Content

Saturday, 23 March 2013

The Holy Path - General Crusader Guide (FS, Hybrid, and BS)



The path of the Crusader is the path to holiness. He who walks down this path is destined for greatness. He who helps support is the one most divine. He who eradicates evil is the one most righteous. He is the one who is ready. The question is upon thee: Is thy soul ready?

Update History:
3/6/2013 - Posted the rest of the Guide. Guide is FINISHED.
3/5/2013 - Posted Titles, Avatars, Creatures, and Enchantments
3/4/2013 - Posted Chronicles
3/3/2013 - Posted Accessories and Sub Equipment
3/2/2013 - Posted Weapons, Crosses and Rosaries, and Armor
3/1/2013 - Posted QP, Sample Builds, and Buff Rotation
2/28/2013 - Posted EX Skills
2/27/2013 - Posted Skills, Skeleton Buids, General, Priest (Common), and Crusader Skills
2/26/2013 - Posted Guide and made Intro and reservation posts

Table of Contents:
Note: Use Ctrl + F to find the sections
  • Intro [G1000]
    • Credits and Notes [G1100]
      • The Types of Crusaders [G110]
        • Pros and Cons [G1111]
    • Terms to Know [G1200]

  • Builds [G2000]
    • Skeleton Builds [G2100]
    • Skills [G2200]
      • General Skills [G2210]
      • Priest (Common) Skills [G2220]
      • Crusader Skills [G2230]
      • EX Skills [G2240]
    • Quest Points [G2300]
    • Sample Builds [G2400]
    • Buff Rotations [G2500]
  • Equipment [G3000]
    • Weapon [G3100]
    • Armor [G3200]
    • Accessories [G3300]
    • Sub Equipment [G3400]
    • Chronicle [G3500]
    • Titles [G3600]
    • Avatars [G3700]
    • Creatures [G3800]
    • Enchantments [G3900]
  • Otherverse (OV) [G4000]
  • PvP [G5000]
    • Pros and Cons [G5100]
    • Sample Builds [G5200]
    • Combo Examples [G5300]
    • Strategies [G5400]
    • Titles [G5500]
    • Enchantments [G5600]
    • Creatures [G5700]
  • Useful Links [G6000]
Intro [G1000]

This is a guide with details on all the different types of Crusaders. There have been guides on a single type of Crusader but there has been no definitive, general, and complete guide for all Crusaders. As such, this guide, which is made with input from the Crusader community, will be, we hope, the greatest guide for Crusaders everywhere.

Credits and Notes [G1100]

Credits: I thank Musicool, Xaorath, Orichalkos/EpicDrive, Stark, Shirouzen, ItzKash, Bsader, Quote, FeelMyNen, LunarNinja, Caveman1097*, Rahavic, Mizkuza, Rumble/iBuffForGold, EnigmaticSoldier, and every single Crusader out there. Many of you contributed much to the subforum. Practically all of you support the Crusader class. Thanks to the DnF Crusader community because they were the ones to start it. All of you guys rock. Keep on being righteous.

*Caveman1097 is largely responsible for many of the Battle Sader related items in this guide. He had his own (unfinished) written guide but was never posted and allowed the Crusader community to use it. Extra thanks goes out to him.

Contributions: If you have something to contribute, please feel free to post in the thread, "Calling Everyone", VM or PM me. We're trying to make this the best guide for Crusaders. Also, if there is anything wrong that you can see, feel free to note it. As I've said before, "The last thing I need is misinformation in my posts."

The Types of Crusaders [G1110]

Full Support Crusader: Practically the best Support class in the entire game. No other class has the amount of buffs and heals as the Full Support Crusader. Support is the most common because of the high demand. Expect to be the most defensive and supportive role with this type.

Battle Crusader: A long time ago, this type would be seen with much resentment. Nowadays, the resentment has decreased quite a bit. Battle Crusaders are quite strong. Being a fixed damage class, not only is it easier on the money, but it is also capable of dealing high damage without excellent equipment. If you wish to be more active as a Crusader, this type is a good type.

Hybrid Crusader: A rare type of Crusader. Thanks to Shirouzen, a Hybrid Crusader does not carry as much resentment as it normally would. A Hybrid Crusader is a mix between Full Support and Battle Crusader. It has more buffs/heals than a Battle Crusader and more attacks than a Full Support Crusader. Due to the nature of this, a Hybrid Crusader can be known as a Jack of All Trades, Master of None class.

Pros and Cons [G1111]

Note: A Pro for the entire class of Crusaders is that they are allowed to switch equipment to escape from any immobile status effects (E.g. stun, freeze, sleep, etc.). While you can switch any equipment out to take advantage of this, the most common equip to switch is a Title because titles have no cooldown. As such, this is known more as Title Switching than anything else.

Full Support
Pros:
-High Survivability
-Doesn't need amazing gear to be good
-Wanted in parties (The most beloved Crusader)
-Great for protecting parties and making them stronger
-Can also help besides buffing by grouping enemies

Cons:
-Not for damage, cannot solo fast
-Naturally slow
-A lot of micromanaging without direct confrontation, may be seen as boring for those looking for more action
-Level 20-30 is bad since the buffs aren't exactly the greatest, or even that great, by that point
-Party-dependent: Must join parties to fully utilize the support role and have good dungeon clear times, must also have competent party members
-SP Tight

Hybrid Crusader (with both heals maxed and fountain of life at a good level):
Pros:
-Very flexible, able to be used in any situation if built correctly
-Good survivability
-Does need some good gear from a Battle Crusader's repertoire
-Can endure some of the worst gimmicks which would usually cause most any other class to pot or token
-Solo's at a decent pace, slower than Battle Crusaders but much faster than Full Support Crusaders
-Very much able to solo, a good build to run with the typical random without incurring any net loss in gold, pots, or tokens in OV2/3 up until Darkside
-While most Crusaders will end up needing dual or even trio builds (ToDesp) a well build hybrid can do all types of dungeons. There's no need to switch around at all

Cons:
-A complete unknown for the most part, some people will think you are battle, others think you are support
-If people think you are a Battle Crusader they will still want a Full Support Crusader
-A lot of possible hybrid builds are not battle tested
-Doesn't get very strong until 70 because of reliance on ex wall and flash shrap as core burst
-Naturally slow
-Jack of All Trades, Master of None type, do not expect a Hybrid to ever be as good as Full Support or Battle Crusader at their own game. While a mix of Battle and Support may seem like a good idea, it is not as efficient* (I mean this as a restatement to the previous sentence but they are still efficient). Do know that the majority of the Crusader population favors FS or BS over Hybrid.

*Quote:
Originally Posted by Shirouzen View Post
It depends on what you mean by efficient, in many situations a hybrid will be better than both an fs or a battlesader.

If you only have one build to run and you want to solo/party/and run challenge dungeons like TODesp, then a hybrid is "efficient".

If you want to use much less resources and save money such as pots and tokens but you also want to fight in OV then a hybrid is "efficient" compared to a battlesader.

If you plan on running OV with randoms more because you have an unreliable schedule, the rate of you having to solo certain things increases (end part of void/bakal boss/ozma). I would then argue that would be even more efficient than an fs or a bs in many cases. If an fs is stuck in the "I have to solo this" situation it takes incredibly long, and if a battle sader has to solo it won't take long but the pot usage and gold cost can go up very high unless you are already finished gearing.

The 1400 sp spent for max fast/slow/fountain of life to 12
gives you approximately 75000 hp per maxed heal
150,000 hp for both heals together and 6 lives for fountain of life at 12.
all these reset at the use of one sacred blessing. It's extremely cost efficient.
The average class in this game has around 20-30k hp at 70, and the average battle sader has around 40-50k hp, thinking about it this way shows how broken it is. With these skills maxed you will have a potential hp pool 5-7 times larger than the average character and 4 times the average battle sader. Thats not even counting the extra lives from fol.
^This alone imo is the main reason one would ever objectively make a hybrid sader over a battlesader. Battle endurance. For a relatively small tradeoff in power (and in turn run speed) you get a huge increase in endurance.

This increase in endurance is extremely helpful in places where you can't pot such as TODesp. A correctly built hybrid will have a much easier time overall doing TODesp compared to someone who is just a battlesader or just a hybrid, and in some cases do even better than someone with a dual build.

I'm sure in the future there will be more challenge type dungeons that restrict potting, and hybrids will also shine there.


Battle Crusader
Pros:
-High damage burst
-Survivability is not as good as Full Support, but is still very good due to plate armor and the general nature of Crusaders being tanks
-Cost is not as high as other classes due to fixed damage, gear is usually cheaper than other classes
-Can solo quite well, and extremely well with good gear
-Good grouping potential
-Majority of attack skills use light damage, so you only need to stack one element
-Even though Battle Crusaders don't fit the supportive role, they can still get buffs to increase their attack power greatly

Cons:
-Naturally slow
-People usually favor Full Support Crusaders over Battle
-Lacks some defensive options that Full Support Crusaders get
-Difficult to deal damage effectively if you can't group correctly
-SP Tight
-Mana hungry, though the problem decreases as you level up and learn to group efficiently
-Light damage, while it is a pro to only stack one element, is also the most expensive element to stack. It is also bad for certain dungeons

Terms to Know [G1200]

Sader - Short for Crusader
FS - Full Support
BS - Battle Sader
DI - Divine Invocation
Apoc - Apocalypse
LoD - Light of Divinity
FoL - Fountain of Life
RoL - Revenge of Light
Spear - Spear of Victory
Sign/SoP - Sign of Protection
QP - Quest Points
INT - Intelligence
SPR - Spirit
VIT - Vitality
HW - Healing Wind
Wall - Deflection Wall (Plural may include Pressure Wall)
BoP - Blades of Purity
CC - Crashing Cross
Hammer/HoR - Hammer of Repentance
RJ - Righteous Judgment
Sphere - Flash Sphere
Shrapnel - Flash Shrapnel
FG - Furious Grab
PH - Phoenix Hammer
GoP - Grace of Protection
GoC - Grace of Courage
WB - Wisdom Blessing
SH - Slow Heal
LSP - Lucky Straight Punch
QR - Quick Rebound 

Builds [G2000]
A build is a set of skills. Use Crusader - Planner to plan out your build so that you know exactly how to build up your sader's skills.

Skeleton Builds [G2100]

A skeleton build is a build with the core skills already added to the required amount. Building a sader is up to personal preference. As of 70 cap, we are very SP tight, but this is the reason why many things are up to personal preference. Some skeleton builds have been provided.

FS: Crusader - Planner

BS: Crusader - Planner

Hybrid: Crusader - Planner
Skills [G2200]

[Format]
Skill Icon
Description/Notes
Recommended Levels for FS:
Recommended Levels for BS (PvE):
Recommended Levels for BS (PvP):
Recommended Levels for Hybrid:
SP Per Level | Max Level | Total SP

General Skills [G2210]


Cancel Item Throw - Allows you to throw an item during the middle of your regular attack. Completely useless.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0
Recommended Levels for BS (PvP): 0
Recommended Levels for Hybrid: 0
SP Per Level: 50 | Max Level: 1 | Total SP: 50


Leap - Allows you to jump higher into the air than a regular jump. Each level up increases the duration as well as the cooldown. May be useful in certain dungeons and certainly useful in PvP. However, since saders are quite SP-tight, it is highly recommended to skip this buff in PvE.
Recommended Levels for FS: 0 - 1
Recommended Levels for BS (PvE): 0 - 1
Recommended Levels for BS (PvP): 0 - 1
Recommended Levels for Hybrid: 0 - 1
SP Per Level: 20 | Max Level: 10 | Total SP: 200


Ancient Memory - Buff that gives Int for 20 seconds with a cooldown of 40 seconds. Each level up increases the amount of Int given. While a buff that gives Int may seem like a good idea, saders have better buffs to get and better skills to spend than on this skill. However, in PvP, it can act as a decent scapegoat for mages with Disenchant and also as a skill to take advantage of Indomitable Spirit.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0 - 10
Recommended Levels for BS (PvP): 0 - 1
Recommended Levels for Hybrid: 0 - 10
SP Per Level: 25 | Max Level: 10 | Total SP: 250


Throw Mastery - Increases the attack strength of thrown items. Completely useless.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0
Recommended Levels for BS (PvP): 0
Recommended Levels for Hybrid: 0
SP Per Level: 25 | Max Level: 10 | Total SP: 250


Indomitable Spirit - Allows you to cast without being interrupted. This skill has no use in PvE as you can use LoD to prevent most attacks from interrupting you. However, in PvP, this skill can be a great asset. It is an all-or-nothing skill, you max it or you don't. Each level increases the chance of being uninterruptible, and at max the chance is 100%.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0
Recommended Levels for BS (PvP): 0 - 10
Recommended Levels for Hybrid: 0
SP Per Level: 25 | Max Level: 10 | Total SP: 250


Physical Critical Hit - Increases the Physical Critical Hit Rate. Useless for saders since our attacks are magic.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0
Recommended Levels for BS (PvP): 0
Recommended Levels for Hybrid: 0
SP Per Level: 20 | Max Level: 10 | Total SP: 200


Physical Rear Attack - Increases Physical Critical Hit Rate on back attacks. Extra useless.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0
Recommended Levels for BS (PvP): 0
Recommended Levels for Hybrid: 0
SP Per Level: 20 | Max Level: 10 | Total SP: 200


Magic Critical Hit - Increases the Magic Critical Hit Rate. Pretty good for battle builds in PvE, it can be a pretty good skill to have as an SP dump.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0 - 10
Recommended Levels for BS (PvP): 0
Recommended Levels for Hybrid: 0 - 10
SP Per Level: 20 | Max Level: 10 | Total SP: 200


Magic Rear Attack - Increases Magic Critical Hit Rate on back attacks. Useless. Despite it being magic, we don't do much back attacks. If you have the SP to get this, then you should definitely put it in something better.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0
Recommended Levels for BS (PvP): 0
Recommended Levels for Hybrid: 0
SP Per Level: 20 | Max Level: 10 | Total SP: 200


Quick Rebound - Upon getting knocked down, press the jump button to enter a crouched state. You are invincible for a few seconds. Hold down the button for longer invincibility. Get this skill. You have no reason not to get it.
Recommended Levels for FS: 1
Recommended Levels for BS (PvE): 1
Recommended Levels for BS (PvP): 1
Recommended Levels for Hybrid: 1
SP Per Level: 10 | Max Level: 1 | Total SP: 10
Priest (Common) Skills [G2220]
 
