Melee Abyss Chaser Guide: Difference between revisions

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|STA
|STA
|40
|40
|With the current maximum of 110 points per trait, remaining trait points can be distributed according to the character's defensive requirements. <br> STA and WIS are useful options for increasing physical and magical resistance respectively.
| rowspan="2" |With the current maximum of 110 points per trait, remaining trait points can be distributed according to the character's defensive requirements. <br> STA and WIS are useful options for increasing physical and magical resistance respectively.
|-
|-
|WIS
|WIS
|32
|32
|
|}
|}


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|-
|-
|{{#skill:212}}  
|{{#skill:212}}  
|{{#skilDesc:212}}
|{{#skillDesc:212}}
|A useful early melee skill. When used with a dagger, the skill hits twice instead of once and can deal sufficient damage to defeat many early-level monsters quickly.
|A useful early melee skill. When used with a dagger, the skill hits twice instead of once and can deal sufficient damage to defeat many early-level monsters quickly.
|-
|-
|{{#skill:224}}  
|{{#skill:224}}  
|{{#skilDesc:224}}
|{{#skillDesc:224}}
|Rogue and Stalker melee builds have relatively few mandatory skills. Haggle can therefore be a useful utility option after the primary combat skills have been obtained. It allows items from applicable NPC shops to be purchased at a reduced price. Some NPC items have fixed prices and are unaffected by Haggle or Discount.
|Rogue and Stalker melee builds have relatively few mandatory skills. Haggle can therefore be a useful utility option after the primary combat skills have been obtained. It allows items from applicable NPC shops to be purchased at a reduced price. Some NPC items have fixed prices and are unaffected by Haggle or Discount.
|-
|-
|{{#skill:475}}  
|{{#skill:475}}  
|{{#skilDesc:475}}
|{{#skillDesc:475}}
|An important Stalker skill that should be obtained relatively early. Preserve prevents copied skills from being overwritten and provides access to additional skills that can assist with leveling.
|An important Stalker skill that should be obtained relatively early. Preserve prevents copied skills from being overwritten and provides access to additional skills that can assist with leveling.
|-
|-
|{{#skill:389}}  
|{{#skill:389}}  
|{{#skilDesc:389}}
|{{#skillDesc:389}}
|Provides an alternative method of concealed movement with greater movement speed than Hide with Tunnel Drive. Demon, Insect and Boss Protocol monsters can still detect the character. The skill also provides a temporary STR bonus. When used together with Rogue Spirit, Chase Walk receives additional benefits including increased movement speed and protection from Dispell.
|Provides an alternative method of concealed movement with greater movement speed than Hide with Tunnel Drive. Demon, Insect and Boss Protocol monsters can still detect the character. The skill also provides a temporary STR bonus. When used together with Rogue Spirit, Chase Walk receives additional benefits including increased movement speed and protection from Dispell.
|}
|}
== Shadow Chaser ==
== Shadow Chaser ==
For a melee Shadow Chaser, only a limited number of skills are essential to the core build.
For a melee Shadow Chaser, only a limited number of skills are essential to the core build.
{| class="wikitable mw-collapsible" style="text-align: center;width: 100%;"
{| class="wikitable mw-collapsible" style="text-align: center;width: 100%;"
|{{#skill:2285}}  
|{{#skill:2285}}  
|{{#skilDesc:2285}}
|{{#skillDesc:2285}}
|Reproduce functions as an advanced version of the copied-skill system. Unlike Preserve, it does not require continuous recasting after the desired skill has been successfully copied. It can also copy supported skills at their maximum available level regardless of the level originally used on the Shadow Chaser.
|Reproduce functions as an advanced version of the copied-skill system. Unlike Preserve, it does not require continuous recasting after the desired skill has been successfully copied. It can also copy supported skills at their maximum available level regardless of the level originally used on the Shadow Chaser.
Some useful skills to consider copying include:
|-
|-
|{{#skill:2054}}  
|{{#skill:2054}}  
|{{#skilDesc:2054}}
|{{#skillDesc:2054}}
|Can supplement normal attacks during early Shadow Chaser progression and provides additional damage for melee-oriented characters.
|Can supplement normal attacks during early Shadow Chaser progression and provides additional damage for melee-oriented characters.
|-
|-
|{{#skill:2006}}  
|{{#skill:2006}}  
|{{#skilDesc:2006}}
|{{#skillDesc:2006}}
|Can be used as an alternative leveling skill. A one-handed sword may be used if appropriate for the skill's weapon modifiers, although other leveling options remain available.
|Can be used as an alternative leveling skill. A one-handed sword may be used if appropriate for the skill's weapon modifiers, although other leveling options remain available.
|-
|-
|{{#skill:2284}}  
|{{#skill:2284}}  
|{{#skilDesc:2284}}
|{{#skillDesc:2284}}
| Following its skill rebalance, Fatal Menace is a strong leveling option for dagger-based melee Shadow Chasers. It hits twice when used with a dagger and receives additional damage from AGI. Its relatively high usability and available equipment support make it suitable for progression toward Base Level 200.
| Following its skill rebalance, Fatal Menace is a strong leveling option for dagger-based melee Shadow Chasers. It hits twice when used with a dagger and receives additional damage from AGI. Its relatively high usability and available equipment support make it suitable for progression toward Base Level 200.
After the primary melee skills have been obtained, remaining Shadow Chaser skill points can be allocated according to utility requirements. The Masquerade skill tree is generally less important for a PvE-focused melee build.
After the primary melee skills have been obtained, remaining Shadow Chaser skill points can be allocated according to utility requirements. The Masquerade skill tree is generally less important for a PvE-focused melee build.
|}
|}
== Abyss Chaser==
== Abyss Chaser==
The Abyss Chaser skill tree is divided primarily into bow, melee and magic-oriented options. This guide focuses on the melee branch.
The Abyss Chaser skill tree is divided primarily into bow, melee and magic-oriented options. This guide focuses on the melee branch.
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|-
|-
|{{#skill:6513}}  
|{{#skill:6513}}  
{{#skillDesc:6513}}
|{{#skillDesc:6513}}
|Another melee mobility and damage skill. Its damage is increased while the Chasing buff from Hit and Sliding is active, making the two skills suitable for combination.
|Another melee mobility and damage skill. Its damage is increased while the Chasing buff from Hit and Sliding is active, making the two skills suitable for combination.
At maximum Job Level, a melee Abyss Chaser will generally have additional skill points available after obtaining the primary skills.
At maximum Job Level, a melee Abyss Chaser will generally have additional skill points available after obtaining the primary skills.
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|Sky Rune set
|Sky Rune set
|-
|-
|After progressing beyond Fire Rune equipment, [https://wiki.muhro.eu/Varmundt%27s_Biosphere_Depth Varmundt's Biosphere Depth 1] armor becomes another available upgrade.
|After progressing beyond Fire Rune equipment, [[Varmundt's Biosphere Depth]] armor becomes another available upgrade.
Depth 1 monsters have substantial HP and defensive effects, making party-based 30-minute runs useful during early progression.
Depth 1 monsters have substantial HP and defensive effects, making party-based 30-minute runs useful during early progression.
Reputation is required to craft, engrave and enchant the armor. Engraving makes the armor Master Account bound and improves its stats. A reputation value of 3,500 is required to reverse the engraving and make the item tradable again.
Reputation is required to craft, engrave and enchant the armor. Engraving makes the armor Master Account bound and improves its stats. A reputation value of 3,500 is required to reverse the engraving and make the item tradable again.
|The Dimensional gear set from [https://wiki.muhro.eu/Varmundt%27s_Biosphere_Depth_2 Depth 2] is one of the strongest available equipment options for Deft Stab builds.
|The Dimensional gear set from [[Varmundt's Biosphere Depth 2]] is one of the strongest available equipment options for Deft Stab builds.
For non-critical Deft Stab damage, Power Level 3 combined with the highest practical Fierce enchant level is an effective enchantment combination for the Time Dimension Rune Crown.
For non-critical Deft Stab damage, Power Level 3 combined with the highest practical Fierce enchant level is an effective enchantment combination for the Time Dimension Rune Crown.
|Hall of Life and Nebula equipment can provide another high-end combination for melee Abyss Chaser builds.
|Hall of Life and Nebula equipment can provide another high-end combination for melee Abyss Chaser builds.
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|Informations
|Informations
|-
|-
|{{#item:189751}}
|{{#item:18975}}
|{{#itemdesc:189751}}
|{{#itemdesc:18975}}
|A suitable introductory headgear primarily because of its [https://wiki.muhro.eu/Bio_5_Headgears enchanting] options. The Tenacity enchant provides melee physical damage, reaching +20% at Level 5. The headgear can also be farmed through Bio 5 content once sufficient equipment and consumables are available.
|A suitable introductory headgear primarily because of its [https://wiki.muhro.eu/Bio_5_Headgears enchanting] options. The Tenacity enchant provides melee physical damage, reaching +20% at Level 5. The headgear can also be farmed through Bio 5 content once sufficient equipment and consumables are available.
|-
|-
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|A potential intermediate option before progressing into Dimensional equipment. This headgear is designed to be used together with its corresponding weapon. Additional information can be found [https://wiki.muhro.eu/Good_and_Evil_Headgears here].
|A potential intermediate option before progressing into Dimensional equipment. This headgear is designed to be used together with its corresponding weapon. Additional information can be found [https://wiki.muhro.eu/Good_and_Evil_Headgears here].
|}
|}
== Costume enchant stones ==
== Costume enchant stones ==
Costume enchant stones become relevant during Shadow Chaser progression. <br>
Costume enchant stones become relevant during Shadow Chaser progression. <br>
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|-
|-
|{{#item:25807}}
|{{#item:25807}}
|{{#item:25807}}
|{{#itemdesc:25807}}
|-
|-
|{{#item:1002280}}
|{{#item:1002280}}
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|{{#itemDesc:1002278}}
|{{#itemDesc:1002278}}
|}
|}
== Shadow gears ==
== Shadow gears ==
The first Shadow Gear set can be obtained as a free rental from the Eden Group and is sufficient for early progression toward Abyss Chaser.
The first Shadow Gear set can be obtained as a free rental from the Eden Group and is sufficient for early progression toward Abyss Chaser.
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|-
|-
|Infinity Shadow Weapon <br>
|Infinity Shadow Weapon <br>
{{#item:2486}}
{{#item:24386}}
|{{#itemDesc:2486}}
|{{#itemDesc:24386}}
|-
|-
|Full Penetration Shadow Accessories <br>
|Full Penetration Shadow Accessories <br>
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| [[Abyss Lake]] <br> The entrance to Abyss Lake F4 is in Abyss Lake F3 in the middle of the map. <br>
| [[Abyss Lake]] <br> The entrance to Abyss Lake F4 is in Abyss Lake F3 in the middle of the map. <br>
[[Rudus]] <br> You can enter Rudus F4 by talking to the Rebellion NPC {{#navi:sp_rudus3|380|42}} in Rudus F3 at the bottom right of the map. <br>
[[Rudus]] <br> You can enter Rudus F4 by talking to the Rebellion NPC {{#navi:sp_rudus3|380|42}} in Rudus F3 at the bottom right of the map. <br>
[[Niflheim]] <br> Use @go niflheim and walk to Mila {{@navi:niflheim|164|102}} to unlock Warper.
[[Niflheim]] <br> Use @go niflheim and walk to Mila {{#navi:niflheim|164|102}} to unlock Warper.
|-
|-
|210 ~ 230  
|210 ~ 230  
|Episode 19 fields like Snake's Nest 1 & 2, Amicitia 1
|Episode 19 fields like Snake's Nest 1 & 2, Amicitia 1
|For Snake's Nest use Warper > Dungeons > Snake's Nest <br>
|For Snake's Nest use Warper > Dungeons > Snake's Nest <br>
[[Amicitia]] <br> @go einbroch, leave the map south, walk to Lara {{@navi:ein_fild08|156|96}} to unlock the Warper.
[[Amicitia]] <br> @go einbroch, leave the map south, walk to Lara {{#navi:ein_fild08|156|96}} to unlock the Warper.
|-
|-
|230 ~ 240  
|230 ~ 240  
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|Niflheim dungeon 2, Power Twisted Plains, Mjolnir Underground Cave, Clock Tower Unknown Basement, Varmundt Biospheres, Depth 1
|Niflheim dungeon 2, Power Twisted Plains, Mjolnir Underground Cave, Clock Tower Unknown Basement, Varmundt Biospheres, Depth 1
|Niflheim Dungeon entrance is on Level 1 south. <br>
|Niflheim Dungeon entrance is on Level 1 south. <br>
[[Power Twisted Plains]] To unlock in Warper, use Warper > Oz Dungeon > Climb Robe, Talk to NPC at {{@navi:ra_fild10|352|341}} (Top right of the map). <br>
[[Power Twisted Plains]] To unlock in Warper, use Warper > Oz Dungeon > Climb Robe, Talk to NPC at {{#navi:ra_fild10|352|341}} (Top right of the map). <br>
[[Mjolnir Underground Cave]] <br> @go einbroch, leave the map south, walk to Rebellion {{@navi:ein_fild08|192|49}} to unlock the Warper. <br>
[[Mjolnir Underground Cave]] <br> @go einbroch, leave the map south, walk to Rebellion {{#navi:ein_fild08|192|49}} to unlock the Warper. <br>
[[Clock Tower Unknown Basement]] <br> Use Warper > Dungeons > Clock Tower, a lil bit to the right you will find a wheel at the wall, enter the dungeon {{@navi:c_tower1|243|202}} to unlock the Warper. <br>
[[Clock Tower Unknown Basement]] <br> Use Warper > Dungeons > Clock Tower, a lil bit to the right you will find a wheel at the wall, enter the dungeon {{#navi:c_tower1|243|202}} to unlock the Warper. <br>
[[Varmundt's Biosphere]] Use Warper > Dungeons > Varmundt Dungeons <br>
[[Varmundt's Biosphere]] Use Warper > Dungeons > Varmundt Dungeons <br>
[[Varmundt's Biosphere Depth]] Depth 1 Dungeons can only be entered via Varmundt Dungeons. <br>
[[Varmundt's Biosphere Depth]] Depth 1 Dungeons can only be entered via Varmundt Dungeons. <br>
[[Varmundt's Biosphere Depth 2]] @go Varmundt, at {{@navi:ba_maison|242|122}} you can enter it. You need 2000 Reputation in Depth 1.  
[[Varmundt's Biosphere Depth 2]] @go Varmundt, at {{#navi:ba_maison|242|122}} you can enter it. You need 2000 Reputation in Depth 1.  
|}
|}
[[Category:Abyss Chaser]]
[[Category:Abyss Chaser]]

