Scarmonde

Scarmonde

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Class, Equipment, Boss, & Mechanics Guide
By slartifer
A trove of information and advice covering party building, game mechanics, bosses, passives, equipment, abilities, and more.
   
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Introduction
This guide contains detailed information and analysis on the many ways you can build a team in Scarmonde, and on the game's mechanics in general.

Basic organization:
1. Quick and Dirty "Bests"
2. Progression Overview
3. Key Mechanics
4. Class Options
5. Equipment and Skills
6. Bosses and Enemies
Quick and Dirty "Bests"
If you're in TL;DR mode, here are some quick and dirty "best options" to look out for:

Classes:
- Tank (1): Paladin/Bard, Dancer/Bard
- Physical DPS (2): Hunter/Knight, Knight/Warrior
- Magical DPS (1): Sage/Duskar

Armor:
- Helm: Giant Helm, Guardian Helm, Hat of Haste, Battle Helm
- Armour: Leian Gear, Sorcerer Robes, Demonbone Mail, Gemstone Armour, Quilcis Mail
- Gloves: Garda Gauntlet, Power Gauntlet, Sage Gloves, Warding Gauntlet
- Shoes: Defender Greaves, Aggro Evaders, Warrior Boots, MP to HP Boots, Immunity Boots, Starseer Boots
- Relics: Invisibelt, Greedy Pouch; Ring of Power, Magic Pendant, Shadow Cloak, Bottled Hate, Agility Bracer, Major Blessing, Beads & Glyphs
- Shield: Mirror Shield
- XP Gear: Battleborn Pin, Thinking Cap, Adventure Gear, Training Gloves, Cavalier Boots

Weapons:
- 2H Weapons: Colossus, Giant Greatbow, Vylcaus Nail, Full Counter, Prowler Claw
- 1H Weapons: Leian Fang, Giant's Bane, Madman's Axe
- Magical Weapons: Fulmin Spear, Typhoon, Boreal Spear, Nightweaver, Blessed Blade, Magispear, Darksun Dagger, Enhancer
- Tank Weapons: Shadowstep, Survival Rod
- Niche/Utility Weapons: Thief Dagger, Giant Club, Swift Claw, Boon Blade, Malforica

Active Skills:
- PATK and MATK buffs and debuffs
- Boons
- Stat Guard
- Status spells, especially for Stop, Love, Silence, and Blind
- Tier 2-3 MT heal spells
- Tier 2-3 magic attacks
- Devastate, Critical Strike
Progression Overview
Progression in Scarmonde can be split pretty cleanly into 3 parts.

Part 1: Town of Scarmonde through Immolis
(Depths, Dragaia, Swamps, Vastwater, Labyrinth, Immolis)

Part 2: Tekkair through Endgame
(Tekkair, Gantagarion, Nulnomoria)

Part 3: Postgame

Part 1 is the lowest-powered, most straightforward part of the game. You won't have much chance to exploit (or combine) the truly good skills or equipment. One point to specifically call out: when you reach Vastwater, you can immediately obtain an Invisibelt hidden in Plasid Castle. The Invisibelt cuts the encounter rate in half. But because the step counter resets when you change screens, in practice, you face far less than half as many encounters. This is huge QoL, making exploration faster and more fun. Don't miss it.

At and around the end of part 1, you hit a potentially huge power spike, depending on what you do with it, gaining access to subclass shrines, multiplicative-stacking PATK and MATK items, better aggro, evasion, and survival items, and enough level 3 orbs to start buying Extra Turn and Added Strikes passives, among many other goodies. Once you're into part 2, MP is plentiful and most random battles can be quickly cleared with a single AoE spell, if you have a strong caster.

The late endgame brings access to buyable orbs. At and around the postgame, you get the final set of shop upgrades with some strong options, and importantly, a new set of passives (found in chests and dropped randomly by enemies) which can further augment all of your characters in numerous ways. Of course, the postgame also features challenging fights that require stronger builds than earlier parts of the game did.
Key Mechanics -- Class & Subclass
Classes and Subclasses
Every PC starts out with 1 base class, and can later acquire subclasses. There are 4 subclass shrines in the main game, and another 4 in the postgame. You can distribute these however you like -- they don't have to be even.

Base class determines your:
- Base stats (all 4 screens under Status, not just the first one!)
- A few innate passives that don't show up on these screens (chance to apply an ailment on hit, elemental damage boosts, "automatic relic X" effects, etc.)
- 8th equipment slot
- Usable equipment types
- You can buy that class's skills (active skills + passives)

Subclass provides only:
- You can buy that class's skills (active skills + passives)
- You can buy access to that class's armor type
- You can buy access to that class's weapon specialties (if any)

As you can see, subclassing is very useful, but base class truly is destiny. If a class's most attractive features are its buyable skills or passives, you're better off subclassing it, and picking a stronger base class.
Key Mechanics -- Damage
Damage Multipliers
There are a number of ways to boost your damage in this game. Some of them are additive -- for example, weapons add their PATK to your base PATK. However, most of them are multiplicative. For example, two "+25%" PATK boosts will actually multiply your PATK by about 1.56 (1.25 x 1.25 = 1.56). This means that stacking a lot of modest boosts can result in a truly bonkers multiplier. If you stack seven "+25%" boosts, you'll multiply your PATK by about 4.76 (!). If you then apply a PATK buff in combat, you'll have 7.15x PATK.

PATK (and MATK) are the main contributors to attack/ability damage. PDEF and MDEF apply subtractively (and are typically worth less than half of what PATK and MATK are). So if you have 7.15xnormal PATK, the actual damage you see will likely be more than 7.15x higher, as enemy defense will become insignificant. (This is also why DEF buffs/debuffs matter less than ATK buffs/debuffs.)

After the ATK and DEF stats, though, there are yet more ways to multiply your damage. This includes:
- If you land a crit, 1.5x damage
- Special abilities often give more credit for ATK stats
- Hitting elemental vulnerabilities
- Elemental boost (for casting a wind spell while equipping the Typhoon spear, for example; most base classes have a few innately; they are summed together, if more than one applies) - note that this also exists for physical elements like slash/pierce/blunt
- Multiple hits

As you can see, your damage output truly can go crazy in Scarmonde. This is a lot of fun, and it can make most battles melt before you. But not all of them; no one approach solves everything in the game; so there is always some challenge and variety, even if you optimize.

On the flip side, if you don't attempt to "multiply up" your damage at all, the game will be more challenging, and will play a lot more slowly, too.

Physical Damage
The Attack command is usually the best option for physical attacks, thanks to the Extra Strikes passive.

Magic Damage
Magic damage is simpler in some ways. Most spells can't crit, and you can't stack extra hits onto them like you can with basic attacks. You do have several flavors of spells to choose from. The three categories worth pursuing are MT elemental, ST elemental, and the final holy/dark spells.

MT elemental spells are especially useful for clearing random battles, but perfectly good in boss fights. Tier 2 and tier 3 do about 2/3 the damage of the ST spells, usually. Tier 1 is weaker and not worth bothering with. Sage learns all 5 elements, and Dancer learns Wind. (The tier 3 Earth spell can also be cast by any PC wielding the Earthquake Hammer (postgame club).)

ST elemental spells are great in boss fights, especially if you can exploit a weakness. Mage learns all 5 elements; Bard learns Earth and Wind; Monk learns Earth. (They are also cheap in MP cost compared to the other good damage spells, but that mostly doesn't matter.)

Tier 3 holy/dark spells are very strong, and come with a few limitations. These spells hit twice for heavy damage, and they can also crit. However, they hit a random target, so they do better against solitary bosses, and they have a very high MP cost. Cleric and Monk learn Holy; Duskar learns Dark. (They can also be cast by any PC wielding particular lategame weapons (the Blessed Blade and Ebony Impaler, respectively), which also boost their damage.)

For all three categories, elemental boost can go much deeper than for physical attacks; along with MATK multipliers, it can push spell damage really high.

Physical Skills and Hit %
For regular attacks, the hit formula is very simple: your Hit % minus enemy Evade %. (Same thing for spells.) Enemy Evade % varies fairly widely; it's often low (under 10%) but ranges up to 30% (common among flying enemies) and higher in postgame, so improving Hit % really does make a difference.

Base Hit % for fighting classes ranges from 90% (Knight) to 105% (Hunter). There is also a buyable +20% passive for Hunter and Warrior (and likely easily accessed by Knight). Bows especially have high Hit %, while Clubs have high Hit % penalties.

For certain physical special abilities, you start with the regular formula, then multiply by the ability's success factor. Notably, this is 0.75 for Critical Strike, and 0.90 for Devastate and Triple Attack. These abilities are very strong, but the multiplier means that you really want high Hit % if you're going to use them. (This is one of the things that makes Hunter/Knight so good.)
Key Mechanics -- Survival & Tanking
Tanking
Essentially every ST attack in the game respects aggro. If you have 1 PC with 960% aggro, and 3 PCs with 10% aggro, the first PC will be targeted 96% of the time, and the others just 1% each.

Additionally, MT attacks are almost always weaker than ST attacks. This makes tanking an incredibly strong strategy. You can focus on defense or evasion for your tank, allowing your other PCs to focus on offense without taking on much risk at all.

There are two ways to tank: damage reduction, or evasion. (You want some damage reduction on non-tanks, too, because of those pesky MT attacks.)

Managing Aggro
Aggro doesn't change during battle.* It just depends on class, passives, and equipment. Aggro modifiers are combined multiplicatively, so you can get really, really high numbers. This is good, because your offensive PCs won't want to take many ST hits at all. Dying is inconvenient.

Paladin has the highest base aggro and has a buyable +100% aggro passive. That's a 400% base; equipment can boost that sky-high. An evade tank will have to rely more on equipment. They can reach massive aggro, too, it'll just take longer and leave less flexibility in loadouts. (You can also subclass Paladin for that passive, but as a sub, Paladin doesn't offer much else.)

Keeping aggro low on your other PCs is also relevant. The Power Gauntlet (-75%) makes this relatively easy on fighters. Casters also have good gear to support it. Weapon choice affects this too: most bows and daggers lower aggro, while most axes raise it. And finally, your base aggro rate (from your base class) also remains relevant. If you're tanking, these factors are a point in favor of some base classes (particularly Sage, Hunter, and Monk) over their competitors.

*Well... there is one thing that changes aggro during battle: certain disabling ailments (Love, Stop, Stun, and Sleep) reduce aggro to zero. This makes it particularly important for a tank to either resist those ailments, or evade any attacks that can set them.

Damage Reduction
PDEF and MDEF, while helpful, aren't necessarily the most important factors in how much damage you can handle. Lots of equipment comes with physical or magical damage resistances (or weaknesses), or with elemental ones.

Your HP total is also pretty malleable. Everyone has access to two +25% passives (which stack multiplicatively). Some equipment has further HP mults. And some equipment gives you a flat bonus to your base HP -- which applies before those mults do. Putting just one of these pieces (the Giant Helm is +300, then x1.1) on a low base HP character can make a world of difference. For example, a base 500 HP character with both passives will go from 781 HP to 1375 HP.

Guarding can reduce damage significantly. The amount of the reduction is derived from your Guard Strength stat via a somewhat unintuitive formula. In practice, the damage reduction might vary from -28% (for an offensively geared monk) to -64% (for a Paladin tank). Most shields and spears improve this stat, while most fists make it worse.

Manually guarding, and wearing the Garda Gauntlet (or Full Counter) all apply that reduction. Manually guarding also increases your ailment resistances by 25%, offers a little evasion and counter, and regenerates a small amount of MP (at end of round).

The reduction is strong enough that casters might seriously consider using Garda over Sage Gloves.

Evasion
The vast majority of attacks in the game can be evaded (or reflected). For physical attacks, your P. Evade stat is reduced by the enemy's accuracy, which most often hovers a little above 100%, but goes up to 150% for a few bosses (and 200% for one). Hitting 120% P. Evade is good enough for most fights.

For magical attacks, the M. Evade and Reflect stats can both provide complete avoidance, but the rolls are separate. Nothing is subtracted from those, so once you hit 100%, you're golden.

