→Skills: Correction... 9x9 AoE for Midnight Kick and Dawn Break. How did I not spot that for so long...
(6 intermediate revisions by the same user not shown)
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|[[21 Age of Heroes]]
|[[21 Age of Heroes]]
|This and the Glade Rune Boots below are tied for 2nd best in slot.
|This and the Glade Rune Boots below are tied for 2nd best in slot.
|-
|{{#item:470335}}
|Footgear
|[[Chapter 1]]
|Boosts melee physical power at the cost of reduced HP. Enchanting it makes it SIGNIFICANTLY more powerful. If you have more than enough CRIT and CRIT DMG, pick this one.
|-
|-
|{{#item:470339}}
|{{#item:470339}}
|Footgear
|Footgear
|[[Chapter 1]]
|[[Chapter 1]]
|Boosts physical power and CRIT at the cost of reduced HP. Enchanting it makes it SIGNIFICANTLY more powerful. If you need more CRIT and CRIT DMG, pick this one.
|Boosts physical power and CRIT at the cost of reduced HP. Enchanting it makes it SIGNIFICANTLY more powerful.
|-
|-
|{{#item:490135}}
|{{#item:490135}}
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|{{#item:400989}}
|{{#item:400989}}
|Headgear
|Headgear
|???
|[[Chapter_1#Zero_Cell_Sector]]
|Headgear that further aligns the Sky Emperor to the Sun. Significantly boosts Sun-related Skills. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:540111}}. Pairing them will make {{#skill:5466}} autocast {{#skill:5467}} and {{#skill:5502}} for 150 seconds after activating {{#skill:5475}}.
|Headgear that further aligns the Sky Emperor to the Sun. Significantly boosts Sun-related Skills. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:540111}}. Pairing them will make {{#skill:5466}} autocast {{#skill:5467}} and {{#skill:5502}} for 150 seconds after activating {{#skill:5475}}.
|-
|-
|{{#item:540111}
|{{#item:540111}}
|Weapon
|Weapon
|???
|[[Chapter_1#Zero_Cell_Sector]]
|Significantly boosts damage of Sun-related skills. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:400989}}. The downside to this combo is, {{#skill:5475}} must be active all times and must be reactivated every 150 seconds for its effects to stay up and running.
|Significantly boosts damage of Sun-related skills. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:400989}}. The downside to this combo is, {{#skill:5475}} must be active all times and must be reactivated every 150 seconds for its effects to stay up and running.
|-
|-
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|Armor
|Armor
|Increases CRIT and and CRIT DMG, especially at higher refines.
|Increases CRIT and and CRIT DMG, especially at higher refines.
|-
|{{#item:300646}}
|Armor
|Provides a good amount of Melee and Ranged Damage, some CRIT and slightly increased survivability in the form of Flee +30. Combo with {{#item:300644}} for even more damage.
|-
|{{#item:300665}}
|Armor
|Increases Physical and Magical damage against Boss monsters at the cost of 25% reduced Max HP. Best paired with {{#item:300661}} and {{#item:300659}}. With the full combo, it deals about 10% more damage vs. the {{#item:300646}} + {{#item:300644}} combo, but at the cost of survivability
|-
|-
|{{#item:300533}}
|{{#item:300533}}
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|Weapon
|Weapon
|Increases damage against Large monsters. Books have a BIG 50% penalty against Large enemies. This can help fix some of that while waiting for something like a {{#item:24386}}. <!-- It is clear that the sequence of cards is kinda lifted straight out of [[Melee Hyper Novice Guide by Jetago|Jetago's guide]] -->
|Increases damage against Large monsters. Books have a BIG 50% penalty against Large enemies. This can help fix some of that while waiting for something like a {{#item:24386}}. <!-- It is clear that the sequence of cards is kinda lifted straight out of [[Melee Hyper Novice Guide by Jetago|Jetago's guide]] -->
|-
|{{#item:300659}}
|Weapon
|One of the best cards for Melee Physical Builds, because it has a damage modifier against Boss monsters. If the weapon is Grade A, it adds the rare Physical Damage against all enemy elements modifier. Best paired with {{#item:300661}} to add a damage modifier to Normal monsters.
|-
|{{#item:300661}}
|Weapon
|One of the best cards for Melee Physical Builds, because it has a damage modifier against Normal monsters. If the weapon is Grade A, it adds a Physical Damage against all sizes modifier. Best paired with {{#item:300659}} to add a damage modifier to Boss monsters.
|-
|-
|{{#item:27356}}
|{{#item:27356}}
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|Garment
|Garment
|Significantly increases Melee Physical Damage, especially when paired with {{#item:300524}} but OH MY GOODNESS the CRIT RATE reduction!
|Significantly increases Melee Physical Damage, especially when paired with {{#item:300524}} but OH MY GOODNESS the CRIT RATE reduction!
|-
|{{#item:300644}}
|Garment
|Greatly raises Melee Physical Damage and pairs with {{#item:300646}} to provide even more damage and some survivability on the side as well.
|-
|-
|{{#item:300144}}
|{{#item:300144}}
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|CRIT DMG +15%
|CRIT DMG +15%
|-
|-
|{{#item:300223}}{{#item:300220}}
|{{#item:300223}}<br>{{#item:300220}}
|Accessory
|Accessory
|These two cards boost Melee damage.
|These two cards boost Melee damage.
|-
|-
|{{#item:300365}}{{#item:300367}}
|{{#item:300365}}<br>{{#item:300367}}
|Accessory
|Accessory
|These two cards boost Melee damage and reduces VCT.
|These two cards boost Melee damage and reduces VCT.
|-
|-
|{{#item:300366}}{{#item:300367}}
|{{#item:300366}}<br>{{#item:300367}}
|Accessory
|These cards boost CRIT RATE, CRIT DMG, and C.RATE.
|-
|{{#item:300650}}<br>{{#item:300653}}
|Accessory
|Accessory
|These two cards boost CRIT RATE, CRIT DMG, and C.RATE.
|Choose one of these six Dual Stones depending on your needs.
|-
|{{#item:1000855}}
|Garment costume stone (dual)
|More CRIT for more damage.
|-
|{{#item:1000526}}
|Garment costume stone (dual)
|If more survivability is needed, this HP leech stone can help.
|-
|{{#item:1000525}}
|Garment costume stone (dual)
|Having a bit of SP consumption issues? This SP leech stone can help.
|-
|-
|}
|}
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|{{#Skill:5469}}
|{{#Skill:5469}}
|5
|5
|Hits all enemies in a 7x7 area around the target. Deals increased damage when {{#Skill:5468}} is at Midnight, or when {{#Skill:5475}} is activated.
|Hits all enemies in a 9x9 area around the target. Deals increased damage when {{#Skill:5468}} is at Midnight, or when {{#Skill:5475}} is activated.
|-
|-
|{{#Skill:5470}}
|{{#Skill:5470}}
|5
|5
|Hits all enemies in a 7x7 area around the target. Deals increased damage when {{#Skill:5468}} is at Moonset, or when {{#Skill:5475}} is activated. Despite its shorter CD, it's initially much weaker compared to {{#Skill:5468}}. However, when {{#item:400543}} and {{#item:540082}} are equipped and both are A-Grade, this becomes SIGNIFICANTLY STRONGER because using this skill will autocast {{#Skill:5469}}.
