Battle Series: True Battle Tank Build [UPDATED VER 6.0]
Created by Vahn on Apr 16th 2016 (Last Updated: Oct 21st 2016).
This is a public build.
5
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I do not own any of the below images. All images below belong to IMC and Tree of Savior fan base
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Doppelsoeldner--------------------------- Hoplite-----------------------Peltasta -------------------------Swordsman
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-----------------------C2 -----------------------------------------------C1 ---------------------------------------C3--------------------------------------------------- C1
---------------------------------------------------------------------------------------------------------------------------------------------------------------------- The turbo-charged battle tank is finally here. Easiest tank leveling and focuses not only on defense but also getting the most AoE DPS out. Use this build and you'll be a valued player for party dungeons and towers. If you have any questions about my choices or need any help with this build, please ask in the comments section below. I'll always be there to answer.
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OTHER BUILDS:
For those of you who want pure unadulterated power in both PvP and PvE. The original:
Battle Series: True DPS/Swordman Build [UPDATED VER 7.0]
For those of you who what a semi-tank version of this build with the same great DPS and AOE, but need that Peltasta Aggro for tower dungeons: Battle Series: True DPS/Swordman Build PvE Version [UPDATED VER 2.0]
NEW BUILDS IN DEVELOPMENT:
[b]Battle Series: True DPS/Swordsman Build PvP Version[UPDATED VER 1.0]
For a more focused PvP version with tons of Stun and DPS. You may be interested in:Battle Series: True DPS/Swordsman Build PvP Version[UPDATED VER 1.0]
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DETAILED GUIDE: MUST READ
Here is a really detailed guide that informs you on everything you need to know to get a great start on the game. Thanks goes to @Atandil for bringing this great guide to my attention. Also I want to thank Vyne for compiling and tabulating all the information out there into one single guide. It must have been really hard. Thank you so much. It has the most up-to date information too!
Link:ToS Mechanics.pdf
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BUILD INTRODUCTION:
This is a build for those looking for fully tanked out character to help their party mates with dungeons and towers. For those of you who want a build to handle Towers (endless, mage, earth etc). But, sadly it is incredibly frustrating and pains taking to level up tank build. As you get to higher levels that low attack make it a 15-20 hits on even normal mobs. This build fixes that and gives you an above average attack power to 4-5 shot those mobs. You get an aggro that can get 19 targets on you for 30 seconds. This will help in saving your party in many of the dungeons. At the same time this build not only focuses on defense but high DPS power and high AOE attack ratio at the same time. You also never have to switch weapons. You get the long reach that the 1H spear gives you.
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MISCONCEPTION: From the builds I went through I can see that there are a lot of things that need to be cleared first. I'll do so as points.
1. STAT SYSTEM: In ToS the stats are varied only between the four starting base classes: Swordsman, Wizard, Archer and Cleric. You just get 1 stat point per level for the rest of the game per level, but also as you increase in class level(minor increase) or advance to different classes(major increase). This means that there are STAT differences Barbarian class (higher attack stat increase) and Peltasta (better def stat increase) class. Also, in ToS weapon restriction to classes are so weak, where a swordsman can equip wands and wizards can equip hammers. You can equip what you want but you have to pay very close attention to see if your skill requires the use of a specific weapon. It all comes down to damage/speed (mostly phy AoE dmg for us, with a slower speed for two handed sword). Ideally it's best to maintain just a single good weapon.
2. DAMAGE: Many people simply look at pure damage dealt out as a basis to choose their class. But instead you have to look at if it occurs multiple times, cool down times and SP used. People don't choose it due to it's attack damage, but overall due to it's bonuses, CC ability and combos. So when building classes make sure to take everything into consideration.
3. RANKS FOR SKILLS: The difference between skills of higher ranks compare to lower one are not only the higher base attack, but for each skill point that you put into that skill it gains a lot more attack than a skill of a lower rank. This per level increase remains constant for any skill and can be found out by subtracting a higher level from a lower one for same skill.
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How to decide what stats to invest in?
STAT BUILD: Remember the moment you feel that you are dying too easily, its time to start investing in defense for a few levels. So DON'T USE ALL YOUR POINTS. STAT RESETS ARE NOT AVAILABLE IN-GAME SO ALWAYS LEAVE SOME POINTS FOR EMERGENCY. leave at least 5% of your total points for emergency. When it happens you can use them all if you want, but then try and build you emergency rations again.
STAT BUILDS:
You can either follow my suggestions or if you want to do it yourself then this is the section for you. Just remember not to completely change my stat suggestions. It's fine if you vary a bit here and there. But you can't make this a Dex,Cons,Spr majority build just by adding points to it. The build also needs to have skills to handle them. If you do that then you will have ruined this build. Use the below feedback method for some minor variations to my suggested stats.
My reply to:
@iamranzz
Edit: I am putting it in here for easy reference:
The stat builds are all good in theory. Yes it is as you say. But what I find more useful in practice is do the following:
1. Ask your self what kind of player you want to be. You'd then choose a build according to that.
2. Ask what compliments this build the most. This build uses 1H spear. It focuses on attack (Str) (even more on auto-attack) and def(Con,Spr,Dex).
3. Invest whatever points you want most keeping your build strength and weaknesses in mind.
4. Throughout the game you'll get warning signs on what to invest in.
For ex:
INVEST IN CON,SPR:
For this build it's in order of importance, where con being most important but others being essential too.
Ideal test with Dungeon mobs.
Almost got killed by a mob only 3-5 lv higher than you? Always low on health? You need either to increase your Con (health) and/or SPR(magic def).
INVEST IN STRENGTH:
Usually instead of watching how boss fights go it is better to focus on mobs. Since you are a tank, you don't expect to do really well by killing bosses fast. So it is fine if it drags on. Whats much more important is whether you can kill mobs without much trouble. If a mob is taking more than 8 hits and is at your level, then you know you have to increase your Str for a couple of levels. How fast you kill a mob also gives an indication of how fast your leveling is going.
INVEST IN DEX:
This is when you definitely need to invest in Dex. When most of you attack miss (usually against flying type ones) or you rarely ever see a doge performed from you character, then it's time to start investing in Dex for a couple levels. Same goes for if you rarely see a critical (though this is less important for you).
INVEST IN SPR:
Mages or magic attack users always get the best of you or you find that out of your friends, party or by your own standards you run out of SP way too often, spend too many potions which you don't have money for. Start investing for a couple of levels. Remember that you should be the phy attack class with the most amount of Spr. How else are you going to shield your team mates for magic mobs if this is low?
You can always follow what other say to use for their builds. In general and for the average player it should work. But in the end even if you followed this build exactly; you might still use very often skill I wouldn't think you'd use since in my opinion there are better skills or you know something or found some way which I know nothing about. Also I don't know how you play. Do you have difficulty targeting specific targets?? I don't know so it's best to customize your stats according to your playing style. Invest wisely since there is no going back and you don't want to be in a bad place later on.
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Stats you should invest in descending order of priority:
Stat percentage%:
Strength: 35
Concentration: 30
Spirit: 25
Dexterity: 10
Now I'm quite aware that a percentage system is hard to keep track of or follow. So read the section below on an easy system to allot stats based on the percentages above
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An Easy way to allot Stats than the crappy way above:
Now this method involves saving stat points until a certain number is reach before using them.
You're options are:
1. Saving 5 points at a time: Sets of 5
2. Saving 10 points at a time: Set of 10
3. Saving 20 points at a time: Set of 20
The basic principle is trying to converting the percentages above so that given 20 points we can invest the points into Str,Con, Spr and Dex according to those percentages.
For every 20 points of Stats:
Str-->7 points
Con-->6 points
Spr-->5 points
Dex-->2 point
For every 10 points of Stats:
Set-1:
Str-->4 points
Con-->3 point
Spr-->2 point
Dex-->1 point
Set-2:
Str-->3 points
Con-->3 point
Spr-->3 point
Dex--> 1 point
For every 5 points of Stats:
Set-1:
Str-->2 points
Con-->2 point
Spr-->0 point
Dex-->1 point
Set-2:
Str-->2 points
Con-->1 point
Spr-->2 point
Dex--> 0 point
Set-3:
Str-->2 points
Con-->1 point
Spr-->2 point
Dex--> 0 point
Set-4:
Str-->1 points
Con-->2 point
Spr-->1 point
Dex--> 1 point
As you can see above if you are using sets of 5 then you have to remember which set you are using
After using the Set-2 you can alternate back to set-1 the next time. So you will have to record that some where so you do forget it. The best way I've found is to go to your character screen (F1)>>Character settings
Here you have a couple of options:
Either you record it in your character greeting. Like some sort of symbol only you recognize.
For example:
I have the character greeting set as: "Pls be my frnd." Now no one knows but that '.'(dot) at the end of frnd indicates by stat set. If it was my second set for example I would go with "Pls be my frnd.." It could be anything, as long I can record which set I've currently finished using. So I'll add two dots if I just allocated my second set of 5s.
Other fun ways of recording is by changing you titles each time you use a set, changing your hair color, or even recording it in your macros (F8). It's up to you. If you go with set of 10, since there is only a single set to use, you won't have to do this sort of recording.
What if you forgot which set you are using?
You didn't record it the last time you allocated points to your stats or you made a mistake while recording it the last time. Well you can find it out but it's going to be a pain.
STEPS:
1. Get butt naked first. I mean it. Unequip all your equipment. You do this so that none of the your gear stats actually influences your overall stats. Remember you want your stats to look like what I showed you on the percentage section before considering the stats given by your gear.
2. Record your current stats somewhere.
3. Go to the 'Stat Simulator'. Go to your primary class. Insert your class rank. But don't put in your level or any bonus stats. Try a make the simulator have the same stat allocation as you currently have.
4. You will see a certain number of negative points. That's the total number of stats points you gained and used thus far.
5. Since only set of 5s have actual set number, (if you used set of 10s then you are wasting your time. You don't have sets remember?). We divide the total points by 5. You might get a decimal but ignore the decimal part. It due to the stat simulator not being very accurate. it needs an update on some of the new mechanics of the game like Archers gaining Dex increase per Class rank etc.
6. If that number is a multiple of 2 then you finished using the second set. If it is not divisible by 2 then you are on the first set.
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Strength Vs Dexterity debate. Which is better?
If you plan on using my build then go with Str. Read below. I tell you why Str is better than Dex when using my build. We will go with 40-45% Str and 10%-15% Dex.
My reply to
@xramzax & Dieman1
Edit: Put up here for easy reference.
There are lots of debates about this. But let me say that most of these debates are players below level 250 doing calculations and plotting graph sheets to try and figure things out. There is even some guy doing things at lv 120 to figure out which is better full strength or dex for swordies. The rest of the studies are players below level 280, since that was the max for beta. The game goes to level 600 not level 280 or level 120. This means most of these studies are irrelevant or trying to predict the outcomes of late game too early on.
First I'm going to summarize some things that most of these studies agree on ( section 1).
Then I'm going to give you some observations and my reasoning behind it (section 2).
SECTION 1:
Though all these studies have some things in common that they agree on:
1. As a warrior you gain 10% increase in str per class rank (when I say class rank: swordsman rank 1, dopple rank 7. That rank).