Latest revision as of 13:27, 28 August 2026

Introduction

This guide provides an overview of the melee Abyss Chaser build, including recommended stats, traits, skills, equipment, cards, pets and leveling locations. The information is intended as a general guideline. Individual builds may vary depending on available equipment, progression and personal requirements.

Stats

Basic stats

STR 120 STR is the primary source of damage for this build. 120 base STR provides a strong foundation without requiring an excessive amount of stat points.
AGI 120 AGI complements the build and is also relevant for several skills.
VIT 100 total or more At least 100 total VIT is recommended for stun immunity.
INT ~50 Remaining stat points can be distributed between LUK and INT depending on the character's requirements.

INT increases the available SP pool, which is useful for a skill-focused leveling build.

LUK ~90 LUK provides additional ATK and curse resistance.
DEX ~80 Around 80 base DEX provides sufficient accuracy for general progression.

Take a look here too.

Traits

POW 110 POW should generally receive the highest priority because it provides the primary offensive benefit for physical skill damage.
CON 110 CON is another important trait because it provides accuracy, FLEE, P.ATK and S.MATK.
After POW has been allocated, CON is therefore a suitable secondary offensive trait.
STA 40 With the current maximum of 110 points per trait, remaining trait points can be distributed according to the character's defensive requirements.
STA and WIS are useful options for increasing physical and magical resistance respectively.
WIS 32

Skill point distribution

Rogue & Stalker

The early Rogue and Stalker skill trees provide considerable flexibility. Several skills can nevertheless make progression easier.

Skill Description Explanation
212.png Back Stab 212.png Back Stab
Max Level: 10
Requirement: Steal Coin 4
Skill Form: Active
Type: Physical Melee
Target: 1 Character
Description: Back Stab teleports
the caster immediatly behind the enemy to deal
physical melee damage. This skill's
accuracy depends on it's skill level.
When used with a
Bow class weapon
this skill's damage is reduced by
half. When equipped with a
Dagger class
weapon damage occurs twice.
Back Stab
can't be used when in
Hiding status.
[Lv 1]: ATK 340%, ATK 170% with Bow
[Lv 2]: ATK 380%, ATK 190% with Bow
[Lv 3]: ATK 420%, ATK 210% with Bow
[Lv 4]: ATK 460%, ATK 230% with Bow
[Lv 5]: ATK 500%, ATK 250% with Bow
[Lv 6]: ATK 540%, ATK 270% with Bow
[Lv 7]: ATK 580%, ATK 290% with Bow
[Lv 8]: ATK 620%, ATK 310% with Bow
[Lv 9]: ATK 660%, ATK 330% with Bow
[Lv 10]: ATK 700%, ATK 350% with Bow
A useful early melee skill. When used with a dagger, the skill hits twice instead of once and can deal sufficient damage to defeat many early-level monsters quickly.
224.png Compulsion Discount (Haggle) 224.png Compulsion Discount (Haggle)
Max Level: 5
Requirement: Gangster Paradise 1
Skill Form: Passive
Description: Purchases item from NPC
shops at lower prices.

[Lv 1]: 9% Discount
[Lv 2]: 13% Discount
[Lv 3]: 17% Discount
[Lv 4]: 21% Discount
[Lv 5]: 25% Discount
Rogue and Stalker melee builds have relatively few mandatory skills. Haggle can therefore be a useful utility option after the primary combat skills have been obtained. It allows items from applicable NPC shops to be purchased at a reduced price. Some NPC items have fixed prices and are unaffected by Haggle or Discount.
475.png Preserve 475.png Preserve
Max Level: 1
Requirement: Plagiarism 10
Skill Form: Active
Type: Supportive
Target: Caster
Description: Prevents the automatic
copying of skills through the
Plagiarism skill for 10 minutes in
order to preserve the last skill copied
through
Plagiarism.
An important Stalker skill that should be obtained relatively early. Preserve prevents copied skills from being overwritten and provides access to additional skills that can assist with leveling.
389.png Chase Walk (Stealth) 389.png Chase Walk (Stealth)
Max Level: 5
Requirement: Hiding 5, Tunnel Drive 3
Skill Form: Active
Type: Supportive
Target: Caster
Description: Enters a special Hiding
status in which caster can move without
being detected by skills. However, the
caster will leave footprints and can be
damaged by skills that target the
ground. Ineffective against
Insect,
Demon
and Boss monsters. During WoE,
this skill will consume 5 times as
much
SP.
[Lv 1]: 70% Movement Speed,
12 SP/10 sec, +1 STR after 10 seconds.

[Lv 2]: 75% Movement Speed,
14 SP/10 sec, +2 STR after 10 seconds.

[Lv 3]: 80% Movement Speed,
16 SP/10 sec, +4 STR after 10 seconds.

[Lv 4]: 85% Movement Speed,
18 SP/10 sec, +8 STR after 10 seconds.

[Lv 5]: 90% Movement Speed,
20 SP/10 sec, +16 STR after 10 seconds.
Provides an alternative method of concealed movement with greater movement speed than Hide with Tunnel Drive. Demon, Insect and Boss Protocol monsters can still detect the character. The skill also provides a temporary STR bonus. When used together with Rogue Spirit, Chase Walk receives additional benefits including increased movement speed and protection from Dispell.

Shadow Chaser

For a melee Shadow Chaser, only a limited number of skills are essential to the core build.

2285.png Reproduce 2285.png Reproduce
Max Level: 10
Requirement: Plagiarism 5
Skill Form: Active Toggle(Buff)
Description: Learns the last skill that
was inflicted by an enemy. If the
caster uses this skill one more time,
then the skill effect disappears and
caster can keep the newly acquired
skill. Caster can learn only 1 skill
and level learned depends on
Reproduce's skill level. The skill
acquired by reproduce consumes an
extra 30% of normal SP. Since this
skill is not a skill that invested the
actual points, special effects such as
the item to bring the learned level and
the skill of the linker can not be used.
Reproduce functions as an advanced version of the copied-skill system. Unlike Preserve, it does not require continuous recasting after the desired skill has been successfully copied. It can also copy supported skills at their maximum available level regardless of the level originally used on the Shadow Chaser.
2054.png Duple Light 2054.png Duple Light
Max Level: 10
Requirement: Aspersio 1
Skill Form: Active
Type: Supportive
Target: Caster
Description: Summons two sacred lights,
Violet Granium Light and Yellow Merriam
Light, assisting the caster in battle.
When caster attacks in melee, the target
has a chance of taking additional
physical and magical damage.

