The Imperial Guard Immortal Warrior Guide: Difference between revisions
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== ENDGAME (Beta) == | == ENDGAME (Beta) == | ||
=== Weapons === | === My Currest Stat and Trait Build === | ||
This is the Stat and Trait Build i'm using at the moment. | |||
With this setup is possible to reach {{#skill:2318}} Magic Immunity by using {{#item:50035}} and {{#item:50121}} without the need of {{#skill:34}}. | |||
The ASPD have 3 levels: | |||
* Full Self Buff + Consumables = 189 | |||
* Full Self Buff + Lunaphoma Family Buffs = 191 | |||
* Full Self Buff + Lunaphoma Family Buffs + {{#skill:29}} = 193 | |||
This Stas Build icludes the following buffs and consumables: | |||
* {{#item:50121}} - Minimum requirement for {{#skill:2318}} Magic Immunity | |||
* {{#item:50113}} | |||
* {{#item:50115}} | |||
* {{#item:50111}} | |||
* {{#item:50119}} | |||
* {{#item:50117}} | |||
* {{#item:50035}} - Minimum requirement for {{#skill:2318}} Magic Immunity (for the {{#item:12883}} effect) | |||
* {{#item:50127}} | |||
* {{#item:50125}} | |||
* {{#item:50105}} | |||
* {{#item:102803}} | |||
* {{#item:102985}} | |||
* {{#item:12886}} | |||
* {{#skill:34}} from Healer NPC | |||
* {{#skill:29}} from Healer NPC | |||
* {{#icon:1000874}} Lunaphoma Family Buffs (in this case is for the ASPD Buff) - @go 60 → {{#navi:jor_mbase|217|172}}) | |||
{| class="wikitable" | |||
|+ style="white-space:nowrap; border:1px solid; padding:3px; " | Final Stat and Trait Build | |||
| | |||
[[File:Final Stat Build 1.png]] | |||
|- | |||
|} | |||
=== WEAPONS === | |||
==== Weapons ==== | |||
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;" | {| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;" | ||
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|} | |} | ||
=== Weapon Cards === | ==== Weapon Cards ==== | ||
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;" | {| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;" | ||
|- style="background-color:#87CEEB;" | |- style="background-color:#87CEEB;" | ||
| colspan="4" colspawn="4" |Imperial Guard Ultimate | | colspan="4" colspawn="4" |Imperial Guard Ultimate Weapon Cards | ||
|- | |- | ||
! Cards !! Notes !! Monster | ! Cards !! Notes !! Monster | ||
|- | |- | ||
| {{#item:300532}} || The best catch all Card for Maps filled with <span style="color:magenta;">Boss Class</span> Monsters with any Size. || {{#mob:22372}} | | {{#item:300532}} | ||
{{#itemDesc:300532}} | |||
|| The best catch all Card for Maps filled with <span style="color:magenta;">Boss Class</span> Monsters with any Size. || {{#mob:22372}} | |||
|- | |- | ||
| {{#item:4399}} || | | {{#item:4399}} | ||
{{#itemDesc:4399}} | |||
|| This card have a special role for Melee Imperial Guard. Since will free Shadow Gear slots. | |||
Which means we can wear <span style="color:magenta;">Maximum Mammoth</span> Shadow Set and prevent <span style="color:magenta;">Knockback</span> effects. | |||
In my opinion this card is a <span style="color:magenta;">must have</span> to play endgame content smoothly. | |||
Also because our Gap Closer Skill {{#skill:2312}} have a super long 5s Cooldown, | |||
hence for us is very important to hold, maintain and have control over our position. | |||
You can combine it with all the other damage cards: | |||
Boss Class Maps: {{#item:300532}} + {{#item:4399}} | |||
Large Target: {{#item:300240}} + {{#item:4399}} | |||
Medium Target: {{#item:300241}} + {{#item:4399}} | |||
Catch all Normal Maps: {{#item:27361}} + {{#item:4399}} | |||
High% Small Normal Maps: {{#item:300661}} + {{#item:4399}} | |||
The <span style="color:magenta;">Shadow Gears</span> configuration will be the following: | |||
+10 {{#item:24792}} | |||
+10 {{#item:24793}} | |||
+10 {{#item:24679}} | |||
+10 {{#item:24680}} | |||
+10 {{#item:24948}} | |||
+7 {{#item:24949}} | |||
The <span style="color:magenta;">+10</span> with <span style="color:magenta;">+7</span> configuration is necessary to maximize Thanatos power. | |||
Generally speaking Thanatos beat every other general damage card after 600 Def. | |||
|| {{#mob:1708}} | |||
|- | |- | ||
| {{#item:27361}} || | | {{#item:27361}} | ||
{{#itemDesc:27361}} | |||
|| Overall good card for the majority of maps. | |||
Relevant small size mobs are still rare. | |||
|| {{#mob:20420}} | |||
|- | |- | ||
| {{#item:300240}} || | | {{#item:300240}} | ||
{{#itemDesc:300240}} | |||
|| The best damage card vs Large Size monsters. || {{#mob:20935}} | |||
|- | |- | ||
| {{#item:300241}} || | | {{#item:300241}} | ||
{{#itemDesc:300241}} | |||
|| The best damage card vs Medium Size monsters. || {{#mob:20937}} | |||
|- | |- | ||
| {{#item:300659}} || General cheap catch all Card for Maps with <span style="color:magenta;">Boss Class</span> Monsters | | {{#item:300659}} | ||
{{#itemDesc:300659}} | |||
|| General cheap catch all Card for Maps with <span style="color:magenta;">Boss Class</span> Monsters | |||
and also Small/Mediam/Large | and also Small/Mediam/Large | ||
|| {{#mob:22476}} | || {{#mob:22476}} | ||
|- | |- | ||
| {{#item:300661}} || Best catch all Card for Maps with <span style="color:magenta;">Normal Class</span> Monsters | | {{#item:300661}} | ||
{{#itemDesc:300661}} | |||
|| Best catch all Card for Maps with <span style="color:magenta;">Normal Class</span> Monsters | |||
and also Small/Mediam/Large | and also Small/Mediam/Large | ||
|| {{#mob:22480}} | || {{#mob:22480}} | ||
|} | |||
=== ARMORS === | |||
==== Armors ==== | |||
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;" | |||
|- style="background-color:#87CEEB;" | |||
| colspan="4" colspawn="4" |Imperial Guard Ultimate Arsenal of Armors | |||
|- | |||
! Armor !! Enchants !! Notes | |||
|- | |||
| +15[A] {{#item:450169}} || {{#item:310676}} | |||
{{#item:310744}} | |||
{{#item:4744}} | |||
|| The strongest Armor at the currest Episode. | |||
Shines when equipped with the Hall of Life set fully enchanted. | |||
The middle enchant {{#item:310744}} is always the <span style="color:green;">best choice</span>. | |||
The {{#item:310729}} is <span style="color:red;">very bad</span> compared to the HP% one, | |||
since the damage increase is very minimal overall. | |||
|- | |||
|} | |||
==== Armor Cards ==== | |||
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;" | |||
|- style="background-color:#87CEEB;" | |||
| colspan="4" colspawn="4" |Imperial Guard Ultimate Armor Cards | |||
|- | |||
! Cards !! Notes !! Monster | |||
|- | |||
| {{#item:300533}} | |||
{{#itemDesc:300533}} | |||
|| The best catch all Card for vs all type of monster. | |||
Huge damage boost vs both <span style="color:magenta;">Boss Class</span> Monsters and <span style="color:magenta;">Normal Class</span> Monsters. | |||
|| {{#mob:22373}} | |||
|- | |||
|} | |||
=== GARMENTS === | |||
==== Garments ==== | |||
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;" | |||
|- style="background-color:#87CEEB;" | |||
| colspan="4" colspawn="4" |Imperial Guard Ultimate Arsenal of Garments | |||
|- | |||
! Garment !! Enchants !! Monster | |||
|- | |||
| +15[A] {{#item:480349}} || {{#item:313012}} | |||
{{#item:312538}} | |||
{{#item:312513}} | |||
|| Notes | |||
|- | |||
|} | |||
==== Garment Cards ==== | |||
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;" | |||
|- style="background-color:#87CEEB;" | |||
| colspan="4" colspawn="4" |Imperial Guard Ultimate Garment Cards | |||
|- | |||
! Cards !! Notes !! Monster | |||
|- | |||
| {{#item:300474}} | |||
{{#itemDesc:300474}} | |||
|| The best Garment card for overall Melee Damage vs all type of monster. We also don't suffer the Critical drawback. | |||
Very nice bonus damage boost vs <span style="color:magenta;">Boss Class</span> Monsters. | |||
|| {{#mob:21980}} | |||
|- | |||
|} | |||
=== SHOES === | |||
==== Shoes ==== | |||
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;" | |||
|- style="background-color:#87CEEB;" | |||
| colspan="4" colspawn="4" |Imperial Guard Ultimate Arsenal of Shoes | |||
|- | |||
! Shoes !! Enchants !! Notes | |||
|- | |||
| +15[A] {{#item:470335}} || {{#item:313908}} | |||
{{#item:313882}} | |||
{{#item:313867}} | |||
|| The strongest Shoes at the currest Episode. | |||
Shines when equipped with the Hall of Life set fully enchanted. | |||
The 3rd and 4th enchant is less relevant than | |||
{{#item:313908}}. | |||
You can also be lucky and the Would Crystal for 3rd and 4th | |||
|- | |||
|} | |||
==== Shoes Cards ==== | |||
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;" | |||
|- style="background-color:#87CEEB;" | |||
| colspan="4" colspawn="4" |Imperial Guard Ultimate Shoes Cards | |||
|- | |||
! Cards !! Notes !! Monster | |||
|- | |||
| {{#item:300667}} | |||
{{#itemDesc:300667}} | |||
|| The best HP% card for your Shoes slot | |||
I always suggest to use HP% cards in the Shoes slot, there is not cards worth this job damage wise. | |||
And since we will equip many other stuffs that will lower our HP%, this cards helps a lot. | |||
Generally i suggest to <span style="color:green;">never go lower than 300.000 HP</span>. | |||
The <span style="color:green;">best setup</span> is from <span style="color:green;">350.000</span> HP to <span style="color:green;">450.000</span> HP. | |||
|| {{#mob:22495}} | |||
|- | |||
| {{#item:27150}} | |||
{{#itemDesc:27150}} | |||
|| The second best HP% card for your Shoes slot. | |||
Huge damage boost vs both <span style="color:magenta;">Boss Class</span> Monsters and <span style="color:magenta;">Normal Class</span> Monsters. | |||
|| {{#mob:3633}} | |||
|- | |||
|} | |||
== The 1x Leveling Challenge Guide == | |||
=== Useful EXP Gears, Shadow Gears, Cards and Skills === | |||
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;" | |||
|- style="background-color:#87CEEB;" | |||
| colspan="4" colspawn="4" |Useful EXP Gears for Imperial Guard | |||
|- | |||
! Slot !! Gear !! Bonus and Notes | |||
|- | |||
| Upper Headgear || +0-12 {{#item:19157}} | |||
or | |||
+10-12 {{#item:19136}} | |||
|| Sometimes is very hard to use this equipment slot for EXP gears. | |||
The Upper Headgears usually gives a lot of damage or enable gears combos. | |||
You can use this only if you have really high damage. | |||
Get this only as last item and you may also just skip this entirely. | |||
|- | |||
| Middle Headgear || {{#item:19117}} | |||