A lot of items boost both Evade stats at the same time, so tanks will generally either focus on both Evade stats (Dancer or Thief), or will plan to absorb physical damage but max out M. Reflect for ailment mitigation (Paladin).

Key sources of evade are Aggro Evaders (shoes, +25%) and Shadowstep (dagger, +25%). Biggest sources of reflect are the Mirror Shield (+50%) and Gemstone Armour (+50%). The first three are all available once you reach Tekkair. There are also accessories that can help fill in the gaps.

Ailment Defense
Ailment resistance is additive. Key sources are generic passives (+25%); the Duskar's universal +15% passive; manually guarding (+25%); and equipment like the Ailment Shield (+35%), Wellness Cap (+25%), and Survival Rod (+10%).

Additionally, the Bard's unique Stat Guard spell provides complete immunity to all ailments for a few turns. It has a few drawbacks (it costs a lot of MP, and slowly drains everyone's MP) but the effect is very powerful, and leaves you free to exploit your equipment slots for offensive purposes.
Key Mechanics -- Misc.
Turn Order
Turn order is non-random. It just depends on your AGI plus the speed modifier for a given command. Basic attacks have a modifier of 0 and instead apply all of your Attack Speed modifiers.

If you have Extra Turn, the game calculates turn order numbers for all your commands, and then uses the lowest one. Relevant if you want to combine Guard with a much slower action.

AGI doesn't grow with level (except very slightly for Base Thief). It takes a lot of effort to boost AGI with equipment. And, mostly, it's just not necessary. Even a slow healer in a tough fight can just spam heals each round, anticipating a possible big attack. The main cases where AGI and Attack Speed really matter are (1) wiping random battles with AoEs, and (2) applying ailments like Stun or Sleep that need to be renewed before the victim gets to act.

Ailments
Some of the ailments are pretty strong, and most bosses are vulnerable to at least one of the good ailments. (The Boss Vulnerability section lists these.)

KO, Love, and Stop are permanently disabling. Silence and Blind can be, depending on the enemy.

Rage and Curse are fairly niche, but can potentially disable casters who are immune to Silence. Stun and Sleep can also work, but they require constant renewal with good timing.

(As for the others: Confusion is unreliable, Useless (which dampens healing) is rarely useful, and Disease, which reduces ailment resistances by 50%, has surprisingly few use cases, as it doesn't apply to enemies that have actual immunity to an ailment.)

So many classes learn ailment spells that it's actually hard to lack access to them. The spells give you one chance to land an ailment. The other option is to use regular attacks with ailment procs. If you pile up extra strikes (e.g. with the Swift Claw) each gets its own proc chance, so this can be extremely consistent. Proc chance from different sources is additive. If you use glyphs to augment your proc chance, you're actually better off mathematically spreading them out among multiple strong ailments rather than aiming for 100%+ in one or two.

Some key sources of ailment access (besides Glyphs -- each one is 50% for one ailment, except 25% for KO) are listed here. This is not an exhaustive list; I've left out weaker spells and equipment. As you can see, it's hard to find yourself locked out of many ailments, especially once you have a few subclasses.

KO
- Base Hunter (5%)
- Giant Greatbow (20%), Grimm Bow (50%), Ebony Impaler (50%), Assassin Dagger (30%), Cursed Sword (50%)
- Spells: Sage, Thief, Duskar, granted by Ebony Impaler

Love
- Base Dancer (25%)
- Blessed Blade (25%)
- Spells: Dancer, Bard

Stop
- Thordyne (50%), Leian Fang (25%), Giant Icicle (25%)
- Spells: Dancer, Monk, Mage, Warrior, granted by Fulmin Spear & Leian Fang & Giant Icicle

Stun
- Base Monk (15%), Monk Passive (25%)
- Gold Mane (25%), Gravity Boots (25%)
- Colossus (40%), Giant Club (30%), Prowler Claw (25%), Marauder Claws (30%)

Blind
- Headshot Bow (50%), Nightweaver (50%)
- Spells: Dancer, Thief, Hunter, Mage, Cleric

Silence
- Base Paladin (25%)
- Crystal Sword (50%), Blessed Blade (50%), Boreal Spear (50%)
- Spells: Dancer, Sage, Paladin, granted by Boreal Spear & Crystal Sword

Rage
- Spells: Dancer

Curse
- Duskar (15%), Duskar Passive (25%)
- Spells: Sage, Mage, Duskar

Sleep
- Base Bard (25%)
- Dreamwood Axe (35%), Dream Plague Dagger (50%), Great Branch (75%)
- Spells: Dancer, Sage, Thief, Hunter

Level and Experience Bonuses
All classes use the same XP table, but there are a few that start with small bonuses or penalties to your earned XP rate. These are not enormous.

There are a few XP up passives, and a lot of equipment that boosts your XP rate. Like many boosts in this game, these all apply multiplicatively. So two "+50%" boosts will actually result in a rate of 225% (1.5 x 1.5 = 2.25). This means that stacking a lot of modest boosts can result in a truly bonkers multiplier.

Level increases your base stats (with the exception of AGI). It does not increase the other 3 screens of stats. Stats rise fairly smoothly with level. This means that early on a few levels can make a big difference, but later, the impact is modest.

A few examples:
With only base XP rate mods, at 950,000 XP received, levels will range from 46 (Thief) to 52 (Monk). With buyable class/subclass passives added, levels will range from 50 (Thief) to 61 (Sage). And if that Sage wears all possible XP rate up equipment, they would instead be at level 140. That is not a typo.

Some of the XP rate equipment is OK for general use, but as the impact is so sharp, it's very possible to equip it specifically for a grinding session, and boost everyone's stats/level immensely.

There isn't really an optimal time to do this, however, as the XP provided by each enemy rises significantly with each new area, and many bosses offer 10-50x the XP of a regular enemy. It's certainly not necessary. But the option is there, and it's a painfully strong one.
Raw Class Data


(XP passives purchased, but no other passives.)
Class Options -- Tanks
Best Options

Dancer (Dancer/Bard, Dancer/Sage)

Dancer is the best evade tank in the game, relying particularly on double Aggro Evaders, and often on Shadowstep. This doesn't really materialize until Tekkair, but that's also when enemy attacks really step it up.

Early on, Dancer is a status machine. Although status access is easy to come by, they get a lot of it right away, including spells and also a 25% Love proc on every hit. Later, Dancer/Sage is the premier option for clearing random battles with AoE spells. It can be tricky to gear for this while still being a tank, but with enough speed and magic power, there's nothing left to tank. And Dancer/Bard is one of the best ways to fit Bard's unique buffs in, while giving Dancer ST spells in their preferred element. Both options give you a tank with a lot to do during boss fights, rather than just passively guarding -- the biggest advantage over Paladin.

Biggest drawback: against the tiny handful of bosses that use unavoidable attacks, you'll need to change loadouts and tactics.

Paladin (Paladin/Bard, or no subclass)

Paladin, meanwhile, is the best sponge tank, and the simplest and easiest tank period. High natural aggro, easily augmented by equipment. Just Guard every round, and you're all set.

Paladin doesn't have Dancer's debuff skillset, but instead has some decent healing skills. Even without a subclass, Paladin make a great spot healer. Paladin/Bard lets your tank throw buffs, rather than using up attacker turns on them. Bard is a harder sell than on Dancer, though, because Paladin will often be using 1 action to Guard.

Early on, you Guard to keep damage low. The Paladin can stack so many defensive bonuses, though, that eventually damage is irrelevant. Guard has a different use at that point: preventing ailments (with its +25% resist). And Paladin does need to work to prevent those, since they can disable aggro.

Biggest drawback: the need to prevent ailments. Most disabling ailments come from magic attacks rather than physical ones, so one anti-ailment option is to stack Reflect (relying either on the Mirror Shield, or on casting Mirror, likely via Deflect Gloves). The more complete option is to build up 100% resists, with for example Survival Rod, Ailment Shield, Warding Gauntlet, Giant Helm, and resist passives.

Also Solid

Thief (Thief/Bard)

Thief is a potential evade tank, just like Dancer. Thief's equipment-based evasion takes a bit longer to set up (because you only find one Shadowstep in Tekkair, and Thief needs two.) It's also a bit less flexible -- if Thief changes weapons to access better damage, they have to make up 50% in evasion, not just 25%, and that's not realistic.

Instead, base (only) Thief gets access to two spells, Shadow Self and Magistep, which give the caster +100% P. Evade and M. Evade, respectively. This means that Thief can evade tank against bosses quite early. Relying on these for random or repeated battles is tough, though, and casting them turn one is a delay that makes Thief (especially Thief/Bard) a less effective buffer or debuffer.

Thief can steal from the start of the game, whereas Dancer has to do it later and less reliably with the Thief Dagger -- if this matters.

Meh

Knight, Warrior, or other physical base classes

These "compromise" tanks inevitably end up being a worse version of Paladin. No tank is going to contribute to damage as much as your DPS is, so the effort put into PATK (via Knight) or Counter (via Warrior) doesn't tend to pay off. (Counter can actually be exasperating sometimes, when you just want to defeat a random battle but have to sit through a whole sequence of weak counterattacks.)
Class Options -- Physical Damage
Best Options

Hunter/Knight

Hunter doesn't have the highest DPS potential in the game, but it's "close enough," and it has a bevy of other factors going for it. Base Hunter has a 1.3x mult with Bows, which are superb; unusually high base Crit% and Hit%; a free Greedy Pouch ability; and is the best item healer there is. A Knight sub fills in all the missing pieces -- it's an important upgrade for a Hunter.

Although an optimized Hunter does a bit less damage than Knight (about 17-30% less depending on the Knight's weapon), its free Greedy Pouch ability effectively saves you an accessory slot on someone in the party... and accessory slots can be worth 1.25x ATK. So the Hunter's contribution to total party attack is really on par with a Knight's.

In many games, item healing is expensive and unsustainable; or weak; or, alternately, something anyone can do. In Scarmonde, it starts out unsustainable, but the game quickly starts handing out huge piles of consumables. It starts out weak, but this is easily boosted with passives and equipment. And while anyone can use items, Hunter gets better output. A Hunter with just a few pieces of item-healing gear can MT heal the party for 1173 HP, compared to other classes hitting 670-871 when geared, or 375 naked. As with all healing, by lategame you can double up the command when needed, so Hunter can serve as sole party healer, if necessary; or can back up a caster-healer brilliantly.

Knight (Knight/Warrior, Knight/Hunter, Knight/Monk)

Knight has the highest physical DPS potential in the game. This is particularly true before subclassing, when Knight is the only class with access to its extra PATK passive; but even afterwards, Knight has a higher base PATK than any other class. Knight is also pretty sturdy, which can be nice early on when your tank might not be online yet.

Knight already has access to most of the things a physical attacker wants: adequate weapons, Heavy Armor, the PATK passive, the Crit passive, and optional abilities like Devastate. Even Tackle can be good early on. Knight's base AGI is very low, but due to equipment differences, it can eventually ends up on par with Duskar and Warrior, and surprisingly, much faster than Monk and Hunter.

Knight's main weakness is low Hit%. This makes Warrior and Hunter its obvious subclass choices, with their Hit% passive. They also each bring access to Light Armor and to an improved weapon type (spears and bows), though the Colossus works just fine for most of the game. Monk is also an option if you want fist/claw access, though most fists also have Hit% problems, so Full Counter becomes an especially important weapon upgrade there. But a base Knight will be a strong PC no matter what subclasses it does or doesn't get.

Also Solid

Duskar/Knight

A spear Duskar is a very reliable attacker. They do a bit less damage than a bow Hunter. They do significantly less damage than a base Knight, though (about 1/3 less when optimized).

If you're playing without a tank, there are a few nice bonuses -- 15% lifedrain, and the +15% ailment resistance passive. With a tank, these have limited impact, as MT attacks will still require a partywide response, while ST attacks will rarely hit the Duskar. Duskars also make it a bit harder for a tank to steal all the aggro, because they tend to have higher aggro than other fighters do (base + equipment; the lack of Light Armor can also hurt, there). Being unable to Guard rarely matters, but if you ever want or need to, it can be annoying.

If you're willing to spend two subclasses, you can go Duskar/Knight/Sage and have quite a good magic attacker as well.