[Lv 1]: ATK +165%, MATK +440%,
Duration: 90 seconds

[Lv 2]: ATK +180%, MATK +480%,
Duration: 120 seconds

[Lv 3]: ATK +195%, MATK +520%,
Duration: 150 seconds

[Lv 4]: ATK +210%, MATK +560%,
Duration: 180 seconds

[Lv 5]: ATK +225%, MATK +600%,
Duration: 210 seconds

[Lv 6]: ATK +240%, MATK +640%,
Duration: 240 seconds

[Lv 7]: ATK +255%, MATK +680%,
Duration: 270 seconds

[Lv 8]: ATK +270%, MATK +720%,
Duration: 300 seconds

[Lv 9]: ATK +285%, MATK +760%,
Duration: 330 seconds

[Lv 10]: ATK +300%, MATK +800%,
Duration: 360 seconds
Can supplement normal attacks during early Shadow Chaser progression and provides additional damage for melee-oriented characters.
2006.png Ignition Break 2006.png Ignition Break
Max Level: 5
Requirement: Sonic Wave 2, Wind Cutter 3,
Death Bound 5

Skill Form: Active
Type: Physical Melee
Property: Based on Weapon
Target: Self
Description: Strike your weapon into the ground
causing a large explosion in a 9x9 AoE around
you, and dealing damage to all nearby enemies.
Base damage of this skill is multiplied by
(BaseLevel / 100).
This skill can deal Critical Hits. Critical Chance
for this skill is based on your
Critical Rate.
Requires
Dagger, Spear, One-Handed Sword,
Two-Handed Sword.
[Lv 1]: ATK 450%
[Lv 2]: ATK 900%
[Lv 3]: ATK 1350%
[Lv 4]: ATK 1800%
[Lv 5]: ATK 2250%
Can be used as an alternative leveling skill. A one-handed sword may be used if appropriate for the skill's weapon modifiers, although other leveling options remain available.
2284.png Fatal Menace 2284.png Fatal Menace
Max Level: 10
Requirement: Intimidate 5
Skill Form: Active
Type: Physical Melee
Target: 1 Character
Description: 1 target and all enemies
around the target are damaged. If a
Dagger
class weapon is equipped, the skill hits twice.
Damage additionally increases according
to the caster's
Base Level.
[Lv 1]: ATK 120%, HIT -30, AoE: 3x3 cells
[Lv 2]: ATK 240%, HIT -25, AoE: 3x3 cells
[Lv 3]: ATK 360%, HIT -20, AoE: 3x3 cells
[Lv 4]: ATK 480%, HIT -15, AoE: 3x3 cells
[Lv 5]: ATK 600%, HIT -10, AoE: 3x3 cells
[Lv 6]: ATK 720%, HIT +0, AoE: 5x5 cells
[Lv 7]: ATK 840%, HIT +5, AoE: 5x5 cells
[Lv 8]: ATK 960%, HIT +10, AoE: 5x5 cells
[Lv 9]: ATK 1080%, HIT +15, AoE: 5x5 cells
[Lv 10]: ATK 1200%, HIT +20, AoE: 5x5 cells
Following its skill rebalance, Fatal Menace is a strong leveling option for dagger-based melee Shadow Chasers. It hits twice when used with a dagger and receives additional damage from AGI. Its relatively high usability and available equipment support make it suitable for progression toward Base Level 200.

After the primary melee skills have been obtained, remaining Shadow Chaser skill points can be allocated according to utility requirements. The Masquerade skill tree is generally less important for a PvE-focused melee build.

Abyss Chaser

The Abyss Chaser skill tree is divided primarily into bow, melee and magic-oriented options. This guide focuses on the melee branch.

5311.png Dagger & Bow Mastery 5311.png Dagger & Bow Mastery
Max Level: 10
Skill Form: Passive
Description: Increases physical damage against
enemies of their size when equipped with a
Dagger or Bow.
[Lv 1]: Small +1%, Medium +2%, Large +2%
[Lv 2]: Small +2%, Medium +3%, Large +4%
[Lv 3]: Small +3%, Medium +5%, Large +6%
[Lv 4]: Small +4%, Medium +6%, Large +8%
[Lv 5]: Small +5%, Medium +8%, Large +10%
[Lv 6]: Small +6%, Medium +9%, Large +12%
[Lv 7]: Small +7%, Medium +11%, Large +14%
[Lv 8]: Small +8%, Medium +12%, Large +16%
[Lv 9]: Small +9%, Medium +14%, Large +18%
[Lv 10]: Small +10%, Medium +15%, Large +20%
One of the starting skills for the Abyss Chaser tree. When using a dagger, it increases damage depending on the target's size. It is an important prerequisite but does not necessarily need to be maximized before obtaining the primary offensive skills.
5314.png Abyss Dagger 5314.png Abyss Dagger
Max Level: 5
Requirement: Fatal Menace 5,
Dagger & Bow Mastery 3

Skill Form: Active
Type: Physical Melee
Target: Caster
Description: Inflicts melee physical damage to
nearby targets within 7x7 cells around the caster.
Increases damage of
Fatal Menace during
the skill duration. The damage further increases
based on the caster's
Base Level and POW.
Base damage is increased by 5% every 1
POW.
Requires a
Dagger or One-Handed Sword.
[Lv 1]: ATK 1750% per hit, Duration: 3 seconds
[Lv 2]: ATK 3150% per hit, Duration: 6 seconds
[Lv 3]: ATK 4550% per hit, Duration: 9 seconds
[Lv 4]: ATK 5950% per hit, Duration: 12 seconds
[Lv 5]: ATK 7350% per hit, Duration: 15 seconds
A secondary melee skill that can be used between Deft Stab cooldowns. It creates a small area-of-effect attack around the character and does not require a selected target. After use, it also temporarily increases Fatal Menace damage.
5320.png Deft Stab 5320.png Deft Stab
Max Level: 10
Requirement: Abyss Dagger 3,
Dagger & Bow Mastery 5

Skill Form: Active
Type: Physical Melee
Target: 1 Character
AP Recovery: 3
Description: Quickly attacks the target and
its surroundings 5 times inflicting melee physical damage.
Damage additionally increases according
to the caster's
Base Level and 7xPOW.
[Lv 1]: ATK 1250%, AoE: 5x5 cells
[Lv 2]: ATK 1800%, AoE: 5x5 cells
[Lv 3]: ATK 2350%, AoE: 5x5 cells
[Lv 4]: ATK 2900%, AoE: 5x5 cells
[Lv 5]: ATK 3450%, AoE: 5x5 cells
[Lv 6]: ATK 4000%, AoE: 7x7 cells
[Lv 7]: ATK 4550%, AoE: 7x7 cells
[Lv 8]: ATK 5100%, AoE: 7x7 cells
[Lv 9]: ATK 5650%, AoE: 7x7 cells
[Lv10]: ATK 6200%, AoE: 7x7 cells
The primary damage skill for a melee Abyss Chaser and one of the highest-priority skills to maximize. After Deft Stab has been obtained, additional prerequisite and supporting skills can be developed.
5318.png Abyss Slayer 5318.png Abyss Slayer
Max Level: 10
Requirement: Abyss Dagger 5, Deft Stab 5
Skill Form: Active(AP)
Type: Supportive
Target: Caster
Dispellable: No
AP Cost: 120
Description: Endows the caster's body
with the power of abyss for 300 seconds.
Restores 100% HP / SP upon usage and
increases the caster's abilities drastically.

[Lv 1]: P.ATK/S.MATK +12, HIT +120
[Lv 2]: P.ATK/S.MATK +14, HIT +140
[Lv 3]: P.ATK/S.MATK +16, HIT +160
[Lv 4]: P.ATK/S.MATK +18, HIT +180
[Lv 5]: P.ATK/S.MATK +20, HIT +200
[Lv 6]: P.ATK/S.MATK +22, HIT +220
[Lv 7]: P.ATK/S.MATK +24, HIT +240
[Lv 8]: P.ATK/S.MATK +26, HIT +260
[Lv 9]: P.ATK/S.MATK +28, HIT +280
[Lv 10]: P.ATK/S.MATK +30, HIT +300
The Abyss Chaser AP-based buff. It increases P.ATK and S.MATK by 30 and provides an additional 300 HIT while active. This can be especially useful against monsters with high FLEE or AGI Up. The skill costs 120 AP and has a one-minute cooldown. Deft Stab restores 3 AP per use, allowing AP to be generated consistently during combat.
5315.png Unlucky Rush 5315.png Unlucky Rush
Max Level: 5
Requirement: Abyss Dagger 3,
Dagger & Bow Mastery 4

Skill Form: Active
Type: Physical Melee
Target: 1 Character
Description: Instantly dashes to the target and
inflicts melee physical damage, which also
has a chance to inflict
Unlucky status
on the target.
Damage additionally increases according
to the caster's
Base Level and POW.
Base damage is increased by 5% every 1
POW.
[Lv 1]: ATK 400%, Unlucky Chance: 40%
[Lv 2]: ATK 7000%, Unlucky Chance: 50%
[Lv 3]: ATK 1000%, Unlucky Chance: 60%
[Lv 4]: ATK 1300%, Unlucky Chance: 70%
[Lv 5]: ATK 1600%, Unlucky Chance: 80%
An optional mobility and damage skill. It allows the Abyss Chaser to rapidly approach a target while dealing damage based on Base Level and POW. It can be particularly useful against ranged monsters or when repositioning during combat.
6512.png Hit and Sliding 6512.png Hit and Sliding
Max Level: 5
Requirement: Dagger & Bow Mastery 3
Skill Form: Active
Type: Physical Melee
Target: 1 Character
AP Recovery: 2
Description: Deals melee physical damage to the
target and moves backward. If a bow is equipped,
deals ranged physical damage instead. Grants
the Chasing effect for 60 seconds.
Damage increases based on the caster's
base level and POW.
Base damage is increased by 5% every 1
POW.
[Lv 1] : ATK 3500%/ 1 cell movement
[Lv 2] : ATK 7000%/ 2 cells movement
[Lv 3] : ATK 10500%/ 3 cells movement
[Lv 4] : ATK 14000%/ 4 cells movement
[Lv 5] : ATK 17500%/ 5 cells movement

[Chasing Effect]
While the Chasing effect is active, the following
skills gain increased damage:
[Unlucky Rush]
 : +(Unlucky Rush Lv x2500)%
[Chain Reaction Shot Secondary Damage]
 : +(Chain Reaction Shot Lv x1100)%
Provides the Chasing buff and additional mobility. While Chasing is active, Unlucky Rush receives increased damage.
6513.png Chasing Break 6513.png Chasing Break
Max Level: 5
Requirement: Hit and Sliding 3
Skill Form: Active
Type: Physical Melee
Target: 1 Character
AP Recovery: 2
Description: Chase and rush toward the target,
dealing melee physical damage 5 times to the
target and enemies in the surrounding area.
If the Chasing effect is active, deals
even greater damage 7 times.
Damage increases based on the caster's
base level and POW.