2. Swordies gain no extra dex unlike archer from increasing class ranks
3. crit resistance for mobs are exponential though many studies claimed this and then decided to do a linear scaling of str compared to dex from lv 1 onward. Then they said that str is better for low level and dex for higher levels. rly? It exponential and you do a linear plot and assume things.
4. One thing they again all agree on is str is better than dex for auto-attack or once your SP pool runs out. Meaning fights that last longer than you anticipate on.
5. Most studies on lower levels (lv1- lv120) indicate that crits are really easy on mobs of these levels. As a result full dex (when using skills) does more average damage than full str. Above that certain other studies show it is opposite. What you can see from this is that it changes due to this exponential curve. After level 130 it still may not be very clear. look for studies above in the range of (level 200-280). early game yes dex is prob is far better option than str, since enemy crit resistance is so low. Most studies agree on this for early game.
6. It's best to equip gems with crit rate increases for swordies. lv 10 gems gives you 90+ crit rates.
7. Evasion from dex can't block magical attacks and many magic projectiles form mobs. (AoE magic attacks are different). At least in higher levels 130 onward till level 280 they found majority of the mobs are of this type (some say 70%). But note that this can change after level 280. Its fair to assume that roughly around half of the mobs are magic types.
Those are the facts. Now some observations on my part.
SECTION 2:
1. 'Deeds of Valour' adds an increase in % of attack. This means that the higher your str is the more increase in attack you gain.
2. 'Cross guard' that we rely on to block a barrage of attack uses str stat not dex to calculate this block.
3. None of our skills use dex in the damage calculation.
4. Barbarian's buffs are mostly meant to be an auto-attack class.
5. Str stat takes no chances unlike dex stats. You are not given a stat reset potion. You won't be given that even if you pay for it. You can't make mistakes. Trying to predict game play above lv 280 is risky. It may pay off or it may not.
6. Since crit resistance is exponential but your crit rate increase isn't (linear). What happens when that faster increasing exponential function over takes your linear increasing function?
7. A good boot with some high level evasion gems equipped give more than enough evasion late game.
8. Barbarian and hoplite gain additional crit rates in the warrior classes.
9. Never good to go full anything. Too risky. Go majority fine as long as it isn't 80-100% majority on a single stat.
10. Use a reasonable amount of dex in your skill stat too since it grants survivability and accuracy. That means you won't need to spend too much points in health. Accuracy is essential when fighting against mages.
11. Go str first. But you second highest stat could be either dex or con. They both grant survivability in different ways. Dex further increases accuracy but cons is useful against all enemies. Remember to get plate mastery or leather mastery accordingly. They work if you have three or more pieces of the same gear. I find that dex saves me a lot in boss fights. I find that cons is really useful in dungeons and party in surviving first of all and protecting other like mages who can't afford to get interrupted while casting. So basically the secondary stat choice is up to you. Go by game feedback.
12. This is most probably open beta. This only makes sense. I have yet to see a game go from close beta to fully ready without going open beta first. Which means by the universal definition of Open beta: "All progress will be wiped". Now it starts to make more sense why there is no stat reset while IMC continues to make nerfs and power ups to skills, add new classes or new skills to old ones.
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Which skill attributes to start investing in first?
My reply to
@resurrexit15
Edit: Put up here for easy reference as always.
Start investing in attributes that give huge benefits compare to the typical %1 increase in attribute lv that can go to some ridiculous lv like 100 .The amount of silvers you spend on them increases per level and early on shouldn't be the first attribute you invest in. Invest in attributes such as:
Ordered by each class. Sub order based on priority. Highest priority first [Descending order]. Try to get one of each of the important ones. So every time you invest in any attribute which is important and raise it's level by one, make sure do the same thing for all other important attributes. Don't just focus on one and max it out.
Then once each and every important attribute is maxed out on all class ranks. Then you can start investing in each unimportant attribute.
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SWORDSMAN [IMPORTANT]:
C1:
Increased Maximum Buff Count
Plate Mastery: Defense
Provoke
Concentrate: Enhance
[NOT IMPORTANT]
C1:
Thrust: Continuous Attack
Thrust: Enhance
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PELTASTA [IMPORTANT]:
C1:
Weapon Swap
Shield Mastery: Block
Umbo Blow: Add Knockdown
Shield Guard
Guard: Defense
Guardian: Evasion
Swash Buckling: Maximum Hp
Swash Buckling: Repel
Umbo Blow: Stun
[NOT IMPORTANT]:
C1:
Guardian: Enhance
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HOPLITE [IMPORTANT]:
C1:
Use One-Handed Spears:
Finestra: Splash
Stabbing: Evasion
Synchro Thrusting: Pierce
Finestra: Physical Damage
[NOT IMPORTANT]
C1:
Stabbing: Enchance
Synchro Thrusting: Enhance
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BARBARIAN [IMPORTANT]:
C1:
Warcry: Enhance
C2:
Warcry: Duration
[NOT IMPORTANT]:
C1:
Helm Chopper: Enhance
Cleave: Enhance
C2:
Seism: Enhance
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DOPPELSOELDNER [IMPORTANT]:
C1:
Cyclone: Movement
Mordschlag: Cloth Armor
Cyclone: Resistance
Pain Barrier: Movement
[NOT IMPORTANT]:
C1:
Cyclone: Enhance
Mordschlag: Enhance
Punish: Enhance
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What equipment should I wear?
WEAPONS:
Either a 1H sword or 1H spear
I prefer the 1H spear due to its longer reach and skewer ability. This means if there are two enemies standing one behind the other and if they are both within the spears reach. Then just a normal auto-attack can damage they both. Kinda like going through enemy 1's body and reaching enemy 2 behind him. Skewer it is awesome.
Note: You can only use 1H spear if you learn the One-hand Spear mastery attribute from Hoplite class. Till then use a 1H Sword.
SHIELDS:
Defensive Shields
The shields I recommend are according to level. All defensive shields are ranked in ascending order of their greatness.
Lv 1-40:
Royal Shield
Lv 40-75:
Emperor Shield
Lv 75-120:
Beetleback
Sage Wall
Lv 120-170:
Nothing worth getting here. Just use you previous shields.
Lv 170-220:
Wall Guard
Aias
Lv 220-270:
Nothing worth getting here. Use your previous shields.
Lv 270+:
Lolopanther Shield
Offensive Shields:
All offensive shields are in ascending order of their greatness.
Lv 170+:
Otrava Shield
Lv 120+:
Ledas Shield
Armor:
I don't care what you wear. There are two exceptions:
1. Do not wear any sort of cloth armor. I hope this is obvious.
2. Always wear gloves with the highest accuracy (leather ones usually). This is a must for PvP. You can have the rest as plate.
3. If you want to only use this build for PvE then wearing all plate is fine
Try to get ones with the highest accuracy. I have listed example of the leather gloves with the best accuracy per level. You will need to start equipping green gems (increases accuracy) into your gloves if even this accuracy is not enough.
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EMBEDDING GEMS ON GEAR GUIDE
Image Credit:Tree of Savior Wiki Database>>Gem
Lets clear up some really confusing short forms used on the wiki. You have this wiki's staff to thank for this. None of their editors stick to a single acronym and each one uses their own and most of them are different from what you find in-game. I won't repeat them if I already explained them for a different gem. Also this is a list of only the non intuitive acronyms used.
Found in all Gem Tables:
ACCESSORIES: Gloves
Does not include Armbands, Head gear, Bracelet, Necklaces as none of them are socketable so far.
Found in Red/Circle Gem:
MHP: Maximum HP
DR: Dodge Rate = Evasion
CRTATK: Critical Attack
MHP: Maximum HP
HR: Hit Rate = Accuracy
RHP: Recovery Rate of HP
MDEF: Magic Defense
PATK: Physical Attack
DEF: Physical Defense
Found in Blue/Square Gem:
MATK: Magic Attack
MSP: Maximum SP
CRTDR: Critical Dodge Rate = Critical Resistance
RSP: Recovery Rate of SP
Found in Yellow/Star Gem
BLK_BREAK: Block Break = Block Penetration
Found in Green/Diamond Gem
CRTHR: Critical Hit Rate = Critical Chance




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GEM LEVELING GUIDE
To level your gem you can do one of the following:
1. Best way is using Gem Abrasive. These drops from multiple bosses. You need to be lucky.
2. Second best is using any useless Monster Gem that you may have as feed. You'll be surprised at the exp they give. Again you need to be lucky to get these.
3. Feed them other gems. Or farm for them.
4. Feed cheap materials as gem feed. They give only around 5-10+ exp each time, but if you buy them in bulk like spending 100-250k on them. Then keep on feed that gem. It will accumulate and you can get lots of exp from them combined.
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GLOVE GUIDE
NOTE: When you reach a certain level, I'm going to start recommending you to insert green gems in your glove slots. If you aren't able to level up your gem to my recommended level, then try inserting multiple lower level gems that come -5 to +5 of the stats for the gem level I recommend. Refer to the chart above.
Lv 10-40: Don't bother just level up
Lv 40-75: Just get the gloves with the highest accuracy you can find. Don't bother with farming for any sort of specific gloves. It isn't worth your time.
Lv 75-120: Try getting gloves with accuracy higher than or equal to 48. Any one of the following will do:
Brigandine Gloves: 48 acc
Drake Leather: 49 acc
Superior Brigandine: 52 acc
Shade Hands: 51 acc
Prima Leather Gloves: 57 acc
Lv 120-170:You may want to embed low level green gems into your gloves for accuracy. Insert lv 3-4 green gem after level 150. Search for these specific gloves.
Fedimian Leather Gloves: 62 acc
Hunting Gloves: 67 acc
Skirmisher Gloves: 74acc
Legwyn Famility Leather Gloves: 77acc
Lv 170-220: Aim for these gloves below. Plus you'll want to insert a lv4-6 green gem
Superiro Skirmisher Gloves: 87acc
Roxona Leather Gloves: 91acc
Veteran Gloves: 99acc
Lv 220-270: Again aim for the gloves below. Plus you'll want to insert lv7-8 green gem
Bandit Gloves: 112 acc
NOTE: Bandit Gloves is just a temporary place holder. You can use gems but don't waste any high level gems on these. Try and get any one of the other three in the mean time.
Ibre Gloves: 121 acc
Superior Bandit Gloves: 124acc
Virtov Leather Gloves: 122acc
Lv 270+:You know the drill. Get the gloves below. Insert lv 8-10 green gem
Lolopanther Leather Gloves
NOTE:Go ahead and max this one out with gems if you want. The level cap will not increase for a while.
EDIT: Previously I've said that if you extract gems you'll loose it. This was the old mechanic which I've been going by. Back when they allowed you to upgrade equipment to like +40. I've been too scared to extract any gems for fear of loosing it. Hence, I never found out until someone informed me.
Note: When you remove the gem it's level decreases by 1. It is the same thing as when you fail in upgrading your gear. It's potential drops by 1 and so does it's upgrade level (+15 --> +14). Previously failing the upgrade meant your weapon or armor would reset it's level to zero (+0). Then you have to start all over again. Glad that changed!