Monk/Knight

Knight/Monk will do significantly more damage. This is a passable option if you want a high chance for Stun procs, though. The Colossus is especially nice here thanks to Monk's lower base PATK. Big drawback -- prior to obtaining Full Counter at game end, a double Power Gauntlet Monk will take huge damage from any spells that hit them (most likely MT spells) unless they Guard.

Thief/Knight

Damage output lags significantly compared to base Knight. This is really a specialized option if you want early stealing, a late Tyrant/Devastate combo, or partywide evasion.

Warrior/Knight

For maximum counter. There are eventually better ways to reach 100% counter, though -- for example, a Knight/Monk wielding Full Counter fists.

Meh

No Knight subclass

The Knight sub brings so much to the table that there's really no reason to run a physical attacker without Knight involved.
Class Options -- Magical Damage
Best Options

Sage/Duskar

Sage is incredibly versatile. Sage holds the third MATK passive, and has base stats that are terrific for a caster. Sage's low HP and physical defenses are easily augmented with heavy armor, while its magic defenses are high and, importantly if you run a tank, it has the lowest aggro in the game.

And Duskar is a perfect match for Sage. Duskar brings the Heavy Armor access Sage needs, and the elemental spear access it wants, with Total Eclipse and Dusk Strike as cherries on top.

If/when your Sage gets a second subclass, options include Mage (for ST element spells and resists), Bard (for a subset of ST spells and resists, plus Bard's buffs), and Cleric (for better heal spells).

Biggest downside - Sage isn't an exciting class at the start of the game, because the tier 1 MT spells are pretty weak. OTOH, Sage can heal then, while Mage (and Dancer and Duskar) can't.

Mage/Sage/Duskar

Mage contributes more than Sage in the early game, when the tier 1 spells favor ST over MT, and when MP cost matters more. With one subclass taken, Mage/Sage has the advantage of ST spell access, but has some survival disadvantages, being unable to use Heavy Armor, and having higher aggro.

Once you pick up a second subclass, Mage/Sage/Duskar is the highest magic DPS option, period. That said, even at that point, the damage increases over Sage/Duskar/Mage are just about 6-10%, in exchange for which you have to deal with higher aggro.

Also Solid

Dancer/Sage

Dancers put out more magic damage than you might expect. They have decent MATK, built-in elemental boost for Wind (+35%) and automatic access to spears, along with MT wind spells. With the Typhoon spear (+50%) that's a 1.85x multiplier. Base Dancers won't do quite as much damage as base Sages or Mages, but their AGI is quite a bit higher. So for cases where turn order matters -- like trying to wipe random encounters with one AoE -- Dancers edge out the others.

The tricky thing is balancing this casting capability with survival. Dancers have to dedicate a fair number of slots to make evasion work -- usually including the Weapon slot. And if you aren't going for evasion, a Dancer/Sage will run into similar survival challenges as the Mage/Sage. Dedicating a second subclass to Duskar (or something else with heavy armor) will resolve the issue.

Sage/Cleric

If you really want powerful MT heals in a single action, this is the way to go. Same survivability issues as Mage/Sage and Dancer/Sage.

Meh

Base Cleric, Bard, or Monk

Clerics, Bards, and Monks all have access to tier 3 attack magic. They just don't make good base classes. They all have middling MATK. Clerics and Bards are stuck with a Shield slot. Monks have an extra Glove slot instead, but double Sage Gloves has its own drawbacks. They all end up with higher aggro, and are subclass-hungry, desiring both Sage for MATK and Duskar/Whatever for Heavy Armor.
Subclass Options -- Healing & Support
Subclass Bard

Bard has a versatile package of offensive and defensive spells; most noteworthy are Empower (partywide 1.5x PATK buff) and Stat Guard (temporary ailment immunity), which no other class learns. Empower can be cast when equipping the Giant Club -- though freeing up somebody's weapon slot is useful in itself. Stat Guard, however, is totally unique, and is quite useful in some boss battles.

Bard also has some MP restoration stuff -- an MP regen passive, and some spells that cause the party to regenerate it -- but these are both slow to use, and unnecessary. By the midgame, MP-replenishing items are plentiful and cheap.

Subclass Cleric

Cleric is the only sub that can use the tier 3 MT healing spell. This is significantly stronger than the tier 2 version (which Sages and Paladins can both use). It's not really necessary, though, since you can just double up the tier 2 heal when in need. Additionally, there is a postgame item (Starseer Shoes) that allow you to cast the spell, which makes spending a subclass slot on it feel iffier.

Subclass Monk
Monk provides some QoL in the form of its -25% MP cost passive, which notably reduces the cost of the tier 1 ST heal spell to zero. Some people swear by this. Personally I think it's nearly worthless, given how easy it is to restore MP by the midgame, but the option is there.
Class Comparison
The tables below compare various stats, and average damage output (real, just divided by 100 for easy comparison), assuming 950,000 XP, and an optimized end-of-endgame loadout of equipment and passives.

Survivability and Overview

These numbers assume physical gear in the top section, a reflect or evade tank loadout in the middle, and caster gear in the bottom section.

Physical Damage Output

These columns compare damage by class and weapon, assuming Knight sub (for PATK), an offensive but balanced loadout (mainly Rings of Power, Power Gauntlets, Leian Gear, Giant Helms), and lategame enemy defense. They factor in extra item slots, hits, turns, & class bonuses. The first number includes crits and miss chances; the last number is the average output of Devastate.

Magical Output and Healing

For magic DPS, columns assume a balanced MATK set (Giant Helm, Sorcerer Robes, Sage Gloves, Defender Greaves) with Magic Pendants & Sage Gloves in extra slots. Numbers are with / without a subclass -- prioritizing a subclass necessary to grant a spell first, then either Sage (for MATK + spells), or Duskar (for spears).
Weapon Types
Weapon Types
Bows (2H, Piercing, High Hit%, Reduces Aggro, Never Triggers Counterattacks)
- Classes: Hunter, Thief; or Sub Hunter
- Class Mults: Hunter (1.3x), Knight (1.15x)

The best overall weapon type. Extremely reliable. Does a pile of extra damage to flying enemies.
Notably, the strongest bow for pure DPS (Giant Greatbow) is found really early on.

Spears (2H, Piercing, High Crit%, Low Hit%, Improves Guard Slightly)
- Classes: Duskar, Warrior, Dancer; or Sub Duskar/Warrior
- Class Mults: Knight (1.15x), Duskar (1.1x), Hunter (1.1x)

Also very reliable. Does a pile of extra damage to heavily armored enemies. The best weapon for elemental and dark casters thanks to the four +50% elemental spears. Magispear is also quite good for casters for most of the game. The best physical spear, Vylcaus Nail, offers +50% crit. In postgame, Malforica offers a no-counterattacks option.

Fists/Claws (2H, mostly Blunt, +1 Extra Strike, Low PATK, Low Hit%, Lowers Phys Resist, Worsens Guard)
- Classes: Monk, Dancer; or Sub Monk
- Class Mults: Knight (1.15x), Monk (1.12x for blunt fists only), Hunter (1.1x for piercing claws only), Warrior (1.1x for slashing claws only), Thief (1.05 for slashing claws only)

Fists are very powerful in the early game, both for damage and for status proc chances. (The Swift Claw cuts your damage but gives an additional bonus strike -- great for status.) Once you have the Extra Strike passive, fists are more on par with other weapons. The best overall fist, Full Counter, gives you Auto-Guard (but at substantially reduced effectiveness), auto-counter, doubles aggro, and gives a big Hit% bonus.

Clubs (1H, Blunt, Low Hit%, Increases HP, Lowers Speed)
- Classes: Knight, Warrior, Hunter, Bard; or Sub Knight/Warrior
- Class Mults: Knight (1.15x), Monk (1.12x)

In general, clubs are not that exciting compared to other weapons. Blunt isn't even the best damage type. But many clubs have good utility. Some offer a chance to Stun on hit. The Giant Club lets its user cast Empower, which is otherwise limited to Bards and Bard subs -- and is a much more attractive way to get Empower early than having a base Bard is. The Colossus stands out even more: it's a 2H weapon with the highest PATK in the game, and it's available relatively early. That's enough to make most physical attackers want to use it for at least a little while.

Axes (1H, Slashing, Increases Aggro, Lowers HP, Magic Resist, & Magic Output)
- Classes: Knight, Warrior, Duskar, Hunter; or Sub Knight/Warrior/Duskar
- Class Mults: Knight (1.15x), Warrior (1.1x), Thief (1.05x)

Axes are mainly an option for a tank who needs aggro more than they need survivability or evasion. The best axe, Madman's Axe, is very strong for DPS, but causes you to attack at random rather than inputting commands and targets.

Swords (1H, Slashing)
- Classes: Knight, Warrior, Bard, Paladin, Hunter; or Sub Knight/Warrior/Bard
- Class Mults: Knight (1.15x), Warrior (1.1x), Thief (1.05x)

Swords are the vanilla weapon option: no major strengths, no major drawbacks. Specific swords may have specific strengths, notably the Leian Fang (all-around good offense), the Boon Blade (grants all boon spells), and the Blessed Blade (holy boost). The Tyrant is a rare drop sword with a 1.75x PATK mult, but no base PATK, and an actual Crit % penalty (plus a ton of defensive penalties). It's rough, but it's great for casting Devastate, which can't crit. This works best on base Knights (for base PATK) or Thieves (for doubling it up).

Daggers (1H, Slashing, Lowers Aggro, High Hit%, Low PATK, High Speed, High Evade)
- Classes: Thief, Dancer, Cleric; or Sub Thief
- Class Mults: Knight (1.15x), Warrior (1.1x), Thief (1.05x)

Daggers are generally weak, but they have a few uses: a dual-wielding option for Thief before you can subclass; a source of status procs; an evasion source; and a postgame elemental boost source for Thief.

Additionally, the Thief Dagger has a chance of attempting to steal when you attack with it. This is sort of a loophole which gives base (only) Dancers and Clerics access to theft, without needing to sub Thief. Stealing isn't necessary anyway, but it is convenient in a few cases.

Staves (1H, Blunt, Low PATK, High MATK, Other Mild Penalties)
- Classes: Paladin, Mage, Bard, Sage, Cleric, Duskar; or Sub Paladin/Mage/Bard
- Class Mults: Knight (1.15x), Monk (1.12x)

Staves are the main magic-boosting option, although they are outclassed for most purposes by the elemental spears. In postgame, the Enhancer boosts all regular elements, but less so than the spears, and with multiple drawbacks. Also notable is the Survival Rod, which is a terrific piece of defensive gear.
Armor Types
Heavy and Light Armor

Heavy Armor includes key equipment for general survivability (Giant Helm, Garda Gauntlet, Defense Greaves) and for physical DPS (Power Gauntlet, Battle Helm).

Light Armor includes key equipment for evasion (Aggro Evaders), magical DPS (Sage Gloves, Sorcerer Robes), and speed (Hat of Haste).

Tanks can generally make do with just one type of armor.

Physical attackers mainly just need Heavy, though there are a few nice picks for them in Light (e.g., Warrior Boots). Since physical attackers want a Knight sub anyway for the PATK passive, this is no sweat.

Casters benefit the most from mixing types, as HP and damage reduction equipment does a lot for them. This is a big point in favor of Sages and Duskars. Mages, Clerics, and Bards have to choose just one of Equip Heavy Armor (from Duskar) or MATK +25% (from Sage) until they can get a second subclass.

The 8th Equipment Slot

Shield (Paladin, Knight, Warrior, Bard, Cleric, and technically Hunter) is the most limited slot. Shields are solid for damage tanks, since they often increase aggro and guard, and there are great options for reflection (Mirror Shield) and ailment resistance (Ailment Shield). Physical attackers (especially Hunter) often won't use the slot anyway, since the 2-handed weapons are so good. And for casters, it's generally the lowest value slot period.

Relic (Duskar, Sage, Mage) is a powerful and flexible slot. Do you want an extra +25% MATK? Yes, yes you do. It's also good for XP grinding (Battleborn Pin).

Gloves (Monk) is also a powerful slot, but it comes with a few drawbacks. Two Power Gauntlets tanks your magic defense, and two Sage Gloves give you a lot of aggro. The +25% relics don't have these problems.