Slow Heal - Recovers HP over time and HP Recovery is affected by your VIT. More levels means a higher HP Recovery as well as more usages. Due to nerf of Slow Heal EX, it's not as recommended to max it for all the usages now, but you can still do so if you choose.
Recommended Levels for FS: 10 - 30
Recommended Levels for BS (PvE): 10 - 30
Recommended Levels for BS (PvP): 10 - 30
Recommended Levels for Hybrid: 10 - 30
SP Per Level: 15 | Max Level: 30 | Total SP: 450


Strike - Increases Strength, Physical Attack, and Hit Rate. One of your core skills to max as a FS. The amount of Str/Physical Attack given is based on the skill values as well as on your VIT. On BS, you can raise it up higher for more Hit Rate, but most opt to only leave it at 5 since you can get Hit Rate through other means.
Recommended Levels for FS: 30
Recommended Levels for BS (PvE): 5
Recommended Levels for BS (PvP): 5-30
Recommended Levels for Hybrid: 5-30
SP Per Level: 15 | Max Level: 30 | Total SP: 450


Cure - Removes abnormal status effects from you and any party members in range. Quite a good skill to get on all saders, and the cost/level on it isn't bad at all. Each level decreases the cooldown. Helpful in PvP as well.
Recommended Levels for FS: 7
Recommended Levels for BS (PvE): 0 - 7
Recommended Levels for BS (PvP): 0 - 7
Recommended Levels for Hybrid: 0 - 7
SP Per Level: 15 | Max Level: 7 | Total SP: 105


Wisdom Blessing - Increases Intelligence and Magic Attack. One of your core skills to max. The amount of INT/Magic Attack given depends upon the skill values and the amount of SPR you have. In PvP, it is not needed as much.
Recommended Levels for FS: 28
Recommended Levels for BS (PvE): 28
Recommended Levels for BS (PvP): 0 - 28
Recommended Levels for Hybrid: 28
SP Per Level: 20 | Max Level: 28 | Total SP: 560


Lucky Straight Punch - Dashes forward while delivering a straight punch. Hits three times and last hit has a higher chance of being a critical hit. Not really useful for FS but because this skill can be converted to do magic damage, it is viable to use this skill for damage. However, most BS will max out many Sader attacks so there won't be much SP for this. In PvP, LSP can be a good move to max for the damage. It can also be used to move a good distance (It is not stopped by any speed debuffs, it always travels the same distance).
Recommended Levels for FS: 0 - 1
Recommended Levels for BS (PvE): 0 - 1
Recommended Levels for BS (PvP): 0 - 30
Recommended Levels for Hybrid: 0 - 30
SP Per Level: 15 | Max Level: 30 | Total SP: 435


Smasher - Grabs an enemy and dashes forward before throwing the enemy. You can press the attack button to throw the enemy earlier, and this will do more damage. Enemies thrown can hit other enemies. It's a grab, so it has its uses in PvE. In PvP, it can be a great combo ender.
Recommended Levels for FS: 1
Recommended Levels for BS (PvE): 1
Recommended Levels for BS (PvP): 1 - 30
Recommended Levels for Hybrid: 1 - 30
SP Per Level: 15 | Max Level: 30 | Total SP: 435


Cancel Smasher - Allows you to cancel into smasher from a normal attack. It only costs 10 SP since Smasher is one of your starter skills. It has its uses in PvE and PvP. Great use with a low SP cost, so get it.
Recommended Levels for FS: 1
Recommended Levels for BS (PvE): 1
Recommended Levels for BS (PvP): 1
Recommended Levels for Hybrid: 1
SP Per Level: 10 | Max Level: 1 | Total SP: 10


Second Uppercut - After a dash attack, press the attack key again to deliver an uppercut. Each level raises the attack strength and the launching strength. Very little use in PvE. A really good move in PvP, however.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0 - 1
Recommended Levels for BS (PvP): 30
Recommended Levels for Hybrid: 0 - 1
SP Per Level: 15 | Max Level: 30 | Total SP: 450


Giant Weapon Launcher - Launch enemies into the air with your weapon. Each level increases damage and the launching strength. The cancel is given for free. Some use in PvE, but not worth leveling up. Very good move in PvP.
Recommended Levels for FS: 1
Recommended Levels for BS (PvE): 1
Recommended Levels for BS (PvP): 10
Recommended Levels for Hybrid: 1
SP Per Level: 20 | Max Level: 10 | Total SP: 180


Phoenix Hammer - Jump into the air and plunge your weapon onto the ground, also creates a shockwave. Each level increases damage and the size of the shockwave. Has invincibility frames for a little bit after the weapon has been plunged. Can be good in PvE and PvP.
Recommended Levels for FS: 1
Recommended Levels for BS (PvE): 1 - 30
Recommended Levels for BS (PvP): 1 - 30
Recommended Levels for Hybrid: 1 - 30
SP Per Level: 20 | Max Level: 28 | Total SP: 540


Rising Emblem - Create a circle of magic on the ground in front of you that launches enemies. Each level increases damage and launching strength. Not really worth it in PvE, but quite good in PvP.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0
Recommended Levels for BS (PvP): 1 - 30
Recommended Levels for Hybrid: 0
SP Per Level: 25 | Max Level: 26 | Total SP: 650


Furious Grab - Summon a giant demonic hand in front of you, can give the Immobile status effect to enemies. The damage is pretty good and the immobilization can definitely help you. It used to be a choice between this and Crashing Cross, but since Crashing Cross has the bonus of increasing your sader skills, this skill is usually left alone.
Recommended Levels for FS: 1
Recommended Levels for BS (PvE): 1 - 30
Recommended Levels for BS (PvP): 1 - 30
Recommended Levels for Hybrid: 1 - 30
SP Per Level: 15 | Max Level: 30 | Total SP: 435


Painful Rapture - Sacrifice some HP to restore some MP. Not useful, you have better SP to spend elsewhere. FS rarely needs to restore MP and BS gets better with MP consumption upon leveling up and learning to group.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0
Recommended Levels for BS (PvP): 0
Recommended Levels for Hybrid: 0
SP Per Level: 20 | Max Level: 10 | Total SP: 200
Crusader Skills [G2230]


Grace of God - Passive that permanently adds 10 to Abnormal Status Resist (Effectively 10% increase). This skill is the reason you are allowed to switch equipment to get out of any immobile status effects. Automatically gotten from advancing.


Grace of Protection - Passive that increases your VIT and SPR. A must max on FS. Only need to get 4 for DI for BS.
Recommended Levels for FS: 17
Recommended Levels for BS (PvE): 4
Recommended Levels for BS (PvP): 0 - 17
Recommended Levels for Hybrid: 17
SP Per Level: 20 | Max Level: 17 | Total SP: 420


Grace of Courage - Passive that increases your STR and INT. Now this skill is more relevant to BS. You'll need 9 at least to get RJ, but max gives you more STR and INT, obviously. In PvP, you'll need 7 to get Hammer.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 9 - 17
Recommended Levels for BS (PvP): 7 - 17
Recommended Levels for Hybrid: 9 - 17
SP Per Level: 20 | Skill Level: 17 | Total SP: 420


Blades of Purity - Sader crosses his arms in a cross shape and deals light damage. Leaves an enemy dazed once attacked and each level up also increases the amount of time an enemy is dazed. It's a decent skill, but spamming it will make you lose MP fast. It's a pretty good DPS skill, especially with the EX. In PvP, it has a great range and may hitstun a person long enough for you to combo. You'll need 5 to get Deflection Wall.
Recommended Levels for FS: 5
Recommended Levels for BS (PvE): 5 - 26
Recommended Levels for BS (PvP): 5 - 26
Recommended Levels for Hybrid: 5 - 26
SP Per Level: 20 | Max Level: 26 | Total SP: 500


Cancel Blades of Purity - Allows you to use BoP during your normal attack. Not needed but can help in PvE. Much more useful in PvP.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0 - 1
Recommended Levels for BS (PvP): 1
Recommended Levels for Hybrid: 0 - 1
SP Per Level: 50 | Max Level: 1 | Total SP: 50


Heaven's Melody - Increases a party member's HP and MP for 2 minutes. The amount of HP and MP increased is dependent upon your VIT and SPR, respectively. A pretty good skill for FS. You'll need at least 5 to get DI.
Recommended Levels for FS: 5 - 26
Recommended Levels for BS (PvE): 5
Recommended Levels for BS (PvP): 0 - 5
Recommended Levels for Hybrid: 5 - 26
SP Per Level: 20 | Max Level: 26 | Total SP: 520


Spear of Victory - Cast a spear and throw it in front of you. Holding the button down charges the spear. A charged spear does more damage, hold more enemies, and holds them for longer as well. This skill is practically a staple for any sader. You'll want to get at least 10 for the EX. However, should you have a holder in your party, then this skill is not as needed.
Recommended Levels for FS: 1, 10
Recommended Levels for BS (PvE): 10 - 26
Recommended Levels for BS (PvP): 10 - 26
Recommended Levels for Hybrid: 10 - 26
SP Per Level: 25 | Max Level: 26 | Total SP: 650


Sign of Protection - Increases DEF, MDEF, VIT, and SPR of a party member. The sader takes a fraction of any damage that is done to party members if they have this buff. The DEF and MDEF increase depends upon your VIT and SPR, respectively, but the VIT and SPR bonus of the buff is the same. You'll need 3 regardless for DI.
Recommended Levels for FS: 23
Recommended Levels for BS (PvE): 3 - 23
Recommended Levels for BS (PvP): 3 - 23
Recommended Levels for Hybrid: 3 - 23
SP Per Level: 25 | Max Level: 23 | Total SP: 575


Crashing Cross - Send forth a cross of light to damage an enemy. Upon contact, the sader gets a buff that increases sader attack skills and can also boost party member's attack strength if they are in range. The buff can stack twice on yourself but only once on party members. This skill does less than FG, but it is much better than FG because of the buff. You may choose to not take this skill, but know that you'll be missing out on a possible +24% more damage to all of your sader attack skills.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0 - 23
Recommended Levels for BS (PvP): 0 - 23
Recommended Levels for Hybrid: 0 - 23
SP Per Level: 25 | Max Level: 23 | Total SP: 575


Spiritual Sacrifice - Decrease your VIT and SPR and increase your STR, INT, Casting Speed, and Hit Rate. Upon death, you will restore some HP and MP to allies in range. While it may sound nice to have all of those increases, they're not really necessary. The decrease in VIT and SPR will reduce the effect your buffs have. Hit rate is not an issue with all the possible ways to get Hit Rate. Casting Speed is also not an issue for the most part. This skill is only recommended should you need an SP Dump (Though this is rare) since there are much better skills to get than this. You will need 1 level if you want Apoc.
Recommended Levels for FS: 0 - 1
Recommended Levels for BS (PvE): 0 - 17
Recommended Levels for BS (PvP): 0 - 17
Recommended Levels for Hybrid: 0 - 17
SP Per Level: 25 | Max Level: 17 | Total SP: 425


Light of Divinity - Create a barrier around a party member to block Physical attacks. Each level increases the amount of damage the barrier can take as well as how long the shield is up, however the cooldown is also increased. A very good skill to get. However, it's not entirely necessary to max it in PvE. In PvP, it is very much worth it to max.
Recommended Levels for FS: 10 - 16
Recommended Levels for BS (PvE): 0 - 16
Recommended Levels for BS (PvP): 16
Recommended Levels for Hybrid: 0 - 16
SP Per Level: 25 | Max Level: 16 | Total SP: 400


Revenge of Light - Buff a party member which increases their MDEF and a chance to counter any magic attacks they receive with a thunderbolt. There is a chance to also activate the thunderbolt should there be any physical attacks from your party members. This skill can also summon a thunderbolt on most of your attack skills, and has a high chance to do so despite what it says in the tooltip (Nearly 100%. I would estimate probably 90-95%). A good skill to use, but may be detrimental in certain end game dungeons.
Recommended Levels for FS: 1 - 26
Recommended Levels for BS (PvE): 1 - 26
Recommended Levels for BS (PvP): 1 - 26
Recommended Levels for Hybrid: 0 - 26
SP Per Level: 25 | Max Level: 26 | Total SP: 650


Fast Heal - Heal a certain amount of HP quickly, unlike its Slow Heal counterpart. The amount of HP recovered is affected by your VIT. Good for FS but not a good idea to max for BS. You'll need 3 levels at least for DI. A decent healing move in PvP.
Recommended Levels for FS: 3 - 23
Recommended Levels for BS (PvE): 3
Recommended Levels for BS (PvP): 3 - 23
Recommended Levels for Hybrid: 3 - 23
SP Per Level: 25 | Max Level: 23 | Total SP: 575


Deflection Wall - Create a large wall in front of you, large area, and pushes enemies back. Each level increases the Wall's HP as well as duration, meaning further pushback. A great skill to max on BS. You'll need at least 5 for Pressure Wall. As a FS, you should still get this up to 5 for the pushback as well as for Pressure Wall, but this is not needed if you do not require it.
Recommended Levels for FS: 0, 5
Recommended Levels for BS (PvE): 5 - 21
Recommended Levels for BS (PvP): 5 - 21
Recommended Levels for Hybrid: 5 - 21
SP Per Level: 30 | Max Level: 21 | Total SP: 630


Divine Invocation - Increase everyone's STR and INT in a certain range. The amount of STR and INT increased is affected by your VIT and SPR, respectively. This is THE SKILL TO MAX. No matter what sader (In PvE) you are, you max this. The STR and INT bonus is amazing and you'll want to increase this as much as you can. If you don't max this, don't bother making a sader*.
Recommended Levels for FS: 21
Recommended Levels for BS (PvE): 21
Recommended Levels for BS (PvP): 0, 5 - 21
Recommended Levels for Hybrid: 21
SP Per Level: 30 | Max Level: 21 | Total SP: 630

*NOTE: The only times it is not necessary to max this skill are during PvP and for Mutu/Shonan Tournament and Tower of Despair. The bonus is nerfed in PvP and you can spend the SP on other skills. Mutu/Shonan Tournament consists of four rounds, and each round your cube skills start on cooldown, including this move. The cooldown is 60 seconds, meaning you'll need to wait 60 seconds before you can activate it. The same goes for Tower of Despair. Some saders have different builds and choose to not max this if all they do is Mutu and/or ToDes. REPEAT: THESE SCENARIOS ARE THE ONLY TIMES YOU DO NOT MAX DIVINE INVOCATION.

