The Training Academy: Ultimate Warrior Guide (Full Version)

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TRB1965 -> The Training Academy: Ultimate Warrior Guide (2/18/2016 17:25:01)

The Training Academy: Ultimate Warrior Guide

Currently Maintained By: TRB1965
Various iterations of this guide have been held by Vezha, Game Over, Gus., SiLvErWiNg, spellfire77, Ello, Duskstar, Celidion, Heroes of the Scape, and RMC


Deft Rangers attack from afar with Bows, Guns and Spears. Insightful Mages expand their repertoire of spells, wreaking havoc from far behind the front lines. Hybrids are jacks of all trades and masters of none, shifting strategies readily and never committing to any. But the Mighty Warriors hone their body and engage their enemy directly, up close and personal.



Purpose


This guide is meant to provide general guidelines for developing a warrior character. It will provide advice on equipment for one suitable path for warrior characters. This guide will not cover every possibility and you may well find other options more suitable to your style of play or temperament. I encourage you to explore other options and find your own way of enjoying the game.

This guide is not the place to ask for specific advice on your character or asking specific advice on equipment. For specific advice on your character you can ask for a character rating in the AQ Questions / Answers Forum. For specific advice on equipment you can read other player comments on equipment or request an equipment comparison in the Equipment Comparison Forum.

The focus of this guide is melee weapons and offensive armors. Those interested in ranged weapons or defensive armors should read Jdilla's The Training Academy: Ultimate Ranger Guide. I will not be covering ranged weapons or defensive armors in this guide as I would be duplicating Jdilla's guide and you can simply click the link above to read Jdilla's excellent analysis of ranged weapons and defensive armors.


Notes



  • Game Engine Update - Note: This guide was recently updated to reflect the changes to the Game Engine. If you're not sure what the deal with the update is, follow that link and then read on. The biggest changes are: (1) aside from some old misc items with a 1-time mana cost, 0 INT builds can no longer use items that require mana; and (2) END is now a relevant stat again. We've got around 2.5x as much base HP as we had prior to the update and monster damage has been adjusted accordingly, but healing spells/pets/effects haven't been modified. That means that base HP (which comes from END) is now much more valuable. (Shamelessly borrowed with permission from Jdilla's The Training Academy: Ultimate Ranger Guide.)
  • Guardian Item Upgrader - There's also a relatively new feature of AQ that's hugely convenient, and if you've been away a while you may not have heard about it: Guardians can now upgrade items through their account page. There's some basic info here, but unfortunately the forum post that link directs you to for more details no longer exists. To upgrade an item, go to battleon.com and click 'Manage Your Account.' Log in, click on the link that says 'Shop Item Level Upgrading,' and you're good to go. If you've been away for ages, you may not know that you can also rearrange your inventory (sort order) from your account page, but the main draw here is the item upgrader. Any item that's not part of a MC set - including permanent rares - can now be upgraded in this manner. (Shamelessly borrowed with permission from Jdilla's The Training Academy: Ultimate Ranger Guide.)
  • Suggestions - If making a suggestion for an item to be included in this guide, please explain why the item is better or stronger than items included in this guide. Don't just say item x is better or stronger. Explain why it is better or stronger.



Index



To go to a particular area, click the link or hold "Ctrl" and press "F" to bring up the Search Function. Once that is brought up, type in the section that you're searching for. Example: Typing in "UWG001" will bring you to the Stat Evaluation portion of this Guide.

[UWG001] : Stat Evaluation

[UWG002] : Stat Formula

[UWG003] : Warrior Stat Builds

[UWG004] : Weapons

[UWG005] : Armors

[UWG006] : Shields

[UWG007] : Spells

[UWG008] : Pets

[UWG009] : Miscellaneous Items

[UWG010] : Golden Gift Boxes

[UWG011] : Seasonal Rare

[UWG012] : Helpful links

[UWG013] : Credits

[UWG014] : Change Log


Stat Evaluation


[UWG001]
(This entire section shamelessly borrowed with permission from Jdilla's The Training Academy: Ultimate Ranger Guide.)

What do stats do?


Strength: STR increases melee and ranged damage as well as melee BtH.

Dexterity: DEX has several effects: (1) it increases melee, ranged, pet, and guest BtH; (2) it increases your odds of blocking incoming attacks; and (3) it increases ranged damage, though it contributes less than Strength to ranged damage.

Intelligence: INT increases your base Mana, your damage and BtH with magic weapons, and your damage and BtH with spells.

Charisma: CHA contributes as much as DEX to pet and guest BtH, and also increases your pet and guest damage.

Endurance: END increases your base Health.

Luck: Like DEX, LUK has many effects: (1) it increases melee, ranged, pet, and guest BtH, though by smaller amounts than DEX does; (2) it increases your odds of blocking incoming attacks, though by a smaller amount than DEX does; (3) it increases your lucky strike damage; (4) it increases your odds of going first in battle; and (5) it increases your odds of inflicting and resisting statuses.

Where do I train my stats?


There are two ways to train (and untrain) stats. One is through the estate system. If you own a Battle Stat Trainer, you can train STR, DEX, and END for a reduced price (and untrain for free, without a fight). If you own a Magic Stat Trainer, you can do the same for INT, CHA, and LUK.

You can also speak with Twilly in Battleon to visit the Stat Trainers. Bear in mind that the stat cap for any one stat is two hundred at the moment and that specialization trumps generalization.

Combat Practice: This trainer is simply a Drakel Sword Master that can be used to test out new equipment. He gives you no gold and no money for beating him and, since you can simply randomly encounter a monster to test against, his usefulness is limited. Still, if you want a straightforward creature to battle, pay him a visit.

Sir Lanceler: Lanceler is the general stat trainer -- he can train any stat up to 75 points. If he has enough MP, he leads with a fire spell (or two); he then deals exclusively earth damage.

Neberon the Mage: Neberon can train your INT, CHA, and LUK up to 200 points. Depending on which stat you choose to train, you'll fight under certain restrictions: when training INT and CHA your 'attack' button is disabled; when training LUK your miscs (as well as potions) are disabled. Neberon leads with a spell that deals either energy or water damage (randomly selected) and deals earth damage once he's out of MP.

Grimweld the Warrior: Grimweld can train your STR, DEX, and END up to 200 points. As with Neberon, you'll fight under certain restrictions when training STR and DEX (but not END); when training STR your spells are disabled, and when training DEX you're limited to ranged weapons. Grimweld will deal either energy, earth, or light damage (randomly selected).

Training Costs: No matter how you train your stats, the costs of doing so are outlined in this chart.

Sir Pwnsalot: Did you accidentally train something that you did not want too? Perhaps you want a different build than you intended originally. Well, too bad. That is no problem for the Untrainer! He does, however, reside in a domain accessible first by encountering Death. Simply click on the hourglass adjacent to Death once you die and wander around his domain searching for purple portals until you encounter the grave of Sir Pwnsalot. Click on said grave and let your un-training begin. If you have already done this and are a Guardian, you can access Sir Pwnsalot via the Guardian Tower Teleporter. And if you own a Battle Stat Trainer, you can untrain STR, DEX, and END in bulk with the click of a button. If you own a Magic Stat Trainer, you can do the same for INT, CHA, and LUK.

Sidenote: For those looking to untrain their stats in bulk, click on Sir Pwnsalot's jaw before fighting him. This will dramatically increase his power and speed up the untraining process.




Stat Formula


[UWG002]
(This entire section shamelessly borrowed with permission from Jdilla's The Training Academy: Ultimate Ranger Guide.)

Stat Damage Bonus (Per 100% Stat Damage)

Melee: STR/8 + LUK*3/80
Ranged: STR/10 + DEX/40 + LUK*3/80
Pets & Guests: CHA/15

Stat Bonus to Hit (BTH)

Melee: [STR*(3/40) + DEX*(3/40) + LUK/40]
Ranged: [DEX*(3/20) + LUK/40]
Pets & Guests: [CHA*(3/40) + DEX*(3/40) + LUK/40]

Blocking Ability

Blocking Bonus from Stats: [DEX/8 + LUK/40]

HP, MP, & SP Formulae

Player HP = [23.8 * ((5.25 + 0.5625 * Level + 0.00375 * Level^2) + (1 + 0.066 * Level) * END/16)] / 1.4
Player MP = [4.1 * (32 + (6.1 + 2.3375 * Level + 0.01125 * Level^2) * MIN(1, INT / MIN(Level * 2.1462 + 5.7076, 200)))]
Player Max SP = [2.25 * (38.1 + 2.3375 * MPLevel + 0.01125 * MPLevel^2)]
Player SP Regeneration = [0.15 * (38.1 + 2.3375 * MPLevel + 0.01125 * MPLevel^2)]

Player Fleeing Cost = Monster's Current SP (capped at 150 SP).

Visit Kaelin's Master List of Game Formula for these and other helpful formulae.



Warrior Stat Builds


[UWG003]
(This section NOT borrowed from Jdilla or anyone else for that matter.)
Strength is what makes a warrior a warrior. All warrior builds focusing on maximizing the strength stat. If you don't focus on maximizing the strength stat, then your build isn't a warrior, it is something else.

In this section I'll recommend a few stat builds for warriors. Keep in mind that you are free to experiment with variations on any build or ordering of developing stats to suit your own preferences. The builds recommended here should be viewed as standard builds and by no means the only possible builds or order of development.


Pure Warrior

This is most common type of warrior. The focus is on weapon damage and survivability. STR, DEX, and LUK are focus of this build with any remaining stats put into END. In the early levels the focus is on STR and DEX. These are maxed out before proceeding to LUK. Some END is added in to increase survivability.

Lv 025 | STR ~ 075 | DEX ~ 050 | INT ~ 000 | END ~ 000 | CHA ~ 000 | LUK ~ 000
Lv 050 | STR ~ 150 | DEX ~ 100 | INT ~ 000 | END ~ 000 | CHA ~ 000 | LUK ~ 000
Lv 075 | STR ~ 200 | DEX ~ 175 | INT ~ 000 | END ~ 000 | CHA ~ 000 | LUK ~ 000
Lv 100 | STR ~ 200 | DEX ~ 200 | INT ~ 000 | END ~ 000 | CHA ~ 000 | LUK ~ 100
Lv 125 | STR ~ 200 | DEX ~ 200 | INT ~ 000 | END ~ 025 | CHA ~ 000 | LUK ~ 200
Lv 135 | STR ~ 200 | DEX ~ 200 | INT ~ 000 | END ~ 075 | CHA ~ 000 | LUK ~ 200
Lv 150 | STR ~ 200 | DEX ~ 200 | INT ~ 000 | END ~ 150 | CHA ~ 000 | LUK ~ 200


Annihilator Beast Warrior

This warrior build sacrifices END (and a little LUK) for CHA and relies on pets to end battles sooner.