or | |||
{{#item:19118}} | |||
|| Best Middle Headgear for EXP. | |||
The main reason is the FCT reduction when comboed with: | |||
+12 {{#item:22101}} | |||
|- | |||
| Lower Headgear || One of the following: | |||
{{#item:19143}} | |||
{{#item:19146}} | |||
{{#item:19147}} | |||
{{#item:19148}} | |||
{{#item:19149}} | |||
{{#item:19150}} | |||
{{#item:19151}} | |||
{{#item:19152}} | |||
{{#item:19153}} | |||
{{#item:19154}} | |||
|| Best Lower Headgear for EXP. | |||
Can be enchanted with specific Race EXP bonuses: | |||
{{#item:310994}} | |||
{{#item:310995}} | |||
{{#item:310996}} | |||
{{#item:310997}} | |||
{{#item:310998}} | |||
{{#item:310999}} | |||
{{#item:311000}} | |||
{{#item:311001}} | |||
{{#item:311002}} | |||
{{#item:311003}} | |||
|- | |||
| Armor || +0-12 {{#item:15186}} || You can leave this at +0, | |||
but many cards need an upgrade bonus to work properly. | |||
|- | |||
| Shield || One of the following: | |||
+0-12 {{#item:2174}} | |||
+0-12 {{#item:2158}} | |||
+0-12 {{#item:2159}} | |||
+0-12 {{#item:2163}} | |||
+0-12 {{#item:2164}} | |||
+0-12 {{#item:2165}} | |||
+0-12 {{#item:2167}} | |||
+0-12 {{#item:2194}} | |||
+0-12 {{#item:2195}} | |||
|| You can leave this at +0, | |||
but many cards need an upgrade bonus to work properly. | |||
Usually just +10 to use {{#item:300465}} max potential. | |||
|- | |||
| Garment || +10-12 {{#item:20803}} || Any upgrade will work, but just go for +10 or +12. | |||
Can also go all in for +14. | |||
|- | |||
|- | |||
| Shoes || +0-12 {{#item:22101}} || Best EXP Shoes you can get. | |||
Leave at +0 if you don't need the FCT bonus it gives by comboing with: | |||
{{#item:19117}} | |||
or | |||
{{#item:19118}} | |||
|- | |||
|- | |||
| Accessory 1 || {{#item:490374}} || Best EXP Accessory. As enchantment go for: | |||
"<span style="color:green;">Experience gained from all race monsters +X%</span>" | |||
on the 3rd enchant. | |||
|- | |||
| Accessory 2 || {{#item:490375}} || Best EXP Accessory. As enchantment go for: | |||
"<span style="color:green;">Experience gained from all race monsters +X%</span>" | |||
on the 3rd enchant. | |||
|- | |||
|- style="background-color:#87CEEB;" | |||
| colspan="4" colspawn="4" |Useful EXP Shadow Gears and Stone for Imperial Guard | |||
|- | |||
! Slot !! Shadow Gear !! Bonus and Notes | |||
|- | |||
| Shadow Weapon || +10 {{#item:24770}} || Best Shadow Weapon. You can enchant it if you need a bit more damage. | |||
|- | |||
| Shadow Shield || +10 {{#item:24683}} || Best Shadow Shield. You can enchant it if you need a bit more damage. | |||
|- | |||
| Shadow Stones Set || {{#item:25171}} | |||
{{#item:25141}} | |||
{{#item:25015}} | |||
{{#item:1002404}} | |||
|| A very good EXP enchant. | |||
But take this as one of your last items if you need the ""<span style="color:green;">Hit Physical Stone Set</span>" for damage. | |||
You can still use {{#item:1002395}} as dual stone while using the EXP set. | |||
|- | |||
|- style="background-color:#87CEEB;" | |||
| colspan="4" colspawn="4" |Useful EXP Cards | |||
|- | |||
! Slot !! Cards !! Bonus and Notes | |||
|- | |||
| Shoes || {{#item:4245}} | |||
{{#item:4249}} | |||
{{#item:4235}} | |||
{{#item:4267}} | |||
{{#item:4151}} | |||
{{#item:4164}} | |||
{{#item:4239}} | |||
{{#item:4204}} | |||
{{#item:4221}} | |||
{{#item:4275}} | |||
|| A big 10% EXP bonus with the downside of receiving 20% more damage. | |||
A very solid card choice, if you can slot those cards i suggest to always use those. | |||
|- | |||
|- style="background-color:#87CEEB;" | |||
| colspan="4" colspawn="4" |Useful EXP Skills | |||
|- | |||
! Skill !! Required Alt Char !! Bonus and Notes | |||
|- | |||
| {{#skill:307}} || You can use 2 Performers at the same time (Bard+Dancer) | |||
or better use a Troubadour or a Trouvere alone. | |||
By using the skill {{#skill:5352}} | |||
you can use ensemble songs even with only one Performer. | |||
|| This is a insane 60% EXP bonus. | |||
Seems to be a different EXP mod separated from the Equip EXP bonuses. | |||
If you can use an alt charancter don't skip this bonus. | |||
|- | |||
|} | |||
=== Equips for 1x Challenge === | |||
==== Must Have Weapons and Optional Weapons ==== | |||
Before looking at the Weapon options i will share the progression i used for leveling my Imperial Guard: | |||
* from level <span style="color:magenta;">100</span> to <span style="color:magenta;">150</span> → {{#item:530018}} | |||
* from level <span style="color:magenta;">150</span> to <span style="color:magenta;">170</span> → +12 {{#item:32013}} | |||
* from level <span style="color:magenta;">170</span> to <span style="color:magenta;">205</span> → +12 {{#item:32025}} with {{#item:29601}} and {{#item:4820}} | |||
* from level <span style="color:magenta;">205</span> to <span style="color:magenta;">230</span> → +12[A] {{#item:530057}} with {{#item:313129}} and {{#item:313117}} | |||
* from level <span style="color:magenta;">230</span> to <span style="color:magenta;">250</span> → +12[A] {{#item:530034}} with {{#item:311453}} and double {{#item:311276}} | |||
* from level <span style="color:magenta;">250</span> to <span style="color:magenta;">275</span> → +15[A] {{#item:530054}} with {{#item:311864}} and {{#item:311931}} | |||
This was my progression choice, but you don't have to do the same. | |||
I suggest to choose one weapon from level <span style="color:magenta;">205-215</span> to <span style="color:magenta;">230</span> besides the basic +9-11 {{#item:530025}} from this list: | |||
* +12[A] {{#item:530057}} | |||
* +12[A] {{#item:530045}} | |||
* +12[A] {{#item:530014}} with +11-12 {{#item:400201}} | |||
After level <span style="color:magenta;">200</span> there are basically 3 path you can follow: | |||
* Option one is reaching level <span style="color:magenta;">205</span> with a Royal Guard weapon, then use +12[A] {{#item:530057}} up to level <span style="color:magenta;">230</span>. Then change to +12[A] {{#item:530034}}. | |||
* Option two is reaching level <span style="color:magenta;">215</span> with a Royal Guard weapon, then use +12[A] {{#item:530045}} up to level <span style="color:magenta;">230</span>. Then change to +12[A] {{#item:530034}}. | |||
* Option three is reaching level <span style="color:magenta;">210</span> with a Royal Guard weapon, then use +12[A] {{#item:530014}} with +11-12 {{#item:400201}} up to level <span style="color:magenta;">230</span>. Then change to +12[A] {{#item:530034}}. | |||
* Option four is reaching level <span style="color:magenta;">215</span> with a Royal Guard weapon, then use +9-11 {{#item:530025}} up to level <span style="color:magenta;">230</span>. Then change to +12[A] {{#item:530034}}. | |||
The +9-11 {{#item:530025}} is the worst because limits your EXP gears options by a lot and you need very good armors to keep oneshotting monsters at Biosphere A. | |||
{{#icon:2720}} <span style="color:green;">Imporant to note</span>: | |||
choosing +12[A] {{#item:530057}} or +12[A] {{#item:530045}} do not mean you are forced to get +12[A] {{#item:530034}} at <span style="color:magenta;">230</span>. | |||
You can keep going with Furious or Holy Light till level <span style="color:magenta;">250</span>, both weapons can carry you there. | |||
{{#icon:2720}} <span style="color:green;">Other important note</span>: | |||
leveling a 1x Character is much different than leveling a standard server rate Character. Because you have to kill thousands of monsters and <span style="color:green;">having a good Weapon matters a lot</span>. | |||
How much you want to invest is up to you. The more you invest in a Weapon the more EXP gears you can wear and still be able to defeat monsters at a reasonable pace. | |||
But you can choose to follow the cheapest progression possible and still reach level <span style="color:magenta;">275</span>, you will be just slower. | |||
The cheaper progression possible is: {{#item:530018}} → +9-11 {{#item:530025}} → +12[A] {{#item:530054}}. | |||
But <span style="color:darkorange;">i do not really recommend</span> this progression. | |||
At least try to swap to +12[A] {{#item:530034}} fully enchanted at level <span style="color:magenta;">230</span> before the Time Dimensional Spear at <span style="color:magenta;">250</span>. but <span style="color:darkorange;">i stll do not recommend</span> this way too. | |||
Follow the +12[A] {{#item:530057}}, the +12[A] {{#item:530045}} or the +12[A] {{#item:530014}} with +11-12 {{#item:400201}} progression and you will have a fun experience. | |||
{{#icon:2720}} <span style="color:green;">Last Very Important Note</span>: | |||
if you pick Furious or Holy Light weapon you <span style="color:darkorange;">DO NOT</span> have to forge all the respective Headgears and Boots Set. | |||
The Weapons alone are perfectly fine for leveling. | |||
But the +12[A] {{#item:530014}} <span style="color:green;">HAVE TO</span> be paired with +11-12 {{#item:400201}} to give some {{#skill:5266}} damage. | |||
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;" | |||
|- style="background-color:#87CEEB;" | |||
| colspan="4" colspawn="4" |Weapons for the 1x Chanllenge leveling progression | |||
|- | |||
! Weapon !! Enchantment and Cards !! Notes | |||
|- | |||
| {{#item:530018}} || None || Your <span style="color:green;">Must Have</span> Weapon from level <span style="color:magenta;">100</span> to <span style="color:magenta;">170</span>. | |||
|- | |||
| +12 {{#item:32013}} || None || Extremely <span style="color:darkorange;">Optional</span> Weapon to cover the <span style="color:magenta;">150-170</span> level range. | |||
Cost a ton of Zeny because is used to forge the EXP/Drop Headgear. | |||
Since i dropped one from Mecha Spider i used this Weapon, | |||
but i cant't really recommend. | |||
Have a super niche use if you need that little extra damage | |||
to oneshot monsters while wearing full EXP gears. | |||
|- | |||
| +11-12 {{#item:630006}} || Have many different options, | |||
most notably +15% damage vs <span style="color:green;">Normal Class</span> monsters. | |||
|| A reasonable <span style="color:darkorange;">Optional</span> Weapon from level <span style="color:magenta;">120+</span>. | |||
Easy to farm and to refine using an alternate high level character. | |||
The enchants are pretty strong, | |||