|Hits all enemies in a 9x9 area around the target. Deals increased damage when {{#Skill:5468}} is at Moonset, or when {{#Skill:5475}} is activated. Despite its shorter CD, it's initially much weaker compared to {{#Skill:5468}}. However, when {{#item:400543}} and {{#item:540082}} are equipped and both are A-Grade, this becomes SIGNIFICANTLY STRONGER because using this skill will autocast {{#Skill:5469}}.
|-
|-
|{{#Skill:5475}}
|{{#Skill:5475}}
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|{{#item:540115}}
|{{#item:540115}}
|Weapon
|Weapon
|???
|[[Chapter_1#Zero_Cell_Sector]]
|The moon counterpart of {{#item:540111}}, it significantly boosts damage of Moon-related skills. When {{#skill:5475}} is active, using {{#skill:5503}} will autocast {{#skill:5470}}, and using {{#skill:5470}} will autocast {{#skill:5469}} for 150 seconds. However, it is unknown if using {{#skill:5503}} will autocast {{#skill:5470}}, which will autocast {{#skill:5469}} in a domino effect, similar to its Sun Counterpart (see {{#item:400989}} in the Sun Build), or if they're separate. It must be graded and refined to A and at least +12, but it can stand alone by itself, which means you have more options for Upper Headgear and aren't constrained to a combo pair. The downside to this is, {{#skill:5475}} must be active at all times and must be reactivated every 150 seconds for its effects to stay up and running.
|The moon counterpart of {{#item:540111}}, it significantly boosts damage of Moon-related skills. When {{#skill:5475}} is active, using {{#skill:5503}} will autocast {{#skill:5470}}, and using {{#skill:5470}} will autocast {{#skill:5469}} for 150 seconds. However, it is unknown if using {{#skill:5503}} will autocast {{#skill:5470}}, which will autocast {{#skill:5469}} in a domino effect, similar to its Sun Counterpart (see {{#item:400989}} in the Sun Build), or if they're separate. It must be graded and refined to A and at least +12, but it can stand alone by itself, which means you have more options for Upper Headgear and aren't constrained to a combo pair. The downside to this is, {{#skill:5475}} must be active at all times and must be reactivated every 150 seconds for its effects to stay up and running.
|-
|-
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|Armor
|Armor
|Significantly increases Melee Damage when paired with {{#item:300515}}. No CRIT, no problem. Moon doesn't CRIT.
|Significantly increases Melee Damage when paired with {{#item:300515}}. No CRIT, no problem. Moon doesn't CRIT.
|-
|{{#item:300646}}
|Armor
|Provides a good amount of Melee and Ranged Damage, and slightly increased survivability in the form of Flee +30. Combo with {{#item:300644}} for even more damage.
|-
|{{#item:300665}}
|Armor
|Increases Physical and Magical damage against Boss monsters at the cost of 25% reduced Max HP. Best paired with {{#item:300661}} and {{#item:300659}}. With the full combo, it deals about 10% more damage vs. the {{#item:300646}} + {{#item:300644}} combo, but at the cost of survivability.
|-
|-
|{{#item:300533}}
|{{#item:300533}}
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|Weapon
|Weapon
|Increases damage against Large monsters. Books have a BIG 50% penalty against Large enemies. This can help fix some of that while waiting for something like a {{#item:24386}}. <!-- It is clear that the sequence of cards is kinda lifted straight out of [[Melee Hyper Novice Guide by Jetago|Jetago's guide]] -->
|Increases damage against Large monsters. Books have a BIG 50% penalty against Large enemies. This can help fix some of that while waiting for something like a {{#item:24386}}. <!-- It is clear that the sequence of cards is kinda lifted straight out of [[Melee Hyper Novice Guide by Jetago|Jetago's guide]] -->
|-
|{{#item:300659}}
|Weapon
|One of the best cards for Melee Physical Builds, because it has a damage modifier against Boss monsters. If the weapon is Grade A, it adds the rare Physical Damage against all enemy elements modifier. Best paired with {{#item:300661}} to add a damage modifier to Normal monsters.
|-
|{{#item:300661}}
|Weapon
|One of the best cards for Melee Physical Builds, because it has a damage modifier against Normal monsters. If the weapon is Grade A, it adds a Physical Damage against all sizes modifier. Best paired with {{#item:300659}} to add a damage modifier to Boss monsters.
|-
|-
|{{#item:27356}}
|{{#item:27356}}
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|Garment
|Garment
|Significantly increases Melee Physical Damage, especially when paired with {{#item:300524}}. No CRIT? No problem. Moon doesn't CRIT.
|Significantly increases Melee Physical Damage, especially when paired with {{#item:300524}}. No CRIT? No problem. Moon doesn't CRIT.
|-
|{{#item:300644}}
|Garment
|Greatly raises Melee Physical Damage and pairs with {{#item:300646}} to provide even more damage and some survivability on the side as well.
|-
|-
|{{#item:300144}}
|{{#item:300144}}
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|Complements the {{#item:300455}} quite nicely.
|Complements the {{#item:300455}} quite nicely.
|-
|-
|{{#item:300526}}
|{{#item:300526}}<br>{{#item:300527}}
{{#item:300527}}
|Accessory
|Accessory
|CRIT doesn't do anything in this build, but they both reduce VCT by 7% each. If more VCT reduction is needed, use one or both of these cards.
|CRIT doesn't do anything in this build, but they both reduce VCT by 7% each. If more VCT reduction is needed, use one or both of these cards.
|-
|-
|{{#item:300223}}{{#item:300220}}
|{{#item:300223}}<br>{{#item:300220}}
|Accessory
|Accessory
|These two cards boost Melee damage.
|These two cards boost Melee damage.
|-
|-
|{{#item:300365}}{{#item:300367}}
|{{#item:300365}}<br>{{#item:300367}}
|Accessory
|Accessory
|These two cards boost Melee damage and reduces VCT.
|These two cards boost Melee damage and reduces VCT.
|Having a bit of SP consumption issues? This SP leech stone can help.
|Choose one of these five Dual Stones depending on your needs.
|-
|-
|}
|}
Latest revision as of 20:44, 16 February 2026
DISCLAIMER
This guide is made by a Hyper Novice main who loves playing Sky Emperor.
The info found here may be erroneous and/or sub-optimal. If there are far better Sky Emperors out there, please feel free to make a better guide than this, or provide suggestions and corrections.
The Sky Emperor (SE for short) is a Melee DPS class that aligns to the Sun, Moon, and/or Stars, each dealing damage in unique ways. In addition to changing their attack element via Mild Wind, they have some rather unusual skills, like making use of the real world's date, marking maps, putting certain monsters on a wanted list, floating in mid-air, performing "miracles", going blind, gaining weight (limit), ganging up with other SEs and SAs (Soul Ascetic) and shaking their heads to recover HP and SP, doing sick moves with Inquisitors, and more!
Note that I AM NOT A SKY EMPEROR MAIN, and it's a sad to see no Sky Emperor guides around here. So I made one.
Builds
Currently, there are two viable builds - CRITical Sun Build, and VCT (Variable Cast Time) Moon Build.
CRIT Sun
A sun-aligned SE kicks his way through a horde of angry elementals.A sun-aligned SE survives and triumphs Lake of Fire, defeating a horrifying monstrosity... alone.
