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Optimization Academy of Lore: Builds, Expectations, Weapons and Armors

 
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8/20/2017 23:44:45   
Legendary Ash
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Optimization Academy of Lore: Builds, Expectations, Weapons and Armors


What this guide will do and what it will not do:
This guide is meant to give guidelines of what to do for a character -- advice on the best equipment on each category and strategies complementing builds. While the suggestions given within the guide will be adequate in generic situations, it may not answer specific questions that can and will present itself as you play.

To ask for specific advice visit AQ Questions and Answers, Equipment Comparison, or other guides within this forum.

Players are expected to make decisions on their own to build characters to their liking with guidelines of general strategies, understand that a less optimized character is viable to a certain extent.

Ward_Point explains how to use the advice within this guide



Index

*To quick find press ctrl + F on the keyboard and type the numerical code beside the section desired, view the example of [1] Weapons for the decimal numbering system 1 to 96 that are associated with specific elements, for specific pairings in Multielement, type lowest to highest value from left to right*

[1] Definition of Builds, Playstyle and Stats
[1.0] Stats formulas
[1.1] Pure Warrior/Ranger, Hybrid, Mage, Beastmaster
[1.2] Annihilator Warrior/Ranger, Hybrid, Mage, Beastmaster
[1.3] Beast Warrior/Ranger, Hybrid, Mage
[1.4] Ranged Mage

[2] Expectations in Combat
[2.1] What are MasterCrafts?
[2.2] Status Conditions are Magic: Tactical advantages
[2.3] Guardians: Elementalising No Drops
[2.4] Equipment progression Pathways

[3] Weapons
[3.0] No drop
[3.01] Fire
[3.02] Water
[3.03] Wind
[3.04] Ice
[3.05] Earth
[3.06] Energy
[3.07] Light
[3.08] Dark
[3.098] Multielement
[3.1] Fire
[3.2] Water
[3.3] Wind
[3.4] Ice
[3.5] Earth
[3.6] Energy
[3.7] Light
[3.8] Dark
[3.95] Harm
[3.98] Multielement

[4] Armors
[4.0] No drop
[4.01] Fire
[4.02] Water
[4.03] Wind
[4.04] Ice
[4.05] Earth
[4.06] Energy
[4.07] Light
[4.08] Dark
[4.098] Multielement
[4.1] Fire
[4.2] Water
[4.3] Wind
[4.4] Ice
[4.5] Earth
[4.6] Energy
[4.7] Light
[4.8] Dark]


[1]

Definition of Builds, Playstyle and Stats


A build is the base of a character, it determines the style of delivery in the amount of damage, bonus to hit, defenses and health. New players have the dilemma of choosing a build, it is costly in terms of time and gold spent to change builds.

What is a Warrior and Ranger?
A Warrior uses Melee weapons, while a Ranger uses Ranged weapons with a base of 50% melee +38.5% from Str for Warriors or +30.8% from Str and +7.7% from Dex for Rangers +11.5% from Luk for 100%, they may use standard skills by expending Sp worth 22.125% melee per turn. The sub category of 100% weapon special proc rate Bows and Guns are designed for Defensive Rangers as the 80% output armor lean does not affect it.

What is a Hybrid?
A Hybrid uses Melee or Ranged weapons and mana as a given resource which holds a portion of a mage's power to deal damage, they may use standard skills by expending Sp worth 22.125% melee per turn. The traditional hybrid deals 188.5% melee with standard spells per turn for four turns and deals 100% melee for twelve turns. Largely underdeveloped due to lack of recognition in its benefits which result in no demand, are quickcast spells, a no turn cost action that removes the assumption of a mage's 77.875% melee turn in a turn cost spell, permitting the use of both the investment in Str and Int for 22.125% melee each on every turn, a mana upkeep on a Melee/Ranged weapon or Armor was released on four items that became rare, Int is only used for its mana to boost an item's damage output that retains its own stat damage design.

What is a Mage?
A Mage uses mana as a given resource which holds a portion of a mage's power to deal damage and may use standard skills by expending Sp worth 22.125% melee per turn. The traditional caster deals with standard spells a base of 100% melee +77.5% from Int +11.5% from Luk for 188.5% per turn for four turns and does lower fallback damage with Magic weapons with a base of 37.5% melee +28.875% from Int and +11.5% for 77.875% from Luk for sixteen turns once the original supply is depleted. The sub category of 100% weapon special proc rate Wands or Tomes that compress a standard, an efficient spell a base of 75% melee +57.75% from Int +11.5% from Luk for 144.25% and a 60% spell cost mana regeneration option to reuse either of the two spells, are designed for Defensive Mages as the 80% output armor lean does not affect it. Largely underdeveloped due to lack of recognition in its benefits which result in no demand, are quickcast spells, a no turn cost action that removes the assumption of a mage's 77.875% melee turn in a turn cost spell to eliminate spell-armor lean inefficiency in Offensive leans, a mana upkeep on a Melee/Ranged weapon or Armor was only released on four items that became rare, Int is only used for its mana to boost an item's damage output that retains its own stat damage design.

What is a Beastmaster?
A Beastmaster uses Melee, Ranged or Magic weapons that use Cha for stat damage to deal 77.875% melee and expends 22.125% melee worth of resources such as Hp, Mp and Sp on guests per turn to account for the 22.125% transferred from the weapon to them, which is combined with another 22.125% melee from a skill and a bonus 10% for the weapon+skill compression. They may use standard Cha skills, which are identical in power and cost as an Int skill, although not recommended as it doesn't account for the power transferred by the Cha weapon. Largely underdeveloped due to lack of recognition in its benefits which result in no demand and shortsightness of players who obssess over a useful MC that goes into power and statuses, Cha weapons using up a MC remove the damage penalty to be comparable to Melee and Ranged weapons are viewed negatively and thus were changed into Str/Dex/Int weapons that requires a 5% power penalty to only use Cha in place for Lucky Strikes, known as Ferocious Strikes.

[1.0]
Stat formulas:
Strength (STR): The primary stat to warriors and hybrids granting Str/8 damage Str*3/40 bonus to hit to Melee and Str/10 damage Ranged weapons.
Dexterity (DEX): The primary stat to rangers, granting Dex/8 blocking and Dex*3/20 bonus to hit to Ranged weapons. A secondary stat granting Dex*3/40 bonus to hit to warriors, hybrids, beastmasters and mages, crucial to using Ranged as an alternative to Magic weapons.
Intelligence (INT): The primary stat to mages, granting Int*3/32 stat damage Int*3/40 bonus to hit to Magic weapons.
Endurance (END): The tertiary stat granting 23.8(1 + 0.066*Level)*End/(16*1.4) more health, keeping a small amount edges out unfavourable chaos in numbers and allows more risky strategies.
Charisma (CHA): The primary stat for beastmasters granting Cha*3/32 stat damage to Cha weapons, Cha/15 damage Cha*3/40 bonus to hit to pets and guests, it increases attack rate for older pets.
Luck (LUK): The tertiary stat granting Luk/40 blocking + bonus to hit, Luk*3/8 Lucky Strike damage at a 10% rate and contributes to Initiative saves, whoever has the the higher Random number roll from 1 to 100 and + Luk, goes first.
*Stat damage is distributed in 25% to Base and 50% to Random, Skills and Spells have increased or decreased primary stat damage depending on the equivalent melee% worth.