like +15% damage vs <span style="color:green;">Normal Class</span> monsters. | |||
The drawback: is a <span style="color:darkorange;">Two-Handed Spear</span>. | |||
|- | |||
| +11-12 {{#item:32025}} || {{#item:29601}} | |||
{{#item:4820}} or Any | |||
|| Best <span style="color:green;">Must Have</span> Weapon from level <span style="color:magenta;">170</span> to <span style="color:magenta;">205-215</span>. | |||
|- | |||
| +12[A] {{#item:530057}} || {{#item:313129}} | |||
{{#item:313117}} | |||
or any Race/Element you like. | |||
|| A very nice <span style="color:darkorange;">Optional</span> Weapon from level <span style="color:magenta;">205</span> to <span style="color:magenta;">230</span>. | |||
Keep in mind what i said before about this weapon. | |||
You have the option to choose this or the Holy Light one. | |||
I very recommend to pick one, don't stick to the basic Glacier. | |||
|- | |||
| +12[A] {{#item:530014}} || Aim for Melee% enchants || A very nice <span style="color:darkorange;">Optional</span> Weapon from level <span style="color:magenta;">210</span> to <span style="color:magenta;">230</span>. | |||
Keep in mind what i said before about this weapon. | |||
You can choose this, the Holy Light or the Furious one. | |||
I very recommend to pick one, don't stick to the basic Glacier. | |||
Needs +11-12 {{#item:400201}} | |||
to properly work for {{#skill:5266}}. | |||
|- | |||
| +9-11 {{#item:530025}} || {{#item:311276}} | |||
{{#item:311352}} | |||
{{#item:311350}} | |||
{{#item:311342}} | |||
|| Best value/damage weapon if you wanna use a cheap build. | |||
<span style="color:green;">Must Have</span> if you skip Furious or Holy Light weapons. | |||
Level range <span style="color:magenta;">215-230</span>. | |||
|- | |||
| +12[A] {{#item:530045}} || {{#item:311388}} | |||
{{#item:311399}} | |||
|| A very nice <span style="color:darkorange;">Optional</span> Weapon from level <span style="color:magenta;">215</span> to <span style="color:magenta;">230</span>. | |||
Keep in mind what i said before about this weapon. | |||
You have the option to choose this or the Furious one. | |||
I very recommend to pick one, don't stick to the basic Glacier. | |||
|- | |||
| +12[A] {{#item:530034}} || {{#item:311453}} | |||
{{#item:311276}} | |||
{{#item:311276}} | |||
|| Cheapest and strongest <span style="color:green;">Must Have</span> Weapon from level <span style="color:magenta;">230</span> to <span style="color:magenta;">250</span>. | |||
But only if is fully enchanted. | |||
|- | |||
| +12-15[A] {{#item:530054}} || {{#item:311864}} | |||
{{#item:311931}} | |||
or any Race/Element you like. | |||
|| Best in slot weapon for the Melee Imperial Guard. | |||
<span style="color:green;">Must Have</span>. | |||
|- | |||
|} | |} | ||
| Line 1,007: | Line 1,570: | ||
* Added Imperial Guard Advanced - Endgame Main Gears Upgrades Table | * Added Imperial Guard Advanced - Endgame Main Gears Upgrades Table | ||
* Added Imperial Guard Advanced - Endgame Shadow Gears Upgrades Table | * Added Imperial Guard Advanced - Endgame Shadow Gears Upgrades Table | ||
* Added Endgame Weapon Tables | |||
* Added Endgame Armors Tables | |||
* Added EXP items for the 1x EXP Challenge | |||
* Added Weapon section for the 1x EXP Challenge | |||
Latest revision as of 18:31, 26 February 2026
Introduction
STATS AND TRAITS 
General Stats
| General Stat Distribution | ||
| Stat | Effects | Average Amount |
|---|---|---|
| STR | Increase Attack & Weight Limit | 100-120 |
| AGI | Increase Attack Speed (Aspd) & Flee | 30-50 |
| VIT | Increase Max HP & HP Healing Effectiveness of HP Healing Items | 100-130 |
| INT | Increase Max SP, SP Healing Effectiveness of SP Healing Items & Reduce Cast Speed - Key stat for |
90-110 |
| DEX | Reduce Cast Speed, Increase Hit & Slight Increase Attack Speed | 80-90 |
| LUK | Increase some Hit & Attack - Key stat for |
90-110 |
General Traits
| General Trait Distribution | ||
| Trait | Effects | Average Amount |
|---|---|---|
| POW | Increases Attack & some P.Attack | 110 |
| STA | Increases RES | 72 |
| WIS | Increases MRES | 0 |
| SPL | Increases Magic Attack | 0 |
| CON | Increases Hit, Flee & some P.Attack | 110 |
| CRT | Increases Critical Damage | 0 |
SKILLS 
Here is a general overview of the Key Skills of the Melee Build for Imperial Guard.
Swordman
| Swordman Key Skills | ||
| Class | Key Skills | Notes |
|---|---|---|
Swordman |
Max Level: 10 Skill Form: Passive Description: Restore HP every 10 seconds while you are idle. [Lv 1]: Restores 5 + 0.2% of MaxHP [Lv 2]: Restores 10 + 0.4% of MaxHP [Lv 3]: Restores 15 + 0.6% of MaxHP [Lv 4]: Restores 20 + 0.8% of MaxHP [Lv 5]: Restores 25 + 1.0% of MaxHP [Lv 6]: Restores 30 + 1.2% of MaxHP [Lv 7]: Restores 35 + 1.4% of MaxHP [Lv 8]: Restores 40 + 1.6% of MaxHP [Lv 9]: Restores 45 + 1.8% of MaxHP [Lv 10]: Restores 50 + 2.0% of MaxHP |
Very strong Swordman passive skill.
It will also increase the effectiveness of potions. Must be level 10. |
Swordman |
Max Level: 10 Skill Form: Active Type: Physical Melee Property: Based on Weapon Target: Enemy Cast Time: 0s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Description: Hit an enemy with a crushing force. This skill has an increased HIT rate. If the Fatal Blow skill is learned, Bash will have a chance to Stun the target at Level 6 and higher. [Lv 1]: ATK 130%, HIT +5% [Lv 2]: ATK 160%, HIT +10% [Lv 3]: ATK 190%, HIT +15% [Lv 4]: ATK 220%, HIT +20% [Lv 5]: ATK 250%, HIT +25% [Lv 6]: ATK 280%, HIT +30% [Lv 7]: ATK 310%, HIT +35% [Lv 8]: ATK 340%, HIT +40% [Lv 9]: ATK 370%, HIT +45% [Lv 10]: ATK 400%, HIT +50% |
Just a basic Swordman leveling Skill.
It will also affect Must be level 10. |
Swordman |
Max Level: 10 Skill Form: Active Type: Debuff Target: Enemy Cast Time: 0s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Dispellable: Dispell, Clearance, Banishing Description: Enrage target enemy, reducing their DEF, while also increasing their Attack Power. Can't be cast on Undead race or Boss enemies. [Lv 1]: Attack Power +5%, Defense -10% [Lv 2]: Attack Power +8%, Defense -15% [Lv 3]: Attack Power +11%, Defense -20% [Lv 4]: Attack Power +14%, Defense -25% [Lv 5]: Attack Power +17%, Defense -30% [Lv 6]: Attack Power +20%, Defense -35% [Lv 7]: Attack Power +23%, Defense -40% [Lv 8]: Attack Power +26%, Defense -45% [Lv 9]: Attack Power +29%, Defense -50% [Lv 10]: Attack Power +32%, Defense -55% |
May be usefull to lure Normal Monsters.
Get it at level 9. |
Swordman |
Max Level: 10 Requirement: Bash 5 Skill Form: Active Type: Physical Melee Property: Fire Target: Self Cast Time: 0s Fixed After Cast Delay: 0.50s Cool Down: 2.00s Recover: AP AP Cost: Description: Create an explosion around you dealing Fire property damage to enemies in the 5x5 area around yourself, and knock them backwards 2 cells. Enemies in the outer 5x5 cells around you will take less damage. For 10 seconds after casting Magnum Break your physical attacks will deal an additional 20% Fire property damage. [Lv 1]: ATK 120% / 110% (Outer Area) [Lv 2]: ATK 140% / 120% (Outer Area) [Lv 3]: ATK 160% / 130% (Outer Area) [Lv 4]: ATK 180% / 140% (Outer Area) [Lv 5]: ATK 200% / 150% (Outer Area) [Lv 6]: ATK 220% / 160% (Outer Area) [Lv 7]: ATK 240% / 170% (Outer Area) [Lv 8]: ATK 260% / 180% (Outer Area) [Lv 9]: ATK 280% / 190% (Outer Area) [Lv 10]: ATK 300% / 200% (Outer Area) |
This Skill is one of the strongest overall damage increaser.
Gives you a 10s buff that will increase your damage a lot. When needed use it before your main damage skill. You will always use it, even as Imperial Guard. Must be level 10. |
Swordman |
Max Level: 10 Requirement: Provoke 5 Skill Form: Active Type: Supportive Target: Self Cast Time: 0s Fixed After Cast Delay: 0s Cool Down: 10.00s Recover: AP AP Cost: Dispellable: Dispell, Clearance, Banishing Description: Prepare yourself to receive attacks from enemies, allowing you to ignore the staggering effect from normal attacks. Also increases your MDEF for the duration. Endure status will be cancelled after receiving 7 normal attacks. You can not ignore the stagger effect in WoE. [Lv 1]: Lasts 10 seconds, MDEF +1 [Lv 2]: Lasts 13 seconds, MDEF +2 [Lv 3]: Lasts 16 seconds, MDEF +3 [Lv 4]: Lasts 19 seconds, MDEF +4 [Lv 5]: Lasts 22 seconds, MDEF +5 [Lv 6]: Lasts 25 seconds, MDEF +6 [Lv 7]: Lasts 28 seconds, MDEF +7 [Lv 8]: Lasts 31 seconds, MDEF +8 [Lv 9]: Lasts 34 seconds, MDEF +9 [Lv 10]: Lasts 37 seconds, MDEF +10 |
Very nice Skill to prevent flinching when you get hit by a Physical Skill.
Have some niche uses, but generally you won't use this Skill much. Get it at level 10 for the 10 MDEF it gives upon use. |
Crusader - Paladin
| Crusader - Paladin Key Skills | ||
| Class | Key Skills | Notes |
|---|---|---|
Crusader - Paladin |
Max Level: 10 Skill Form: Passive Description: Increase your MaxHP and resistance against Holy property attacks. [Lv 1]: MaxHP +200, Holy Resistance: +5% [Lv 2]: MaxHP +400, Holy Resistance: +10% [Lv 3]: MaxHP +600, Holy Resistance: +15% [Lv 4]: MaxHP +800, Holy Resistance: +20% [Lv 5]: MaxHP +1000, Holy Resistance: +25% [Lv 6]: MaxHP +1200, Holy Resistance: +30% [Lv 7]: MaxHP +1400, Holy Resistance: +35% [Lv 8]: MaxHP +1600, Holy Resistance: +40% [Lv 9]: MaxHP +1800, Holy Resistance: +45% [Lv 10]: MaxHP +2000, Holy Resistance: +50% |
This is just a basic Passive skill that increase your HP. |
Crusader - Paladin |
Max Level: 10 Skill Form: Active Type: Supportive Target: Self Cast Time: 0s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Dispellable: Dispell, Clearance, Banishing Description: Activate the Auto Guard status, enabling you to block any physical attacks for 500 seconds. Whenever this skill blocks an enemies attack, you will be immobilized for a short time. Casting this skill again will cancel the Auto Guard status. Requires Shield. [Lv 1]: Block Chance: 5%, Immobilize 0.3s [Lv 2]: Block Chance: 10%, Immobilize 0.3s [Lv 3]: Block Chance: 14%, Immobilize 0.3s [Lv 4]: Block Chance: 18%, Immobilize 0.3s [Lv 5]: Block Chance: 21%, Immobilize 0.3s [Lv 6]: Block Chance: 24%, Immobilize 0.2s [Lv 7]: Block Chance: 26%, Immobilize 0.2s [Lv 8]: Block Chance: 28%, Immobilize 0.2s [Lv 9]: Block Chance: 29%, Immobilize 0.2s [Lv 10]: Block Chance: 30%, Immobilize 0.1s |
One of the best tool in the Crusader's arsenal.