The CRIT Sun build quickly disposes of enemies by harnessing the power of the Sun (CRITs) to further augment one's power. Sun skills have no FCT and VCT, but they have a short ACD, are targeted skills, and require CRIT for full power. Set the Sun skills to smartcast turbo to make things a little easier. Turbo setup guide here. Try getting at least 30% ACD and 173 ASPD. But for maximum spamming, aim for 40% or more ACD reduction and 180+ ASPD.
Stats and Traits
Stat
Amount
Notes
STR
100+
Main stat. Increases damage.
AGI
80+
Mainly for ASPD, needed for spamming Sunset Blast as quickly as possible. Aim for 180+ ASPD. 100 Total AGI also provides Sleep and Bleeding Immunity.
VIT
80+
100 Total VIT is required for Poison and Stun Immunity.
INT
80+
100 Total INT is required for Silence and Blind Immunity.
DEX
1+
Increase this for HIT Rate at earlier levels. If you have enough CRIT, then this is leftover.
LUK
100+
Increases CRIT Rate by 1 for every 3 point. 100 Total LUK is needed for Curse Immunity.
Trait
Amount
Notes
POW
110
Main trait. Max it out.
STA
0+
Optional Trait. Invest some points here if more RES is needed.
WIS
0+
Optional Trait. Invest some points here if more MRES is needed.
SPL
0
Unnecessary. Sky Emperors don't read books. They use them to kick their enemies to death, not for academic study or reading various spells to conjure anything...
CON
72-110
Further increases damage while marginally increasing survivability via increased FLEE.
CRT
72-110
Second most important trait, mainly for raising C.RATE for increased CRIT damage.
Skills
Skills: Taekwon Kid
Skill set overview for 1st class, focused on Tornado Kick
Skill
Level
Notes
Taekwon Kid
Tornado Kick
7
Enable Tornado Stance before using. Deals damage in a 5x5 AoE. While autoattacking, there's a small chance to get into Tornado Stance. While in Tornado Stance, activate it quickly, or else you'll go back to autoattacking.
Tornado Stance
1
Enables use of Tornado Kick. Requires level 1 Tornado Kick. Can also be used for "dancing" when used alongside Tumbling, Heel Drop Stance, Roundhouse Stance, and Counter Kick Stance.
Kihop
5
Increases Attack Power. Prerequisite for Mild Wind
Flying Kick
7
Gap closer. Has no cooldown and a range of 10 cells. Can be spammed at 193 ASPD for fun. Deals significantly increased damage when used while Sprinting.
Sprint
10
Provides a number of nice early-game effects. Gotta go fast but in One Direction!
Hitting a wall or any entity causes you to get knocked back. Use Flying Kick while sprinting for significantly increased damage. This bonus works with or without a weapon equipped. When weaponless, get +10 Barehanded Mastery Attack. Use and immediately cancel for +10 STR (Spurt Status), but lose the bonus when equipping a weapon.
Peaceful Break
5-10
Prerequisite for Mild Wind
Happy Break
5
Prerequisite for Mild Wind
Mild Wind
7
Changes your attacking element for 5 minutes. Levels 1-7 gives Earth, Wind, Water, Fire, Ghost, Shadow and Holy Element respectively.
Leap
5
Jump around in most places, up to 10 cells at Level 5. Can go through walls and ledges and can be used to traverse straight corridors super fast.
Tumbling
1
Adds a chance to block Ranged Attacks. When in Spurt Status (see Sprint above), it can block other kinds of attacks too.
Skills: Star Gladiator
A few excess skill points to the other 3 levels of Warm Wind and Tumble. The warmth/heat skills at the left side of the Star Gladiator Tree aren't used for now, but they'll come in really handy at the late-game, when there are way more boss-type monsters.
Skill
Level
Notes
Star Gladiator
Feeling of Sun Moon Star
3
Align a map with the Sun, Moon, or Stars. Enables a variety of skills.
Warmth of The Sun Warmth of The Moon Warmth of The Star
3
Get warmth/heat from sun, moon, or stars on sun, moon, or star-aligned maps to damage enemies and push them back. Boss-types can't be pushed around. Each hit drains 2 SP. It can be used only on aligned maps. Warmth of the Sun can be used only on sun maps, and so on.
It's better to get these skills at the later parts of the game when you're a Sky Emperor. At the early game, they're useful for pushing back non-boss enemies, not for damage, mainly to escape an overcrowded horde. However, at the later parts of the game when there are a lot more boss-type monsters, it can be VERY USEFUL in triggering HP and SP leech and other effects like Warrant of Arbiter (313426). The rapid-fire hits can also increase the odds of triggering the hidden "Miracle" super-buff (see below).
Anger of The Sun Anger of The Moon Anger of The Star
3
Marks monsters with Solar Wrath, Lunar Wrath, and Stellar Wrath. Monsters on the hitlist will receive up to 75% more damage.
Solar Wrath works only on Small monsters.
Lunar Wrath works only on Medium monsters with 6,000+ HP.
Stellar Wrath works only on Large monsters with 20,000+ HP.
Blessing of The Sun Blessing of The Moon Blessing of The Star
4
Increases EXP gained from monsters targeted by the Wrath skills above. Check the time, or type @time to see what day it is on your server.
Solar monsters give bonus EXP on even-numbered days.
Lunar monsters give bonus EXP on odd-numbered days.
Stellar monsters give bonus EXP on days divisible by 5 (e.g. 10, 15, 20).
They can be active at the same time. E.g. in October 5, Blessing of The Moon and Blessing of The Star are active at the same time.
Comfort of The Sun Comfort of The Moon Comfort of The Star
4
*Solar Maps and even-numbered days - Reduces damage by a fixed amount.
Lunar Maps and only on odd-numbered days - Increases FLEE.
Stellar Maps and only on days divisible by 5 - Increases ASPD.
Friend of Sun Moon Star
Optional
Increases the Monk's chances of triggering Triple Attack when using Counter Kick Stance, and get an increased chance of triggering Counter Kick Stance when a Monk triggers Triple Attack. Very, very niche and gimmicky Passive.
Fusion of Sun Moon Star
Soul Link
Requires Level 9 Knowledge of Sun Moon Star and Star Gladiator Spirit buff from a Soul Linker to activate. A very powerful, very flashy, but very high-risk skill that lasts for 10 minutes.
Gain increased movement speed. All your attacks will never miss and will completely ignore DEF. All at the cost of sacrificing 2% of your Max HP for each hit. Be sure you have a good amount of HP leech to compensate for this, because once you're at 20% HP and you damage something, you die! Even the skill's ID is ominous - 444.
This skill is also a very good party trick. When it is active and you sit down, you'll slowly float upwards. Stand up and you'll gently descend. If you die with this skill active, your corpse will "jump" up and down. Spoopy. You can also cycle between Tumbling, Tornado Stance, Heel Drop Stance, Roundhouse Stance, and Counter Kick Stance to make your character "dance". The poses already look flashy, but doing it in mid-air makes it even better! Find other classes that can pose for even more fun!
Miracle of the Sun, Moon, and Stars
RNG
When dealing damage, there is a 1% chance to activate this super-buff, indicated by a blue icon and the screen having a slight blue tinge. Activates all Anger and Blessing skills, and enables the use of all Comfort and Warmth skills for an hour, even with unmarked maps and monsters. It doesn't go away on death and when logging out (timer stops). HOWEVER, YOU WILL LOSE THE BUFF WHEN CHANGING MAPS. Basically, when this happens, you deal 75% more damage to ALL mobs while receiving 100% more EXP within the map for an hour.