Below are the various build types and stat progression, your personal progression may vary depending on equipment priorities.

[1.1]
Pure Warrior/Ranger, Hybrid, Mage, Beastmaster
A character-centric build with additional health to utilize health cost equipment with reduced repercussions if the attack did not connect, it prioritize 200 Primary with Dex or Luck following after, although both stats can be raised equally as maxing a single stat costs more gold at lower levels.

Lv Prime Second End Cha Luk
020 070 | 030 |*
040 120 | 080 |*
060 150 | 140 | ---- | ~~ | 010*
080 190 | 190 | ---- | ~~ | 020*
100 230 | 230 | ---- | ~~ | 040*
120 250 | 250 | ---- | ~~ | 100*
135 250 | 250 | 050 | ~~ | 125*
150 250 | 250 | 050 | ~~ | 200*
*Hybrid would distribute Str as Primary and Int as Secondary while using Werepyre subrace's Force of the Night to cause Melee and Magic attacks to use INT/16 + STR/16 for damage and STR*3/40 + INT*3/40 + LUK/40 for BtH. Magic attacks get +1/3 damage, Lucky strike damage not affected to bring them up to Melee standard.

[1.2]
Annihilator Warrior/Ranger, Hybrid, Mage, Beastmaster
An maximized character-centric build that trades a Pure build's End for Luk, prioritize 200 Primary with Dex or Luck following after, although both stats can be raised equally as maxing a single stat costs more gold at lower levels.

Lv Prime Second End Cha Luk
020 070 | 030 |*
040 120 | 080 |*
060 150 | 140 | ~~ | ---- | 010*
080 190 | 190 | ~~ | ---- | 020*
100 230 | 230 | ~~ | ---- | 040*
120 250 | 250 | ~~ | ---- | 100*
135 250 | 250 | ~~ | ---- | 175*
150 250 | 250 | ~~ | ---- | 250*
*Hybrid would distribute to Str as Primary and Int as Secondary while using Werepyre subrace's Force of the Night to cause Melee and Magic attacks to use INT/16 + STR/16 for damage and STR*3/40 + INT*3/40 + LUK/40 for BtH. Magic attacks get +1/3 damage, Lucky strike damage not affected to bring them up to Melee standard.

[1.3]
Beast Warrior/Ranger, Hybrid, Mage
A friendship and teamwork-centric build that sees Pets and Guests as equals to the character, with a small dip in Dex or Luck, Dex grants blocking and bonus to hit at higher quantities, while Luck trades that for a small increase to damage, Luck can be traded for End for additional health to utilize health cost equipment with reduced repercussions if the attack did not connect.

Lv Prime Second End Cha Luk
020 040 | 020 | ---- | 040*
040 080 | 040 | ---- | 080*
060 120 | 060 | ---- | 120*
080 145 | 110 | ---- | 145*
100 180 | 140 | ---- | 180*
120 200 | 200 | ---- | 200*
135 225 | 225 | ---- | 225*
150 250 | 250 | ---- | 250*
*Hybrid would distribute Str as Primary and Int as Secondary while using Werepyre subrace's Summon Wolfbat Swarm for the 10 BtH lean and Force of the Night to cause Melee and Magic attacks to use INT/16 + STR/16 for damage and STR*3/40 + INT*3/40 + LUK/40 for BtH. Magic attacks get +1/3 damage, Lucky strike damage not affected to bring them up to Melee standard.

[1.4]
Ranged Mage
A caster equally trained in arts of a ranger build that has partial Str to utilize Ranged weapons at 1% proc and above that surpass Magic weapons and has skill costs of a Warrior/Ranger, may select among End for additional health to utilize health cost equipment with reduced repercussions if the attack did not connect, Cha to have Pets and Guests be equals to the character and Luck for a small increase to damage.

Lv - Int - Dex - Str - End - Cha Luk
020 070 | 030 |
040 080 | 080 | 040
060 120 | 120 | 060
080 160 | 160 | 080
100 200 | 200 | 100
120 200 | 200 | 100 | --- | -- | 100*
135 200 | 200 | 100 | 25 | -- | 150*
150 200 | 200 | 100 | 50 | -- | 200*
*End, Cha and Luk values can be redistributed Lucky strikes are not as important


[2]

Expectations in Combat

Players are provided eight active slots to hold one weapon, armor, shield, skill, spell, pet and misc for each of the eight elements to attack the largest elemental weakness of the enemy and defend against the enemy's attack element, the options under Skill Point bar has a More button to select Ready Inv Before Battle setting to avoid a hard hit should the monster go first and its attack element does not match the defending equipment. Battles are slower if the player opts to attack at a lesser elemental weakness and monsters hit harder if resistance are lower than the values expected at their level.

At early levels multielemental monsters are easier to deal with as the range of what is considered good resistance for the other seven elements is only a few percentage of resistance off from the primary element. Resistance miscs allow players to fight against high level enemies that otherwise cannot be defeated, they become significant as secondary defense as the player levels since armor and shield resistances grow at a rate that leads to a widening of the ratio among the seven element resistance's spread to the primary element.

At times there are specially designed monsters that derive their power from stacks and present status conditions, they may require specific equipment and actions to offset that power. Be aware of unbeatable boss monsters, they are not mandatory to continue in quests, they may have stats and levels exceeding that of the player's cap, invulnerability to statuses, unique elements and actions that immobilize or inhibit the player to a high degree.
[2.1]

What are MasterCrafts?

Adventure Quest has a tradition of releasing an annual set of stronger than normal items that in the past were referred as "Ubers". That term became inaccurate as equipment similar in power existed outside of these sets and may be released as separate items. The appropriate term is Mastercraft, which is defined by a 10% increase in prices for a 5% increase in overall power. This power may translate into a boost in small quantities in damage, bonus to hit, health, mana, defenses, bonus to saves and status conditions, known as a Power MC, or on easing the compression penalty of 10% by 5% on compression of up to three items in one slot.

Mastercraft armors and shields, more on the former attract the attention of players as these equipments are used by all builds. Those who grind experience to level quickly may find themselves low on gold to train stats and develop other categories of equipment should they constantly choose them early on.

Its necessary to remember that Mastercrafts are the final polish for equipment, they are by no means mandatory to enjoy normal gameplay and generic situations. At times there will be MC items that only appear for a limited time for real money currency of Tokens, halt and take into consideration for example if the proc of a special produces an acceptable special output before even glancing at its MC. Ideally any purchase with Tokens should be with miniscule flaws to stand the test of time for any future item to defeat it and with the thought that it will be an item of permanent usage on the active inventory accessible in battle.
[2.2]

Status Conditions are Magic: Tactical advantages

Monsters have varying stat spreads, therefore a save advantage is established when it is lacking in the targeted Monster save stat, given that the player chooses items whose save Stats complements the character's build.