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EXP MECHANICS:
I think I've got enough questions from tons of people. So much so that it's high time I put up an exp guide.
The Proper way of questing:
Now let's take a look at the glorious map of 'Kingdom' seriously? This world needs a name IMC! You can't start the story with the capital of the kingdom!
Anyway, I can't find a good map image on the net anywhere. The in-game one sucks compare to the edited one online. Anyway I have to work with the in-game map that if I zoom to far to show it all to you then the name of the different areas overlap and it all becomes one jumbled mess. So here it is in two part for the first area, ending with Fedimian. So basically here is the map from Lv1-107 (roughly). I want to illustrate a point here.
This is how to get to Lv 120-125 without ever grinding. Just doing main,sub and repeatable quest. You hardly ever need to do dungeons too. I only did 4 of them (2 which where lv50 and 2 lv90 for fun, not for exp. Also I has 20 lvs above the dungeons I did (lv 115) so I didn't get even 1/6th exp from them).


So you start questing with area 1 and go all the way to area 65 in order. By then you will be lv125 and THEN the grinding starts NOT before. Some areas mostly dungeons have multiple floors each with increasing recommended levels. For example Even though Royal Mausoleum says: Recommended level:81 it actually has 5 floors: [81,84,87,90,93]. So you should complete a level 92 recommended level before visiting it. Then you can easily complete all 5 floors at once. Spend less time overall.
Also crystal mine has a level 101-102 area as well so it is both 7th and 61st in sequence.
Follow this way of doing thing whenever you create a new character and you should have an easy time leveling. Now note, I didn't save any exp cards this way and used them all immediately. Though I should have. I'll explain this now in the second section.
Saving EXP Card Mechanics:
First here is a nice site to do some calculations:Ragnosphere.
You put your current level, class level, class rank, % of current level, % of class level and then enter how many Exp card of a certain level you want to use. Then click 'do it' and it should tell you how many levels or exp you will gain in total.
Now a monster's level has to be between 5 levels lower than you (-5) upto 11 levels above you (+11). So the optimal range to get full exp from every monster you kills is -5 to +11 level range. After that for every level outside this range you lose 5% exp from these monsters.
Same thing goes with monster defense. If a monster is more than 5 levels above you it's defense increases by 10% per level. So our optimal range is not -5 to +11. It's actually -5 to +5.
So if we don't want to loose any precious level points from killing mobs we need to be within this range. This is where saving those EXP cards comes in.
The whole reason you are saving them is tune your level to fall within this range.
WHEN TO SAVE THEM:
So you save EXP cards and don't use them when you start seeing monsters 3-4 levels below you as you are doing main quest. You don't want the monsters falling out from your (-5,+5) range. So you prevent your self from leveling up much by saving these cards for use later.
WHEN TO USE THEM:
You see monsters 4-9 levels above you. Looks like they are about to get out from your optimal range (-5,+5). If they are more than 11 levels above you then you don't get much Exp. If they are more than 5 levels above you then they might get hard to kill since their def increases per level once they are more than 5 levels above you. Now start using you EXP cards until they get to be only 1-3 levels above you.
The above is the only reason you use EXP cards. Not, when you are stuck and there are no quests for you to do. If we go by this reason then what's the difference between saving them and using them later Vs using them immediately? There is absolutely no difference. We save EXP cards to fall within the monster range (-5,+5). Only that reason. That's all!
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What about after Level 125?
Dungeons and Dungeons:
Now the gap between consecutive questing areas widen a lot. At this stage I hope you saved all your dungeon reset scrolls and 30% Exp scrolls that you get as founders. Cause you are going to need them. Trick here are Dungeon runs: make sure you have one of each primary class in your party: Swordsman, Archer, Wizard, Cleric. Also make sure you have a full party of five. Additionally, if you use the dungeon party finder you get additional exp. But, since getting one of every class in a dungeon party finder is pure luck. You. Might as well go in with a pre-made party.
Party Grinds:
You know the one where you get a party. Camp out in a densely populated mob area. Grab 500-1000 fire wood with you. kill all mobs in each wave, while recovering by the fire and telling ghost stories in between. Fun time! IThis is not fun for you? Then it's time to pick up another game.
Farming for EXP CARDS AND MONSTER KILL ACHIEVEMENTS:
Remember that when you go to 'Wings of Vibora'. There is a battle section where the kind lady gives you EXP cards for killing a certain number of monsters of each kind. Then your kill count rank is logged into a server wide database. Yes? Then search it up on the forums. It's tricky to find the exact kill count on your own. But, you can take 50-80 kills per monster for the higher levels. The lower levels have this kill count a lot higher. So far you must have received at least some of these kill achievements in the battle section of 'Wings of Vibora'. Look them up in the monster section of your adventure journal. Scroll through your list of monsters and you should see an yellowish-brownish achievment icon below their pictures. Then when you hover your mouse pointer on them a sife window should pop up telling you your kill count and server wide rank for it.
The level of cards you get for achieving a minimum kill count depends on the level of the monsters you killed. I remember some guy posted the minimum kill count for all high level monsters needed to get Lv 11 EXP cards from 'Wings of Vibora'. Yes, monsters do drop exp cards but it is on a similar rarity to monster gem drops on the scale of 1 in 10k chance. Farming for these EXP card drops compared to the normal exp you get from killing monsters is a joke. Don't try and seriously farm for these EXP card drops. In the future the drop rate might increase then it may be viable.
LOOK FOR LEVELING GUIDES:
If you are still having problems. You either have no patience or believe you are doing something horribly wrong. Then look up Leveling guides on the forums. Ignore what ever crap they tell you about saving EXP cards or using them. They really make no difference. They are just imagining it does. What's important though in these leveling guides are grinding places, dungeons or farming dungeons in case you need the extra cash. Also some of them have kill counts of specific monsters to get achievements in 'Wings of Vibora' pay attention to all these things. Few dungeons have secret high exp spawn monster rooms. One example is Nevellet Quarry 2F. Again recorded in these wonderful leveling guides. Use the information well.
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THIS BUILD IS MADE POSSIBLE ONLY BY THE FEED BACK OF THE COMMUNITY. PLEASE POST YOUR COMMENTS. IT WILL BE MUCH APPRECIATED AND WILL GO A LONG WAY IN HELPING TO REFINE AND IMPROVE THIS BUILD. THIS BUILD NEEDS TO BE TESTED BY LOTS AND LOTS OF PEOPLE. SO, IF YOU ARE ABLE TO TEST THIS BUILD PLEASE POST YOUR EXPERIENCE OF IT AND YOUR SUGGESTIONS ON HOW TO IMPROVE IT. IT WILL BE MUCH APPRECIATED!
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<<BATTLE SERIES>>
--True Battle Tank Build--
--True Battle Tank Build--
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I do not own any of the below images. All images below belong to IMC and Tree of Savior fan base
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Doppelsoeldner--------------------------- Hoplite-----------------------Peltasta -------------------------Swordsman
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-----------------------C2 -----------------------------------------------C1 ---------------------------------------C3--------------------------------------------------- C1
---------------------------------------------------------------------------------------------------------------------------------------------------------------------- The turbo-charged battle tank is finally here. Easiest tank leveling and focuses not only on defense but also getting the most AoE DPS out. Use this build and you'll be a valued player for party dungeons and towers. If you have any questions about my choices or need any help with this build, please ask in the comments section below. I'll always be there to answer.
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OTHER BUILDS:
For those of you who want pure unadulterated power in both PvP and PvE. The original:
Battle Series: True DPS/Swordman Build [UPDATED VER 7.0]
For those of you who what a semi-tank version of this build with the same great DPS and AOE, but need that Peltasta Aggro for tower dungeons: Battle Series: True DPS/Swordman Build PvE Version [UPDATED VER 2.0]
NEW BUILDS IN DEVELOPMENT:
[b]Battle Series: True DPS/Swordsman Build PvP Version[UPDATED VER 1.0]
For a more focused PvP version with tons of Stun and DPS. You may be interested in:Battle Series: True DPS/Swordsman Build PvP Version[UPDATED VER 1.0]
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DETAILED GUIDE: MUST READ
Here is a really detailed guide that informs you on everything you need to know to get a great start on the game. Thanks goes to @Atandil for bringing this great guide to my attention. Also I want to thank Vyne for compiling and tabulating all the information out there into one single guide. It must have been really hard. Thank you so much. It has the most up-to date information too!
Link:ToS Mechanics.pdf
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BUILD INTRODUCTION:
This is a build for those looking for fully tanked out character to help their party mates with dungeons and towers. For those of you who want a build to handle Towers (endless, mage, earth etc). But, sadly it is incredibly frustrating and pains taking to level up tank build. As you get to higher levels that low attack make it a 15-20 hits on even normal mobs. This build fixes that and gives you an above average attack power to 4-5 shot those mobs. You get an aggro that can get 19 targets on you for 30 seconds. This will help in saving your party in many of the dungeons. At the same time this build not only focuses on defense but high DPS power and high AOE attack ratio at the same time. You also never have to switch weapons. You get the long reach that the 1H spear gives you.
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MISCONCEPTION: From the builds I went through I can see that there are a lot of things that need to be cleared first. I'll do so as points.
1. STAT SYSTEM: In ToS the stats are varied only between the four starting base classes: Swordsman, Wizard, Archer and Cleric. You just get 1 stat point per level for the rest of the game per level, but also as you increase in class level(minor increase) or advance to different classes(major increase). This means that there are STAT differences Barbarian class (higher attack stat increase) and Peltasta (better def stat increase) class. Also, in ToS weapon restriction to classes are so weak, where a swordsman can equip wands and wizards can equip hammers. You can equip what you want but you have to pay very close attention to see if your skill requires the use of a specific weapon. It all comes down to damage/speed (mostly phy AoE dmg for us, with a slower speed for two handed sword). Ideally it's best to maintain just a single good weapon.
2. DAMAGE: Many people simply look at pure damage dealt out as a basis to choose their class. But instead you have to look at if it occurs multiple times, cool down times and SP used. People don't choose it due to it's attack damage, but overall due to it's bonuses, CC ability and combos. So when building classes make sure to take everything into consideration.
3. RANKS FOR SKILLS: The difference between skills of higher ranks compare to lower one are not only the higher base attack, but for each skill point that you put into that skill it gains a lot more attack than a skill of a lower rank. This per level increase remains constant for any skill and can be found out by subtracting a higher level from a lower one for same skill.
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How to decide what stats to invest in?
STAT BUILD: Remember the moment you feel that you are dying too easily, its time to start investing in defense for a few levels. So DON'T USE ALL YOUR POINTS. STAT RESETS ARE NOT AVAILABLE IN-GAME SO ALWAYS LEAVE SOME POINTS FOR EMERGENCY. leave at least 5% of your total points for emergency. When it happens you can use them all if you want, but then try and build you emergency rations again.
STAT BUILDS:
You can either follow my suggestions or if you want to do it yourself then this is the section for you. Just remember not to completely change my stat suggestions. It's fine if you vary a bit here and there. But you can't make this a Dex,Cons,Spr majority build just by adding points to it. The build also needs to have skills to handle them. If you do that then you will have ruined this build. Use the below feedback method for some minor variations to my suggested stats.