Skills: Star Emperor
There are three different skill branches - Sun, Moon, and Star. Feel free to max out 2 of the 3 branches of your choosing.
Skill
Level
Notes
Star Emperor
Document of Sun Moon Star
3
Level 1: resets Feeling of Sun Moon Star. Level 2: resets Anger of The Sun, Anger of The Moon, Anger of The Star. Level 3: resets everything.
Sun Stance
3
When activated, enables the use of Sun Skills and increases ATK.
Prominence Kick
7
Hits all enemies around the target in a 3x3 area.
Solar Burst
10 or Optional
Prominence Kick must be used before using this skill. Hits all enemies in a 7x7 area around you.
Light of Sun
5 or Optional
Increases the damage of Solar Burst.
Lunar Stance
3
When activated, enables the use of Moon Skills and increases HP.
New Moon Kick
7
Self-cast skill that hits all enemies in a 7x7 area around you, followed by a special form of cloaking that cannot be detected by Insect and Demon monsters.
Full Moon Kick
10 or Optional
Requires New Moon Kick to activate. Reveal yourself and hit all enemies in a 7x7 around you.
Light of Moon
5 or Optional
Increases the damage of Full Moon Kick.
Star Stance
3
When activated, enables the use of Star Skills, and increases ASPD (post-attack delay or after-attack delay).
Flash Kick
7
Marks enemies. An enemy gets just 1 mark. Up to 5 marks can be activate at a time, 1 per enemy.
Falling Star
10 or Optional
On activation, while autoattacking, add a chance to drop stars on marked enemies, dealing damage to surrounding enemies in a 5x5 area. Because up to 5 marks can be active at the same time, enemies can be hit up to 5 instances of this skill at a time. Very RNG dependent.
Light of Star
3
Increases the damage of Falling Star.
Universe Stance
3
When activated, enables the use of Sun, Moon, and Star Skills, and increases All Stats by 5 at level 3.
Skills: Sky Emperor
Once you reach around Job Level 10 (Level 3 Sky Mastery, Level 1 Rising Sun, Level 5 Noon Blast), reskill and get level 10 Peaceful Break for a cute +10 ATK from Star Gladiator Stone (Top) (25846), level 10 Demon of Sun Moon Star for increased ASPD, and level 10 Knowledge of Sun Moon Star for significantly increased Weight Limit in marked maps. Being a person AND a cart at the same time (in marked maps) is most effective with increased inventory space, so get some Inventory Expansion Voucher (25793) if you can. The maximum number of unique items one can carry is 400. This map-marking can also be useful in things like turning 900 Oridecon (984) to 900 Etherdeocon (1000332) in one go, instead of repeatedly going to the inventory or cart in batches of 300.
20,200 weight! 12,100 weight + 8,100 extra weight from Knowledge of Sun Moon Star. It's like SEs are also carts, if in a marked map!
Skill
Level
Notes
Heaven Emperor
War Book Mastery
10
Increases PATK and Hit. Max it out.
Sky Mastery
10
Further increases the damage of all skills, except the "Sky" skills.
Rising Sun
5
Enables the use of Sun Skills for a certain duration. Can be used up to three times and affects what skills can be used and their effects. One use (Sunrise) - Enables use of Noon Blast only. Two uses (Noon) - Enables the use of Sunset Blast. Noon Blast gains the ability to CRIT, and gains even more CRIT DMG based on half of the C.RATE (?). Three uses (Sunset) - disables the use Noon Blast, only Sunset Blast can be used, but gains the ability to CRIT, and gains even more CRIT DMG based on half of the C.RATE (?).
Noon Blast
5
Hits all enemies in a 7x7 area around the target. Can CRIT when Rising Sun is at Noon, or when Enchanting Sky is activated.
Sunset Blast
5
Hits all enemies in a 7x7 area around the target. Can CRIT when Rising Sun is at Sunset, or when Enchanting Sky is activated. Despite its shorter CD, it's initially weaker compared to Noon Blast. However, when Time Dimensions Rune Crown (Sky Emperor) [1] (400543) and Dimensions Emperor Sun Book [2] (540083) are equipped and both are A-Grade, it becomes SIGNIFICANTLY STRONGER because it will autocast Noon Blast.
Enchanting Sky
7-10
Enables the use of all skills at their maximum potential.
Twinkling Galaxy
1
Calls forth random meteors from the sky.
Star Burst
3-5
Requires Twinkling Galaxy to activate. Redirects said random meteors to a single target, hitting it and all enemies in a 5x5 area. Mainly for survival purposes and triggering effects, like increasing the chances of Lifesteal (e.g. from Succubus Pet), SP Drain (e.g. from Incubus Pet), Warrant of Arbiter (313426), or SP Recovery from the Burning Fang Rune Set.
Star Cannon
3
Prerequisite for Star Light Kick. Makes said random meteors a bit more powerful.
Star Light Kick
5
Gap closer, an improved version of Flying Kick, dealing 7x7 AoE damage but has shorter range (8 cells vs 10) and a 1-second cooldown.
HIGHLY RECOMMENDED! Upon reaching Base Level 10, get the full set by going to @go 16. Go one room up, find Paradise Equipment and talk to Lothaire to get the set FOR FREE. It will serve you well until around level 100, when you'll get better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
Upon reaching Base Level 100, go back to where you got the Paradise Set. Talk to Louis to get the Advanced Paradise Set in exchange for a couple of monster drops or by spending 10 Eden Coin (25223) per piece.
Good until level 125. It is highly recommended to complete the 16.1 Banquet for Heroes quest chain to get this over the other armors. While it gives less MATK compared to the Flattery Robe and is designed more towards an autospell build, completing the full set gives quite a lot of bonuses, which include reduction in Variable Casting Time and Aftercast Delay, and can be further upgraded into the Imperial and Grace sets. Finally, to put the icing on the cake, they can be refined to +9 thanks to the Noblesses Refine Ticket (100128) at a price of 10 Token of Honor (6919)
Good until level 150. An upgraded version of the Noblesse set. Like the Noblesse set, they can be easily refined to +9 thanks to the Imperial Refine Ticket (100129), at the cost of...
Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. Each piece costs 20 Unknown Parts (25669) while the Grace Refine Ticket (100130) costs 20 Cor Core (25723).
Increases ASPD and adds Perfect Hit. Try to refine this to +10 - +11. Enchant with HP/SP Absorb for increased survival or Rune of Strength for more... strength.
The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained via the Cash Shop, but only a few can be slotted by the Spiritual Auger (6396).
An upgrade over the Grace set but only at high refines (+9) and with modification modules. Gives a large increase in AATK (+100), even more AATK at higher refines and can be enchanted.
An improved version of the Illusion Armor, it gives a sizeable increase in MATK (+125), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines.
Increases ATK, ASPD (after attack delay reduction), damage against Small and Medium monsters, and CRIT DMG at +11. Best to refine it to +9, then reform it to Circuit Board-OSAD [2] (540051), or get a Relapse Book [2] (540043) instead.
Increases ASPD and adds Perfect Hit. Try to refine this to +10 - +11. Enchant with HP/SP Absorb for increased survival or Rune of Strength for more... strength.
An improved version of the Automatic Armor, it gives a large increase in AATK (+130), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines.
