace and Feint Bomb by 30%. _______________________ For each 4 Refine Levels: ATK +2% _______________________ Refine Level +11: Decreases After Cast Delay by 5%. _______________________ Class Restrictions: Shadow Chaser _______________________ Type: Armor Position: Head Top Defense: 10 Armor Level: 1 Refinable Required Level: 170 |
An inexpensive alternative that can provide additional damage after refinement and enchanting. Some enchantment materials may be comparatively expensive due to their use in newer content. Because the Dimensional equipment set eventually replaces this option, investment should be considered according to the character's current progression. | |
| A helmet that resonates with the power of heroes and calamities. It has the effect of amplifying the Good and Evil Weapons. _______________________ For each 3 Refine Levels: Increases Physical Damage against enemies of every race by 5%. _______________________ For each 4 Refine Levels: Increases Physical Damage by 7%. _______________________ Refine Level +7: RES +50 _______________________ Refine Level +9: CRI +5 Increases Attack Speed by 5%. _______________________ Refine Level +11: ATK +5% Decreases Fixed Casting Time by 0.3 seconds. _______________________ When equipped with Dark Angel Ray Bow: For each 3 Refine Levels of Dark Angel Ray Bow: Increases damage of Chain Reaction Shot by 4%. Increases damage of Frenzy Shot by 5%. If Dark Angel Ray Bow's Grade is B or higher: Increases damage of Chain Reaction Shot by additional 10%. When equipped with Evil Spell: Increases damage of Chain Reaction Shot by additional 15%. Increases damage of Frenzy Shot by additional 20%. _______________________ When equipped with Holy Light Dagger: For each 3 Refine Levels of Holy Light Dagger: Increases damage of Abyss Dagger by 4%. Increases damage of Deft Stab by 5%. If Holy Light Dagger's Grade is B or higher: Increases damage of Abyss Dagger by additional 10%. When equipped with Good Spell:: Increases damage of Abyss Dagger by additional 15%. Increases damage of Deft Stab by additional 20%. _______________________ [Bonus by Grade] [Grade D]: MaxHP +5% _______________________ [Grade C]: P.ATK +3 S.MATK +3 _______________________ [Grade B]: P.ATK +2 S.MATK +2 POW +2 SPL +2 _______________________ [Grade A]: RES +50 MRES +50 Refine Level +12: Fixed Casting Time -0.2 seconds. _______________________ Class Restrictions: Abyss Chaser _______________________ Type: Armor Position: Head Top Defense: 10 Armor Level: 2 Refinable / Gradable Weight: 10 Required Level: 215 |
A potential intermediate option before progressing into Dimensional equipment. This headgear is designed to be used together with its corresponding weapon. Additional information can be found here. |
Costume enchant stones
Costume enchant stones become relevant during Shadow Chaser progression.
A Fatal Menace-oriented costume enchant set can increase skill damage and provide SP recovery based on damage dealt. This can reduce reliance on SP recovery consumables while leveling.
At Abyss Chaser, broader physical-damage costume enchantments become available and can provide stronger overall benefits for the melee build.
Non-critical damage costume enchant stones are especially valuable for Deft Stab because the skill cannot critically hit. Depending on the selected costume enchant combination, SP recovery may instead be obtained through Shadow Gear such as an Absorb Shadow Shield.