There are items whose triggers can be activated by the player through status conditions granting a 7.5% power bonus, while there is a downtrigger of -5% if not activated.

For the player and monster to successfully inflict status conditions, the value the random number generator from selects from 1 to 100, must be higher than the difficulty, that starts at 50, modified by (Monster Level - ItemLevel)/2, save potence/resistance/penalty, there are two selected stats involved as well, a minor stat most often Luck/20 capped at -+10, a major stat is SelectedStat/10 capped at -+20.
VirtualStat is a stat value expected of to an item's level, it may be used if the thematics of the item do not associate to a particular stat, minor VStat is if InflictLevelStat is less than 90, 0.7123*InflictLevelStat - 19.111 or if InflictLevelStat is greater than 90, 5*InflictLevelStat - 400 and major VStat is 2.1462*InflictLevelStat + 10.399 rounded to nearest 5, a minimum of 0 and a maximum of 200.

Afraid, blind, chi shield, choke, control, daze, dazzle, damage cap, defence boost, elemental shield, mana shield, panicked, paralysis, regeneration, stat reduction floored at -200 are Defensive and bleed, bonus damage, bonus to hit, burn, celerity, defence loss, disease, elemental vulnerability, poison, spiritual seed, stat boost capped at 500 are Offensive. Non damage associated Defensive status conditions involve attacking afterwards to reclaim the invested power, thus are multiplicative with Lean if followed with an armor attack. Burn, control's damage, poison and spiritual seeds are additive as they deal damage based on the applied power and level.

If the player can expect the monster to not act or be immobilized before the turn ends, armor and shield attacks locked to an element receive Elemental compensation from the expectation of using the attack's element against the monster's lower resistances while maintaining as good as possible resistances from the item, may be used against the monster's highest resistance to take advantage of not receiving a punishing strike in poor resistances.
[2.3]

Guardians: Elementalising No Drops

Guardians purchased the privilege of elementalising their Guardian weapon, Weapon of Awe, UltraGuardian Scythe, Guardian Armor, Armor of Awe, UltraGuardian Robes, Guardian Shield, Shield of Awe, UltraGuardian Shield from the default of Neutral, which grants flat or even resistances for each element. Upon selection of an element you will notice alongside the focused element's resistance, there will be two other secondary resistances based on Elemental Wheel as allied elements. It is recommended to select an element based on filling the most lacking in performance of the elements for weapon, armor and shield.

The strategic choice is to elementalise the equipment to Earth for those seeking Power MC equipment since there are no weapon compatible with Staff Emblem below 10% proc, Mages only have Seismic Righteous Claymore that triggers on demons compatible with Sword Emblem, a MC Melee no proc Earth sword is in Golden Giftboxes and armors with moderate values of Elemental Compensation skills locked to Earth are in Packages.

If a player has joined a modern standard subrace namely Werewolf, Vampire, Werepyre or Neko, Guardians have the default element of the subrace as a second no drop armor available in battle, which is Earth for wolves, Dark for vamps, Earth and Dark for Werepyres, Earth and Light for Sol Neko or Water and Dark for Luna Neko. Adventurers can only access the second no drop outside of battle by clicking options under the character's vitals bar, More settings and Adjust Armour/Weapon Between Battles. If the player is at least level 70, an additional final quest is unlocked after the subrace is level 10, that upon completion would update the no drop to level 70 and above like the Advanced purchaseable versions in the subrace class shop.
[2.4]

Equipment progression Pathways

The standard tiering of items is 20 levels due to that value being the lifespan of what is considered a good Armor. However with resistance miscellaneous items they can last up to 45 levels saving gold or tokens.

Arrows trailing a linked item indicate a purchase pathway progression through leveling. Certain items are linked at specific tiers with unique names as that is when the player should replace their current equipment with a new series. Arrows only correctly point to the item when the browser window is not restricted to a small area causing the furthest right words to appear on the next line under.

Items of Defensive and Offensive natures identifiy more closely with the nature on the left and less on the right, those on the lesser end are mixtures of both natures, the nature that constitutes the item the most by melee power determines the category it goes into. Items separated by commas and bounded by arrows (A, R > T, X) are on the same power tier, tiers are determined by the accuracy of the penalty for an equivalent status with respect to rounding and balance errors.

Dual element and Compression items will be identified by the first four letters of the underlined words. Guardian Account items, Seasonals, Z token purchases, Package items and Heromart items will be identified by the capital letters in this sentence.

Equipment progression pathways begin with items from basic shops in the hometown of Battleon and the Rip in the Sky, Elemental Plates and Shields are the first to be picked up, followed by weapons. There is at least one for most elements furthest to the left next to the Lean letters, items on the right are rewards upon quest completion, seasonal items, guardian account, guardian only or golden giftboxes whose chance of obtaining the Rarity tier desired is single digits.

Remember to read the entries on items thoroughly, one needs to address special proc and armor lean synergy as well as meeting stat associated requirements to function effectively before making a purchase especially with Tokens and Golden Giftboxes. New item information entries made by Game Developers can be found in Info Submissions under their respective categories.

[3]

Weapons are separated into Defensive, Mid Defensive, Neutral, Mid Offensive, Offensive categories to identify the range of procs best paired with the selected Armor Lean for maximum output and nature of the effects. Neutral can use Mid Defensive and Mid Offensive weapons for the same average damage if stats meet Expected stats or Offensive with a loss of 1% special damage.
For slower growing stat spread builds, the higher proc% of weapon specials should be used to compensate for missing stat damage and accuracy as specials assume an expected value for not using stats, however it excludes Luck except for Guardian Dragon.
20% proc is the standard value for specials, those higher or lower will be identified by their number continuing right until another number appears, Melee/Ranged/Magic type toggle weapons will be on a row above the separate types, 100% procs used by Defensive may have no special and receive a 10% boost identified by the number.
Any proc less than 100% for Ranged is stronger than than no proc for Offensive Ranged Mage, only use no proc if Armor's MC depend on a normal attack to apply.
Multielement category items have numbers from 1 to 8 behind the decimal associated with the element category in numerical order to be identified by, items of eight elements or more will be without numbers.