My reply to:
@iamranzz
Edit: I am putting it in here for easy reference:
The stat builds are all good in theory. Yes it is as you say. But what I find more useful in practice is do the following:
1. Ask your self what kind of player you want to be. You'd then choose a build according to that.
2. Ask what compliments this build the most. This build uses 1H spear. It focuses on attack (Str) (even more on auto-attack) and def(Con,Spr,Dex).
3. Invest whatever points you want most keeping your build strength and weaknesses in mind.
4. Throughout the game you'll get warning signs on what to invest in.
For ex:
INVEST IN CON,SPR:
For this build it's in order of importance, where con being most important but others being essential too.
Ideal test with Dungeon mobs.
Almost got killed by a mob only 3-5 lv higher than you? Always low on health? You need either to increase your Con (health) and/or SPR(magic def).
INVEST IN STRENGTH:
Usually instead of watching how boss fights go it is better to focus on mobs. Since you are a tank, you don't expect to do really well by killing bosses fast. So it is fine if it drags on. Whats much more important is whether you can kill mobs without much trouble. If a mob is taking more than 8 hits and is at your level, then you know you have to increase your Str for a couple of levels. How fast you kill a mob also gives an indication of how fast your leveling is going.
INVEST IN DEX:
This is when you definitely need to invest in Dex. When most of you attack miss (usually against flying type ones) or you rarely ever see a doge performed from you character, then it's time to start investing in Dex for a couple levels. Same goes for if you rarely see a critical (though this is less important for you).
INVEST IN SPR:
Mages or magic attack users always get the best of you or you find that out of your friends, party or by your own standards you run out of SP way too often, spend too many potions which you don't have money for. Start investing for a couple of levels. Remember that you should be the phy attack class with the most amount of Spr. How else are you going to shield your team mates for magic mobs if this is low?
You can always follow what other say to use for their builds. In general and for the average player it should work. But in the end even if you followed this build exactly; you might still use very often skill I wouldn't think you'd use since in my opinion there are better skills or you know something or found some way which I know nothing about. Also I don't know how you play. Do you have difficulty targeting specific targets?? I don't know so it's best to customize your stats according to your playing style. Invest wisely since there is no going back and you don't want to be in a bad place later on.
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Stats you should invest in descending order of priority:
Stat percentage%:
Strength: 35
Concentration: 30
Spirit: 25
Dexterity: 10
Now I'm quite aware that a percentage system is hard to keep track of or follow. So read the section below on an easy system to allot stats based on the percentages above
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An Easy way to allot Stats than the crappy way above:
Now this method involves saving stat points until a certain number is reach before using them.
You're options are:
1. Saving 5 points at a time: Sets of 5
2. Saving 10 points at a time: Set of 10
3. Saving 20 points at a time: Set of 20
The basic principle is trying to converting the percentages above so that given 20 points we can invest the points into Str,Con, Spr and Dex according to those percentages.
For every 20 points of Stats:
Str-->7 points
Con-->6 points
Spr-->5 points
Dex-->2 point
For every 10 points of Stats:
Set-1:
Str-->4 points
Con-->3 point
Spr-->2 point
Dex-->1 point
Set-2:
Str-->3 points
Con-->3 point
Spr-->3 point
Dex--> 1 point
For every 5 points of Stats:
Set-1:
Str-->2 points
Con-->2 point
Spr-->0 point
Dex-->1 point
Set-2:
Str-->2 points
Con-->1 point
Spr-->2 point
Dex--> 0 point
Set-3:
Str-->2 points
Con-->1 point
Spr-->2 point
Dex--> 0 point
Set-4:
Str-->1 points
Con-->2 point
Spr-->1 point
Dex--> 1 point
As you can see above if you are using sets of 5 then you have to remember which set you are using
After using the Set-2 you can alternate back to set-1 the next time. So you will have to record that some where so you do forget it. The best way I've found is to go to your character screen (F1)>>Character settings
Here you have a couple of options:
Either you record it in your character greeting. Like some sort of symbol only you recognize.
For example:
I have the character greeting set as: "Pls be my frnd." Now no one knows but that '.'(dot) at the end of frnd indicates by stat set. If it was my second set for example I would go with "Pls be my frnd.." It could be anything, as long I can record which set I've currently finished using. So I'll add two dots if I just allocated my second set of 5s.
Other fun ways of recording is by changing you titles each time you use a set, changing your hair color, or even recording it in your macros (F8). It's up to you. If you go with set of 10, since there is only a single set to use, you won't have to do this sort of recording.
What if you forgot which set you are using?
You didn't record it the last time you allocated points to your stats or you made a mistake while recording it the last time. Well you can find it out but it's going to be a pain.
STEPS:
1. Get butt naked first. I mean it. Unequip all your equipment. You do this so that none of the your gear stats actually influences your overall stats. Remember you want your stats to look like what I showed you on the percentage section before considering the stats given by your gear.
2. Record your current stats somewhere.
3. Go to the 'Stat Simulator'. Go to your primary class. Insert your class rank. But don't put in your level or any bonus stats. Try a make the simulator have the same stat allocation as you currently have.
4. You will see a certain number of negative points. That's the total number of stats points you gained and used thus far.
5. Since only set of 5s have actual set number, (if you used set of 10s then you are wasting your time. You don't have sets remember?). We divide the total points by 5. You might get a decimal but ignore the decimal part. It due to the stat simulator not being very accurate. it needs an update on some of the new mechanics of the game like Archers gaining Dex increase per Class rank etc.
6. If that number is a multiple of 2 then you finished using the second set. If it is not divisible by 2 then you are on the first set.
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Strength Vs Dexterity debate. Which is better?
If you plan on using my build then go with Str. Read below. I tell you why Str is better than Dex when using my build. We will go with 40-45% Str and 10%-15% Dex.
My reply to
@xramzax & Dieman1
Edit: Put up here for easy reference.
There are lots of debates about this. But let me say that most of these debates are players below level 250 doing calculations and plotting graph sheets to try and figure things out. There is even some guy doing things at lv 120 to figure out which is better full strength or dex for swordies. The rest of the studies are players below level 280, since that was the max for beta. The game goes to level 600 not level 280 or level 120. This means most of these studies are irrelevant or trying to predict the outcomes of late game too early on.
First I'm going to summarize some things that most of these studies agree on ( section 1).
Then I'm going to give you some observations and my reasoning behind it (section 2).
SECTION 1:
Though all these studies have some things in common that they agree on:
1. As a warrior you gain 10% increase in str per class rank (when I say class rank: swordsman rank 1, dopple rank 7. That rank).
2. Swordies gain no extra dex unlike archer from increasing class ranks
3. crit resistance for mobs are exponential though many studies claimed this and then decided to do a linear scaling of str compared to dex from lv 1 onward. Then they said that str is better for low level and dex for higher levels. rly? It exponential and you do a linear plot and assume things.
4. One thing they again all agree on is str is better than dex for auto-attack or once your SP pool runs out. Meaning fights that last longer than you anticipate on.
5. Most studies on lower levels (lv1- lv120) indicate that crits are really easy on mobs of these levels. As a result full dex (when using skills) does more average damage than full str. Above that certain other studies show it is opposite. What you can see from this is that it changes due to this exponential curve. After level 130 it still may not be very clear. look for studies above in the range of (level 200-280). early game yes dex is prob is far better option than str, since enemy crit resistance is so low. Most studies agree on this for early game.
6. It's best to equip gems with crit rate increases for swordies. lv 10 gems gives you 90+ crit rates.
7. Evasion from dex can't block magical attacks and many magic projectiles form mobs. (AoE magic attacks are different). At least in higher levels 130 onward till level 280 they found majority of the mobs are of this type (some say 70%). But note that this can change after level 280. Its fair to assume that roughly around half of the mobs are magic types.
Those are the facts. Now some observations on my part.
SECTION 2:
1. 'Deeds of Valour' adds an increase in % of attack. This means that the higher your str is the more increase in attack you gain.
2. 'Cross guard' that we rely on to block a barrage of attack uses str stat not dex to calculate this block.
3. None of our skills use dex in the damage calculation.
4. Barbarian's buffs are mostly meant to be an auto-attack class.
5. Str stat takes no chances unlike dex stats. You are not given a stat reset potion. You won't be given that even if you pay for it. You can't make mistakes. Trying to predict game play above lv 280 is risky. It may pay off or it may not.
6. Since crit resistance is exponential but your crit rate increase isn't (linear). What happens when that faster increasing exponential function over takes your linear increasing function?
7. A good boot with some high level evasion gems equipped give more than enough evasion late game.
8. Barbarian and hoplite gain additional crit rates in the warrior classes.
9. Never good to go full anything. Too risky. Go majority fine as long as it isn't 80-100% majority on a single stat.
10. Use a reasonable amount of dex in your skill stat too since it grants survivability and accuracy. That means you won't need to spend too much points in health. Accuracy is essential when fighting against mages.
11. Go str first. But you second highest stat could be either dex or con. They both grant survivability in different ways. Dex further increases accuracy but cons is useful against all enemies. Remember to get plate mastery or leather mastery accordingly. They work if you have three or more pieces of the same gear. I find that dex saves me a lot in boss fights. I find that cons is really useful in dungeons and party in surviving first of all and protecting other like mages who can't afford to get interrupted while casting. So basically the secondary stat choice is up to you. Go by game feedback.
12. This is most probably open beta. This only makes sense. I have yet to see a game go from close beta to fully ready without going open beta first. Which means by the universal definition of Open beta: "All progress will be wiped". Now it starts to make more sense why there is no stat reset while IMC continues to make nerfs and power ups to skills, add new classes or new skills to old ones.
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Which skill attributes to start investing in first?
My reply to
@resurrexit15
Edit: Put up here for easy reference as always.
Start investing in attributes that give huge benefits compare to the typical %1 increase in attribute lv that can go to some ridiculous lv like 100 .The amount of silvers you spend on them increases per level and early on shouldn't be the first attribute you invest in. Invest in attributes such as:
Ordered by each class. Sub order based on priority. Highest priority first [Descending order]. Try to get one of each of the important ones. So every time you invest in any attribute which is important and raise it's level by one, make sure do the same thing for all other important attributes. Don't just focus on one and max it out.
Then once each and every important attribute is maxed out on all class ranks. Then you can start investing in each unimportant attribute.
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SWORDSMAN [IMPORTANT]:
C1:
Increased Maximum Buff Count
Plate Mastery: Defense
Provoke
Concentrate: Enhance
[NOT IMPORTANT]
C1:
Thrust: Continuous Attack
Thrust: Enhance
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PELTASTA [IMPORTANT]:
C1:
Weapon Swap
Shield Mastery: Block
Umbo Blow: Add Knockdown
Shield Guard
Guard: Defense
Guardian: Evasion
Swash Buckling: Maximum Hp
Swash Buckling: Repel
Umbo Blow: Stun
[NOT IMPORTANT]:
C1:
Guardian: Enhance
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HOPLITE [IMPORTANT]:
C1:
Use One-Handed Spears:
Finestra: Splash
Stabbing: Evasion
Synchro Thrusting: Pierce
Finestra: Physical Damage
[NOT IMPORTANT]
C1:
Stabbing: Enchance
Synchro Thrusting: Enhance
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BARBARIAN [IMPORTANT]:
C1:
Warcry: Enhance
C2:
Warcry: Duration
[NOT IMPORTANT]:
C1:
Helm Chopper: Enhance
Cleave: Enhance
C2:
Seism: Enhance
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DOPPELSOELDNER [IMPORTANT]:
C1:
Cyclone: Movement
Mordschlag: Cloth Armor
Cyclone: Resistance
Pain Barrier: Movement
[NOT IMPORTANT]:
C1:
Cyclone: Enhance
Mordschlag: Enhance
Punish: Enhance
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What equipment should I wear?