| Enchant ID | Enchant Description |
| A stone that awakens the potential of Shadow Chasers. Gives the following effects when compounded on a slot of a Costume Garment. _______________________ Increases damage of Fatal Menace by 15%. _______________________ When equipped with Stalker Stone II (Top): Increases damage of Fatal Menace by additional 10%. _______________________ When equipped with Stalker Stone II: Decreases SP Consumption of Fatal Menace by 10%. _______________________ When equipped with Stalker Stone II (Low): Physical attacks have a 1% chance to absorb 1% of the damage dealt as SP. _______________________ <NAVI>[Lace La Zard]<INFO>mal_in01,20,107,0,100,0,0</INFO></NAVI> _______________________ Type: Etc Position: Unknown Weight: 10 | |
| A stone that awakens the potential of Shadow Chasers. Gives the following effects when compounded on a slot of a Costume Garment. _______________________ Increases damage of Triangle Shot by 15%. _______________________ When equipped with Stalker Stone (Top): Increases damage of Triangle Shot by additional 15%. _______________________ When equipped with Stalker Stone: Increases Ranged Physical Damage by 10%. _______________________ When equipped with Stalker Stone (Low): Decreases SP Consumption of Triangle Shot by 10%. _______________________ <NAVI>[Lace La Zard]<INFO>mal_in01,20,107,0,100,0,0</INFO></NAVI> _______________________ Type: Etc Position: Unknown Weight: 10 | |
| A stone that awakens the potential of Shadow Chasers. Gives the following effects when compounded on slot of a Costume Top Headgear. _______________________ For each Level of Emergency Escape: Increases attack speed by 2%. _______________________ When equipped with Shadow Chaser Stone (Garment): Increases damage of Feint Bomb by 15%. _______________________ When equipped with Shadow Chaser Stone II (Garment): 1% chance to absorb 1% of damage inflicted into SP when dealing physical damage. _______________________ <NAVI>Aver De Dosh<INFO>mal_in01,23,113,0,100,0,0</INFO></NAVI> _______________________ Type: Etc Position: Unknown Weight: 10 | |
| A stone that awakens the potential of Shadow Chasers. Gives the following effects when compounded on slot of a Costume Low Headgear. _______________________ For each Level of Reprodruce: Increases melee and Ranged Physical Damage by 1%. _______________________ When equipped with Shadow Chaser Stone (Garment): Increases physical damage against all elemental enemies by 15%. _______________________ When equipped with Shadow Chaser Stone II (Garment): Increases Physical Damage against all sizes by 15%. _______________________ <NAVI>Aver De Dosh<INFO>mal_in01,23,113,0,100,0,0</INFO></NAVI> _______________________ Type: Etc Position: Unknown Weight: 10 | |
| A stone that can absorb SP. Gives the following effects when compounded on the 2nd slot of a Costume Garment. _______________________ Physical attacks have a 1% chance to absorb 1% of the inflicted damage as SP. _______________________ <NAVI>[Lace La Zard]<INFO>mal_in01,20,107,0,100,0,0</INFO></NAVI> _______________________ Type: Etc Position: Unknown Weight: 10 | |
| A stone that awakens the potential of Stalkers. Gives the following effects when compounded on a slot of a Costume Top Headgear. _______________________ For each Level of Snatcher: ATK +2 _______________________ <NAVI>[Aver De Dosh]<INFO>mal_in01,23,113,0,100,0,0</INFO></NAVI> _______________________ Type: Etc Position: Unknown Weight: 10 | |
| A stone that awakens the potential of Stalkers. Gives the following effects when compounded on a slot of a Costume Mid Headgear. _______________________ Increases damage of Back Stab by 15%. _______________________ <NAVI>[Aver De Dosh]<INFO>mal_in01,23,113,0,100,0,0</INFO></NAVI> _______________________ Type: Etc Position: Unknown Weight: 10 | |
| A stone that awakens the potential of Stalkers. Gives the following effects when compounded on a slot of a Costume Mid Headgear. _______________________ Increases damage of Back Stab by 15%. _______________________ <NAVI>[Aver De Dosh]<INFO>mal_in01,23,113,0,100,0,0</INFO></NAVI> _______________________ Type: Etc Position: Unknown Weight: 10 | |