A straight 30% chance to avoid any physical attack by parrying it. Is a bit odd to use because to reresh it you have to deactivate and reactivate it. it's not a big issue because is just the skill design, but keep that in mind. |
Crusader - Paladin |
Max Level: 5 Requirement: Grand Cross 4, Reflect Shield 5 Skill Form: Active Type: Supportive Target: Party Member (Excluding Crusader) Cast Time: 1.50s Fixed / 1.50s Variable After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Dispellable: Dispell, Clearance, Banishing Description: Protect target party member by linking yourself to them. You will receive all of the damage of anyone you are linked to, and they will receive 0 damage. Anyone you have linked will gain the effects of your Autoguard, Defender, Reflect Shield, and Endure statuses. Devotion can only be cast on party members within 30 Base Levels of you. Devotion links will be broken if the target is too far away from you, or if they die. This skill can not be used on Crusader classes. [Lv 1]: Duration 30s, Max Links: 1, Range: 7 [Lv 2]: Duration 45s, Max Links: 2, Range: 8 [Lv 3]: Duration 60s, Max Links: 3, Range: 9 [Lv 4]: Duration 75s, Max Links: 4, Range: 10 [Lv 5]: Duration 90s, Max Links: 5, Range: 11 |
Devotion usually have it's dedicated Build,
but i suggest to get this skill anyway because is still very usefull. |
Crusader - Paladin |
Max Level: 5 Requirement: Shield Boomerang 1 Skill Form: Active Type: Supportive Target: Self Cast Time: 0s Fixed After Cast Delay: 0.80s Cool Down: 0s Recover: AP AP Cost: Dispellable: Dispell, Clearance, Banishing Description: Raise your shield to protect yourself from ranged damage at the cost of reducing your ASPD and Movement Speed. Casting this skill again will cancel the effect. Requires Shield. [Lv 1]: Ranged Damage -20%, ASPD: 80% [Lv 2]: Ranged Damage -35%, ASPD: 85% [Lv 3]: Ranged Damage -50%, ASPD: 90% [Lv 4]: Ranged Damage -65%, ASPD: 95% [Lv 5]: Ranged Damage -80%, ASPD: 100% |
Defender have it's niche uses, but i recommend taking this skill
because we have content in MuhRO where the walking speed is fixed and so the only drawback of this skill gets mitigated. |
Crusader - Paladin |
Max Level: 10 Skill Form: Passive Description: Increase your Mastery ATK while equipped with a Spear class weapon. While mounted on a Peco Peco, Dragon, or Gryphon, this skill adds an additional +1 Mastery ATK per skill level. [Lv 1]: Mastery ATK +4 [Lv 2]: Mastery ATK +8 [Lv 3]: Mastery ATK +12 [Lv 4]: Mastery ATK +16 [Lv 5]: Mastery ATK +20 [Lv 6]: Mastery ATK +24 [Lv 7]: Mastery ATK +28 [Lv 8]: Mastery ATK +32 [Lv 9]: Mastery ATK +36 [Lv 10]: Mastery ATK +40 |
Just a basic Passive skill. Is needed for the very next one. |
Crusader - Paladin |
Max Level: 10 Requirement: Spear Mastery 10 Skill Form: Active Type: Supportive Target: Self Cast Time: 0s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Dispellable: Dispell, Clearance, Banishing Description: Temporarily increase your ASPD, by 10%, as well as your Critical Rate, and FLEE for the skill duration. This will also increase your Scaling ASPD by 7. Changing or removing your weapon will cancel this effect instantly. The Quagmire and Decrease Agility skills will also cancel this effect instantly. Requires Spear. [Lv 1]: Critical +3, Flee +2, Duration 30s [Lv 2]: Critical +6, Flee +4, Duration 60s [Lv 3]: Critical +9, Flee +6, Duration 90s [Lv 4]: Critical +12, Flee +8, Duration 120s [Lv 5]: Critical +15, Flee +10, Duration 150s [Lv 6]: Critical +18, Flee +12, Duration 180s [Lv 7]: Critical +21, Flee +14, Duration 210s [Lv 8]: Critical +24, Flee +16, Duration 240s [Lv 9]: Critical +27, Flee +18, Duration 270s [Lv 10]: Critical +30, Flee +20, Duration 300s |
Very good ASPD and HIT Buff. Take it always to level 10. |
Crusader - Paladin |
Max Level: 1 Requirement: Endure 1 Skill Form: Passive Description: Enables you to rent a Peco Peco. While mounted on a Peco Peco, you will gain the following effects: [1]: Increased Movement Speed, [2]: Increased Weight Limit by 1000, [3]: Ignore Size Penalty with Spear weapons against Medium Size enemies, [4]: Spear Mastery provides an additional +1 Mastery ATK per skill level, [5]: Reduces ASPD to 50%, which can be regained with Cavalier Mastery. |
This Skill is necessary to access the mount.
Mounted characters gain additional 25% walking speed and can carry 1000 more weight. Mounted characters attack at half the normal speed, but this penalty can be offset by While mounted, the size modifier of spear became 100% vs all sizes, so you won't need |
Crusader - Paladin |
Max Level: 5 Requirement: Riding 1 Skill Form: Passive Description: Regain ASPD that is lost while mounted on a Peco Peco. At skill level 5 your ASPD will return to normal. [Lv 1]: 60% Attack speed [Lv 2]: 70% Attack speed [Lv 3]: 80% Attack speed [Lv 4]: 90% Attack speed [Lv 5]: 100% Attack speed |
This skill in very important to proprly use the mount with any drawback.
Get it always to Max Level. |
Crusader - Paladin |
Max Level: 10 Requirement: Faith 8, Divine Protection 3, Demon Bane 5 Skill Form: Active Type: Supportive Target: Self, Party Members Cast Time: 0s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Dispellable: Dispell, Clearance, Banishing Description: Sing a hymn that will inspire your party by providing random positive effects to anyside the area of effect. Enemies that enter the area will be inflicted with negative effects. This skill will be cancelled if you are inflicted with the Silence status. Recasting Gospel will also cancel the skill. [ Positive Effects ]: [1]: Restore 1~9999 HP randomly [2]: Cures most abnormal status effects [3]: Grants level 10 Blessing [4]: Grants level 10 Increase Agility [5]: Endow weapons with Holy property [6]: Endow armors with Holy property [7]: Increase MaxHP by 100% [8]: Increase MaxSP by 100% [9]: Increase all basic stats by 20 [10]: Increase Hard DEF by 25% for 10s [11]: Increase Attack Power by 100% [12]: Increase FLEE and HIT by 50 [13]: Grants immunity to status effects |
This skill only use is Self Be aware it will remove all your Buffs too. |
Royal Guard
| Royal Guard Key Skills | ||
| Class | Key Skills | Notes |
|---|---|---|
Royal Guard |
Max Level: 5 Requirement: Banishing Point 5 Skill Form: Active Type: Physical Melee Property: Based on Weapon Target: Enemy Cast Time: 0s Fixed After Cast Delay: 1.00s Cool Down: 5.00s Recover: AP AP Cost: Description: Quickly move close to target enemy and strike them in a vital point, with a chance to cause various abnormal status effects. Base damage is increased by 5% every 1 AGI. Base damage of this skill is multiplied by (BaseLevel / 120). This skill always deals Critical Hits. Requires Spear. [Lv 1]: ATK 100%, Cause Bleeding [Lv 2]: ATK 200%, Break enemies Headgear [Lv 3]: ATK 300%, Break enemies Shield [Lv 4]: ATK 400%, Break enemies Armor [Lv 5]: ATK 500%, Break enemies Weapon |
This is the best "gap closer" skill we have access to.
It's long cooldown make it very impractical, but still can be usefull. Get it at least at Level 1. |
Royal Guard |
Max Level: 5 Skill Form: Active Type: Supportive Target: Self Cast Time: 1.00s Fixed After Cast Delay: 1.00s Cool Down: 0s Recover: AP AP Cost: Dispellable: No Description: Bolster your defenses and gather Rage Counters by chance when receiving physical attacks. Skill level affects the maximum amount of Rage Counters you can have, as well as the MaxHP and DEF increasing bonuses. Rage Counters can be consumed by the Burst Attack skill. Casting this skill again will the effects. This skill continuously drains SP, if you run out of SP the skill will be cancelled. [Lv 1]: Counter Chance: 20%, Max Counter: 7, MaxHP +3%, DEF +2%, SP Drain: 20 per 10s [Lv 2]: Counter Chance: 32%, Max Counter: 9, MaxHP +6%, DEF +4%, SP Drain: 16 per 10s [Lv 3]: Counter Chance: 44%, Max Counter: 11, MaxHP +9%, DEF +6%, SP Drain: 12 per 10s [Lv 4]: Counter Chance: 56%, Max Counter: 13, MaxHP +12%, DEF +8%, SP Drain: 8 per 10s [Lv 5]: Counter Chance: 68%, Max Counter: 15, MaxHP +15%, DEF +10%, SP Drain: 4 per 10s |
Standard HP% increase Skill.
Always check if it goes away when you reach 0 SP and it downtick from there. This skill do not wear off upon relog you character. Get it to Max Level. |
Royal Guard |
Max Level: 3 Requirement: Shield Press 3, Earth Drive 2 Skill Form: Active Type: Supportive Target: Self Cast Time: 1.00s Variable After Cast Delay: 1.00s Cool Down: 2.00s Recover: AP AP Cost: Dispellable: Dispell, Clearance, Banishing Description: Use the magical power of your shield in order to grant various bonuses for 90 seconds. You can only have one effect at a time. Requires Shield. [Lv 1]: Recovers 3% of MaxHP every 3 seconds [Lv 2]: Recovers 3% of MaxSP every 5 seconds [Lv 3]: Weapon ATK +150, MATK +150 |
A good Atk Boost Skill. Get it to Level 3 and only use that level. |
Royal Guard |
Max Level: 5 Requirement: Trample 3 Skill Form: Active Type: Supportive Target: Self Cast Time: 2.00s Fixed / 1.00s Variable After Cast Delay: 0s Cool Down: 60.00s Recover: AP AP Cost: Dispellable: Dispell, Clearance, Banishing Description: Increase your DEF and chance to completely dodge magic attacks. The chance to dodge magic attacks is based on this formula: (INT + LUK) x SkillLv / 20 * BaseLv / 200 + SkillLv The DEF bonus is based on this formula: (SkillLv x 15) + (10 x DefenderSkillLv) Which is then multipled by (BaseLv / 100). [Lv 1]: Duration: 30 seconds [Lv 2]: Duration: 45 seconds [Lv 3]: Duration: 60 seconds [Lv 4]: Duration: 75 seconds [Lv 5]: Duration: 90 seconds |
The first of the two Skills that will make you choose Imperal Guard as Prefession.