WEAPONS:
Either a 1H sword or 1H spear
I prefer the 1H spear due to its longer reach and skewer ability. This means if there are two enemies standing one behind the other and if they are both within the spears reach. Then just a normal auto-attack can damage they both. Kinda like going through enemy 1's body and reaching enemy 2 behind him. Skewer it is awesome.
Note: You can only use 1H spear if you learn the One-hand Spear mastery attribute from Hoplite class. Till then use a 1H Sword.
SHIELDS:
Defensive Shields
The shields I recommend are according to level. All defensive shields are ranked in ascending order of their greatness.
Lv 1-40:
Royal Shield
Lv 40-75:
Emperor Shield
Lv 75-120:
Beetleback
Sage Wall
Lv 120-170:
Nothing worth getting here. Just use you previous shields.
Lv 170-220:
Wall Guard
Aias
Lv 220-270:
Nothing worth getting here. Use your previous shields.
Lv 270+:
Lolopanther Shield
Offensive Shields:
All offensive shields are in ascending order of their greatness.
Lv 170+:
Otrava Shield
Lv 120+:
Ledas Shield
Armor:
I don't care what you wear. There are two exceptions:
1. Do not wear any sort of cloth armor. I hope this is obvious.
2. Always wear gloves with the highest accuracy (leather ones usually). This is a must for PvP. You can have the rest as plate.
3. If you want to only use this build for PvE then wearing all plate is fine
Try to get ones with the highest accuracy. I have listed example of the leather gloves with the best accuracy per level. You will need to start equipping green gems (increases accuracy) into your gloves if even this accuracy is not enough.
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EMBEDDING GEMS ON GEAR GUIDE
Image Credit:Tree of Savior Wiki Database>>Gem
Lets clear up some really confusing short forms used on the wiki. You have this wiki's staff to thank for this. None of their editors stick to a single acronym and each one uses their own and most of them are different from what you find in-game. I won't repeat them if I already explained them for a different gem. Also this is a list of only the non intuitive acronyms used.
Found in all Gem Tables:
ACCESSORIES: Gloves
Does not include Armbands, Head gear, Bracelet, Necklaces as none of them are socketable so far.
Found in Red/Circle Gem:
MHP: Maximum HP
DR: Dodge Rate = Evasion
CRTATK: Critical Attack
MHP: Maximum HP
HR: Hit Rate = Accuracy
RHP: Recovery Rate of HP
MDEF: Magic Defense
PATK: Physical Attack
DEF: Physical Defense
Found in Blue/Square Gem:
MATK: Magic Attack
MSP: Maximum SP
CRTDR: Critical Dodge Rate = Critical Resistance
RSP: Recovery Rate of SP
Found in Yellow/Star Gem
BLK_BREAK: Block Break = Block Penetration
Found in Green/Diamond Gem
CRTHR: Critical Hit Rate = Critical Chance
GREEN/DIAMOND GEMS FOR MAIN WEAPON AND GLOVES

BLUE/SQUARE GEMS FOR SHIELD AND BOOTS

YELLOW/STAR GEMS FOR TOP/SHIRT AND BOTTOM/PANTS

RED/CIRCLE GEMS FOR ... JUST PUTTING THE TABLE HERE FOR EASY REFERENCE!

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GEM LEVELING GUIDE
To level your gem you can do one of the following:
1. Best way is using Gem Abrasive. These drops from multiple bosses. You need to be lucky.
2. Second best is using any useless Monster Gem that you may have as feed. You'll be surprised at the exp they give. Again you need to be lucky to get these.
3. Feed them other gems. Or farm for them.
4. Feed cheap materials as gem feed. They give only around 5-10+ exp each time, but if you buy them in bulk like spending 100-250k on them. Then keep on feed that gem. It will accumulate and you can get lots of exp from them combined.
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GLOVE GUIDE
NOTE: When you reach a certain level, I'm going to start recommending you to insert green gems in your glove slots. If you aren't able to level up your gem to my recommended level, then try inserting multiple lower level gems that come -5 to +5 of the stats for the gem level I recommend. Refer to the chart above.
Lv 10-40: Don't bother just level up
Lv 40-75: Just get the gloves with the highest accuracy you can find. Don't bother with farming for any sort of specific gloves. It isn't worth your time.
Lv 75-120: Try getting gloves with accuracy higher than or equal to 48. Any one of the following will do:
Brigandine Gloves: 48 acc
Drake Leather: 49 acc
Superior Brigandine: 52 acc
Shade Hands: 51 acc
Prima Leather Gloves: 57 acc
Lv 120-170:You may want to embed low level green gems into your gloves for accuracy. Insert lv 3-4 green gem after level 150. Search for these specific gloves.
Fedimian Leather Gloves: 62 acc
Hunting Gloves: 67 acc
Skirmisher Gloves: 74acc
Legwyn Famility Leather Gloves: 77acc
Lv 170-220: Aim for these gloves below. Plus you'll want to insert a lv4-6 green gem
Superiro Skirmisher Gloves: 87acc
Roxona Leather Gloves: 91acc
Veteran Gloves: 99acc
Lv 220-270: Again aim for the gloves below. Plus you'll want to insert lv7-8 green gem
Bandit Gloves: 112 acc
NOTE: Bandit Gloves is just a temporary place holder. You can use gems but don't waste any high level gems on these. Try and get any one of the other three in the mean time.
Ibre Gloves: 121 acc
Superior Bandit Gloves: 124acc
Virtov Leather Gloves: 122acc
Lv 270+:You know the drill. Get the gloves below. Insert lv 8-10 green gem
Lolopanther Leather Gloves
NOTE:Go ahead and max this one out with gems if you want. The level cap will not increase for a while.
EDIT: Previously I've said that if you extract gems you'll loose it. This was the old mechanic which I've been going by. Back when they allowed you to upgrade equipment to like +40. I've been too scared to extract any gems for fear of loosing it. Hence, I never found out until someone informed me.
Note: When you remove the gem it's level decreases by 1. It is the same thing as when you fail in upgrading your gear. It's potential drops by 1 and so does it's upgrade level (+15 --> +14). Previously failing the upgrade meant your weapon or armor would reset it's level to zero (+0). Then you have to start all over again. Glad that changed!
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EXP MECHANICS:
I think I've got enough questions from tons of people. So much so that it's high time I put up an exp guide.
The Proper way of questing:
Now let's take a look at the glorious map of 'Kingdom' seriously? This world needs a name IMC! You can't start the story with the capital of the kingdom!
Anyway, I can't find a good map image on the net anywhere. The in-game one sucks compare to the edited one online. Anyway I have to work with the in-game map that if I zoom to far to show it all to you then the name of the different areas overlap and it all becomes one jumbled mess. So here it is in two part for the first area, ending with Fedimian. So basically here is the map from Lv1-107 (roughly). I want to illustrate a point here.
This is how to get to Lv 120-125 without ever grinding. Just doing main,sub and repeatable quest. You hardly ever need to do dungeons too. I only did 4 of them (2 which where lv50 and 2 lv90 for fun, not for exp. Also I has 20 lvs above the dungeons I did (lv 115) so I didn't get even 1/6th exp from them).


So you start questing with area 1 and go all the way to area 65 in order. By then you will be lv125 and THEN the grinding starts NOT before. Some areas mostly dungeons have multiple floors each with increasing recommended levels. For example Even though Royal Mausoleum says: Recommended level:81 it actually has 5 floors: [81,84,87,90,93]. So you should complete a level 92 recommended level before visiting it. Then you can easily complete all 5 floors at once. Spend less time overall.
Also crystal mine has a level 101-102 area as well so it is both 7th and 61st in sequence.
Follow this way of doing thing whenever you create a new character and you should have an easy time leveling. Now note, I didn't save any exp cards this way and used them all immediately. Though I should have. I'll explain this now in the second section.
Saving EXP Card Mechanics:
First here is a nice site to do some calculations:Ragnosphere.
You put your current level, class level, class rank, % of current level, % of class level and then enter how many Exp card of a certain level you want to use. Then click 'do it' and it should tell you how many levels or exp you will gain in total.
Now a monster's level has to be between 5 levels lower than you (-5) upto 11 levels above you (+11). So the optimal range to get full exp from every monster you kills is -5 to +11 level range. After that for every level outside this range you lose 5% exp from these monsters.
Same thing goes with monster defense. If a monster is more than 5 levels above you it's defense increases by 10% per level. So our optimal range is not -5 to +11. It's actually -5 to +5.
So if we don't want to loose any precious level points from killing mobs we need to be within this range. This is where saving those EXP cards comes in.
The whole reason you are saving them is tune your level to fall within this range.
WHEN TO SAVE THEM:
So you save EXP cards and don't use them when you start seeing monsters 3-4 levels below you as you are doing main quest. You don't want the monsters falling out from your (-5,+5) range. So you prevent your self from leveling up much by saving these cards for use later.
WHEN TO USE THEM:
You see monsters 4-9 levels above you. Looks like they are about to get out from your optimal range (-5,+5). If they are more than 11 levels above you then you don't get much Exp. If they are more than 5 levels above you then they might get hard to kill since their def increases per level once they are more than 5 levels above you. Now start using you EXP cards until they get to be only 1-3 levels above you.
The above is the only reason you use EXP cards. Not, when you are stuck and there are no quests for you to do. If we go by this reason then what's the difference between saving them and using them later Vs using them immediately? There is absolutely no difference. We save EXP cards to fall within the monster range (-5,+5). Only that reason. That's all!
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What about after Level 125?
Dungeons and Dungeons:
Now the gap between consecutive questing areas widen a lot. At this stage I hope you saved all your dungeon reset scrolls and 30% Exp scrolls that you get as founders. Cause you are going to need them. Trick here are Dungeon runs: make sure you have one of each primary class in your party: Swordsman, Archer, Wizard, Cleric. Also make sure you have a full party of five. Additionally, if you use the dungeon party finder you get additional exp. But, since getting one of every class in a dungeon party finder is pure luck. You. Might as well go in with a pre-made party.
Party Grinds:
You know the one where you get a party. Camp out in a densely populated mob area. Grab 500-1000 fire wood with you. kill all mobs in each wave, while recovering by the fire and telling ghost stories in between. Fun time! IThis is not fun for you? Then it's time to pick up another game.