Weapons from March 17, 2010 backwards had less Special Base and Random and no Special Lucky Strike percent, after March 21, 2010 Melee and Ranged weapons received a 4/3 Weapon Base and Random adjustment due to a change in standards of relative damage between these types with Magic.
Starting from March 21, 2010 weapons released have 55.94% more Special BR% comparing Bun-Warrior's Sword against The Decapitator.
Weapons from November 20, 2014 backwards had a multiplicative *1.09 or *1.02 for no proc, this was discontinued as the stacking of increasing number of such boosts inflated the end result to a high value making battles easier than intended.
Starting on November 21, 2014 no proc had an additive +9% or +2% that stacked with other additive boosts, though the interaction between additive and multiplicative boosts remain multiplicative, this was discontinued as of Game Engine 44.
Weapons from December 4, 2014 backwards had Special Lucky Strike% equal to a Neutral armor's Stat%, this was discontinued after Luck was changed in an Engine 39 Patch.
Starting from December 5, 2014 Special Lucky Strike% are of a Neutral armor modified by proc rate like BR%.
Starting from January 14, 2019 backwards to 2018's no proc have a multiplicative *1.08, 100% procs with a special have a *1 and those without a special have *1.1, Special BR% was changed from round((1+10/Proc)*(1+0.03*PowLvl)*(1+MIN(2.1462*PowLvl+10.399,200)*(1+0.066*PowLvl)/16/(0.00375*PowLvl^2+0.5625*PowLvl+5.25))) to (1+10/Proc)*(1+0.03*PowLvl)*(1+MIN(2*PowLvl+30, 5*PowLvl, 250)*(1+0.066*PowLvl)/16/(0.00375*PowLvl^2+0.5625*PowLvl+5.25)) and Special BtH from FLOOR(MIN(2.1462*PowLvl+10.399,200)/8+IF(PowLvl<90,MAX(0.7123*PowLvl-19.111,0),MIN(5*PowLvl-400,200))/20+PowLvl/8) to PowLvl/4 + MIN(0.2*PowLvl+1.6, 25).

No Drop [3.0]
Fire [3.01]
D 10
Ranged Six-Ton Gun, Drakel Tube from The Dark Forest
MD
40
Melee Volcano Mace
28
Melee S Pumpkin Carver
N
Magic S Pumpkin Dicer
MO
2
Melee Fangmaw Axe
O
Melee
- Comp Infernal Bludrut Blade
Water [3.02]
D 10
Ranged Lavistria's Bow
MD
30
Melee Darklaw
N
Melee Plungerizer
Magic S Cinco de Mayo
O
Ranged Trakel Harpoon
Wind [3.03]
D 10
Ranged Websplurter
N
Melee S Burrito of DOOM, Z Derenian Conqueror
Magic Z Mystic Derenian Conqueror
MO
10
Melee Zhilo's Axe
Ice [3.04]
MD
22
Melee Auger of Brontus
Earth [3.05]
N
Melee/Magic Z Klaw of El Tigre
Melee Great Forest Axe
O
Melee Long Sword, Short Sword, Frogzard Sword, Z Neko Claws
Ranged Spear
Magic Wooden Staff, Z Mystic Neko Claws
Energy [3.06]
MD
22
Magic Fansarin's Machete
Light [3.07]
D 10
Ranged Salvation Bow
O
- D Melee/Magic Z King's Song
- O Melee Legendary Blade, Mythical Blade, Salvation Blade
Magic Salvation Scepter
Dark [3.08]
20
Ranged S Corpse Cannon
N
Ranged Dark Angel Spear
15
- D Magic Nightmare Blade
O
Melee
- Comp Infernal Bludrut Blade
Multielement [3.098]
MD
50
- D Melee Flaxe
MO
10
Melee Blade of Awe
Ranged Spear of Awe
Magic Staff of Awe
5
Melee Guardian Blade, Guardian Dagger
Ranged Guardian Spear
Magic Guardian Staff
4
Melee Powerful UltraGuardian Scythe
Ranged Swift UltraGuardian Scythe
Magic Arcane UltraGuardian Scythe