| Abyss Dagger damage +10% _______________________ Set Bonus with Shadow Chaser Stone II (Mid): Deft Stab damage +15% _______________________ Set Bonus with Shadow Chaser Stone II (Low): Chasing Break damage +15% _______________________ <NAVI>[Lace La Zard]<INFO>mal_in01,20,107,0,100,0,0</INFO></NAVI> _______________________ Type: Etc Position: Unknown Weight: 10 | |
| Melee Damage +(Emergency Escape Level)% Ranged Damage +(Emergency Escape Level)% _______________________ Set Bonus with Shadow Chaser Stone (Garment): Triangle Shot damage +20% _______________________ <NAVI>[Aver De Dosh]<INFO>mal_in01,23,113,0,100,0,0</INFO></NAVI> _______________________ Type: Etc Position: Unknown Weight: 10 | |
| After Cast Delay - Shadow Form Level% _______________________ Set Bonus with Shadow Chaser Stone (Garment): Feint Bomb damage +15% _______________________ Set Bonus with Shadow Chaser Stone II (Garment): Fatal Menace damage +15% _______________________ Set Bonus with Abyss Chaser Stone II (Garment): Deft Stab damage +15% _______________________ <NAVI>[Aver De Dosh]<INFO>mal_in01,23,113,0,100,0,0</INFO></NAVI> _______________________ Type: Etc Position: Unknown Weight: 10 |
Shadow gears
The first Shadow Gear set can be obtained as a free rental from the Eden Group and is sufficient for early progression toward Abyss Chaser. The Master Shadow set is a suitable first permanent set. It can be enchanted for Deft Stab damage and POW, making it a useful starting option. Additional information can be found on the Shadow Gear page. Once stronger equipment becomes available, the Deft Breaker accessory set provides a specialized option for increasing Deft Stab damage and can outperform Full Penetration accessories for this build. Useful Shadow Gear options include:
| Shadow Gear | Descriptions |
| Master Shadow Set
|
A pair of gloves that can draw the wearer's potential ability. _______________________ ATK +2%, MATK +2% _______________________ For each 2 Refine Levels: Increases Physical Damage by 1%. Increases Magical Damage with every element by 1%. _______________________ Refine Level +7: MaxHP +3%, MaxSP +3% _______________________ Refine Level +9: P.ATK +2, S.MATK +2 _______________________ Class Restrictions: 4th and High Expanded Classes _______________________ From: <NAVI>Clark<INFO>main_office,87,163,0,100,0,0</INFO></NAVI> (Master) _______________________ Type: ShadowGear Position: Shadow Weapon Refinable Required Level: 200 A small shield worn on the arm for additional defense. Needs a complete set to have bonus effect. |
| Infinity Shadow Weapon
|
A pair of gloves that can draw the wearer's potential ability. _______________________ For each 3 Refine Levels: Increases Physical Damage against all sizes by 1%. Decreases damage taken from all size enemies by 1%. _______________________ Refine Level +10: Nullifies weapon damage penalty resulting from monster's size. _______________________ From: <NAVI>Gina<INFO>main_office,87,172,0,100,0,0</INFO></NAVI> (Infinity) _______________________ Type: Shadowgear Position: Shadow Weapon Refinable |
| Full Penetration Shadow Accessories
|
A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. _______________________ Ignores physical defense of all race, except Players, by 5%. _______________________ For each 2 Refine Levels: Ignores physical defense of all race, except Players, by additional 1%. _______________________ Refine Level +10: Increases Physical Damage against all races, except Players, by 3%. _______________________ When equipped with Full Penetration Shadow Pendant: ATK +2% Total Refine Level of entire set at least +18: Ignores physical defense of all race, except Players, by 100%. _______________________ From: <NAVI>Gina<INFO>main_office,87,172,0,100,0,0</INFO></NAVI> (Penetration) _______________________ Type: ShadowGear Position: Shadow Right Accessory Refinable A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. |
| Maximum Mammoth Set
|