This is a "Built-in" Well it's in some way much better!! This is "Magic Dodge", which means To be immune to Magic 100% of the time you will need at least: INT+LUK = 277 at Base Level 275". |
Royal Guard |
Max Level: 5 Requirement: Shield Spell 3, Genesis Ray 4, Piety 5 Skill Form: Active Type: Supportive Target: Self Cast Time: 1.00s Fixed / 2.00s Variable After Cast Delay: 2.00s Cool Down: (Lv5) 180.00s Recover: AP AP Cost: Dispellable: No Description: Accept the holy spirit into your body granting you the Inspiration status, greatly increasing your HIT, Basic Stats, Weapon ATK, MATK, and MaxHP. When you cast Inspiration, it will remove various negative status effects from yourself, and the Inspiration status will continue to prevent them for the skills duration. Every 5 seconds this skill drains some MaxHP and MaxSP, if your HP or SP reach 0, this skills effects are cancelled. You are protected from the following effects: Poison, Blind, Stun, Silence, Confusion, Stone Curse, Sleep, Bleeding, Curse, Burning, Frozen, Freezing, Fear, Toxin, Paralyze, Venom Bleed, Magic Mushroom, Death Hurt, Pyrexia, Oblivion, Leech End, Deep Sleep, Frenzy and every Masquerade effect. [Lv 1]: HIT +12, All Stats +6, MaxHP +4%, Weapon ATK +40, MATK +40, Duration: 60s, Consumes 3% HP/4% SP every 5 seconds [Lv 2]: HIT +24, All Stats +12, MaxHP +8%, Weapon ATK +80, MATK +80, Duration: 90s, Consumes 2.5% HP/3.5% SP every 5 seconds [Lv 3]: HIT +36, All Stats +18, MaxHP +12%, Weapon ATK +120, MATK +120, Duration: 120s, Consumes 2% HP/3% SP every 5 seconds [Lv 4]: HIT +48, All Stats +24, MaxHP +16%, Weapon ATK +160, MATK +160, Duration: 150s, Consumes 1.5% HP/2.5% SP every 5 seconds [Lv 5]: HIT +60, All Stats +30, MaxHP +20%, Weapon ATK +200, MATK +200, Duration: 180s, Consumes 1% HP/2% SP every 5 seconds |
This is the other Bomb of the Crusader job family. This is the reason you wanna pick this job class.
This Skills basically says "You are Immortal". Nothing can hurt you, no altered status, no Magic damage when used together with This skill let you operate in the most extreme environments, where other jobs falls, you stand. This skill goes away when you reach 0 SP and it downtick from there. Also constantly drain your HP and SP. So keep and be ready to use
after an offensive SP drain Skill. Also, on top of all the Defensive perks, you get a huge Power Boost from this Skill. Always get to Level 5. |
Royal Guard |
Max Level: 5 Requirement: Moon Slasher 3, Pinpoint Attack 1 Skill Form: Active Type: Physical Melee Property: Based on Weapon Target: Self Cast Time: 0.50s Fixed After Cast Delay: 1.00s Cool Down: 0.30s Recover: AP AP Cost: Description: Draw a cross on the ground around yourself, hitting all enemies in a 7x7 area 3 times with melee physical damage. This skill does increased damage while the Overbrand Ready status is active. Base skill damage is increased by 50% for every level of Spear Quicken. Base damage of this skill is multiplied by (BaseLevel / 100). Requires Spear. [Lv 1]: ATK 350%/hit, (Overbrand Ready 500%) [Lv 2]: ATK 700%/hit, (Overbrand Ready 1000%) [Lv 3]: ATK 1050%/hit, (Overbrand Ready 1500%) [Lv 4]: ATK 1400%/hit, (Overbrand Ready 2000%) [Lv 5]: ATK 1750%/hit, (Overbrand Ready 2500%) |
Your main offensive Skill as Melee Royal Guard.
Have also future utility since is autocasted by
and
upon using |
Royal Guard |
Max Level: 5 Requirement: Reflect Damage Reduction 3 Skill Form: Active Type: Physical Melee Property: Based on Weapon Target: Self Cast Time: 1.00s Variable After Cast Delay: 1.00s Cool Down: (Lv5) 2.50s Recover: AP AP Cost: Description: Brandish your shield to deal melee physical damage to all nearby enemies. This skill will remove the Hiding status from any enemies in the area. This skill also removes most ground effects in the area it is cast. Base damage is increased by 1% every 1 STR. Base damage is increased by 1% every 1 VIT. While the Shield Power status is active, Base skill damage is increased by: (37 x SkillLv x ShieldMasterySkillLv)% (Shield Power is a fourth job effect) Base damage of this skill is then multiplied by (BaseLevel / 100). This skill is not affected by Mastery ATK. Requires a Shield. [Lv 1]: ATK 380%, AoE: 3x3 [Lv 2]: ATK 760%, AoE: 3x3 [Lv 3]: ATK 1140%, AoE: 5x5 [Lv 4]: ATK 1520%, AoE: 5x5 [Lv 5]: ATK 1900%, AoE: 7x7 |
A very good skill to reveal hidden Enemies and remove anything on the ground. |
Royal Guard |
Max Level: 5 Requirement: Faith 3 Skill Form: Active Type: Supportive Target: Self, Party Member Cast Time: 0s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Dispellable: Dispell, Clearance, Banishing Description: Endow yourself and nearby party members armor with the Holy Property. Consumes 2 Holy Water. [Lv 1]: Duration: 60 seconds [Lv 2]: Duration: 80 seconds [Lv 3]: Duration: 100 seconds [Lv 4]: Duration: 120 seconds [Lv 5]: Duration: 140 seconds |
Armor Endow SKills are very rare, this is one of those.
Very essential in high Endgame content. |
Royal Guard |
Max Level: 5 Requirement: Reflect Damage 5 Skill Form: Active Type: Supportive Target: Self, Party Members Cast Time: 0s Fixed After Cast Delay: 0.50s Cool Down: (Lv5) 60.00s Recover: AP AP Cost: Dispellable: Dispell, Clearance, Banishing Description: Bestow royal blessings upon yourself and your party members, which recovers MaxHP every second, and removes various abnormal status effects for 5 seconds. This skill will immobilize yourself and all party members that are affected. You also will not be able to take any type of damage while this skill is active. Remove the following status effects: Poison, Blind, Frozen, Stone Curse, Stun, Sleep, Bleeding, Curse, Chaos, Hallucination, Silence, Burning, Crystalization, Freezing, Sleep, Fear and Mandragora Howling. [Lv 1]: Recover 4% MaxHP every second [Lv 2]: Recover 5% MaxHP every second [Lv 3]: Recover 6% MaxHP every second [Lv 4]: Recover 7% MaxHP every second [Lv 5]: Recover 8% MaxHP every second |
This is s super niche Skill. You can take this Skill if you like. |
Imperial Guard
| Imperial Guard Key Skills | ||
| Class | Key Skills | Notes |
|---|---|---|
Imperial Guard |
Max Level: 10 Skill Form: Passive Description: Increases your HIT and the base skill damage of Overslash, Shield Shooting, and Cross Rain. These bonuses only apply when equipped with a One-Handed Sword, One-Handed Spear, or Two-Handed Spear class weapon. [Lv 1]: HIT +3 [Lv 2]: HIT +6 [Lv 3]: HIT +9 [Lv 4]: HIT +12 [Lv 5]: HIT +15 [Lv 6]: HIT +18 [Lv 7]: HIT +21 [Lv 8]: HIT +24 [Lv 9]: HIT +27 [Lv 10]: HIT +30 |
Just a Passive prereq Skill that boost other skills effects.
Get it to Max Level. |
Imperial Guard |
Max Level: 10 Skill Form: Passive Description: Increases your RES, and the base skill damage of Cross Rain. These bonuses only apply while equipped with a Shield. [Lv 1]: Res +3 [Lv 2]: Res +6 [Lv 3]: Res +9 [Lv 4]: Res +12 [Lv 5]: Res +15 [Lv 6]: Res +18 [Lv 7]: Res +21 [Lv 8]: Res +24 [Lv 9]: Res +27 [Lv 10]: Res +30 |
Just a Passive prereq Skill that boost other skills effects.
Get it to Max Level. |
Imperial Guard |
Max Level: 5 Requirement: Spear & Sword Mastery 3 Skill Form: Active (Toggle) Type: Supportive Target: Self Cast Time: 0.50s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Dispellable: No Description: Enter the attack stance, increasing your P.Atk, and S.Matk at the cost of DEF. [Lv 1]: DEF -40, P.Atk +3, S.Matk+3 [Lv 2]: DEF -80, P.Atk +6, S.Matk+6 [Lv 3]: DEF -120, P.Atk +9, S.Matk+9 [Lv 4]: DEF -160, P.Atk +12, S.Matk+12 [Lv 5]: DEF -200, P.Atk +15, S.Matk+15 |
This Skill allow you to use your Offensive Physical Skills. |
Imperial Guard |
Max Level: 5 Requirement: Shield Mastery 3 Skill Form: Active (Toggle) Type: Supportive Target: Self Cast Time: 0.50s Fixed After Cast Delay: 0s Cool Down: 0s Recover: AP AP Cost: Dispellable: No Description: Increase your DEF at the cost of reducing your Weapon ATK. Requires Shield. [Lv 1]: DEF +100, Weapon ATK -50 [Lv 2]: DEF +150, Weapon ATK -100 [Lv 3]: DEF +200, Weapon ATK -150 [Lv 4]: DEF +250, Weapon ATK -200 [Lv 5]: DEF +300, Weapon ATK -250 |
This Skill allow you to use your Defensive Skills. |
Imperial Guard |
Max Level: 5 Requirement: Guard Stance 2 Skill Form: Active Type: Supportive Target: Self Cast Time: 1.00s Fixed / 2.00s Variable After Cast Delay: 0.30s Cool Down: 25.00s Recover: AP AP Cost: 35 Dispellable: Dispell, Clearance, Banishing Description: Using the protective energy of your shield, grant a massive physical damage shield to yourself and party members in a 21x21 AoE around you for 40 seconds. Guardian Shield can only be used in Guard Stance. The durability of a shield is determined by 30% of the caster's MaxHP, plus base level and STA. [Lv 1]: Shield Durability percentage: 25% [Lv 2]: Shield Durability Percentage: 50% [Lv 3]: Shield Durability Percentage: 75% [Lv 4]: Shield Durability Percentage: 100% [Lv 5]: Shield Durability Percentage: 125% |
A very good Defensive Skill, both for you and the whole party.
As Melee offensive build we regen a lot of AP and we can keep up this Skill very easily. You have to "Stance Swap" to use it. Rotate |
Imperial Guard |
Max Level: 10 Requirement: Overslash 5, Spear & Sword Mastery 5 Skill Form: Active Type: Physical Ranged Property: Based on Weapon Target: Enemy Cast Time: 1.00s Fixed / 1.00s Variable After Cast Delay: 0s Cool Down: 0.50s Recover: AP AP Cost: 15 Dispellable: Yes Description: Inflict your judgement upon target enemy, dealing great damage to them. Grand Judgement only be used in Attack Stance. After casting this skill, you will gain the Spear Scar status for 150 seconds. Spear Scar increases the base damage of Banishing Point, and Cannon Spear. This skill deals increased damage against Plant and Insect race enemies. Base damage is increased by 10% every 1 POW. Base damage of this skill is multiplied by (BaseLevel / 100). Base damage of this skill is then multiplied by: (SpearSwordMasteryLv + ShieldMasteryLv)% Requires Spear. [Lv 1]: ATK 1750%, (Plant/Insect 2000%) [Lv 2]: ATK 3250%, (Plant/Insect 3650%) [Lv 3]: ATK 4750%, (Plant/Insect 5300%) [Lv 4]: ATK 6250%, (Plant/Insect 6950%) [Lv 5]: ATK 7750%, (Plant/Insect 8600%) [Lv 6]: ATK 9250%, (Plant/Insect 10250%) [Lv 7]: ATK 10750%, (Plant/Insect 11900%) [Lv 8]: ATK 12250%, (Plant/Insect 13550%) [Lv 9]: ATK 13750%, (Plant/Insect 15200%) [Lv 10]: ATK 15250%, (Plant/Insect 16850%) |
This Skill is just used to boost the damage of Imperial Cross.