Base damage is increased by 5% every 1 POW.
[Lv 1] :
ATK 2000%/ 2250%(Chasing)
AoE: 5x5 cells

[Lv 2] : ATK 2450%/ 2750%(Chasing)
AoE: 5x5 cells

[Lv 3] : ATK 2900%/ 3250%(Chasing)
AoE: 5x5 cells

[Lv 4] : ATK 3350%/ 3750%(Chasing)
AoE: 7x7 cells

[Lv 5] : ATK 3800%/ 4250%(Chasing)
AoE: 7x7 cells
Another melee mobility and damage skill. Its damage is increased while the Chasing buff from Hit and Sliding is active, making the two skills suitable for combination.

At maximum Job Level, a melee Abyss Chaser will generally have additional skill points available after obtaining the primary skills.

Possible utility options include:
Stalker Compulsion Discount and Sword Mastery can provide additional utility. Compulsion Discount reduces prices at supported NPC shops, while Sword Mastery provides a small damage increase when applicable. Additional points may also be used to obtain prerequisites for utility skills such as Manhole.
Shadow Chaser Body Painting can reveal hidden enemies, while Masquerade Ignorance can provide situational SP recovery. Feint Bomb provides an additional escape and repositioning option. Other utility skills can be selected depending on the intended content.
Abyss Chaser After obtaining the primary melee skills, remaining points can be invested into Hit and Sliding, Chasing Break or other utility and mobility skills according to the intended build.

Gears

Starter Gears Eden gears Grace set Automatic gears
The Eden equipment available to new characters is sufficient for early Rogue progression. An upgraded dagger can be obtained after changing to Rogue. At Level 99 as a Stalker, collect 7200.png Elastic Band (7200) from Wootan Shooters, 1034.png Blue Hair (1034) from Kobolds and 7318.png Old Pick (7318) Old Picks from Pitmen to obtain the Advanced Eden equipment set at Level 100. The Grace equipment set becomes available in Cor after completing the Episode 17.1 main story. For a melee Shadow Chaser, the set supporting Fatal Menace is the relevant option. Each equipment piece costs 20x 25669.png Unknown Parts (25669). The same NPC provides +9 refinement tickets for 20x 25723.png Cor Core (25723) each. This provides an accessible upgrade for Fatal Menace during early progression. More detailed information can be found Grace Set. Automatic equipment becomes available after completing the Episode 17.2 main story and obtaining access to Varmundt's Mansion. Creating Automatic equipment requires the corresponding Illusion equipment to be refined to +9 before it can be upgraded using 1000103.png Varmeal Ticket (1000103). This set can improve Fatal Menace damage but is not mandatory for progression. More detailed information can be found Automatic Equipment (17.2).
Late Game Gears Gray Wolf gears Snow Flower gears Dim Glacier weapons Glacier armors Varmundt gears
Episode 18 provides Amethyst Fragments that can be used to purchase Gray Wolf equipment. These items provide access to stronger enchantments, with several bonuses improving at higher refinement levels, particularly +11. As Level 1 armor, refinement tickets can also be used if the required reputation for Gray Wolf refinement boxes has not yet been obtained. More detailed information: Gray Wolf Equipment. Snow Flower equipment is a suitable option during early Abyss Chaser progression. Episode 19 quests provide Snow Flower Petals, which are used to purchase the equipment and obtain Ice Flower Magic Stones for enchanting. The enchantment stones are randomized, although desired stones may also be obtained through player trading. More detailed information: Issgard Equipment. Issgard provides Glacier and Dim Glacier weapons for Abyss Chaser progression. A standard Glacier weapon can initially be used as a more accessible option. A Dim Glacier Rogue Knife [1] is a later upgrade specifically suitable for increasing Deft Stab damage.

Enchanting materials can be farmed in Snake's Nest after unlocking the relevant Issgard quests. Abandoned Pit Floor 1 provides another farming option once the character is sufficiently equipped. More detailed information about farming, enchanting and refining Dim Glacier weapons: Glacier And Dim Glacier Weapons For Dummies.

Glacier armor provides another progression option alongside Snow Flower equipment. Its enchantments focus more broadly on offensive statistics such as ATK and MATK rather than individual skill damage.

The grading requirements are comparatively accessible because only two grades are involved. 460040.png Glacier Guard [1] (460040) is also an equipment option worth considering as progression continues.

Varmundt Rune equipment represents a significant later-game upgrade. Reforming and enchanting the equipment requires substantial materials and progression.

For a melee build, the Fire Rune set provides relevant traits and melee physical damage bonuses. Unlike Snow Flower equipment, which focuses more strongly on Deft Stab skill damage, the Fire Rune equipment increases broader offensive statistics. Detailed information about reforming, grading and enchanting: Varmundt Rune Stone Equipment. Varmundt content also introduces Venom Rings. Their base crafting materials are obtained from the Temple, Soul and Venom Biosphere dungeons. Information about their enchantment system: Soul Temple Venom Ring Enchant.

Depth 1 armor Depth 2 Dimensional gear set Hall of Life + Nebula gears combo Episode 21 Gaebolg/Yorscalp gears Sky Rune set
After progressing beyond Fire Rune equipment, Varmundt's Biosphere Depth armor becomes another available upgrade.

Depth 1 monsters have substantial HP and defensive effects, making party-based 30-minute runs useful during early progression. Reputation is required to craft, engrave and enchant the armor. Engraving makes the armor Master Account bound and improves its stats. A reputation value of 3,500 is required to reverse the engraving and make the item tradable again.

The Dimensional gear set from Varmundt's Biosphere Depth 2 is one of the strongest available equipment options for Deft Stab builds.

For non-critical Deft Stab damage, Power Level 3 combined with the highest practical Fierce enchant level is an effective enchantment combination for the Time Dimension Rune Crown.

Hall of Life and Nebula equipment can provide another high-end combination for melee Abyss Chaser builds.

Relevant equipment includes:

Spring Garment
Spring Accessory
Nebula Armor of Power
Stellar Power Seal

Materials for Spring equipment are obtained from Lake of Fire. Depending on the player market, Spring materials may also be available through trades for other seasonal materials. Enchanting these items requires a significant amount of resources. The Signet of Circulation Spring provides an option to select the desired Slot 3 enchant directly instead of relying entirely on random enchantment results, although this method requires additional materials.

Episode 21: Age of Heroes introduces Gaebolg and Yorscalp equipment.

Gaebolg Boots are a relevant option for melee builds. When fully enchanted, Grade A and refined to +12, they can outperform Flame Rune Boots from Biosphere content. The reformed Yorscalp version provides additional defensive statistics and represents the later progression path for this equipment.

The Sky Rune set is another available progression option. It is comparatively accessible to refine, grade and enchant and can be equipped from Level 240.

For maximum Deft Stab damage, however, the available Fierce enchant is limited to Level 3. This can cause the set to perform below a fully developed Time Dimension setup. It is therefore better suited as an accessible progression or farming set rather than the highest-damage endgame option.

Headgears

When selecting a headgear for a melee Abyss Chaser, it is important to note that Deft Stab does not critically hit. Headgears primarily focused on Critical Damage, such as 400109.png Boitata Hat [1] (400109), therefore provide limited value to this build.

Item Description Informations
18975.png Old Shadow Handicraft [1] (18975) An old, abandoned shadow handicraft that emanates a mysterious aura.
_______________________
All Basic Stats +1
_______________________
For each Refine Level:
ATK +4
MATK +4
_______________________
For each 2 Refine Levels:
MaxHP +1%
MaxSP +1%
Increases damage of Triangle Shot by 25%.
_______________________
Refine Level +6:
Decreases Masquerade Enervation and Masquerade Unlucky skill cooldown by 1 second.
_______________________
Refine Level +8:
Decreases Masquerade Laziness and Masquerade Weakness skill cooldown by 1 second.
_______________________
Refine Level +10:
Decreases Masquerade Ignorance and Masquerade Gloomy skill cooldown by 1 second.
_______________________
Enchantable: Yes
_______________________
Class Restrictions:
Shadow Chaser

_______________________
Type: Armor
Position: Head Top
Defense: 10
Armor Level: 1
Refinable
Weight: 10
Required Level: 170
A suitable introductory headgear primarily because of its enchanting options. The Tenacity enchant provides melee physical damage, reaching +20% at Level 5. The headgear can also be farmed through Bio 5 content once sufficient equipment and consumables are available.
20302.png C. Beelzebub Crown (20302) A crown of MVP Beelzebub from nameless island. It gives noble atmosphere around its wearer.
_______________________
From: Source

_______________________
Type: Costume
Position: Head Top
Recolor: Not available
A strong general-purpose headgear option that can also benefit from grading. Both unrefined and upgraded versions may be available through the player market.
19479.png Temporal Circlet (Shadow Chaser) [1] (19479) A special energy was given to the circlet, which was
made of ores and gemstones from the gaps of time by Hugin.
_______________________
For each 2 Refine Levels:
ATK +15
_______________________
For each 3 Refine Levels:
Increases Attack Speed by 2%.
Increases damage of Fatal Menace and Feint Bomb by 30%.
_______________________
For each 4 Refine Levels:
ATK +2%
_______________________
Refine Level +11:
Decreases After Cast Delay by 5%.
_______________________
Class Restrictions:
Shadow Chaser

_______________________
Type: Armor
Position: Head Top
Defense: 10
Armor Level: 1
Refinable
Required Level: 170
An inexpensive alternative that can provide additional damage after refinement and enchanting. Some enchantment materials may be comparatively expensive due to their use in newer content. Because the Dimensional equipment set eventually replaces this option, investment should be considered according to the character's current progression.
400383.png Crown of Good and Evil (Abyss Chaser) [1] (400383) A helmet that resonates with the power of heroes and calamities.
It has the effect of amplifying the Good and Evil Weapons.
_______________________
For each 3 Refine Levels:
Increases Physical Damage against enemies of every race by 5%.
_______________________
For each 4 Refine Levels:
Increases Physical Damage by 7%.
_______________________
Refine Level +7:
RES +50
_______________________
Refine Level +9:
CRI +5
Increases Attack Speed by 5%.
_______________________
Refine Level +11:
ATK +5%
Decreases Fixed Casting Time by 0.3 seconds.
_______________________
When equipped with Dark Angel Ray Bow:
For each 3 Refine Levels of Dark Angel Ray Bow:
Increases damage of Chain Reaction Shot by 4%.
Increases damage of Frenzy Shot by 5%.