Fire [3.1]
D 10
- D Magic Mana Wand
- O Ranged Bow of Stormfallen
- Skill P Protoparagon Mk 3 Blaster
- Comp P Crystalpyre Sharpshooter
Magic Flame Djinn Wand, S Card of Hearts
20
- D Magic
- Spell Book of Burns from Arena of Enthusiasts
- O Ranged S Overheated Baby Bottle, Quester's VBG > Black Spot, Fire Mantik Bow from Robina Hood's Big Monster Hunt, S Bow of Hearts, P Akriloth's Carnage Bow
Magic Harvest Festival 2015 Spoon
MD
40
- O Magic Fire Magestaff
35
- O Melee Hotshot Sword
N
- D Melee/Magic Z Blood Storm, P Heart's Crusher
Melee Z Lovely Axe, SZ Ramshead's Cleaver from Scourge of the Pumpkin Spies
Magic Crimson Flame
- O Melee/Ranged/Magic
- Armor P Rastille's Wrath
Melee/Magic
- Armor P Akriloth's Hatred
Melee Fire Lord's Axe, Quester's Shimmering Axe, Severance > Blood Blade, Gourd Smasher from Robina Hood's Big Monster Hunt, S Foam Finger from Season of Shipping, S Khainsword, S Liberty Torch, Z Nulgath's Wrath, Z Thrale's Scorn
Ranged Sariel's Vigil, Flaming Glaive > Adolescent Dragon Knight's Fang
Magic King's Staff > GA Molten Staff, Torch Foot Brazier from Robina Hood's Big Monster Hunt, Vassal's Influence
- Comp Wicked King's Wrath from Underworld Part IV: Escape the Wicked King
MO
10
- D Melee/Ranged/Magic Blade of Agony's Blood
Melee Axe of Agony's Chains,
Ranged Spear of Agony's Chains
Magic Staff of Agony's Chains,
- O Melee Fist of Fire, P Akriloth's Carnage Sword
- Comp Cerberus' Fury from Underworld Part I: The Hunt for Hollow
Magic P Akriloth's Carnage Staff
O
- D Melee/Ranged/Magic H Pyro Chrono Dagger
- O Melee/Magic Z Bloodzerker's Blazing Sword, Z Traveller's Blade, SZ Patriotic Light of Destiny
- Skill P Protoparagon Mk 3 Claws
- Comp P Searing Brand
Melee Katar of Fire > Grakma Butcherer from Mecha Knight, S Blunderlass, SZ Patriot Katana
- Armor Akriloth Blade
- Guest Super Pzycho Sabre
- Comp Carnafex Blade, Mighty Warmaster's Reaver, P Crystalpyre Bludgeon
Ranged Grakma Flayer from Mecha Knight, Z Titan Slayer
- Comp Carnafex Spear
Magic Zinn Seed of Fire > Grakma Stinger from Mecha Knight
- Comp Carnafex Sceptre, Arcane Warmaster's Reaver, P Crystalpyre Rod
Water [3.2]
D 10
- D Ranged Mega Saturator > Cephalauncher from Hunt for Treasure
- O Ranged Boatman's Bow > X-Etcher
- Comp Hollow's Typhoon/Thunderstorm Weather Remote
Magic Aqua Pen
20
- D Ranged Bass Guitar, Initiate's Temperance
Magic
- Spell Healing Branch
- O Magic S Mogloween 2016 Spoon
MD
40
- O Magic Water Magestaff
35
- O Melee Hook Fist
30
- O Magic Neophyte Aqvarius
25
- O Melee SeaSlayer
N
- D Melee/Magic Z Man'o'War Axe
Melee Giant's Toothpick, Mop > Poseidon's Gleam
Ranged Poseidon's Stamina
Magic Giant's Cotton Swab, Latrine Wand > Poseidon's Fate, Prismatic Paintbrush from When Powers Collide
- O Melee Hornswaggle, Initiate's Understanding, S Musket Blade, S Red Herring Flail from Egads, Exploding Eggs, Sacragon Claw
Ranged Deep Dweller > S Chainsawthe
Magic Wave Striker, Witching Staff > Initiate's Respect, Shifting Sea Staff from Hunt for Treasure
MO
15
- O Ranged Kelp Scythe
Magic Oyster Mace, S MotherRose Staff
10
- D Melee S Twig's Swordfish
Magic Cthutlass
- O Melee Fist of Water > SZ Shark Sabre
- Comp P Paramount Blade
Ranged Quindent, Pike Pike, Z Aquardiche
7
- D Magic Poise
O
- D Melee/Ranged/Magic H Eternal Chrono Dagger
- O Melee/Magic P Titan's Tide
- Comp Ultra Omni Knight Blade from Rise of the Shadow Council
Melee Katar of Water > S Pumpkin Slayer, Z Monolith Mace
Ranged S Pumpkin Reaver
Magic Zinn Seed of Water > S Pumpkin Fang, Z Midnight Wish Dagger
Wind [3.3]
D 10
- D Ranged Gas Rat Grenade
- O Ranged Warhawk > S Kaze Shamrock Shuriken from Ninja-Chauns
- Comp Hollow's Blizzard/Typhoon Weather Remote, Cello Bow
Magic Lyre of Lyrics
20
- D Magic
- Spell Winds of Change Tome from In The Land That Never Was
- O Ranged Aerodu Shortbow, Winds of Time Bow from In The Land That Never Was
Magic Feather Buster from Play the Harpie, S Snugglefest 2016 Spoon
MD
40
Magic Wind Magestaff
35
- O Melee Lucky Lamp
30
- D Magic S Dark Comedy
-O Magic Vale Sword
N
- D Melee Rx for Destruction
Magic Mystic Rx for Destruction
- O Melee Elvish Edge, Dragonsteel Scimitar > Kusanagi Sword
-- Comp Carnagebringer from Burning Solstice: The Greatest Warrior II
Ranged Giant Arrow, Quester's Windy Beam Lance > S Kaze Shamrock Naginata from Ninja-Chauns
- Armor P Airenal's Lance
Magic Dragonfang Scimitar, Runestaff
MO
10
- O Melee Fist of Wind
- Comp P Paramount Blade
Ranged Virupaksa
O
- O Melee/Ranged/Magic P Airenal's Cunning, P Neo Airenal's Cunning
Melee/Magic Silver Blade of Victory
Melee Whammer > AQxe, S Kaze Shamrock Sensu from Ninja-Chauns
- Comp Mighty Warmaster's Reaver
Ranged Silver Glaive of Victory
Magic Wind Staff, Zinn Seed of Wind > Kazemai Athame, S Kogane Kaze Shamrock Sensu from Ninja-Chauns, Z Luminous Whiff
- Comp Arcane Warmaster's Reaver
Ice [3.4]
D 10
- O Melee/Ranged/Magic P MegathÝrio Axe
Ranged Lycan Bow
- Skill P Protoparagon Mk 2 Blaster
- Comp Hollow's Blizzard Weather Remote, Snowblind Bow, P Crystalpyre Sharpshooter
Magic S Cold Sore > S Snowflake Wand
20
- D Ranged Ice Cream Scoop
- O Ranged S Underheated Baby Bottle
MD
40
- O Magic Ice Magestaff
30
- O Ranged IceRazor
N
- D Ice Cream Hammer
Ice Cream Sceptre, Arcane FlameStop Warhammer
- O Melee/Magic
- Armor P Horn of Tera'Suul
Melee Ice Blade, Giant Frozen Mace, Piraxe, Platinum Dragon Axe > Magnablade, Z Kezeroth's Devastation
Ranged Stone Cold Spear, Wolf Spear
Magic Frostbite Staff, Punisher's Decree, Arctic Athame from Going Kukoo
- Comp Blades of Reaping
MO
10
- O
Melee/Ranged/Magic P Frigid Devouring Scythe
Melee Fist of Ice
Ranged S Spearmint, S Shivsicle
O
- D Melee Katar of Cold
- O Melee/Ranged/Magic Z Titanite Destroyer, P MegathÝrio Axe, P Tera'Suul's Drive
Melee/Magic S Snownic Screwdriver
- Skill P Protoparagon Mk 2 Claws
- Comp Ultra Omni Knight Blade, GA Paragon Ice Blade
Melee Number 9 > Horo-show Void Vanquisher
- Comp Carnafex Blade, P Crystalpyre Bludgeon
Ranged
- Comp Carnafex Spear
Magic Zinn Seed of Ice
- Comp Carnafex Sceptre, P Crystalpyre Rod
Earth [3.5]
D 10
- D Ranged Bac-Gun
Magic Geocastellum Focus
- O Ranged Bow of Deren, Morningstar Stoutheart, S Tsuchi Shamrock Shuriken from Ninja-Chauns, Z Meduso Bow
- Comp Cello Bow
- Dual Frag Rat Grenade
Magic Coin's Coin > Forest Champion Wand
20
- D Ranged Geocastellum Shortbow, S Celtic Bow
Magic Staff of Twilly
- O Ranged Crossbow, High Noon from Going Kukoo, Neko's Bow
Magic S Grenwog 2016 Spoon
- Spell
- Comp Loremaster Tome from Falerin's Memorial
MD
40
- O Magic Earth Magestaff
30
- O Ranged Dull Hybee Spear
N
- D Melee Choking Vineblade, Geocastellum Mace, S Clovemore
Magic Geocastellum Staff, S Celtic Staff, S Jub Jub Stick, S Mother's Day Bouquet, S Harvest Staff
- O Melee/Magic
- Armor P Custosilva's Justice