Get it at least Level 1. (The skill level do not affect the buff duration of efficiency) |
Imperial Guard |
Max Level: 10 Requirement: Attack Stance 3 Skill Form: Active Type: Physical Melee Property: Based on Weapon Target: Enemy Cast Time: 0.50s Fixed After Cast Delay: 0.50s Cool Down: 0.70s Recover: 5 AP AP Cost: AP Recovery: 5 Description: Stab your weapon into target enemy before tearing it away, dealing damage to all enemies with a 7x7 AoE around them. Overslash can only be used in Attack Stance. This skill hits more times if more enemies are hit by it. 1 Enemies: 3 Hits. 2-3 Enemies: 5 Hits. 4+ Enemies: 7 Hits. Base damage is increased by 5% every 1 POW. Base skill damage is increased by: (SpearSwordMasteryLv x 50 x OverslashLv)% Base damage of this skill is multiplied by (BaseLevel / 100). [Lv 1]: ATK 220%/hit [Lv 2]: ATK 440%/hit [Lv 3]: ATK 660%/hit [Lv 4]: ATK 880%/hit [Lv 5]: ATK 1100%/hit [Lv 6]: ATK 1320%/hit [Lv 7]: ATK 1540%/hit [Lv 8]: ATK 1760%/hit [Lv 9]: ATK 1980%/hit [Lv 10]: ATK 2200%/hit |
This is your main and most powerfull DPS and Burst DMG skill.
It scales with the number of enemies around the target (maximum of 7 hits with 4+ mobs). Mainly used as burst DMG skill, it will out-damage |
Imperial Guard |
Max Level: 5 Requirement: Over Slash 5 Skill Form: Active Type: Physical Melee Target: 1 Character Cast Time: 0s Fixed After Cast Delay: 0.70s Cool Down: 0.40s Recover: 2 AP AP Cost: AP Recovery: 2 Description: Usable only in attack stance. Deals melee physical damage to a single target 3 times. Deals additional damage if the Spear Scar effect is active. Damage increases based on Spear & Sword Mastery, caster's base level, and POW. [Lv 1]: ATK 3000+(Spear&Sword Mastery Lv x25)% Spear Scar: ATK 3400+(Spear&Sword Mastery Lv x25)% [Lv 2]: ATK 4350+(Spear&Sword Mastery Lv x25)% Spear Scar: ATK 5050+(Spear&Sword Mastery Lv x25)% [Lv 3]: ATK 5700+(Spear&Sword Mastery Lv x25)% Spear Scar: ATK 6700+(Spear&Sword Mastery Lv x25)% [Lv 4]: ATK 7050+(Spear&Sword Mastery Lv x25)% Spear Scar: ATK 8350+(Spear&Sword Mastery Lv x25)% [Lv 5]: ATK 8400+(Spear&Sword Mastery Lv x25)% Spear Scar: ATK 10000+(Spear&Sword Mastery Lv x25)% |
Your other main damage skill, generally weaker than The Frontier Combo:
allows you to autocast |
Imperial Guard |
Max Level: 5 Requirement: Guard Stance 4 Skill Form: Active Type: Supportive Target: Self Cast Time: 1.00s Fixed / 2.00s Variable After Cast Delay: 1.00s Cool Down: 15.00s Recover: AP AP Cost: Dispellable: Dispell, Clearance, Banishing Description: Prepare yourself for heavy combat reducing the damage taken through Devotion by a massive amount for 60 seconds. Rebound Shield can only be used in Guard Stance. [Lv 1]: Damage Reduction: 10% [Lv 2]: Damage Reduction: 20% [Lv 3]: Damage Reduction: 30% [Lv 4]: Damage Reduction: 40% [Lv 5]: Damage Reduction: 50% |
Option Skill if you plan to full Hybrid on Devotion. |
Imperial Guard |
Max Level: 5 Requirement: Rebound Shield 3, Guardian Shield 3 Skill Form: Active Type: Supportive Target: Self Cast Time: 2.00s Fixed / 2.00s Variable After Cast Delay: 1.00s Cool Down: (Lv5) 100.00s Recover: AP AP Cost: Dispellable: Dispell, Clearance, Banishing Description: Prepare to make the ultimate sacrifice, reducing your Current HP to 1, and granting the Ultimate Sacrifice status to all nearby party members. Ultimate Sacrifice status will immediately resurrect the player with the status, with 100% HP, and 100% SP, if they die. Ultimate Sacrifice can only be used in Guard Stance. [Lv 1]: Cooldown: 40 seconds, 3x3 AoE [Lv 2]: Cooldown: 60 seconds, 3x3 AoE [Lv 3]: Cooldown: 80 seconds, 5x5 AoE [Lv 4]: Cooldown: 100 seconds, 5x5 AoE [Lv 5]: Cooldown: 120 seconds, 7x7 AoE |
A very good utility Skill, especially in high Endgame content. |
Imperial Guard |
Max Level: 5 Requirement: Shield Mastery 5, Attack Stance 2 Skill Form: Active Type: Physical Ranged Property: Based on Weapon Target: Enemy Cast Time: 0.50s Fixed / 0.50s Variable After Cast Delay: 0.50s Cool Down: 0.70s Recover: 5 AP AP Cost: AP Recovery: 5 Description: Throw your shield at an enemy dealing damage to them, and nearby enemies. Shield Shooting only be used in Attack Stance. After casting this skill, you will gain the Shield Power status for 10 seconds. Shield Power increases the base damage of Shield Chain, Shield Press, and Earth Drive. Shield Power is dispellable by Dispel, Clearance, and Banishing Buster. Base damage is increased by 10% every 1 POW. Base skill damage is increased by: (ShieldWeight)% + (ShieldRefine x 100)% + (ShieldMasteryLv x 150 x ShieldShootingLv)% Base damage of this skill is multiplied by (BaseLevel / 100). Requires Shield. [Lv 1]: ATK 4500%, 5x5 AoE [Lv 2]: ATK 8000%, 5x5 AoE [Lv 3]: ATK 11500%, 5x5 AoE [Lv 4]: ATK 15000%, 7x7 AoE [Lv 5]: ATK 18500%, 7x7 AoE |
Option Skill if you plan to Hybrid on Non-critical Physical Damage" for Long Range. |
Example of Full Skill Tree
Im currently using this Skill Tree, but i change some utility Skill sometimes. Take it as reference for a general Skill setting.
EQUIPS 
In this section we will go over 3 stages of equips: Beginner, Midgame and Endgame. There will be a "True Endgame" separated section at the end.
The Beginner equips are the step after Eden Basic Gear. So it's your first real goal to achieve.
Before even checking the Beginner equips you have a much more important thing to do. Probably the single most important thing that will double your damage potential.
Recently Ragnarok added a new Modifier to Non-critical damage. This new modifier is called "Non-critical Physical Damage" and is the same for both Melee and Long Range.
This modifier is added in the damage calculation when a Skill or a Normal attack do not perform a Critical Hit, and also is taken into account with it's full % by Skills (not like Crit% that is just cut in half).
This is a huge Damage boost for us !!
But...for sure this will just be on Endgame items, right?......Right?
Well the good news is that you can farm a full Shadow Stones set (
) just by using your Newbye Eden Gears !!
Here is a Quick Guide to get your Stone Set as soon as possible:
First you need to gather "Fashion Points". You can do this slowly just by normally play the game, or you can speed up the process by doing one very specific Instance.
Talk to Warper → select Instances → select Wave Mode Forest/Sky → Talk to the Instance NPC and genrate Sky Mode and Enter.
Now go to the very upper end of the map and wait the mob to spawn. Kill all the mobs wave after wave (are very weak) and every 5 waves you get 1 Treasure Box plus one more every subsequent 5 waves till a max of 5 Boxes every 5 waves non-stop for 1 full hour .
Treasure Bxoes have a chance to drop bulk
Shadow Stones and you will collect all those Stones.
Then go to (main_office 62, 278) and talk to Designer Heidam to convert Bulk Stones into Fashion Points.
Then talk to the nearby Costume Enchant Shop to buy Stone Boxes and have a chance to get our powerfull new stones. You are looking for:
Top Box 1 (41090) to get
Hit Physical Stone (Top) (1002396) costing 50 Points each Box
Mid Box 1 (41094) to get
Hit Physical Stone (Mid) (1002397) costing 50 Points each Box
Low Box 1 (41098) to get
Hit Physical Stone (Low) (1002398) costing 50 Points each Box
Garment 1st Box 1 (41102) to get
Hit Physical Stone (Garment) (1002399) costing 50 Points each Box
Garment 2nd Box (41105) to get
Hit Physical Stone (Dual) (1002395) costing 300 Points each Box (this is the hardest, but is really worth it)
This process may be a bit boring and you may find faster to just farm he zeny and buy some of the stones. Either path you choose you have to slowly do this taks.
This set is an MVP Card Level Damage Booster.
Lets now go back to the Gear Progression
Beginner Equip Build
Beginner Main Equips
| Imperial Guard Beginner Main Equips | |||
| Equip Slot | Equipment | Cards | Notes |
|---|---|---|---|
| Upper Head Gear | +0-9
|
Any P.Atk +7 card like:
or HP% card, like:
|
Enchant with Then use determined enchant for 2nd slot. The important one is |
| Mid Head Gear | Any P.Atk +7 card like:
or HP% card, like:
|
Super cheap on the market or drop from nif_dun01 or nif_dun02 | |
| Low Head Gear | No Card | Super cheap on the market or drop from nif_dun01 or nif_dun02 | |
| Armor | +11/12 [C]-[A]
|
Some enchants materials can be farmed at:
jor_dun01, jor_dun02, jor_ab01, jor_ab02 The basic armor can be found on market at +10/11 and drops for free from:
Refine have specific hammers:
Enchants materials drops from the same boxes that contains Armors. Endgame players farm everyday hundreds of those MVPS, so just buy from market. Price is always cheap, don't get scammed !! | |
| Weapon | +9-11
|
No Cards | You can +9 yourself a clean one or get one +9-11 from players.
Drops refined from:
|
| Shield | +9-11
|
It drops already refined from:
Some enchants materials can be farmed at: jor_dun01, jor_dun02, jor_ab01, jor_ab02, and many Episode 21 Maps Endgame players farm everyday hundreds of those MVPS, so just buy from market. Price is always cheap, don't get scammed !! | |
| Garment | +11/12 [C]-[A]
|
Some enchants materials can be farmed at:
jor_dun01, jor_dun02, jor_ab01, jor_ab02 The basic armor can be found on market at +10/11 and drops for free from:
Refine have specific hammers:
Enchants materials drops from the same boxes that contains Armors. Endgame players farm everyday hundreds of those MVPS, so just buy from market. Price is always cheap, don't get scammed !! | |
| Shoes | +11/12 [C]-[A]
|
or any 10% HP Card or
or any Race Card |
Some enchants materials can be farmed at:
jor_dun01, jor_dun02, jor_ab01, jor_ab02 The basic armor can be found on market at +10/11 and drops for free from:
Refine have specific hammers:
Enchants materials drops from the same boxes that contains Armors. Endgame players farm everyday hundreds of those MVPS, so just buy from market. Price is always cheap, don't get scammed !! |
| Accessory 1 |
|
or
|
Easy to farm in Thanatos Tower maps.
Do get crazy enchants, just stick with any good one. |
| Accessory 2 |
|
or
|
Easy to farm in Thanatos Tower maps.