Farming for EXP CARDS AND MONSTER KILL ACHIEVEMENTS:
Remember that when you go to 'Wings of Vibora'. There is a battle section where the kind lady gives you EXP cards for killing a certain number of monsters of each kind. Then your kill count rank is logged into a server wide database. Yes? Then search it up on the forums. It's tricky to find the exact kill count on your own. But, you can take 50-80 kills per monster for the higher levels. The lower levels have this kill count a lot higher. So far you must have received at least some of these kill achievements in the battle section of 'Wings of Vibora'. Look them up in the monster section of your adventure journal. Scroll through your list of monsters and you should see an yellowish-brownish achievment icon below their pictures. Then when you hover your mouse pointer on them a sife window should pop up telling you your kill count and server wide rank for it.
The level of cards you get for achieving a minimum kill count depends on the level of the monsters you killed. I remember some guy posted the minimum kill count for all high level monsters needed to get Lv 11 EXP cards from 'Wings of Vibora'. Yes, monsters do drop exp cards but it is on a similar rarity to monster gem drops on the scale of 1 in 10k chance. Farming for these EXP card drops compared to the normal exp you get from killing monsters is a joke. Don't try and seriously farm for these EXP card drops. In the future the drop rate might increase then it may be viable.
LOOK FOR LEVELING GUIDES:
If you are still having problems. You either have no patience or believe you are doing something horribly wrong. Then look up Leveling guides on the forums. Ignore what ever crap they tell you about saving EXP cards or using them. They really make no difference. They are just imagining it does. What's important though in these leveling guides are grinding places, dungeons or farming dungeons in case you need the extra cash. Also some of them have kill counts of specific monsters to get achievements in 'Wings of Vibora' pay attention to all these things. Few dungeons have secret high exp spawn monster rooms. One example is Nevellet Quarry 2F. Again recorded in these wonderful leveling guides. Use the information well.
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THIS BUILD IS MADE POSSIBLE ONLY BY THE FEED BACK OF THE COMMUNITY. PLEASE POST YOUR COMMENTS. IT WILL BE MUCH APPRECIATED AND WILL GO A LONG WAY IN HELPING TO REFINE AND IMPROVE THIS BUILD. THIS BUILD NEEDS TO BE TESTED BY LOTS AND LOTS OF PEOPLE. SO, IF YOU ARE ABLE TO TEST THIS BUILD PLEASE POST YOUR EXPERIENCE OF IT AND YOUR SUGGESTIONS ON HOW TO IMPROVE IT. IT WILL BE MUCH APPRECIATED!
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Rank 1
![]() ![]() Swordsman |
![]() 4 / 5 3 Bash: Enhance Type: Passive * Increases the damage dealt on an enemy with [Bash] by 0.5% per attribute level * +10% added damage at maximum level Swordsman 1st Circle required Bash: Splash Type: Active * Increases AoE attack ratio of [Bash] by 1 per attribute level * Increases SP consumption by 10% Swordsman 2nd Circle required Bash: Knockdown Type: Active * Enemies hit by [Bash] are knocked down * Increases SP consumption by 30% Lv3 Bash required Bash [Physical] - [Slash] Inflict damage on an enemy with a powerful attack. Level 4: Attack: 191% AoE Attack Ratio: 0 SP: 18 Type: Melee / Attack Cooldown: 6s ![]() 3 / 5 Gung Ho: Enhance Type: Passive * Amplifies physical damage increase effect and decreased defense effect of [Gung Ho] by 1% per attribute level Lv3 Gung Ho required Gung Ho Become determined by temporarily increasing your attack, while decreasing your defense. Level 3: Physical Damage: +14 Physical Defense: -7 Duration: 300 seconds SP: 14 Type: Melee / Buff Cooldown: 40s ![]() 3 / 5 Concentrate: Enhance Type: Passive * Increases additional damage of [Concentrate] by 1% per attribute level Lv3 Concentrate required Concentrate Increases your attack damage. Level 3: Additional Damage: +8 Number of Hits: 6 Duration: 45 seconds SP: 18 Type: Melee / Buff Cooldown: 20s ![]() 5 / 5 Pain Barrier: Duration Type: Active * Increases [Pain Barrier] duration for 5 seconds * Increases SP consumption by 10% Swordsman 3rd Circle required Pain Barrier Temporarily grants immunity to being affected by knockback, knockdown and stagger. Also increases the chance to resist status abnormalities. Level 5: Duration: 19 seconds SP: 59 Type: Melee / Buff Cooldown: 39s |
Rank 2
![]() ![]() Peltasta |
![]() 5 / 5 2 Umbo Blow: Enhance Type: Passive * Increases the damage dealt on an enemy with [Umbo Blow] by 0.5% per attribute level * +10% added damage at maximum level Peltasta 1st Circle required Umbo Blow: Stun Type: Active * Enemies hit by [Umbo Blow] have a 5% chance per attribute level to become afflicted with [Stun] for 3 seconds * Increases SP consumption by 10% Peltasta 1st Circle required Umbo Blow: Add Knockdown Type: Active * Enemies hit by [Umbo Blow] will be knocked down * Increases knockdown power by 40 per attribute level * Increases SP consumption by 10% Peltasta 1st Circle required Umbo Blow [Physical] - [Strike] Use the bump of your shield to attack enemies. Deals additional damage to enemies staggered by a block. If the attack is accurate, 30% of your shield's physical defense is added as extra physical attack and provocation applies 50 times higher. Level 5: Attack: 297% AoE Attack Ratio: 2 SP: 33 Type: Melee / Attack Cooldown: 12s Required Stance: OneHandSwordShield, OneHandSpearShield, RapierAndShield ![]() 5 / 5 Swash Buckling: Focused Defense Type: Active * Decreases the damage taken by 5% per attribute level for 10 seconds when using [Swash Buckling] Peltasta 1st Circle required Swash Buckling: Provoque Specialty Type: Active * Increases [Provoke] effects by 10% per attribute level when [Swash Buckling] effect is applied Peltasta 2nd Circle required Swash Buckling: Maintain Provocation Type: Active * Increases duration of [Swash Buckling] by 1 second per attribute level Peltasta 2nd Circle required Swash Buckling Hit your shield to provoke nearby enemies making them pursue you. Provoked enemies' movement speed increases, and become immune to provoking skill for 30 seconds. Level 5: Targets 11 Provoke duration 5 sec Increases max. no. of targets by 11 for 35 sec SP: 34 Type: Melee / Attack Cooldown: 20s Required Stance: OneHandSwordShield, OneHandSpearShield, OneHandSwordDagger, OneHandSpearDagger, RapierAndShield, RapierAn ![]() 1 / 5 Guardian: Evasion Type: Active * Increases character's evasion by 50 per attribute level when [Guardian] is active * Increases SP consumption by 10% Peltasta 1st Circle required Guardian: Reduce Damage Type: Active * Reduces damage received by 20% while [Guardian] is active * Increases SP consumption by 30% Requires Peltasta Circle 2, Guardian Lv 6 Guardian Increases your physical and magic defense. Cannot be used with Gung Ho. Level 1: Physical and magic defense +100% Duration 20 sec SP: 14 Type: Melee / Buff Cooldown: 50s |
Rank 3
![]() ![]() Hoplite |
![]() 5 / 5 2 Pierce: Enhance Type: Passive * Increases the damage dealt on an enemy with [Pierce] by 0.5% per attribute level * +10% added damage at maximum level Hoplite 1st Circle required Pierce: Continuous Attack Type: Active * Deals 4 consecutive hits on boss monsters with [Pierce] * Increases SP consumption by 10% Hoplite 2nd Circle required Pierce: Bleeding Type: Active * Enemies hit by [Pierce] have a 2% chance per attribute level of being afflicted with [Bleeding] for 6 seconds * Bleeding damage is proportional to character's physical attack * Increases SP consumption by 10% Hoplite 1st Circle required Pierce: Repeated Shock Type: Active * Number of hits of [Pierce] to enemies afflicted with [Shock] increases by 2 * Increases SP consumption by 30% Hoplite 2nd Circle required Pierce [Physical] - [Pierce] Attack by piercing enemies with your spear. The larger an enemy is, the more consecutive hits you deal. Level 5: Attack: 277% Medium Target 2 Hits Large Target 3 Hits SP: 40 Type: Melee / Attack Cooldown: 20s ![]() 5 / 5 Finestra: Physical Damage Type: Active * Adds 10% of your INT to physical damage while [Finestra] is active * Increases SP consumption by 10% Hoplite 1st Circle required Finestra: Splash Type: Active * Increases AoE attack ratio by 3, but reduces evasion rate by x2 more of the existing value when [Finestra] is active * Increases SP consumption by 3 * Increases SP consumption by 10% Lv3 Finestra required Finestra Switch into the Window stance to attack. Increases your critical rate and block, while decreasing evasion. Level 5: Critical Chance: +100 Increase Block 100 Increase Evasion: -75 Duration: 45 seconds SP: 48 Type: Melee / Buff Cooldown: 50s Required Stance: OneHandSpearArtefact, OneHandSpearShield, TwoHandSpear, OneHandSpearDagger, OneHandSpearPistol ![]() 5 / 5 2 Synchro Thrusting: Enhance Type: Passive * Increases the damage dealt on an enemy with [Synchro Thrusting] by 0.5% per attribute level * +10% added damage at maximum level Hoplite 1st Circle required Synchro Thrusting: Pierce Type: Active * Decreases [Synchro Thrusting] strike damage by 10% per attribute level * Increases pierce damage by 10% per attribute level Hoplite 1st Circle required Synchro Thrusting [Physical] - [Pierce] - [Strike] Use your spear and shield to attack enemies. Deals additional damage when an attack is countered. Level 5: Attack: 402% AoE Attack Ratio: 1 SP: 45 Type: Melee / Attack Cooldown: 15s Required Stance: OneHandSpearShield, OneHandSwordShield |
Rank 4
![]() ![]() Peltasta |