Melee Cannon's Haste > Forest Champion Axe, Morningstar Devastator, Earthen Werepyre Blade
Ranged Crystal Lance > Forest Champion Spear, Deadly Chimeran Spear, Forest Demon Scythe, S Tsuchi Shamrock Naginata from Ninja-Chauns
Magic Battle Rose, Summertide, Wooden Plank
- Armor Mutant King Club
MO
10
- O Melee/Magic
- Armor Earthstrike Guardian Dragon Blade
Melee Fist of Earth, Retro Vorpal Edge
Ranged Z Gloom Glaive
O
- D Melee
- Guest Nightbane Clawclub from Forgotten Memories
Ranged S Carrot Lance
Magic
- Guest Nightbane Clawstaff from Forgotten Memories
- O Melee/Ranged/Magic P Fang of Custosilva
- Comp P Elightus
Melee/Magic Z Bloodzerker's Terra Sword
- Comp Z End of Graves
Melee Katar of Earth, Grass Blade, Frogzard Sword, Paperclip > S Tsuchi Shamrock Sensu from Ninja-Chauns, Z Giant Butcherer
Magic Zinn Seed of Earth > S Kogane Tsuchi Shamrock Sensu from Ninja-Chauns
Energy [3.6]
D 10
- D Melee/Ranged Asgardian Hammer of Lightning
Ranged Z Stun Bow
- O Ranged Bishop's Bow > Z Poison Bow, Z Galaxythe
- Comp Hollow's Thunderstorm Weather Remote
Magic S Balloon Baton
20
- D Ranged Space Gun
Magic
- Spell Lightning Rod
- O Ranged
- Comp GA Sidbit Slingshot
Magic S Measures Totem, S Harvest Festival 2016 Spoon, S Snugglefest 2017 Spoon
MD
40
- O Magic Energy Magestaff
30
- O Melee Ionic Slasher
N
- D Melee/Magic Z Perfectly Balanced Blade, P Blood Ruby Rod
Melee Evil Jim's Guitar Blade
Ranged Thunderpoint Spear
Magic Soothsayer's Rod of Talados, Asgardian Clarity of Voltage
- O Melee/Magic
- Armor P Sinmaw Maul
Melee Energy Blade
Ranged Energy Dragon Sticker > Drakel Energy Lance
Magic Dueling Dragons Staff
- Comp Blades of Reaping
MO
15
- O Magic S Dead Leg
10
- D Melee/Magic P King's Reign Blade
Melee Z Harbinger
- O Melee Fist of Energy, S Balloon Blade
Ranged Storm Dagger, S Balloon Bardiche > Z Galaxythe
O
- D Melee/Ranged Asgardian Hammer of Lightning
Melee Katar of Shock
- O Melee/Ranged/Magic Star Screamer > P Sinmaw's Mastermind, P Ironbloom Warhammer
- Comp P Elightus
Melee/Magic Star Sabre of Hatred
- Comp P Searing Brand
Melee Energy Flail
- Comp S Star Sabre
Ranged
- Comp S Star Spear
Magic Zinn Seed of Energy
- Comp S Mystic Star Sabre
Light [3.7]
D 10
- D Ranged Flashbang Rat Grenade, S Gilded Warbow
- Skill P Protoparagon Mk 4 Blaster
Magic
- Spell Guest Zardwart Wand
- O Ranged Bow of Rennd, S Hikari Shamrock Shuriken from Ninja-Chauns, Z Golden Paragon Bow
- Skill Morningstar Blessed Cross
- Comp Snowblind bow
Magic Book of Adventures
- Skill Morningstar Enchanted Cross
20
- D Ranged Soul Slinger from The Return of Artix
- O Ranged Lightbolt Crossbow
Magic Blarney 2016 Spoon
- Spell Paladin's Gift
- Comp Loremaster Tome from Falerin's Memorial
MD
40
- O Magic Light Magestaff
35
-O Magic S MotherSwan Staff
30
- O Magic Ancient Deren Mace
25
- O Ranged Golden Wing
Magic S Egg Staff
N
- D Melee Lycan Slasher, Chiropteraxe, Emancipator Falchion from Umazen Civil War, S Heartana
- Skill Zabura's Hammer from Return to Order
Ranged Lambent Wyrm Spear
- Skill Zakiya's Spear from Return to Order
Magic Staff of Moon Calling, Lunar Light
- O Melee/Ranged/Magic P Light Realm Warhammer
Melee Scarab Axe, S Liberty Beacon, Z Celtic Cleaver
Ranged S Cyclops Trident of Light > Lucian Spear, S Hikari Shamrock Naginata from Ninja-Chauns
Magic Royal Elven Blade, Light Mace, Angelic Sceptre, Scarab Mace
MO
10
- O Melee Fist of Light
Magic S Bun Baton
5
- O Melee/Magic Ragnarok
Melee Golden Summoner
O
- D Melee Z Wolfhammer
- O Melee/Ranged/Magic P Zealot's Wrath
Melee/Magic Greater Bright Blade of Victory, Greater Bright Blade of Victory Z, SZ Patriotic Light of Destiny
- Skill P Protoparagon Mk 4 Claws
Melee The Golden Eye, S Festive Mallet > Kopesh of Thoth, S Hikari Shamrock Sensu from Ninja-Chauns, Z Golden Paragon Hammer
Ranged Greater Bright Glaive of Victory, Greater Bright Glaive of Victory Z, Spear of Thoth
Magic Zinn Seed of Light > Honourable Light Katana, Crook of Thoth, S Kogane Hikari Shamrock Sensu from Ninja-Chauns, Z Golden Paragon Staff, Z Seraph Calamity, P Timekeeper's Staff
Dark [3.8]
D 10
- D Melee/Ranged/Magic P Necragon's Might
Ranged Cataclysmic Crossbow, H Trombones V2
Magic Profane Water
- O Ranged/Magic Thanatos Scythe
Ranged Bow of Agony's Wrath, Bow of Granemor, Nocturnal Knightarang, Mecha Knight Bow from Mecha Knight, VampSpear
20
- D Magic Forgotten's Grim Totem
- O Ranged
- Comp GA Sidbit Slingshot
Magic S Blarney 2018 Spoon
MD
50
- O Melee Z Dark Eye
40
- O Magic Dark Magestaff
30
- O Staff of Nilhilus
N
- D Melee/Magic Z Ceremonial Legion Blade
Melee Chiropteraxe, H Ill Radiance
Ranged Evening's Apprehension
Magic Quester's Darkened Beam Staff > H Chaos Web
- O Ranged/Magic Thanatos Scythe
Melee Dark Blade, Evil Battle Axe > Midnight Werepyre Blade, H Chaos Fang
- Comp Carnagebringer from Burning Solstice: The Greatest Warrior II
Ranged Reaper of Souls from Death's Domain Nowhere
Magic Arcane Scythe, Book of Death
- Comp Wicked King's Wrath
MO
15
- O Magic Peasant's Nightmare, Skull Club
10
- D Melee Blade of Drakath
Ranged Z Deathbringer
Magic Requiem, Retro Big 100k
- O Melee Fist of Darkness
- Comp Cerberus' Fury
8
- O Magic Necrostaff
5
- O Melee/Magic H Shadowscythe Breaker
O
- D Melee/Ranged/Magic P Necragon's Might
Melee/Magic Z Hunger
Melee Katar of Undeath > Z Blade of Janus
Ranged Z Grim Scythe
- O Melee/Ranged/Magic Z Agony's Embrace
- Skill Guardian Dread Eater
Melee/Magic Greater Dark Blade of Victory, Dreadknight's Cleaver, Greater Dark Blade of Victory Z
- Armor Z Drakath Fiend Blade
- Comp GA Paragon Ice Blade, Z End of Graves
Melee Skull Sword, Unlucky Axe > Nocturnal Knight Edge, Mecha Knight Sledge from Mecha Knight, Z Atrea Dream Dagger, H ShadowWalker's Dagger of Time
- Comp S Star Sabre
Ranged Greater Dark Glaive of Victory, Greater Dark Glaive of Victory Z, Z Zardbie Scythe, H ShadowWalker's Scythe of Time
- Comp S Star Spear
Magic Zinn Seed of Darkness > Ken Boseki, Mecha Knight Maul from Mecha Knight, Z Atrea Dream Rod, Z Eye of the Underworld, H ShadowWalker's Staff of Time
- Comp S Mystic Star Sabre
Harm [3.95]
D 10
- D Magic Z Chambered Eternity Love
20
- O Magic
- Spell
- Comp Loremaster Tome from Falerin's Memorial
N
- O Magic Z Voidsplinter Sunderer, Z Voidsplinter Tether
MO
10
- O Ranged Z Gloom Glaive
O
- O Ranged/Magic Void Spear of War
Melee Horo-show Void Vanquisher
Multielement [3.98]
D 10
- D Magic Moglin Fan from Arena of Enthusiasts
- O Ranged Rainbow Raygun
Magic .1257 Magical Twig of Carnage
20
- D Magic
- Spell .18 Tome of Cerberus from Underworld Part I: The Hunt for Hollow
N
- D Ranged .78 Umbral Naginata
- O Melee .35 Earthshifter Blade, .26 Energyshifter Blade, KuBrush
Magic .14678 Eight Bosses Staff, .18 Helbane, .26 Watershifter Blade, .35 Windshifter Blade, Prismatic Paintbrush from When Powers Collide
Melee/Magic
- Armor .78 Seal of Primal Shadows