A much better version of the Automatic Armor Type-B and Gray Wolf Robe, thanks to higher stats and the ability to choose which enchants you want. No RNG shenanigans.
A non-slotted book that can be enchanted four times, making it a decently powerful weapon until the dimmer but more powerful Dim Glacier Book [1] (540056) is obtained.
A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get 2 Spellbound Nives.
Really THICC book that increases ATK and provides some MDEF. Can be enchanted. Try getting enchants that ignore the DEF of Normal or Boss monsters, preferably Boss monsters.
A significantly upgraded version of the Excellion Wing, tuned to greatly boost physical power, especially when refined and paired with either Deep Blue Sunglasses and Victory Wing Ears.
These two are almost virtually identical to each other. Both give additional ATK and ASPD. Best paired with their necklace counterparts for the ACD and FCT reduction.
These two are almost virtually identical to each other. Both give additional ATK and VCT reduction. Best paired with their ring counterparts for the ACD and FCT reduction.
An armor that gives a lot of power, sufficient for the late-game, but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive Blacksmith's Blessing (6635) to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
2nd best-in-slot weapon despite having just 1 slot. It can have three very powerful enchants of your choosing, which means no RNG nonsense. It can be easily graded as well, because it doesn't need an exorbitant amount of zeny and expensive Blacksmith's Blessing (6635) to refine.
Easy to get and fully enchant - the rewards from 20 The Immortal are enough to obtain one and fully enchant it. Upgrade to Grade C and refine it to +10. Recommended enchants are Glacier Flower Meow Power (Intelligence) (312095), Glacier Flower Meow Power (Magical Resistance) (312093), and Glacier Flower Meow Power (Defense) (312090). Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
Sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive Blacksmith's Blessing (6635) to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
Sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive Blacksmith's Blessing (6635) to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices. Despite its many benefits like reduced FCT, it is but a stopgap to the wonderful, wonderful moaning that's to come.
Best in slot headgear and can be enchanted. If you have less than 40% ACD, get ACD enchants. If you already have 40% or more ACD, get either Melee Physical Damage or CRIT DMG.
The 2nd best-in-slot armor will serve you well until all the stars align. Grants copious amounts of ATK, CRIT, and CRIT DMG, especially at higher grades and higher refines.
Most powerful and best-in-slot weapon. It can have two powerful enchants of your choosing, no RNG nonsense. When Grade A, it enables autocasting Noon Blast while using Sunset Blast when paired with a Grade A Time Dimensions Rune Crown (Sky Emperor) [1] (400543), significantly increasing damage.
The more offensive-oriented shield. Upgrade it to at least Grade D for the damage reduction, but it is highly recommended to max it out at Grade A and refine it to +12 for the big CRIT bonus.
The more defensive-oriented shield. Upgrade it to Grade C and refine it to +11 to take advantage of Elite Rgan Guardian Card (300465)'s bonuses. Recommended enchants are Glacier Flower Meow Power (Intelligence) (312095), Glacier Flower Meow Power (Magical Resistance) (312093), and Glacier Flower Meow Power (Defense) (312090). Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
The other best-in-slot accessory, but it is very expensive to enchant due to extremely maddening levels of RNG. Best paired with Circulation of Life Winter [1] (480352).
Headgear that further aligns the Sky Emperor to the Sun. Significantly boosts Sun-related Skills. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 Frontier Emperor Battle Book [2] (540111). Pairing them will make Noon Blast autocast Sunset Blast and Sky Sun for 150 seconds after activating Enchanting Sky.
Significantly boosts damage of Sun-related skills. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 Frontier Rune Crown (Sky Emperor) [1] (400989). The downside to this combo is, Enchanting Sky must be active all times and must be reactivated every 150 seconds for its effects to stay up and running.
Shadow Equipment
Beginner Shadow Gear
Shadow Gear Set
@go eden, Lucy
Starter shadow set
Advanced Shadow Gear
Shadow Gear Set
@go eden, Lucy
Provides 50% DEF and MDEF pierce. Advanced Shadow Gear that's good until the mid-late game. Requires Base Level 100. Can be rented for 20 Eden Coin (25223) per week or 30 Eden Coin (25223) per piece, 80 Eden Coin (25223) for the class-specific weapon.
An improved version of the Master Shadow Set, tailored for Sun-Aligned Sky Emperors. Enchant with the spell of your choosing and POW .
Quality of Life Equipment
At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
Enables use of level 1 Shield Spell, restoring 3% of Max HP every 3 seconds for 90 seconds, for a total of 90% Max HP in 90 seconds. Increases survivability and slightly reduces the use of Heal and potions.
I'LL BEGIN BY ACTIVATING MY POT BACKPACK OF Greed!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF Greed BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! Greed!!11111!
A female NPC in Prontera who used to stand at the exact same spot 24/7 since the dawn of Muhnkind is reported to be missing. Where did she go?
These bags grant various skills that improve quality of life, like teleporting or having another backpack THAT MAKES YOU DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND.
Doubles HP and SP recovery is Base LUK is 77 and above. Helps mitigate SP consumption when farming at lower level areas if you're really kuripot stingy with zeny and refuse to buy SP-recovering stuff, like me.
Requires a +12 level 2 armor to bring out its full potential. Gives a lot of RES and MRES and is one of the best defensive armor cards. If you already deal a ton of damage but want some more survivability, get this card.
Provides a good amount of Melee and Ranged Damage, some CRIT and slightly increased survivability in the form of Flee +30. Combo with Encroached Ex-Rover Card (300644) for even more damage.
Increases Physical and Magical damage against Boss monsters at the cost of 25% reduced Max HP. Best paired with Bloody Slasher Card (300661) and Toxit Card (300659). With the full combo, it deals about 10% more damage vs. the Encroached Dimik Card (300646) + Encroached Ex-Rover Card (300644) combo, but at the cost of survivability
A TANtalizing MVP card that greatly boosts physical damage against boss-type enemies at the cost of reduced HP. TANtalizingly TANtalizing against late-game enemies. Tan.
Increases damage against Large monsters. Books have a BIG 50% penalty against Large enemies. This can help fix some of that while waiting for something like a Infinity Shadow Weapon (24386).
One of the best cards for Melee Physical Builds, because it has a damage modifier against Boss monsters. If the weapon is Grade A, it adds the rare Physical Damage against all enemy elements modifier. Best paired with Bloody Slasher Card (300661) to add a damage modifier to Normal monsters.
One of the best cards for Melee Physical Builds, because it has a damage modifier against Normal monsters. If the weapon is Grade A, it adds a Physical Damage against all sizes modifier. Best paired with Toxit Card (300659) to add a damage modifier to Boss monsters.
The cheap, inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get it if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
Best paired with White Knight Card (4608). Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK). Increases overall survivability as long as the monster isn't Small.
Greatly raises Melee Physical Damage and pairs with Encroached Dimik Card (300646) to provide even more damage and some survivability on the side as well.
A better version of the original Arhi. Increases physical AND magic damage to all size enemies by 5%, HP +1000 and Flee +35. Obtained at the Geffen Night Arena.
A two-way tie for the best-in-slot footgear card, providing almost identical damage to Piloted Midrange Rgan Card (300380), dealing either 0.5% more or less damage at +12.
Moonlight Flower Egg (9112): Luxurious pet that increases CRIT and Hit, and adds a chance to recover a bit of HP and SP per second.