Lv 025 | STR ~ 075 | DEX ~ 050 | INT ~ 000 | END ~ 000 | CHA ~ 000 | LUK ~ 000
Lv 050 | STR ~ 150 | DEX ~ 100 | INT ~ 000 | END ~ 000 | CHA ~ 000 | LUK ~ 000
Lv 075 | STR ~ 200 | DEX ~ 175 | INT ~ 000 | END ~ 000 | CHA ~ 000 | LUK ~ 000
Lv 100 | STR ~ 200 | DEX ~ 200 | INT ~ 000 | END ~ 000 | CHA ~ 100 | LUK ~ 000
Lv 125 | STR ~ 200 | DEX ~ 200 | INT ~ 000 | END ~ 000 | CHA ~ 200 | LUK ~ 025
Lv 135 | STR ~ 200 | DEX ~ 200 | INT ~ 000 | END ~ 000 | CHA ~ 200 | LUK ~ 075
Lv 150 | STR ~ 200 | DEX ~ 200 | INT ~ 000 | END ~ 000 | CHA ~ 200 | LUK ~ 150


Tank Beast Warrior

This warrior build sacrifices LUK for CHA.

Lv 025 | STR ~ 075 | DEX ~ 050 | INT ~ 000 | END ~ 000 | CHA ~ 000 | LUK ~ 000
Lv 050 | STR ~ 150 | DEX ~ 100 | INT ~ 000 | END ~ 000 | CHA ~ 000 | LUK ~ 000
Lv 075 | STR ~ 200 | DEX ~ 175 | INT ~ 000 | END ~ 000 | CHA ~ 000 | LUK ~ 000
Lv 100 | STR ~ 200 | DEX ~ 200 | INT ~ 000 | END ~ 000 | CHA ~ 100 | LUK ~ 000
Lv 125 | STR ~ 200 | DEX ~ 200 | INT ~ 000 | END ~ 025 | CHA ~ 200 | LUK ~ 000
Lv 135 | STR ~ 200 | DEX ~ 200 | INT ~ 000 | END ~ 075 | CHA ~ 200 | LUK ~ 000
Lv 150 | STR ~ 200 | DEX ~ 200 | INT ~ 000 | END ~ 150 | CHA ~ 200 | LUK ~ 000






TRB1965 -> The Training Academy: Ultimate Warrior Guide (part 2) (2/18/2016 17:28:16)


Weapons


[UHG004]
The warrior's preference in weapons is 0% melee weapons. This provides the highest damage output in the warrior's preferred fully offensive armor.

No Drop Weapons

Guardians:

  • Guardian Weapon - Guardian Blade vs. Guardian Dagger vs. Guardian Spear
    • The guardian weapon deals a random element and while the weapon receives boosted elemental compensation to compensate, the randomness of damage makes this weapon less reliable than elementized weapons.
    • The guardian weapon scales to your level -10, so you will want to upgrade to the Weapon of Awe when you can.
    • Since the warrior prefers melee weapons, he prefers either the Guardian Blade or Guardian Dagger over the Guardian Spear. The accurate lean of the Guardian Dagger makes it slightly preferable over the Guardian Blade.

  • Weapon of Awe - Blade of Awe vs. Dagger of Awe vs. Spear of Awe
    • You have to collect the five pieces of the Weapon of Awe and then redeem them with Valencia to upgrade your Guardian Weapon to a Weapon of Awe.
    • The Weapon of Awe alignments to your no-drop element. The weapon scales to your level -5. The weapon is 10% proc so it works better with fully offensive armors than standard 20% proc weapons.
    • Since the warrior prefers melee weapons, he prefers either the Blade of Awe or Dagger of Awe over the Spear of Awe. The accurate lean of the Dagger of Awe makes it slightly preferable over the Blade of Awe.
    • The is a very rare upgrade to this weapon available in the Golden Gift Boxes referred to as Awe!!! upgrade. With this upgrade the Weapon of Awe scales to your level (versus your level -5)



Adventurers:

  • Adventure Weapon - Long Sword vs Short Sword vs Spear
    • The Adventurer No-Drop Weapon scales to your level -20 and is locked to Earth Element.
    • Since the warrior prefers melee weapons, he prefers either the Long Sword or Short Sword over the Spear. The accurate lean of the Short Sword makes it slightly preferable over the Long Sword.




Custom Weapon
  • The Custom Weapon is available to Guardians.
  • Every aspect of the weapon can be independently set be completing a quest.
  • Since we are warriors we will want the melee version, the Custom Sword.
  • Since we prefer 0% weapons we will want to set the weapon to 0% proc.
  • And we also prefer accuracy, so we will set the weapon to +5 BTH.
  • We will want to set the element to the weakest element of our elemental weapons.


Fire

Guardians: Carnafex Blade (location: Today's Events >> War of the Giants Finale)

Adventurers: Carnafex Blade (location: Today's Events >> War of the Giants Finale)

Notes: A great weapon for warriors: It's a 0% proc melee weapon. It's also a compression weapon as you can click to switch between Fire and Ice damage. You can also click to swap between Melee and Ranged damage for those occasions where that might matter.



Water

Guardians: Ultra Omni Knight Blade (location: Twilly >> Anniversary Events >> Rise of the Shadow Council)

Adventurers: Ultra Omni Knight Blade (location: Twilly >> Anniversary Events >> Rise of the Shadow Council)

Notes: The Ultra Omni Knight Blade is a great weapon for the warrior. It's a 0% proc melee weapon. It's also a compression weapon as you can click the hilt to switch between Water and Ice Elements. You may not need the compression due to using Carandex blade. If you need a water weapon before you get Ultra Omni Knight Blade, you can grab Fishook Blade.


Wind

Guardians: Silver Blade of Victory (location: Warlic's Shop >> Buy Magic Equipment)

Adventurers: Silver Blade of Victory (location: Warlic's Shop >> Buy Magic Equipment), Wind Dragon Blade

Notes: The Silver Blade of Victory is an easy to obtain 0% proc weapon. There is no questing required to obtain this weapon. Adventurers can grab the Wind Dragon Blade at level 134 or keep the Silver Blade of Victory. If you need a wind weapon before level 10, you can grab the Viking Sword from Yulgar's.


Ice
Guardians: Carnafex Blade (location: Today's Events >> War of the Giants Finale)

Adventurers: Carnafex Blade (location: Today's Events >> War of the Giants Finale)

Notes: A great weapon for warriors: It's a 0% proc melee weapon. It's also a compression weapon as you can click to switch between Fire and Ice damage. You can also click to swap between Melee and Ranged damage for those occasions where that might matter.
Special Mention: Magna Blade - 20% proc ice weapon that does 30% additional damage in exchange for taking 25/14% additional damage. Probably only useful in short battles but might find a use in your inventory at times.


Earth

Guardians: Grass Blade, Frogzard Sword

Adventurers: Grass Blade

Notes: The Grass Blade is another easy to obtain 0% weapon but the top level is 132. Guardians will want to get the more difficult to obtain Frogzard Sword at 147. Both Guardians and Adventurers can get the Frogzard Sword at lower levels if they are interested in element locked Frogzilla Armor locked in the weapon.


Energy

Guardians: Energy Blade, Energy Cleaver, Mjollnir

Adventurers: Energy Blade, Energy Cleaver, Asgardian Hammer of Lightning

Notes: Energy Blade and Energy Cleaver are available from Yulgar's. You'll want the Asgardian Hammer as your end game weapon. You can also choose to grab lower level versions of the Asgardian Hammer if you want to complete the lengthy quest earlier.


Light

Guardians: Greater Bright Blade of Victory (location: Warlic's >> Quests >> Blades of Victory!)

Adventurers: Greater Bright Blade of Victory (location: Warlic's >> Quests >> Blades of Victory!)

Notes: You get the non-MC'd Bright Blade of Victory by beating 6 monsters and passing 3 stat rolls in the Blades of Victory quest. You can get the MC'd Greater Bright Blade of Victory by beating 18 monsters and passing 9 stats rolls in the same quest. The Osiris Set's Kopesh Weapons (location: Today's Events >> Explore the Pyramid) are legitimate alternatives starting at level 45.


Darkness

Guardians: Greater Dark Blade of Victory (location: Warlic's >> Quests >> Blades of Victory!)

Adventurers: Greater Dark Blade of Victory (location: Warlic's >> Quests >> Blades of Victory!)

Notes: You get the non-MC'd Dark Blade of Victory by beating 6 monsters and passing 3 stat rolls in the Blades of Victory quest. You can get the MC'd Greater Dark Blade of Victory by beating 18 monsters and passing 9 stats rolls in the same quest.



Utility Weapons
  • Dragon Blade - Guardians can use the temporary Dragon Blade to replace their no-drop weapon. It is 0% proc and follows your no-drop element but it's big selling point is it's triggers against Dragons and Dragonkind.
  • Tarnished Caliburn - Guardians can also use the Tarnished Caliburn to replace their no drop. It is 0% proc and follows your no-drop element but it's big selling point is that it triggers against undead, vamps, demons, necromancers, zombies, dracopyres, "doom", werewolves (categories were + wolf), and "Darkovia".
  • Horo-Show Void Vanquisher - Both Guardians and Adventures can use the Horo-Show Void Vanquisher as source of harm damage.
  • Kusanagi Sword - The Kusanagi Swordis very interesting. It always hits. You can't miss with it. But to compensate for this, it deals significantly less damage. This can be situationally useful (think hovering Uncle Wyvern) but isn't a general rotation weapon. You can obtain this weapon starting at level 105.
  • Powerful UltraGuardian Scythe - You can use the Powerful UtlraGuardian Scythe to upgrade you Guardian Blade. The element of damage is random as with the Guardian Blade with the difference being that the element of your no-drop is twice as likely to happen and the opposite element will never happen.