Flash Sphere - Send out a sphere of light that slowly moves forward. After a few seconds, the sphere explodes with a chance to stun enemies that are facing it in a certain range. Each level increases the stun time and level. Because this hits multiple times, it is a good skill to use for proc-ing RoL. It's decent in PvE, but most saders will leave this to 5 for Flash Shrapnel. In PvP, this is a great skill to use to stun enemies (must be combo'd into, however, or be really lucky and have an enemy in range face it when it explodes).
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 5 - 18
Recommended Levels for BS (PvP): 5 - 18
Recommended Levels for Hybrid: 0 - 18
SP Per Level: 40 | Max Level: 18 | Total SP: 720


Heaven's Harmony - Passive that changes Heaven's Melody into an AoE buff, meaning you can cast it once to give to all party members in range, like DI. However, the range is small so you must be quite close to party members. Usually you would activate it once a room is cleared since your party members would usually be at the door. If you maxed Heaven's Melody, this is a great skill to follow up.
Recommended Levels for FS: 0 - 10
Recommended Levels for BS (PvE): 0
Recommended Levels for BS (PvP): 0
Recommended Levels for Hybrid: 0 - 10
SP Per Level: 100 (First Level), 10 (Every Level after 1) | Max Level: 10 | Total SP: 190


Hammer of Repentance - cast forth a large hammer and smash in front of you, also creating a shockwave. Enemies hit by it can also have a chance to "Repent," in which case they will help you and fight their own allies. You can still attack enemies that are repenting. A great skill for damage in PvE. It is a decent poking skill in PvP.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 16
Recommended Levels for BS (PvP): 1 - 16
Recommended Levels for Hybrid: 0 - 16
SP Per Level: 50 | Max Level: 16 | Total SP: 800

NOTE: The hammer part is neutral element while the shockwave is light element. This means that you can change the element of the hammer part, which may be useful for certain scenarios. (Source: http://www.dfosource.com/forum/f81/battle-skills-light-attribute-134150.html [Credits to Musicool])


Fountain of Life - Give a party member two fairies, allowing that member to have increased Attack Speed, Movement Speed, Hit Recovery, HP Recovery and allow them to revive should their HP go down to 0. The bonus also has a range, so anyone that's close to the member can receive the bonuses as well. Also, the Speeds and Hit Recovery are retained even if the buff is gone. A great buff to use for FS, but not a necessary max. If you were to get it on BS, only leave it at 1, because you'll lose a lot of SP that could've been spent on other skills. In PvP, whether you max it or not is up to you.
Recommended Levels for FS: 10 - 16
Recommended Levels for BS (PvE): 0 - 1
Recommended Levels for BS (PvP): 0 - 16
Recommended Levels for Hybrid: 1 - 16
SP Per Level: 50 | Max Level: 16 | Total SP: 800


Healing Wind - Recover a large amount of HP and MP to party members in range and produce an area where party members can be shielded by both Physical and Magic Damage. The amount of HP and MP recovered is affected by your VIT and SPR, respectively. The barriers are only active if party members are inside the circle area. If they run out or were never in the circle to begin with, then they will not have a barrier. The barrier does not come back to them if they enter the circle afterwards. The HP/MP is restored before the barrier appears, so it is possible to restore HP/MP but get interrupted afterwards. A little cool feature of this skill is that if you get interrupted while casting the skill, the skill DOES NOT go into cooldown. However, this only happens if you were unsuccessful in recovering the HP/MP. If you DO recover HP/MP, the game thinks the skill has been successfully cast, so if you get interrupted after the HP/MP recovery, the skill WILL go into cooldown. A good skill to use, but just like FoL, not necessary a must-max skill.
Recommended Levels for FS: 1 - 13
Recommended Levels for BS (PvE): 0
Recommended Levels for BS (PvP): 0 - 13
Recommended Levels for Hybrid: 1 - 13
SP Per Level: 60 | Max Level: 13 | Total SP: 780


Righteous Judgment - Summon forth a pentacle which will have spears rain down on enemies. The end attack is an angel appearing and driving down a great spear, causing an explosion. The longer the skill is up, the more powerful the ending attack is. You may use the ending attack earlier if you press the jump button. A great and powerful skill. You may not like the skill and feel as though other skills can do more damage in the same amount of time, but I highly recommend you max this skill. It is not as great against super armored or high hit recovery enemies, but it is still a great skill. The EX not only makes the skill stronger, but decreases the entire duration and as well as the hit interval, meaning you're able to dish out an even stronger Righteous Judgment in a shorter amount of time. Just to give an idea of how strong it can be, I've been able to reach 300k-400k critical hits on Beornan in Runaway West Bound with the final attack.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 13
Recommended Levels for BS (PvP): 0 - 1
Recommended Levels for Hybrid: 0 - 13
SP Per Level: 60 | Max Level: 13 | Total SP: 780


Aura of Conviction - The Awakening passive. In a certain range around you, you will increase the STR, INT, VIT, and SPR of you and everyone else in the area. The less HP you have, the less of an increase the bonuses will be. The range is pretty small, so you mostly use this to increase your buffs' values, with the STR/INT increase being a bonus if you stick around party members a lot. It can definitely be a good skill to get, but to fully utilize it, you'll need to stay about above 80% HP.
Recommended Levels for FS: 1 - 8
Recommended Levels for BS (PvE): 1
Recommended Levels for BS (PvP): 1
Recommended Levels for Hybrid: 1 - 8
SP Per Level: 30 | Max Level: 8 | Total SP: 210


Apocalypse - Summon forth a shining ball of light, creating a large area to increase the party's STR, INT, DEF, MDEF, Attack Speed, and Movement Speed. After 10 seconds, the ball of light turns into a ball of darkness, unleashing lasers upon the area to attack enemies. After a few seconds, the lasers converge to the center to deliver an explosive finish. A great skill to get. However, like some other skills, it is not necessary to max. On a BS, it's better to get it to 1 and leave it at that, as the skill takes a lot of SP to max.
Recommended Levels for FS: 0 - 11
Recommended Levels for BS (PvE): 0 - 11
Recommended Levels for BS (PvP): N/A
Recommended Levels for Hybrid: 0 - 11
SP Per Level: 80 | Max Level: 11 | Total SP: 880

NOTE: The entirety of Apoc's attack is neutral element, meaning that you can convert the damage to another element, useful for certain scenarios. (Source: http://www.dfosource.com/forum/f81/battle-skills-light-attribute-134150.html [Credits to Musicool])


Pressure Wall - Send up two Deflection Walls which will then slowly move towards each other. They explode if the walls reach the center or if the further wall has been broken by damage. Just like Deflection Wall, this has the ability to push enemies. The damage is great. For a FS, it is a good idea to get one level of this if you have gotten Level 5 Wall. For BS, max is the way to go.
Recommended Levels for FS: 0 - 1
Recommended Levels for BS (PvE): 3
Recommended Levels for BS (PvP): N/A
Recommended Levels for Hybrid: 0 - 3
SP Per Level: 80 | Max Level: 3 | Total SP: 240

NOTE: The explosion is neutral element, meaning that you can conver the damage to another element, useful for certain scenarios. (Source: http://www.dfosource.com/forum/f81/battle-skills-light-attribute-134150.html [Credits to Musicool])


Flash Shrapnel - Much like Flash Sphere. You send forth a shining ball of light, but this skill deals a lot more damage than Flash Sphere. However, when it explodes, smaller particles of the Sphere float down and deal some splash damage. This skill is possibly one of the best EX Skills to get. It is one of the most damaging skills even if it doesn't connect all the hits. Learn how to use this skill, because it is amazing.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 1
Recommended Levels for BS (PvP): N/A
Recommended Levels for Hybrid: 0 - 1
SP Per Level: 120 | Max Level: 1 | Total SP: 120

EX Skills [G2240]

EX Skills are skills that are either modified from previous cube skills (Such as Pressure Wall and Flash Shrapnel) or passives that modify a skill's effect and damage. Since the EX Active Skills were included in with Crusader Skills, this section will only focus on the passives. The passives cost TP, or Technique Points. You receive one upon reaching Level 50 and get one point for each level up afterwards. Each level increase gives more of the same effect, such as even more damage or more hold time or more mobility.

Note: The Passives that increase damage or some sort of other effect are multiplicative. As such, if a skill value has something like 450% and the EX increases the skill value by 30%, the total would be 450 x 1.30 = 585%.


Basic Training Upgrade - Increases the effects of the Basic Training passive. This is useless. However, as a FS, they cannot use all of their TP, so you can dump points into this if you really wanted.
Recommended Levels for FS: 0 - 3
Recommended Levels for BS (PvE): 0
Recommended Levels for Hybrid: 0
TP Per Level: 1 | Max Level: 3 | Total TP: 3


Slow Heal Upgrade - HP Recovery rate is increased by 5% per level and VIT and SPR is now added onto it. The VIT and SPR are stackable and each level increases the amount of VIT and SPR by 10. Don't let the VIT and SPR increase fool you, I assure you that you will get a lot of VIT and SPR with this. For BS, you may or may not get this skill depending upon your preference.
Recommended Levels for FS: 3
Recommended Levels for BS (PvE): 0 - 3
Recommended Levels for Hybrid: 2 - 3
TP Per Level: 1 | Max Level: 3 | Total TP: 3


Cure Upgrade - For a time, allies that are cured will get an increased amount of Abnormal Status Resist. At max, this results in +15% Abnormal Status Resist. For FS, you might as well get it since, again, you won't be able to spend all of your TP even if you wanted to. This coupled with your subclass passive will give you a total of +25% Abnormal Status Resist. If you stack Abnormal Status Resist avatars, you can get anywhere from +45% to +61%. In other words, it can help you a lot in terms of avoiding Abnormal Status Effects from enemies. On BS, it's not needed.
Recommended Levels for FS: 3
Recommended Levels for BS (PvE): 0
Recommended Levels for Hybrid: 0
TP Per Level: 1 | Max Level: 3 | Total TP: 3


Lucky Straight Punch Upgrade - Increases Lucky Straight Punch's skill values by 10%. Since LSP can be a pretty damaging skill, this isn't too bad of an EX.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0 - 3
Recommended Levels for Hybrid: 0 - 3
TP Per Level: 1 | Max Level: 3 | Total TP: 3


Phoenix Hammer Upgrade - Increases Phoenix Hammer's skill values by 10%, and your mobility is increased. What this means is that, while you can move slightly in the air during Phoenix Hammer, this EX gives you the ability to move much farther than before. Worthwhile if you maxed Phoenix Hammer.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0 - 3
Recommended Levels for Hybrid: 0 - 3
TP Per Level: 1 | Max Level: 3 | Total TP: 3


Furious Grab Upgrade - Increases Furious Grab's skill values by 10%. Grants the skill the ability to suck the enemies into the same spot as the hand. This skill is pretty good for damage and mobbing if you have FG maxed.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0 - 3
Recommended Levels for Hybrid: 0 - 3
TP Per Level: 1 | Max Level: 3 | Total TP: 3


Rising Emblem Upgrade - Increases Rising Emblem's skill values by 10%. Increases the Launching Strength by 3%. Not really worth it.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0
Recommended Levels for Hybrid: 0
TP Per Level: 1 | Max Level: 3 | Total TP: 3


Giant Weapon Launcher Upgrade - Increases GWL's skill values by 10%. Useless.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0
Recommended Levels for Hybrid: 0
TP Per Level: 1 | Max Level: 3 | Total TP: 3


Smasher Upgrade - Dash Collision Hit Count +3. Dash Attack Strength -30%. Smasher Attack Strength increased by 6%. Useless.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0
Recommended Levels for Hybrid: 0
TP Per Level: 1 | Max Level: 3 | Total TP: 3


Second Uppercut Upgrade - Increases Second Uppercut's skill values by 10%. Useless.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0
Recommended Levels for Hybrid: 0
TP Per Level: 1 | Max Level: 3 | Total TP: 3


Spear of Victory Upgrade - Increases Spear's skill values by 12%. Increases hold time by 0.4 seconds. This EX is amazing. The damage increase is great and the hold time is also great for grouping in solo play and party play. Unless you have some sort of dedicated holder in your party and therefore only have like 1 level of Spear, max this.
Recommended Levels for FS: 0 - 3
Recommended Levels for BS (PvE): 3
Recommended Levels for Hybrid: 0 -3
TP Per Level: 2 | Max Level: 3 | Total TP: 6


Revenge of Light Upgrade - Increase RoL's skill values by 12%. Also grants the ability to counter Physical Attacks with a thunderbolt. A pretty good skill to get, and one you'll be getting on FS no matter what. RoL can't go to its full potential all the time due to some anti-RoL gimmicks at end game, so BS may or may not get this EX.
Recommended Levels for FS: 3
Recommended Levels for BS (PvE): 0 - 3
Recommended Levels for Hybrid: 0 - 3
TP Per Level: 2 | Max Level: 2 | Total TP: 4


Hammer of Repentance Upgrade - Increases Hammer's skill values by 12% and the Repentance chance by 10%. Due to the usefulness of Hammer, you'll be getting this skill.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 3
Recommended Levels for Hybrid: 0 - 3
TP Per Level: 2 | Max Level: 2 | Total TP: 4


Flash Sphere Upgrade - Decreases multi-hit interval by 10%(allowing the sphere to attack more often) and post-cast delay by 10%(allowing you to wait less time before you can move after casting the skill) and increases the Sphere's skill values by 10%. Honestly, not a bad EX at all with all of the effects. However, as most saders do not max Sphere, they will also skip out on this EX.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0 - 3
Recommended Levels for Hybrid: 0 - 3
TP Per Level: 2 | Total Level: 2 | Max TP: 4


Blades of Purity EX - Increases skill values by 10%, activation speed by 10%, and immobilization by 10%. Not a bad EX to get, but it is only worth it if you maxed the skill. For the most part, you'll most likely skip this EX.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0 - 3
Recommended Levels for Hybrid: 0 - 3
TP Per Level: 2 | Total Level: 3 | Max TP: 6


Deflection Wall Upgrade - Increases Wall's skill values by 12% and HP by 12%. A great upgrade to Deflection Wall. Since you're basically gonna max Wall, you could get this skill if you wanted to.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0 - 3
Recommended Levels for Hybrid: 0 - 3
TP Per Level: 2 | Total Level: 3 | Max TP: 6


Righteous Judgment Upgrade - Decreases duration by 12% (This is good), decreases hit interval of spears by 12%(This is good), and increases RJ's skill values by 12% (This is obvious). Get this. You see that right there? That's an increase in damage on all three effects. Get it.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 3
Recommended Levels for Hybrid: 0 - 3
TP Per Level: 2 | Total Level: 2 | Max TP: 4


Crashing Cross Upgrade - Increases the cross's moving speed by 5% and skill values by 10%. A decent EX to get. Damage increase is always good and the movement speed can help you hit enemies more accurately for the buff.
Recommended Levels for FS: 0
Recommended Levels for BS (PvE): 0 - 3
Recommended Levels for Hybrid: 0 - 3
TP Per Level: 2 | Max Level: 3 | Total TP: 6
Quest Points (QP) Skills [G2300]

Quest points are given when you complete an Epic quest. With QP, you can spend them on a variety of different stats. Highlighted ones are skills of interest that will help you with this class.