A suit of armor worn on top of normal armor for additional defense. Needs a complete set to have bonus effect. _______________________ ATK +3% _______________________ For each 2 Refine Levels: Increases melee and Ranged Physical Damage by 1%. _______________________ Refine Level +10: MaxHP +3% _______________________ When equipped with Maximum Mammoth Shadow Shoes: ATK +2% Total Refine Level of entire set at least +18: Prevents knock-back effect. If total Refine Level of entire set at least +20: Increases Physical Damage against enemies of every element by 12%. _______________________ From: <NAVI>Gina<INFO>main_office,87,172,0,100,0,0</INFO></NAVI> (Mammoth) _______________________ Type: ShadowGear Position: Shadow Armor Refinable A pair of shoes worn on top of normal shoes for additional defense. Needs a complete set to have bonus effect. |
| Deft Breaker Set
|
A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. _______________________ Increases Deft Stab damage by 8%. _______________________ For each 2 Refine Levels: ATK +10 _______________________ For each 3 Refine Levels: Increases damage of Deft Stab by additional 2%. _______________________ When equipped with eft Breaker Shadow Pendant: ATK +2% P.ATK +2 Total Refine Level of entire set is at least +15: Increases Physical Damage against enemies of every size by 7%. Total Refine Level of entire set is at least +18: Ignores physical defense of every race, except Players, by 50%. _______________________ When equipped with eft Breaker Shadow Pendant and Master Shadow Weapon: Increases Physical Damage against enemies of every element by 3%. P.ATK +2 Total Refine Level of entire set is at least +27: Ignores physical resistance of every race, except Players, by 10%. _______________________ Type: ShadowGear Position: Shadow Right Accessory Refinable Required Level: 200 A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. |
| Absorb Shadow Shield |
A small shield worn on the arm for additional defense. Needs a complete set to have bonus effect. _______________________ MaxHP +3% MaxSP +3% _______________________ For each 3 Refine Levels: ATK +1% _______________________ Refine Level +7: Decreases Variable Casting Time by 3%. _______________________ Refine Level +10: Physical attacks have a 2% chance to absorb 2% of the inflicted damage as HP and 1% chance to absorb 2% of the inflicted damage as SP. _______________________ From: <NAVI>Eno<INFO>main_office,87,169,0,100,0,0</INFO></NAVI> (Absorb) _______________________ Type: ShadowGear Position: Shadow Shield Refinable |
Useful cards
| Regular Cards | ||
| Card | Card Description | Informations |
| AGI +2 MaxHP +10% MaxSP +10% _______________________ Increases damage of Envenom by 25%. _______________________ Type: Card Compound on: Shoes Weight: 1 |
Part of the Episode 17.2 Shadow Chaser card set and useful for increasing Fatal Menace damage. | |
| When equipped by Rogue classes: MATK +10% Increases physical damage against all classes by 10% _______________________ Type: Card Compound on: Armor Weight: 1 |
An accessible starter armor card that increases damage without requiring refinement. | |
| ATK +2% Adds 0.5% chance of gaining Endure effect for 5 seconds when dealing melee physical attacks. _______________________ Type: Card Compound on: Head Top Weight: 1 |
A useful mid-headgear card that provides its effects without refinement requirements. | |
| Decreases damage taken from Small, Medium and Large size by 15%. Random chance to increase Perfect Dodge by 30 for 10 seconds when receiving physical or magical attack. _______________________ Type: Card Compound on: Left Hand Weight: 1 |
A general-purpose shield card suitable when no specific racial, elemental or size reduction is required. | |
| DEF +20 _______________________ Decreases Damage taken from Medium and Large size by 25%. _______________________ When equipped with White Knight Card: Decreases Damage taken from Medium and Large size by 5%. Increases Physical Damage against Medium and Large size by 15%. _______________________ Type: Card Compound on: Left Hand Weight: 1 |
Can be combined with White Knight Card for additional offensive bonuses. | |
| Increases Melee Physical Damage by 6%. _______________________ Type: Card Compound on: Right Accessory Weight: 1 |
An accessible starter accessory card for melee physical builds. | |
| ATK +5% _______________________ When compounded on either Dagger, One-Handed Sword or Two-Handed Sword: Increases Physical Melee Damage by 10%. For each 3 Refine Levels: Increases Physical Melee Damage by additional 2%. Base Level at least 200: For each 3 Refine Levels: Increases Physical Melee Damage by additional 3%. _______________________ Type: Card Compound on: Right Hand Weight: 1 |