Do get crazy enchants, just stick with any good one. |
Beginner Shadow Equips and Stones
| Imperial Guard Beginner Shadow Equips and Stones | |||
| Equips Slot | Equipment | Notes | |
|---|---|---|---|
| Shadow Weapon | Don't bother with Shadow Weapon at this time.
Focus on Full Penetration set. | ||
| Shadow Shield | Don't bother with Shadow Shield at this time.
Focus on Full Penetration set. | ||
| Shadow Armor | or +9-10 |
Full Penetration is an essential part of your Shadow Gears.
Will stay with you till the Endgame. I suggest using Armor/Shoes set because the lastest Skill Shadow Gears you will looking for are in the accessory slots. | |
| Shadow Shoes | or +9-10 |
- | |
| Shadow Earring | or +9-10 |
Max Mammoth gears are not really a beginner set, but keep in mind you will need it. | |
| Shadow Pendant | or +9-10 |
- | |
| Costume Upper | As said before, this Shadow Stones are a must to have !!
Buy from other players or farm like i explained above. | ||
| Costume Middle | - | ||
| Costume Lower | - | ||
| Costume Garment | and
|
The | |
Beginner Equip Build Demonstration
| Garden of Time Dungeon | Niffleheim Dungeon Floor 2 |
|---|---|
Intermediate Equip Build Upgrades
Your main focus transitioning from Beginner to Intermediate is forging and upgrading your Headgear and Weapon combo.
You will also add more Shadow Gears in this phase.
Intermediate Main Equips Upgrades
| Imperial Guard Intermediate Main Equips Upgrades | |||
| Equip Slot | Equipment | Cards | Notes |
|---|---|---|---|
| Upper Headgear | +12 [A]
+ Any Stats Enchant |
Any P.Atk +7 card like:
or HP% card, like:
|
The hardest piece of equipment to get at this part of your Imperial Guard journey.
The raw item itself need an high amount of Depth2 reputation to be forged and enchanted. But you can always ask other players to help you making one upon giving materials. Then the enchant part is very expensive, but worth every Zeny.
Aside from the raw power of the item, this headgear and weapon combo allows you to autocast
adding more DPS for free. |
| Weapon | +12 [A]
or any other Race/Element combo you need |
Here you have many options
based on the ma you are farming. One of the general setup is:
and
with his combo card on shoes:
|
This weapon is the easier part of the combo to forge and upgrade.
Weapons are inside which are dropped by Depth2 monsters. Usually are very cheap to but raw. The you can easily upgrade those weapons by using
To then enchant the Weapon you need a proper amount of Depth2 Reputation or you can ask other players to help you enchanting upon giving materials. Usually a +12 [Grade A] Weapon cost around 200m Zeny. |
| Accessory 1 |
|
or
|
A little upgrade over Thanatos Accessory.
Good for general use. |
| Accessory 2 |
|
or
|
A little upgrade over Thanatos Accessory.
Good for general use. |
| Middle Headgear | enchanted with: Double HP% or Double Melee% or Double ACD% or a mix of those. |
Any P.Atk +7 card like:
or HP% card, like:
|
The very last Intermediate Upgrade. |
| Lower Headgear | enchanted with:
|
No cards | The very last Intermediate Upgrade. |
Intermediate Shadow Equips Upgrades
| Imperial Guard Intermediate Shadow Equips Upgrades | |||
| Equip Slot | Equipment | Notes | |
|---|---|---|---|
| Shadow Earring | +9-10 |
Provides a good damage boost and also give you an important Melee Utility:
Makes you immune to Knockback Effects. | |
| Shadow Pendant | +9-10 |
Provides a good damage boost and also give you an important Melee Utility:
Makes you immune to Knockback Effects. | |
| Shadow Weapon | +9-10 |
A pretty nice Shadow Gears upgrade, more towards the Endgame. | |
| Shadow Shield | +9-10 |
A pretty nice Shadow Gears upgrade, more towards the Endgame. | |
Your First Pets
Pets are an important part of your damage boosting setup and utility setup.
| Your Beloved Pets | |||
| Pet | Effect | Notes | |
|---|---|---|---|
![]() Abysmal Knight (3145) |
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 |
Your primary Pet.
Gives you one of the single strongest damage modifier: Increases physical damage against Class: Boss | |
![]() Phreeoni (1159) |
An egg in which a Phreeoni pet rests. Can be hatched by using a Pet Incubator. _______________________ When intimacy is Awkward: HIT +6 _______________________ When intimacy is Neutral: HIT +10 Perfect HIT +5% _______________________ When intimacy is Cordial: HIT +14 Perfect HIT +10% _______________________ When intimacy is Loyal: HIT +18 Perfect HIT +15% _______________________ Diet: Luxurious Pet Food _______________________ Type: Petegg Position: Unknown |
This is an optional Utility Pet.
His effect +
and
Gives you a total pf 25 Perfect Hit. | |
Your First Rune Tablet
Rune Tablets are very powerfull extra effects that adds Damage or Utility to your build.
| Intermediate Rune Tablets | |||
| Tablet | Runes | Effect | |
|---|---|---|---|
|
2 Set Effect: Damage vs Boss Class +10% | ||
Intermediate Build Demonstration
Please don't mind my +15 Upgrade on the Headgear and it's
Fierce Attack Jewel 6Lv (314254) enchant, unfortunately i haven't a +12 version to showcase.
The damage of couse is higher, just keep this as general reference.
Just keep in mind your expected damage will be lower, but the farming maps possibilities are the same.
| Varmundt Depth Basic Dungeon | Mysterious Ghost Ship Instance MVP |
|---|---|
Advanced - Endgame Equip Build Upgrades
Your main focus transitioning from Intermediate to Advanced - Endgame is forging and upgrading your Nebula Armor
and Hall of Life
combos.
You will also add more Shadow Gears in this phase too.
Advanced - Endgame Main Gears Upgrades
| Imperial Guard Advanced - Endgame Main Gears Upgrades | |||
| Equip Slot | Equipment | Cards | Notes |
|---|---|---|---|
| Armor | +12 [A]
|
This item express it's true power when you
assemble all the Hall of Life Combo. But even alone is still a strong upgrade in the beginning. | |
| Garment | +12 [A]
|
At first just reach this enchant configuration:
Then slowly upgrade the 3rd and 4th slots Most of you damage will come from
| |
| Accessory 1 |
|
or
|
Double Double damage, but imho it's not worth it. (More about this in the True Endgame section). |
| Accessory 2 |
|
or
|
I suggest to use Determined Enchant or buy one with:
and upgrade it from there. |
| Shield | +11-12 [C]
|
This is just a Grade update for your old
| |
| Shoes | +12 [A]
|
with his combo card on weapons:
|
This is just an Item Reform update for your old
|
Advanced - Endgame Shadow Gears Upgrades
Here i present you 3 Full Shadow Gears Set.
All the 3 sets give full "Full Defense Penetration" effects.
If you don't create all the parts at the same time you will have hybrid sets while still using
Full Penetration Shadow Armor (24663) and
Full Penetration Shadow Shoes (24664) .
Anyway the first Shadow Gears you will make are:
Over Cross Shadow Earring (24948) and
Over Cross Shadow Pendant (24949) .
| Imperial Guard Advanced - Endgame Shadow Gears Upgrades | |||
| Shadow Sets | Equipments | Notes | |
|---|---|---|---|
| Double Skill Set | +10 +10 +10 +10 +10 +10 |
This Set usually have the higher Damage. | |
| Hybrid Skill Master Set | +10 +10 +10 +10 +10 +10 |
A bit less Damage than the set above,
but more flexible items. | |
| Master Sword Set | +10 +10 +10 +10 +10 +10 |
Less Damage than the 2 sets above,
but very flexible for all Melee Classes, | |
ENDGAME (Beta)
My Currest Stat and Trait Build
This is the Stat and Trait Build i'm using at the moment.
With this setup is possible to reach
Prestige Magic Immunity by using
The One Potion (50035) and
Big Petite Tail Noodle (50121) without the need of
Blessing.
The ASPD have 3 levels:
- Full Self Buff + Consumables = 189
- Full Self Buff + Lunaphoma Family Buffs = 191
- Full Self Buff + Lunaphoma Family Buffs +
Increase Agility = 193
This Stas Build icludes the following buffs and consumables:
Big Petite Tail Noodle (50121) - Minimum requirement for
Prestige Magic Immunity
Big Warg Blood Cocktail (50113)
Big Brisket (50115)
Big Savage BBQ (50111)
Big Drosera Herb Stew (50119)
Big Siroma Icetea (50117)
The One Potion (50035) - Minimum requirement for
Prestige Magic Immunity (for the
Almighty (12883) effect)
Big Red Herb Activator (50127)
Big Enrich Celermine Juice (50125)
Big HP Increase Potion (Large) (50105)
Force Booster (102803)
Speed Booster (102985)
Infinite Berserk Potion (12886)
Blessing from Healer NPC
Increase Agility from Healer NPC
Lunaphoma Family Buffs (in this case is for the ASPD Buff) - @go 60 → (jor_mbase 217, 172))
WEAPONS
Weapons
| Imperial Guard Ultimate Arsenal of Weapons | |||
| Weapon | Enchants | Notes | |
|---|---|---|---|
| +15[A] |
and
|
A very strong weapon that comboes with | |
| +15[A] |
- | - | |
Weapon Cards
| Imperial Guard Ultimate Weapon Cards | |||
| Cards | Notes | Monster | |
|---|---|---|---|
Increases Physical Damage against enemies of Boss class by 20%. |
The best catch all Card for Maps filled with Boss Class Monsters with any Size. | ![]() Ghost Ship Captain (22372) | |
DEF -30 |
This card have a special role for Melee Imperial Guard. Since will free Shadow Gear slots.
Which means we can wear Maximum Mammoth Shadow Set and prevent Knockback effects. In my opinion this card is a must have to play endgame content smoothly. Also because our Gap Closer Skill hence for us is very important to hold, maintain and have control over our position. You can combine it with all the other damage cards: Boss Class Maps: Large Target: Medium Target: Catch all Normal Maps: High% Small Normal Maps: The Shadow Gears configuration will be the following: +10 +10 +10 +10 +10 +7 The +10 with +7 configuration is necessary to maximize Thanatos power. Generally speaking Thanatos beat every other general damage card after 600 Def. |
![]() Thanatos (1708) | |
Increases Physical Damage against Medium and Large size by 30%. |
Overall good card for the majority of maps.
Relevant small size mobs are still rare. |
![]() Corrupted Wanderer (20420) | |
ATK +15 |
The best damage card vs Large Size monsters. | ![]() Gan Ceann (20935) | |
ATK +15 |
The best damage card vs Medium Size monsters. | ![]() Brutal Murderer (20937) | |
P.ATK +7 |
General cheap catch all Card for Maps with Boss Class Monsters
and also Small/Mediam/Large |
![]() Toxit (22476) | |
P.ATK +7 |
Best catch all Card for Maps with Normal Class Monsters
and also Small/Mediam/Large |
![]() Bloody Slasher (22480) | |
ARMORS
Armors
| Imperial Guard Ultimate Arsenal of Armors | |||
| Armor | Enchants | Notes | |
|---|---|---|---|
| +15[A] |
|
The strongest Armor at the currest Episode.
Shines when equipped with the Hall of Life set fully enchanted. The middle enchant The since the damage increase is very minimal overall. | |
Armor Cards
| Imperial Guard Ultimate Armor Cards | |||
| Cards | Notes | Monster | |
|---|---|---|---|
Increases Physical Damage against enemies of Normal class by 30%. |
The best catch all Card for vs all type of monster.