![]() 10 / 10 2 Umbo Blow: Enhance Type: Passive * Increases the damage dealt on an enemy with [Umbo Blow] by 0.5% per attribute level * +10% added damage at maximum level Peltasta 1st Circle required Umbo Blow: Stun Type: Active * Enemies hit by [Umbo Blow] have a 5% chance per attribute level to become afflicted with [Stun] for 3 seconds * Increases SP consumption by 10% Peltasta 1st Circle required Umbo Blow: Add Knockdown Type: Active * Enemies hit by [Umbo Blow] will be knocked down * Increases knockdown power by 40 per attribute level * Increases SP consumption by 10% Peltasta 1st Circle required Umbo Blow [Physical] - [Strike] Use the bump of your shield to attack enemies. Deals additional damage to enemies staggered by a block. If the attack is accurate, 30% of your shield's physical defense is added as extra physical attack and provocation applies 50 times higher. Level 10: Attack: 364% AoE Attack Ratio: 2 SP: 54 Type: Melee / Attack Cooldown: 12s Required Stance: OneHandSwordShield, OneHandSpearShield, RapierAndShield ![]() 10 / 10 Swash Buckling: Focused Defense Type: Active * Decreases the damage taken by 5% per attribute level for 10 seconds when using [Swash Buckling] Peltasta 1st Circle required Swash Buckling: Provoque Specialty Type: Active * Increases [Provoke] effects by 10% per attribute level when [Swash Buckling] effect is applied Peltasta 2nd Circle required Swash Buckling: Maintain Provocation Type: Active * Increases duration of [Swash Buckling] by 1 second per attribute level Peltasta 2nd Circle required Swash Buckling Hit your shield to provoke nearby enemies making them pursue you. Provoked enemies' movement speed increases, and become immune to provoking skill for 30 seconds. Level 10: Targets 16 Provoke duration 5 sec Increases max. no. of targets by 16 for 35 sec SP: 52 Type: Melee / Attack Cooldown: 20s Required Stance: OneHandSwordShield, OneHandSpearShield, OneHandSwordDagger, OneHandSpearDagger, RapierAndShield, RapierAn ![]() 5 / 5 High Guard: Rim Blow Speciality Type: Active * [Rim Blow] damage increases 60% when [High Guard] is active * Damage increases by 10% per attribute level starting at Lv 2 Lv6 Rim Blow required High Guard: Umbo Blow Speciality Type: Active * [Umbo Blow] damage increases 60% when [High Guard] is active * Damage increases by 10% per attribute level starting at Lv 2 Lv6 Umbo Blow required High Guard Switch into an active defense stance using your shield. Increases your block. Level 5: Block +250 Duration 30 sec SP: 37 Type: Melee / Buff Cooldown: 60s Required Stance: OneHandSwordShield, OneHandSpearShield, RapierAndShield |
Rank 5
![]() ![]() Peltasta |
![]() 14 / 15 2 Umbo Blow: Enhance Type: Passive * Increases the damage dealt on an enemy with [Umbo Blow] by 0.5% per attribute level * +10% added damage at maximum level Peltasta 1st Circle required Umbo Blow: Stun Type: Active * Enemies hit by [Umbo Blow] have a 5% chance per attribute level to become afflicted with [Stun] for 3 seconds * Increases SP consumption by 10% Peltasta 1st Circle required Umbo Blow: Add Knockdown Type: Active * Enemies hit by [Umbo Blow] will be knocked down * Increases knockdown power by 40 per attribute level * Increases SP consumption by 10% Peltasta 1st Circle required Umbo Blow [Physical] - [Strike] Use the bump of your shield to attack enemies. Deals additional damage to enemies staggered by a block. If the attack is accurate, 30% of your shield's physical defense is added as extra physical attack and provocation applies 50 times higher. Level 14: Attack: 418% AoE Attack Ratio: 2 SP: 71 Type: Melee / Attack Cooldown: 12s Required Stance: OneHandSwordShield, OneHandSpearShield, RapierAndShield ![]() 14 / 15 Swash Buckling: Focused Defense Type: Active * Decreases the damage taken by 5% per attribute level for 10 seconds when using [Swash Buckling] Peltasta 1st Circle required Swash Buckling: Provoque Specialty Type: Active * Increases [Provoke] effects by 10% per attribute level when [Swash Buckling] effect is applied Peltasta 2nd Circle required Swash Buckling: Maintain Provocation Type: Active * Increases duration of [Swash Buckling] by 1 second per attribute level Peltasta 2nd Circle required Swash Buckling Hit your shield to provoke nearby enemies making them pursue you. Provoked enemies' movement speed increases, and become immune to provoking skill for 30 seconds. Level 14: Targets 20 Provoke duration 5 sec Increases max. no. of targets by 20 for 35 sec SP: 67 Type: Melee / Attack Cooldown: 20s Required Stance: OneHandSwordShield, OneHandSpearShield, OneHandSwordDagger, OneHandSpearDagger, RapierAndShield, RapierAn ![]() 10 / 10 High Guard: Rim Blow Speciality Type: Active * [Rim Blow] damage increases 60% when [High Guard] is active * Damage increases by 10% per attribute level starting at Lv 2 Lv6 Rim Blow required High Guard: Umbo Blow Speciality Type: Active * [Umbo Blow] damage increases 60% when [High Guard] is active * Damage increases by 10% per attribute level starting at Lv 2 Lv6 Umbo Blow required High Guard Switch into an active defense stance using your shield. Increases your block. Level 10: Block +400 Duration 30 sec SP: 58 Type: Melee / Buff Cooldown: 60s Required Stance: OneHandSwordShield, OneHandSpearShield, RapierAndShield ![]() 5 / 5 2 Butterfly: Enhance Type: Passive * Increases the damage dealt on an enemy with [Butterfly] by 0.5% per attribute level * +10% added damage at maximum level Peltasta 3rd Circle required Butterfly [Physical] - [Strike] Use your shield and sword to attack multiple times. When the attack is accurate, adds 100% of shield's physical defense to your physical attack and applies x50 provocation. Level 5: Attack: 275% x 3 AoE Attack Ratio: 2 SP: 33 Type: Melee / Attack Cooldown: 25s Required Stance: OneHandSwordShield, OneHandSpearShield, RapierAndShield ![]() 1 / 5 2 Umbo Thrust: Enhance Type: Passive * Increases the damage dealt on an enemy with [Umbo Thrust] by 0.5% per attribute level * +10% added damage at maximum level Peltasta 3rd Circle required Umbo Thrust [Physical] - [Strike] Heavily strike enemies using the spikes on your shield. Enemies struck by the skill may temporarily lose the effects from their armors. When the attack is accurate, adds 30% of shield's physical defense to your physical attack and applies x50 provocation. Level 1: Attack: 558% AoE Attack Ratio: 2 SP: 16 Type: Melee / Attack Cooldown: 25s Required Stance: OneHandSwordShield, OneHandSpearShield, RapierAndShield |
Rank 6
![]() ![]() Doppelsoeldner |
![]() 5 / 5 Deeds of Valor Increases the damage you deal to enemies, but also increases the damage you receive. Level 5: Additional Damage: +13% Damage Received: +9% Duration: 35 seconds SP: 77 Type: Melee / Buff Cooldown: 43s ![]() 5 / 5 5 Mordschlag: Enhance Type: Passive * Increases the damage dealt on an enemy with [Mordschlag] by 0.5% per attribute level * +10% added damage at maximum level Doppelsoeldner 1st Circle required Mordschlag: Cloth Armor Type: Active * Attacks become critical hits while attacking Cloth armor-type enemies with [Mordschlag] * Increases SP consumption by 10% Doppelsoeldner 1st Circle required Mordschlag [Physical] - [Strike] Hold your sword backwards and use its handle to smack down an enemy. Level 5: Attack: 835% AoE Attack Ratio: 2 SP: 80 Type: Melee / Attack Cooldown: 30s ![]() 5 / 5 2 Cyclone: Enhance Type: Passive * Increases the damage dealt on an enemy with [Cyclone] by 0.5% per attribute level * +10% added damage at maximum level Doppelsoeldner 1st Circle required Cyclone: Movement Type: Active * Allows movement when using [Cyclone] * Increases SP consumption by 30% Doppelsoeldner 1st Circle required Cyclone: Resistance Type: Active * Increases chance to block harmful effects by 15% per attribute level during [Cyclone] * Increases SP consumption by 10% Lv. 3 Cyclone required Cyclone [Physical] - [Slash] Use centrifugal force to continuously attack enemies. Level 5: 180% Attack per 0.2 seconds Duration: 5.5seconds AoE Attack Ratio: 8 SP: 92 Type: Melee / Attack Cooldown: 45s |
Rank 7
![]() ![]() Doppelsoeldner |
![]() 5 / 10 Punish: Enhance Type: Passive * Increases the damage dealt on an enemy with [Punish] by 0.5% per attribute level * +10% added damage at maximum level Doppelsoeldner 1st Circle required Punish: Earthquake Type: Active * Applies 2 additional consecutive hits to enemies attacked by Punish * Increases SP consumption by 20% Doppelsoeldner 3rd Circle Required Punish [Physical] - [Pierce] Deeply pierce a collapsed enemy. Level 5: Attack: 599% AoE Attack Ratio: 15 SP: 88 Type: Melee / Attack Cooldown: 10s ![]() 10 / 10 5 Mordschlag: Enhance Type: Passive * Increases the damage dealt on an enemy with [Mordschlag] by 0.5% per attribute level * +10% added damage at maximum level Doppelsoeldner 1st Circle required Mordschlag: Cloth Armor Type: Active * Attacks become critical hits while attacking Cloth armor-type enemies with [Mordschlag] * Increases SP consumption by 10% Doppelsoeldner 1st Circle required Mordschlag [Physical] - [Strike] Hold your sword backwards and use its handle to smack down an enemy. Level 10: Attack: 1024% AoE Attack Ratio: 2 SP: 125 Type: Melee / Attack Cooldown: 30s ![]() 10 / 10 2 Cyclone: Enhance Type: Passive * Increases the damage dealt on an enemy with [Cyclone] by 0.5% per attribute level * +10% added damage at maximum level Doppelsoeldner 1st Circle required Cyclone: Movement Type: Active * Allows movement when using [Cyclone] * Increases SP consumption by 30% Doppelsoeldner 1st Circle required Cyclone: Resistance Type: Active * Increases chance to block harmful effects by 15% per attribute level during [Cyclone] * Increases SP consumption by 10% Lv. 3 Cyclone required Cyclone [Physical] - [Slash] Use centrifugal force to continuously attack enemies. Level 10: 219% Attack per 0.2 seconds Duration: 5.5seconds AoE Attack Ratio: 8 SP: 144 Type: Melee / Attack Cooldown: 45s |
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Comments (55)
I have some questions too beceause i at the hopelite C1 part but i dont really understand the skills and the attributes associate to it.
You choose the skill "pierce"
But alls attibute are associate with "Stabbing" skill ... Why ?
The guide is outdated ?
Sorry for my english im french
It convert 10% of your int to physical damage but there is no int in this build so i dont see the reason ?
Stat-wise, having SPR in this build is not a problem. But investing up to 50 and pumping up DEX in the next levels seem reasonable. Any comments on this?
Right now, I'm lvl 70, Rank 3 Peltasta C2 with Class lvl 11
So far I've told to select Hoplite C1 when I'm allowed to change class, as I read, it's because of the Damage output being to low at this point right? Because I've feeling that I do have low attack (I think)
My stats are:
-Real
STR 59 (+4 Gloves (Already added))
CON 37
INT 2
SPR 32 (+8 Neck (Already added))
DEX 15
-Invested
STR 32 (40%)
CON 23 (28.75%)
INT 0 (0%)
SPR 17 (21.25%)
DEX 8 (10%)
TOTAL 80 (100%)
I know I've been deviating from the STR 35%, CON 30%, SPR 25%, DEX 10% . It's just a minor deviation, will it affect the final build so I can fix it right away?
I've using the Set 1>Set 2> Set 1>Set 2> etc, etc. As when I see the guide, it says that you "CAN" move between these, alluding that you can stay just using the Set 1 or Set 2 forever, but wouldn't this mess up the already mentioned percentages?
In term of skills, I'm very aware that this guide is under development, and you changed the Rim Blow to give all point to Umbo Blow, but I already had Rim Blow with 5/10? Would this affect in a negative way, my character? Maybe I should use a Skill Reset when I'm able to buy one.