Shoes (Dancer) is powerful if used for evasion (thanks to the Aggro Evaders), and pretty modest otherwise.

Finally, Weapon (Thief) becomes very flexible later in the game. Early on, it's mostly just a modest physical damage boost. By endgame, you can use it to stack evasion (Shadowstep), go berzerk (Madman's Axe), pump up Devastate (Tyrant), or push status (Thordyne), and in postgame, you can also use it to make Thief a reasonable caster for fire and dark spells (Darksun Dagger). None of these options are wildly powerful, but they are all very solid.
Damage Formulas -- Buyable Skills
The first damage number given is sample expected damage at endgame, with a relatively strong PC damage dealer facing a relatively robust enemy. It does not account for crits (or misses), elemental boost or vulnerability, or anything else.

Attack: P. ST 1,540 [Crits] [Sp+0] ... (3.5 * lv) + (1.0 * ag) + (2.0 * pa) - (1.0 * pd)

Multi-Slash (5): P. MT 1,594 [Sp+0] ... (5.5 * lv) + (8.6 * ag) + (1.8 * pa) - (1.0 * pd)
Multi-Pierce (5): P. MT 1,637 [Sp+0] ... (5.5 * lv) + (4.8 * ag) + (2.8 * lk) + (1.4 * pa) - (1.0 * pd)
Multi-Bash (5): P. MT 1,145 [Sp+0] ... (5.5 * lv) + (2.5 * pd) + (1.4 * pa) - (1.0 * pd)
Tackle (1): P. ST 1,375 [Crits] [Sp+20] ... (2.0 * lv) + (1.8 * pd) + (2.0 * pa) - (1.3 * pd)
Triple Attack (4): P. 3x ST 1,725 [Acc x0.90] [Sp+3] ... (2.0 * lv) + (0.45 * lk) + (2.5 * pa) - (1.0 * pd)
Critical Strike (3): P. ST 3,225 [Crits] [Acc x0.75] [Sp-5] ... (2.0 * lv) + (5.0 * pa) + (3.0 * lk) - (1.0 * pd)
Break Strike (2): P. ST 1,515 [Crits] [Sp+10] ... (3.0 * lv) + (1.0 * ag) + (2.0 * pa) - (1.0 * pd)
Cripple Strike (2): P. ST 1,515 [Crits] [Sp+10] ... (3.0 * lv) + (1.0 * ag) + (2.0 * pa) - (1.0 * pd)
Piercer (2): P. ST 2,400 [Crits] [Sp+5] ... (5.0 * lv) + (1.0 * lk) + (2.5 * pa)
Plague Smash (2): P. ST 1,415 [Crits] [Sp+0] ... (1.0 * lv) + (1.0 * ag) + (2.0 * pa) - (1.0 * pd)
Devastate (8): P. 4x RT 1,921 [Acc x0.90] [Sp-5] ... (5.0 * lv) + (1.2 * lk) + (2.6 * pa) - (1.5 * pd)

Dusk Strike (3): -- ST 1,552 [Crits] [Sp+0] ... (5.0 * lv) + (0.75 * lk) + (1.8 * pa) - (1.0 * pd)

Fireball (1): M. ST 1,075 [Sp+1] ... (50) + (2.0 * lv) + (0.5 * lk) + (2.0 * ma) - (1.0 * md)
Eruption (2): M. ST 2,070 [Sp+0] ... (100) + (4.0 * lv) + (0.7 * lk) + (3.6 * ma) - (1.5 * md)
Sunsphere (3): M. ST 3,275 [Sp-2] ... (150) + (6.0 * lv) + (1.0 * lk) + (5.5 * ma) - (2.0 * md)
Void (1): M. ST 1,220 [Crits] [Sp+1] ... (50) + (4.0 * lv) + (0.8 * lk) + (2.0 * ma) - (1.0 * md)
Black Spot (3): M. MT 1,105 [Sp-1] ... (80) + (2.0 * lv) + (0.5 * lk) + (2.0 * ma) - (1.0 * md)
Total Eclipse (6): M. 2x RT 1,760 [Crits] [Sp-3] ... (100) + (6.0 * lv) + (0.8 * lk) + (2.6 * ma) - (1.0 * md)
Dark Embrace (2): M. ST 2,070 [Sp+0] ... (100) + (4.0 * lv) + (0.7 * lk) + (3.6 * ma) - (1.5 * md)
Fervor (2): M. MT 285 [Sp+0] ... (25) + (1.2 * lv) + (1.0 * ma) - (1.0 * md)
Sirocco (4): M. MT 1,280 [Sp-2] ... (80) + (2.3 * lv) + (2.5 * ma) - (1.2 * md)
Hellfire (6): M. MT 2,265 [Sp-4] ... (120) + (3.6 * lv) + (4.2 * ma) - (1.7 * md)
Force (2): -- ST 530 [Crits] [Sp+0] ... (50) + (3.0 * lv) + (1.0 * lk) + (1.2 * ma) - (1.0 * md)
Psycho Shot (4): -- ST 1,590 [Crits] [Sp-2] ... (100) + (5.0 * lv) + (1.5 * lk) + (2.6 * ma) - (1.5 * md)
Distortion (8): -- ST 2,450 [Crits] [Sp-4] ... (200) + (7.0 * lv) + (2.2 * lk) + (3.8 * ma) - (2.0 * md)
Explosion (3): -- MT 107 [Sp-1] ... (45) + (1.5 * lv) + (0.5 * ma) + (0.75 * lk) - (1.0 * md)
Force Missle (6): -- MT 1,205 [Sp-3] ... (100) + (3.2 * lv) + (1.8 * ma) + (1.5 * lk) - (1.0 * md)
Armageddon (10): -- MT 2,060 [Sp-5] ... (180) + (4.6 * lv) + (3.0 * ma) + (2.5 * lk) - (1.5 * md)

Absorb (1): M. ST 720 [Sp+25] ... (5.0 * lv) + (1.0 * ma) + (1.8 * lk) - (1.0 * md) - (0.75 * lk)

Recover (1): -- ST 495 [Sp+20] ... (150) + (1.0 * lv) + (0.35 * ma) + (0.45 * lk)
Warm Embrace (3): -- ST 1,005 [Sp+10] ... (125) + (3.0 * lv) + (0.80 * ma) + (1.4 * lk)
Angel Feather (5): -- ST 1,725 [Sp+5] ... (150) + (5.0 * lv) + (1.6 * ma) + (1.9 * lk)
Fairy Light (2): -- MT 367 [Sp+5] ... (45) + (1.3 * lv) + (0.35 * ma) + (0.20 * lk)
Recovery Field (4): -- MT 747 [Sp+0] ... (80) + (2.5 * lv) + (0.65 * ma) + (0.80 * lk)
Creator's Blessing (6): -- MT 1,235 [Sp-2] ... (120) + (4.5 * lv) + (1.0 * ma) + (1.6 * lk)
Boss Vulnerabilities (1)
Guardian
Status: 100% KO/Stun/Mute/Blind... 100% Conf/Zzz/Rage/Curse/Pois/Dis/Use
Weak: 1.50 Lit, 1.25 Earth... 2.00 Spear, 1.25 Pierce
Resist: 0.85 Wind... 0.90 Blunt/Slash

Levithias
Status: 100% Stop/Stun, 75% Mute, 50% Blind... 100% Dis/Use, 75% Zzz
Weak: 1.50 Holy, 1.30 Earth... 1.50 Spear, 1.20 Blunt, 1.15 Pierce
Resist: --

Sea Spirit
Status: 100% Love/Stop/Stun/Mute/Blind... 100% Conf/Zzz/Rage/Curse/Pois/Dis/Use
Weak: --
Resist: 0.60 Earth/Wind... 0.85 Blunt, 0.80 Slash, 0.75 Pierce

Goldmane
Status: 100% KO/Stop/Blind, 50% Stun... 100% Curse/Pois/Dis/Use, 80% Rage, 75% Conf
Weak: --
Resist: --

Gelticue
Status: 100% Stop/Stun/Blind... 100% Curse/Use, 65% Conf/Rage
Weak: 1.50 Wind... 1.75 Spear, 1.50 Bow, 1.15 Pierce
Resist: 0.50 Earth... 0.90 Blunt, 0.65 Slash

Blue Dragon
Status: 80% Blind, 25% Stun... 100% Curse/Dis/Use, 65% Pois, 50% Rage
Weak: 1.10 Fire... 1.65 Bow, 1.50 Spear
Resist: 0.85 Earth, 0.65 Lit, 0.50 Wind, 0.25 Ice... 0.95 Slash, 0.85 Blunt

Kiltwaik
Status: 100% Stun/Blind, 75% Mute... 100% Rage/Use
Weak: --
Resist: --

Savelna
Status: 100% KO/Blind, 65% Stop... 100% Conf/Curse/Pois/Dis/Use, 90% Rage, 50% Zzz
Weak: 1.80 Ice, 1.50 Earth... 1.50 Slash
Resist: 0.50 Wind... 0.80 Pierce

Moldarin
Status: 100% Stun, 85% Stop, 50% KO/Blind... 100% Zzz/Curse/Pois/Use
Weak: 1.80 Ice, 1.50 Earth... 1.50 Slash
Resist: 0.50 Wind... 0.80 Pierce

Eltishae
Status: 100% Stun/Blind, 75% Mute... 100% Conf/Curse/Pois/Dis/Use
Weak: 1.80 Ice, 1.50 Earth... 1.50 Slash
Resist: 0.50 Wind... 0.80 Pierce

Eminass
Status: 100% Stun/Blind, 90% Mute... 100% Rage/Curse/Use
Weak: 1.80 Dark... 1.50 Bow
Resist: --

Red Dragon
Status: 100% Blind... 150% Pois, 100% Zzz/Rage/Curse/Dis/Use, 50% Conf
Weak: 1.30 Ice, 1.15 Lit... 1.50 Bow/Spear, 1.30 Pierce
Resist: 0.90 Earth, 0.75 Wind, 0.50 Fire... 0.90 Slash, 0.80 Blunt

Immolis
Status: 75% Blind... 100% Dis/Use, 65% Rage, 30% Pois, 25% Zzz
Weak: 1.10 Ice/Holy... 1.50 Pierce/Spear, 1.15 Slash
Resist: --

Fire Spirit
Status: 100% KO/Blind... 100% Conf/Curse
Weak: --
Resist: 0.80 Wind, 0.10 Fire... 0.90 Blunt/Slash/Pierce

Imp Captain
Status: 100% Blind, 60% Stop, 45% KO/Mute... 100% Conf/Curse/Pois/Dis/Use
Weak: --
Resist: --

Petrifiend
Status: 100% Stop/Mute/Blind... 100% Conf/Rage/Curse
Weak: 2.00 Wind... 1.50 Spear, 1.25 Pierce
Resist: 0.80 Fire, 0.75 Lit, 0.20 Earth... 0.75 Blunt, 0.55 Slash

Blood Sentinel
Status: 100% Stop/Stun/Blind... 100% Rage
Weak: 2.00 Holy, 1.45 Earth... 1.30 Blunt
Resist: 0.75 Wind, 0.05 Dark... 0.75 Slash, 0.45 Pierce

Wild Beast
Status: 100% Blind, 50% KO... 100% Rage/Curse/Pois/Dis/Use, 75% Zzz
Weak: 1.75 Lit... 1.40 Slash, 1.20 Pierce
Resist: 0.75 Earth... 0.70 Blunt

Thunder Devil
Status: 50% Stun... 100% Rage/Use, 60% Pois
Weak: 1.75 Earth, 1.25 Holy... 1.50 Pierce
Resist: --

Garga Leech
Status: 100% Blind... 150% Pois, 125% Rage, 100% Curse/Dis/Use
Weak: 1.50 Holy, 1.40 Fire, 1.25 Lit... 1.75 Spear, 1.50 Pierce
Resist: 0.50 Dark, 0.35 Earth... 0.90 Slash, 0.75 Blunt

Lord Qilcis
Status: 100% Stun/Blind... 100% Conf/Use, 65% Pois, 50% Zzz
Weak: 1.40 Lit, 1.25 Holy... 1.80 Spear
Resist: 0.80 Wind, 0.75 Dark... 0.85 Blunt