TRB1965 -> The Training Academy: Ultimate Warrior Guide (part 3) (2/18/2016 17:29:16)


Armors


[UHG005]
(The first half of this section shamelessly borrowed with permission from Jdilla's The Training Academy: Ultimate Ranger Guide and then slightly modified)
No Drop Armors


quote:



                      
                        Dark
                  Water      Earth
               Ice                 Fire
                   Wind      Energy
                       Light

  • Good: This is the way your armor is elementized. If you picked Fire, Fire is your "Good".
  • Ally: These are the two elements that are closest to your elementization on the element wheel. For example, if you picked Fire, your Allies are Energy and Earth.
  • Neutral: These are the elements that are two spaces away from your elementization. For Fire, they'd be Light and Darkness.
  • Poor: These are the two elements that are closest to your "Opposite" resistance. For Fire, they'd be Water and Wind.
  • Opposite: This is the element opposite your elementization on the element wheel. For Fire, that would be Ice.


It is recommended that you set your no-drop element to the element where you have the weakest elemental coverage. Following the guide below with no rare, special offer, or gift box options, that element is currently water.


  • Leather Armor vs. Steel Plate
    • These are the Adventurer no-drop armors. Both are neutral armors and have flat resistances. At higher levels you generally don't ever want to use them, and even at lower levels you shouldn't use them unless you must. Steel Plate's full set bonus is an additional 6 BtH to your melee attacks. At lower levels, if your STR is at least as high as your DEX, you can make good use of melee weapons and this BtH bonus can be helpful, especially if you feel you aren't hitting monsters often enough.

  • Guardian Leather vs. Guardian Plate
    • These armors are a significant improvement over Steel Plate and Leathor Armor, especially since you can choose the elements they focus on. While you have Guardian Plate, Guardian Shield, and any of the basic Guardian no-drop weapons equipped, your Melee player attacks gain +6 BTH. If you have selected an elemental affinity for your no-drop items, your Melee player attacks gain +8 BTH instead. After you get the Awe weapon be sure to upgrade to one of the other Guardian no-drop armors (below) as they are much better.

  • Deft Armor of Awe vs. Mighty Armor of Awe
    • The Armors of Awe are mid-defensive, and both the Mighty and Deft versions provide heals. So a warrior you will want to upgrade to UltraGaurdian as soon as possible.

  • Deft UltraGuardian Leathers vs. Mighty UltraGuardian Plate
    • When paired with a melee weapon, Mighty UltraGuardian Plate is one of the top offensive armors around. When paired with a melee weapon 20% of the attacks from Mighty UltraGuardian Plate do and additional 40% damage. As a warrior using melee weapons, Mighty UltraGuardian Plate should be your no-drop armor.



Class Armors

I'll readily admit that using Class Armors is a weakness of mine. I generally level my characters quickly enough that I don't need to spend much time on training classes for any other purpose than farming that class location.

Still, I will try to give you my best opinion on the class armors and there usefulness to warriors.

There are four tiers of class armors with Tier 1 intended for L0 to L30, Tier 2 intended for L30 to L70, Tier 3 intended for L70 to L90, and Tier 3.5 intended for L90 to L120. Higher tier classes require you to train up to a certain level in one or more lower tier classes before you begin your training.

On Game Engine 39, many class armors are no longer usable by 0 INT builds because their skills cost MP. I'll still include those classes in the guide , but I'll label the ones that shouldn't be used by 0 INT builds with an M.

Tier 1 Class Armors


Tier 1 Armors are the foundational classes, as many further classes require levels in one or more of these classes in order to commence training. Whether you're a Guardian or Adventurer, you can train them up all the way to level 10, although only Guardians can use the top 5 skills (gained at levels 6-10).

Fighter: Fighter Armor
While this armor's skills aren't super powerful, it's worth training in its own right as well as because it acts as a prerequisite for further classes.

Mage: Mage Robes M (Mana required for effective use)
0 INT builds should not train as Mages. Mage also acts as a prerequisite for several other classes, though none of them are usable by 0 INT builds.

Rogue: Rogue Outfit
This class armor has a few skills that can boost your damage and accuracy that are somewhat useful early on, so it's worth training. It's also a prerequisite for some good classes. It'll have some limited utility at later levels due to its ability to summon a Black Cat. This Black Cat has a unique ability: for each monster attack there is a chance it will jinx the monster, inflicting a BtH penalty equal to your rogue level. If you're in Rogue/Ninja armors this penalty is increased by an additional half your rogue class level ("Strongly Jinxed!"). With your Rogue level maxed, monsters would have a BTH reduction of 10%, which is the equivalent of +10 blocking, or 15% (equivalent of +15 blocking) in rogue/ninja armor.

Scholar: Explorer's Outfit
The skills from this class won't be good for too long, but there is one particular skill that will be very good and interesting: Zard Prism. In the very beginning of the Game, when you're below L30 or so, you won't really need a strong attack so Scholar's attack is acceptable. You can use Zard Prism to change your weapon's element, meaning that all you'll need is one strong weapon and you're good to go for quite some time.

Tier 2 Class Armors

Tier 2 contains many armors with an assortment of interesting skills, and some with one or two of those unique abilities that will prove very useful even at higher levels. They are made to last until L70, but quite a few of them have uses up until and well past L100. Tier 2 classes also function as stepping-stones to Tier 3 classes, oftentimes requiring a certain degree of training in these classes to move forward.

Beastmaster: Primal Garb M, Feral Garb M
The primary selling point of the Beastmaster class is the ability to summon two elemental guests at once for Guardians or one guest for Adventurers. But while these guests have no SP or MP upkeep, they cost MP to summon. For that reason, these class armors will be of little use to most Warriors.

Berserker: Berserker Hides M
Berserker Hides' abilities, unfortunately, cost mana. If you are, Berserker is a very useful offensive class, but it should be used with care. Its damage increases as your HP decreases, reaching its peak damage when you're below 25% HP. When you reach that point, its damage is massive, but if you get caught off guard by an SP skill, you could easily find yourself owing Death a favor.

Dracomancer: Dracomancer Armor M
Dracomancer is another class that's only usable by those with some INT, but 0 INT builds aren't missing out on a ton here. This class is rather lacking at the moment; the main selling point here is Great Dragon L8 which costs a lot of MP with a sizable chance of failure. It grants you access to Harm damage, which would be nice aside from the fact that Assassin is more efficient in that regard. Beyond that, the L4 ability is solid for wind damage, but that is about it. The L10 skill is decent but consumes too much MP to be worthwhile.

Dragonslayer: DragonSlayer, Elite Dragonslayer, Golden Dragonslayer, Golden Dragonslayer Eclipse
This armor is mainly used to combat dragons, as the name suggests. It has several fun abilities for you to play around with. However, picking this up as an adventurer is definitely not advisable. The skills which are extremely popular as well as deadly include Cripple Dragon!, lowering the monster's STR and DEX, therefore lowering its accuracy and blocking capabilities (NOTE: This skill works on dragons as well as regular monsters), Daze Dragon and Dragon's Blood which stack with Dragon Strike, as well as the final ability, Dragonheart Strike. After this class was swept, Dragon Slayer became a far more useful armor. Elite Dragon Slayer is better suited to combat regular dragons whereas the Golden Dragonslayers are more armed against Undead/Were variants of dragons.

Knight: Squire's Training Armour
Knight mirrors Martial Artist in that, once the basic training is complete, there are four paths to choose from. The class armors are mid-defensive, and you are able to further tighten your defenses through learned skills.
Since these armors are mid-defensive the biggest selling point of training a Knight class is access to the miscellaneous items associated with the each Knight Kingdom.

Martial Artist: White Gi
This is one of the largest classes yet, containing four divergent schools of thought that each possess unique abilities. You don't need to train all five schools, as your level in one school carries over to the others. These classes area fair bit stronger on Game Engine 39 as their SP skills can now be used more often. With this in mind, let's examine the usefulness of each school for Warriors:

  • Ancient Spirit Gi M is not much use for warriors as several of its abilities have significant MP costs.
  • Serpent Fang Gi is a good defensive armor. It has good defenses, and abilities which boost its defenses even further. It has a few poison and counterattack skills, which combined with the good defense, makes it great to tank in since you can heal up and still do some damage. It's best used by those with high DEX and at least some LUK.
  • Mountain Cudgel Gi is a powerhouse with low accuracy, much like a Troll. The usefulness of this school is situational, with strategic skills that can Daze and Stun.
  • Swift Talon Gi resembles a Gogg, which is essentially a glass-cannon which favors quick and powerful attacks but has weak defenses. It can be useful if you need to do a whole lot of damage quickly, but you won't want to stay in it for long.


Ninja: Shinobo Shozoku
This revamped class offers several useful abilities which cost SP. Smoke Bomb decreases your foe's BTH for 4 turns; Dragon Double raises your defense modifiers by 5 each for one turn and will counter-attack your foe if he misses. This class also has the passive Merciless ability, which has a chance to strengthen some of your skills, which can be quite deadly if used correctly with some luck. Sacred Duality is an attack which allows you to attack with any 2 of the 8 elements, which is very versatile. The passive Ninja Evasion ability boosts your defensive modifier according to your foe's attack, and caps at 3. The Vampire's Bite skill can paralyze your opponent for 1 turn, and finally, the Ninja Death Strike ability is an interesting one indeed. Alone, it is rather weak, but combined with the passive Merciless ability, this attack creates great synergy. Overall, an excellent class that's only gotten stronger on Game Engine 39.

Pirate: Swashbuckler's Raiment M, Sea Scourge M
These skills cost MP and as such are not much use for warriors.

Shadowslayer/NightHunter: ShadowSlayer, NightHunter
These classes are similar to Dragon Slayer in that they specialize in killing a specific monster, in this case: Werewolves, Vampires and other Darkovian Monsters. They provide excellent Earth and Darkness resistance for their levels and offer a wide variety of skills for dispatching foes. ShadowSlayer is the more offensive armor, with a skill (Throw Weapon) which allows you to choose from a variety of different weapons that specialize against different kinds of monsters. NightHunter, on the other hand, is more defensive, boasting the ability to summon guests and use a plethora of status-effect skills to bog down and kill the enemy.

Wizard: Wizard Robes M
The revamped Wizard class is by far the most powerful in AQ at the moment, but it's not usable by 0 INT builds.

Tier 3 Class Armors


Tier 3 Armors are intended for players from L70 to L90, although these classes have uses far beyond that and may be trained way earlier than L70 in the case of Necromancer and Paladin. You must be L70 in order to start your Assassin training, though.

Necromancer: Necromancer Cloak M, Obsidian Cloak M
This is an excellent class but is no longer usable by 0 INT builds.

Paladin: Holy Armor M, Golden Holy Armor M
Paladin can't be used by 0 INT builds.