If Dark Angel Ray Bow's Grade is B or higher:
Increases damage of Chain Reaction Shot by additional 10%.

When equipped with Evil Spell:
Increases damage of Chain Reaction Shot by additional 15%.
Increases damage of Frenzy Shot by additional 20%.
_______________________
When equipped with Holy Light Dagger:
For each 3 Refine Levels of Holy Light Dagger:
Increases damage of Abyss Dagger by 4%.
Increases damage of Deft Stab by 5%.

If Holy Light Dagger's Grade is B or higher:
Increases damage of Abyss Dagger by additional 10%.

When equipped with Good Spell::
Increases damage of Abyss Dagger by additional 15%.
Increases damage of Deft Stab by additional 20%.
_______________________
[Bonus by Grade]
[Grade D]:
MaxHP +5%
_______________________
[Grade C]:
P.ATK +3
S.MATK +3
_______________________
[Grade B]:
P.ATK +2
S.MATK +2
POW +2
SPL +2
_______________________
[Grade A]:
RES +50
MRES +50
Refine Level +12:
Fixed Casting Time -0.2 seconds.
_______________________
Class Restrictions:
Abyss Chaser

_______________________
Type: Armor
Position: Head Top
Defense: 10
Armor Level: 2
Refinable / Gradable
Weight: 10
Required Level: 215
A potential intermediate option before progressing into Dimensional equipment. This headgear is designed to be used together with its corresponding weapon. Additional information can be found here.

Costume enchant stones

Costume enchant stones become relevant during Shadow Chaser progression.
A Fatal Menace-oriented costume enchant set can increase skill damage and provide SP recovery based on damage dealt. This can reduce reliance on SP recovery consumables while leveling.
At Abyss Chaser, broader physical-damage costume enchantments become available and can provide stronger overall benefits for the melee build.
Non-critical damage costume enchant stones are especially valuable for Deft Stab because the skill cannot critically hit. Depending on the selected costume enchant combination, SP recovery may instead be obtained through Shadow Gear such as an Absorb Shadow Shield.

Enchant ID Enchant Description
25805.png Shadow Chaser Stone II (Garment) (25805) A stone that awakens the potential of Shadow Chasers.
Gives the following effects when compounded on a slot of a Costume Garment.
_______________________
Increases damage of Fatal Menace by 15%.
_______________________
When equipped with Stalker Stone II (Top):
Increases damage of Fatal Menace by additional 10%.
_______________________
When equipped with Stalker Stone II:
Decreases SP Consumption of Fatal Menace by 10%.
_______________________
When equipped with Stalker Stone II (Low):
Physical attacks have a 1% chance to absorb 1% of the damage dealt as SP.
_______________________
<NAVI>[Lace La Zard]<INFO>mal_in01,20,107,0,100,0,0</INFO></NAVI>

_______________________
Type: Etc
Position: Unknown
Weight: 10
25493.png Shadow Chaser Stone (Garment) (25493) A stone that awakens the potential of Shadow Chasers.
Gives the following effects when compounded on a slot of a Costume Garment.
_______________________
Increases damage of Triangle Shot by 15%.
_______________________
When equipped with Stalker Stone (Top):
Increases damage of Triangle Shot by additional 15%.
_______________________
When equipped with Stalker Stone:
Increases Ranged Physical Damage by 10%.
_______________________
When equipped with Stalker Stone (Low):
Decreases SP Consumption of Triangle Shot by 10%.
_______________________
<NAVI>[Lace La Zard]<INFO>mal_in01,20,107,0,100,0,0</INFO></NAVI>

_______________________
Type: Etc
Position: Unknown
Weight: 10
1000863.png Shadow Chaser Stone (Top) (1000863) A stone that awakens the potential of Shadow Chasers.
Gives the following effects when compounded on slot of a Costume Top Headgear.
_______________________
For each Level of Emergency Escape:
Increases attack speed by 2%.
_______________________
When equipped with Shadow Chaser Stone (Garment):
Increases damage of Feint Bomb by 15%.
_______________________
When equipped with Shadow Chaser Stone II (Garment):
1% chance to absorb 1% of damage inflicted into SP when dealing physical damage.
_______________________
<NAVI>Aver De Dosh<INFO>mal_in01,23,113,0,100,0,0</INFO></NAVI>

_______________________
Type: Etc
Position: Unknown
Weight: 10
1000865.png Shadow Chaser Stone (Low) (1000865) A stone that awakens the potential of Shadow Chasers.
Gives the following effects when compounded on slot of a Costume Low Headgear.
_______________________
For each Level of Reprodruce:
Increases melee and Ranged Physical Damage by 1%.
_______________________
When equipped with Shadow Chaser Stone (Garment):
Increases physical damage against all elemental enemies by 15%.
_______________________
When equipped with Shadow Chaser Stone II (Garment):
Increases Physical Damage against all sizes by 15%.
_______________________
<NAVI>Aver De Dosh<INFO>mal_in01,23,113,0,100,0,0</INFO></NAVI>

_______________________
Type: Etc
Position: Unknown
Weight: 10
1000525.png SP Absorbtion Stone (Dual) (1000525) A stone that can absorb SP.
Gives the following effects when compounded on the 2nd slot of a Costume Garment.
_______________________
Physical attacks have a 1% chance to absorb 1% of the inflicted damage as SP.
_______________________
<NAVI>[Lace La Zard]<INFO>mal_in01,20,107,0,100,0,0</INFO></NAVI>

_______________________
Type: Etc
Position: Unknown
Weight: 10
25808.png Stalker Stone II (Top) (25808) A stone that awakens the potential of Stalkers.
Gives the following effects when compounded on a slot of a Costume Top Headgear.
_______________________
For each Level of Snatcher:
ATK +2
_______________________
<NAVI>[Aver De Dosh]<INFO>mal_in01,23,113,0,100,0,0</INFO></NAVI>

_______________________
Type: Etc
Position: Unknown
Weight: 10
25807.png Stalker Stone II (Mid) (25807) A stone that awakens the potential of Stalkers.
Gives the following effects when compounded on a slot of a Costume Mid Headgear.
_______________________
Increases damage of Back Stab by 15%.
_______________________
<NAVI>[Aver De Dosh]<INFO>mal_in01,23,113,0,100,0,0</INFO></NAVI>

_______________________
Type: Etc
Position: Unknown
Weight: 10
25807.png Stalker Stone II (Mid) (25807) A stone that awakens the potential of Stalkers.
Gives the following effects when compounded on a slot of a Costume Mid Headgear.
_______________________
Increases damage of Back Stab by 15%.
_______________________
<NAVI>[Aver De Dosh]<INFO>mal_in01,23,113,0,100,0,0</INFO></NAVI>

_______________________
Type: Etc
Position: Unknown
Weight: 10
1002280.png Abyss Chaser Stone II (Garment) (1002280) Abyss Dagger damage +10%
_______________________
Set Bonus with Shadow Chaser Stone II (Mid):

Deft Stab damage +15%
_______________________
Set Bonus with Shadow Chaser Stone II (Low):

Chasing Break damage +15%
_______________________
<NAVI>[Lace La Zard]<INFO>mal_in01,20,107,0,100,0,0</INFO></NAVI>

_______________________
Type: Etc
Position: Unknown
Weight: 10
1002277.png Shadow Chaser Stone II (Top) (1002277) Melee Damage +(Emergency Escape Level)%
Ranged Damage +(Emergency Escape Level)%
_______________________
Set Bonus with Shadow Chaser Stone (Garment):

Triangle Shot damage +20%
_______________________
<NAVI>[Aver De Dosh]<INFO>mal_in01,23,113,0,100,0,0</INFO></NAVI>

_______________________
Type: Etc
Position: Unknown
Weight: 10
1002278.png Shadow Chaser Stone II (Mid) (1002278) After Cast Delay - Shadow Form Level%
_______________________
Set Bonus with Shadow Chaser Stone (Garment):

Feint Bomb damage +15%
_______________________
Set Bonus with Shadow Chaser Stone II (Garment):

Fatal Menace damage +15%
_______________________
Set Bonus with Abyss Chaser Stone II (Garment):

Deft Stab damage +15%
_______________________
<NAVI>[Aver De Dosh]<INFO>mal_in01,23,113,0,100,0,0</INFO></NAVI>

_______________________
Type: Etc
Position: Unknown
Weight: 10

Shadow gears

The first Shadow Gear set can be obtained as a free rental from the Eden Group and is sufficient for early progression toward Abyss Chaser. The Master Shadow set is a suitable first permanent set. It can be enchanted for Deft Stab damage and POW, making it a useful starting option. Additional information can be found on the Shadow Gear page. Once stronger equipment becomes available, the Deft Breaker accessory set provides a specialized option for increasing Deft Stab damage and can outperform Full Penetration accessories for this build. Useful Shadow Gear options include:

Shadow Gear Descriptions
Master Shadow Set

24792.png Master Shadow Weapon (24792)
24793.png Master Shadow Shield (24793)
24800.png Master Shadow Armor (24800)
24801.png Master Shadow Shoes (24801)
24802.png Master Shadow Earring (24802)
24803.png Master Shadow Pendant (24803)

A pair of gloves that can draw the wearer's potential ability.
_______________________
ATK +2%, MATK +2%
_______________________
For each 2 Refine Levels:
Increases Physical Damage by 1%.
Increases Magical Damage with every element by 1%.
_______________________
Refine Level +7:
MaxHP +3%, MaxSP +3%
_______________________
Refine Level +9:
P.ATK +2, S.MATK +2
_______________________
Class Restrictions:
4th and High Expanded Classes
_______________________
From: <NAVI>Clark<INFO>main_office,87,163,0,100,0,0</INFO></NAVI> (Master)