Weak Leianporyll
Status: 100% Blind, 75% KO... 100% Dis/Use, 75% Curse, 50% Zzz, 45% Rage
Weak: 1.45 Earth... 2.00 Bow
Resist: --

Lv.2 Leianporyll
Status: 100% Blind, 55% KO... 100% Dis/Use, 65% Curse, 30% Zzz
Weak: 1.25 Earth... 1.75 Bow
Resist: --

Lv.3 Leianporyll
Status: 100% Blind, 35% KO... 100% Use, 35% Curse, 15% Zzz
Weak: 1.10 Earth... 1.50 Bow
Resist: --

MAX Leianporyll
Status: 100% Blind, 25% KO... 100% Use
Weak: --
Resist: --

Dragon
Status: 100% Blind... 150% Pois, 100% Zzz/Rage/Curse/Dis/Use, 50% Conf
Weak: 1.35 Ice, 1.15 Lit... 1.75 Bow, 1.50 Pierce/Spear
Resist: 0.85 Earth, 0.75 Wind, 0.25 Fire... 0.90 Slash, 0.80 Blunt

High Shaman
Status: 100% Stop/Stun/Blind, 85% Mute... 100% Rage/Dis/Use, 65% Zzz
Weak: 1.50 Holy, 1.25 Ice... 1.20 Slash
Resist: --

Pyrosaur
Status: 100% Stop/Blind, 45% Mute, 25% Stun... 100% Conf, 65% Curse, 45% Pois, 40% Zzz/Rage
Weak: --
Resist: --

Algeroth
Status: 80% Mute, 75% Blind... 100% Curse/Dis/Use, 50% Pois, 25% Zzz
Weak: 1.50 Dark, 1.30 Lit... 1.25 Pierce/Spear
Resist: 0.90 Fire, 0.75 Ice, 0.50 Wind... 0.80 Blunt

Meltismyr
Status: 100% Blind, 45% Mute... 100% Curse/Dis/Use, 45% Conf
Weak: --
Resist: --

Zesifel
Status: 45% Mute... 100% Pois/Dis, 25% Conf/Zzz, 20% Curse
Weak: 1.25 Holy... 1.50 Bow, 1.20 Pierce
Resist: 0.80 Fire/Ice/Earth/Wind/Mighty, 0.10 Dark... 0.90 Blunt

Orgogi
Status: 100% KO, 75% Stun, 25% Love... 100% Curse/Pois/Dis/Use, 40% Conf
Weak: --
Resist: --

Gorlmyscau
Status: 50% Blind, 35% Stun, 25% Mute... 100% Use, 45% Rage, 35% Zzz
Weak: --
Resist: --

Shadow Tree
Status: 100% Blind, 50% Mute, 25% Stop... 55% Rage, 25% Conf
Weak: 1.75 Holy, 1.45 Fire, 1.25 Ice... 1.25 Slash
Resist: 0.55 Earth, 0.35 Wind, 0.20 Dark... 0.75 Pierce, 0.65 Blunt

Corpse Diver
Status: 100% Stun/Mute, 65% Love, 25% KO... 100% Rage/Curse/Pois/Dis/Use, 55% Zzz
Weak: 1.45 Wind... 1.75 Bow
Resist: 0.75 Dark, 0.65 Earth... 0.80 Slash

Burzoam
Status: 100% Mute, 80% Love, 75% Blind, 25% Stop... 125% Zzz, 100% Curse/Dis/Use, 75% Pois, 50% Conf
Weak: 1.35 Ice, 1.25 Dark... 1.25 Pierce
Resist: --

Nusfrattu
Status: 125% Stun, 100% Stop/Mute... 100% Use, 50% Rage, 25% Zzz
Weak: 1.50 Wind... 2.00 Bow, 1.20 Pierce
Resist: 0.45 Earth... 0.85 Slash, 0.70 Blunt

Greater Nessmir
Status: 100% KO/Stop/Stun/Mute/Blind, 45% Love... 100% Rage/Curse/Pois/Dis/Use, 30% Zzz
Weak: --
Resist: --

Tower Giant
Status: 45% Blind, 10% KO... 100% Curse/Dis/Use, 50% Rage, 25% Pois, 20% Conf
Weak: 1.05 Dark... 1.25 Spear
Resist: 0.85 Fire/Ice, 0.65 Earth, 0.40 Wind... 0.90 Pierce, 0.75 Blunt

Bloodroot
Status: 100% Stop/Mute/Blind... 100% Dis/Use
Weak: 1.25 Ice... 1.50 Slash
Resist: --

Soul Dreg
Status: 50% Stop... 80% Rage, 45% Conf
Weak: --
Resist: 0.15 Dark... 0.85 Blunt, 0.75 Slash, 0.50 Pierce

Bonelord
Status: 100% Blind, 50% Stun... 100% Pois/Use, 50% Zzz/Rage
Weak: 1.20 Holy... 1.15 Blunt
Resist: 0.90 Lit, 0.85 Ice, 0.80 Fire, 0.75 Wind, 0.50 Dark... 0.80 Slash, 0.70 Pierce

Tomb Watcher
Status: 100% Mute, 75% Stop... 100% Use, 70% Conf
Weak: 1.15 Holy... 1.50 Spear, 1.25 Pierce/Bow
Resist: 0.90 Wind, 0.85 Earth, 0.80 Ice, 0.70 Fire, 0.65 Lit/Dark... 0.95 Blunt, 0.80 Slash

Skylord Meniryhn
Status: 50% Stun, 25% Blind... 150% Zzz, 100% Dis/Use, 50% Rage/Curse/Pois, 10% Conf
Weak: --
Resist: --

Meniryhn's Aid
Status: 100% Mute, 50% Love/Blind, 25% KO... 125% Pois, 100% Curse/Dis/Use, 95% Conf, 35% Zzz, 25% Rage
Weak: 1.25 Fire... 1.25 Slash
Resist: 0.80 Ice, 0.75 Lit, 0.50 Earth, 0.25 Wind... 0.80 Blunt

Idol of Prosperity
Status: 125% Stop, 100% Mute, 50% Blind, 35% Stun... 100% Rage/Curse/Use
Weak: 1.50 Dark, 1.25 Earth... 1.25 Blunt
Resist: 0.75 Wind, 0.65 Lit, 0.50 Ice/Holy, 0.25 Fire... 0.90 Pierce, 0.80 Slash

Armageddos
Status: 100% Stop, 50% Blind... 50% Rage, 45% Curse/Pois, 25% Zzz
Weak: 1.35 Lit, 1.20 Holy, 1.15 Dark... 1.35 Pierce
Resist: 0.75 Ice, 0.50 Wind... 0.95 Slash, 0.75 Blunt

Kurseroot
Status: 80% Blind... 100% Use, 50% Zzz, 45% Conf, 25% Rage
Weak: 1.20 Fire/Holy... 1.15 Slash
Resist: 0.85 Wind, 0.75 Earth, 0.65 Dark... 0.90 Pierce, 0.85 Blunt

Black Ember
Status: 100% KO/Blind... 100% Conf/Curse
Weak: --
Resist: 0.80 Wind, 0.10 Fire... 0.90 Blunt/Slash/Pierce
Boss Vulnerabilities (2)
Stillflame Shade
Status: 35% Blind... 30% Rage, 25% Zzz
Weak: 1.35 Ice, 1.20 Holy... 1.25 Spear, 1.10 Slash
Resist: 0.90 Wind, 0.80 Earth, 0.25 Fire... 0.85 Blunt

Serpent Shade
Status: 75% Blind, 50% Mute, 35% Stun... 30% Zzz
Weak: 1.50 Holy, 1.40 Earth, 1.20 Fire, 1.10 Ice... 1.25 Blunt
Resist: 0.75 Wind, 0.25 Dark... 0.90 Slash, 0.75 Pierce

Soul Shade
Status: 100% KO/Blind... 100% Use, 35% Curse, 25% Zzz
Weak: 1.45 Earth... 1.75 Bow
Resist: --

Dragonbreath Shade
Status: 100% Mute/Blind... 100% Dis, 75% Pois, 50% Zzz/Curse, 35% Rage
Weak: 1.50 Fire, 1.10 Lit... 1.35 Spear, 1.30 Pierce
Resist: 0.85 Holy/Dark, 0.80 Earth, 0.50 Wind, 0.10 Ice... 0.80 Blunt

Wiseman of Metyth
Status: --
Weak: --
Resist: --

Wishmaker
Status: 100% KO/Love/Stop/Stun/Mute/Blind... 100% Conf/Zzz/Rage/Curse/Pois/Dis/Use
Weak: --
Resist: --

Lym'Dell
Status: 100% KO/Love/Stop/Stun/Mute/Blind... 100% Conf/Zzz/Rage/Curse/Pois/Dis/Use
Weak: --
Resist: --

Bat
Status: 100% KO/Love/Stop/Stun/Mute/Blind... 100% Conf/Zzz/Rage/Curse/Pois/Dis/Use
Weak: 1.25 Wind... 2.00 Bow
Resist: --

Felwyn
Status: 75% Blind, 35% Mute, 20% Stun... 50% Pois, 35% Rage, 15% Conf/Zzz
Weak: --
Resist: 0.90 Fire/Ice/Earth, 0.75 Holy/Dark, 0.50 Lit/Wind... 0.90 Pierce

Gwen
Status: 40% Mute, 30% Stun... 50% Rage, 25% Zzz/Pois
Weak: --
Resist: --

Guardian Phantom
Status: 80% Mute/Blind... 100% Rage/Use, 85% Curse, 50% Pois, 35% Conf
Weak: 1.10 Lit... 1.50 Spear, 1.25 Pierce
Resist: 0.85 Fire, 0.80 Ice, 0.75 Holy/Dark, 0.65 Wind... 0.80 Blunt, 0.60 Slash

Warrior Phantom
Status: 100% Stop, 50% Stun/Blind... 100% Dis/Use, 45% Curse, 25% Conf/Zzz/Pois
Weak: 1.20 Earth... 1.15 Slash
Resist: 0.95 Wind, 0.90 Ice/Holy/Dark, 0.75 Lit... 0.85 Pierce

Wisemen
Status: --
Weak: --
Resist: --

Arkaer
Status: 25% Stop... 50% Conf, 30% Curse, 20% Rage
Weak: --
Resist: --

Dragon Lord
Status: 45% Blind, 25% Mute... 45% Zzz, 30% Curse, 25% Rage/Dis, 20% Pois
Weak: 1.25 Ice, 1.15 Lit... 1.25 Spear, 1.20 Pierce
Resist: 0.50 Wind/Mighty... 0.80 Blunt, 0.65 Slash

Stalmakorma
Status: 85% Blind, 30% Mute, 10% Stun... 50% Dis, 35% Zzz, 20% Curse
Weak: 1.25 Dark... 1.05 Blunt
Resist: 0.75 Fire/Ice/Lit/Earth/Wind/Holy/Dark... 0.90 Pierce

Gussork
Status: 50% Blind, 25% Mute... 80% Use, 50% Zzz, 25% Rage
Weak: --
Resist: 0.80 Fire, 0.50 Ice/Lit, 0.25 Earth/Dark... 0.80 Blunt/Slash

Grikk Bloodletter
Status: 75% Stop, 25% KO/Stun, 15% Mute... 50% Pois/Dis, 25% Zzz, 20% Conf
Weak: --
Resist: 0.80 Fire/Holy/Dark, 0.75 Lit, 0.60 Wind, 0.50 Earth... 0.90 Blunt, 0.75 Pierce

Altori Imp
Status: 100% Mute, 90% Love, 40% Blind, 25% KO, 15% Stun, 5% Stop... 100% Dis/Use, 75% Curse, 50% Rage/Pois, 25% Conf, 20% Zzz
Weak: 1.20 Fire... 1.15 Blunt
Resist: 0.50 Fire/Ice/Lit/Earth/Wind/Holy/Dark/Mighty... 0.80 Blunt/Slash/Pierce