As for cards, I've been using them as the guide say, moving between the desire range, because in lvl60 you can't just level up without killing a lot of mobs in a few hours. But I'm pretty conservative in terms of cards.
In term of equipment I'm a lost cause, I can't seem to understand what weapon/armor I'm supposed to use at this level, and when I have one, I try to enhance it with the anvil, but it is just too expensive, So far the most silver I could reach was 38k, is this just ok or I'm supposed to be getting more silver now? and how should I get more? (I sell everything in the market/auction (pretty slow tbh)).
In attributes it's the same as above, they are too expensive, and I don't know if I'm investing them in a correct manner.
So if I could get a little feedback on this I would be very appreaciated.
Thanks for your attention. :)
I've been following this guide faithfully.
1. Saving 5 points at a time: Sets of 5
2. Saving 10 points at a time: Set of 10
3. Saving 20 points at a time: Set of 20
I see 20 points and 5 points at a time, where is the set of 10? :3
Some piipol told me I shouldn't invest in SPR at all, because magic defense gained from it
is tiny. Will that affect my other stat if I invest in SPR?
One quick question: I've noticed that in the Rank2 the Peltasta only have 11 skills (5 umbo, 5 SB, 1 Guardian). I thought each rank should have 15 skill points and that I needed to spend all my unused skills points before changing to another class. I am missing something?
Thanks for your advices!
Also, I'm looking for the Swash Buckling: Repel with the trainer, and I can't find it. Is it the right upgrade? I've found all the other ones.
If you plan on advancing the same class then you can keep those unused points until the time you take a higher circle in the same class. So, none of the unused points get carried over to hoplite, but when you next take Pel at C3 then you can use those unused points.
It's been sometime since I've gone into the game. I wonder if it is scrapped? Don't worry about it. I'll update you if I find out that it's still there.
Yup, then get Peltasta c3 after hoplite.
ok, thanks ^^
Update:
Changed the order of taking the classes
Any reason I can't go Hoplite earlier on for the damage? eg. Swordsman c1 -> Peltasta c1 -> Peltasta c2 -> Hoplite c1 -> Peltasta c3 ?
Just thinking it would help with leveling a lot better.
Thanks!
Yes it would definitely help leveling a lot. I'll put it before as well.
Thanks mate!
Thank you for spending the time to create these great guides, and respond to everyone's questions.
I have one myself.
Is there really much reason to go into c3 Peltasta? Swashbuckling and High Guard seem like the strongest skills from the Peltasta circles, and i don't feel like you really gain a whole lot by going into it a 3rd time.
I'm new to the game, so i'm probably missing something obvious... Like Umbo thrust?
You are right when you say going Pel c3 doesn't really give you much. For most part there isn't a need. This guide is a very extreme version made for the most challenging situations. The game is just begin but already there are rage inducing dungeons and towers that have 100-150 mobs rushing at you in a span of 5 minutes on a single floor and each mobs can do 4-5k magic damage to a magic caster with high defense per shot. Then there are mobs that tear through a tank with 60k life in a matter of seconds, the moment the cleric dies and the magic circles are gone. In those extreme dungeons and towers (optional btw since they give good equipments but are not part of the main game). These kind of builds are needed. With a name like True tank in the title I can't spare or compromise anything to get the job done.
So, I need swash bucking to control at least 19+ targets at once and even the small increase in blocks and def that Pel C3 offers are a welcome addition.
Thanks for taking the time to reply.
Brilliant answer, that's the sort of insight i was looking for! I had no idea those sort of encounters existed. Excited to get to that point now!
Cheers!
P.S. love this build of yours, pretty nice, might tweak it a bit by going Peltasta C2 then Squire C1>C2, then Doppel C1>C2, your thoughts? going for a more tankier approach to the battle tank.
That is why this build is on private list and not public. The guide is copied over from my other builds and I only finished changing the first half of it. I still have to update the rest someday. But, most of my time goes on responding to comments.
Also, your thought process is a lot like a beginner builder and a lot like mine when I started to make builds.
The combat benefits Squire uses:
Armor: useless
Weapon: Only makes a difference for lower levels
Rather you can't take squire to make a build more tanky or give out more DPS. It fails in the execution. You should only choose Squire if you first of all like swordsman more than wizards and then want to make some money when afk and want to support your party. There are taxes applied to everything and the money you make fails in comparison to an alchemist.
Also read this build someone else wanted me to create for them:
http://www.tosbase.com/tools/skill-simulator/build/3tjq6rkgx1/
Basically like all other swordsman people look down on them in dungeons as lots of their skills isn't as great as people want it to be. You need to know what you are getting into. If you mainly want to support yourself then don't take squire. If you want to live for others and support them then you can take.
So after reading that tell me if you still want to go with Squire. But, if you do it will be for the support and not for its tanking or DPS abilities.
You actually make alot of sense, I might actually rethink the whole squire situation. Thank you for taking the time to adjust this build, it's a pretty good one imo.
What are your thoughts on going Rodelero c1>c2 instead of doppel?
You can, but damage and leveling will be a huge problem. Also, Rodel may look blue and appear to be a tank class, but don't let it fool you. It's actually a flexible offensive class. None of it's skills have active stance for shield like high guard does, meaning none of rodel's skills increase def or block so it can't really be called a tank class. All of its skills are just attack skills using shield as a weapon instead of it as a traditional shield. The only benefit of going for it is if you didn't choose Pel before then going Rodel will allow you to manual block using 'c'. So this build is just about as tanky as it can get. It's better to just focus now on the AoE or DPS part since the true tank part is solved.
Thanks in advance
It might be best to hold off on C3 Squire until rank 8 and instead get a good DPS class for rank 6 and take C2 Squire at rank 7. Or else it's going to be hard to do the solo part and hard to handle the tower part. What do you think? Still want to go Squire C3? Just don't expect much when it comes to combat.
I will hold off on Squire C3. I am currently on Hoplite C1. What do you recommend for rank 6? I really wanna do the solo part and still be a tanker for the party. What about stats?
Thank you for replying, it's really helpful!
I recommend Doppel rank 6 to make up for the lack of DPS.
Here is what I recommend:
http://www.tosbase.com/tools/skill-simulator/build/3tjq6rkgx1/
I won't say that you won't face any discrimination by ignorant players. You will as pretty much anything in the Swordsman classes. But as with anything if you love it you will stick with it.
I recommend Squire C3 at rank 8
You're awesome op, thank you for the help! I'll try this build :D
The following is based on invested points or points you allocate and not total points:
Stat percentage%:
Strength: 40
Concentration: 25
Spirit: 10
Dexterity: 25
Follow them for that build. If you run low on SP then start investing on that for a few levels. But, Dex and Con are important for the tank part of the build.
Thank you in advance.
http://www.tosbase.com/tools/skill-simulator/build/bk0mivbp50/
What's your primary aim for this build doing well in PvP (Duals, 2V2,5V5 and GVG) or better in PvE (Dungeons and Towers, Bosses) Depending on that my advise will vary greatly. It doesn't have to be only one or the other but I need to know which side you are leaning more towards, before I can say anything.
Well, I'm thinking of PvE. And I take Peltasta C2 just for High Guard block buff which can synergies well with Finestra (in case of Boss or too much aggro). Do you think it's worth?
I understand the path to follow, but you said you shouldn't grind pre-level 125; so when it comes to maps that doesn't have Quests (i.e Nevellet quarry), how are you supposed to level there? The only way I can imagine is to grind 'til I reach a certain lvl.
Can you help me there and guide me to what to do?
Thanks in advance (Yes, I'm pretty new to this game)
You can just explore that area fully and fight whatever get's in your way. There are some fun hidden rooms you can explore that spawn special mobs for grinding, so as you explore all it's different rooms it's pretty much a grind anyway. What I mean is you don't have to do intentional grinding if exploring isn't part of it. As soon as you are done exploring head to tenet garden and then tenet chapel. You can do also dungeons for exploring sake again, but before lv125 you won't have to purposely go dungeoning to gain some levels. Why I'm telling you this is since questing is far more efficient and will get you to a higher level faster, with better equipment from quests, all the bonus stats you need than someone who just stuck in one area and grinds. Farming for special items or materials for those purple recipies you get from questing is also fine. Those equipment will help you out in the long term and is a good investment of your time to get them.
Even after lv125 -lv200 your mind should be focused on minimal grinding. you should only grind if quests are too hard for you, like you die multiple times. Always go for the lowest level areas on the map for any new areas. but don't worry if you are a little under leveled. Give it a try and see how it goes. If it is too hard, best way to level is to do instance dungeons that are 10+ or 10- levels below you are. Then there are certain grinding areas and plenty of leveling guides. Go to the official TOS forums and do a leveling guide search, people have plenty of areas to grind so that you don't waste too much of your time focusing on other areas.
Thank you very much for your quick response
I'll do what you said.
Another question if you don't mind
I've been keeping all the Exp Cards until now. And I'm already level 54. Is there a problem in saving them? or they just don't work anymore after a certain lvl because the exp is too low?
There really isn't a difference whether you use them or save them, but if you read my build description I tell why the saving and using later thing even exists in the first place. It's to be within 5 level range of all the mobs you fight against so as to get the most exp from them. If you are too under leveled or over leveled then the exp they give you decreases by 10% per level. But, I haven't found too much difference and just use all my exp cards immediately. No, low lv exp cards always give you the same exp they always give you. It might just be a smaller % of your total exp as you level up. So whether you use it at low levels or high level just by itself it's all the same.
But, anyway now that you saved it you should use it only when you complete all lower level quests but you are still under leveled compare to the recommended level for each area.
also, any tips for an average casual MMORPG player ?
Thanks in advance
Yes, it definitely can. Swords will give wider reach (more AoE), while any spear will have a longer reach (+5/+10 range).
Do quests and not grinding. Do grinding only if questing gets too hard. Explore all the areas of the map since you get exp cards if you do. Visit all the areas and complete all the main and sub quests before your level since you can get purple gear and bonus points(3 stats points) from finishing certain main quests. Also read that guide I recommend right at the beginning of this build description.
Thanks for your advice.
Always thought that Hoplite's skills are only limited to spear, now I know it isn't, I plan to swap 1H sword and 1H spear to my liking
For Finestra to activate it you can only use spears and not swords. But, that doesn't mean that once you activate it and you get it's effects you can't swap back to 1H sword.
http://www.tosbase.com/tools/skill-simulator/build/kdesmc6uv2/
I would the the following on your build:
http://www.tosbase.com/tools/skill-simulator/build/wv9uo3ls1g/
It's pretty tanky with low attack and crit. It's a good build if you want to be a tank to help with high level dungeons and towers
But, prob not as good in GvG since lack of attack or CC moves. GVG don't require a tank so much as a good DPS +CC defending the tower.
Build undergoing maintenance. I'm editing the guide into the build as we speak. So don't read it or follow it yet until I am fully finished.
Just follow the build for what it's worth and these stat builds:
Stat percentage%:
Strength: 35
Concentration: 30
Spirit: 20
Dexterity: 15
Correction:
Spr:25
Dex:10
Sorry, I'm still working on the guide. I meant to put up the whole thing. But, in the mean time...the stats are up there.