IMPORTANT NOTE: If you have a dual build (This allows you to have 2 builds instead of one) and you choose to go FS on one and BS on the other, know that the QP ARE NOT SEPARATE. This means that if you have QP on one build, THAT IS THE SAME QP ON THE OTHER BUILD. You will need to create a mix between them to help both builds.


Strength:
- Increases STR by 6 per level (Max Increase: 162)
- Costs 20 QP per (Total Cost: 540)
- Max Level is 27
Recommendation: Don't get this at all.


Vitality:
- Increases VIT by 6 per level (Max Increase: 162)
- Costs 20 QP per (Total Cost: 540)
- Max Level is 27
Recommendation: Definitely get this for FS build. If BS only, no need to get this. If you have a dual build, you'll need this.



Intelligence:
- Increases INT by 6 per level (Max Increase: 162)
- Costs 20 QP per (Total Cost: 540)
- Max Level is 27
Recommendation: Definitely get this for BS. Dual build is the same, get this. Actually, even though a FS won't be attacking much, you might as well should get this since really the only actual required QP are VIT and SPR.



Spirit:
- Increases SPR by 6 per level (Max Increase: 162)
- Costs 20 QP per (Total Cost: 540)
- Max Level is 27
Recommendation: Get this no matter what.



Movement Speed:
- Increases Movement Speed by 0.4% per level (Max Increase: 2%)
- Costs 20 QP per (Total Cost: 100)
- Max Level is 5
Recommendation: Saders are pretty slow, so this can definitely help you out. It also doesn't cost that much.



Physical Critical Hit:
- Increases Physical Critical Hit Rate by 1% per level (Max Increase: 5%)
- Costs 35 QP per (Total Cost: 175)
- Max Level is 5
Recommendation: Useless.


Magic Critical Hit:
- Increases Magic Critical Hit Rate by 1% per level (Max Increase: 5%)
- Costs 35 QP per (Total Cost: 175)
- Max Level is 5
Recommendation: Definitely a good QP skill to get. If you have room, should think about getting this.



Hit Rate:
- Increases Hit Rate by 0.5% per level (Max Increase: 10%)
- Costs 35 QP per (Total Cost: 700)
- Max Level is 20
Recommendation: For BS, I recommend 10 levels of this. With 10 levels of this and level 5 strike, that gives you 7.5% Hit Rate. 10% Hit Rate is about the point where you'll be fine pretty much everywhere, and you can easily get it by getting emblems or by other means of increasing Hit Rate.



Evasion:
- Increases Evasion by 0.5% per level (Max Increase: 10%)
- Costs 35 QP per (Total Cost: 700)
- Max Level is 20
Recommendation: This can be useful for FS, but I don't really recommend getting it.


HP Replenish Per Minute:
- Increases HP Regen by 65 per level (Total Increase: 520)
- Costs 20 QP per (Total Cost: 160)
- Max Level is 8
Recommendation: While this skill is affected by your VIT, I can't recommend it. The HP Regen is only really good if you were AFK. While it might seem like you would heal a lot because of how much VIT you would have, it's not enough. If you had high VIT in the first place, then that means you also have a lot of Max HP. I once had this skill about a few levels in which made my HP Regen about 1.4k-1.6k, but my max HP was a little over 40k.


MP Replenish Per Minute:
- Increases MP Regen by 50 per level (Total Increase: 400)
- Costs 20 QP per (Total Cost: 160)
- Max Level is 8
Recommendation: Now this, on the other hand, is worth it. The MP Regen is much more significant than HP Regen and it can help the MP Consumption of BS. Since you'll be getting the Spirit QP, this also gets a bonus because Spirit increases Max MP, MDef, and MP Regen.



All Elemental Attack:
- Increases all Elemental damage by 1 per level (Total Increase: 10)
- Costs 70 QP per (Total Cost: 700)
- Max Level is 10
Recommendation: This is pretty good for a little increase in damage. Each point of Elemental damage gives you basically 0.5% more damage. As such, maxing this means an extra 5% more damage, which is good since your attacks do light damage.



All Elemental Resist:
- Increases all Elemental resistance by 1 per level (Total Increase: 10)
- Costs 20 QP per (Total Cost: 200)
- Max Level is 10
Recommendation: Not needed.


Base Attack Strength:
- Increases Base Attack Strength by 5 per level (Total Increase: 50)
- Costs 70 QP per (Total Cost: 700)
- Max Level is 10
Recommendation: Base Attack Strength increases only fixed damage, which means that all of your skills benefit from it. The damage increase is also about 5%, as 10 points is equal to basically 1%,
if you are assuming 1000 Base Attack Strength in your Info Window. The higher your Base Attack Strength in the Window, the lower the increase from this QP is. This coupled with All Elemental Attack would give you 10% more damage. However, you will not have enough QP to get both of these. You'll have to pick one. What I say is get All Elemental Attack unless you maxed other damage skills like LSP or FG or something, because then Base Attack Strength would increase those skills but Elemental Attack wouldn't since those skills don't inflict light damage.

Sample Builds [G2400]

These are builds from saders of this community. These are meant to show you that many of the builds are up to preference as well as to give you an idea of how we set up our builds and how you may set up your own build.

My FS: Crusader - Planner

 
This build is my OV build. I have maxed Heaven's series for more HP. I find that LoD is fine for me at Level 10. RoL is at 10 for just the EX, since some things are anti-RoL in end game. Apoc is maxed for the buff it gives to my party. FoL is at level 15 because I can get an enchant or equip to increase it up to 16+. Because I had leftover SP, I decided to put one more level into Slow Heal, bringing it to 16 (I have a rare avatar top that increases it to 17, giving me another usage. With 30 SP left, I decided to put one more level into Aura of Conviction.


My BS: Crusader - Planner

 
LoD is 10 once again for me. RoL was my SP dump, which is why it's level 23 and not maxed. I have Slow Heal EX because I still want to use Slow Heal before I buff myself. With leftover TP, I decided to put them into Wall upgrade.


Rumble/iBuffForGold's FS Build: Crusader - Planner

 
That's my FS build.
It's not too complicated, I just have the essential skills like wisdom blessing, strike, etc. But I have max apoc.
I also chose to add in heaven's melody and harmony though, because I think that they're very useful in OV. But doing that is very SP heavy, thus I had to shave a point off apoc, LoD and FoL.
The FoL point isn't too much of a big deal, having 16 instead of 15 gives you 1 more use and little more speed, but it can be earned back with the Tamer Gallua card.
As for the TP, FS saders don't have many choices...
For the QP, all you really need for FS is spirit and vitality, you can distribute the rest for your battle sader needs.


Mizkuza's FS Build: Crusader - Planner

 
Well here is my FS build it might be a little different from what most saders use.
My build focuses on OV with maxing slow and fast heal for the greatest amount of survival. The build also assumes your ov party has grabs and disables as you can see I only have spear at one and the QP I have both of the important ones maxed with the rest is up to the person's choice.

Edit: Derp forgot to mention that Apoc is an optional skill in my build since it is just a boss killer stat boost as you could just dump that extra sp into the spear and get the Ex for powerful holds.
Oh and I got both wall at 5 and pressure wall maxed for the extra mobbing into one area.

Jeez I'm so forgetful on the little details on my own FS build so yeah lastly the Pressure walled maxed on my build is completely optional! 1 is probably minimum for the mobbing.


Shirouzen's Current Hybrid Build: Crusader - Planner

 
This build is meant as an offensive endurance build that can be used pretty much anywhere. In other words its a high survivability build meant for general use, that includes normal dungeons, ancients, OV, and Tower of Despair.

Because I have bop and phoenix hammer I have two low cooldown options for dealing non-light damage when its needed (extremely helpful in Reshpon and Todesp)

This build lacks rol because of how detrimental it can be in OV, I just don't want to deal with it killing me or my teammates because it can't easily be toggled off (without spending money on disenchant items). Though because of this, certain sections of TODesp are much much harder than they should be (magic multihitters actually pose a problem). It also makes the character alot less flashy, which can be a big con.

Just from maxed heals my potential hp increases by 150,000
Heaven's harmony adds a large amount of hp/mp 40,000/20,000 to 55,000/35,000
in total I have a potential hp pool of around 200,000 hp
and this isn't even counting Fountain of Life auto lives (6 lives for each token) and regeneration

Normal Dungeon Ranking in terms of ease: 10/10
Ancient Dungeon Ranking in terms of ease: 9/10
Outerverse Dungeon Ranking in terms of ease: 9/10
Tower of Despair Dungeon Ranking in terms of ease: 7/10 (would be 9/10 if not for floor 94)
Speedrunner's ranking: 6/10 (this build is meant for poking and endurance, not ultra fast speed runs, you'll out survive other offensive classes by a large margin, especially in OV2 and OV3)


Shirouzen's Planned Hybrid Build: Crusader - Planner

 
Build I plan on using (Rol replacing heaven's melody/harmony, to make todesp alot easier and make the character more flashy and fun to play overall, just gotta be careful not to use the rol buff in OV all the time)

Harsgalt's BS Build: Crusader - Planner
 
This is my personal build for mine. Damage buffs for himself and the whole party while still dealing great damage himself. Soloing is easy. Hell mode can be lolz with RoL. Bear in mind my guy has a duel build license so I just keep the QPs the same. Even more tanky that way. Helps to have cast&movement speed due to lack of LoD but I manage fine without the bubble if you maneuver well. For OV dungeons I switch to my FS. I recall doing good in OV2 in my battle build as long as your party knows what they're doing.
Buff Rotations [G2500]

Buff rotation simply means the order in which you cast your buffs to party members. It is fairly simple:

1. You cast Sign of Protection on yourself. This makes it so that you have more VIT and SPR, and as said before, some of your skills are affected by the amount of VIT and SPR you have. So with this, the more VIT and SPR you have beforehand, the better.

2. Slow Heal yourself (Once you have Slow Heal Upgrade). Remember that Slow Heal Upgrade gives your slow heal the ability to add VIT and SPR. It's the same concept as #1: The more VIT and SPR you have, the better your skills are.

3. Cast Divine Invocation. You've gotten your VIT and SPR numbers up, so now cast DI so that everyone in the party can have a boost to their damage. With this, you make everyone already buffed up at the start of the dungeon. If you decided to cast Strike/Wisdom first, then you would have one person decently buffed while the rest are unbuffed. That is inefficient.

4. Cast Strike on Player 1. Then cast Wisdom Blessing on Player 1. Then cast RoL on Player 1. You cast Strike because it boosts Player 1's STR and Phys Att but also because it gives out Hit Rate, meaning they miss less. Everyone should get Strike no matter what.

5. Cast Sign of Protection on Player 1. By this point, SoP should be off cooldown and so you should cast it on Player 1. This increases his VIT, SPR, DEF, and MDEF. It also makes it so a bit of his damage is directed towards you.

6. Cast Slow Heal on yourself and/or repeat #4 on Player 2.

7. If you didn't cast Slow Heal in the previous step, now cast it. The reason is because Slow Heal has a duration of 20 seconds. The buffs you cast (SoP, Strike, WB, RoL) have a cooldown of 10 seconds. This means that at most you'll only be able to cast stronger buffs to 2 people. However, you can cast Slow Heal again to not only bring the duration back up to 20 seconds, but your VIT and SPR are now even higher because, remember, Slow Heal can stack. Don't forget to cast SoP on Player 2.

8. Repeat #4 on Player 3. Cast SoP on Player 3.

9. Then if you want to, you can cast the buffs (Strike, WB, RoL) on yourself.

In summary, the buff rotation looks like this:

SoP (Self) -> Slow Heal (Self) -> DI -> Strike/WB/RoL (Player 1) -> SoP (Player 1) -> Slow Heal and/or Strike/WB/RoL (Player 2) -> Slow Heal if none on previous step -> SoP (Player 2) -> Strike/WB/RoL (Player 3) -> SoP (Player 3)

This can be known as the general buff rotation.

Now there can be a variation to this. Recall that Slow Heal can be stacked with its VIT and SPR bonus. At the most, 2 stacks will be the most noticeable. Any more Slow Heals after that will not show as much of a boost. Because of this, you can also choose to Slow Heal twice before casting DI to bring out an even stronger DI and Strike/WB to Player 1.

Now you might modify the buff rotation to suit your party.

For example, I used to have a Recovery Cross equipped before I entered a dungeon, because its effect allowed Slow Heal to be 30 seconds instead of 20 seconds. This, of course, allowed me to cast the buffs without casting Slow Heal twice. On the other hand, I could also cast Slow Heal twice before the buffs wore out and still have time to cast a second DI/Strike/WB with 2-stacked Slow Heal. But now, I have a Hidden Cross of Ramnu equipped at the start, which does not increase Slow Heal's duration. Because of this, after casting Slow Heal and DI, I now Strike Player 1 but give WB to Player 2 directly afterwards. Then I cast Strike to Player 2 and WB to Player 3. The reason for this is because Player 1 is a physical attacker while Players 2 and 3 are magic users.