Moss Hazard
Status: 50% Blind, 25% Stop/Mute... 100% Zzz, 95% Rage, 75% Curse, 50% Conf, 25% Dis/Use
Weak: 1.30 Fire, 1.15 Dark... 1.25 Slash
Resist: 0.80 Mighty, 0.75 Fire/Earth, 0.60 Wind, 0.50 Ice... 0.90 Slash, 0.80 Blunt

White Wind
Status: 50% Mute, 25% Stop... 100% Curse/Use, 90% Rage, 25% Conf
Weak: --
Resist: 0.75 Mighty, 0.65 Lit, 0.60 Wind, 0.50 Ice/Earth, 0.10 Dark... 0.95 Blunt

Dancing Mantis
Status: 100% Blind, 50% KO, 15% Stop... 125% Zzz, 80% Conf, 25% Curse/Pois/Use
Weak: 1.50 Earth... 1.20 Blunt
Resist: 0.75 Fire/Ice/Wind/Mighty, 0.50 Holy/Dark... 0.80 Blunt/Slash/Pierce

Grimm Vyper
Status: 100% Mute, 75% Love/Stop, 50% Blind, 25% KO/Stun... 75% Pois, 50% Dis, 25% Conf/Zzz/Curse/Use
Weak: 1.25 Ice... 1.25 Slash
Resist: 0.95 Earth, 0.80 Holy/Dark/Mighty, 0.75 Ice, 0.65 Wind, 0.25 Lit... 0.85 Slash, 0.70 Pierce

Gnat
Status: 75% Blind, 20% Stop... 90% Rage, 50% Conf
Weak: 1.75 Wind, 1.25 Holy... 2.50 Bow, 1.50 Blunt
Resist: 0.90 Ice, 0.75 Mighty, 0.50 Holy, 0.25 Lit/Earth/Wind... 0.90 Pierce, 0.75 Blunt

Whisperwood
Status: 50% Stop/Blind, 25% Mute... 95% Rage, 80% Conf, 50% Curse
Weak: 1.30 Fire, 1.15 Dark... 1.25 Slash
Resist: 0.75 Holy/Dark/Mighty, 0.45 Ice, 0.25 Fire, 0.05 Wind... 0.75 Blunt/Slash/Pierce

Titanoboar
Status: 50% Blind, 40% Love, 25% Mute... 75% Dis, 50% Zzz/Use, 25% Pois, 20% Conf
Weak: 1.20 Ice... 1.25 Spear
Resist: --

Imp Wrangler
Status: 100% Mute, 90% Love, 40% Blind, 25% KO, 15% Stun, 5% Stop... 100% Dis/Use, 75% Curse, 50% Rage/Pois, 25% Conf, 20% Zzz
Weak: 1.20 Fire... 1.15 Blunt
Resist: 0.80 Wind, 0.75 Fire/Lit/Dark, 0.50 Earth... 0.75 Blunt/Pierce
Boss Vulnerabilities (3)
Dis Soldier
Status: 100% Blind, 40% Stop, 20% Stun, 15% Love, 5% KO... 85% Dis, 80% Zzz, 75% Conf/Use, 50% Pois
Weak: --
Resist: 0.80 Mighty, 0.75 Ice, 0.25 Lit/Earth... 0.75 Slash, 0.50 Pierce

Hollow Child
Status: 85% Mute, 50% Love/Blind, 40% Stun, 25% Stop... 50% Use, 35% Rage, 25% Zzz, 15% Conf
Weak: --
Resist: 0.80 Earth, 0.75 Lit/Mighty, 0.65 Ice, 0.50 Holy, 0.25 Wind... 0.75 Pierce, 0.45 Blunt

Dis Sentry
Status: 90% Mute, 50% Stop... 100% Conf, 50% Use, 25% Rage
Weak: 1.50 Wind... 1.50 Pierce/Spear
Resist: 0.90 Fire, 0.80 Holy/Dark/Mighty, 0.75 Lit, 0.50 Wind, 0.35 Earth... 0.95 Slash, 0.90 Blunt, 0.85 Pierce

Dis Spellblade
Status: 100% Blind, 50% KO, 40% Stop, 20% Stun, 15% Love... 85% Dis, 80% Zzz, 75% Conf/Use, 50% Pois
Weak: --
Resist: 0.95 Earth, 0.80 Holy/Dark/Mighty, 0.75 Ice, 0.65 Wind, 0.25 Lit... 0.85 Slash, 0.70 Pierce

Osvol Disfein
Status: 20% Mute... 100% Use, 25% Rage/Dis, 15% Pois, 10% Conf
Weak: --
Resist: 0.95 Ice/Holy/Dark, 0.90 Earth, 0.75 Fire... 0.95 Blunt, 0.85 Slash, 0.75 Pierce

Royal Guard
Status: 100% KO/Love/Stop/Stun/Mute/Blind... 100% Conf/Zzz/Rage/Curse/Pois/Dis/Use
Weak: --
Resist: 0.90 Fire/Ice/Lit, 0.75 Mighty, 0.50 Dark... 0.85 Slash, 0.50 Pierce

Shadow Tree
Status: 50% Stop/Blind... 95% Rage, 80% Conf, 50% Curse
Weak: 1.50 Fire, 1.15 Dark... 1.25 Slash
Resist: 0.75 Lit/Holy/Dark, 0.50 Fire, 0.25 Ice... 0.75 Slash

Blooming Devil
Status: 50% Blind, 35% Mute, 20% Stop/Stun... 100% Use, 50% Rage/Curse, 35% Conf, 25% Dis
Weak: 1.35 Ice, 1.25 Dark... 1.35 Slash
Resist: 0.95 Ice/Holy/Dark, 0.90 Earth, 0.75 Fire... 0.95 Blunt, 0.85 Slash, 0.75 Pierce

Ancient Dragon
Status: 45% Blind, 25% Mute... 45% Zzz, 30% Curse, 25% Rage/Dis, 20% Pois
Weak: 1.25 Ice, 1.15 Lit... 1.25 Spear, 1.20 Pierce
Resist: 0.90 Earth/Holy, 0.85 Dark, 0.75 Fire/Ice/Wind... 0.90 Slash/Pierce, 0.85 Blunt

Martyr
Status: 45% Mute... 100% Pois/Dis, 25% Conf/Zzz, 20% Curse
Weak: 1.25 Holy... 1.50 Bow, 1.20 Pierce
Resist: --

Raldigatorga
Status: 75% Blind, 40% Stop, 35% Stun, 25% Love... 50% Rage
Weak: 1.35 Lit... 1.20 Blunt
Resist: 0.75 Lit, 0.70 Mighty, 0.50 Ice/Holy, 0.45 Earth, 0.15 Wind... 0.75 Pierce, 0.45 Blunt

Malforic Eael
Status: 20% Mute, 10% Stun, 5% Stop... 50% Zzz, 25% Rage, 20% Pois
Weak: 1.10 Holy... 1.20 Pierce
Resist: 0.80 Earth, 0.70 Mighty, 0.50 Lit, 0.30 Wind, 0.25 Holy... 0.65 Pierce, 0.50 Blunt

Gem Lizard
Status: --
Weak: --
Resist: 0.90 Holy/Dark, 0.80 Earth, 0.75 Mighty, 0.35 Wind, 0.25 Fire... 0.95 Slash, 0.85 Blunt

Edmund Wyldal
Status: --
Weak: --
Resist: 0.80 Fire/Ice/Earth/Wind/Mighty, 0.10 Dark... 0.90 Blunt

Ebon Imp
Status: 100% Stop/Stun, 50% Mute, 40% Love... 75% Conf, 35% Zzz
Weak: 1.75 Holy... 1.15 Slash
Resist: 0.75 Ice, 0.55 Wind, 0.50 Fire, 0.10 Dark... 0.80 Slash, 0.65 Pierce

Greater Vampire Bat
Status: 85% Mute, 25% Stun, 20% KO/Stop... 100% Zzz, 75% Conf, 50% Dis, 25% Rage/Pois
Weak: 1.75 Wind, 1.25 Holy... 2.00 Bow
Resist: 0.90 Fire, 0.75 Ice/Wind/Dark, 0.50 Earth... 0.90 Blunt, 0.85 Slash

Royal Guard
Status: 75% Mute, 50% KO, 25% Blind... 125% Use, 100% Curse, 75% Dis, 35% Conf, 25% Zzz
Weak: 1.45 Earth, 1.25 Lit... 1.25 Spear
Resist: 0.90 Mighty, 0.80 Dark, 0.75 Fire, 0.50 Ice, 0.35 Holy, 0.25 Lit/Earth/Wind... 0.65 Blunt, 0.45 Slash

Gussork
Status: 50% Blind, 25% Mute... 80% Use, 50% Zzz, 25% Rage
Weak: --
Resist: --

Emjomamber
Status: 100% Blind, 50% KO/Mute, 25% Stun... 100% Curse/Dis/Use, 75% Conf, 50% Zzz
Weak: --
Resist: --

Adamadois
Status: 25% Stop/Mute... 100% Pois, 50% Conf/Curse, 25% Dis/Use
Weak: --
Resist: 0.80 Fire, 0.50 Ice/Lit, 0.25 Earth/Dark... 0.80 Blunt/Slash

Night King
Status: 25% Stop, 10% Stun... 50% Zzz/Dis, 35% Rage, 25% Pois
Weak: 1.20 Wind... 2.00 Bow
Resist: 0.80 Fire, 0.75 Dark, 0.65 Ice, 0.60 Holy, 0.30 Wind... 0.85 Blunt, 0.70 Slash

Gem Lizard
Status: --
Weak: --
Resist: 0.75 Mighty, 0.65 Lit, 0.60 Wind, 0.50 Ice/Earth, 0.10 Dark... 0.95 Blunt

Dragon Emperor
Status: 45% Blind, 25% Mute... 45% Zzz, 30% Curse, 25% Rage/Dis, 20% Pois
Weak: 1.15 Ice, 1.05 Lit... 1.40 Spear, 1.20 Pierce
Resist: 0.95 Lit, 0.75 Fire/Ice/Earth/Wind/Holy/Dark, 0.50 Mighty... 0.25 Blunt/Slash/Pierce

Martyr
Status: 45% Mute... 100% Pois/Dis, 25% Conf/Zzz, 20% Curse
Weak: 1.25 Holy... 1.50 Bow, 1.20 Pierce
Resist: 0.85 Lit, 0.75 Mighty, 0.50 Ice/Holy/Dark, 0.25 Fire/Earth, 0.05 Wind... 0.75 Pierce, 0.40 Blunt, 0.20 Slash

Raldigatorga
Status: 75% Blind, 40% Stop, 35% Stun, 25% Love... 50% Rage
Weak: 1.35 Lit... 1.20 Blunt
Resist: 0.65 Fire, 0.50 Lit/Mighty, 0.45 Ice, 0.15 Earth, 0.10 Dark... 0.80 Blunt, 0.65 Slash

Metythian Noble
Status: 100% Mute, 45% Stop... 75% Conf, 25% Zzz
Weak: 1.25 Holy, 1.15 Earth... 1.10 Blunt
Resist: 0.90 Mighty, 0.80 Dark, 0.75 Fire, 0.50 Ice, 0.35 Holy, 0.25 Lit/Earth/Wind... 0.65 Blunt, 0.45 Slash

Mirror Face
Status: 100% Love... 50% Zzz
Weak: 1.25 Dark... 1.50 Spear
Resist: 0.90 Holy/Dark, 0.80 Earth, 0.75 Mighty, 0.35 Wind, 0.25 Fire... 0.95 Slash, 0.85 Blunt

Sun Sage
Status: 25% Mute/Blind, 10% Stun... 125% Use, 100% Curse, 45% Conf, 25% Zzz/Pois
Weak: --
Resist: 0.80 Fire/Ice/Earth/Wind/Mighty, 0.10 Dark... 0.90 Blunt

Ice Token
Status: 45% Stop... 25% Rage
Weak: --
Resist: 0.75 Ice, 0.55 Wind, 0.50 Fire, 0.10 Dark... 0.80 Slash, 0.65 Pierce

Vile Slime
Status: 100% Stop... 75% Rage, 25% Conf
Weak: --
Resist: 0.90 Ice, 0.80 Fire, 0.65 Lit, 0.55 Wind, 0.10 Dark... 0.95 Slash, 0.75 Pierce