Assassin: Whispering Raiment
Assassin is one of the most popular classes released due to not only the satisfaction of having completed such difficult and arduous class training and the superb story line, but also because of all of the amazing abilities. It provides you an initiative boost, which increases your chances of going first in battle. Its first offensive skill is Dual Wield, which can be devastating when your class level is maxed, effectively providing you with bonus damage with a cheap SP Cost. Yajuu Dageki is a nice source of Harm damage. It can be deadly when coupled with Dual Wield, although it is successful only 40% of the time. Death From Above requires charging up bolts, but it's incredibly powerful, particularly the Rain of Disaster which can inflict Prismatic Burn on the opponent.

Zetsubou Dageki, which can also deal Harm damage, is more reliable than Yajuu Dageki; however, it takes quite a chunk of SP to use, maybe not always connect, and takes three rounds to be effected once it does connect. The Finishing Blow has four abilities, and they're all fun to use; however, you'll find the most use in Stalwart Solitude and Assassin's Creed. Stalwart Solitude is a buffed up Dragon's Double, providing an amazing counterattack, though it is most reliable for those who have high DEX and LUK. Assassin's Creed is usually used for a gamble or a quick and easy kill. Its success rate is pretty low, depending on the monster, but it's a good skill for quick farming.

The Assassin class is significantly more powerful on Game Engine 39 as its powerful SP skills can be used far more often. While Assassin training is extremely difficult, the armor is well worth the effort. In addition to the skills mentioned above, it grants you a large initiative bonus, greatly increasing your odds of attacking first in battle.

(Thanks to Jdilla for most of the above. We now return to the TRB1965 portion of this program.)


Basic Elemental Plates

Located in Yulgar's shop ( Beginner, Intermediate, Advanced) is a basic elemental plate armor to cover each of the eight elements. These are neutral armors so , as a warrior, you will want to upgrade to a more offensive option when you can, but these armors are very easily accessible and can provide you with good enough elemental cover until you can get a more offensive option.


Shapeshifter Forms

The Shapeshifter Class has been updated and really isn't a class any longer. That said, warriors can find the Shapeshifter Forms very useful as they are actually spells that don't cost MP and they summon an armor for you so that you can, in essence, carry an armor in a spell slot. The downside is that if you lose initiative, you don't have a elementally aligned armor on the first round of combat. I find these forms most useful for covering an element where there isn't a fully offensive armor available.

Each element of Shapeshifter form comes in a basic (or Adventurer) version and an advanced (of Guardian) version. In the list below I'll list each form and its lean.

The other major item of note for the Shapeshifter Forms is that they aren't available for purchase every day. The forms are available for purchase on a daily rotating basis, with the rotation being:

  • Day - Element - Adventurer Form (Lean) - Guardian Form (Lean)
  • Day 1 - Fire - Firezard (Neutral) - Pzycho Fiend (Fully Offensive)
  • Day 2 - Water - Pheron (Neutral) - Sea Squirt (Neutral)
  • Day 3 - Wind - Gnat (Neutral) - Cyclone Wyvern (Mid Offensive)
  • Day 4 - Ice - Two-Bear (Neutral) - Gogg (Fully Offensive)
  • Day 5 - Earth - Frogzard (Neutral) - Stone Golem (Fully Defensive)
  • Day 6 - Energy - Trobble (Neutral) - Baby Sacragon (Fully Offensive)
  • Day 7 - Light - Raydius Dragon (Neutral) - Lightbringer (Mid Offensive)
  • Day 8 - Darkness - Banshee (Neutral) - Brain Spider (Fully Offensive)

    Once purchased the shapeshift spells can be used any time they are in your inventory.

    Armor Selection


    In recommendations below for Guardians, I will recommend some armors that are not strictly needed at the lower levels. However these armors will be armors that are not parts of mastercrafted sets and can therefore be upgraded using the Guardian Item Upgrader.

    At the lower levels you can use a combination of class armors, shapeshifter forms, and easily available armors to survive through the game until at least level 60 (and more likely to level 75 range) where elemental resistances become more important.

    Fire

    Guardians: Overlord Series

    Adventurers: Overlord Series

    Notes: Both adventurers and Guardians can pick up this armor starting at level 45 although you can probably wait to level 60 or 75 to get this armor. Until you pick up the Overlord Armor you can pick up the Avenger Armor from Yulgar's or use the fire shapeshifter form.


    Water

    Guardians: Black Pirate Costume or Flawfish (location: Travel Map >> Darkovia Forest >> DracoPyre Legacy >> 6. Hall of Memories >> Open Doors >> Right >> 4. Transmorphers: Beast Hostilities) (fully defensive, see below).

    Adventurers: Black Pirate Costume or Flawfish (location: Travel Map >> Darkovia Forest >> DracoPyre Legacy >> 6. Hall of Memories >> Open Doors >> Right >> 4. Transmorphers: Beast Hostilities) (fully defensive, see below).

    Notes: The best fully offensive armor for water is Black Pirate costume but one hit of its attack is locked to water element. This makes water the weakest element for fully offensive coverage. This is one reason I recommend Guardians setting their no-drop element to Water. I highly recommend that you keep your eye open for seasonal armors like WHEEL or rare armors to help cover water in a fully offensive armor. Another option is to use the fully offensive Snide Transformation Armor from a Snide Miscellaneous. Unfortunately this will provide you with no defense on the first round if you lose initiative. You could actually put a fully defensive armor in your inventory to use for the first round until you can use the Snide Armor. Another variation of this option is to use the Shapeshifter form but both are neutral armors. You can couple either the Snide Armor or the Shapeshfiter forms with Whispering Raiment (see below in utility armors) to over come the first round issue.


    Wind

    Guardians: Horde's Series

    Adventurers: Horde's Series

    Notes: Guardian's can get the Horde's Series armor as early as level 10 and then upgrade using the Guardian Item Upgrader. Adventurers can grab the fully offensive Test Armor from Ballyhoo until they want to do the Horde's quest.


    Ice

    Guardians: Ice Cream Crusader

    Adventurers: Ice Cream Crusader

    Notes: The new MC set features a FO ice armor. Grab it at level 45 and request for it ever 15 levels.


    Earth

    Guardians: Rust Raider Series

    Adventurers: Morning Star Series, Rust Raider Series

    Notes: For Adventurers the end game option is between Morning Star and Rust Raider. Both are fully offensive level 135 armors. Both have different mechanics for their MC bonus. Rust Raider's bonus is a trigger against armored and metal mobs, so Morning Star may be preferred. Adventurers may want to use Morning Star at the lower levels as the quest will be shorter than Rust Raider. Guardians will want to grab Rust Raider as soon as possible. Rust Raider isn't part of an MC set so it can be upgraded with guardian shop upgrader.



    Energy

    Guardians: Taladosian Series

    Adventurers: Taladosian Series

    Notes: Both Adventurers and Guardians can use the Hunter Armors (or shapeshifter form) until they are ready to do the Taladosian quest. Another alternative to Taladosian are the Asgardian Armors. While the Asgardian armors are neutral armors, they have an SP skill that increases their damage output. The SP cost is significant, so you can't maintain the SP skill and a SP misc at the same time long term.


    Light

    Guardians: Shadow of Doubt Series, Ultimon's Series

    Adventurers: Solaris Series, Ultimon's Series

    Notes: Guardians can grab the neutral Shadow of Doubt Series as early as level 12 and use it to cover both light and dark until Ultimon's Series is available at level 105. Shadow of Doubt tier levels don't work as well for Adventurers, so they can use the Solaris series (or shapeshifter form)until they are ready for Ultimon's. For both Adventurers and Guardians the Osiris armors are suitable substitutes for light armor if you don't need the compression from Ultimon's armor.


    Darkness

    Guardians: Shadow of Doubt Series, Ultimon's Series

    Adventurers: Nemesis Series, Ultimon's Series

    Notes: Guardians can grab the neutral Shadow of Doubt Series as early as level 12 and use it to cover both light and dark until Ultimon's Series is available at level 105. Shadow of Doubt tier levels don't work as well for Adventurers, so they can use the Nemesis Series (or shapeshifter form) until they are ready for Ultimon's.


    Utility Armors
    • Algern's Carapace - The attack from Algern's Carapace is locked to Darkness and receives elemental compensation as a result. Algern's can be used effectively against monsters with flat resistances (such as the stat trainers). Algern's is a darkness armor with a good secondary resistance to fire but has limited uses as a general resistance armor due to damage being elementally locked to darkness.
    • Asgardian Steed Armors - The attack from the Asgardian Steed Armors is locked to Energy and receives elemental compensation as a result. The steed armors also have an attack that can stun your enemy. The steed armors can be used effectively against monsters with flat resistances (such as the stat trainers).
    • Temporary Rider Armors - These five temporary rider armors from the Guardian Tower are neutral armors that can be used to replace your no-drop armor with a neutral Fire, Wind, Earth, Light, or Darkness armor. The selling point here is that at the 150 level cap that are power level 153. Compare that to your no-drop armor at power level 145. The other selling point is that you can over-ride your no drop element. You may not find this useful very often, but keep this is mind as you may find some situations where you can take advantage of this.
    • Fujin Armors - The Fujin Armors are fully defensive which isn't the normal style of play but you may find some limited usage (think Wind Essence Dragon) as you can use a skill to basically avoid taking any damage while its 3-hit attack works well against the Wind Essence Dragon damage limit.
    • Whispering Raiment - This assassin class armor gives you an initiative boost which you can use to increase you chances of going first. If you use Snide for your water armor or use multiple shapeshifter forms, you may want to use Whispering Raiment to gain the initiative and change into your snide or shapeshifter armor before your opponent can attack.








TRB1965 -> The Training Academy: Ultimate Warrior Guide (part 4) (2/18/2016 17:30:41)


Shields


[UHG006]

No Drop Shields

Guardians:
All the Guardian Shields have the same defensive modifiers. The difference in these shields is in their bonuses.

  • Guardian Shield

  • Shield of Awe
    • The bonus of the Shield of Awe offers greater blocking defense: "If the last hit of the monster's attack connects, then during the next turn you get +4 to your Melee, Ranged and Magic defenses for one turn."

  • UltraGuardian Shield
    • The bonus of the UltraGuardian Shield is in SP regeneration: "At the beginning of your turn, if you dodged the last attack that the monster did, then you heal some SP."