A useful early Abyss Chaser weapon card. Its relevant effects require Base Level 200. | |
| ATK +5 MATK +5 _______________________ When compounded on a Dagger class weapon: Refine Level +10: ATK +20 MATK +20 Refine Level +14: ATK +20 MATK +20 _______________________ When equipped with Shotgun Cowraiders Card: Increases Damage against Small size by 15%. _______________________ Type: Card Compound on: Right Hand Weight: 1 |
Part of the Episode 17.2 Shadow Chaser card set and useful for increasing Fatal Menace damage. | |
| AGI +2 DEX +1 MaxHP +10% _______________________ Increases damage of Fatal Menace and Triangle Shot by 10%. _______________________ When equipped with Scimitar Cowraiders Card and Aries Card: Increases damage of Fatal Menace and Triangle Shot by additional 20%. For each 2 Refine Levels of equipped Shoes: Increases damage of Fatal Menace by additional 5%. For each 2 Refine Levels of equipped Weapon: Increases damage of Triangle Shot by additional 5%. _______________________ Type: Card Compound on: Accessory Weight: 1 |
Part of the Episode 17.2 Shadow Chaser card set and useful for increasing Fatal Menace damage. | |
| ATK +10, P.ATK +1 _______________________ Increases Melee Physical Damage with by 3%. Increases SP Consumption by 7%. _______________________ Refine Level +9: Increases Melee Physical Damage with by additional 2%. _______________________ Refine Level +11: Decreases Variable Casting Time by 5%. _______________________ Type: Card Compound on: Head Top Weight: 1 |
A useful early 4th Job headgear card. A +9 refinement is required to obtain its relevant bonus. | |
| DEF +100, RES +50 _______________________ Up to max +11 Refine Level: MaxHP -30%, ATK -10%, MATK -10% _______________________ Refine Level +12: MaxHP +30%, ATK +10%, MATK +10% _______________________ When Armor Level of compounded equipment is 2: RES +50 _______________________ Type: Card Compound on: Armor Weight: 1 |
A later-game armor card designed for Level 2 armor refined to at least +12. | |
| ATK +15 _______________________ Increases Physical Damage against Medium and Large size by 20%. _______________________ When equipped with Khalitzburg Knight Card: Increases Physical Damage against Medium and Large size by 15%. Decreases damage taken from Medium and Large size by 5%. _______________________ Type: Card Compound on: Right Hand Weight: 1 |
Used together with DEF +20 _______________________ Decreases Damage taken from Medium and Large size by 25%. _______________________ When equipped with White Knight Card: Decreases Damage taken from Medium and Large size by 5%. Increases Physical Damage against Medium and Large size by 15%. _______________________ Type: Card Compound on: Left Hand Weight: 1 | |
| Increases Melee Physical Damage by 15%. _______________________ Base LUK at least 90: Critical -15 _______________________ Type: Card Compound on: Right Accessory Weight: 1 |
An Episode 20 accessory card providing a large melee physical damage increase at the cost of Critical Rate. The Critical Rate reduction has limited impact on a Deft Stab build because Deft Stab cannot critically hit. | |
| ATK +40 _______________________ Increases Melee Physical Damage by 5%. _______________________ Refine Level +10: Increases Melee Physical Damage by additional 5%. _______________________ When Weapon Level of compounded equipment is 5: Increases Melee Physical Damage by additional 10%. _______________________ When equipped with Elite Rgan Healer Card: Increases Melee Physical Damage by additional 15%. _______________________ Type: Card Compound on: Right Hand Weight: 1 |
An Episode 20 weapon card suitable as an upgrade from ATK +5% _______________________ When compounded on either Dagger, One-Handed Sword or Two-Handed Sword: Increases Physical Melee Damage by 10%. For each 3 Refine Levels: Increases Physical Melee Damage by additional 2%. Base Level at least 200: For each 3 Refine Levels: Increases Physical Melee Damage by additional 3%. _______________________ Type: Card Compound on: Right Hand Weight: 1 P.ATK +2, S.MATK +2 _______________________ Decreases Variable Casting Time by 3%. _______________________ Type: Card Compound on: Head Top Weight: 1 | |