As you can see, I'm definitely not sticking to the buff rotation step by step. However, it's still recommended you do follow the general direction, modifying it slightly to fit your needs like I did to fit mine. I will say, I recommend casting Slow Heal twice when the buffs are about to expire because everyone is already buffed up, so you don't need to worry about casting all the buffs right away again for awesome damage. You can Slow Heal 20 seconds before the buffs are gone and buff the party with 2-stacked Slow Heal DI/Strike/WB. Efficiency for the win.

Equipment [G3000]

No doubt you're familiar with equipment. So we're just going to jump right into all the different types of equipment that can help us.

Weapons [G3100]

As a FS, you'll be using Crosses no matter what. However, as a BS, you can choose to go with Rosaries because you're a magic user and Rosaries have a lot of INT.

Magic Seal Crosses
- Increase VIT
- Increase SPR
- Increase INT
- Increase Magic Critical Hit Rate
- Any good Crusader skills like DI
- Increase Light damage
- Smash (Adds X.X% Damage to Physical and Magic Attacks)

These are just some of the options you should look out for when you use Magic Seal Crosses. By now, you should know which one is good for which type of sader.

Hellkarium Anibe (Level 50)
- Increase Priest Awakening Active Skills by 1
Gotten when you first Awaken into a Paladin. A good cross to switch to for that +1 Apocalypse.

Glorious Izzat Cross (Level 60)
- Increase DI by 1
- Increase Healing Wind by 1
Beginning at level 60 is when you should start looking for some crosses besides Magic Seals. At level 60 is when the weapon grade starts to matter as well. You may have noticed that before level 60, some of the same weapons with different grades (Inferior, Weak, Ordinary, Exceptional, Superior) didn't exactly match, such as an Ordinary having more VIT/SPR than an Exceptional. At 60 and higher, weapons start to follow the actual trend, in that an Ordinary will never be better than Exceptional and Superior is the best you can get. This cross is a pretty good one because of the +1 DI and +1 Healing Wind.

Blue Crux (Level 65)
- Increases FoL by 1
- Increases LoD by 1
- Increases Slow Heal by 2
If you wanted an increase to FoL, LoD, or Slow Heal, this isn't a bad choice. The Slow Heal bonus could net you an extra usage.

Quatro Petalus (Level 65)
- Increases Healing Wind by 1
- Increases SoP by 2
Healing Wind gets to heal more HP/MP and party members get more def, while you get more VIT and SPR.

Entertain (Level 70)
- Increases DI by 1
- Increases WB by 2
- Increases RJ by 1
This cross is great for both buffing and fighting. 2 of the bonuses increases damage through buffs while the third is an increase to a pretty good cube skill.

Priest Judgment (Level 60)
- Increases DI by 3
- Cast with a 5% chance to increase STR by 35 and INT by 30 for 20 seconds.
This cross is definitely a great cross due to how much it boosts DI. I would say no matter what, you should get this cross. For the price you have to pay (It's usually not much), this cross is definitely worth it. FS can use it for the DI buff. BS can use it for the DI buff and then switch to a damage cross.

Crux Fidelis (Level 60)
- Increase Strike by 2
- Increase RoL by 3
- Do 20% more damage when using Light attacks
This cross is THE GREATEST CROSS FOR A BS. No other cross gives you as much damage as this one. Since pretty much all of your sader attack skills do light damage, that means you do 20% more damage all the time. This is your end game weapon. You will want this if you're a BS or Hybrid. In fact, it even helps for FS. The only problem is that people price this cross at ridiculously high prices (Such as 50m, 75m, over 100m). In actuality, if you're paying more then 30m for this cross, you're getting ripped off.

Cross of Boiled Blood (Level 64)
- Cast Strike, WB, or DI with a 50% chance to decrease your HP by 1%
- Strike's Physical Attack Strength increases by 20, Hit Rate increases by 1%
- WB's Magic Attack Strength increases by 10, INT increases by 20
- DI's STR and INT bonus increases by 20
This is the BEST CROSS FOR STRIKE AND WB BUFFING. See, these increases affect the skill's values. At max, Strike gives +30 Phys Attack Strength. However, with this cross, Strike gives +50 Phys Attack Strength. And remember that Strike/WB are affected by your VIT and SPR, meaning that the increase to Phys/Magic Attack Strength is a LOT HIGHER than what you would think. Note that I didn't say this cross was the best for DI buffing as well. Don't get me wrong, this cross is still very good for DI buffing. It's just not the best. If you have a Priest's Judgment or a Hidden Cross of Ramnu, those crosses beats CoBB in DI Buffing. Depending on the level of DI, the increase of STR/INT each level is either 11 or 12. This means that Priest's Judgment could give a bonus of 33-36 STR/INT, which you can see is higher than CoBB's 20 STR/INT. I would say that if you had a BS, this cross could still be ideal for buffing yourself because you're still getting a boost from DI and WB.

Hidden Cross of Ramnu (Level 65)
- Increases DI by 2
- Has a 30% chance when casting DI to increase the bonus by 2 or 3, effectively a possible +4 to +5 DI.
This is pretty much the best DI cross in terms of total DI bonuses. However, it's only the best if you're able to get that 30% chance. If you prefer the straight +3 DI on Priest's Judgment over this, then you don't have to worry about getting this. This cross is also usually rarer than PJ and usually costs more, but it shouldn't be that expensive (Once again, there are idiots who overprice crosses). Of course, this isn't a bad cross by any means. In fact, I have both a PJ and this cross and I use this cross. For me, the total chance of a +4 to +5 DI is better than just a +3 DI. Also, remember that CoBB's DI bonus is 20. Since this has a +2 to DI, that means it's a possible +22-24 bonus, certainly better even if you didn't get that 30% chance.

Recovery Cross (Level 65)
- Increases Cure by 2
- Increases Healing Wind by 2
- Slow Heal's duration is increased by 50%, making the duration total out to 30 seconds
- Healing Wind's barrier duration is increased by 3 seconds
This cross is pretty good. The +2 to Cure makes it so that at maxed, you'd get level 9 cure. This means that you can remove up to 5 Abnormal Status Effects and have the cooldown become 8.8 seconds, as each level decreases the cooldown. The +2 to Healing Wind means more recovery to HP/MP, a stronger barrier, and a longer duration for that barrier. And then the cross gives +3 seconds, meaning an even longer duration. The Slow Heal duration increase can help with buffing.

Titanic Ertel Cross (Level 65)
- Increase Flash Sphere by 1
It might seem weird that this only has one bonus, but in actuality, the real bonus is how much Base Attack Strength it gives. As far as weapons go for damage, this can be seen as a cheaper, but decent Crux Fidelis. If you want a stronger weapon to use while trying to get a Crux Fidelis, this is a pretty good choice.

Cross of the Fallen Angel (Level 50)
- Increase Hammer by 3
- Increase RJ by 3
- Cast with a 5% chance of casting a fire explosion to all enemies
- Cast with a 5% chance of casting a dark thunderbolt to all enemies
With the increase to Hammer and RJ, this cross is pretty damaging for a level 50. However, not something you should farm for. But if you do come across this, it's definitely not a bad cross to use until a Crux Fidelis.

Audentia: Courage Against Death (Level 55)
- Increases SoP by 2
- Increases FoL by 2
- Increases Heaven's Harmony by 2
Again, not something you should be actively farming for. If you do come across it, it's not a bad cross to use since it has Epic stats, though I'd say a cross with DI is much better regardless.

Impending Punishment (Level 55)
- Increase WB by 1
- Increase Hammer by 2
- Increase DI by 2
Now this one is a little better, since it has a + to WB and DI. The +2 to Hammer is also pretty good, but also another one that you won't be actively farming for.

Unshakable Faith (Level 55)
- Increases DI by 3
- Cast Slow Heal with a 50% chance to negate the cooldown
- Cast Healing Wind and give +1500 DEF and MDEF to party members
You'll notice this one is a lot like Priest's Judgment since it has +3 to DI. The Slow Heal cooldown negation can be decent for Slow Heal Buffing. Again, not something you'd be actively farming for. But if you do come across this and you don't have a Priest's Judgment, this can be a good replacement.

Wooyo's Cross (Level 60)
- Cast with a 5% chance to make your party invincible for 10 seconds by consuming 10 clear cube fragments.
Now this cross is one that you can farm for. The invincible buff is extremely good and your runs will go faster, and your party members will love you. If you have no other crosses to get because you've gotten pretty much all the good ones, then you should definitely think about getting this cross.

Redemption Cross (Level 60)
- Increase DI by 2
- Increase Heaven's Harmony by 2
You won't be farming for this one. Once again, if you come across this, then it can be a good replacement for Priest's Judgment. It has level 60 Epic stats, so it would have more VIT/SPR than Priest's Judgment. However, it's usually better to increase a skill's value than to increase VIT/SPR.

Magic Seal Rosaries
Pretty much the same deal as Magic Seal Crosses, though with rosaries you'll want more damage stats rather than buff stats.

Celestial Beads (Level 50)
- Inflict Light Damage
- Increase Hammer by 1
- Increase BoP by 1
A decent level 50 rosary for you.

Phoenix Eye (Level 50)
- Increase Hammer by 1
- Increase Flash Sphere by 1
Probably a bit better than Celestial Beads

Patron Beads (Level 50)

- Increase RJ by 2
A decent rosary, but not worth the price of buying it.

Sinjang's Gift (Level 55)
- Cast with a 10% chance to increase Casting Speed by 10% and INT by 50 for 20 seconds.
Not a bad rosary to use. Level 55 Unique stats and the bonus INT is pretty good.

Constance Beads (Level 65)
- Cast a skill with a 6% chance to increase INT by 3% for 50 seconds
This bonus can stack. Saders have a lot of INT already due to the amount of buffs they can use on themselves. Saders attack mainly by casting stuff, so this can be a good weapon to use. The only bad thing is that saders don't cast a whole lot of things in a short amount of time. A lot of your lower level attack skills are Instant Cast, but the weapon only procs if a skill has a Cast Bar. It's a decent replacement for Crux, I suppose.

Dark Sky Orb (Level 55)
- Deal Light damage with a 2% chance of increasing party's Light Element attack by 15 (Effectively 7.5% more damage to Light attacks) for 20 seconds
- Deal Dark damage with a 2% chance of increasing the party's Shadow Element attack by 15 for 20 seconds.
- Deal Light damage with a 10% chance of inflicting an extra 1200 damage
You can see how this rosary can help you out since you have so many Light skills. Not a bad rosary to use if you happen to stumble upon it. Shouldn't be farming for it though.

Armor [G3200]

Magic Seal Armor
For the most part, these will be what you will use. You can get a lot of VIT/SPR or INT stacked up since each armor piece can get their own stats. As such, you'll probably not even need to buy any of the armors I'll be listing below. I will say, your definite goal will be to use Chronicles, but that's for a later section.

Total Protector: Rosenbacher
- Shoulder gives +1 to Flash Sphere
- Top gives +1 to DI
- Set bonus gives +1 FoL, +1 Healing Wind, and +1 Hammer
This 45-50 armor set is not a bad set for FS and BS.

Sacred Order
- Top gives +1 to Hammer
- Set bonus gives +1 DI, +1 Healing Wind, and +1 RJ
This 50-55 armor set is decent, the set bonuses also gives INT and SPR.

Sacrificing Guardian Saint
- Top gives +1 to Heaven's Harmony
- Set bonus gives +1 Healing Wind, +1 Strike, and +1 RoL
This 55-60 set also gives INT, VIT, and SPR in the set bonuses. Although you'll be missing out on some increases to DI.

Rebirth of Soul
- Top gives +1 to Healing Wind
- Set bonus gives +1 FoL, +1 DI, +1 LoD, and +1 Spiritual Sacrifice
This 60-65 armor set also gives INT, VIT, and SPR in the set bonuses. Since this does have DI, this is a much better upgrade as it will also have more stats due to being higher level.

Sacrifice and Devotion
- Top gives +1 to FoL
- Set bonus gives +1 DI, +1 Heaven's Harmony, +1 Flash Sphere, and +1 Deflection Wall
This 65-70 armor set also gives INT, VIT, and SPR in the set bonuses. More situated to help both FS and BS. Not a bad set to get.

Legacy: Holy Titanium Armor of Ista

- Gives +2 to DI
Note that this is only the top armor and not the entire set. While Legacies do have good stats and bonuses to skills, they are extremely expensive to complete and Magic Seals usually do much better than them. The reason this top gets a mention is because it is the only top that has +2 to DI. Every other top that gives a + to DI is only 1. If there is one thing you should try to aim for, it's this top. It makes DI buffing a lot better.

Black Plague Dark Wolf
- Top gives MP Regen
- Bottom gives +2% Movement Speed, 30% chance of causing a shockwave when using QR, 3% of increasing STR, INT, VIT, and SPR by 2% when hit
- Shoulder gives +1% Attack Speed and +2% Casting Speed, All Elemental Damage increased
- Belt increases Counter Attack Strength by 10%
- Shoes increase Movement Speed by 7%, 10% chance to recover 2% HP and MP on counterattack
- 3 Set Bonus: Attack with a 3% chance to increase Phys Def by 100% for 30 seconds
- 5 Set Bonus: STR, INT, VIT, SPR increased by 60, attack with a 5% chance to increase STR, INT, VIT, and SPR by 60 for 30 seconds.
Seems pretty awesome, doesn't it? The problem is that it takes about 50 days to get just ONE piece, so you're looking at quite a long time to get the entire set. Chances are, you'll get Chron Sets over this.
Accessories [G3300]

Magic Seal Accessories
Once again, Magic Seals are probably what you will be using the most. The same stats are preferred: VIT, SPR, etc.

 
Necklaces

Guardian Soul (Level 55)
- Reflect damage you receive by 1000% when your HP is above 10%
Not a bad necklace to get as it can help you out in the Towers. However, there's no need to get this because the Towers can also be cleared without this. Otherwise, there isn't really any use for this necklace.

Shining Soul (Level 55)
- Respond to enemy attacks with a 50% chance of casting a thunderbolt
It's about the same as Guardian Soul. Chances are, you won't be using it much.

Necklace of Deadly Screams (Level 58)
- Increases Physical and Magic Damage by 8%
Now this is a pretty good necklace to use as it'll increase all of your damage by 8%.