Critt Bream
Status: 50% Blind, 25% Stop... 100% Pois, 85% Conf, 50% Zzz
Weak: --
Resist: 0.80 Mighty, 0.50 Fire/Ice/Lit/Earth/Wind, 0.05 Holy... 0.80 Blunt, 0.50 Slash

Toxic Air
Status: 75% Mute... 100% Zzz/Pois
Weak: --
Resist: 0.50 Lit/Earth/Holy/Dark/Mighty, 0.35 Wind, 0.05 Fire... 0.95 Slash, 0.80 Pierce, 0.70 Blunt

Magic Dancer
Status: 85% Love, 50% KO, 10% Stun... 100% Curse/Pois, 35% Zzz, 25% Conf
Weak: --
Resist: 0.50 Lit/Earth/Wind/Holy/Dark/Mighty, 0.05 Ice... 0.80 Pierce, 0.50 Slash

Sin Eater
Status: 15% Stun... 100% Use, 75% Zzz, 20% Rage
Weak: --
Resist: 0.95 Ice, 0.80 Earth, 0.75 Lit, 0.50 Fire/Wind, 0.05 Dark... 0.90 Slash, 0.65 Blunt, 0.50 Pierce

Lym'Dell
Status: 100% KO/Love/Stop/Stun/Mute/Blind... 100% Conf/Zzz/Rage/Curse/Pois/Dis/Use
Weak: --
Resist: 0.90 Ice, 0.85 Earth/Wind/Holy, 0.80 Fire, 0.75 Dark... 0.90 Slash, 0.85 Blunt
Enemy Drops/Steals (1)
Enemy: Item (Drop Chance) [Steal Chance]
* = Guaranteed Drop

Bat: Lv1 (1/6), Lv1 (1/5)
Polpi: Lv1 (1/8)
Imp: Healing Herb (1/15) [75%], Lv1 (1/8), Lv1 (1/10)
Warlock: Lv1 (1/8), Magic Potion (1/20) [60%], Scarmon Shoes (1/15)
Root Lizard: Healing Herb (1/15), Lv1 (1/9), Antidote (1/15)
Guardian: Lv1*, Lv1*, Lv1*; Magic Potion [50%]
Hill Grikk: Lv1 (1/5), Lv1 (1/5), Lv2 (1/8)
Landstalker: Healing Herb (1/10), Antidote (1/15), Lv1 (1/5)
Fetyr: Magic Stone (1/15) [70%], Lv1 (1/5), Lv1 (1/5)
Shunned: Flash Rock (1/15), Lv1 (1/5), Lv2 (1/8)
Pestrud: Shield Amulet (1/30), Lv1 (1/5), Lv1 (1/8)
Vampire Bat: Lv1 (1/8), Lv1 (1/6), Lv2 (1/8)
Remnant: Lenigras Sword (1/10) [35%], Iron Helm (1/15) [50%], Iron Gauntlet (1/15) [40%]
Gargoyle: Healing Herb (1/10) [50%], Lv1 (1/6), Lv2 (1/10)
Asphylla: Magic Stone (1/10) [50%], Lv2 (1/9) [30%], Lv1 (1/6)
Royal Fang: Fang Plate (1/15) [30%], Insomnia Bell (1/15), Shield Amulet (1/20)
Forgotten: Cloth Tunic (1/10), Healing Herb (1/10), Lv1 (1/6)
Court Mage: Lv1 (1/7), Magic Potion (1/15) [50%], Simple Robes (1/15)
Remnant: Longsword (1/10) [65%], Iron Helm (1/15) [50%], Iron Gauntlet (1/15) [40%]
Levithias: Lv2*, Lv2*, Lv3*; Wonder Cure [60%], Lv3 [50%]
Bog Beast: Lv1 (1/5), Lv2 (1/6), Lv2 (1/7)
Thornian: Thorn Dagger (1/15) [50%], Poison Glyph (1/25), Antidote (1/10)
Shaman: Magi Shoes (1/15) [50%], Magic Potion (1/10), Insomnia Bell (1/15) [30%]
Swamp Grikk: Healing Herb (1/6), Lv1 (1/6), Lv2 (1/10)
Mortifleur: Healing Herb (1/8), Clarity Spray (1/12) [60%], Magic Potion (1/12)
Woevine: Healing Herb (1/8) [60%] [60%] [60%], Divine Dew (1/15), Lv1 (1/8)
Tamed Beast: Lv1 (1/8), Hit Booster (1/20) [30%], Lv2 (1/9)
Guardian: Bastard Sword (1/15), Knight Shield (1/15), Ring of Power (1/25) [30%]
Prowler: Divine Dew (1/10), Hit Booster (1/20), Bottled Hate (1/20)
Nessmir: Healing Herb (1/10), Lv1 (1/6), Lv2 (1/3)
Vagabond: Thick Goggles (1/20), Crit Bracer (1/30), Scimitar (1/20) [25%]
Sea Spirit: Magic Potion (1/10), Blue Bead (1/20), Silence Glyph (1/25) [30%]
Muskito: Lv1 (1/3), Lv2 (1/8), Lv2 (1/8)
Gelemental: Lv2 (1/6), Lv2 (1/6), Magic Potion (1/10) [30%]
Land Fish: Flash Rock (1/10), Magic Stone (1/10), Foul Pouch (1/10)
Goldmane: Earth Boon*, Crit Bracer*, Gold Mane*; Bottled Hate [50%]
Gelticue: Lv2*, Lv2*, Mana Cape*
Gelticue: Lv2*, Lv2*, Soul Ring*
Gelticue: Lv2*, Lv2*, Gold Idol*
Temple Shaman: Ribbon (1/20), Barrier Pin (1/20), Magic Potion (1/15) [50%]
Temple Mage: Stormcaller (1/20), Magic Targe (1/15) [50%], Lv2 (1/6)
Meditator: Barrier Pin (1/15), Lucky Coin (1/18) [35%], Soul Ring (1/30)
Palpu: Lv1 (1/8), Lv1 (1/10), Lv2 (1/8)
Permafrost: Magic Potion (1/10) [80%], Magic Stone (1/10), Lv1 (1/8)
Chillbreth: Lv1 (1/2), Blue Bead (1/15) [35%], Ice Boon (1/25) [35%]
Iceform: Lv2 (1/5), Life Brooch (1/15), Blue Bead (1/15); Survival Pin [50%]
Boreal Imp: Healing Herb (1/8), Foul Pouch (1/10), Boreal Spear (1/30) [40%]
Morlycose: Rock Crusher (1/10), Giant Helm (1/30) [30%], Ring of Power (1/20)
Blue Dragon: Lv2*, Lv2*, Lv2*
Shambler: Cloth Tunic (1/6), Antidote (1/8), Lv1*
Rock Crab: Shield Amulet (1/20), Brown Bead (1/15), Lv1 (1/10)
Old Bones: Wing Blade (1/15), Wander Vest (1/15), Pocket Dagger (1/20)
Accursed: Lv2 (1/5), Lv1 (1/5), Blessed Needle (1/10); Simple Robes [99%]
Kornykl: Warding Gauntlet (1/20), Potent Herb (1/5), Crystal Sword (1/30); Magic Elixir [40%]
Labyrin Diver: Healing Herb (1/5), Wind Boon (1/18), Agility Bracer (1/20); Swift Claw [40%]
Depth Cuckoo: Clarity Spray (1/8), Strong Herb (1/10), Lv2 (1/5)
Tunnel Worm: Strong Herb (1/8), Flash Rock (1/10), Crit Chaser (1/18) [40%]
Golem: Slash Shield (1/15), Earth Boon (1/15), Confusion Glyph (1/15) [50%]
Servacious: Healing Herb (1/8), Antidote (1/5), Truth Potion (1/5)
Armodylian: Shield Amulet (1/15), Health Ring (1/15), Defender (1/20); Magic Targe [40%]
Dragon: Lv2 (1/2), Lv3 (1/3), Dragon Scale (1/15) [30%]
Giant: Giant Club (1/15), Gigas Shield (1/20), Protect Gloves (1/20) [40%]
Kiltwaik: Nightweaver (1/15), Sage Gloves (1/20), Dark Boon (1/5); Curse Glyph [40%], Black Bead [40%]
Savelna: Ring of Power*, Swift Current*, Lucky Coin*
Moldarin: Love Glyph*, Apathy Pin*, Soul Ring*
Eltishae: Typhoon*, Pierce Shield*, Green Bead*
Eminass: White Bead (1/10) [40%], Holy Symbol (1/10), Love Glyph (1/10); Light Boon [40%]
Ignip: Magic Potion (1/5), Clarity Spray (1/8) [75%], Lv1*
Ash Fiend: Life Brooch (1/15), Ashblood Sword (1/25) [40%], Demonbone Mail (1/20)
Volc Air: Barrier Pin (1/20), Lv2 (1/2), Lv2 (1/3); Flash Rock [75%]
Effigy: Magic Potion (1/10) [60%], Divine Dew (1/15), Lv2*
Fire Spirit: Red Bead (1/15), Flame Boon (1/15), Rage Glyph (1/15); Magic Elixir [40%]
Temple Pest: Strong Herb (1/8), Lucky Coin (1/15) [50%], Lv2 (1/6)
Red Dragon: Lv3*, Flame Shield (1/15), Dragon Scale (1/5) [75%]
Immolis: Stillflame Staff*, Black Scarf*, Curse Glyph*
Fire Spirit: Red Bead (1/5), Flame Boon (1/5), Rage Glyph (1/10)
Elder Grikk: Lv1 (1/5), Lv1 (1/5), Yellow Bead (1/15) [30%]
Lomoforys: Magic Stone (1/10) [50%], Silence Glyph (1/15), Lv2*; Lv1 [80%]
Hestyr: Magic Elixir (1/15), Lv2 (1/8) [70%], Divine Dew (1/10)
Lemil: Lv1*, Poison Glyph (1/15), Vampire Glyph (1/20)
Dunescythe: Strong Herb (1/18), Clarity Spray (1/15), Lv2 (1/3)
Gelemental: Lv2 (1/3), Lv3 (1/5), Wonder Cure (1/10); Magic Elixir [50%]
Needle Beak: Strong Herb (1/6), Fairy Wings (1/20), Agility Bracer (1/20); Swift Claw [40%]
Mamba: Healing Herb (1/6), Antidote (1/5), Truth Potion (1/5)
Gelticue: Lv2 (1/3), Lv2 (1/3), Mana Cape (1/15)
Ruins Shaman: Holy Symbol (1/20), Black Bead (1/20), Magic Elixir (1/20); Magic Potion [50%]
Vampire Bat: Lv1 (1/3), Lv1 (1/3), Lv2 (1/8)
Holy Knight: Boon Blade (1/20), Resist Shield (1/20) [35%], Light Boon (1/15)
Fleshroot: Potent Herb (1/10), Lv1 (1/4), Lv1 (1/5)
Binding Tree: Vamp Bat (1/18), Health Ring (1/20) [30%], Blunt Shield (1/16)
Ruin Stalker: Agility Bracer (1/20), Crit Bracer (1/25), Power Slicer (1/20) [25%]
Tekkair Imp: Strong Herb (1/8) [50%], Lv2 (1/5), Lv1 (1/5)
Imp Captain: Typhoon*, Lucky Coin*, Apotho Symbol*
Petrifiend: Slash Shield (1/8) [50%], Earth Boon (1/8), Wonder Cure*
Blood Sentinel: Lv3*, Lv3*, Black Bead (1/20) [40%]
Wild Beast: Force Axe (1/20), Survival Pin (1/8) [50%], Defender (1/15)
Vulture: Lv2 (1/2), Lv3 (1/3), Green Bead (1/15)
Thunder Devil: Thunder Boon*, Fulmin Spear*, Stop Glyph*
Claimer: Gold Idol (1/30), Confusion Glyph (1/20), Confuddler (1/18) [25%]
Octian: Flash Rock (1/8), Lv2 (1/4), Lv3 (1/8)
Petrifiend: Slash Shield (1/15) [50%], Earth Boon (1/15), Wonder Cure (1/8)
Sheal: Lv2*, Slash Ward (1/18), Blue Bead (1/10) [50%]
Meridois: Swift Claw (1/25) [50%], Lv2 (1/4), Lv3 (1/5)
Hardback: The Wall (1/25), Chronos Ring (1/15) [50%], Shield Amulet (1/15)
Lakebottom Crab: Lv2 (1/4), Lv2 (1/5), Lv1 (1/4)
Garga Leech: Stone Shield*, Blue Devil*, Potent Herb*
Temple Guard: Protect Gloves (1/15), Life Brooch (1/15), Guardian Helm (1/18) [45%]
Homunculus: Battleborn Pin (1/25) [30%], Light Boon (1/20), Lv3 (1/8)
Sorcerer: Magic Elixir (1/10) [80%], Sorcerer Robes (1/25), Lv3 (1/3)
Lord Qilcis: Quilcis Mail*, Black Scarf*, Punisher*
Enemy Drops/Steals (2)
Weak Leianporyll: Wonder Cure*, Serpent Armour*, Magic Elixir*
Lv.2 Leianporyll: Ailment Shield*, Complete Ward*, Wonder Cure*
Lv.3 Leianporyll: Ailment Shield*, Lym'dell's Tooth*, Leian Fang*
MAX Leianporyll: Lym'dell's Tooth*, Leian Gear*, Leian Fang*
Dragon: Windbreath Bow*, Adventure Gear*, Battleborn Pin*; Dragon Scale [30%]
High Shaman: Magic Potion*, Dark Boon (1/3) [50%], Wonder Cure*; Black Bead [50%]
Pyrosaur: Stop Glyph (1/20), Infernis (1/20) [25%], Power Gauntlet (1/20) [25%]
Vylcaus: Vylcaus Nail (1/40) [30%], Composite Ring (1/45) [30%], Complete Ward (1/30)
Algeroth: Force Axe (1/15), Leian Fang (1/25), Composite Ring (1/10)
Meltismyr: Black Scarf (1/5), Mirror Ring (1/5), Carnage (1/10) [20%]
Zesifel: Battleborn Pin*, Wonder Cure*, Recovery Shield (1/5)
Orgogi: Lv3*, Lv3*, Lv3*
Pelp: Lv2 (1/3), Lv2 (1/3), Wonder Cure (1/15) [40%]
Gestric: Earth Boon (1/11), Lv1*, Antidote (1/8)
Shredder: Gold Mane (1/30), Slash Ward (1/18), Ring of Power (1/20) [45%]
Boldian: The Wall (1/25), Complete Ward (1/25), Golem Armour (1/25) [25%]
Llaplizek: Lv2*, Lv2 (1/2), Lv3 (1/3); Magic Elixir [75%]
Blitzkragg: Yellow Bead (1/20), Clarity Spray (1/10), Lv1*
Flashdancer: Potent Herb (1/8), Grounding Shoes (1/25), Flashdancer (1/30) [30%]
Elkitrix: Unbind Spice (1/10), Grounding Shoes (1/28), Fulmin Spear (1/20) [30%]
Lightning Devil: Lv3 (1/3), Lv3 (1/2), Lv3*
Gorlmyscau: Hat of Haste (1/5), Complete Ward (1/3), Curse Glyph*
Winter Grikk: Lv1*, Magic Potion (1/12) [95%], Foul Pouch (1/10)
Boreal Knight: Divine Dew (1/15), Barrier Shield (1/25), Lv2 (1/2)
Ilmaefyn: Magic Stone (1/10) [75%], Magic Elixir (1/12), Lv3 (1/3)
Frosbyte: Ice Boon (1/20), Blue Bead (1/18), Magic Elixir (1/12) [50%]
Ice Giant: Giant Club (1/20), Ice Giant Helm (1/30) [25%], Wonder Cure (1/20)
Polar Dragon: Dragon Scale (1/25) [40%], Crystal Sword (1/30), Survival Pin (1/20)
Death Imp: Divine Dew (1/12), The Assassin (1/20), Black Scarf (1/20) [35%]
Rott: Lv1*, Lv2*, Lv2*
Miasma: Holy Symbol (1/20), Black Bead (1/20), Curse Glyph (1/20) [40%]
Blight Carrier: Wonder Cure (1/15), Healing Herb (1/2), Vampire Glyph (1/18)
Crimson Sage: Potent Herb (1/10), Magic Elixir (1/17), Combustion Rod (1/20)
Hellfire Fiend: Fire Giant Helm (1/20) [25%], Punisher (1/20), Wonder Cure (1/10)
Volcanite: Ailment Shield (1/28), Red Bead (1/16), Flame Boon (1/18)
Lava Worm: Flash Rock (1/8), Thick Goggles (1/18), Defender (1/25)
Ember Bream: Potent Herb (1/15), Lv1*, Lv2*
Shadow Tree: KO Glyph (1/30) [25%], Lv2*, Shaman Wear (1/20)
Corpse Diver: Evasive Shield (1/20), Gravity Boots (1/25), Confusion Glyph (1/20)
Burzoam: Madman's Axe (1/25), The Wall (1/25), Power Gauntlet (1/25) [25%]
Nusfrattu: Hit Booster (1/15), Vampire Glyph (1/18), Black Bead (1/15)
Greater Nessmir: Potent Herb (1/6), Confuddler (1/30), Resist Shield (1/20)
Typhoon: Lv2*, Wind Boon (1/18) [50%], Green Bead (1/18)
Meltilocuss: Clarity Spray (1/8), Confusion Glyph (1/15), Meltico Needle (1/25) [25%]
Eymgull: Lv1*, Typhoon (1/20), Thief Gloves (1/30) [30%]
Cockatrice: Lv3*, The Assassin (1/25), Stop Glyph (1/20) [40%]
Curse Knight: Gigas Shield (1/25), Punisher (1/20) [45%], Holy Symbol (1/20)
Lomulghoris: Potent Herb (1/16), Wilding Shirt (1/25), Lv2*
Stalker: Silence Glyph (1/20), Bottled Hate (1/20) [40%], Rage Glyph (1/20)
Golden Lizard: Guardian Helm (1/20), Blast Wand (1/30), Golden Plate (1/40) [20%]
Tyrant: Madman's Axe (1/40) [35%], Warrior Boots (1/30), The Tyrant (1/35)
Tower Giant: Giant Club*, Giant Helm*, Golem Armour*; Warding Gauntlet [35%]
Bloodroot: Potent Herb (1/2) [75%], Ailment Shield (1/20), Poison Glyph (1/12)
Nulmoris: Sage Gloves (1/25), KO Glyph (1/25) [40%], Nightweaver (1/20) [40%]
Carnikrak: Precision Suit (1/20) [40%], Hit Booster (1/20) [60%], Action Gloves (1/20)
Garentagira: Ebony Impaler (1/25) [40%], Training Gloves (1/20), Minor Blessing (1/20) [50%]
Stagnation: Black Bead (1/20) [50%], Curse Glyph (1/20), Dark Boon (1/20)
Vilpyr: Frost Shield (1/30) [40%], Ice Giant Helm (1/20) [40%], Silence Glyph (1/20)
Boon Idol: Recovery Shield (1/25) [30%], Mending Gloves (1/20), Wishmaker Tear (1/25) [40%]
Daemonium: Cursed Sword (1/40) [40%], Gravity Boots (1/30), Elestone Helm (1/25)
Spirmysta: Full Sweep (1/25) [40%], Tri Thrust (1/25), Wilding Shirt (1/25) [40%]
Grikk Saint: Resist Shield (1/20), Seraphic Shaul (1/20) [40%], Light Boon (1/20)
Flayer: Flashdancer (1/30), Swift Fingers (1/25) [30%], Crit Bracer (1/25) [50%]
Thismia: Mirror Shield (1/40) [25%], Confusion Glyph (1/25), Confuddler (1/30)
Spellslinger: Sorcerer Robes (1/25) [40%], Elem Sceptre (1/25), Soul Ring (1/25) [40%]
Void Paladin: Mag. Greatshield (1/30) [30%], Quilcis Mail (1/30) [40%], Defender Greaves (1/30); Barrier Amulet [25%]
Souldreg Mass: Mound Maker (1/30), Golem Armour (1/30) [30%], Stone Shield (1/30) [30%]
Vile Hawk: Green Bead (1/20), Survival Pin (1/20) [50%], The Assassin (1/30); Nature Bead [50%]
Cassowarian: Windbreath Bow (1/25) [40%], Magic Targe (1/20), Gust Shield (1/30) [40%]
Winged Devil: Fairy Wings (1/30) [40%], Vampire Glyph (1/20) [40%], Dream Plague (1/25)
Musyodil: Bolt Shield (1/30) [40%], Barrier Pin (1/25), Cleansing Ring (1/25) [40%]
Divine Wind: Mending Gloves (1/25) [40%], White Bead (1/20), Healing Rod (1/25) [30%]; Purity Ring [30%]
Soul Dreg: Black Bead (1/15) [60%], Dark Boon (1/15), KO Glyph (1/15) [25%]
Bonelord: Cursed Sword (1/30), Ailment Shield (1/25), Demonbone Mail (1/20) [40%]; The Wall [40%]
Tomb Watcher: Garda Gauntlet (1/30), Wishmaker Tear (1/30), Complete Ward (1/30) [45%]; Barrier Amulet [35%]
Skylord Meniryhn: Thordyne*, Barrier Shield*, Wishmaker Tear*
Meniryhn's Aid: Anchor Greaves*, Protect Gloves*, Minor Blessing*
Idol of Prosperity: Healing Rod*, Elestone Helm*, Complete Ward*
Armageddos: --
Kurseroot: Adventure Gear*, Battleborn Pin*, Cursethorn Fist*; Healing Rod [30%]
Testing Enemy: --
Black Ember: Lv3*, Lv3*, Lv3*
Stillflame Shade: Darkbeast Horns*
Serpent Shade: Dawn Shield*
Soul Shade: Thordyne*
Dragonbreath Shade: Dragonbone Crown*
Wiseman of Metyth: --
Wishmaker: --
Lym'Dell: --
Bat: Lv1 (1/10)
Felwyn: Sorcerer Robes*, Caster's Gloves*, Elem Sceptre*
Gwen: Survival Rod*, Complete Ward*, Seraphic Shaul*
Guardian Phantom: Guardian*, Guardian Armour*, Defender Greaves*
Warrior Phantom: Adventure Gear*, Action Gloves*, Wishmaker Tear*
Wisemen: --