Adventurers:

  • Adventure Shield
    • The Adventurer Shield can be used as a flat resistance shield, but really is of limited usage and Adventurers should look to have a compression shield in inventory to provide coverage of all elements.



Basic Elemental Shields
At the lower levels both Adventurers and Guardians can use the elemental shields from Yulgar's shop ( Beginner, Intermediate, Advanced) until they can obtain more advanced elemental shields or compression shields. These shields are considered basic no frills shields and you should be looking to replace them with something better as you progress in levels.


Advanced Elemental Shields
I've tried to provide a selection of shields for each element below that provide a variety of options. You'll have to decide which better suits your personal style of play.


Fire

Overlord's Series: The Overlord's Series provides the same elemental resistance to fire as the Dragon Knight's Series but has lesser blocking. This shield as has a backlash effect that provides additional damage to the enemy. The quest to obtain these is shorter than the Dragon's Knight series particularly at lower levels and that makes it my preference at lower levels. The Overlord's Series also provides some minor resistance to Energy.

Dragon Knight's Series: The Dragon Knight's Series provides the same elemental resistance to fire as the Overlord's Series but has higher blocking. The blocking goes even higher if your opponent is burnt. One reason to choose the Overlord's Series at lower levels is the shorter quest. At the top levels you'll want need to decide if you prefer the higher blocking of this series or the backlash effect of the Overlord's series.


Water

Transmorpher Shield Series: The Transmorpher Shield Series provides excellent water resistance (-25 at 150) and increases your blocking as your HP gets lower.

DoRay Shied Series - The DoRay Shield Series provides better water resistance (-26 at 150) and better magic blocking (18 vs 16) at the expense of melee and ranged blocking (11 vs 16).

Celtic Wheel Series: The Celtic Wheel Series is generally viewed as being a better shield for mages and hybrids. Warriors may be attracted to its higher elemental resistance (-26 at 150) despite its inferior ranged blocking. In addition the shield has an INT drive that can provide enough MP to cast level appropriate spells though the effectiveness of those spells which such low MP are questionable.


Wind

Fujin Shield Series: The Fujin Shield Series provides better elemental resistance than the Yata Shield Series but lesser blocking. The Fujin Shield Series also has a DEX drive where you can spend SP to increase your DEX (which improves your blocking.)

Yata Mirror Series: The Yata Mirror Series provides lesser elemental resistance than the Fujin Shield Series but has higher blocking. In addition, if you block your opponent's attack the shield will do harm damage to your opponent.


Ice

Horo-Show Shield Series: The Horo-Show Shield Series provides good ice elemental resistances. In addition if you block your opponents attack it does harm damage to your opponent and regenerates SP for you.

Nemesis Shield Series: The Nemesis Shield Series caps at level 135 so Guardians will certain want to use the Horo-Show Series at the higher levels. Adventures may prefer the Nemesis Shield Series as an end-game shield. While Nemesis has lesser blocking, it also has a 20% chance of reducing the damage taken by 25%.

Lt. Lore's Shield Series: The Lt. Lore's Shield series caps at level 130 but provides higher elemental resistance than the level 135 Nemesis Shield (however without the damage reduction bonus). This series also provides a skill that does ranged ice damage.

Earth

Chimeran Shield Series: In addition to providing elemental resistance, the Chimeran Shield Series has a chance of poisoning your opponent.


Energy

Taladosian Shield Series: The Taladosian Shield Series provides elemental resistance and has a 10% chance of reducing damage taken by 50%.

Asgardian Shield Series: The Asgardian Shield Series provides elemental resistance and has a built in skill that can damage and daze your opponent.


Light

Osiris Shield Series: The Osiris Shield Series (location: Today's Events >> Explore the Pyramid provides elemental resistance as well as regenerates and minor amount of HP each turn.

Scarab Shield Series: While providing lesser elemental resistance than the Osiris Shield Series, the Scarab Shield Series (location: Today's Events >> Explore the Pyramid has an SP effect that both raises your blocking and lowers your opponents blocking.

Etheral Shield Series: In addition to elemental resistance, the Etheral Shield Series has an SP effect that has a 50% chance of reducing your opponents damage to 80%.

Communicant's Shield Series: In addition to element resistance, the Communicant's Shield Series has an effect against undead and zombies where it shifts the elemental resistance to the element of their attack.


Darkness

Twilight Shield Series: The Twilight Sheild Series will be most players choice of Darkness shield with it's better elemental resistance.

Undead Terror Series: Guardians with high CHA that frequently face undead monsters may prefer the Undead Terror Series. This shield has a chance to make undead monsters afraid and the major save stat is CHA.

Corrupted Flora Series: If you are facing a lot of darkness monsters that inflict fear status, then you may want to consider the Corrupted Flora Series. In addition to darkness resistance this shield provides a bonus for fear resistance.



Compression Shields
If you don't want to use your no drop shield or if you want to carry a utility shield, you will need to use a compression shield. Some compression shields cover two elements simultaneously at a lesser resistance. Some compression shields cover one element at a time but can toggle between two elements.

Simultaneous Multiple Elemental Resistance
  • Shadow Slayer Shield - This shield provides Earth and Darkness resistance simultaneously.
  • Demon Prison Shield - This shield provides Fire and Darkness resistance simultaneously.
  • Luminous Shield - This shield provides Light and Darkness resistance simultaneously.
  • Paladin Guard - This shield provides Light and Darkness resistance simultaneously.
  • Sackelberry Shield - This shield provides Light and Earth resistance simultaneously.
  • Magnetic Safeguard - This shield provides Earth and Water resistance simultaneously.
  • Shield of Sands - This shield provides Earth and Wind resistance simultaneously.
  • Tower Shield - This shield provides Energy and Wind resistance simultaneously.
  • Fur of Igneus - This shield provides Fire and Ice resistance simultaneously.
  • Spell Barricade - This shield provides Water and Ice resistance simultaneously.
  • Nova Knight Shield - This shield provides Fire and Earth resistance simultaneously.
  • Assassin Shield - This shield provides Wind and Ice resistance simultaneously.


Toggle Resistance
  • Daylight Savings Time Shield - This shield allows you to toggle between Light and Darkness resistances.
  • Bac-ler Shield - This shield toggles between Earth resistance with secondary Fire resistance and Water resistance with secondary Darkness resistance.


Shifting Resistance
  • Chameleon Shield - This shield switches between Earth and Water resistances based on the element of damage you take.



Utility Shields
  • Ironthorn - Ironthorn and Chieftan's Ironthorn provide a huge boost to weapon damage at the sacrifice of defense and accuracy.
  • Paxian Defender - The Paxian Defender Series changes the element of resistance based on your clan membership. Each different clan also has increased status resistance based on your clan membership.
  • Some of the Above - you may want to carry any of the elemental shields listed above for their effects or SP skills.






TRB1965 -> The Training Academy: Ultimate Warrior Guide (part 5) (2/18/2016 17:32:22)


Spells


[UHG007]
Does a warrior use spells? The short answer is a "yes, but...". Yes warriors can use spells. But, not spells that have a MP Cost. The warrior should use spells that have an SP cost and spells that don't use INT as a stat to determine effectiveness.

Spells for the warrior can be categorized into several groups; Call Spells, Healing Spells, Damage Spells, Shapeshifter Spells, and Utility Spells. Each warrior build will make their own decisions as to the usefulness of each spell type and therefore the balance of the types of spells they carry.

Call Spells

Call spells are asked to call a guest to join you in battle. Guest called from "Call" spells have a SP upkeep. Guest summoned from "Summon" spells have a MP upkeep so aren't useful to warriors. Builds with CHA will generally find guest more effective than builds without CHA.
  • Call FireZard - Calls a SP upkeep fire guest.
  • Call TadZard - Calls a SP upkeep water guest.
  • Call WindZard - Calls a SP upkeep wind guest.
  • Call IceZard - Calls a SP upkeep ice guest.
  • Call Frogzard - Calls a SP upkeep earth guest.
  • Call EnergyZard - Calls a SP upkeep energy guest.
  • Call RayZard - Calls a SP upkeep light guest.
  • Call DarkZard - Calls a SP upkeep darkness guest.
  • Call Poutine Golem (location: Travel Map >> Frostvale >> Chilly's Shop) - Calls a SP upkeep Fire guest.
  • Call Nezujimbo - Calls a SP upkeep Ice guest. This is not a quick-cast spell and takes up a turn.
  • Call Mittens (location: Travel Map >> East >> South >> Haven >> How was this town founded?) - Calls a SP upkeep Earth guest.
  • Call Barry Jotter- Calls a SP upkeep Energy guest.
  • Call Guardian Angel Elder - Temporary spell that calls a SP upkeep Light guest. The SP cost in higher due to paying for level scaling. This is not a quick-cast spell and takes up a turn. There is also a permanent version of this spell but the highest level is 135.
  • Call Scion (location: Travel Map >> Darkovia >> Dracopyre Legacy >> 6.Hall of Memories >> Open Doors >> Right Arrow >> Bonus: Hostage to Misfortune)- Calls a SP upkeep Darkness guest.



Healing Spells

Healing spells are currently of limited value as you can obtain more healing from potions. Nonetheless you may find use for carrying one or more healing spells.
  • Recovery Series (location: Yulgar's >> Hans >> Shopping >> Beginner/Intermediate/Advanced >> Shields)- These use SP and are powered by END.
  • Waters of Immortality (location: Travel Map >> Granemor >> General's Tower >> 14: Pool of Eternity ) - These use SP and are powered by END.
  • Seeds of Restoration - These use SP and are powered by CHA.
  • Purifying Pollen (location: Travel Map >> East >> South >> Haven >> Mind if I explore town a bit? >> Click on Haven >> Medical Shop >> Got Any Quest : Must complete "Can't Wait to be Undead" and "Fern Bully" quests) - These use SP and are powered by CHA and sacrifice some healing to remove Poison and Disease statuses.
  • Mending Vines (location: Travel Map >> East >> South >> Haven >> Mind if I explore town a bit? >> Click on Haven >> Medical Shop >> Got Any Quest : Must complete "Can't Wait to be Undead" and "Fern Bully" quests) - These use SP and are powered by CHA and sacrifice some healing to remove Burn and Bleed statuses.
  • Healing Seeds (location: Travel Map >> East >> South >> Haven >> Mind if I explore town a bit? >> Click on Haven >> Medical Shop >> Got Any Quest : Must complete "Can't Wait to be Undead" and "Fern Bully" quests) - These use SP and are powered by CHA and feature a delayed healing with increased healing as compensation for the delay.
  • Cure Poisons - These use SP and can cure or reduce the power of poisons as well as granting poison immunity.