Kiel-D-01 Egg (9126): Luxurious pet that increases ASPD, Hit, and Melee damage.
Mistress Egg (9193): Luxurious pet that nullifies weapon size penalty.
Eddga Egg (9142): Luxurious pet that increases CRIT and C.Rate.
Abysmal Knight Egg (9132): Increases ATK and damage against Boss enemies.
Tips and Tricks
Leveling (WIP)
WORK IN PROGRESS,
Strategy (WIP)
To be added soon.
VCT Moon
The moon build is about making quick and easy work on eliminating foes through the sheer power of spinning kicks. ALT+P, hold 3, spin2win something free (I cringe at this REEEEEEEE). While the skills have no ACD and are self-cast, it has FCT and VCT. Both have to be reduced to a minimum (preferably zero) in order to spam kicks effectively.
SE kicking Forgotten Time enemies... to the moon! ALT+P, hold 3, spin2win something free.
Stats and Traits
Stat
Amount
Notes
STR
120+
Main stat. Increases damage.
AGI
80+
Mainly for ASPD, needed for spamming Dawn Break as quickly as possible. Aim for 175+ ASPD. 100 Total AGI also provides Sleep and Bleeding Immunity.
VIT
80+
100 Total VIT is required for Poison and Stun Immunity.
INT
80+
100 Total INT is required for Silence and Blind Immunity.
DEX
1+
Increase this for HIT Rate at earlier levels. If you have close to or 100% VCT reduction, then put leftover points here, unless you needed more HIT.
LUK
80+
100 Total LUK is needed for Curse Immunity.
Trait
Amount
Notes
POW
110
Main Trait. Max it out.
STA
0-72
Adjust STA or WIS depending on which form of damage needs more reduction.
WIS
0-72
Adjust STA or WIS depending on which form of damage needs more reduction.
SPL
0
Reading books in the dark is said to be bad for the eyes, but they can be used to roundhouse kick enemies to death. SPeLls not required. Spin2win in darkness.
CON
110
Further increases damage while marginally increasing survivability via increased FLEE.
CRT
0
Not needed for this build, because the Moon doesn't CRIT.
Skills
Skills: Taekwon Kid
Skill set overview for 1st class, focused on Tornado Kick
Skill
Level
Notes
Taekwon Kid
Tornado Kick
7
Enable Tornado Stance before using. Deals damage in a 5x5 AoE. While autoattacking, there's a small chance to get into Tornado Stance. While in Tornado Stance, activate it quickly, or else you'll go back to autoattacking.
Tornado Stance
1
Enables use of Tornado Kick. Requires level 1 Tornado Kick. Can also be used for "dancing" when used alongside Tumbling, Heel Drop Stance, Roundhouse Stance, and Counter Kick Stance.
Kihop
5
Increases Attack Power. Prerequisite for Mild Wind
Flying Kick
7
Gap closer. Has no cooldown and a range of 10 cells. Can be spammed at 193 ASPD for fun. Deals significantly increased damage when used while Sprinting.
Sprint
10
Provides a number of nice early-game effects. Gotta go fast but in One Direction!
Hitting a wall or any entity causes you to get knocked back. Use Flying Kick while sprinting for significantly increased damage. This bonus works with or without a weapon equipped. When weaponless, get +10 Barehanded Mastery Attack. Use and immediately cancel for +10 STR (Spurt Status), but lose the bonus when equipping a weapon.
Peaceful Break
5-10
Prerequisite for Mild Wind
Happy Break
5
Prerequisite for Mild Wind
Mild Wind
7
Changes your attacking element for 5 minutes. Levels 1-7 gives Earth, Wind, Water, Fire, Ghost, Shadow and Holy Element respectively.
Leap
5
Jump around in most places, up to 10 cells at Level 5. Can go through walls and ledges and can be used to traverse straight corridors super fast.
Tumbling
1
Adds a chance to block Ranged Attacks. When in Spurt Status (see Sprint above), it can block other kinds of attacks too.
Skills: Star Gladiator
A few excess skill points to the other 3 levels of Warm Wind and Tumble. The warmth/heat skills at the left side of the Star Gladiator Tree aren't used for now, but they'll come in really handy at the late-game, when there are way more boss-type monsters.
Skill
Level
Notes
Star Gladiator
Feeling of Sun Moon Star
3
Align a map with the Sun, Moon, or Stars. Enables a variety of skills.
Warmth of The Sun Warmth of The Moon Warmth of The Star
3
Get warmth/heat from sun, moon, or stars on sun, moon, or star-aligned maps to damage enemies and push them back. Boss-types can't be pushed around. Each hit drains 2 SP. It can be used only on aligned maps. Warmth of the Sun can be used only on sun maps, and so on.
It's better to get these skills at the later parts of the game when you're a Sky Emperor. At the early game, they're useful for pushing back non-boss enemies, not for damage, mainly to escape an overcrowded horde. However, at the later parts of the game when there are a lot more boss-type monsters, it can be VERY USEFUL in triggering HP and SP leech and other effects like Warrant of Arbiter (313426). The rapid-fire hits can also increase the odds of triggering the hidden "Miracle" super-buff (see below).
Anger of The Sun Anger of The Moon Anger of The Star
3
Marks monsters with Solar Wrath, Lunar Wrath, and Stellar Wrath. Monsters on the hitlist will receive up to 75% more damage.
Solar Wrath works only on Small monsters.
Lunar Wrath works only on Medium monsters with 6,000+ HP.
Stellar Wrath works only on Large monsters with 20,000+ HP.
Blessing of The Sun Blessing of The Moon Blessing of The Star
4
Increases EXP gained from monsters targeted by the Wrath skills above. Check the time, or type @time to see what day it is on your server.
Solar monsters give bonus EXP on even-numbered days.
Lunar monsters give bonus EXP on odd-numbered days.
Stellar monsters give bonus EXP on days divisible by 5 (e.g. 10, 15, 20).
They can be active at the same time. E.g. in October 5, Blessing of The Moon and Blessing of The Star are active at the same time.
Comfort of The Sun Comfort of The Moon Comfort of The Star
4
*Solar Maps and even-numbered days - Reduces damage by a fixed amount.
Lunar Maps and only on odd-numbered days - Increases FLEE.
Stellar Maps and only on days divisible by 5 - Increases ASPD.
Friend of Sun Moon Star
Optional
Increases the Monk's chances of triggering Triple Attack when using Counter Kick Stance, and get an increased chance of triggering Counter Kick Stance when a Monk triggers Triple Attack. Very, very niche and gimmicky Passive.
Fusion of Sun Moon Star
Soul Link
Requires Level 9 Knowledge of Sun Moon Star and Star Gladiator Spirit buff from a Soul Linker to activate. A very powerful, very flashy, but very high-risk skill that lasts for 10 minutes.
Gain increased movement speed. All your attacks will never miss and will completely ignore DEF. All at the cost of sacrificing 2% of your Max HP for each hit. Be sure you have a good amount of HP leech to compensate for this, because once you're at 20% HP and you damage something, you die! Even the skill's ID is ominous - 444.
This skill is also a very good party trick. When it is active and you sit down, you'll slowly float upwards. Stand up and you'll gently descend. If you die with this skill active, your corpse will "jump" up and down. Spoopy. You can also cycle between Tumbling, Tornado Stance, Heel Drop Stance, Roundhouse Stance, and Counter Kick Stance to make your character "dance". The poses already look flashy, but doing it in mid-air makes it even better! Find other classes that can pose for even more fun!