Heart of the Conductor (Level 65)
- Increase DI by 1
- DI's duration is decreased by 50%
- DI's cooldown is decreased by 50%
This necklace is supposed to compliment Hidden Cross of Ramnu's effect. The lower DI's cooldown, the more often you can cast DI for that chance of +4-+5 DI. However, just because it compliments Ramnu doesn't mean you absolutely need to get it. Me, I don't like the duration being decreased by 50%, plus I have Chronicle items equipped on me. As such, I don't use this.

Enhanced Titan Necklace (Level 65)
- The bonus is that it gives Base Attack Strength
A decent necklace that increases your attack skills

Yellow Dragon Patterned Necklace (Level 70)
- Increase Elemental Attacks
Another decent necklace that increases your attack skills

Soul Chaser (Level 55)
- Boost Attack Strength by 20% by consuming 1 Spirit Crystal
As of right now, this doesn't really help boost your attacks. BUT, in the future it does boost your attacks. Also in the future this necklace is getting removed from the drop pool, meaning you won't be able to get it. I know, it's weird. But if you come across one, definitely get it.

Brisingamen (Level 55)
- Increases Magic Critical Hit by 4%
- Increases Ancient Memory by 3
Mainly used for the +4 Critical Hit Rate, but can help if you have Ancient Memory (Though I have no idea why you would have it).

Warlord Necklace (Level 60)

Part of a 3 Accessory set that increases your Speeds by 10% when achieving 50 combos, increases your STR and INT by 10% when achieving 100 combos, and allows you to inflict additional damage depending on how much Victory Points you have (if you have over 90,001 VP, you'll get +20% more damage).

 
Rings

Black Pearl - Mist (Level 55)
- Magic Counter Attacks do 20% more damage
Due to the situational nature of this, you probably won't be using it much. You certainly won't be going out of your way to get this ring. If you stumble upon it, it may provide useful for certain dungeons and situations.

Ancient Elven Ring (Level 55)
- Magic Attack with a 6% chance of increasing your INT by 9% for 30 seconds
This ring, on the other hand, can provide a big boost to your INT. One of the more better rings.

Enhanced Titan Ring (Level 60)

- The bonus is that it gives Base Attack Strength
A decent ring that increases your attack skills

Light Spirit Ring (Level 50)
- Increase Light Damage
- Respond to enemy attacks with a 20% chance of summoning a wisp
Not a bad ring to get since it'll increase your attack skills by a certain percent.

Banishing Finger (Level 55)

- Deal 30% more damage to Demon type enemies
Clearly against demons this is a great ring to use, especially since they are also weak to your Light damage skills. However, it's pretty situational and won't help you in places where there aren't Demons.

Abel Ring (Level 55)

- Gives Base Attack Strength
It's a decent ring to use for the Base Attack Strength, but you're probably better off choosing Light Spirit Ring if you had a choice between that and this.

Warlord Ring (Level 60)

Part of a 3 Accessory set (Look: Warlord Necklace).

 
Bracelet

Bracelet of Deadly Screams (Level 58)
- Increase Physical and Magic Critical Rate by 7%
Mainly used for the extra Magic Critical Hit Rate you'd get.

Soul Power of Phantom (Level 64)

- Attack with a 5% chance of creating an aura that increases the INT by 36 of anyone in a 400px range for 20 seconds
A decent bracelet to use due to all of that INT.

Yellow Dragon Motif Bracelet (Level 70)
- 7% more damage to Human type enemies
Sort of like Banishing Finger, situational, but I don't think this is worth getting.

Warlord Bracelet (Level 60)

Part of a 3 Accessory set (Look: Warlord Necklace).
Sub Equipment [G3400]

 
Magic Seal Sub Equipment
You know the deal.

Secret of Awakening - Priest (Level 60)
- Increases Priest's Awakening Active Skill by 1
A good equip to switch to before you cast Apoc. I recommend you get this if you have maxed Apoc.

Upgrade Amulet - Crusader (Level 60)
- Increases Slow Heal Upgrade by 1
You definitely need to get this as a FS. That +1 to Slow Heal Upgrade means more VIT and SPR with Slow Heal, and that in turn means better buffs.

White Paper - Priest (Level 65)
- Increases Priest's Awakening Active Skill by 1
This is pretty much the exact same thing as Secret of Awakening but it's Level 65, so it'll have a bit more stats.

Veiled Inheritance: Crusader (Level 65)
- Increases Spear of Victory Upgrade by 1
Not a bad one to get if you're a BS. If you're not the one with Slow Heal Upgrade, then you can definitely use this for a stronger Spear of Victory with more hold time. For FS, you're better off sticking with Slow Heal Upgrade.

Seal of Enlightenment: Crusader (Level 70)
- Increases Deflection Wall Upgrade by 1
I honestly think the other Upgrades are better than this one.

Wise Fonazo - Priest (Level 70)
-Increases Priest's Awakening Active Skill by 1
Exactly the same thing as the previous Awakening sub equips, but this one's level 70 so it has more stats.

The King's Book of Secrets - Paladin (Level 60)
- Increases Apoc by 1
- Increases RoL by 1
A decent sub-equip, but you're better off going for a cheaper sub equip like the rares mentioned above.

Song of Himan Stella - Crusader (Level 60)
- Increases Slow Heal Upgrade by 1
- Increases Spear of Victory Upgrade by 1
Now this is a great sub equip to get. A mix of Upgrade Amulet and Veiled Inheritance, this will help out on both FS and BS. I highly recommend this, but it's very rare to find.

Ancient Wonder: Paladin (Level 65)
- Increases Apoc by 1
- Increases RoL by 1
- Increases Healing Wind by 1
Certainly not a bad one to get, considering this one increases Apoc and Healing Wind. A good sub equip to switch to when you want to cast Apoc or Healing Wind.

Ceave's Talisman: Crusader (Level 65)
- Increase Slow Heal Upgrade by 1
- Increase RoL Upgrade by 1
Not a bad one to get if you went the maxed RoL route, though I recommend Song of Himan Stella since I feel the Spear Upgrade is better than RoL Upgrade.

Blue Dragon Cape (Level 70)
- When equipped, casts the Camouflage buff for 15 seconds, your Phys/Magic Critical Rate is increased (Either 12% or 15%, the value changes if I switch between more Info or less), do 10% more damage on Critical Hit Rates, but you receive 20% more damage from enemy attacks. Cooldown is 30 seconds
Wow, that's one heck of a list of effects. As you can see, it's certainly not a bad sub equip. If you truly wanted this, you can go for it.

Book of Transcendence - Buff Paladin (Level 60)
- Increase Apoc by 2
- Increase FoL by 2
Now this is an upgrade you should definitely try to get if you maxed Apoc. Not only that, the increase to FoL can certainly help you.

Warlord Talisman: Crusader (Level 60)
- Increase Slow Heal Upgrade by 1
- Increase Spear of Victory Upgrade by 1
- Increase RoL Upgrade by 1
Yeap, this is probably the best sub equip you can get as a FS. It also certainly helps BS.

Magic Seal Magic Stone
You know the deal.

Tirare Stone (Level 65)
This magic stone gives a big boost to your stats. At Inferior rank, you still get +50 to STR, INT, VIT, and SPR.

Wisp's Tear (Level 65)
- Increases Light Damage
A decent magic stone to get to increase your damage.

Raijo's Stone Blade (Level 65)
- Increases Base Attack Strength
A decent magic stone to increase your damage.

Horse Liver Stone (Level 70)
Sort of like Tirare Stone.

Florae Crystal (Level 70)
- Increases Light Damage
Like Wisp's Tear, but this gives a bit more Light Damage.

Alicia's Tear (Level 65)
- Increases Light Damage
Now this magic stone is a lot better than Wisp's Tear and Florae Crystal. At the highest, this magic stone gives +30 Light Damage, and since the conversion is 2=1, this means 15% more damage.

Titan's Reinforcement Bead (Level 65)

- Increases Base Attack Strength
This one is pretty good, though Alicia's Tear is better. Titan's Reinforcement Bead are usually cheaper than Alicia's Tear, so it's a decent replacement.

Elven Warrior's Medal: Crusader (Level 65)
- Increases Pressure Wall
This is one of the only few magic stones that increases the EX Active skills. It's decent, but others are better.

Harmony Stone of Domination (Level 65)
- Attack with a 5% chance of increasing your INT by 100 while decreasing your STR by 100 for 20 seconds
As you can see, you can get some high INT with this.

Antibody Stone of Lost Spirits (Level 65)

- Respond to enemy attacks with a 5% chance to summon an Otherverse monster by consuming one Mana Solvent
This is pretty good for summoning a meat shield (Useful for ToDes) but it also provides Exorcism Parameter, which is good for Otherverse.

Dark Spirited Thunderbolt Stone (Level 65)

- Increases Light Damage
- Do 10% more damage to Undead enemies
Against Undead enemies, this can compete against an Alicia's Tear, but other wise, Alicia's Tear is still better.

Blue Dragon Orb (Level 70)
- Receive 7% less damage when you get hit
It also gives out some Base Attack Strength, but I think there other better Magic Stones for you to get.

Platoni's Gold Stone (Level 65)
Gives a LOT of stats, Inferior gives 107 to STR, INT, VIT, and SPR.

Glaerin's Tear (Level 65)
- Increases Light Damage
This is even better than Alicia's Tear. Aside from giving more stats (STR, INT, VIT, and SPR), this also gives more Light Damage. At the highest, it gives +45 Light Damage, which means 22.5% more damage on Light attacks.

Samm Jang's Meditation (Level 65)
- Increases Base Attack Strength
Imagine this to be like Titan's Reinforcement Bead but better. However, Glaerin's Tear is still better.

Iris's Memento: Crusader (Level 65)
- Increases Pressure Wall by 1
- Increases Flash Shrapnel by 1
A much better Elven Warrior's Medal, since this one gives an increase to Flash Shrapnel. If you stumble upon this, it can be a pretty good magic stone to use.
 Chronicle [G3500]

Chronicles are equips that you can get by doing Otherverse (OV) or by buying them with materials either gotten from the OV Dungeons themselves or other dungeons. These will be what you'll primarily use the most in the end. Without further ado, let's get started on some Chronicles.

At level 60, you can get a free Chronicle 1 weapon that is level 62. You may also buy Chronicle 1 equipment from Bucken in Aphelia Post using Chaos Stones.

At level 65 is when you can start doing OV2 dungeons. When you do OV dungeons, you can get Chronicle 2 equips. Chronicle 2 equips have different effects on them:

Equipment pieces may have things such as Retention, Fierce, Force, etc. followed by a skill name. The words before the skill name will tell you what kind of effect the skill would have. For example, if a piece had Fierce, that means the cooldown and MP consumption is lowered. If a piece had Force, then the skill increases its damage.

For the most part, in OV2, you'll be equipping any pieces that can allow you to get more Exorcism Parameter, because if you don't have enough, your stats will suffer. However, some Chronicle 2 pieces you might want to have are Force/Fierce Hammer and/or Force/Fierce RJ. But what you will really want are the Set Pieces.
 
Silent Prayer
3 Set:
- Increase Strike's Phys Attack Strength by 18 and Hit Rate by 1%
- Increase WB's Magic Attack Strength by 10 and INT by 2
6 Set:
- Increase Strike's Phys Attack Strength by 20 and Hit Rate by 1%
- Increase WB's Magic Attack Strength by 13 and INT by 16
- Increase FoL's Attack and Movement Speed by 2%
9 Set:
- Decrease DI's cooldown by 6 seconds
- Increase DI's STR and INT bonus by 40
- RoL +5% chance of bringing a thunderbolt when attacking
- When attacking an enemy or attacked by an enemy, thunderbolt damage increased by 20%

As you can see, this set is pretty amazing. In total: Strike would get +38 Phys Attack Strength and 2% Hit Rate; WB would get +23 Magic Attack Strength and 18 INT; FoL's Attack and Movement Speed are increased by 2%, DI's cooldown is decreased to 6 and has 40 more STR and INT, and RoL gets better. You'll want to shoot for at least 6 set.

Divine Grace Set

3 Set:
- Slow Heal's recovery time is decreased by 6 seconds, HP recovery is increased by 30%
- Increase Strike's Phys Attack Strength by 15
- Crashing Cross's buff duration is increased by 3 seconds
6 Set:
- Fast Heal cooldown decreased by 2 seconds, HP recovery is increased by 30%
- Increase WB's Magic Attack Strength by 5 and INT by 8
- Sign gives 10% more DEF and MDEF, 20 more VIT and SPR, and max damaged transferred is increased by 20%
- FoL's duration increases by 10%, Aura Range increases by 10%
9 Set:
- Healing Wind's cooldown decreased by 12 seconds, Recovery time decreased by 1 second, 10% more HP and MP Recovery, Barrier Duration increased by 10%
- Increase RoL damage
- LoD's defense barrier increases by 20%

I don't like this set as much. The bonuses seem pretty good at certain parts, but I certainly don't like it at others. You're much better off trying to get Silent Prayer, as that boosts your main damage buffs a lot more than this.

Bloody Baptism Set
3 Set:

- Increase BoP's attack strength by 15%
- Decrease Spear's cooldown by 0.6 seconds, max enemy pierced +1, max enemy pierced (full charge) +1, increase attack strength by 20%
- Decrease Crashing Cross's cooldown by 1.5 seconds, increase attack strength by 15%
6 Set:
- Decrease Hammer of Repentance's cooldown by 4 seconds, increase attack strength by 15%, increase Repentance rate by 5%, and increase Repentance duration by 1 second
- Decrease Deflection Wall's cooldown by 3 seconds, increase HP by 10%, and increase attack strength by 10%
9 Set:
- Decrease RJ's cooldown by 9 seconds, increase range by 12.5%, increase duration by 1 second, increase attack strength by 10%
- Decrease Flash Sphere's cooldown by 4 seconds, increase attack strength by 15%, increase stun level by 2, and increase stun duration by 0.3 seconds

This set, as you can see, is more oriented by BS. It's definitely a pretty good set.