Damage Spells

These are all damage spells that inflict damage based on CHA and as such are more suitable beast warrior builds.
There are also a number of seasonal rares that fit this category. While I don't list season rares here, keep your eyes open for them.
  • Scarab Swarm (location: Toady's Events >> Explore the Pyramid)- Pure damage Light skill that use SP with CHA determining damage with increased damage if monster's average blocking is below average.
  • Entangling Vines - SP Earth skill that uses CHA for damage and attempts to entangle your opponent.
  • Thorns - SP Earth skill that uses CHA for damage and attempts to control your opponent.



Shapeshifter Spells

The Shapeshift Forms called from these spells are detailed in the armor section above.


Utility Spells

  • Catnip Senses (location: Travel Map >> East >> South >> Haven >> Mind if I explore town a bit? >> Click on Haven >> Medical Shop >> Got Any Quest : Must complete "Can't Wait to be Undead" and "Fern Bully" quests) - SP Skill that grants the player 2 turns of +20 immobility resistance.
  • Dracomorgify - Coupled with the INT drive from Celtic Wheel, a warrior can cast this once and attempt to tag any non-fire monster as "dragonkin.""
  • Scrambler Beacon, Scambler Ray, Randomizing Blight, Randomizing Ray - If you have the MP to cast them (possibly use INT drive from Celtic Wheel) these spells can rearrange your opponents elemental resistances in a random fashion.






TRB1965 -> The Training Academy: Ultimate Warrior Guide (part 6) (2/18/2016 17:33:43)


Pets


[UHG008]
With DEX and LUK now playing a larger role in pet damage and with pet attack rate no longer based on CHA, all builds can make some use of pets. Builds with CHA will of course be able to make greater usage of pets, but 0 CHA builds may well find some usefulness in pets.

Custom Pet

This zard functions much like the custom weapon. You quest to determine the element, lean, accuracy, and status effect of your new friend.

Elemental Vampragons

If you want to take the easy route you can grab one of the elemental vampragons from Aria's shop. You can also use these to fill any gaps you experience in the more specialized damage and utility pets below. There's an adventurer (named for the element) and a guardian only (fancier name) vampragon for each element.
Fire - Fire, Inferno
Water - Water, Tsunami
Wind - Wind, Cyclone
Ice - Ice, Blizzard
Earth - Earth, Gaia
Energy - Energy, Voltaic
Light - Light, Radiant
Darkness - Darkness, Cimmerian

Damage Pets

Fire - Overlord Series - This fire damage pet attempts to burn your opponent and increase it's own damage. Additionally when used in conjunction with the Overlord Armor and Shield, this pet has a 20% of casting a healing spell on you.
Water - Badb Catha (location: Warlic's >> Mastercraft Sets >> Celtic Set!)- This water damage pet also attempts to confuse your opponent.
Wind - Fujin Dragon - This wind pet also attempts to decrease the defenses of your opponent.
Ice - Icewere - This is a Guardian only ice pet.
Ice - Jr. Archmage - This ice pet has both Adventurer and Guardian versions.
Ice - Nemesis Guardian - This ice pet may be Adventurers best end game option. When used in conjunction with any parts of the Nemesis set, it can heal you.
Ice - Ice Cream Golem - This ice pet can toggle been a pure damage option and a reduced damage option with a chance to daze.
Earth - Azamay Golem - This earth pet can be customized by using various runestones (miscellaneous items).
Earth - Hideous Eye Spy - This earth pet deals more damage if you are wearing any parts of the Morningstar set.
Earth - Baby Frogzard - This earth pet is highly accurate (+10 BTH).
Earth - UltraGuardian Frogzard - The selling point for this guardian only pet is that between level purchases it scales 1 power level for every 2 levels the player exceeds the pet.
Earth - BulbaZard - This pet has a second attack that does increased damage.
Energy - Sacragon Series - This energy pet has a 10% chance of doing 150% damage and has a chance of burning your opponent if you also use the Taladosian armor and shield.
Energy - Asgardian Series - This energy pet has a chance to increase energy damage done to your opponent. If you also use the Asgardian armor and shield this chance increases.
Energy - PikaZard - This pet can be toggled between a +5% damage mode and a mode that attempts to paralyze.
Light - Communicant Series - This light pet has chance to burn undead and zombies. If you are also in the set armor and shield, the pet has a 20% chance of healing you.
Darkness - Twilight Series - This darkness pet has a chance to blind your opponent. If you are also in the set armor and shield, the pet has a chance to choking your opponent.


Utility Pets

  • Fairy Godmother - This light pet can be toggled between doing light damage, healing the player's HP, or healing the player's MP.
  • Hammer Turret - This earth pet can attempt to paralyze your opponent.
  • Neko Waifer - This earth pet can paralyze your opponent (lower rate than Hammer Turret but does more damage).
  • Mighty Morphin' Golem Stranger - The element of this pet's attack is determined by your clan membership. The statuses vary by clan membership as well.
  • Nightmaregon - This guardian only darkness pet will regenerate your SP if it gets low.
  • Retro Twilly - This healing pet heals more than Fairy Godmother (FGM) but it only heals HP. It doesn't heal MP and doesn't have a damage attack like FGM.
  • Harpy Dragon (location: Robina's >> Quests! >> Next x4 >> Play the Harpie)- This pet seeks between Wind and Fire. The Wind attack is split between damage and healing the player.
  • Haunter Sword Series - This ice pet has a chance of reducing your opponents BTH.
  • Caeszard - This earth pet attempts to daze your opponent.
  • Peace Zard - The pet is only of situational usage to warriors as it reduces all damage done by itself, you, your guest, and the monster. It attempts to daze the monster and does an earth attack when the monster is dazed.
  • Scarab Pet (location: Today's Event >> Explore the Pyramid) - This pet can increase the power of any bleed status inflicted on your opponent.






TRB1965 -> The Training Academy: Ultimate Warrior Guide (part 7) (2/18/2016 17:35:15)


Miscellaneous Items


[UHG009]

There is no right way and no wrong way to organize your miscellaneous item inventory. As such I will try to provide an overview of miscellaneous items that may be appropriate to warrior builds and leave you to develop your own preferences. It should be noted that I do recommend that you invest in some extra inventory slots so that you can have as many miscellaneous item options as possible.

There is a lot of cross-over between elemental resistance and effect miscellaneous. I will list each miscellaneous only once below but will explain all its properties.

Elemental Resistance Miscs.

Most players prefer to cover resistance to as many elements as possible in their miscellaneous inventory.
Elemental resistance items come in two types: (1) multiplicative miscellaneous (*.5 to Water) which are generally more useful against multi-elemental monsters and at lower levels, and (2) subtractive miscellaneous (-10% to Water) which are generally more useful at higher levels against single element monsters.

Fire
  • OPTIC - In addition to providing a multiplicative reduction to fire damage, OPTIC increases your BTH.
  • Dragon Knight's Crest - In addition to providing a multiplicative reduction to fire damage, Dragon Knight's Crest has a SP Fire skill that can damage and burn your opponent.
  • Helm of Drakonnan - This item provides a subtractive reduction in fire damage and a boost in STR. Unfortunately it also has a 1 turn activation delay. It also has an MP cost of 25 MP, so you'll have to have at least that much MP to use it.
  • Kragoth's Helm - This item provides a subtractive reduction in fire damage of lesser degree than the Helm of Drakonnan but provides a larger STR boost, doesn't have an activation delay, and doesn't cost any MP.


Water
  • Layard's Loyalty - In addition to providing a multiplicative reduction to water damage, Layard's Loyalty increases your BTH.
  • Coire Dagdae (location: Warlic's >> Mastercraft Sets >> Celtic Set! >> click through dialouge >> Muirias Island)- In addition to providing a multiplicative reduction to water damage, Coire Dagdae increases your CHA.
  • Pirate Hat - This item provides a subtractive reduction to water damage.
  • Eye of the Sacragon - This item provides a subtractive reduction in water damage. Unfortunately the skill in this item has an MP cost and is not useful to warriors.


Wind
  • Urn of Prevailing Winds - In addition to providing subtractive damage to wind, Urn of Prevailing Winds provides a boost to DEX.
  • Yakasani Jewel - In addition to providing a multiplicative reduction to wind damage, the Yakasani Jewel provides a boost to your DEX and CHA and increases healing to the player.
  • Sphinx's Riddle - This item provides a multiplicative reduction in wind damage. It also has a skill but unfortunately the skill has a MP cost.


Ice
  • Horo-Show Void Visor - This item provides a multiplicative reduction in ice damage. Horo-Show Void Visor also provides a boost to END. When coupled with the set armor and weapon, it also provides Harm and Void resistance. This version has a 1 turn activation delay.
  • Void Visor - This item provides a multiplicative reduction in ice damage. When coupled with the set armor and weapon, it also provides Harm and Void resistance. This version does not have an activation delay.


Earth
  • Minotaur's Pride - This item provides a subtractive reduction in earth damage, a boost in STR, and a boost in melee attack damage.
  • Head of Raydius Dragon - This item provides a subtractive reductions in Earth and Darkness damage and a minor boosts to DEX and STR. This item has a 1 turn activation delay, cost Z-Tokens to attempt to acquire, and is Guardian only.
  • Polygalactase Process - In addition to providing a multiplicative reduction to earth damage, Polygalactase Process provides a damage boost against Earth monsters and plants.


Energy
  • Helm of Drakonnas - This item provides a subtractive reduction in Energy damage, has a 1 turn activation delay, and is Guardian only.
  • Shock Collar - This item provides a subtractive reduction in Energy and boosts pet attack power.


Light
  • Eye of Osiris (location: Today's Event >> Explore the Pyramid) - In addition to providing a multiplicative reduction to light damage, the Eye of Osiris provides boosts to STR, INT, END, and BTH.
  • Evil Eyeglasses - This item provides a subtractive reduction in light damage, can inflict COLD status on your opponent, and has a 1 turn activation delay.
  • Solaris Helm - This item provides a subtractive reduction in light damage, provides blindness resistance, and heals your HP if you are blinded.
  • Luminous Wyrm Helm - This item provides a subtractive reduction in light damage and boost your damage based on your remaining HP.
  • Shadowkitten Spray - This item provides a subtractive reductions in light and darkness damage and a boost to CHA.