[4]

Armors are separated into Defensive, Mid Defensive, Neutral, Mid Offensive, Offensive categories to identify their Lean that modifies standard weapon output and intake, which are respectively 80%, 90%, 100%, 112.5%, 125%.
Weapon specials, Spells, Pets, Guests, Potions are independent of the armor's lean, choose Defensive for best survival based output performance and Offensive for battle speed but worst performance.
They may have built in Skills/Spells either wielded weapon element or locked to an element a compensation determined by choosing the lowest product of (one of the armor's eight resistances - shield)/Expected resistance at player level and the quotient of 130/locked element position relative to correct attack element of one of the armor's eight resistances according to the Elemental Wheel Correct 130, Ally 115, Neutral 100, Poor 85 or Opposite 80.
Dual element armors have slightly less resistance to better defend against rarer dual element monsters that otherwise hit harder on a single element armor with a standard secondary resistance.

Armors from July 17, 2008 backwards may have Base and Random percents higher or lower than each other and 100% Stat% per hit.
Starting from July 24, 2008 armors released have equal BRS%, this standard was discontinued after April 15, 2010.
Starting from May 27, 2010 armors released had 37.89% more BR% and 77.89% more S% comparing Noble Cyber-Rex Rider against Frostval Spirit Armor, this Interim BRS% standard was discontinued after August 05, 2010, armors may assume Defensive, Neutral and Offensive leans with respective Lean output and take resistance adjustments as appropriate, this Lean resistance standard was discontinued after March 7, 2013.
Starting from August 26, 2010 armors released have 36.25% more BR% and 141.36% more S% comparing Lesser Graceful Dracopyre against Fearsome Raiment.
Starting March 15, 2013 armors released have a Lean status condition to determine its intake damage.

Classes
MD Demon/Frogzard/Pria/Emoran Knight scales to Level 70 through class levels, offers temporary class weapon/shield, Shield element Daze skill, Guest, two hit accurate skill, four hit skill with status effect, Guardians may switch to Defensive lean, skill that skips turn and attacks on second turn, receive a Defensive or Offensive passive, healing skill, two or four hit skill with status effect. Two and four hit skills are locked to armor element except the rank 10 skill of Frogzard.
N Wizard Robes scales to Level 55 through class levels, offers armor element skill, Mp Guests, increased spell boost and cost, optional resistance to element opposite of armor, armor element spell, Guardians receive armor element resistance, spell based on turn charges, spell based on 6.4% of monster health, turn cost mana regeneration, spell with status effect, switch to standard or MC armors at Lv 75. They become utility at higher levels when a compressed slot is available or in quests with less elements finish off an enemy with a boosted spell, Generalist may be preferred for unspecialized boosts.

Subraces
D Neko subrace is separated into Sol that applies its passive 5% dmg, 4.25 BtH and 40 charges for 100% dmg boost to pet and guest, a Burn toggle for a 20% increased damage intake and Guardians have an additional Bleed toggle, both statuses are applied through pet and guest. Luna applies its passive and charges to 100% proc bows, guns, wands, Burn and Bleed are applied through weapon attacks.
Offers a Cha based Claw attack skill that seeks between armor's resistance elements with low Elemental compensation, Cha stat toggle, Guardians have a Luck stat toggle, 40 charges for 100% melee worth of Sp heal, 25% dmg increase of Burn and Bleed, Cha based skill that consumes Burn and Bleed to deal dmg.
N Werepyre has a toggle to split stat damage between Str and Int while using both Str and Int for BtH in place of Dex, Magic weapons gain 1/3 more damage to be equivalent of Melee output, elemental seeking skill between Earth and Dark that splits 50% to Bleed and impact dmg, Int and Str stat toggle, elemental seeking between Earth and Dark MP Guest that inflicts semi-high save difficulty -10 Defence loss and 25% Elemental Vulnerability, first time free immobility removal skill, moderate Elemental compensated elemental seeking skill between Earth and Dark, Guardians receive 5% heal from output damage, passive infliction of Panicked, Int and Str based heal skill, Hp conversion to Mp or SP and switch to Offensive lean with 75% dmg boost toggle.
O Werewolf has a 10% dmg trigger on Vampires, skill split 50% to Bleed and impact dmg, Dex stat toggle, armor element Sp Guest that inflicts -6 Defence loss for 2 turns, heal 4% Sp skill cost, low Elemental compensated locked to Armor element skill, Guardians receive 5% Hp + 6.6% End heal, high save difficulty Afraid, End based heal skill, Str stat toggle and switch to Offensive lean with 75% dmg boost toggle.
Vampire has a 10% dmg trigger on Werewolves, a 20% skill cost Bleed toggle, MP Cha stat toggle, armor element MP Guest that inflicts semi-high save difficulty -12 BtH Blind and .30174 Power Bleed, heal 4% MP skill cost, Elemental compensated locked to Armor element skill, Guardians receive 25% Bleed dmg heal, high save difficulty Control, Int based heal skill split 50% to Defence boost, MP Int stat toggle, and switch to Offensive lean with 75% dmg boost toggle that splits 1/8 to dmg based heal.