Postgame drops/steals to be added
4 Comments
slartifer  [author] 12 Mar @ 8:51pm 
@madmiscue
I'm afraid you are wildly wrong.

Passives (and equipment) have no impact on stats gained at level up. Your base stats at level 50 will be the same regardless of if you spent those 49 level ups naked or equipped with crazy multipliers.

The game stores your actual base value for each stat. This is what level up stat bonuses are applied to. Then the game adds additive equipment/passive bonuses, and then it applies multiplicative equipment/passive bonuses. So what you level up, the underlying base stat -- which is never affected by passives in the first place -- is increased.

I'm not sure how you "tested across multiple games" but that's just not how it works. Take any two characters from different games. If they're at the same level and have the same passives and equipment at the moment you compare them, all stats will be identical, no matter what they spent previous levels wearing or having.
madmiscue 26 Feb @ 12:49am 
It could be noted that the passives that increase attack are something of a one shot deal. Not completely, but since the game rounds % down while leveling up, you don't truly get the full benefit. It is especially bad to level while using a ring of power if you ever intend to take it off because you can actually nullify your gains. Tested across multiple games. The passives for HP were also tested and while they had similar issues, the loss was less. HP was tested using Monk getting the skill asap vs waiting til level 30ish on different playthroughs geared the same. ATK was tested using Thieves across multiple games. The issue is mostly apparent when per level gain is low and there isn't a whole number option... i.e. patk bonus 50% and initial gain would be 3, resulting in a gain of 4 (not alternating with a gain of 5)
slartifer  [author] 16 Feb @ 11:03am 
It is hidden behind furniture in the room with the bard merchant. You need to walk behind the bard and search around.
wontrice 16 Feb @ 8:54am 
Where is the invisibelt you said is in plasid castle? I cannot find it.