| STR +10, VIT +15, LUK -25 _______________________ Decreases damage taken from monsters of every size by 20%. Decreases Magical Damage against monsters of Holy, Shadow, Ghost and Poison element by 25%. _______________________ For each Refine Level: DEF +20, RES +5 _______________________ Refine Level +7: Increases Physical Damage against monsters of Water, Wind, Earth and Fire element by 25%. _______________________ Refine Level +10: Increases Melee and Ranged Physical Damage by 10%. _______________________ Type: Card Compound on: Left Hand Weight: 1 |
An Episode 20 shield card providing strong offensive bonuses in exchange for reduced LUK. Its magical-damage drawback has limited relevance to a physical melee build. | |
| P.ATK +2, S.MATK +2 _______________________ Decreases Variable Casting Time by 3%. _______________________ Type: Card Compound on: Head Top Weight: 1 |
A later-game mid-headgear card that can be combined with Fake Iwin Soldier Card for additional offensive benefits. | |
| Increases Physical Damage from monsters of Normal element by 10%. Increases Melee Physical Damage by 5%. _______________________ For each 2 Refine Levels: Increases Melee Physical Damage by additional 4%. _______________________ When equipped with Helmut Lugenburg Card: Increases Melee Physical Damage by additional 5%. _______________________ Type: Card Compound on: Garment Weight: 1 |
A strong DPS-oriented card obtainable from Royal Hunting. | |
| Increases Physical Damage against Medium and Large size by 30%. _______________________ Type: Card Compound on: Right Hand Weight: 1 |
A high-end weapon card option. Using two copies can provide stronger damage than some earlier card combinations depending on the remaining equipment setup. | |
| Flee +30 Critical -15 Increases Melee Physical Damage by 10%. _______________________ For each 3 Refine Levels: Increases Melee Physical Damage by 7%. _______________________ When equipped with Yoscopus Guardian Card or Yoscopus Sorcerer Card: Increases Melee Physical Damage by 15%. Increases Physical Damage against enemies of every element by 15%. _______________________ Type: Card Compound on: Garment Weight: 1 |
An Episode 21 card providing a stronger later-game alternative to | |
| P.Atk +10 MaxHP -7% Flee +30 _______________________ Increases Atk by 2% for every 10 base STR. _______________________ Decreases Critical by 3 for every 10 base LUK. _______________________ Type: Card Compound on: Armor Weight: 1 |
An Episode 21 card that forms a combination with | |
| MVP Cards | ||
| Card | Card Description | Informations |
| Increases Melee Physical Damage by 30%. _______________________ For each 20 base LUK: Critical -5 _______________________ For each 3 Refine Levels: Increases Melee Physical Damage by additional 5%. _______________________ When Armor Level of compounded equipment is 2: Increases Physical damage against monsters of Boss class by 10%. _______________________ Type: Card Compound on: Garment Weight: 1 |
A high-end garment card suitable for melee physical builds. Due to its broad usefulness, it may also carry a comparatively high market value. | |
| Increases Physical Damage against enemies of Normal class by 30%. Increases Physical Damage against enemies of Boss class by 30%. MaxHP -15% _______________________ For each Refine Level: Atk +1% P.Atk +1 _______________________ Type: Card Compound on: Armor Weight: 1 |
A high-end physical-class card and one of the strongest available options for its equipment slot. | |
| DEF -30 FLEE -30 _______________________ Enchants compounded weapon with the Investigate skill effect. Each attack drains 1 SP. _______________________ Type: Card Compound on: Right Hand Weight: 1 |
The Thanatos Card gives your weapon attacks the defense-piercing effect of Investigate. It does not autocast the skill. Your physical attacks ignore the target's DEF and gain bonus damage based on 50% of its hard DEF, making the card especially effective against high-DEF enemies. Each damaging attack consumes 1 SP. It also reduces your DEF and FLEE by 30. | |
Pets
Several pets can provide useful bonuses depending on the character's equipment and required statistics.