Miracle of the Sun, Moon, and Stars
RNG
When dealing damage, there is a 1% chance to activate this super-buff, indicated by a blue icon and the screen having a slight blue tinge. Activates all Anger and Blessing skills, and enables the use of all Comfort and Warmth skills for an hour, even with unmarked maps and monsters. It doesn't go away on death and when logging out (timer stops). HOWEVER, YOU WILL LOSE THE BUFF WHEN CHANGING MAPS. Basically, when this happens, you deal 75% more damage to ALL mobs while receiving 100% more EXP within the map for an hour.
Skills: Star Emperor
There are three different skill branches - Sun, Moon, and Star. Feel free to max out 2 of the 3 branches of your choosing.
Skill
Level
Notes
Star Emperor
Document of Sun Moon Star
3
Level 1: resets Feeling of Sun Moon Star. Level 2: resets Anger of The Sun, Anger of The Moon, Anger of The Star. Level 3: resets everything.
Sun Stance
3
When activated, enables the use of Sun Skills and increases ATK.
Prominence Kick
7
Hits all enemies around the target in a 3x3 area.
Solar Burst
10 or Optional
Prominence Kick must be used before using this skill. Hits all enemies in a 7x7 area around you.
Light of Sun
5 or Optional
Increases the damage of Solar Burst.
Lunar Stance
3
When activated, enables the use of Moon Skills and increases HP.
New Moon Kick
7
Self-cast skill that hits all enemies in a 7x7 area around you, followed by a special form of cloaking that cannot be detected by Insect and Demon monsters.
Full Moon Kick
10 or Optional
Requires New Moon Kick to activate. Reveal yourself and hit all enemies in a 7x7 around you.
Light of Moon
5 or Optional
Increases the damage of Full Moon Kick.
Star Stance
3
When activated, enables the use of Star Skills, and increases ASPD (post-attack delay or after-attack delay).
Flash Kick
7
Marks enemies. An enemy gets just 1 mark. Up to 5 marks can be activate at a time, 1 per enemy.
Falling Star
10 or Optional
On activation, while autoattacking, add a chance to drop stars on marked enemies, dealing damage to surrounding enemies in a 5x5 area. Because up to 5 marks can be active at the same time, enemies can be hit up to 5 instances of this skill at a time. Very RNG dependent.
Light of Star
3
Increases the damage of Falling Star.
Universe Stance
3
When activated, enables the use of Sun, Moon, and Star Skills, and increases All Stats by 5 at level 3.
Skills: Sky Emperor
Once you reach around Job Level 10 (Level 3 Sky Mastery, Level 1 Rising Moon, Level 5 Midnight Kick), reskill and get level 10 Peaceful Break for a cute +10 ATK from Star Gladiator Stone (Top) (25846), level 10 Demon of Sun Moon Star for increased ASPD, and level 10 Knowledge of Sun Moon Star for significantly increased Weight Limit in marked maps. Being a person AND a cart at the same time (in marked maps) is most effective with increased inventory space, so get some Inventory Expansion Voucher (25793) if you can. The maximum number of unique items one can carry is 400. This map-marking can also be useful in things like turning 900 Oridecon (984) to 900 Etherdeocon (1000332) in one go, instead of repeatedly going to the inventory or cart in batches of 300.
thumb20,200 weight! 12,100 weight + 8,100 extra weight from Knowledge of Sun Moon Star. It's like SEs are also carts, if in a marked map!
Skill
Level
Notes
Heaven Emperor
War Book Mastery
10
Increases PATK and Hit. Max it out.
Sky Mastery
10
Further increases the damage of all skills, except the "Sky" skills.
Rising Moon
5
Enables the use of Moon Skills for a certain duration. Can be used up to three times and affects what skills can be used and their effects. One use (Moonrise) - Enables use of Midnight Kick only. Two uses (Midnight) - Enables the use of Dawn Break. Midnight Kick deals increased damage. Three uses (Moonset) - disables the use Midnight Kick, only Dawn Break can be used, but gains increased damage.
Midnight Kick
5
Hits all enemies in a 9x9 area around the target. Deals increased damage when Rising Moon is at Midnight, or when Enchanting Sky is activated.
Dawn Break
5
Hits all enemies in a 9x9 area around the target. Deals increased damage when Rising Moon is at Moonset, or when Enchanting Sky is activated. Despite its shorter CD, it's initially much weaker compared to Rising Moon. However, when Time Dimensions Rune Crown (Sky Emperor) [1] (400543) and Dimensions Emperor Moon Book [2] (540082) are equipped and both are A-Grade, this becomes SIGNIFICANTLY STRONGER because using this skill will autocast Midnight Kick.
Enchanting Sky
10
Enables the use of all skills at their maximum potential.
Twinkling Galaxy
1
Calls forth random meteors from the sky.
Star Burst
3-5
Requires Twinkling Galaxy to activate. Redirects said random meteors to a single target, hitting it and all enemies in a 5x5 area. Mainly for survival purposes and triggering effects, like increasing the chances of Lifesteal (e.g. from Succubus Pet), SP Drain (e.g. from Incubus Pet), Warrant of Arbiter (313426), or SP Recovery from the Burning Fang Rune Set.
Star Cannon
3
Prerequisite for Star Light Kick. Makes said random meteors a bit more powerful.
Star Light Kick
5
Gap closer, an improved version of Flying Kick, dealing 7x7 AoE damage but has shorter range (8 cells vs 10) and a 1-second cooldown.
HIGHLY RECOMMENDED! Upon reaching Base Level 10, get the full set by going to @go 16. Go one room up, find Paradise Equipment and talk to Lothaire to get the set FOR FREE. It will serve you well until around level 100, when you'll get better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
Upon reaching Base Level 100, go back to where you got the Paradise Set. Talk to Louis to get the Advanced Paradise Set in exchange for a couple of monster drops or by spending 10 Eden Coin (25223) per piece.
Good until level 125. It is highly recommended to complete the 16.1 Banquet for Heroes quest chain to get this over the other armors. While it gives less MATK compared to the Flattery Robe and is designed more towards an autospell build, completing the full set gives quite a lot of bonuses, which include reduction in Variable Casting Time and Aftercast Delay, and can be further upgraded into the Imperial and Grace sets. Finally, to put the icing on the cake, they can be refined to +9 thanks to the Noblesses Refine Ticket (100128) at a price of 10 Token of Honor (6919)
Good until level 150. An upgraded version of the Noblesse set. Like the Noblesse set, they can be easily refined to +9 thanks to the Imperial Refine Ticket (100129), at the cost of...
Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. Each piece costs 20 Unknown Parts (25669) while the Grace Refine Ticket (100130) costs 20 Cor Core (25723).
Increases ASPD and adds Perfect Hit. Try to refine this to +10 - +11. Enchant with HP/SP Absorb for increased survival or Rune of Strength for more... strength.
The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained via the Cash Shop, but only a few can be slotted by the Spiritual Auger (6396).
An upgrade over the Grace set but only at high refines (+9) and with modification modules. Gives a large increase in AATK (+100), even more AATK at higher refines and can be enchanted.
An improved version of the Illusion Armor, it gives a sizeable increase in MATK (+125), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines.