Darkness
  • Head of Raydius Dragon - This item provides a subtractive reductions in Earth and Darkness damage and a minor boosts to DEX and STR. This item has a 1 turn activation delay, cost Z-Tokens to attempt to acquire, and is Guardian only.
  • Kragoth's Helm - This item provides a subtractive reduction in darkness damage and provides a STR boost.
  • Shadowkitten Spray - This item provides a subtractive reduction in light and darkness damage and a boost to CHA.
  • Liquid Courage - In addition to providing a multiplicative reduction to darkness damage and provides a boost to panicked and fear statuses.
  • Catcher's Mask (location: Edge of Extinction Hub, Granemor Graveyard) - In addition to providing a multiplicative reduction to darkness damage and provides a boost to ranged defense.


Damage Boosting Miscs.

  • Sword Master Emblem - This item boosts damage from all sword attacks. There are also emblem misc items for other weapon types.
  • Knight Helms - This item boosts the BTH of player attacks based on the element of the aligned kingdom.
  • Paladin's Oath - This item boosts light damage attacks, boosts CHA and LUK, and has the ability to summon an Artix guest.
  • Legendary Shadow Crystal V1 - The characteristics of this item change on a daily basis. The most interesting day for the warrior is Minotaur day when this item provides a huge boost in attack damage, a decrease in earth damage, and boosts to STR and END. The other days can be useful for subtractive resistances in Water, Wind, and Darkness.
  • Legendary Shadow Crystal V2 - Like V1, the characteristics change on a daily basis. While not as useful as V1, this is worth an inventory slot.
  • Gogg's Fortune - This item boosts your LUK, and increases the damage you take, but provides a chance to gain Celerity for the player's whole side.
  • Power Shard Hogg - This item provides high boosts to STR and END and is a must have at lower levels.
  • Mighty Twilight Mirror - This item provides a boost to STR and increases player damage against shadow creatures.
  • Deft Twilight Mirror - This item provides a boost to DEX and increases player damage against shadow creatures.
  • Insightful Twilight Mirror - While this item boosts INT (useless to warriors), it also reduces damage from both Light and Darkness attacks, and increases damage to shadow creatures.


Healing Miscs.

  • Crystal of Restless Shadows - This item provides subtractive reduction in damage from both light and darkness. The item also decreases the damage you deal and heals your HP each turn.


Utility/ Compression/ Sundry Miscs.

  • Eye of the Unholy - This item provides multiplicative damage resistance based on your kingdom alignment.
  • Cyclops Eye - This item provides multiplicative elemental resistance based on the element of your opponents attack. Due to the way this functions, it can be useful against single element monsters but not very useful against multiple element monsters.
  • Snide Transformation Formula - This item provides the water armor mentioned in the armor section above.
  • Pendant of The'Galin - This item defends against a random element each round, provides a boost to END and CHA, and boosts the player's BTH.
  • Spirit Stone - This item allows you to call the Guardian Spirit guest and provides a boost to your CHA.
  • Friendship Bracelet - This item is a special offer for referring a friend to AQ. It boosts your CHA and allows you to call an earth guest.
  • Gemini Pendant - This item allows you to call the Gemini Twins as a guest. The Gemini Twins seek between Earth and Wind damage.







TRB1965 -> The Training Academy: Ultimate Warrior Guide (part 8) (2/18/2016 17:36:24)


Golden Gift Boxes


[UHG010]
The items listed below are in the Golden Gift Box shop and may be useful for the reasons listed.

Recommendations updated to reflect the August Gift Box release.

Common Shop
  • Land Shark - This is a permanent addition to the gift boxes so no rush to obtain. This earth pet could be considered an alternative to those in the pet section of this guide.
  • Shikyo Mask - This is a permanent addition to the gift boxes so no rush to obtain. This has subtractive defense to darkness and is a legitimate alternative as a subtractive misc for darkness.
  • Kitsune Mask - This is a permanent addition to the gift boxes so no rush to obtain. This has subtractive defense to fire and is a legitimate alternative as a subtractive misc for fire.
  • 13th Mask - This item has multiplicative resistance to darkness and provides a BTH boost. This is probably the top darkness misc. in the game at this point in time.


Rare Shop
  • Darkovian Bulwark - This shield can toggle between earth and darkness and has a blocking boost against Vampires and Werewolves.
  • Zardribargribarg - The skill takes up a spell slot and uses STR as a damage stat and does earth damage.


Ultra Rare Shop
  • Star Sabre of Hatred - This 0% proc energy weapon has a 5% damage bonus and may be preferable at all levels except end game.
  • Call Dunamis - This spell calls the Dunamis guest to boost your melee attacks.
  • Diamond Flutterby - This ice pet can be toggled between a pure damage attack and a attack that can freeze your opponent.
  • Thrale's Scorn - This fires weapon has a +30% damage boost at the cost of player taking approximately 18% additional damage from your opponent.
  • Cleric of Carnafex - Fully offensive armor with equal resistance to fire and ice. Also a skills which seeks between fire and ice.


    Awe!!! Upgrade
    When purchased this gift box causes your no-drop Blade of Awe to scale to your level versus scaling to your level -5.




Void Take Over


As of 8/14 the current void take over challenge is Caecus.

  • Pyromancer Blood Mage Armor - Fully Offensive Fire Armor that boosts all spell damage at the cost of some HP. The boost applies to SPells so warriors may find some use for this armor but this is a very difficult fight for warriors.



Seasonal Rares


[UHG011]
There is no guarantee of any particular item from any event returning in the future. If these items do return for these events, these are items worth considering for your warrior's inventory.


  • WHEEL (Harvest Festival) - This is worth acquiring as you water armor and it can be your earth armor providing compression.
  • Drop the MOAP (Harvest Festival) - This SP fire spell uses CHA for a stat as opposed to INT. This spell uses all of your SP doing more damage the higher your SP.
  • Necromantic Cry (Snugglefest) - This SP wind spell uses CHA for a stat as opposed to INT.
  • Meteorbak (Blarney War) - This SP darkness spell uses STR for a stat as opposed to INT. It does have a inaccurate lean.
  • Golden Gween (Blarney War) - You can spend gold every turn to boost the damage of this pet making it a top choice for an earth pet.
  • Ninja Lawyer Assassin Contract (Blarney War) - The spell calls a guest that you have to pay gold for it to attack. You choose between an attack that can Entangle, an attack that can inflict bleed, and a pure damage attack.
  • Green Dragon Ocarina (Grenwog) - The misc. provides multiplicative resistance to earth, boosts player CHA, and allows you to summon a SP upkeep earth guest.
  • Call EgGobbler (Grenwog) - Call spell for a SP upkeep darkness guest.
  • Tyrannochicken Rex Rider (Grenwog) - Fully Offensive wind armor with a good wind skill to boot. Has a level 135 tier and a level 150 tier. Both adventurers and guardians can grab this to replace Horde's as your end game armor.
  • NightSever (April Fools) - 0% proc Earth weapon with a multitude of triggers than increase the damage of the weapon.
  • Aria's Rattle (April fools) - Boost pet BTH and damage. Very useful for beast builds to get burst damage but hard to maintain this and a guest long-term.
  • Father Time (Father's Day) - This ice shield not only provides -26 to ice, it also has an effect activated by clicking on the shield that restores both the player's and the monster's HP, SP, and MP. With this can you to inflict a status, then recover any lost HP, SP, or MP but leave the status intact.



Helpful Links


[UHG012]
Master List of Game Formulae by Kaelin
The Training Academy: Ultimate Ranger Guide by Jdilla
A Guide to Adventure Quest History and Lore by James Lu
Equipment Comparison Forum
Comparison Request Forum
Q&A Forum



Credits


[UHG013]
Thanks to all the previous owner's of this guide. This guide wouldn't be possible without their past efforts.
Thanks to all the folks in the Equipment Comparison and Comparison Request forums. Their analysis of equipment makes it possible to make determination of the usefulness of many of the items in the guide.
And a special thanks goes to Jdilla. In addition to granting permission to use portion of the Ranger's Guide, Jdilla has provided much feedback and guidance on the creation of this guide. This guide wouldn't be nearly as good (or have been created nearly as quickly) without Jdilla's help.




Link Maintenance Section


[UHG014]
This section is here strictly to assist me in policing links that point to info submissions as opposed to Encyclopedia entries. It serves no other purpose and you can ignore it.


  • Ultra Omni Knight Blade (location: Twilly >> Anniversary Events >> Rise of the Shadow Council)
  • Silver Blade of Victory (location: Warlic's Shop >> Buy Magic Equipment)
  • Greater Bright Blade of Victory (location: Warlic's >> Quests >> Blades of Victory!)
  • Kopesh Weapons (location: Today's Events >> Explore the Pyramid)
  • Greater Dark Blade of Victory (location: Warlic's >> Quests >> Blades of Victory!)
  • Flawfish (location: Travel Map >> Darkovia Forest >> DracoPyre Legacy >> 6. Hall of Memories >> Open Doors >> Right >> 4. Transmorphers: Beast Hostilities)
  • Osiris Shield Series (location: Today's Events >> Explore the Pyramid
  • Scarab Shield Series (location: Today's Events >> Explore the Pyramid
  • Call Poutine Golem (location: Travel Map >> Frostvale >> Chilly's Shop)
  • Call Mittens (location: Travel Map >> East >> South >> Haven >> How was this town founded?) - Calls a SP upkeep Earth guest.
  • Call Scion (location: Travel Map >> Darkovia >> Dracopyre Legacy >> 6.Hall of Memories >> Open Doors >> Right Arrow >> Bonus: Hostage to Misfortune)- Calls a SP upkeep Darkness guest.
  • Recovery Series (location: Yulgar's >> Hans >> Shopping >> Beginner/Intermediate/Advanced >> Shields)
  • Waters of Immortality (location: Travel Map >> Granemor >> General's Tower >> 14: Pool of Eternity )
  • Seeds of Restoration
  • Purifying Pollen (location: Travel Map >> East >> South >> Haven >> Mind if I explore town a bit? >> Click on Haven >> Medical Shop >> Got Any Quest : Must complete "Can't Wait to be Undead" and "Fern Bully" quests)
  • Mending Vines (location: Travel Map >> East >> South >> Haven >> Mind if I explore town a bit? >> Click on Haven >> Medical Shop >> Got Any Quest : Must complete "Can't Wait to be Undead" and "Fern Bully" quests)
  • Healing Seeds (location: Travel Map >> East >> South >> Haven >> Mind if I explore town a bit? >> Click on Haven >> Medical Shop >> Got Any Quest : Must complete "Can't Wait to be Undead" and "Fern Bully" quests)
  • Scarab Swarm (location: Toady's Events >> Explore the Pyramid)
  • Entangling Vines - SP Earth skill that uses CHA for damage and attempts to entangle your opponent.
  • Catnip Senses (location: Travel Map >> East >> South >> Haven >> Mind if I explore town a bit? >> Click on Haven >> Medical Shop >> Got Any Quest : Must complete "Can't Wait to be Undead" and "Fern Bully" quests)
  • Badb Catha (location: Warlic's >> Mastercraft Sets >> Celtic Set!)
  • Harpy Dragon (location: Robina's >> Quests! >> Next x4 >> Play the Harpie)
  • Scarab Pet (location: Today's Event >> Explore the Pyramid)
  • Coire Dagdae (location: Warlic's >> Mastercraft Sets >> Celtic Set! >> click through dialouge >> Muirias Island)
  • Eye of Osiris (location: Today's Event >> Explore the Pyramid)
  • Catcher's Mask (location: Today's Event - Thursday the 12th)