| Item | Description | What does it do? |
| An egg that contains a Abysmal Knight Pet. Can be hatched by using a Pet Incubator. _______________________ When intimacy is Awkward or Shy, Atk + 2%. _______________________ When intimacy is Neutral, Atk + 3%. _______________________ When intimacy is Cordial, Atk + 4%, P.Atk + 1 Increases physical damage against boss monsters by 3%. _______________________ When intimacy is Loyal, Atk + 5%, P.Atk + 2 Increases physical damage against boss monsters by 5%. _______________________ Diet: Pet Food _______________________ Type: PetEgg Position: Unknown |
The Abysmal Knight is a physical damage pet specialized in fighting Boss-class monsters. Its ATK bonus increases with intimacy. At Cordial and Loyal intimacy it also grants P.ATK and additional physical damage against Boss-class targets. At Loyal it provides ATK +5%, P.ATK +2 and 5% physical damage against Boss-class monsters. | |
| An egg that contains a Grey Icewind Pet. Can be hatched by using a Pet Incubator. _______________________ When intimacy is Awkward or Shy, Atk + 1%. _______________________ When intimacy is Neutral, Atk + 2%. _______________________ When intimacy is Cordial, Atk + 2%, POW + 1. _______________________ When intimacy is Loyal, Atk + 3%, POW + 2. _______________________ Diet: Pet Food _______________________ Type: PetEgg Position: Unknown |
The Grey Icewind is a general physical damage pet. It provides ATK at every intimacy level and begins granting POW at Cordial intimacy. At Loyal it provides ATK +3% and POW +2, making it useful for physical fourth jobs. | |
| An egg in which a Incubus cute pet rests. Can be hatched by using a Pet Incubator. _______________________ When intimacy is Cordial: MaxSP +3% low chance of gaining 1% of the physical damage inflicted to an enemy as SP. _______________________ When intimacy is Loyal: MaxSP +5% low chance of gaining 1% of the physical damage inflicted to an enemy as SP. _______________________ Diet: Vital Flower _______________________ Type: Petegg Position: Unknown |
The Incubus is an SP-focused pet. It has a 3% chance when dealing physical weapon damage to recover SP equal to 1% of the damage dealt. It also increases Max SP by 3%, or by 5% at Loyal intimacy.
For example, if the recovery activates on a hit dealing 100,000 damage, you recover 1,000 SP. | |
| An egg in which a Kiel pet rests. Can be hatched by using a Pet Incubator. _______________________ When intimacy is Awkward: Increases Attack Speed by 4%. HIT +9 _______________________ When intimacy is Neutral: Increases Attack Speed by 5%. HIT +12 Increases Melee Physical Damage by 1%. _______________________ When intimacy is Cordial: Increases Attack Speed by 6%. HIT +15 Increases Melee Physical Damage by 3%. _______________________ When intimacy is Loyal: Increases Attack Speed by 7%. HIT +18 Increases Melee Physical Damage by 5%. _______________________ Diet: Luxurious Pet Food _______________________ Type: PetEgg Position: Unknown |
Kiel-D-01 is designed for short-range physical attackers. It increases attack speed and HIT at every intimacy level. Starting at Neutral intimacy it also increases short-range physical damage. At Loyal it provides 7% reduced after-attack delay, HIT +18 and 5% short-range physical damage. | |
| An egg in which a Little Isis cute pet rests. Can be hatched by using a Pet Incubator. _______________________ When intimacy is Awkward: Increases physical damage against all classes by 1% _______________________ When intimacy is Neutral: Increases physical damage against all classes by 2% _______________________ When intimacy is Cordial: Increases physical damage against all classes by 3% _______________________ When intimacy is Loyal: Increases physical damage against all classes by 4% _______________________ Diet: Pet Food _______________________ Type: Petegg Position: Unknown |
Little Isis is a simple universal physical damage pet. It increases physical damage against all target classes. The bonus scales from 1% at Awkward or Shy intimacy to 4% at Loyal intimacy. Unlike an ATK bonus, this is a direct physical damage modifier. | |
| An egg that contains a Mistress Pet. Can be hatched by using a Pet Incubator. _______________________ When intimacy is Awkward or Shy Increases Physical Damage against Normal class by 1%. _______________________ When intimacy is Neutral Increases Physical Damage against Normal class by 3%. _______________________ When intimacy is Cordial Increases Physical Damage against Normal class by 5%. _______________________ When intimacy is Loyal Increases Physical Damage against Normal class by 7%. Nullifies reduction in damage against monsters resulting from monster's size. _______________________ Diet: Luxurious Pet Food _______________________ Type: PetEgg Position: Unknown |
Mistress is specialized in fighting Normal-class enemies, meaning targets that are not classified as Boss monsters. Its physical damage bonus increases from 1% to 7% depending on intimacy. At Loyal it also removes weapon size penalties, allowing your weapon to deal 100% damage against Small, Medium and Large targets. | |
| An egg in which a Orc Hero pet rests. Can be hatched by using a Pet Incubator. _______________________ When intimacy is Awkward: ATK +1% _______________________ When intimacy is Neutral: ATK +2% _______________________ When intimacy is Cordial: ATK +3% Increases Critical Damage by 1%. _______________________ When intimacy is Loyal: ATK +7% Increases Critical Damage by 3%. _______________________ Diet: Luxurious Pet Food _______________________ Type: Petegg Position: Unknown |
Orc Hero is a physical and critical damage pet. It provides ATK at every intimacy level. At Cordial it also grants 1% critical damage. At Loyal it provides ATK +7% and 3% critical damage, making it most useful for critical attack builds.