_______________________
Type: ShadowGear
Position: Shadow Weapon
Refinable
Required Level: 200

A small shield worn on the arm for additional defense. Needs a complete set to have bonus effect.
_______________________
ATK +2%, MATK +2%
_______________________
For each 2 Refine Levels:
Increases Physical Damage by 1%.
Increases Magical Damage with every element by 1%.
_______________________
Refine Level +7:
MaxHP +3%, MaxSP +3%
_______________________
Refine Level +9:
P.ATK +2, S.MATK +2
_______________________
Class Restrictions:
4th and High Expanded Classes
_______________________
From: <NAVI>Clark<INFO>main_office,87,163,0,100,0,0</INFO></NAVI> (Master)

_______________________
Type: ShadowGear
Position: Shadow Shield
Refinable
Required Level: 200

A suit of armor worn on top of normal armor for additional defense. Needs a complete set to have bonus effect.
_______________________
When equipped with Master Shadow Shield:
All Traits +2
_______________________
When equipped with Master Shadow Shield and Master Shadow Shoes:
P.ATK +1, S.MATK +1

Total Refine Level of entire set is at least +27:
Ignores physical and magical defense of every race, except Players, by 50%.
_______________________
When equipped with Master Shadow Weapon, Master Shadow Shield, Master Shadow Shoes, Master Shadow Earring and Master Shadow Pendant:
Ignores physical and magical resistance of every race, except Players, by 20%.
_______________________
Class Restrictions:
4th and High Expanded Classes
_______________________
From: <NAVI>Clark<INFO>main_office,87,163,0,100,0,0</INFO></NAVI> (Master)

_______________________
Type: ShadowGear
Position: Shadow Armor
Refinable
Required Level: 200

A pair of shoes worn on top of normal shoes for additional defense. Needs a complete set to have bonus effect.
_______________________
When equipped with Master Shadow Shield:
All Traits +2
_______________________
Class Restrictions:
4th and High Expanded Classes
_______________________
From: <NAVI>Clark<INFO>main_office,87,163,0,100,0,0</INFO></NAVI> (Master)

_______________________
Type: ShadowGear
Position: Shadow Shoes
Refinable
Required Level: 200

A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities.
_______________________
When equipped with Master Shadow Weapon:
All Traits +2
_______________________
When equipped with Master Shadow Weapon and Master Shadow Pendant:
P.ATK +1, S.MATK +1

Total Refine Level of entire set is at least +27:
Ignores physical and magical defense of every race, except Players, by 50%.
_______________________
Class Restrictions:
4th and High Expanded Classes
_______________________
From: <NAVI>Clark<INFO>main_office,87,163,0,100,0,0</INFO></NAVI> (Master)

_______________________
Type: ShadowGear
Position: Shadow Right Accessory
Refinable
Required Level: 200

A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities.
_______________________
When equipped with Master Shadow Weapon:
All Traits +2
_______________________
Class Restrictions:
4th and High Expanded Classes
_______________________
From: <NAVI>Clark<INFO>main_office,87,163,0,100,0,0</INFO></NAVI> (Master)

_______________________
Type: ShadowGear
Position: Shadow Left Accessory
Refinable
Required Level: 200

Infinity Shadow Weapon

24386.png Infinity Shadow Weapon (24386)

A pair of gloves that can draw the wearer's potential ability.
_______________________
For each 3 Refine Levels:
Increases Physical Damage against all sizes by 1%.
Decreases damage taken from all size enemies by 1%.
_______________________
Refine Level +10:
Nullifies weapon damage penalty resulting from monster's size.
_______________________
From: <NAVI>Gina<INFO>main_office,87,172,0,100,0,0</INFO></NAVI> (Infinity)

_______________________
Type: Shadowgear
Position: Shadow Weapon
Refinable
Full Penetration Shadow Accessories

24661.png Full Penetration Shadow Earring (24661)
24662.png Full Penetration Shadow Pendant (24662)

A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities.
_______________________
Ignores physical defense of all race, except Players, by 5%.
_______________________
For each 2 Refine Levels:
Ignores physical defense of all race, except Players, by additional 1%.
_______________________
Refine Level +10:
Increases Physical Damage against all races, except Players, by 3%.
_______________________
When equipped with Full Penetration Shadow Pendant:
ATK +2%

Total Refine Level of entire set at least +18:
Ignores physical defense of all race, except Players, by 100%.
_______________________
From: <NAVI>Gina<INFO>main_office,87,172,0,100,0,0</INFO></NAVI> (Penetration)

_______________________
Type: ShadowGear
Position: Shadow Right Accessory
Refinable

A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities.
_______________________
Ignores physical defense of all race, except Players, by 5%.
_______________________
For each 2 Refine Levels:
Ignores physical defense of all race, except Players, by additional 1%.
_______________________
Refine Level +10:
Increases Physical Damage against all races, except Players, by 3%.
_______________________
From: <NAVI>Gina<INFO>main_office,87,172,0,100,0,0</INFO></NAVI> (Penetration)

_______________________
Type: ShadowGear
Position: Shadow Left Accessory
Refinable

Maximum Mammoth Set

24679.png Maximum Mammoth Shadow Armor (24679)
24680.png Maximum Mammoth Shadow Shoes (24680)
24681.png Maximum Mammoth Shadow Earring (24681)
24682.png Maximum Mammoth Shadow Pendant (24682)

A suit of armor worn on top of normal armor for additional defense. Needs a complete set to have bonus effect.
_______________________
ATK +3%
_______________________
For each 2 Refine Levels:
Increases melee and Ranged Physical Damage by 1%.
_______________________
Refine Level +10:
MaxHP +3%
_______________________
When equipped with Maximum Mammoth Shadow Shoes:
ATK +2%

Total Refine Level of entire set at least +18:
Prevents knock-back effect.

If total Refine Level of entire set at least +20:
Increases Physical Damage against enemies of every element by 12%.
_______________________
From: <NAVI>Gina<INFO>main_office,87,172,0,100,0,0</INFO></NAVI> (Mammoth)

_______________________
Type: ShadowGear
Position: Shadow Armor
Refinable

A pair of shoes worn on top of normal shoes for additional defense. Needs a complete set to have bonus effect.
_______________________
ATK +3%
_______________________
For each 2 Refine Levels:
Increases melee and Ranged Physical Damage by 1%.
_______________________
Refine Level +10:
MaxHP +3%
_______________________
From: <NAVI>Gina<INFO>main_office,87,172,0,100,0,0</INFO></NAVI> (Mammoth)

_______________________
Type: ShadowGear
Position: Shadow Shoes
Refinable

A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities.
_______________________
ATK +3%
_______________________
For each 2 Refine Levels:
Increases melee and Ranged Physical Damage by 1%.
_______________________
Refine Level +10:
MaxHP +3%
_______________________
When equipped with Maximum Mammoth Shadow Pendant:
ATK +2%

Total Refine Level of entire set at least +18:
Prevents knock-back effect.

If total Refine Level of entire set at least +20:
Increases Physical Damage against enemies of every element by 12%.
_______________________
From: <NAVI>Gina<INFO>main_office,87,172,0,100,0,0</INFO></NAVI> (Mammoth)

_______________________
Type: ShadowGear
Position: Shadow Right Accessory
Refinable

A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities.
_______________________
ATK +3%
_______________________
For each 2 Refine Levels:
Increases melee and Ranged Physical Damage by 1%.
_______________________
Refine Level +10:
MaxHP +3%
_______________________
From: <NAVI>Gina<INFO>main_office,87,172,0,100,0,0</INFO></NAVI> (Mammoth)

_______________________
Type: ShadowGear
Position: Shadow Left Accessory
Refinable

Deft Breaker Set

1270095.png Deft Breaker Shadow Earring (1270095)
1270096.png Deft Breaker Shadow Pendant (1270096)

A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities.
_______________________
Increases Deft Stab damage by 8%.
_______________________
For each 2 Refine Levels:
ATK +10
_______________________
For each 3 Refine Levels:
Increases damage of Deft Stab by additional 2%.
_______________________
When equipped with eft Breaker Shadow Pendant:
ATK +2%
P.ATK +2

Total Refine Level of entire set is at least +15:
Increases Physical Damage against enemies of every size by 7%.

Total Refine Level of entire set is at least +18:
Ignores physical defense of every race, except Players, by 50%.
_______________________
When equipped with eft Breaker Shadow Pendant and Master Shadow Weapon:
Increases Physical Damage against enemies of every element by 3%.
P.ATK +2

Total Refine Level of entire set is at least +27:
Ignores physical resistance of every race, except Players, by 10%.

_______________________
Type: ShadowGear
Position: Shadow Right Accessory
Refinable
Required Level: 200

A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities.
_______________________
Increases Chasing Break and Abyss Dagger damage by 8%.
_______________________
For each 2 Refine Levels:
ATK +10
_______________________
For each 3 Refine Levels:
Increases damage of Chasing Break and Abyss Dagger by additional 2%.

_______________________
Type: ShadowGear
Position: Shadow Left Accessory
Refinable
Required Level: 200

Absorb Shadow Shield
24685.png Absorb Shadow Shield (24685)
A small shield worn on the arm for additional defense. Needs a complete set to have bonus effect.
_______________________
MaxHP +3%
MaxSP +3%
_______________________
For each 3 Refine Levels:
ATK +1%
_______________________
Refine Level +7:
Decreases Variable Casting Time by 3%.
_______________________
Refine Level +10:
Physical attacks have a 2% chance to absorb 2% of the inflicted damage as HP and 1% chance to absorb 2% of the inflicted damage as SP.
_______________________
From: <NAVI>Eno<INFO>main_office,87,169,0,100,0,0</INFO></NAVI> (Absorb)

_______________________
Type: ShadowGear
Position: Shadow Shield
Refinable

Useful cards

Regular Cards
Card Card Description Informations
300097.png Aries Card (300097) AGI +2
MaxHP +10%
MaxSP +10%
_______________________
Increases damage of Envenom by 25%.

_______________________
Type: Card
Compound on: Shoes
Weight: 1
Part of the Episode 17.2 Shadow Chaser card set and useful for increasing Fatal Menace damage.
4426.png Byorgue Card (4426) When equipped by Rogue classes:
MATK +10%
Increases physical damage against all classes by 10%

_______________________
Type: Card
Compound on: Armor
Weight: 1
An accessible starter armor card that increases damage without requiring refinement.
27088.png Fury Hero Card (27088) ATK +2%
Adds 0.5% chance of gaining Endure effect for 5 seconds when dealing melee physical attacks.