No Drop [4.0]
Fire [4.01]
N Nightmare Rider
Water [4.02]
D
- Dual Skill Luna Neko
MO Hippocampus
Wind [4.03]
N Pegasid Rider
Ice [4.04]
D
- Skill S ReignDragon Rider
Earth [4.05]
D
- Dual Skill Sol Neko
N Horse Rider
- Dual Derenian Steed
- Dual Skill Werepyre
O Werewolf Form
- Skill Werewolf
Energy [4.06]
Light [4.07]
D Radiant Warhorse
- Dual Skill Sol Neko
N Unicorn Rider
- Dual Derenian Steed
Dark [4.08]
D
- Skill Black Dragon Rider
- Dual Skill Luna Neko
N
- Dual Skill Werepyre
O
- Skill Vampire
Multielement [4.098]
MD Mighty Armor of Awe, Deft Armor of Awe, Insightful Armor of Awe
N Steel Plate, Leather Armor, Cloth Robes, Student's Robes, Zard Hunter Elite Armor
Guardian Plate, Guardian Leather, Guardian Robes, Savant's Robes
MO Mighty UltraGuardian Plate, Deft UltraGuardian Leathers, Insightful UltraGuardian Robes

Fire [4.1]
D
- Skill Wicked King Plate from Underworld Part IV: Escape the Wicked King
- Dual Skill Lion Sol Neko, Tiger Luna Neko
MD Adolescent Dragon Knight's Hide
- Dual Falerin's Jaunty Jacket
N Fire Plate
- Dual Avenger
- Dual Skill Malicious Devil
MO Dual Demonic/Devilish
O Lord's Tenure, P Protoparagon Mk 3 Power Suit
- Skill War's Legacy, Rage Beast, S Khandie Gown, S Torontossaurus Rex, Z Blazing Bloodzerker, Z Headless Horseman, Z Vampyro, P Champion of Akriloth
- Spell Pyromancer Bloodmage
- Dual Skill P Demon Warrior, P Tinkerer
Water [4.2]
D
- Skill FlawFish
- Spell Poseidon's Intellectual
- Dual Yellow Pirate Costume, S Piratechaun
- Dual Skill Lion Sol Neko, Luna Neko
MD
- Skill Desert Conqueror
N Water Plate
- Dual Felled Gunfighter
- Dual Skill Heartless Beast
MO Daulfin Rider
- Skill S Gorgonzilla Costume
O
- Skill Blue Blood, Initiate's Tenacity, S Mason Form
- Spell Z Hydromancer Bloodmage
- Dual S Swamp Troll, S Straightjacket G
- Dual Skill S W.H.E.E.L, P Champion of Sinmaw
Wind [4.3]
D
- Skill Lokapala's Nimbleness
- Dual Yellow Pirate Costume
- Dual Skill Leopard Luna Neko, Solid Gold Sol Neko
MD Defensive Test Armor
N Offensive Test Armor, Defensive Test Armor
- Dual Skill Golden Horror
MO Offensive Test Armor
O Offensive Test Armor, Horde's Outrage
- Skill S Tyrannochicken Rex Rider, P Airenal's Might, P Griffinrider Mount
Ice [4.4]
D
- Skill S ReignDragon Rider
- Dual Skill Cougar Sol Neko, Leopard Luna Neko
N Ice Plate, Avenger's Principle
- Dual Skill Heartless Beast
O Ice Cream Crusader, P Protoparagon Mk 2 Power Suit
- Skill Horo-show Void Vigilante, White Howler, P Graverider Mount, P Hand of Tera'Suul, P The'Galin's Frigid Hatred
- Spell Z Cryomancer Bloodmage
Earth [4.5]
D Bulk, Doll Form, P Dragonrider Mount
- Skill Geocastellum Robes, P Scarred Crow
- Dual Skill Sol Neko, Tiger Luna Neko
N Earth Plate
- Dual Skill Advanced Werepyre
MO Frogzard Rider Armor, Ep Pig
- Skill Venomous Chimeran Knight, Z Samurai Warlord O-Yoroi
O Morningstar Origins, Rust Raider, Warg, P Dragonrider Mount
- Skill Werewolf, Chthonian Count, Z Terra Bloodzerker, P Spirit of Custosilva
- Dual S Swamp Troll, Z Warlord of Nulgath
- Dual Skill Novice Hunter, S 4 Leaf Clover Power Armor, S W.H.E.E.L
Energy [4.6]
D Excelsior Guard Armour from Umazen Civil War, S StarSaviour
- Skill Quester's Heavy Gunner, P Lazer Blazer
- Dual Skill Cougar Sol Neko, Solid Gold Luna Neko
N Energy Plate, Volt Rider, S Loco Costume
- Skill Asgardian Charge's Fortitude, Big Red Button
- Dual Skill Malicious Devil
O Drakel Power Armor/Mecha Suit, P King's Reign, P Cyber Assassin
- Skill Psionic Vampire, Seer's Taladosian Robes, S StarSlayer
- Dual S Leprechaun Power Au-rmour
- Dual Skill Novice Hunter, P Tinkerer, P Champion of Sinmaw
Light [4.7]
D Paladin's Passion, Radiant Warhorse
- Skill S School Uniform
- Dual S Piratechaun
- Dual Skill Sol Neko, Solid Gold Luna Neko
N Light Plate
- Skill Radiant Winged Guardian
- Dual Avenger
- Dual Skill Shadow of Doubt, Golden Horror, Abberant Bulwark
O Waqaya of Thoth, Umazen Emancipator Armour from Umazen Civil War, Z Golden Paragon Plate, P Protoparagon Mk 4 Power Suit
- Skill Z Golden Fang, Z Fiend of Light, White Knight Z, P Champion of the Light Realm
- Spell Z Lumenomancer Bloodmage
- Dual S Leprechaun Power Au-rmour
- Dual Skill Ultimon's Armor, S 4 Leaf Clover Power Armor
Dark [4.8]
D Evening's Concealment
- Spell Pit Protector
- Dual Skill Luna Neko, Solid Gold Sol Neko
MD Dual Falerin's Jaunty Jacket
N Darkness Plate
- Skill Algern's Carapace, Z Ebony Sepulchure Form
- Dual Felled Gunfighter
- Dual Skill Advanced Werepyre
MO Dual Demonic/Devilish
O Nocturnal Knight Rider, Mecha Knight from Mecha Knight, Z Evolved Void of Nulgath, Z Paragon Plate
- Skill LegenDairy, Angel of Souls from Death's Domain Nowhere, Guardian Dread Raiment, Predator of the Night, Vampire, Z Doom Knight, P Necragon Guise, P The Decimator, H ShadowWalker of Time
- Dual Z Warlord of Nulgath
- Dual Skill Ultimon's Armor, P Demon Warrior


< Message edited by Legendary Ash -- 11/14/2019 21:54:56 >
AQ  Post #: 1
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