Note: The current Orc Hero item description says ATK +3% at Cordial, but the server script actually grants ATK +4%. The Incubus script also grants its Max SP +3% and SP recovery effect below Cordial intimacy. |
Leveling
The following locations are intended as general leveling guidelines rather than strict requirements. Before selecting a leveling map, check whether Eden Group or Main Office quests are available for monsters in the same area. Combining regular leveling with these quests can improve overall progression.
| Level | Monster | How to get there |
| 1 ~ 25 | Spores | @go payon, leave the map on east side |
| 25 ~ 40 | Thara Frogs, Megalodons | Use Warper > Dungeons > Beach Dungeon 3 |
| 40 ~ 60 | Groves, Floras | Use Warper > Dungeons > Beach Dungeon 3, leave the map on east side |
| 60 ~ 75 | Grand Pecos | @go aldebaran, leave the map on north side twice |
| 75 ~ 80 | Wood Goblin, Les | Use Warper > Dungeons > Moscovia Dungeon |
| 80 ~ 90 | Stapos | @go veins, leave the map on south side |
| 90 ~ 95 | Siromas, Desert Wolves | For Siromas, use the Warper > Dungeons > Ice Dungeon for Desert Wolves just leave the Ice Dungeon Map on south |
| 95 ~ 110 | Magmarings | Use Warper > Dungeons > Thor Volcano and leave the map south |
| 110 ~ 150 | Manuk/Splendide fields, Bifrost fields, Eclage field & dungeon | Depending on where you want to go it is e.g. @go manuk and check the fields around. |
| 150 ~ 180 | Lasagna dungeon 3, various Varmundt Mansion maps | Use Warper > Dungeon > Lasagna Dungeon Use Warper > Dungeon > Large Bath Mediathio/Lost Farm Valley/Library/Tartaros Storage/First&Second Power Plant |
| 180 ~ 190 | Einbech dungeon 3 | Einbech To unlock the Einbech Dungeon warper, you must first reach the destination manually by traveling through Levels 1 and 2. Once unlocked, you can access it via: |
| 190 ~ 200 | Odin's Past | Odin To unlock the Odin Temple Dungeon warper, you must first reach the destination manually by traveling through Levels 1 and 2. Once unlocked, you can access it via: |
| 200 ~ 210 | Abyss Lake 4, Rudus 4, Niflheim dungeon 1 | Abyss Lake The entrance to Abyss Lake F4 is in Abyss Lake F3 in the middle of the map. Rudus |
| 210 ~ 230 | Episode 19 fields like Snake's Nest 1 & 2, Amicitia 1 | For Snake's Nest use Warper > Dungeons > Snake's Nest Amicitia |
| 230 ~ 240 | Amicitia 2 | For level 2 you need to leave the map of Level 1 at south. |
| 240 ~ 260 | Niflheim dungeon 2, Power Twisted Plains, Mjolnir Underground Cave, Clock Tower Unknown Basement, Varmundt Biospheres, Depth 1 | Niflheim Dungeon entrance is on Level 1 south. Power Twisted Plains To unlock in Warper, use Warper > Oz Dungeon > Climb Robe, Talk to NPC at (ra_fild10 352, 341) (Top right of the map). |