Once you get to Level 70, you can get started on OV3. In OV3, you can get Chronicle 3 equips. These work differently than Chronicle 2s. For one thing, unlike Chronicle 2 where you can equip whatever pieces you want, you can only equip Chronicle 3 equipment that are the same as your class. In this case, you can only equip Priest type equipment: Exorcist, Monk, Avenger, or Crusader. Obviously, you'll want to get Crusader parts, but there are some other points about why these are different from Chronicle 2. When you get Crusader equipment, you'll notice that they'll basically have no effects on them. What's the deal? Well, getting an effect on Chronicle 3 is different than Chronicle 2. You get these Dimensional Auras (Red, Blue, or Green) which you can use to infuse various effects on the equips.

Red - Increases Attack Strength of any skill that is possible to enchant (This will be less than what a Chronicle 2 Force piece would give).

Blue - Decreases Cooldown and MP Consumption of any skill that is possible to enchant (This will be less than what a Chronicle 2 Fierce piece would give).

Green - Various effects: Some could increase range, increase STR/INT given, increase HP Recovery, it all depends on the skill.

You might be wondering what's so special about these pieces if the Reds and Blues give less than Chronicle 2 pieces. Here's where it gets better (and riskier). What you can do that you couldn't do with Chronicle 2 equips is give an item two different effects. With Chronicle 3, you can choose to give a skill more power with Red and then lower cooldown with Blue. Or you can choose to use Greens for two different skills that can increase your buffs. Or you can make two different skills more powerful with Reds or make them have lower cooldowns with Blues. By itself, it would be inferior to Chronicle 2 (Except for Greens as the effects may be different or unobtainable in Chronicle 2 equips) but combine and mixed up, it can be proved to be much better. You could have Red and Blue Hammer, meaning stronger Hammers in a shorter amount of time. Could Chronicle 2s do that? Maybe make it stronger or have a lower cooldown, but definitely not both together. Some infuses you may be interested in:

- Red Hammer
- Red RJ
- Blue Hammer
- Blue RJ
- Blue Spear
- Blue Healing Wind
- Green DI (You may want to go for this first, it gives +2 STR and INT to DI, and remember that you can stack this on all pieces)
- Green Strike
- Green Wisdom Blessing

Also, another thing about Chronicle 3s. You can't infuse Exorcist, Monk, or Avenger equipments. They're just there to provide you with Exorcism Parameter.

Now let's move on to the sets, because this is where it gets really good.

 
Vow of Silence:
3 Set:

- Strike Duration +20%, Weapon Hit Rate +20%
- Wisdom Blessing +20%, INT +20
6 Set:
- Strike's Physical Attack Strength +33, cooldown -2 seconds
- Wisdom Blessing's Magic Attack Strength +20, cooldown -2 seconds
9 Set:
- Divine Invocation's cooldown +40%*, STR +68 and INT +56

Holy moly, do you see that DI bonus? That's AMAAAZING! Also the 3 and 6 Set bonuses are pretty good as well.

*One thing you should know, if you were to look at the skill bonuses in game, it says cooldown -40%. However, the actual effect is +40%, meaning a longer cooldown.
 



Shout of Triumph:
3 set:

- Heaven's Melody HP, MP Rate +15%, Duration +10%
- Slow Heal Healing Duration + 15%
- Light of Divinity cooldown -1.5 seconds
- Thunderbolt +20% chance when direct attack done by Revenge of Light
6 set:
- Fast Heal cooldown -3 seconds
- Healing Wind cooldown -20%, Max defense time +2 seconds
- Fountain of Life duration -50%, Attack speed +8%, Movement speed +6%, HP recovery +60%, HP Restored (When player is killed with Fountain of Life) +230%
9 set:
- Divine Invocation Duration -40%, Strength +53, Intelligence +70, MP Consumption -40%

I don't like this set just like I don't like Divine Grace. I mean it can be pretty helpful but it's just not to my liking. I much prefer Vow of Silence over this.

Spiritual Revelation:
3 set:

- Blades of Purity cooldown -0.4 seconds, Attack strength +10%
- Wisdom Blessing Magic attack strength +20%, Intelligence +10%
- Cross Crash Buff Duration +2 seconds
6 set:
- Spear of Victory cooldown -1.3 seconds, Attack Strength +15%
- Flash Sphere cooldown -10%
- Hammer of Repentance Attack strength +20%
- Righteous Judgment cooldown -20%
9 set:
- Pressure Wall cooldown -30%, Attack strength +10%, HP +20%
- Flash Shrapnel Duration removed, cooldown -30%, Light Fragment Explosion Attack strength +20%, Light Fragment Count Increases

This is without a doubt the best BS Chronicles you can get. That Flash Shrapnel duration remove basically means that when you cast Flash Shrapnel, it just explodes right in front of you. Not only does the cooldown decrease so you can cast it more often, it also breaks off more fragments, AND the explosion attack does 20% more damage. That 9 set by itself is probably worth the time and luck it takes to get it.

 

Notice how when he sends Flash Shrapnel out it explodes right in front of him.


Also, one thing to note, you can actually mix up Chronicle 2 and 3 sets. For example, if you wanted to give a lot of Magic Attack Strength and INT from WB, you can have a mix of 6 Set Silent Prayer and 3 Set Spiritual Revelation.

Titles [G3600]

These are just some of the titles you can look out for.

I'm Level 70
- Gives a pretty good amount of stats for just reaching the level cap.

The Ironscale Admiral
- With stats all around, also gives a buff every 40 seconds (20 second duration) that gives you more VIT, Fire Resist, and Speeds. Also gives 4% more gold in dungeons.

Reaper's Call
- Stats all around, has a chance to increase your Critical Hit Rate when you attack/cast and can summon an APC at a 2% chance when you get hit.

King's Protection Guard
- Gives a lot of VIT

Blood Donor
- Stats all around, you get more Exorcism Parameter along with more Inventory Weight, HP, MP, and Movement Speed.

Shadowless Kick
- Gives VIT and SPR and +1% Hit Rate

Three Wishes
- Gives VIT and SPR, cast with a 3% chance of increasing your INT by 30 and Magic Critical Hit Rate by 3% for 10 seconds

Sand Man

- Gives VIT, SPR, DEF, MDEF, and +3 Magic Critical Hit Rate

Training Officer
- Gives VIT, SPR, and all Speeds increase by 1%

New Sword
- Add 100 STR, INT, VIT, and SPR for 50 seconds and 100 second intervals.

Sand Rider (Priest)
- Increase STR and INT and +1 to DI along with some Speeds
Definitely a title you'll want to get because of that +1 DI.

Green Empyrean Ambassador
- Increase INT, SPR, HP and MP Max +5%, Casting and Movement Speed +3%, Evasion + 2%, Hit Rate +2%, Magic Critical Hit Rate +3%
- Cast with a 4% chance of increasing Casting Speed by 5% and Magic Critical Hit Rate by 20%
A special thing about this title is that it can give bonus points to things such as VIT, SPR, INT, or Light Damage.

(Ultimate) Snow Fighter: Nice
- Increase INT, SPR, Max MP, MP Regen, Speeds, and Magic Critical Hit Rate
- Dash with a 4% chance of increasing your Casting and Movement Speed by 4%
- (Ultimate only) Increase Town Movement Speed by 15%

(Ultimate) Violent Night - Intelligence
- Increase INT, SPR, Base Attack Strength, Magic Critical Hit Rate, Casting and Movement Speed, and Abnormal Status Resist
- Attack with a 5% chance of increasing Casting Speed and Movement Speed by 7% and Intelligence +30 for 30 seconds.
- (Ultimate only) Increase Town Movement Speed by 15%

Scared Stiff

- All Stats, HP, MP, Speeds, All Elemental Damage, Both Critical Hit Rate, Hit Rate
- Attack with a 5% chance of increasing all stats by 25 and Speeds by 2% for 30 seconds
This title is very good, and especially good to use if you have a Screaming Necklace since they won't conflict with each other. The problem is that this is very expensive. Super expensive. Highest Elemental Damage is 18, which means 9% more damage, but it can be less.

Ghastly Gaze

- Practically the same thing as Scared Stiff but without All Elemental Damage
- Instead, increase Physical and Magic Damage by 10%
As you can see, this is better than Scared Stiff in terms of total damage. However, it conflicts with Screaming Necklace, because the effect on Screaming Necklace is the same and so only Ghastly Gaze would apply. However, if you're not using a Screaming Necklace, this is a very good title to get, quite possibly the best. However, just like Scared Stiff, this is EXTREMELY EXPENSIVE.

Avatars [G3700]

 
Avatars, while some are for cosmetics with no stats given (Though there are very few), do have a purpose in this game. Each piece can give an effect.

Avatars

Hat/Hair: Increase INT, SPR, Casting Speed, HP/MP Regen
Face/Torso: Increase Attack Speed, Abnormal Status Resist, Hit Recovery, Magic Defense
Top: +1 to a skill (Basic is Common Skills, Adv/Rare are Class Skills though Rare also gives +1 to both starter skills)
Bottom: Physical Defense, Max HP, Max MP
Shoes: VIT, STR, Jump STR, Movement Speed
Waist: (Fire/Water/Light/Dark) Resist, Evasion Rate, Inventory Weight
Skin: Physical/Magic DEF, also gives Hit Recovery in addition to the DEF.

What you should look for:
Hair/Hat: SPR (For FS obv, but it can still work on BS) or INT (For BS)
Face/Torso: Abnormal Status Resist, because that helps a lot more than any others
Top: +1 DI of course, but this means Adv or Rare avatars
Bottom: Your choice really. Though I recommend either Physical DEF or Max HP
Shoes: VIT or Movement Speed, since you are pretty slow (But VIT is recommended before Movement Speed)
Waist: Evasion Rate helps if you want, but Inventory Weight is also good for carrying stuff.
Skin: Again, your choice. I went with Physical since I feel like there are more Physical Attacks being done but it's not a bad idea to get both and switch when the occasion arises.

Emblems

You may notice that some Adv and Rare avatars have these little slots. Those are for Emblems, which can add even more stats. The stats are split up into different colors but also into different ranks, from iron -> bronze -> silver -> gold.

Hair/Hat take Reds
Face/Torso take Yellows
Top/Bottom take Greens
Waist/Shoes take Blues

Red: Adds STR, INT, VIT, SPR, or ALL STATS
Blue: Adds Hit Rate, Movement Speed, Jump Strength, Physical DEF, or Magic DEF
Yellow: Adds Casting Speed, Attack Speed, Hit Recovery, HP Regen or MP Regen
Green: Adds Physical Critical Hit Rate, Magic Critical Hit Rate, Max HP, Max MP, or Evasion Rate
Multi-Colored: Some are multi-colored and can be put in any Avatar Sockets that correspond to that color. So if you have a Red/Blue one, you can put that in an Avatar Socket that is Red or Blue (Hair/Hat or Waist/Shoes)
Platinum: This is a special emblem that can only be put in Rare Tops and Bottoms. Platinums can give All Stats, Town Movement Speed, or a + to certain skills.

Recommended Emblems:
Red: VIT, SPR, or INT
Blue: Hit Rate, Movement Speed
Yellow: Casting Speed, or Abnormal Status Resist
Green: Max HP, Magic Critical Hit Rate
Platinum: Divine Invocation (Yes there are DI emblems. The only problem is that these are EXTREMELY RARE.)

Creatures [G3800]

Pets that will help you out in various ways.

 
Jimmy
- INT +10, MP Regen
- Overskill: Increase INT by 30 and Casting Speed by 3% for 20 seconds

Sleighing Jimmy
- INT +25, SPR +20, MP MAX +5%, Movement Speed +2%
- Overskill: Strikes an enemy in front of you while sleighing at a high speed, with a 50% chance to freeze them for 3 seconds. Increases your Intelligence by 41 and Magic Critical Hit Rate by 3% for 20 seconds.

Trixum
- INT +8, MP Max +5%
- Overskill: Increase Intelligence by 30 for 30 seconds with a 40 second cooldown.

Flamba
- MP Max +5%, Attack Speed +3%
- Overskill: Casts Super Armor buff on entire party for a duration

Barghest/Cerberus
- STR and INT +25, MP Max +5%, Movement Speed +2%, Inventory Weight +10%, Hit Rate +3%

Cannon Leah
- INT +15, MP Max +5%, EXO Parameter +20, Speeds +3%

Petite Numak
- STR/INT +10, MP Max +5%, Attack/Casting Speed +2%, Light Damage +5
Overskill: Has a 5% chance of immobilizing an enemy when attacking

Marbas
- MP Max +5%, Phys/Magic Critical Hit Rate +2%
- Overskill: Increase Party's Attack Strength by a certain amount. At maxed level, Attack Strength +20%
The best pet to use right here for helping your party do more damage.

Enchantments [G3900]

You can enchant your equipment to have certain bonuses. Certain enchantments can only go in certain equipment.

 
Accessories
Aracloso - Light Damage +6
Magneus - Light Damage +9
Holy Eye Michael - Light Damage +11
Captain Petrilisk - Light Damage +12
Blue Shadow Masakame - Base Attack Strength +35
Bakal, the King of Dragons - Base Attack Strength + 46

Belt, Shoes, Shoulder
Bahol's Power Bead - Strength +6, Intelligence +6
Lariat Lari - Spirit +15
Silky Martel - Spirit +22
Michelle the Telekinetic - Spirit +23
Bwanga - Spirit +35
Stubborn Heartneck - Vitality +15
Hound Master Myojin - Vitality +23
Zejo - Vitality +26
Shadow Seeker Noubillus - Vitality +35
Death Dragon Spirazzi - Magic Critical Hit +3%
Duke Agonis - Magic Critical Hit +5%

Bottom, Top and Weapon
Arbitrator Marcellus - Intelligence +8
Isadora - Intelligence +15
Guardian Olli - Intelligence +23
The Mad Piper - Intelligence +26
Moth Queen - Intelligence +30
Phantasmal Delezie - Intelligence +35
Jericho Crawford - Intelligence +38
Ozma of Chaos - Intelligence +40
Goblin Chief - Casting Speed +1%
Conductor Rabinete - Casting Speed +1.5%

Title
Chaos Agares - Strength +15, Intelligence +15
Inferno Goblin-Copter - Vitality and Spirit +8

Sub-Equip
Anodron of Darkness - Magic Attack +12, (Skill) Magic Critical Hit +1, (Skill) Magic Back Attack +1
 Otherverse (OV) [G400]

So what exactly is the Otherverse? OV is a term that we use for dungeons in the Interdimensional Rift. As of right now there are a total of 6 dungeons. At Level 65 you can do OV2 dungeons: Goblin Kingdom, Castle Nebulous, and Rangelus's Guerillas. At Level 70 you can do OV3 dungeons: Void Rift, Dark Side, and Castle of Bakal. You'll need Exorcism Parameter to enter the dungeons. You have to party, there's no denying this. You can't enter unless you're in a 3-man or 4-man party. Now, you don't really need to be at the required EXO to enter the dungeons. The game's not going to block you out just because you have lower than what the road says. However, if you do have less EXO than what the road specifies, then you'll get reduced stats. When you have the same amount of EXO or higher, then you do not get penalties but bonuses instead. Here are the EXO Requirements:

OV2:
Normal Road - 200
Expert Road - 250
Master's Road - 300
King's Road - 350

OV3:
Normal Road - 300
Expert's Road - 450
Master's Road - 600
King's Road - 750

If you go above the EXO Requirements, you can get a maximum bonus of +5% to your stats, depending on how much extra EXO you have. On the other hand, you can get penalized GREATLY if you have way less EXO, up to 50%, meaning less HP, MP, Stats, and you're basically dead weight. However you can always have people (Friends, Guildies) carry you (They're nice enough to take you into OV and get you the pieces, sounds awesome to me).