Increases ATK, ASPD (after attack delay reduction), damage against Small and Medium monsters, and CRIT DMG at +11. Best to refine it to +9, then reform it to Circuit Board-OSAD [2] (540051), or get a Relapse Book [2] (540043) instead.
Increases ASPD and adds Perfect Hit. Try to refine this to +10 - +11. Enchant with HP/SP Absorb for increased survival or Rune of Strength for more... strength.
An improved version of the Automatic Armor, it gives a large increase in AATK (+130), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines.
A much better version of the Automatic Armor Type-B and Gray Wolf Robe, thanks to higher stats and the ability to choose which enchants you want. No RNG shenanigans.
A level 5 weapon that boosts Noon Blast damage. Not exactly for Moon builds, but it's a good start for a fresh, new Star Emperor. After all, a full moon is possible due to the sunlight reflecting its surface.
A non-slotted book that can be enchanted four times, making it a decently powerful weapon until the dimmer but more powerful Dim Glacier Book [1] (540056) is obtained.
A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get 2 Spellbound Nives.
Really THICC book that increases ATK and provides some MDEF. Can be enchanted. Try getting enchants that ignore the DEF of Normal or Boss monsters, preferably Boss monsters.
A significantly upgraded version of the Excellion Wing, tuned to greatly boost physical power, especially when refined and paired with either Deep Blue Sunglasses and Victory Wing Ears.
These two are almost virtually identical to each other. Both give additional ATK and ASPD. Best paired with their necklace counterparts for the ACD and FCT reduction.
These two are almost virtually identical to each other. Both give additional ATK and VCT reduction. Best paired with their ring counterparts for the ACD and FCT reduction.
An armor that gives a lot of power, sufficient for the late-game, but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive Blacksmith's Blessing (6635) to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
2nd best-in-slot weapon despite having just 1 slot. It can have three very powerful enchants of your choosing, which means no RNG nonsense. It can be easily graded as well, because it doesn't need an exorbitant amount of zeny and expensive Blacksmith's Blessing (6635) to refine.
Easy to get and fully enchant - the rewards from 20 The Immortal is enough to obtain one and fully enchant. Upgrade it to Grade C and refine it to +10 at most. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - 10% reduced VCT and over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
Sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive Blacksmith's Blessing (6635) to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
Sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive Blacksmith's Blessing (6635) to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices. Despite its many benefits like reduced FCT, it is but a stopgap to the wonderful, wonderful moaning that's to come.
The 2nd best-in-slot armor will serve you well until all the stars align. Grants copious amounts of ATK and Melee Physical DMG, especially at higher grades and higher refines.
Most powerful and best-in-slot weapon. It can have two powerful enchants of your choosing, no RNG nonsense. When Grade A, it enables autocasting Midnight Kick while using Dawn Break when paired with a Grade A Time Dimensions Rune Crown (Sky Emperor) [1] (400543), significantly increasing damage.
The more offensive-oriented shield. Upgrade it to at least Grade D for the damage reduction, but it is highly recommended to max it out at Grade A and refine it to +12.
Easy to get and fully enchant - the rewards from 20 The Immortal is enough to obtain one and fully enchant. Upgrade it to Grade C and refine it to +10 at most. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - 10% reduced VCT and over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
The other best-in-slot accessory, but it is very expensive to enchant due to extremely maddening levels of RNG. Best paired with Circulation of Life Spring [1] (480349).
The moon counterpart of Frontier Emperor Battle Book [2] (540111), it significantly boosts damage of Moon-related skills. When Enchanting Sky is active, using Sky Moon will autocast Dawn Break, and using Dawn Break will autocast Midnight Kick for 150 seconds. However, it is unknown if using Sky Moon will autocast Dawn Break, which will autocast Midnight Kick in a domino effect, similar to its Sun Counterpart (see Frontier Rune Crown (Sky Emperor) [1] (400989) in the Sun Build), or if they're separate. It must be graded and refined to A and at least +12, but it can stand alone by itself, which means you have more options for Upper Headgear and aren't constrained to a combo pair. The downside to this is, Enchanting Sky must be active at all times and must be reactivated every 150 seconds for its effects to stay up and running.
Shadow Equipment
Beginner Shadow Gear
Shadow Gear Set
@go eden, Lucy
Starter shadow set
Advanced Shadow Gear
Shadow Gear Set
@go eden, Lucy
Provides 50% DEF and MDEF pierce. Advanced Shadow Gear that's good until the mid-late game. Requires Base Level 100. Can be rented for 20 Eden Coin (25223) per week or 30 Eden Coin (25223) per piece, 80 Eden Coin (25223) for the class-specific weapon.
An improved version of the Master Shadow Set, tailored for Moon-Aligned Sky Emperors. Enchant with the spell of your choosing and POW.
Quality of Life Equipment
At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
Enables use of level 1 Shield Spell, restoring 3% of Max HP every 3 seconds for 90 seconds, for a total of 90% Max HP in 90 seconds. Increases survivability and slightly reduces the use of Heal and potions.
I'LL BEGIN BY ACTIVATING MY POT BACKPACK OF Greed!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF Greed BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! Greed!!11111!
A female NPC in Prontera who used to stand at the exact same spot 24/7 since the dawn of Muhnkind is reported to be missing. Where did she go?
These bags grant various skills that improve quality of life, like teleporting or having another backpack THAT MAKES YOU DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND.
Doubles HP and SP recovery is Base LUK is 77 and above. Helps mitigate SP consumption when farming at lower level areas if you're really kuripot stingy with zeny and refuse to buy SP-recovering stuff, like me.
Requires a +12 level 2 armor to bring out its full potential. Gives a lot of RES and MRES and is one of the best defensive armor cards. If you already deal a ton of damage but want some more survivability, get this card.
Provides a good amount of Melee and Ranged Damage, and slightly increased survivability in the form of Flee +30. Combo with Encroached Ex-Rover Card (300644) for even more damage.
Increases Physical and Magical damage against Boss monsters at the cost of 25% reduced Max HP. Best paired with Bloody Slasher Card (300661) and Toxit Card (300659). With the full combo, it deals about 10% more damage vs. the Encroached Dimik Card (300646) + Encroached Ex-Rover Card (300644) combo, but at the cost of survivability.
A TANtalizing MVP card that greatly boosts physical damage against boss-type enemies at the cost of reduced HP. TANtalizingly TANtalizing against late-game enemies. Tan.
Increases damage against Large monsters. Books have a BIG 50% penalty against Large enemies. This can help fix some of that while waiting for something like a Infinity Shadow Weapon (24386).
One of the best cards for Melee Physical Builds, because it has a damage modifier against Boss monsters. If the weapon is Grade A, it adds the rare Physical Damage against all enemy elements modifier. Best paired with Bloody Slasher Card (300661) to add a damage modifier to Normal monsters.
One of the best cards for Melee Physical Builds, because it has a damage modifier against Normal monsters. If the weapon is Grade A, it adds a Physical Damage against all sizes modifier. Best paired with Toxit Card (300659) to add a damage modifier to Boss monsters.
The cheap, inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get it if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
Best paired with White Knight Card (4608). Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK). Increases overall survivability as long as the monster isn't Small.
Greatly raises Melee Physical Damage and pairs with Encroached Dimik Card (300646) to provide even more damage and some survivability on the side as well.
A better version of the original Arhi. Increases physical AND magic damage to all size enemies by 5%, HP +1000 and Flee +35. Obtained at the Geffen Night Arena.