Change Log


[UHG014]
02/18/2016 - Originally published.
02/19/2016 - Numerous clarifications and additions thanks to Brasca123. Changed colors on elements to match the Encyclopedia thanks to Carandor.
02/21/2016 - Added a few items to Seasonal Rares.
02/24/2016 - Gift Box section updated for the February Golden Gift box releases.
02/29/2016 - Added note to Void Take Over section.
03/05/2016 - Updated Void Take Over Challenge.
03/06/2016 - Updated Call Spells that only have info subs to point to the guest instead of the spell (except for Scion which I can't find a info sub for the guest).
03/17/2016 - Updated Call Scion link to point to the guest info in infosubs. Thanks to IMR for posting the information.
03/19/2016 - Added Golden Gween to seasonal rares section.
03/25/2016 - Added Tyrannochicken Rex Rider to seasonal rare section.
04/02/2016 - Added Aria's Rattle to season rare section.
04/03/2016 - Seasonal rare entry for Green Dragon Ocarina updated to reflect update to the misc. item to multiplicative standard.
04/04/2106 - Added Ninja Lawyer Assassin Contract to season rares section.
04/05/2016 - Added links/ detail to basic elemental shields.
04/07/2016 - Added information on the 8 elemental plate armors.
04/08/2016 - Revised information on the basic elemental shield to reflect the updated shields.
04/08/2016 - Updated several links to point to more accurate locations thanks to afterlifex.
04/13/2016 - Fixed a couple of typos, updated a couple of links, and added locations to weapons where that isn't readily apparent in the info subs thanks to Brasca123.
04/15/2016 - Fixed a couple of typos, updated a couple of links, and added locations to armors and shields where that isn't readily apparent in the info subs thanks to Brasca123.
04/15/2016 - Updated the Golden Gift Box section to reflect the April update.
04/16/2016 - Fixed a couple of typos, updated a couple of links, and added locations to spells, pets, misc., gift boxen, and seasonal rares where that isn't readily apparent in the info subs thanks to Brasca123.
04/22/2016 - Added elemental Zard call spells from the ZardHunter shop update to the spells section.
04/23/2016 - Added link maintenance section to monitor links to info subs.
04/24/2016 - A couple of minor link fixes thanks to Brasca123.
05/05/2016 - Updated void takeover section.
05/11/2016 - Updated links for elemental plates, elemental shields, Baby Frogazrd, Guardian Frogzard, Twlight Mirrors, and Planadin's Oath.
05/13/2016 - Updated Golden Gift Boxes for the May releases.
05/18/2016 - Fixed reference to Wind Dragon Blade thanks to Keno Chao.
05/26/2016 - Added Catcher's Mask to Darkness Misc.
06/04/2016 - Updated links/ locations for Zard call spells.
06/06/2016 - Updated link for Thorns spell.
06/10/2016 - Added 3 shields thanks to Brasca123.
06/16/2016 - Added June Golden Gift Boxes and new void challenge.
06/17/2016 - Added links for 4 misc thanks to Brasca123.
06/17/2016 - Updated link to Father Time.
06/18/2016 - Updated link to LSCV1.
06/22/2016 - Added pedia link for Chimeran Armor thanks to Carandor.
06/24/2016 - Added DoRay Shields.
06/28/2016 - Revised Earth armor section to reflect Rust Raider armor.
07/14/2016 - Updated entries for Void Visor and Horo-Show Void Visor thanks to ruleandrew and Carandor.
07/21/2016 - Added Carnafex Visage to Golden Gift Boxes.
07/21/2016 - Added Cleric of Carnafex to Golden Gift Boxes.
07/31/2016 - Added Custom Pet.
08/09/2016 - Added Caranfex Blade as Fire and Ice Weapon. Added Magna Blade as special mention Ice Weapon. Added Gemini Pendant.
08/11/2016 - Removed Nerfkitten after the update :(. Added BulbaZard and PikaZard.
08/14/2016 - Updated current void takeover challenge.
09/04/2016 - Changed Ice Armor recommendation to Ice Cream Crusader ; added Ice Cream Golem to ice pets.
09/24/2016 - Added Awe!!! Upgrade information to Golden Gift Box section.

Looks good to me! Fantastic work updating it to be current. Thanks TRB! ~James




Bolter -> RE: The Training Academy: Ultimate Warrior Guide (4/11/2016 21:49:19)

I thought AQxe is the strongest Melee Wind Weapon now?




TRB1965 -> RE: The Training Academy: Ultimate Warrior Guide (4/11/2016 23:48:41)

In terms of pure damage, AQxe will do more damage. However it's at the end of a difficult quest. Silver Blade of Victory can be purchased without a quest. Some may be turned off by the inaccurate lean of the AQxe. I'm sure if you were to request a comparison, the damage difference would be minimal. That's why I recommend the Silver Blade of Victory.

Keep in mind that the purpose of the guide is to offer one plausible path. You may well prefer other items.




KendrixLamar -> RE: The Training Academy: Ultimate Warrior Guide (4/13/2016 4:50:38)

what would you say in your opinion is the best end game element for the blade of awe?




Andlu -> RE: The Training Academy: Ultimate Warrior Guide (4/13/2016 6:16:12)

^ if you have armors/Shields for every element I recommend either Earth or wind




TRB1965 -> RE: The Training Academy: Ultimate Warrior Guide (4/13/2016 8:55:49)

@KendrixLamar- My generic recommendation (already covered in the guide) is that your Awe element be set to Water.

quote:

It is recommended that you set your no-drop element to the element where you have the weakest elemental coverage. Following the guide below with no rare, special offer, or gift box options, that element is currently water.


You really should post that question in the Q&A forum along with linking to your character so your inventory can be analyzed.

[edit] Added the new call spells from the ZardHunter shop to the spell section. Beastmasters rejoice. There is now a SP upkeep guest for every element.

[edit] Added new void challenge.




Rorro99 -> RE: The Training Academy: Ultimate Warrior Guide (part 6) (5/11/2016 19:28:32)

Are these the pets that you would use in beastmaster warrior too? Or are these pets just for pure warrior?




Brasca123 -> RE: The Training Academy: Ultimate Warrior Guide (part 6) (5/11/2016 20:03:13)

pets don't really need to be differed between the good for pure builds and the good for beastmaster builds anymore, reason being that they always attack nowadays, instead of attacking only part of the time like they did in the past

if anything, effect pets aren't that good for pure builds because you won't have a big chance of inflicting the statuses on the enemy, though one might argue that damage pets will deal so little dmg with pure builds that they don't really compensate, making effect pets better, even with a smaller chance of status

in the end, it falls down to the player preference, going for pure damage or for utility works well for both beastmasters and for pures




TRB1965 -> RE: The Training Academy: Ultimate Warrior Guide (part 6) (5/11/2016 22:57:23)

Yeah. What Brasca said. There really aren't beastmaster pets and non-beastmaster pets any more.

And - 05/11/2016 - Updated links for elemental plates, elemental shields, Baby Frogazrd, Guardian Frogzard, Twlight Mirrors, and Planadin's Oath.




blue.rellik -> RE: The Training Academy: Ultimate Warrior Guide (part 6) (5/11/2016 23:49:31)

Awesome guide, it's been of great use for my warrior after my return to the game. I have a few queries on other items, which I'd like your feedback on.

How does Caladbolg compare with the Darkness Victory Blade?
What about Kingdom Breaker? Is that still the strongest melee light weapon?





TRB1965 -> RE: The Training Academy: Ultimate Warrior Guide (part 6) (5/12/2016 8:27:41)

@blue.rellik - individual questions like those should be asked in either the Q&A forum or Equipment Comparison Forum.




Keno Chao -> RE: The Training Academy: Ultimate Warrior Guide (part 6) (5/17/2016 6:18:11)

You said in the guide that Wind Dragon Blade doesn't require questing, but it's at the end of the Guardian Dragon War. Think you got it confused with the rest of the Dragon Blades




TRB1965 -> RE: The Training Academy: Ultimate Warrior Guide (part 6) (5/18/2016 9:32:35)

@Keno Chao - Thanks. Fixed it.




Rafiq von den Vielen -> RE: The Training Academy: Ultimate Warrior Guide (part 6) (5/21/2016 5:13:31)

Just noticed under the spell section that you list the Thorns spell under "same location as Entangling Vines", but do not say where Entangling Vines is located.

Or I just can't read. Thanks, below.




Brasca123 -> RE: The Training Academy: Ultimate Warrior Guide (part 6) (5/21/2016 7:38:14)

@above. the linked entangling vines write-up has the location




TRB1965 -> RE: The Training Academy: Ultimate Warrior Guide (part 6) (5/21/2016 10:39:47)

Just to clarify, I only specify location in the guide if I believe the location isn't clear in linked info sub entry. If I don't specify a location, then the linked entry in info subs or the encyclopedia sufficiently provides the location.

[edit] Added Catcher's Mask to Darkness Misc. I don't think I'll add Unlucky Axe. I don't think it beats Greater Dark Blade of Victory as it basically does the same damage but lowers defense.




Brasca123 -> RE: The Training Academy: Ultimate Warrior Guide (part 6) (6/3/2016 21:34:45)

the call spells from frogzard hunter shop now have their proper pedia entry




TRB1965 -> RE: The Training Academy: Ultimate Warrior Guide (part 6) (6/4/2016 1:18:11)

Thanks Brasca123 - updated.




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