_______________________
Type: Card
Compound on: Head Top
Weight: 1
A useful mid-headgear card that provides its effects without refinement requirements.
4413.png Hodremlin Card (4413) Decreases damage taken from Small, Medium and Large size by 15%.
Random chance to increase Perfect Dodge by 30 for 10 seconds when receiving physical or magical attack.

_______________________
Type: Card
Compound on: Left Hand
Weight: 1
A general-purpose shield card suitable when no specific racial, elemental or size reduction is required.
4609.png Khalitzburg Knight Card (4609) DEF +20
_______________________
Decreases Damage taken from Medium and Large size by 25%.
_______________________
When equipped with White Knight Card:
Decreases Damage taken from Medium and Large size by 5%.
Increases Physical Damage against Medium and Large size by 15%.

_______________________
Type: Card
Compound on: Left Hand
Weight: 1
Can be combined with White Knight Card for additional offensive bonuses.
300223.png Phantom Wolf Card (300223) Increases Melee Physical Damage by 6%.

_______________________
Type: Card
Compound on: Right Accessory
Weight: 1
An accessible starter accessory card for melee physical builds.
300263.png Rekenber Guard Card (300263) ATK +5%
_______________________
When compounded on either Dagger, One-Handed Sword or Two-Handed Sword:
Increases Physical Melee Damage by 10%.

For each 3 Refine Levels:
Increases Physical Melee Damage by additional 2%.

Base Level at least 200:
For each 3 Refine Levels:
Increases Physical Melee Damage by additional 3%.

_______________________
Type: Card
Compound on: Right Hand
Weight: 1
A useful early Abyss Chaser weapon card. Its relevant effects require Base Level 200.
27172.png Scimitar Cowraiders Card (27172) ATK +5
MATK +5
_______________________
When compounded on a Dagger class weapon:
Refine Level +10:
ATK +20
MATK +20

Refine Level +14:
ATK +20
MATK +20
_______________________
When equipped with Shotgun Cowraiders Card:
Increases Damage against Small size by 15%.

_______________________
Type: Card
Compound on: Right Hand
Weight: 1
Part of the Episode 17.2 Shadow Chaser card set and useful for increasing Fatal Menace damage.
300108.png Sewage Venenum Card (300108) AGI +2
DEX +1
MaxHP +10%
_______________________
Increases damage of Fatal Menace and Triangle Shot by 10%.
_______________________
When equipped with Scimitar Cowraiders Card and Aries Card:
Increases damage of Fatal Menace and Triangle Shot by additional 20%.

For each 2 Refine Levels of equipped Shoes:
Increases damage of Fatal Menace by additional 5%.

For each 2 Refine Levels of equipped Weapon:
Increases damage of Triangle Shot by additional 5%.

_______________________
Type: Card
Compound on: Accessory
Weight: 1
Part of the Episode 17.2 Shadow Chaser card set and useful for increasing Fatal Menace damage.
300360.png Shining Seaweed Card (300360) ATK +10, P.ATK +1
_______________________
Increases Melee Physical Damage with by 3%.
Increases SP Consumption by 7%.
_______________________
Refine Level +9:
Increases Melee Physical Damage with by additional 2%.
_______________________
Refine Level +11:
Decreases Variable Casting Time by 5%.

_______________________
Type: Card
Compound on: Head Top
Weight: 1
A useful early 4th Job headgear card. A +9 refinement is required to obtain its relevant bonus.
300376.png Two Eyes Dollocaris (300376) DEF +100, RES +50
_______________________
Up to max +11 Refine Level:
MaxHP -30%, ATK -10%, MATK -10%
_______________________
Refine Level +12:
MaxHP +30%, ATK +10%, MATK +10%
_______________________
When Armor Level of compounded equipment is 2:
RES +50

_______________________
Type: Card
Compound on: Armor
Weight: 1
A later-game armor card designed for Level 2 armor refined to at least +12.
4608.png White Knight Card (4608) ATK +15
_______________________
Increases Physical Damage against Medium and Large size by 20%.
_______________________
When equipped with Khalitzburg Knight Card:
Increases Physical Damage against Medium and Large size by 15%.
Decreases damage taken from Medium and Large size by 5%.

_______________________
Type: Card
Compound on: Right Hand
Weight: 1
Used together with 4609.png Khalitzburg Knight Card (4609) as part of the corresponding card combination.
DEF +20
_______________________
Decreases Damage taken from Medium and Large size by 25%.
_______________________
When equipped with White Knight Card:
Decreases Damage taken from Medium and Large size by 5%.
Increases Physical Damage against Medium and Large size by 15%.

_______________________
Type: Card
Compound on: Left Hand
Weight: 1
300467.png Angel Iceslug Card (300467) Increases Melee Physical Damage by 15%.
_______________________
Base LUK at least 90:
Critical -15

_______________________
Type: Card
Compound on: Right Accessory
Weight: 1
An Episode 20 accessory card providing a large melee physical damage increase at the cost of Critical Rate. The Critical Rate reduction has limited impact on a Deft Stab build because Deft Stab cannot critically hit.
300461.png Fake Iwin Soldier Card (300461) ATK +40
_______________________
Increases Melee Physical Damage by 5%.
_______________________
Refine Level +10:
Increases Melee Physical Damage by additional 5%.
_______________________
When Weapon Level of compounded equipment is 5:
Increases Melee Physical Damage by additional 10%.
_______________________
When equipped with Elite Rgan Healer Card:
Increases Melee Physical Damage by additional 15%.

_______________________
Type: Card
Compound on: Right Hand
Weight: 1
An Episode 20 weapon card suitable as an upgrade from 300263.png Rekenber Guard Card (300263). It requires a Level 5 weapon refined to at least +10 and can be used together with 300459.png Elite Rgan Healer Card (300459).
ATK +5%
_______________________
When compounded on either Dagger, One-Handed Sword or Two-Handed Sword:
Increases Physical Melee Damage by 10%.

For each 3 Refine Levels:
Increases Physical Melee Damage by additional 2%.

Base Level at least 200:
For each 3 Refine Levels:
Increases Physical Melee Damage by additional 3%.

_______________________
Type: Card
Compound on: Right Hand
Weight: 1

P.ATK +2, S.MATK +2
_______________________
Decreases Variable Casting Time by 3%.

_______________________
Type: Card
Compound on: Head Top
Weight: 1
300465.png Elite Rgan Guardian Card (300465) STR +10, VIT +15, LUK -25
_______________________
Decreases damage taken from monsters of every size by 20%.
Decreases Magical Damage against monsters of Holy, Shadow, Ghost and Poison element by 25%.
_______________________
For each Refine Level:
DEF +20, RES +5
_______________________
Refine Level +7:
Increases Physical Damage against monsters of Water, Wind, Earth and Fire element by 25%.
_______________________
Refine Level +10:
Increases Melee and Ranged Physical Damage by 10%.

_______________________
Type: Card
Compound on: Left Hand
Weight: 1
An Episode 20 shield card providing strong offensive bonuses in exchange for reduced LUK. Its magical-damage drawback has limited relevance to a physical melee build.
300459.png Elite Rgan Healer Card (300459) P.ATK +2, S.MATK +2
_______________________
Decreases Variable Casting Time by 3%.

_______________________
Type: Card
Compound on: Head Top
Weight: 1
A later-game mid-headgear card that can be combined with Fake Iwin Soldier Card for additional offensive benefits.
300422.png Catherine Gaebolg Card (300422) Increases Physical Damage from monsters of Normal element by 10%.
Increases Melee Physical Damage by 5%.
_______________________
For each 2 Refine Levels:
Increases Melee Physical Damage by additional 4%.
_______________________
When equipped with Helmut Lugenburg Card:
Increases Melee Physical Damage by additional 5%.

_______________________
Type: Card
Compound on: Garment
Weight: 1
A strong DPS-oriented card obtainable from Royal Hunting.
27361.png Polluted Wander Man Card (27361) Increases Physical Damage against Medium and Large size by 30%.

_______________________
Type: Card
Compound on: Right Hand
Weight: 1
A high-end weapon card option. Using two copies can provide stronger damage than some earlier card combinations depending on the remaining equipment setup.
300515.png Yoster Fixer Card (300515) Flee +30
Critical -15
Increases Melee Physical Damage by 10%.
_______________________
For each 3 Refine Levels:
Increases Melee Physical Damage by 7%.
_______________________
When equipped with Yoscopus Guardian Card or Yoscopus Sorcerer Card:
Increases Melee Physical Damage by 15%.
Increases Physical Damage against enemies of every element by 15%.

_______________________
Type: Card
Compound on: Garment
Weight: 1
An Episode 21 card providing a stronger later-game alternative to 300422.png Catherine Gaebolg Card (300422).
300524.png Yoscopus Guardian Card (300524) P.Atk +10
MaxHP -7%
Flee +30
_______________________
Increases Atk by 2% for every 10 base STR.
_______________________
Decreases Critical by 3 for every 10 base LUK.

_______________________
Type: Card
Compound on: Armor
Weight: 1
An Episode 21 card that forms a combination with 300515.png Yoster Fixer Card (300515) and provides additional offensive benefits.
MVP Cards
Card Card Description Informations
300474.png [MVP] Rgan Chief Cleaner Card (300474) Increases Melee Physical Damage by 30%.
_______________________
For each 20 base LUK:
Critical -5
_______________________
For each 3 Refine Levels:
Increases Melee Physical Damage by additional 5%.
_______________________
When Armor Level of compounded equipment is 2:
Increases Physical damage against monsters of Boss class by 10%.

_______________________
Type: Card
Compound on: Garment
Weight: 1
A high-end garment card suitable for melee physical builds. Due to its broad usefulness, it may also carry a comparatively high market value.
300533.png [MVP] Encroached Tan Card (300533) Increases Physical Damage against enemies of Normal class by 30%.
Increases Physical Damage against enemies of Boss class by 30%.
MaxHP -15%
_______________________
For each Refine Level:
Atk +1%
P.Atk +1

_______________________
Type: Card
Compound on: Armor
Weight: 1
A high-end physical-class card and one of the strongest available options for its equipment slot.
4399.png [MVP] Thanatos Card (4399) DEF -30
FLEE -30
_______________________
Enchants compounded weapon with the Investigate skill effect.
Each attack drains 1 SP.