Huge damage boost vs both Boss Class Monsters and Normal Class Monsters. |
![]() Encroached Tan (22373) | |
GARMENTS
Garments
| Imperial Guard Ultimate Arsenal of Garments | |||
| Garment | Enchants | Monster | |
|---|---|---|---|
| +15[A] |
|
Notes | |
Garment Cards
| Imperial Guard Ultimate Garment Cards | |||
| Cards | Notes | Monster | |
|---|---|---|---|
Increases Melee Physical Damage by 30%. |
The best Garment card for overall Melee Damage vs all type of monster. We also don't suffer the Critical drawback.
Very nice bonus damage boost vs Boss Class Monsters. |
![]() Rgan Chief Cleaner (21980) | |
SHOES
Shoes
| Imperial Guard Ultimate Arsenal of Shoes | |||
| Shoes | Enchants | Notes | |
|---|---|---|---|
| +15[A] |
|
The strongest Shoes at the currest Episode.
Shines when equipped with the Hall of Life set fully enchanted. The 3rd and 4th enchant is less relevant than
You can also be lucky and the Would Crystal for 3rd and 4th | |
Shoes Cards
| Imperial Guard Ultimate Shoes Cards | |||
| Cards | Notes | Monster | |
|---|---|---|---|
Max HP +25% |
The best HP% card for your Shoes slot
I always suggest to use HP% cards in the Shoes slot, there is not cards worth this job damage wise. And since we will equip many other stuffs that will lower our HP%, this cards helps a lot. Generally i suggest to never go lower than 300.000 HP. The best setup is from 350.000 HP to 450.000 HP. |
![]() Glutto (22495) | |
MaxHP +1000, MaxSP +200. |
The second best HP% card for your Shoes slot.
Huge damage boost vs both Boss Class Monsters and Normal Class Monsters. |
![]() Venomous Chimera (3633) | |
The 1x Leveling Challenge Guide
Useful EXP Gears, Shadow Gears, Cards and Skills
| Useful EXP Gears for Imperial Guard | |||
| Slot | Gear | Bonus and Notes | |
|---|---|---|---|
| Upper Headgear | +0-12 or +10-12 |
Sometimes is very hard to use this equipment slot for EXP gears.
The Upper Headgears usually gives a lot of damage or enable gears combos. You can use this only if you have really high damage. Get this only as last item and you may also just skip this entirely. | |
| Middle Headgear | or
|
Best Middle Headgear for EXP.
The main reason is the FCT reduction when comboed with: +12 | |
| Lower Headgear | One of the following:
|
Best Lower Headgear for EXP.
Can be enchanted with specific Race EXP bonuses:
| |
| Armor | +0-12 |
You can leave this at +0,
but many cards need an upgrade bonus to work properly. | |
| Shield | One of the following:
+0-12 +0-12 +0-12 +0-12 +0-12 +0-12 +0-12 +0-12 +0-12 |
You can leave this at +0,
but many cards need an upgrade bonus to work properly. Usually just +10 to use | |
| Garment | +10-12 |
Any upgrade will work, but just go for +10 or +12.
Can also go all in for +14. | |
| Shoes | +0-12 |
Best EXP Shoes you can get.
Leave at +0 if you don't need the FCT bonus it gives by comboing with:
or
| |
| Accessory 1 | Best EXP Accessory. As enchantment go for:
"Experience gained from all race monsters +X%" on the 3rd enchant. | ||
| Accessory 2 | Best EXP Accessory. As enchantment go for:
"Experience gained from all race monsters +X%" on the 3rd enchant. | ||
| Useful EXP Shadow Gears and Stone for Imperial Guard | |||
| Slot | Shadow Gear | Bonus and Notes | |
| Shadow Weapon | +10 |
Best Shadow Weapon. You can enchant it if you need a bit more damage. | |
| Shadow Shield | +10 |
Best Shadow Shield. You can enchant it if you need a bit more damage. | |
| Shadow Stones Set |
|
A very good EXP enchant.
But take this as one of your last items if you need the ""Hit Physical Stone Set" for damage. You can still use | |
| Useful EXP Cards | |||
| Slot | Cards | Bonus and Notes | |
| Shoes |
|
A big 10% EXP bonus with the downside of receiving 20% more damage.
A very solid card choice, if you can slot those cards i suggest to always use those. | |
| Useful EXP Skills | |||
| Skill | Required Alt Char | Bonus and Notes | |
| You can use 2 Performers at the same time (Bard+Dancer)
or better use a Troubadour or a Trouvere alone. By using the skill you can use ensemble songs even with only one Performer. |
This is a insane 60% EXP bonus.
Seems to be a different EXP mod separated from the Equip EXP bonuses. If you can use an alt charancter don't skip this bonus. | ||
Equips for 1x Challenge
Must Have Weapons and Optional Weapons
Before looking at the Weapon options i will share the progression i used for leveling my Imperial Guard:
- from level 100 to 150 →
Paradise Royal Guard Spear (530018) - from level 150 to 170 → +12
Metal Stick [3] (32013) - from level 170 to 205 → +12
Fortridge [2] (32025) with
Randel's Memory (29601) and
Fighting Spirit Lv5 (4820) - from level 205 to 230 → +12[A]
Furious Over Spear [2] (530057) with
Furious Energy (Demon) (313129) and
Furious Crystal (Shadow) (313117) - from level 230 to 250 → +12[A]
Dim Glacier Spear [1] (530034) with
Glacier Flower Spell (Physical Grade) Lv5 (311453) and double
Glacier Flower Spell (Overslash) (311276) - from level 250 to 275 → +15[A]
Dimensions Imperial Spear [2] (530054) with
Varmundt's Crystal (Flame) Lv3 (311864) and
Biosphere Gem (Exor-scissor) (311931)
This was my progression choice, but you don't have to do the same.
I suggest to choose one weapon from level 205-215 to 230 besides the basic +9-11
Glacier Spear (530025) from this list:
- +12[A]
Furious Over Spear [2] (530057) - +12[A]
Holy Light Spear [2] (530045) - +12[A]
Vivatus Fides Guardian Spear [2] (530014) with +11-12
Helm of Faith II (Royal Guard) [1] (400201)
After level 200 there are basically 3 path you can follow:
- Option one is reaching level 205 with a Royal Guard weapon, then use +12[A]
Furious Over Spear [2] (530057) up to level 230. Then change to +12[A]
Dim Glacier Spear [1] (530034) . - Option two is reaching level 215 with a Royal Guard weapon, then use +12[A]
Holy Light Spear [2] (530045) up to level 230. Then change to +12[A]
Dim Glacier Spear [1] (530034) . - Option three is reaching level 210 with a Royal Guard weapon, then use +12[A]
Vivatus Fides Guardian Spear [2] (530014) with +11-12
Helm of Faith II (Royal Guard) [1] (400201) up to level 230. Then change to +12[A]
Dim Glacier Spear [1] (530034) . - Option four is reaching level 215 with a Royal Guard weapon, then use +9-11
Glacier Spear (530025) up to level 230. Then change to +12[A]
Dim Glacier Spear [1] (530034) .
The +9-11
Glacier Spear (530025) is the worst because limits your EXP gears options by a lot and you need very good armors to keep oneshotting monsters at Biosphere A.
Imporant to note:
choosing +12[A]
Furious Over Spear [2] (530057) or +12[A]
Holy Light Spear [2] (530045) do not mean you are forced to get +12[A]
Dim Glacier Spear [1] (530034) at 230.
You can keep going with Furious or Holy Light till level 250, both weapons can carry you there.
Other important note:
leveling a 1x Character is much different than leveling a standard server rate Character. Because you have to kill thousands of monsters and having a good Weapon matters a lot.
How much you want to invest is up to you. The more you invest in a Weapon the more EXP gears you can wear and still be able to defeat monsters at a reasonable pace.
But you can choose to follow the cheapest progression possible and still reach level 275, you will be just slower.
The cheaper progression possible is:
Paradise Royal Guard Spear (530018) → +9-11
Glacier Spear (530025) → +12[A]
Dimensions Imperial Spear [2] (530054) .
But i do not really recommend this progression.
At least try to swap to +12[A]
Dim Glacier Spear [1] (530034) fully enchanted at level 230 before the Time Dimensional Spear at 250. but i stll do not recommend this way too.
Follow the +12[A]
Furious Over Spear [2] (530057) , the +12[A]
Holy Light Spear [2] (530045) or the +12[A]
Vivatus Fides Guardian Spear [2] (530014) with +11-12
Helm of Faith II (Royal Guard) [1] (400201) progression and you will have a fun experience.
Last Very Important Note:
if you pick Furious or Holy Light weapon you DO NOT have to forge all the respective Headgears and Boots Set.
The Weapons alone are perfectly fine for leveling.
But the +12[A]
Vivatus Fides Guardian Spear [2] (530014) HAVE TO be paired with +11-12
Helm of Faith II (Royal Guard) [1] (400201) to give some
Overslash damage.
| Weapons for the 1x Chanllenge leveling progression | |||
| Weapon | Enchantment and Cards | Notes | |
|---|---|---|---|
| None | Your Must Have Weapon from level 100 to 170. | ||
| +12 |
None | Extremely Optional Weapon to cover the 150-170 level range.
Cost a ton of Zeny because is used to forge the EXP/Drop Headgear. Since i dropped one from Mecha Spider i used this Weapon, but i cant't really recommend. Have a super niche use if you need that little extra damage to oneshot monsters while wearing full EXP gears. | |
| +11-12 |
Have many different options,
most notably +15% damage vs Normal Class monsters. |
A reasonable Optional Weapon from level 120+.
Easy to farm and to refine using an alternate high level character. The enchants are pretty strong, like +15% damage vs Normal Class monsters. The drawback: is a Two-Handed Spear. | |
| +11-12 |
|
Best Must Have Weapon from level 170 to 205-215. | |
| +12[A] |
or any Race/Element you like. |
A very nice Optional Weapon from level 205 to 230.
Keep in mind what i said before about this weapon. You have the option to choose this or the Holy Light one. I very recommend to pick one, don't stick to the basic Glacier. | |
| +12[A] |
Aim for Melee% enchants | A very nice Optional Weapon from level 210 to 230.
Keep in mind what i said before about this weapon. You can choose this, the Holy Light or the Furious one. I very recommend to pick one, don't stick to the basic Glacier. Needs +11-12 to properly work for | |
| +9-11 |
|
Best value/damage weapon if you wanna use a cheap build.
Must Have if you skip Furious or Holy Light weapons. Level range 215-230. | |
| +12[A] |
|
A very nice Optional Weapon from level 215 to 230.
Keep in mind what i said before about this weapon. You have the option to choose this or the Furious one. I very recommend to pick one, don't stick to the basic Glacier. | |
| +12[A] |
|
Cheapest and strongest Must Have Weapon from level 230 to 250.
But only if is fully enchanted. | |
| +12-15[A] |
or any Race/Element you like. |
Best in slot weapon for the Melee Imperial Guard.
Must Have. | |
Changelog 
- Added STATUS and TRAITS description
- Added KEY SKILLS description
- Added Beginner Build Guide
- Added Intermediate Main Equip upgrades tables, pets and rune tablets.
- Added Intermediate Build Demonstration
- Added Imperial Guard Advanced - Endgame Main Gears Upgrades Table
- Added Imperial Guard Advanced - Endgame Shadow Gears Upgrades Table
- Added Endgame Weapon Tables
- Added Endgame Armors Tables
- Added EXP items for the 1x EXP Challenge
- Added Weapon section for the 1x EXP Challenge