Now each dungeon has their own gimmicks and stuff that you'll definitely want to learn. I have made an OV Guide for FS Saders that you can check out. However, if you want to go in with BS or Hybrid, you'll have to change your strategies slightly. For the most part, if you know what to do in OV, then you'll be fine with any Sader.

Also, each road in OV2 gives you a certain material which you can use to purchase C2 items. Normal Road gives you a small, inferior material, Expert gives an ordinary piece, Master's Road sort of an exceptional/polished piece and King's Road gives the best. The materials needed to buy Chronicle 2 Equipment are the King's Road kind. 2 of each C2 Set Pieces can be gotten this way. In OV3, every road gives you only one material, but that means you only need to collect one type of material to buy the C3 Set Pieces. Remember when I said that imbuing was also riskier? When you attempt a double imbue, the chance of succeeding is very low. It's possible to have an entire inventory full of tainted chronicle pieces and have them all fail. But when you fail a double imbue, you do get interdimensional fragments, which can be used to buy Chronicle 3 equipment.

PvP [G5000]

In PvP, Saders can definitely be good. With the right skills, you can pull off some pretty damaging combos. They're maybe above average. Since Saders aren't really a popular class to play in PvP, you won't be seeing many of them. You'll definitely see more Monks, Exos, and Avengers, that's for sure. So let's get started on some Pros and Cons.

Pros and Cons [G5100]

 
Pros:
- Unlike in PvE, you can use Scythes in PvP because they're the fastest weapon
- Big advantage against physical melee users. LoD gives you an easy time if you can catch up to them
- Plate defense means the best physical defense
- Heals/Buffs can still help you out, such as FoL giving you an extra chance along with more Speeds
- GWL is the best launcher in the game. Against any other class launching skills, you will always beat them since GWL just stays up the longest.
- Decent poking with Hammer and Crashing Cross
Cons:
- You are at such a disadvantage against magic users and ranged characters. Magic just goes through your LoD and you need to catch up to ranged characters to actually do any significant damage. But a combination is one of the worst (You'll hate Elementalists, for example)
- You're slow. See even though everyone has access to the same amount of gear and bonuses in FA, you're still slow. You really need to raise your Speeds up.
- GWL is also one of the worst launchers in the game. Now don't go into a twist. What I mean is that GWL is a blessing and a curse. It's very easy to bait GWL and get yourself beaten. GWL also is only effective if you're on the same X-axis or if you're below your enemy in the Y-axis. If your enemy is below you, GWL has no chance of launching them up. You'll still be using GWL a lot, and it's definitely good, but you'll need to know how to use it
- Not much Y-axis or X-axis handling. The most you'll get is through poking with Hammer and Crashing Cross for X-axis and GWL and Wall for Y-Axis. You're very melee-combo-oriented.

Sample Builds [G5200]

One thing to know about PvP, your SP is actually reduced down. The total SP Amount for PvP is 7095. So if you were to make a build in the skill planner, make sure that you subtract the necessary amount so that the number begins with 7095 and not 7470.

Here are my builds:
First Build: Crusader - Planner

 
Maxed Strike for more Hit Rate and maxed Sign for more DEF. I decided that for this build, I was going to try out max Crashing Cross and it turned out to be very good. I lowered RoL to 1 because I didn't feel like it would net me a lot of damage unless my enemies made mistakes. Because of not maxing RoL, I decided to test out getting a high level of FoL, which also helped me out greatly due to how much HP it restored and how fast I could get.


Second Build: Crusader - Planner
 
Truth be told, this was actually my first build that I started PvPing with. I had maxed RoL because I thought about fighting magic users, but I never thought about whether or not I could actually get them with it. In this one I maxed out Rising Emblem. It's a good skill, but I was always too slow to actually put it to good use. Most times I found that either the person ran out of the way or they super-armored through it or I got interrupted as they got launched by it so that's the reason why I made Rising Emblem 1 in my build above this one. FoL is down to 1 because a revival is always nice. I will say, I use my build above this one a lot more. I just simply don't like this build as much now.
Combo Examples [G5300]

So as a PvP sader, you'll be up close a lot if you want to inflict the most damage. You'll need some combos so let's give you some combos.

GWL - Second Uppercut -> GWL -> Second Uppercut - GWL -> Second Uppercut -> GWL -> Second Uppercut -> Smasher (Potential Follow-ups: Crashing Cross, Deflection Wall, or Deflection Wall -> Crashing Cross as both hit OTG)

You can actually repeat this combo until it seems your opponent is about to drop faster due to gravity, which is the game's way of balancing damage so that you can't infinitely juggle someone, and then end it with Smasher.

GWL -> Second Uppercut -> Wall -> XXX cancel into GWL -> XXX cancel into BoP -> X cancel into Smasher

GWL -> Second Uppercut -> Flash Sphere -> XXX cancel into GWL -> XXX cancel into BoP -> X cancel into Smasher and Flash Sphere should explode by this point

GWL -> Second Uppercut -> Flash Sphere -> XXX cancel into BoP -> XXX cancel into GWL -> Spear of Victory -> LSP and Flash Sphere should explode by this point

GWL -> Second Uppercut -> Flash Sphere -> Second Uppercut -> XXX cancel into GWL -> Smasher and Flash Sphere should explode

GWL -> Second Uppercut -> Wall -> Flash Sphere -> XXX cancel into GWL -> XXX cancel into BoP -> Smasher and Flash Sphere should explode

A lot of this seems like remixes of the same combo, and for the most part, yes that's true. This combo is pretty much the staple combo for Saders. This brings the enemy into the air, letting you cast Flash Sphere, then allows you to juggle the enemy while Flash Sphere is still around and explodes for good damage. And if the enemy is facing Flash Sphere, there's a chance that the person can get stunned. But now let's get into SPEAR RESETTING.

Spear Resetting is basically when you cast Spear of Victory on an enemy before or while Gravity is in effect. Normally, when an enemy takes too much damage, they either fall to the ground faster or automatically fall to the ground. With Spear Resetting, you can basically cancel that and go back into doing your combos. The problem is getting the enemy back into the air with GWL or any other launching moves. If you time it incorrectly, it's very easy to let the enemy get away from you after they have been speared. Another good thing about Spear Resetting is that it automatically makes your opponents stand up.

Suppose you did the following combo:

GWL -> Second Uppercut -> Flash Sphere -> XXX cancel into BoP -> XXX cancel into GWL -> Spear of Victory -> LSP and Flash Sphere should explode by this point

If the person was stunned by Flash Sphere, then you can easily attack them again after Spear.

If an enemy is knocked down (Such as Hammer hitting them or Wall or anything) and they're at a decent distance away from you, you can actually cast Spear to cause them to stand up, LSP to them, and do a combo.

These are just some examples of what you can do. Obviously there are other situations and you can use other combos to do your damage.

Strategies/Tips [G5400]

- Always try to be under the enemy in the Y-axis. Remember GWL is only effective if you're below them.
- Get more Speed, especially Movement Speed. It's better to be fast enough to catch your enemy.
- Always remember to poke
- RJ and Rising Emblem can be used for zoning. Their AoE can force a person to move somewhere else
- Remember that you can OTG with some skills
- If a person has allowed you to do so, you can actually corner them very easily. If they're crouched or downed in a corner, you can send up a wall to push them back in, Sphere so they'll get hurt if they try to escape the area and for a chance to be stunned, and you can cast RJ which has a decent range with hitstun on the arrows to keep them in the corner.
- Cast RoL for magic users, you never know when it can help out.
- Remember to cast Indomitable Spirit
- Phoenix Hammer has Invincibility Frames, remember that 

Titles [G5500]

You'll typically want any Title that gives you more Speed.

 
The Ironscale Admiral
- With stats all around, also gives a buff every 40 seconds (20 second duration) that gives you more VIT, Fire Resist, and Speeds. Also gives 4% more gold in dungeons.

Sand Rider (Priest)
- Increase STR and INT and +1 to DI along with some Speeds

Ocean Guardian: Turtle
- Increase STR and VIT, HP Max and HP Regen, Speeds +1%, Inventory Weight +5kg, Hit Recovery +80
- Respond to enemy attacks with a 3% chance of increasing VIT by 45 for 20 seconds and recovering 10% of Max HP.

(Ultimate) Snow Fighter: Nice
- Increase INT, SPR, Max MP, MP Regen, Speeds, and Magic Critical Hit Rate
- Dash with a 4% chance of increasing your Casting and Movement Speed by 4%
- (Ultimate only) Increase Town Movement Speed by 15%

(Ultimate) Violent Night - Intelligence
- Increase INT, SPR, Base Attack Strength, Magic Critical Hit Rate, Casting and Movement Speed, and Abnormal Status Resist
- Attack with a 5% chance of increasing Casting Speed and Movement Speed by 7% and Intelligence +30 for 30 seconds.
- (Ultimate only) Increase Town Movement Speed by 15%

Scared Stiff
- All Stats, HP, MP, Speeds, All Elemental Damage (+7in PvP), Both Critical Hit Rate, Hit Rate
- Attack with a 5% chance of increasing all stats by 25 and Speeds by 2% for 30 seconds

Ghastly Gaze
- Practically the same thing as Scared Stiff but without All Elemental Damage
- Instead, increase Physical and Magic Damage by 10% (+5% in PvP)

Enchantments [G5600]

In FA, you'll get Arena Seals which you can use to buy certain things from Seria. Some things you can buy are equipment, such as weapons and accessories (There are several accessories, so you may want to get some of them for certain classes, such as Abnormal Status Resist for Brawlers and Spitfires). You can also buy Beads, which are used to enchant your FA Gear only. On the other hand, you can choose to buy Bead Seals, which are seals needed to purchase Beads from Albert and are used for NON-FA Gear. Some things you may want to enchant for:

 
Fire Element: Gives you fire damage, which gives you more damage, and also more hitstun
Light Element: Well, it'll give you Light Element on any neutral attacks you have. Light Damage is also good against Slayers because they have a lower Resistance to Light
Dark Element: This will only give you Dark Element on any neutral attacks, and honestly it might seem pretty dumb as well considering most of your attacks are Light Element anyways. However, remember that you'll be comboing a lot. Another reason is that these are best used against Fighters, who have a lower Resistance to Dark.
Attack Speed: The faster you attack, the easier combos are to make
Casting Speed: Well, you cast things faster, though I prefer Attack Speed over Casting Speed
HP Max with Phys or Magic DEF: Pretty straightforward, you get more Max HP and either Phys or Magic DEF, depending on your choice.
Hit Recovery: You don't want to be stuck in that Hit stunned frame, now do you? Makes you able to recover faster.
Abnormal Status Resist: Can be good to use against classes that are heavy on Abnormal Status Effects like Brawlers, Spitfires, and Asuras.
Movement Speed: You already know why this is good. Gotta catch em all! And then beat them to a pulp.

Creatures [G5700]

Basically you'll be using any Creature that gives a boost to your Speeds. You can't use any of their Overskill effects so you're only using them for their innate bonuses.

Botis
- Gives +4% Movement Speed

Sleighing Jimmy
- Movement Speed +2%

Barghest/Cerberus
- Movement Speed +2%
- Hit Rate +3%

Petite Numak
- Attack and Casting Speed +2%

Cannon Leah
- INT +15, MP Max +5%, EXO Parameter +20, Speeds +3%
 Useful Links [G6000]

http://dnf.exrpg.com/avatar/priest.html - Useful for trying out Avatars/Weapon Sprites to see how your character would look.

Ä«Ä«¿ÀÀÇ ºí·Î±× :: ³×À̹ö ºí·Î±× - Void has a stage where you're supposed to follow tiles in the correct order. This minigame can help you out.

The ad-hoc community notes to Suju gimmicks - Suju/Mutu Tournament is a dungeon area where you can enter a Gold or a Silver tournament. In these tournaments, you can pick up Powerful Energies, which is used for REFINING. Refining is like Reinforcing, only Refining gives Base Attack Strength which increases fixed skills. Refining also doesn't break your weapon should the refinement fail. As you can see, you REALLY want to do Suju. For a Crux Fidelis, a +7 Refine is basically an extra 20% damage. Silver, the harder tournament of the two, has a 100% chance of dropping 1 Powerful Energy each match, with 4 matches total for each dungeon run. Each person in the tournaments have their own gimmicks, which is where this link comes in handy.

Magic Sealed equipment guide. - Guide to Magic Seals

A Beginner/General Guide to DFO - If you're a complete beginner or already started out but want to know more, this can be pretty good.

Title Quest Tips and Tricks - Title Book help

The Many Uses - FS Saders don't just buff!

http://www.dfosource.com/forum/game-...ge-you%7E.html - Base Attack Strength affects your fixed damage only

http://www.dfosource.com/forum/f26/ - More Guides

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This site is a collection of up-to-date guides, maintained by some of the most dedicated players of various classes in DFO.
While articles may contain the personal opinions of the writers, they are opinions based on hundreds of hours of gameplay and the general consensus of their respective communities.