_______________________
Type: Card
Compound on: Right Hand
Weight: 1
The Thanatos Card gives your weapon attacks the defense-piercing effect of Investigate. It does not autocast the skill. Your physical attacks ignore the target's DEF and gain bonus damage based on 50% of its hard DEF, making the card especially effective against high-DEF enemies. Each damaging attack consumes 1 SP. It also reduces your DEF and FLEE by 30.

Pets

Several pets can provide useful bonuses depending on the character's equipment and required statistics.

Item Description What does it do?
9132.png Abysmal Knight Egg (9132) An egg that contains a Abysmal Knight Pet.
Can be hatched by using a Pet Incubator.
_______________________
When intimacy is Awkward or Shy, Atk + 2%.
_______________________
When intimacy is Neutral, Atk + 3%.
_______________________
When intimacy is Cordial, Atk + 4%, P.Atk + 1
Increases physical damage against boss monsters by 3%.
_______________________
When intimacy is Loyal, Atk + 5%, P.Atk + 2
Increases physical damage against boss monsters by 5%.
_______________________
Diet: Pet Food

_______________________
Type: PetEgg
Position: Unknown
The Abysmal Knight is a physical damage pet specialized in fighting Boss-class monsters. Its ATK bonus increases with intimacy. At Cordial and Loyal intimacy it also grants P.ATK and additional physical damage against Boss-class targets. At Loyal it provides ATK +5%, P.ATK +2 and 5% physical damage against Boss-class monsters.
9146.png Grey Icewind Egg (9146) An egg that contains a Grey Icewind Pet.
Can be hatched by using a Pet Incubator.
_______________________
When intimacy is Awkward or Shy, Atk + 1%.
_______________________
When intimacy is Neutral, Atk + 2%.
_______________________
When intimacy is Cordial, Atk + 2%, POW + 1.
_______________________
When intimacy is Loyal, Atk + 3%, POW + 2.
_______________________
Diet: Pet Food

_______________________
Type: PetEgg
Position: Unknown
The Grey Icewind is a general physical damage pet. It provides ATK at every intimacy level and begins granting POW at Cordial intimacy. At Loyal it provides ATK +3% and POW +2, making it useful for physical fourth jobs.
9052.png Incubus Egg (9052) An egg in which a Incubus cute pet rests.
Can be hatched by using a Pet Incubator.
_______________________
When intimacy is Cordial:
MaxSP +3%
low chance of gaining 1% of the physical damage inflicted to an enemy as SP.
_______________________
When intimacy is Loyal:
MaxSP +5%
low chance of gaining 1% of the physical damage inflicted to an enemy as SP.
_______________________
Diet: Vital Flower

_______________________
Type: Petegg
Position: Unknown
The Incubus is an SP-focused pet. It has a 3% chance when dealing physical weapon damage to recover SP equal to 1% of the damage dealt. It also increases Max SP by 3%, or by 5% at Loyal intimacy.

For example, if the recovery activates on a hit dealing 100,000 damage, you recover 1,000 SP.

9126.png Kiel-D-01 Egg (9126) An egg in which a Kiel pet rests.
Can be hatched by using a Pet Incubator.
_______________________
When intimacy is Awkward:
Increases Attack Speed by 4%.
HIT +9
_______________________
When intimacy is Neutral:
Increases Attack Speed by 5%.
HIT +12
Increases Melee Physical Damage by 1%.
_______________________
When intimacy is Cordial:
Increases Attack Speed by 6%.
HIT +15
Increases Melee Physical Damage by 3%.
_______________________
When intimacy is Loyal:
Increases Attack Speed by 7%.
HIT +18
Increases Melee Physical Damage by 5%.
_______________________
Diet: Luxurious Pet Food

_______________________
Type: PetEgg
Position: Unknown
Kiel-D-01 is designed for short-range physical attackers. It increases attack speed and HIT at every intimacy level. Starting at Neutral intimacy it also increases short-range physical damage. At Loyal it provides 7% reduced after-attack delay, HIT +18 and 5% short-range physical damage.
9090.png Little Isis Egg (9090) An egg in which a Little Isis cute pet rests.
Can be hatched by using a Pet Incubator.
_______________________
When intimacy is Awkward:
Increases physical damage against all classes by 1%
_______________________
When intimacy is Neutral:
Increases physical damage against all classes by 2%
_______________________
When intimacy is Cordial:
Increases physical damage against all classes by 3%
_______________________
When intimacy is Loyal:
Increases physical damage against all classes by 4%
_______________________
Diet: Pet Food

_______________________
Type: Petegg
Position: Unknown
Little Isis is a simple universal physical damage pet. It increases physical damage against all target classes. The bonus scales from 1% at Awkward or Shy intimacy to 4% at Loyal intimacy. Unlike an ATK bonus, this is a direct physical damage modifier.
9193.png Mistress Egg (9193) An egg that contains a Mistress Pet.
Can be hatched by using a Pet Incubator.
_______________________
When intimacy is Awkward or Shy
Increases Physical Damage against Normal class by 1%.
_______________________
When intimacy is Neutral
Increases Physical Damage against Normal class by 3%.
_______________________
When intimacy is Cordial
Increases Physical Damage against Normal class by 5%.
_______________________
When intimacy is Loyal
Increases Physical Damage against Normal class by 7%.
Nullifies reduction in damage against monsters resulting from monster's size.
_______________________
Diet: Luxurious Pet Food

_______________________
Type: PetEgg
Position: Unknown
Mistress is specialized in fighting Normal-class enemies, meaning targets that are not classified as Boss monsters. Its physical damage bonus increases from 1% to 7% depending on intimacy. At Loyal it also removes weapon size penalties, allowing your weapon to deal 100% damage against Small, Medium and Large targets.
9121.png Orc Hero Egg (9121) An egg in which a Orc Hero pet rests.
Can be hatched by using a Pet Incubator.
_______________________
When intimacy is Awkward:
ATK +1%
_______________________
When intimacy is Neutral:
ATK +2%
_______________________
When intimacy is Cordial:
ATK +3%
Increases Critical Damage by 1%.
_______________________
When intimacy is Loyal:
ATK +7%
Increases Critical Damage by 3%.
_______________________
Diet: Luxurious Pet Food

_______________________
Type: Petegg
Position: Unknown
Orc Hero is a physical and critical damage pet. It provides ATK at every intimacy level. At Cordial it also grants 1% critical damage. At Loyal it provides ATK +7% and 3% critical damage, making it most useful for critical attack builds.

Note: The current Orc Hero item description says ATK +3% at Cordial, but the server script actually grants ATK +4%. The Incubus script also grants its Max SP +3% and SP recovery effect below Cordial intimacy.

Leveling

The following locations are intended as general leveling guidelines rather than strict requirements. Before selecting a leveling map, check whether Eden Group or Main Office quests are available for monsters in the same area. Combining regular leveling with these quests can improve overall progression.

Level Monster How to get there
1 ~ 25 Spores @go payon, leave the map on east side
25 ~ 40 Thara Frogs, Megalodons Use Warper > Dungeons > Beach Dungeon 3
40 ~ 60 Groves, Floras Use Warper > Dungeons > Beach Dungeon 3, leave the map on east side
60 ~ 75 Grand Pecos @go aldebaran, leave the map on north side twice
75 ~ 80 Wood Goblin, Les Use Warper > Dungeons > Moscovia Dungeon
80 ~ 90 Stapos @go veins, leave the map on south side
90 ~ 95 Siromas, Desert Wolves For Siromas, use the Warper > Dungeons > Ice Dungeon

for Desert Wolves just leave the Ice Dungeon Map on south

95 ~ 110 Magmarings Use Warper > Dungeons > Thor Volcano and leave the map south
110 ~ 150 Manuk/Splendide fields, Bifrost fields, Eclage field & dungeon Depending on where you want to go it is e.g. @go manuk and check the fields around.
150 ~ 180 Lasagna dungeon 3, various Varmundt Mansion maps Use Warper > Dungeon > Lasagna Dungeon

Use Warper > Dungeon > Large Bath Mediathio/Lost Farm Valley/Library/Tartaros Storage/First&Second Power Plant

180 ~ 190 Einbech dungeon 3 Einbech
To unlock the Einbech Dungeon warper, you must first reach the destination manually by traveling through Levels 1 and 2.

Once unlocked, you can access it via:
Warper > Dungeons > Einbech Dungeon (ein_dun02 22, 250).

190 ~ 200 Odin's Past Odin
To unlock the Odin Temple Dungeon warper, you must first reach the destination manually by traveling through Levels 1 and 2.

Once unlocked, you can access it via:
Warper > Dungeons > Odin's Past

200 ~ 210 Abyss Lake 4, Rudus 4, Niflheim dungeon 1 Abyss Lake
The entrance to Abyss Lake F4 is in Abyss Lake F3 in the middle of the map.

Rudus
You can enter Rudus F4 by talking to the Rebellion NPC (sp_rudus3 380, 42) in Rudus F3 at the bottom right of the map.
Niflheim
Use @go niflheim and walk to Mila (niflheim 164, 102) to unlock Warper.

210 ~ 230 Episode 19 fields like Snake's Nest 1 & 2, Amicitia 1 For Snake's Nest use Warper > Dungeons > Snake's Nest

Amicitia
@go einbroch, leave the map south, walk to Lara (ein_fild08 156, 96) to unlock the Warper.

230 ~ 240 Amicitia 2 For level 2 you need to leave the map of Level 1 at south.
240 ~ 260 Niflheim dungeon 2, Power Twisted Plains, Mjolnir Underground Cave, Clock Tower Unknown Basement, Varmundt Biospheres, Depth 1 Niflheim Dungeon entrance is on Level 1 south.

Power Twisted Plains To unlock in Warper, use Warper > Oz Dungeon > Climb Robe, Talk to NPC at (ra_fild10 352, 341) (Top right of the map).
Mjolnir Underground Cave
@go einbroch, leave the map south, walk to Rebellion (ein_fild08 192, 49) to unlock the Warper.
Clock Tower Unknown Basement
Use Warper > Dungeons > Clock Tower, a lil bit to the right you will find a wheel at the wall, enter the dungeon (c_tower1 243, 202) to unlock the Warper.
Varmundt's Biosphere Use Warper > Dungeons > Varmundt Dungeons
Varmundt's Biosphere Depth Depth 1 Dungeons can only be entered via Varmundt Dungeons.
Varmundt's Biosphere Depth 2 @go Varmundt, at (ba_maison 242, 122) you can enter it. You need 2000 Reputation in Depth 1.